[ADD] the pause menu can be accessed with the 'P' key. the real button are not implemented yet.
This commit is contained in:
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res/background_grey.png
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res/background_grey.png
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@@ -62,7 +62,7 @@ int main(void)
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current_scene->onKey(window, key, scancode, action, mods);
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});
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bool window_open = true;
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// Main game loop
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while (!glfwWindowShouldClose(window) && window_open)
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@@ -14,18 +14,11 @@
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namespace scene
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{
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std::vector<entities::Entity> entities;
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std::vector<entities::Light> lights;
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models::RawModel raw_model;
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models::ModelTexture texture;
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shaders::EntityShader *shader;
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shaders::GuiShader *gui_shader;
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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std::vector<gui::GuiTexture*> guis;
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In_Game_Scene::In_Game_Scene()
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{
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camera = new entities::Camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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shader = new shaders::EntityShader;
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shader->Init();
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render_engine::renderer::Init(*shader);
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@@ -34,6 +27,14 @@ namespace scene
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gui_shader->Init();
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}
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In_Game_Scene::~In_Game_Scene()
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{
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delete camera;
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delete shader;
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delete gui_shader;
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}
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scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
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{
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raw_model = render_engine::LoadObjModel("res/House.obj");
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@@ -45,7 +46,7 @@ namespace scene
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int z = 0;
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for (int i = 0; i < 5; ++i)
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{
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entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
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entities_to_render.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
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z += (raw_model.model_size.x * 20);
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}
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@@ -54,7 +55,7 @@ namespace scene
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lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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// GUI stuff
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gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
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gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(1, 1));
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button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
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button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
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button.SetOnClickAction([]()
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@@ -64,11 +65,51 @@ namespace scene
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guis.push_back(&button);
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//guis for the pause menu
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gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
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pause_guis.push_back(&background);
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gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0, 0), glm::vec2(0.25f, 0.25f));
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pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
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pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
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pause_button_resume.SetOnClickAction([]()
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{
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std::cout << "I got clicked on the resume button!" << std::endl;
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});
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pause_guis.push_back(&pause_button_resume);
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gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.3f, 0.0f), glm::vec2(0.25f, 0.25f));
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pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
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pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
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pause_button_quit.SetOnClickAction([]()
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{
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std::cout << "I got clicked on the quit button!" << std::endl;
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});
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pause_guis.push_back(&pause_button_quit);
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while (return_value == scene::Scenes::INGAME)
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{
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update(window);
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button.Update(window);
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render();
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switch (game_state)
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{
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/*case scene::Game_State::IDLE:
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break;*/
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case scene::Game_State::PAUSED:
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render();
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render_pause_menu();
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break;
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case scene::Game_State::RUNNING:
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update(window);
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button.Update(window);
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render();
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break;
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default:
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std::cout << "Game state unknown" << std::endl;
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break;
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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@@ -87,16 +128,16 @@ namespace scene
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shader->Start();
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shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
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shader->LoadLights(lights);
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shader->LoadViewMatrix(camera);
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shader->LoadViewMatrix(*camera);
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// Renders each entity in the entities list
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for (entities::Entity& entity : entities)
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for (entities::Entity& entity : entities_to_render)
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{
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render_engine::renderer::Render(entity, *shader);
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}
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// Render GUI items
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render_engine::renderer::Render(guis, *gui_shader);
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//render_engine::renderer::Render(guis, *gui_shader);
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// Stop rendering the entities
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shader->Stop();
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@@ -104,7 +145,7 @@ namespace scene
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void scene::In_Game_Scene::update(GLFWwindow* window)
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{
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camera.Move(window);
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camera->Move(window);
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}
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void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
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@@ -113,6 +154,19 @@ namespace scene
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{
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return_value = scene::Scenes::STOP;
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}
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if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS)
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{
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game_state = scene::Game_State::PAUSED;
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}
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if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS)
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{
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game_state = scene::Game_State::RUNNING;
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}
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}
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void In_Game_Scene::render_pause_menu()
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{
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render_engine::renderer::Render(pause_guis, *gui_shader);
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}
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}
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@@ -1,17 +1,47 @@
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#pragma once
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#include <iostream>
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#include <ostream>
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#include <vector>
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#include "scene.h"
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#include "../gui/gui_interactable.h"
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#include "../models/model.h"
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#include "../renderEngine/loader.h"
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#include "../renderEngine/obj_loader.h"
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#include "../renderEngine/renderer.h"
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#include "../shaders/entity_shader.h"
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#include "../toolbox/toolbox.h"
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namespace scene
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{
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enum class Game_State
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{
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//IDLE,
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RUNNING,
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PAUSED
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};
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class In_Game_Scene : public scene::Scene
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{
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private:
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scene::Scenes return_value = scene::Scenes::INGAME;
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scene::Game_State game_state = scene::Game_State::RUNNING;
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std::vector<entities::Entity> entities_to_render;
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std::vector<entities::Light> lights;
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models::RawModel raw_model;
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models::ModelTexture texture;
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shaders::EntityShader* shader;
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shaders::GuiShader* gui_shader;
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entities::Camera *camera;
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std::vector<gui::GuiTexture*> guis;
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std::vector<gui::GuiTexture*> pause_guis;
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void render_pause_menu();
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public:
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In_Game_Scene();
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~In_Game_Scene();
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Scenes start(GLFWwindow* window) override;
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void render() override;
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void update(GLFWwindow* window) override;
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7
src/scenes/scene.cpp
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7
src/scenes/scene.cpp
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@@ -0,0 +1,7 @@
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#include <iostream>
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#include "scene.h"
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scene::Scene::~Scene()
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{
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std::cout << "Main scene class gone!" << std::endl;
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}
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@@ -18,14 +18,12 @@ namespace scene {
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class Scene
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{
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public:
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virtual ~Scene() = 0;
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virtual Scenes start(GLFWwindow* window) = 0;
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virtual void render() = 0;
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virtual void update(GLFWwindow* window) = 0;
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virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
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};
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}
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@@ -1,3 +1,4 @@
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#include <iostream>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <map>
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@@ -5,6 +6,10 @@
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namespace scene
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{
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Startup_Scene::~Startup_Scene()
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{
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std::cout << "startup scene gone!" << std::endl;
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}
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scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
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{
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@@ -12,6 +12,7 @@ namespace scene
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scene::Scenes return_value = scene::Scenes::STARTUP;
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public:
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~Startup_Scene();
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Scenes start(GLFWwindow* window) override;
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void render() override;
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void update(GLFWwindow* window) override;
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@@ -34,6 +34,7 @@
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<ClCompile Include="src\renderEngine\loader.cpp" />
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<ClCompile Include="src\renderEngine\obj_loader.cpp" />
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<ClCompile Include="src\renderEngine\renderer.cpp" />
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<ClCompile Include="src\scenes\scene.cpp" />
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<ClCompile Include="src\shaders\gui_shader.cpp" />
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<ClCompile Include="src\shaders\shader_program.cpp" />
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<ClCompile Include="src\shaders\entity_shader.cpp" />
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@@ -75,6 +75,9 @@
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<ClCompile Include="src\computervision\BackgroundRemover.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\scenes\scene.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\entities\Camera.h">
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