restructure around entt
This commit is contained in:
@@ -1,13 +1,12 @@
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#ifndef AEON_AEON_H_
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#define AEON_AEON_H_
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#include <Aeon/Includes.hpp>
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#include <Aeon/Core/Display.hpp>
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#include <Aeon/Core/Events.hpp>
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#include <Aeon/Core/GameLayer.hpp>
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#include <Aeon/Entity/Entity.hpp>
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#include <Aeon/Includes.hpp>
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#include <Aeon/Input/Input.hpp>
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#include <Aeon/Entity/EntityController.hpp>
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namespace Core
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{
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@@ -22,41 +21,41 @@ namespace Core
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class App : public EventListener
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{
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public:
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App( const AppProperties& props, const DisplayProperties& dispProps );
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App(const AppProperties& props, const DisplayProperties& dispProps);
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void Run();
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void Run();
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const Display& GetDisplay();
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const Display& GetDisplay();
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const EC::
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// Layers, once assigned, until poped are assumed to
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// never change their spot in the layer hierarchy
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void PushLayer( GameLayer* layer );
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void PushTopLayer( GameLayer* layer );
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void PushDebugLayer( GameLayer* layer );
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// Layers, once assigned, until poped are assumed to
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// never change their spot in the layer hierarchy
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void PushLayer(GameLayer* layer);
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void PushTopLayer(GameLayer* layer);
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void PushDebugLayer(GameLayer* layer);
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bool EventRecieved( GenericEvent& e ) override;
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bool EventRecieved(GenericEvent& e) override;
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public:
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void PopLayer();
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void PopTopLayer();
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void PopDebugLayer();
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void PopLayer();
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void PopTopLayer();
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void PopDebugLayer();
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private:
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Display mDisplay;
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Display mDisplay;
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EC::EntityRegistry mEntityController;
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Input::InputController& mInput;
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EC::registry mEntityRegistry;
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Input::InputController& mInput;
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// Game layers from z order
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std::vector<GameLayer*> mGameLayers;
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std::vector<GameLayer*> mTopLayers;
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std::vector<GameLayer*> mDebugLayers;
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// Game layers from z order
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std::vector<GameLayer*> mGameLayers;
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std::vector<GameLayer*> mTopLayers;
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std::vector<GameLayer*> mDebugLayers;
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private:
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bool mSIGTERM = false;
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bool mSIGTERM = false;
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};
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}
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} // namespace Core
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#endif
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@@ -1,15 +1,12 @@
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#ifndef AEON_CORE_DISPLAY_H_
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#define AEON_CORE_DISPLAY_H_
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#include <Aeon/Includes.hpp>
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#include <Aeon/Rendering/RenderMaster.hpp>
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#include <Aeon/Core/EngineConfig.hpp>
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#include <Aeon/Core/Events.hpp>
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#include <Aeon/Includes.hpp>
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using namespace Rendering;
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namespace Core {
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namespace Core
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{
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class Display : public EventListener
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{
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@@ -17,7 +14,7 @@ public:
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Display();
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~Display();
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bool Create( const DisplayProperties& properties );
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bool Create(const DisplayProperties& properties);
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const unsigned int GetWidth();
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const unsigned int GetHeight();
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@@ -25,13 +22,13 @@ public:
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const SDL_Window* GetWindow();
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const SDL_GLContext& GetContext();
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void SetClearColour( float r, float g, float b, float a = 1.0f );
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void SetClearColour(float r, float g, float b, float a = 1.0f);
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void EndFrame();
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void Destroy();
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bool EventRecieved( GenericEvent& e ) override;
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bool EventRecieved(GenericEvent& e) override;
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private:
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SDL_Window* mWindow;
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@@ -42,10 +39,10 @@ private:
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float mClearColour[4];
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private:
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Display( Display const& ) = delete;
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void operator=( Display const& ) = delete;
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Display(Display const&) = delete;
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void operator=(Display const&) = delete;
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};
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}
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} // namespace Core
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#endif
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@@ -2,6 +2,7 @@
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#define AEON_CORE_GAMELAYER_H_
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#include <Aeon/Core/Events.hpp>
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#include <Aeon/Entity/Entity.hpp>
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namespace Core
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{
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@@ -9,15 +10,12 @@ namespace Core
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class GameLayer : public EventListener
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{
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public:
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virtual void Attach() = 0;
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virtual void FrameTick() = 0;
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virtual void TimeTick() = 0;
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virtual void Detach() = 0;
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protected:
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virtual void Attach() = 0;
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virtual void FrameTick() = 0;
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virtual void TimeTick() = 0;
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virtual void Detach() = 0;
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};
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}
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} // namespace Core
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#endif
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0
Aeon/Entity/CoreComponents/Mesh.hpp
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0
Aeon/Entity/CoreComponents/Mesh.hpp
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@@ -1,19 +0,0 @@
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#ifndef AEON_ENTITY_CORECOMPONENTS_SIMPLECOMPONENTS_H_
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#define AEON_ENTITY_CORECOMPONENTS_SIMPLECOMPONENTS_H_
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namespace EC
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{
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struct Position
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{
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float x, y, z;
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};
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struct Velocity
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{
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float dx, dy, dz;
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};
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} // namespace EC
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#endif
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25
Aeon/Entity/CoreComponents/Transform.hpp
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25
Aeon/Entity/CoreComponents/Transform.hpp
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@@ -0,0 +1,25 @@
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#ifndef AEON_ENTITY_CORECOMPONENTS_TRANSFORM_H_
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#define AEON_ENTITY_CORECOMPONENTS_TRANSFORM_H_
