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@@ -1,16 +0,0 @@
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#ifndef AEON_ENTITY_CORECOMPONENTS_MESH_H_
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#define AEON_ENTITY_CORECOMPONENTS_MESH_H_
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#include <Aeon/Rendering/Material.hpp>
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namespace EC
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{
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struct Material
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{
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MaterialHandle Handle;
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};
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} // namespace EC
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#endif
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16
Aeon/Entity/CoreComponents/MaterialComponent.hpp
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16
Aeon/Entity/CoreComponents/MaterialComponent.hpp
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@@ -0,0 +1,16 @@
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#ifndef AEON_ENTITY_CORECOMPONENTS_MATERIAL_H_
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#define AEON_ENTITY_CORECOMPONENTS_MATERIAL_H_
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#include <Aeon/Rendering/Material.hpp>
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namespace EC
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{
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struct MaterialComponent
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{
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MaterialHandle Handle;
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};
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}; // namespace EC
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#endif
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@@ -6,11 +6,11 @@
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namespace EC
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{
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struct Mesh
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struct MeshComponent
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{
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MeshHandle Handle;
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};
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} // namespace EC
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}; // namespace EC
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#endif
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@@ -1,9 +1,6 @@
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#ifndef AEON_ENTITY_ENTITY_H_
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#define AEON_ENTITY_ENTITY_H_
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#include <Aeon/Entity/CoreComponents/Material.hpp>
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#include <Aeon/Entity/CoreComponents/Mesh.hpp>
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#include <Aeon/Entity/CoreComponents/Transform.hpp>
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#include <entt/entity/registry.hpp>
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#include <entt/entt.hpp>
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2
Aeon/Rendering/RenderPass.hpp
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2
Aeon/Rendering/RenderPass.hpp
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@@ -0,0 +1,2 @@
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#ifndef AEON_RENDERING_RENDERPASS_H_
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@@ -0,0 +1,10 @@
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#ifndef AEON_SCENE_H_
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#define AEON_SCENE_H_
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#include <Aeon/Includes.hpp>
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class Scene
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{
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};
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#endif
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@@ -1,5 +1,8 @@
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#include <Aeon/Aeon.hpp>
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#include <Aeon/Core/Events.hpp>
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#include <Aeon/Entity/CoreComponents/MaterialComponent.hpp>
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#include <Aeon/Entity/CoreComponents/MeshComponent.hpp>
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#include <Aeon/Entity/CoreComponents/Transform.hpp>
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#include <Aeon/Entity/Entity.hpp>
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#include <Aeon/Rendering/ImGui.hpp>
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#include <iostream>
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@@ -77,11 +80,12 @@ public:
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ExampleGame()
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: App({"Example"}, {"Game with AEON!"})
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{
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const auto entity = GetEntityRegistry().create();
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EC::Entity entity = GetEntityRegistry().create();
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GetEntityRegistry().emplace<EC::Transform>(entity, EC::Transform({0.0f, 0.0f, 0.0f}));
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GetEntityRegistry().emplace<EC::MeshComponent>(entity, EC::MeshComponent {});
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GetEntityRegistry().emplace<EC::MaterialComponent>(entity, EC::MaterialComponent {});
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Level* level = new Level;
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PushLayer((Core::GameLayer*)level);
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DebugLayer debug;
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