588 lines
22 KiB
C++
Executable File
588 lines
22 KiB
C++
Executable File
/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <string>
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#include <sstream>
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#include <Sound/CCollisionSound.h>
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#include "ResourceManager.h"
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#include "OBJ.h"
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#include "Model.h"
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#include "Texture.h"
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#include "EventBroker.h"
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#include "RenderQueue.h"
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#include "Renderer.h"
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#include "InputManager.h"
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//TODO: Remove includes that are only here for the temporary draw solution.
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#include "World.h"
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#include "CTransform.h"
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#include "CTemplate.h"
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#include "Core/EventBroker.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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#include "Rendering/CPointLight.h"
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#include "Transform/TransformSystem.h"
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#include "Sound/SoundSystem.h"
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#include "Sound/CCollisionSound.h"
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#include "Game/LevelSystem.h"
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#include "Game/PadSystem.h"
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#include "Game/CBall.h"
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#include "Game/CPad.h"
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#include "Game/CLifebuoy.h"
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#include "Game/CProjectile.h"
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#include "Game/CBrick.h"
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#include "Game/CStickyAim.h"
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#include "Game/BallSystem.h"
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#include "Game/HitLagSystem.h"
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#include "Game/LifebuoySystem.h"
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#include "Game/ProjectileSystem.h"
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#include "Game/Bricks/CPowerUpBrick.h"
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#include "Game/BrickComponents.h"
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#include "Physics/PhysicsSystem.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CRectangleShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CWaterVolume.h"
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#include "Physics/CParticle.h"
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#include "Physics/CParticleEmitter.h"
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#include "Game/EGameStart.h"
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#include "Sound/EPlaySound.h"
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#include "GUI/Frame.h"
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#include "GUI/Button.h"
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#include "Game/GUI/MainMenu.h"
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#include "Game/GUI/HUD.h"
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namespace dd
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{
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class Engine
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{
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public:
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Engine(int argc, char* argv[]) {
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m_EventBroker = std::make_shared<EventBroker>();
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m_Renderer = std::make_shared<Renderer>();
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m_Renderer->SetFullscreen(false);
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//m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
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m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
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m_Renderer->Initialize();
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m_FrameStack = new GUI::Frame(m_EventBroker.get());
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m_FrameStack->Width = 675;
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m_FrameStack->Height = 1080;
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auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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m_World = std::make_shared<World>(m_EventBroker);
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>(
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[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::CollisionSound>();
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m_World->SystemFactory.Register<Systems::SoundSystem>(
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[this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::SoundSystem>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::RectangleShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->ComponentFactory.Register<Components::Ball>();
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m_World->ComponentFactory.Register<Components::Brick>();
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m_World->ComponentFactory.Register<Components::Pad>();
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m_World->ComponentFactory.Register<Components::Life>();
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m_World->ComponentFactory.Register<Components::Lifebuoy>();
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m_World->ComponentFactory.Register<Components::Projectile>();
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m_World->ComponentFactory.Register<Components::StickyAim>();
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m_World->ComponentFactory.Register<Components::PowerUp>();
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m_World->ComponentFactory.Register<Components::PowerUpBrick>();
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m_World->ComponentFactory.Register<Components::StandardBrick>();
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m_World->ComponentFactory.Register<Components::MultiBallBrick>();
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m_World->ComponentFactory.Register<Components::LifebuoyBrick>();
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m_World->ComponentFactory.Register<Components::StickyBrick>();
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m_World->ComponentFactory.Register<Components::InkBlasterBrick>();
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m_World->ComponentFactory.Register<Components::KrakenAttackBrick>();
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m_World->SystemFactory.Register<Systems::LevelSystem>(
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[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LevelSystem>();
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m_World->SystemFactory.Register<Systems::PadSystem>(
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[this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PadSystem>();
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m_World->SystemFactory.Register<Systems::BallSystem>(
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[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::BallSystem>();
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m_World->SystemFactory.Register<Systems::HitLagSystem>(
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[this]() { return new Systems::HitLagSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::HitLagSystem>();
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m_World->SystemFactory.Register<Systems::LifebuoySystem>(
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[this]() { return new Systems::LifebuoySystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LifebuoySystem>();
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m_World->SystemFactory.Register<Systems::ProjectileSystem>(
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[this]() { return new Systems::ProjectileSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::ProjectileSystem>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::PointLight>();
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m_World->ComponentFactory.Register<Components::WaterVolume>();
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m_World->ComponentFactory.Register<Components::Particle>();
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m_World->ComponentFactory.Register<Components::ParticleEmitter>();
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m_World->Initialize();
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//PointLightTest
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{
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(-3.f, 6.f, -5.f);
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transform->Sticky = true;
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 20.f;
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pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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}
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{
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(3.f, -5.f, -5.f);
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transform->Sticky = true;
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 15.f;
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pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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}
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//Halfpipe background test model.