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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namespace EC
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{
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struct Transform
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{
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Transform(glm::vec3 position) : position(position)
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{
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}
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glm::vec3 position;
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glm::quat rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
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float scale = 1.0f;
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glm::mat4 model;
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};
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} // namespace EC
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#endif
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@@ -1,11 +1,25 @@
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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/Transform.hpp>
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#include <entt/entity/registry.hpp>
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#include <entt/entt.hpp>
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namespace EC
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{
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using Entity = entt::entity;
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using Registry = entt::registry;
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using Handle = entt::handle;
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template <typename... Components>
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using View = entt::basic_view<entt::entity, entt::exclude_t<>, Components...>;
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template <typename... Include, typename... Exclude>
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using View = entt::basic_view<entt::entity, entt::exclude_t<Exclude...>, Include...>;
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using Dispatcher = entt::dispatcher;
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static constexpr auto null = entt::null;
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} // namespace EC
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11
Aeon/Handle.hpp
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11
Aeon/Handle.hpp
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@@ -0,0 +1,11 @@
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#ifndef AEON_RENDERING_HANDLE_H_
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#define AEON_RENDERING_HANDLE_H_
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#include <Aeon/Includes.hpp>
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constexpr uint32_t InvalidID = UINT32_MAX;
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typedef uint32_t Handle;
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#endif
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@@ -0,0 +1,15 @@
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#ifndef AEON_RENDERING_MESH_H_
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#define AEON_RENDERING_MESH_H_
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#include <Aeon/Includes.hpp>
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#include <Aeon/Handle.hpp>
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struct Mesh
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{
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};
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typedef Handle MeshHandle;
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#endif
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@@ -1,13 +0,0 @@
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#include "RenderMaster.hpp"
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using namespace Rendering;
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RenderMaster::RenderMaster()
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{
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}
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void RenderMaster::QueueRenderable( Renderable* renderable )
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{
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}
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@@ -1,23 +0,0 @@
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#ifndef AEON_RENDERING_RENDERMASTER_H_
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#define AEON_RENDERING_RENDERMASTER_H_
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#include <Aeon/Singleton.hpp>
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class Renderable;
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namespace Rendering
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{
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class RenderMaster : public Helpers::Singleton<Rendering::RenderMaster>
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{
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public:
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RenderMaster();
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void QueueRenderable(Renderable* renderable);
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};
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} // namespace Rendering
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#endif
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0
Aeon/Rendering/RenderPipeline.hpp
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0
Aeon/Rendering/RenderPipeline.hpp
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0
Aeon/Rendering/RenderSystem.cpp
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0
Aeon/Rendering/RenderSystem.cpp
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0
Aeon/Rendering/RenderSystem.hpp
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0
Aeon/Rendering/RenderSystem.hpp
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0
Aeon/Rendering/Texture.cpp
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0
Aeon/Rendering/Texture.cpp
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28
Aeon/Rendering/Texture.hpp
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28
Aeon/Rendering/Texture.hpp
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@@ -0,0 +1,28 @@
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#ifndef AEON_RENDERING_TEXTURE_H_
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#define AEON_RENDERING_TEXTURE_H_
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#include <Aeon/Includes.hpp>
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#include <Aeon/Handle.hpp>
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enum class TextureType {
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Albedo,
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Normal,
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Metallic,
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Roughness,
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AO,
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Emissive,
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Custom
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};
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struct TextureDesc
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{
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};
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struct Texture
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{
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Handle handle;
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};
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#endif
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0
Aeon/Rendering/Textures.cpp
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0
Aeon/Rendering/Textures.cpp
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0
Aeon/Rendering/Textures.hpp
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0
Aeon/Rendering/Textures.hpp
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0
Aeon/ResoucePool.hpp
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0
Aeon/ResoucePool.hpp
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@@ -1,6 +1,6 @@
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#include <Aeon/Aeon.hpp>
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#include <Aeon/Core/Events.hpp>
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#include <Aeon/Entity/ComponentController.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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@@ -51,7 +51,6 @@ public:
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void FrameTick() override
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{
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ImGui::Begin("Debug");
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ImGui::End();
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@@ -77,34 +76,14 @@ public:
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ExampleGame()
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: App({"Example"}, {"Game with AEON!"})
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{
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// EC::EntityRegistry registry;
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//
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// EC::Entity entity1 = registry.Create();
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//
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// std::cout << "1: " << entity1 << std::endl;
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//
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// std::vector<EC::Entity> entities;
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//
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// for (int i = 0; i < 100; i++)
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// {
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// entities.push_back(registry.Create());
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// }
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//
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// std::cout << entities[entities.size()] << std::endl;
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//
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// for (int i = 0; i < 100; i++)
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// {
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// std::cout << "ENtity in vector pos " << i << " " << entities[i] << std::endl;
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// registry.Destroy(entities[i]);
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// }
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//
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// EC::Entity entity2 = registry.Create();
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// std::cout << "2: " << entity2 << std::endl;
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const auto entity = this->mEntityRegistry.create();
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entity.emplace<EC::Transform>();
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Level* level = new Level;
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PushLayer((Core::GameLayer*)level);
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DebugLayer* debug = new DebugLayer;
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PushDebugLayer(debug);
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PushDebugLayer(&debug);
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DebugLayer debug;
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Run();
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delete level;
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}
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