diff --git a/demo/main.cpp b/demo/main.cpp index 5a0cf4a31e815fadcd1160684490c0009175da12..fa44249c9f093269e7766f029b82174f4e848d54 100644 --- a/demo/main.cpp +++ b/demo/main.cpp @@ -91,11 +91,13 @@ void CameraArcball(fggl::ecs2::impl::iter& it, fggl::components::Transform* t, f const fggl::gfx::Window& window = hacks->window; const fggl::gfx::Input& input = hacks->input; + if ( !input.mouseDown( fggl::gfx::MOUSE_2 ) ) { + return; + } + auto& camTransform = t[0]; auto& camComp = c[0]; - //void process_arcball(fggl::gfx::Window& window, fggl::ecs::ECS& ecs, fggl::gfx::Input& input, fggl::ecs::entity_t cam) { - // see https://asliceofrendering.com/camera/2019/11/30/ArcballCamera/ glm::vec4 position(camTransform.origin(), 1.0f); glm::vec4 pivot(camComp.target, 1.0f); @@ -239,11 +241,6 @@ int main(int argc, char* argv[]) { world.import<fggl::components::Math>(); world.import<fggl::components::Gfx>(); - //fggl::ecs::ECS ecs; - //ecs.registerComponent<fggl::gfx::MeshToken>(); - //ecs.registerComponent<fggl::gfx::Camera>(); - //ecs.registerComponent<fggl::math::Transform>(); - // make camera auto camEnt = world.create("camera"); { @@ -311,9 +308,6 @@ int main(int argc, char* argv[]) { // rendering systems - Game/OpenGL auto matSys = world.ecs().system<const fggl::components::Transform, fggl::components::GfxMat>() .iter([&world](flecs::iter& it, const fggl::components::Transform* t, fggl::components::GfxMat* mats) { - - std::cerr << "splating entity data" << std::endl; - // there is probably a more ECS-friendly way of doing this... auto cam = world.ecs().lookup("camera"); const auto camComp = cam.get< fggl::components::Camera >(); @@ -338,9 +332,6 @@ int main(int argc, char* argv[]) { auto t = it.column<const fggl::components::GfxMat>(1); auto mesh = it.column<const fggl::components::GfxToken>(2); - std::cerr << "1: " << t.is_set() << std::endl; - std::cerr << "2: " << t.is_set() << std::endl; - glEnable(GL_CULL_FACE); glCullFace(GL_BACK); @@ -370,8 +361,8 @@ int main(int argc, char* argv[]) { .ctx( &hacks ) .iter( CameraArcball ); - bool joystickWindow = true; - bool gamepadWindow = true; + bool joystickWindow = false; + bool gamepadWindow = false; float time = 0.0f; float dt = 16.0f; @@ -509,22 +500,6 @@ int main(int argc, char* argv[]) { drawSys.run(dt); // render using real shader -/* auto renderables = ecs.getEntityWith<fggl::gfx::MeshToken>(); - for ( auto renderable : renderables ) { - auto token = ecs.getComponent<fggl::gfx::MeshToken>(renderable); - token->pipeline = shaderPhong; - } - meshRenderer.render(win, ecs, camEnt, 16.0f);*/ - - // render using normals shader -/* if ( showNormals ) { - for ( auto renderable : renderables ) { - auto token = ecs.getComponent<fggl::gfx::MeshToken>(renderable); - token->pipeline = shaderNormals; - } - meshRenderer.render(win, ecs, camEnt, 16.0f); - }*/ - debug.draw(); win.swap(); }