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{
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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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transform->Position = glm::vec3(0.f, 0.f, -15.f);
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transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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transform->Sticky = false;
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}
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{
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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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transform->Position = glm::vec3(0.f, 34.6f, -15.f);
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transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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transform->Sticky = false;
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}
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//Background
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{
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auto background = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(background);
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transform->Position = glm::vec3(0.f, 0.f, -30.f);
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transform->Scale = glm::vec3(2681.f / 50.f, 1080.f / 50.f, 1.f);
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auto sprite = m_World->AddComponent<Components::Sprite>(background);
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sprite->SpriteFile = "Textures/Background.png";
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m_World->CommitEntity(background);
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}
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// auto particleEmitter= m_World->AddComponent<Components::Emitter>(Pe);
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//Water test
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{
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auto t_waterBody = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, -3.5f, -10.f);
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transform->Scale = glm::vec3(7.0f, 1.5f, 1.f);
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transform->Sticky = true;
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auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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m_World->CommitEntity(t_waterBody);
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}
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//ParticleTest
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/*{
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auto Pe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(Pe);
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auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
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auto emitteSprite = m_World->AddComponent<Components::Sprite>(Pe);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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emitteSprite->SpriteFile = "Textures/Test/Brick_Normal.png";
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particleEmitter->GravityScale = 0.0f;
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particleEmitter->SpawnRate = 1.f;
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particleEmitter->NumberOfTicks = 2;
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particleEmitter->Speed = 1.f;
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particleEmitter->ParticlesPerTick = 5;
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particleEmitter->Spread = glm::pi<float>()*2;
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particleEmitter->EmittingAngle = glm::pi<float>();
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particleEmitter->LifeTime = 50;
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{
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auto Pt = m_World->CreateEntity(Pe);
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auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
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auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
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//PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
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PtTransform->Position = transform->Position;
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PtSprite->SpriteFile = "Textures/Background.png";
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PtParticle->LifeTime = 3.f;
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PtParticle->Flags = static_cast<ParticleFlags::Type>(ParticleFlags::Type::Powder | ParticleFlags::Type::ParticleContactFilter | ParticleFlags::Type::FixtureContactFilter);
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}
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m_World->CommitEntity(Pe);
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}*/
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//TODO: Why does the ball not collide with these bricks?
