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https://github.com/zoriya/Bomberman.git
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adding a screen renderer system
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@@ -28,9 +28,9 @@ set(SOURCES
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)
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add_executable(bomberman
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sources/main.cpp
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${SOURCES}
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)
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sources/main.cpp
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${SOURCES}
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sources/System/Renderer/RenderScreenSystem.hpp)
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target_include_directories(bomberman PUBLIC sources)
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target_link_libraries(bomberman PUBLIC wal ray)
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50
sources/System/Renderer/RenderScreenSystem.hpp
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50
sources/System/Renderer/RenderScreenSystem.hpp
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@@ -0,0 +1,50 @@
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//
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// Created by cbihan on 26/05/2021.
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//
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#pragma once
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#include "System/System.hpp"
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#include "Camera/Camera2D.hpp"
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#include "Window.hpp"
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namespace BBM
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{
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template <class T>
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class RenderScreenSystem : public WAL::System
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{
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//! @brief The window to render on
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RAY::Window &_window;
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//! @brief The camera
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T &_camera;
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public:
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//! @brief ctor
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explicit RenderScreenSystem(RAY::Window &window, T camera)
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: WAL::System({typeid(RenderScreenSystem)}),
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_window(window),
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_camera(camera)
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{
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}
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//! @brief A method called after all entities that this system manage has been updated.
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//! @note render on screen here
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void onSelfUpdate() override
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{
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this->_window.unuseCamera();
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this->_window.setDrawingState(RAY::Window::IDLE);
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this->_camera.update();
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this->_window.setDrawingState(RAY::Window::DRAWING);
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this->_window.clear();
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this->_window.useCamera(_camera);
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}
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//! @brief Default copy ctor
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RenderScreenSystem(const RenderScreenSystem &) = delete;
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//! @brief Default dtor
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~RenderScreenSystem() override = default;
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//! @brief Default assignment operator
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RenderScreenSystem &operator=(const RenderScreenSystem &) = delete;
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};
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}
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@@ -21,6 +21,7 @@
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#include "Model/ModelAnimations.hpp"
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#include "System/Renderer/Renderer3DSystem.hpp"
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#include "Component/Drawable/Drawable3DComponent.hpp"
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#include "System/Renderer/RenderScreenSystem.hpp"
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#include "Vector/Vector3.hpp"
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#include "Window.hpp"
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#include "TraceLog.hpp"
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@@ -64,6 +65,8 @@ int demo()
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BBM::Renderer3DSystem<RAY::Drawables::Drawables3D::Circle> circleSystem(window);
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BBM::RenderScreenSystem<RAY::Camera::Camera3D> renderSystem(window, camera);
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wal.addSystem(circleSystem);
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entityPlayer.addComponent(circleComponent);
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@@ -80,30 +83,7 @@ int demo()
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float y_rotation = 0;
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window.setFPS(60);
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while (!window.shouldClose())
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{
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camera.update();
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if (RAY::Controller::Keyboard::isReleased(KEY_SPACE))
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{
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++iterator;
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if (iterator == textures.end())
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iterator = textures.begin();
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texture.unload();
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texture.load(get_full_path(*iterator));
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model.setTextureToMaterial(MAP_DIFFUSE, texture);
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//animations[0].incrementFrameCounter();
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//model.setAnimation(animations[0]);
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}
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window.setDrawingState(RAY::Window::DRAWING);
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window.clear();
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window.useCamera(camera);
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window.draw(model, position, RAY::Vector3(1.0f, 20, 0.0f), -180.0f, RAY::Vector3( 5.0f, 5.0f, 5.0f ));
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window.draw(grid);
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window.unuseCamera();
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window.draw(instructionText);
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window.setDrawingState(RAY::Window::IDLE);
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}
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//wal.run();
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window.close();
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@@ -6,7 +6,6 @@
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#include "Component/Position/PositionComponent.hpp"
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#include <catch2/catch.hpp>
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using namespace BBM;
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using namespace WAL;
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using namespace BBM;
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