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Commit c62c13fe authored by Joseph Walton-Rivers's avatar Joseph Walton-Rivers
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remove debugging infomation

parent 48f732c3
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Pipeline #3030 failed
......@@ -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();
}
......
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