493 lines
17 KiB
C++
Executable File
493 lines
17 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 "Rendering/OBJ.h"
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#include "Rendering/Model.h"
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#include "Rendering/Texture.h"
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#include "EventBroker.h"
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#include "Rendering/RenderQueue.h"
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#include "Rendering/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/ConfigFile.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/CBrickPart.h"
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#include "Game/CWall.h"
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#include "Game/CKraken.h"
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#include "Game/CNewWaterVolume.h"
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#include "Game/CBackground.h"
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#include "Game/CTravels.h"
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#include "Game/CStickyAim.h"
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#include "Game/BallSystem.h"
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#include "Game/LifeSystem.h"
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#include "Game/HitLagSystem.h"
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#include "Game/TravellingSystem.h"
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#include "Game/LifebuoySystem.h"
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#include "Game/ProjectileSystem.h"
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#include "Game/KrakenSystem.h"
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#include "Game/WaterSystem.h"
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#include "Game/Bricks/CPowerUpBrick.h"
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#include "Game/BrickComponents.h"
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#include "Game/EScreenShake.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 "Rendering/AnimationSystem.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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#include "Game/GUI/ELoadingFrameComplete.h"
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#include "Game/GUI/LoadingFrame.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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{
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ResourceManager::RegisterType<Texture>("Texture");
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ResourceManager::RegisterType<Model>("Model");
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ResourceManager::RegisterType<Sound>("Sound");
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ResourceManager::RegisterType<ConfigFile>("ConfigFile");
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ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
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ResourceManager::RegisterType<VertexShader>("VertexShader");
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ResourceManager::RegisterType<FragmentShader>("FragmentShader");
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ResourceManager::LoadPreloadsFromFile();
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auto config = ResourceManager::Load<ConfigFile>("Config.ini");
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LOG_LEVEL = static_cast<_LOG_LEVEL>(config->GetValue<int>("Debug.LogLevel", 1));
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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(config->GetValue<bool>("Video.Fullscreen", false));
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m_Renderer->SetResolution(Rectangle(
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0,
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0,
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config->GetValue<int>("Video.Width", 675),
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config->GetValue<int>("Video.Height", 1080)
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));
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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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m_MainMenu = new GUI::MainMenu(m_FrameStack, "MainMenu");
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m_MainMenu->Hide();
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m_LoadingFrame = new GUI::LoadingFrame(m_FrameStack, "Loading");
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m_LoadingFrame->SetTexture("Textures/GUI/Loading.png");
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PreloadAllTheShit();
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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::BrickPart>();
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m_World->ComponentFactory.Register<Components::Pad>();
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m_World->ComponentFactory.Register<Components::Wall>();
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m_World->ComponentFactory.Register<Components::NewWaterVolume>();
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m_World->ComponentFactory.Register<Components::Background>();
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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::Kraken>();
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m_World->ComponentFactory.Register<Components::StickyAim>();
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m_World->ComponentFactory.Register<Components::Travels>();
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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->SystemFactory.Register<Systems::AnimationSystem>(
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[this]() { return new Systems::AnimationSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::AnimationSystem>();
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m_World->SystemFactory.Register<Systems::TravellingSystem>(
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[this]() { return new Systems::TravellingSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TravellingSystem>();
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m_World->SystemFactory.Register<Systems::KrakenSystem>(
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[this]() { return new Systems::KrakenSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::KrakenSystem>();
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m_World->SystemFactory.Register<Systems::WaterSystem>(
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[this]() { return new Systems::WaterSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::WaterSystem>();
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m_World->SystemFactory.Register<Systems::LifeSystem>(
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[this]() { return new Systems::LifeSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LifeSystem>();
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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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//auto particleEmitter= m_World->AddComponent<Components::Emitter>(Pe);
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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_ELoadingFrameComplete = decltype(m_ELoadingFrameComplete)(std::bind(&Engine::OnLoadingFrameComplete, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_ELoadingFrameComplete);
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m_LastTime = glfwGetTime();
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}
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void PreloadAllTheShit()
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{
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if (ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<bool>("Debug.SkipPreload", false)) {
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m_LoadingFrame->Hide();
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m_MainMenu->Show();
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return;
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}
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for (auto& pair : ResourceManager::GetPreloads()) {
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m_LoadingFrame->AddResource(pair.first, pair.second);
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}
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m_LoadingFrame->Preload();
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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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} else {
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m_EventBroker->Process<Systems::SoundSystem>();
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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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std::unique_ptr<dd::Camera> defaultCamera = nullptr;
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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);
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if (modelAsset)
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
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* glm::toMat4(absoluteTransform.Orientation)
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* glm::scale(absoluteTransform.Scale);
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Components::Animation* animationComponent = m_World->GetComponent<Components::Animation>(entity);
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EnqueueModel(modelAsset, modelMatrix, modelComponent, animationComponent);
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}
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}
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auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
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if (pointLightComponent)
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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EnqueuePointLight(absoluteTransform.Position,
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pointLightComponent->Diffuse,
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pointLightComponent->Specular,
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pointLightComponent->Radius);
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}
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auto parent = m_World->GetEntityParent(entity);
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if(parent != 0) {
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auto waterParticleComponent = m_World->GetComponent<Components::WaterVolume>(parent);
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if (waterParticleComponent) {
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//TODO: Remove hardcoded color.