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//BottomBox
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{
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auto BottomWall = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(BottomWall);
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transform->Position = glm::vec3(0.f, -6.f, -10.f);
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transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(BottomWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(BottomWall);
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rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall);
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physics->CollisionType = CollisionType::Type::Static;
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physics->Category = CollisionLayer::Wall;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::LifeBuoy);
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transform->Sticky = true;
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m_World->CommitEntity(BottomWall);
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}
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(0.f, 6.f, -10.f);
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transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(topWall);
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rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->CollisionType = CollisionType::Type::Static;
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physics->Category = CollisionLayer::Wall;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
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transform->Sticky = true;
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m_World->CommitEntity(topWall);
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}
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{
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auto leftWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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leftWall);
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transform->Position = glm::vec3(-4.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
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rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
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physics->CollisionType = CollisionType::Type::Static;
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physics->Category = CollisionLayer::Wall;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
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transform->Sticky = true;
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m_World->CommitEntity(leftWall);
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}
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{
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auto rightWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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rightWall);
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transform->Position = glm::vec3(4.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
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rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
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physics->CollisionType = CollisionType::Type::Static;
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physics->Category = CollisionLayer::Wall;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
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transform->Sticky = true;
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m_World->CommitEntity(rightWall);
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}
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//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
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m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EGameStart);
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m_LastTime = glfwGetTime();
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}
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bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
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void Tick()
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{
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double currentTime = glfwGetTime();
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double dt = currentTime - m_LastTime;
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m_LastTime = currentTime;
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// Update input
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m_InputManager->Update(dt);
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// Swap event queues to get fresh input data in the read queue
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//m_EventBroker->Swap();
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//ResourceManager::Update();
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if (m_GameIsRunning) {
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m_World->Update(dt);
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}
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m_EventBroker->Process<GUI::Frame>();
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m_FrameStack->UpdateLayered(dt);
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m_RendererQueue.Clear();
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m_FrameStack->DrawLayered(m_RendererQueue);
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//TODO Fill up the renderQueue with models (Temp fix)
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if (m_GameIsRunning) {
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TEMPAddToRenderQueue();
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}
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// Render scene
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//TODO send renderqueue to draw.
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m_Renderer->Draw(m_RendererQueue);
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m_EventBroker->Process<Engine>();
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// Swap event queues
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m_EventBroker->Swap();
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glfwPollEvents();
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}
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std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
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std::shared_ptr<Systems::LevelSystem> m_LevelSystem;
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//TODO: Get this out of engine.h
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void TEMPAddToRenderQueue()
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{
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if (!m_TransformSystem)
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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for (auto &pair : *m_World->GetEntities())
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{
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EntityID entity = pair.first;
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auto templateComponent = m_World->GetComponent<Components::Template>(entity);
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if (templateComponent)
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continue;
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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if (!transform)
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continue;
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auto modelComponent = m_World->GetComponent<Components::Model>(entity);
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if (modelComponent)
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{
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Model* modelAsset = nullptr;
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modelAsset = ResourceManager::Load<Model>(modelComponent->ModelFile);
|
|
|
|
if (modelAsset)
|
|
{
|
|
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
|
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
|
|
* glm::toMat4(absoluteTransform.Orientation)
|
|
* glm::scale(absoluteTransform.Scale);
|
|
EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color, modelComponent->ModelFile);
|
|
}
|
|
}
|
|
|
|
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
|
|
if (pointLightComponent)
|
|
{
|
|
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
|
EnqueuePointLight(absoluteTransform.Position,
|
|
pointLightComponent->Diffuse,
|
|
pointLightComponent->Specular,
|
|
pointLightComponent->Radius);
|
|
}
|
|
|
|
auto parent = m_World->GetEntityParent(entity);
|
|
if(parent != 0) {
|
|
auto waterParticleComponent = m_World->GetComponent<Components::WaterVolume>(parent);
|
|
if (waterParticleComponent) {
|
|
//TODO: Remove hardcoded color.
|
|
//TODO: Do i even need modelMatrix?
