Shifted Graphics system to SBTestScene
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@ -21,6 +21,11 @@
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#include "Graphics/MiddleEnd/Meshes/SHPrimitiveGenerator.h"
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
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#include "Scene/SHSceneManager.h"
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#include "Scenes/SBTestScene.h"
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using namespace SHADE;
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namespace Sandbox
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{
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@ -45,7 +50,7 @@ namespace Sandbox
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SHADE::SHSystemManager::RegisterRoutine<SHADE::SHGraphicsSystem, SHADE::SHGraphicsSystem::RenderRoutine>();
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SHADE::SHSystemManager::RegisterRoutine<SHADE::SHGraphicsSystem, SHADE::SHGraphicsSystem::EndRoutine>();
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SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHRenderable>();
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graphicsSystem->SetWindow(&window);
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sdlWindow = SDL_CreateWindowFrom(window.GetHWND());
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@ -61,28 +66,17 @@ namespace Sandbox
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// Set up scripting
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SHADE::SHScriptEngine::Init();
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// Create temp meshes
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const auto CUBE_MESH = SHADE::SHPrimitiveGenerator::Cube(*graphicsSystem);
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graphicsSystem->BuildMeshBuffers();
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// Create Materials
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auto matInst = graphicsSystem->AddMaterialInstance();
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// Create entity and add mesh
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auto entity = SHADE::SHEntityManager::CreateEntity<SHADE::SHRenderable>();
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auto& renderable = *SHADE::SHComponentManager::GetComponent_s<SHADE::SHRenderable>(entity);
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renderable.Mesh = CUBE_MESH;
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renderable.SetMaterial(matInst);
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renderable.TransformMatrix.Translate(0.0f, 0.0f, 2.0f);
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SHSceneManager::InitSceneManager<SBTestScene>("TestScene");
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}
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void SBApplication::Update(void)
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{
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SHADE::SHGraphicsSystem* graphicsSystem = static_cast<SHADE::SHGraphicsSystem*>(SHADE::SHSystemManager::GetSystem<SHADE::SHGraphicsSystem>());
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//TODO: Change true to window is open
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while (!window.WindowShouldClose())
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{
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SHSceneManager::UpdateSceneManager();
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SHSceneManager::SceneUpdate(1/60.0f);
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//#ifdef SHEDITOR
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//#endif
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graphicsSystem->BeginRender();
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@ -108,7 +102,7 @@ namespace Sandbox
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#ifdef SHEDITOR
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SHADE::SHEditor::Exit();
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#endif
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SHSceneManager::Exit();
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SHADE::SHScriptEngine::Exit();
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SHADE::SHSystemManager::Exit();
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SDL_DestroyWindow(sdlWindow);
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@ -1,6 +1,13 @@
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#include "SBpch.h"
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#include "SBTestScene.h"
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#include "ECS_Base/Managers/SHSystemManager.h"
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#include "Graphics/MiddleEnd/Meshes/SHPrimitiveGenerator.h"
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
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#include "Scene/SHSceneManager.h"
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#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
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using namespace SHADE;
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namespace Sandbox
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@ -21,7 +28,20 @@ namespace Sandbox
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}
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void SBTestScene::Init()
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{
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SHADE::SHGraphicsSystem* graphicsSystem = static_cast<SHADE::SHGraphicsSystem*>(SHADE::SHSystemManager::GetSystem<SHADE::SHGraphicsSystem>());
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// Create temp meshes
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const auto CUBE_MESH = SHADE::SHPrimitiveGenerator::Cube(*graphicsSystem);
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graphicsSystem->BuildMeshBuffers();
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// Create Materials
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auto matInst = graphicsSystem->AddMaterialInstance();
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// Create entity and add mesh
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auto entity = SHADE::SHEntityManager::CreateEntity<SHADE::SHRenderable>();
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auto& renderable = *SHADE::SHComponentManager::GetComponent_s<SHADE::SHRenderable>(entity);
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renderable.Mesh = CUBE_MESH;
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renderable.SetMaterial(matInst);
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renderable.TransformMatrix.Translate(0.0f, 0.0f, 2.0f);
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}
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void SBTestScene::Update(float dt)
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{
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@ -8,7 +8,7 @@
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* of DigiPen Institute of Technology is prohibited.
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****************************************************************************************/
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#include <SHpch.h>
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#include "SHpch.h"
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// Primary Header
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#include "SHSceneGraph.h"
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@ -16,6 +16,7 @@
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#include "ECS_Base/General/SHFamily.h"
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#include "SHScene.h"
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#include <functional>
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#include "SH_API.h"
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namespace SHADE
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{
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