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//TODO: Do i even need modelMatrix?
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::scale(absoluteTransform.Scale);
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EnqueueWaterParticles(absoluteTransform.Position, glm::vec4(1.f, 1.f, 1.f, 1.f), modelMatrix, absoluteTransform.Position.z);
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}
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}
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
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{
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std::string normal = spriteComponent->NormalTexture;
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std::string spec = spriteComponent->SpecularTexture;
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if (normal.empty()) {
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normal = "Textures/Core/NeutralNormalMap.png";
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}
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if (spec.empty()) {
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spec = "Textures/Core/NeutralSpecularMap.png";
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}
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auto texturediff = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
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auto texturenorm = ResourceManager::Load<Texture>(normal);
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auto texturespec = ResourceManager::Load<Texture>(spec);
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::toMat4(orientation2D)
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* glm::scale(absoluteTransform.Scale);
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EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
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}
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}
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}
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//TODO: Get this out of engine.h
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void EnqueueModel(Model* model, glm::mat4 modelMatrix, const Components::Model* modelComponent, const Components::Animation* animationComponent)
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{
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for (auto texGroup : model->TextureGroups)
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{
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ModelJob job;
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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job.NormalTexture = texGroup.NormalMap.get();
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job.SpecularTexture = texGroup.SpecularMap.get();
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = modelMatrix * model->m_Matrix;
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job.Color = modelComponent->Color;
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if (model->m_Skeleton != nullptr && animationComponent != nullptr) {
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job.Skeleton = model->m_Skeleton;
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job.AnimationName = animationComponent->Name;
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job.AnimationTime = animationComponent->Time;
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job.NoRootMotion = animationComponent->NoRootMotion;
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}
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m_RendererQueue.Deferred.Add(job);
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}
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}
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// TODO: Get this out of engine.h
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void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color, float depth)
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{
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SpriteJob job;
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job.TextureID = texture->ResourceID;
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job.DiffuseTexture = texture;
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job.NormalTexture = normalTexture;
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job.SpecularTexture = specularTexture;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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job.Depth = depth;
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m_RendererQueue.Forward.Add(job);
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}
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void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius)
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{
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PointLightJob job;
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job.Position = position;
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job.DiffuseColor = diffuseColor;
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job.SpecularColor = specularColor;
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job.Radius = radius;
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m_RendererQueue.Lights.Add(job);
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}
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void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix, float depth)
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{
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WaterParticleJob job;
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job.Position = position;
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job.Color = color;
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job.ModelMatrix = modelMatrix;
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job.Depth = depth;
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m_RendererQueue.Forward.Add(job);
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}
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private:
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std::shared_ptr<EventBroker> m_EventBroker;
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GUI::Frame* m_FrameStack = nullptr;
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GUI::MainMenu* m_MainMenu = nullptr;
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GUI::LoadingFrame* m_LoadingFrame = nullptr;
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std::shared_ptr<Renderer> m_Renderer;
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RenderQueueCollection m_RendererQueue;
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std::shared_ptr<InputManager> m_InputManager;
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std::shared_ptr<World> m_World;
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glm::vec3 m_CameraPosition = glm::vec3(0.f, 0.f, 0.f);
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//TODO: Redo
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bool m_GameIsRunning = false;
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dd::EventRelay<Engine, dd::Events::GameStart> m_EGameStart;
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bool OnGameStart(const dd::Events::GameStart &event)
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{
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m_GameIsRunning = true;
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//Todo: Move this
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{
|
|
// 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;
|
|
};
|
|
|
|
EventRelay<Engine, Events::LoadingFrameComplete> m_ELoadingFrameComplete;
|
|
bool OnLoadingFrameComplete(const Events::LoadingFrameComplete& event)
|
|
{
|
|
if (event.FrameName == "Loading") {
|
|
event.Frame->Hide();
|
|
m_MainMenu->Show();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
double m_LastTime;
|
|
};
|
|
|
|
}
|