Major cleanup.
Moved to namespace Cleanup includes
This commit is contained in:
@@ -17,39 +17,40 @@
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#include <src/Rendering/Shaders/ShaderManager.h>
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#include <src/Rendering/Renderer.h>
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int main()
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{
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Engine::Init();
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Nuake::Engine::Init();
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EditorInterface editor;
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Nuake::EditorInterface editor;
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editor.BuildFonts();
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// Register Gizmo textures
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Ref<Texture> lightTexture = TextureManager::Get()->GetTexture("resources/Icons/Gizmo/Light.png");
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Ref<Texture> camTexture = TextureManager::Get()->GetTexture("resources/Icons/Gizmo/Camera.png");
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Ref<Shader> GuizmoShader = ShaderManager::GetShader("resources/Shaders/gizmo.shader");
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Ref<Nuake::Texture> lightTexture = Nuake::TextureManager::Get()->GetTexture("resources/Icons/Gizmo/Light.png");
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Ref<Nuake::Texture> camTexture = Nuake::TextureManager::Get()->GetTexture("resources/Icons/Gizmo/Camera.png");
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Ref<Nuake::Shader> GuizmoShader = Nuake::ShaderManager::GetShader("resources/Shaders/gizmo.shader");
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while (!Engine::GetCurrentWindow()->ShouldClose())
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while (!Nuake::Engine::GetCurrentWindow()->ShouldClose())
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{
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Engine::Tick();
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Engine::Draw();
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Nuake::Engine::Tick();
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Nuake::Engine::Draw();
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if (Input::IsKeyPressed(GLFW_KEY_F8))
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Engine::ExitPlayMode();
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if (Nuake::Input::IsKeyPressed(GLFW_KEY_F8))
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Nuake::Engine::ExitPlayMode();
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Ref<FrameBuffer> sceneFramebuffer = Engine::GetCurrentWindow()->GetFrameBuffer();
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Ref<Nuake::FrameBuffer> sceneFramebuffer = Nuake::Engine::GetCurrentWindow()->GetFrameBuffer();
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sceneFramebuffer->Bind();
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Ref<Scene> currentScene = Engine::GetCurrentScene();
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if (currentScene && !Engine::IsPlayMode)
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Ref<Nuake::Scene> currentScene = Nuake::Engine::GetCurrentScene();
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if (currentScene && !Nuake::Engine::IsPlayMode)
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{
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GuizmoShader->Bind();
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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auto camView = currentScene->m_Registry.view<TransformComponent, CameraComponent>();
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auto camView = currentScene->m_Registry.view<Nuake::TransformComponent, Nuake::CameraComponent>();
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for (auto e : camView) {
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auto [transformComponent, cam] = camView.get<TransformComponent, CameraComponent>(e);
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auto [transformComponent, cam] = camView.get<Nuake::TransformComponent, Nuake::CameraComponent>(e);
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GuizmoShader->SetUniformMat4f("model", transformComponent.GetTransform());
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GuizmoShader->SetUniformMat4f("view", currentScene->m_EditorCamera->GetTransform());
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@@ -58,12 +59,12 @@ int main()
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camTexture->Bind(2);
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GuizmoShader->SetUniform1i("gizmo_texture", 2);
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Renderer::DrawQuad(transformComponent.GetTransform());
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Nuake::Renderer::DrawQuad(transformComponent.GetTransform());
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}
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auto view = currentScene->m_Registry.view<TransformComponent, LightComponent>();
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auto view = currentScene->m_Registry.view<Nuake::TransformComponent, Nuake::LightComponent>();
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for (auto e : view) {
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auto [transformComponent, light] = view.get<TransformComponent, LightComponent>(e);
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auto [transformComponent, light] = view.get<Nuake::TransformComponent, Nuake::LightComponent>(e);
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GuizmoShader->SetUniformMat4f("model", transformComponent.GetTransform());
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GuizmoShader->SetUniformMat4f("view", currentScene->m_EditorCamera->GetTransform());
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@@ -72,7 +73,7 @@ int main()
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lightTexture->Bind(2);
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GuizmoShader->SetUniform1i("gizmo_texture", 2);
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Renderer::DrawQuad(transformComponent.GetTransform());
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Nuake::Renderer::DrawQuad(transformComponent.GetTransform());
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}
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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@@ -81,9 +82,9 @@ int main()
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sceneFramebuffer->Unbind();
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editor.Draw();
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Engine::EndDraw();
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Nuake::Engine::EndDraw();
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}
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Engine::Close();
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Nuake::Engine::Close();
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}
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