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Game Development
Game Library
Commits
c62c13fe
Commit
c62c13fe
authored
3 years ago
by
Joseph Walton-Rivers
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remove debugging infomation
parent
48f732c3
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Pipeline
#3030
failed
3 years ago
Changes
1
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1 changed file
demo/main.cpp
+6
-31
6 additions, 31 deletions
demo/main.cpp
with
6 additions
and
31 deletions
demo/main.cpp
+
6
−
31
View file @
c62c13fe
...
...
@@ -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
(),
1.0
f
);
glm
::
vec4
pivot
(
camComp
.
target
,
1.0
f
);
...
...
@@ -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
=
tru
e
;
bool
gamepadWindow
=
tru
e
;
bool
joystickWindow
=
fals
e
;
bool
gamepadWindow
=
fals
e
;
float
time
=
0.0
f
;
float
dt
=
16.0
f
;
...
...
@@ -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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