|
|
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
|
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
|
|
* glm::scale(absoluteTransform.Scale);
|
|
EnqueueWaterParticles(absoluteTransform.Position, glm::vec4(1.f, 1.f, 1.f, 1.f), modelMatrix, absoluteTransform.Position.z);
|
|
}
|
|
}
|
|
|
|
|
|
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
|
|
if (spriteComponent)
|
|
{
|
|
std::string normal = spriteComponent->NormalTexture;
|
|
std::string spec = spriteComponent->SpecularTexture;
|
|
|
|
if (normal.empty()) {
|
|
normal = "Textures/Core/NeutralNormalMap.png";
|
|
}
|
|
if (spec.empty()) {
|
|
spec = "Textures/Core/NeutralSpecularMap.png";
|
|
}
|
|
auto texturediff = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
|
|
auto texturenorm = ResourceManager::Load<Texture>(normal);
|
|
auto texturespec = ResourceManager::Load<Texture>(spec);
|
|
|
|
|
|
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
|
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
|
|
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
|
|
* glm::toMat4(orientation2D)
|
|
* glm::scale(absoluteTransform.Scale);
|
|
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
|
|
}
|
|
}
|
|
}
|
|
|
|
//TODO: Get this out of engine.h
|
|
void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color, std::string fileName)
|
|
{
|
|
for (auto texGroup : model->TextureGroups)
|
|
{
|
|
ModelJob job;
|
|
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
|
job.DiffuseTexture = (texGroup.Texture) ? *texGroup.Texture : 0;
|
|
job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
|
|
job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
|
|
job.VAO = model->VAO;
|
|
job.ElementBuffer = model->ElementBuffer;
|
|
job.StartIndex = texGroup.StartIndex;
|
|
job.EndIndex = texGroup.EndIndex;
|
|
job.ModelMatrix = modelMatrix;
|
|
job.Color = color;
|
|
|
|
m_RendererQueue.Deferred.Add(job);
|
|
}
|
|
}
|
|
|
|
// TODO: Get this out of engine.h
|
|
void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color, float depth)
|
|
{
|
|
SpriteJob job;
|
|
job.TextureID = texture->ResourceID;
|
|
job.DiffuseTexture = *texture;
|
|
job.NormalTexture = *normalTexture;
|
|
job.SpecularTexture = *specularTexture;
|
|
job.ModelMatrix = modelMatrix;
|
|
job.Color = color;
|
|
job.Depth = depth;
|
|
|
|
|
|
m_RendererQueue.Forward.Add(job);
|
|
}
|
|
|
|
void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius)
|
|
{
|
|
PointLightJob job;
|
|
job.Position = position;
|
|
job.DiffuseColor = diffuseColor;
|
|
job.SpecularColor = specularColor;
|
|
job.Radius = radius;
|
|
|
|
m_RendererQueue.Lights.Add(job);
|
|
|
|
}
|
|
|
|
void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix, float depth)
|
|
{
|
|
WaterParticleJob job;
|
|
job.Position = position;
|
|
job.Color = color;
|
|
job.ModelMatrix = modelMatrix;
|
|
job.Depth = depth;
|
|
|
|
m_RendererQueue.Forward.Add(job);
|
|
}
|
|
|
|
private:
|
|
std::shared_ptr<EventBroker> m_EventBroker;
|
|
GUI::Frame* m_FrameStack = nullptr;
|
|
std::shared_ptr<Renderer> m_Renderer;
|
|
RenderQueueCollection m_RendererQueue;
|
|
std::shared_ptr<InputManager> m_InputManager;
|
|
std::shared_ptr<World> m_World;
|
|
|
|
//TODO: Redo
|
|
bool m_GameIsRunning = false;
|
|
dd::EventRelay<Engine, dd::Events::GameStart> m_EGameStart;
|
|
bool OnGameStart(const dd::Events::GameStart &event)
|
|
{
|
|
m_GameIsRunning = true;
|
|
//Todo: Move this
|
|
{
|
|
dd::Events::PlaySound e;
|
|
e.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav";
|
|
e.IsAmbient = true;
|
|
m_EventBroker->Publish(e);
|
|
}
|
|
{
|
|
dd::Events::PlaySound e;
|
|
e.FilePath = "Sounds/BGM/water-flowing.wav";
|
|
e.Gain = 0.3f;
|
|
e.IsAmbient = true;
|
|
m_EventBroker->Publish(e);
|
|
}
|
|
|
|
return true;
|
|
};
|
|
double m_LastTime;
|
|
};
|
|
|
|
}
|