[ADD] The scene switching works now, the only thing to do is controling the scenes with the keys!
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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 "in_Game_Scene.h"
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@@ -17,13 +18,23 @@ namespace scene
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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::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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extern GLFWwindow* window;
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std::vector<gui::GuiTexture*> guis;
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void scene::In_Game_Scene::start()
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In_Game_Scene::In_Game_Scene()
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{
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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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gui_shader = new shaders::GuiShader();
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gui_shader->Init();
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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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texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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@@ -38,13 +49,34 @@ namespace scene
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z += (raw_model.model_size.x * 20);
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}
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shader.Init();
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render_engine::renderer::Init(shader);
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
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lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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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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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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{
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std::cout << "I got clicked on!" << std::endl;
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});
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guis.push_back(&button);
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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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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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shader->CleanUp();
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gui_shader->CleanUp();
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render_engine::loader::CleanUp();
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return return_value;
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}
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void scene::In_Game_Scene::render()
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@@ -52,28 +84,35 @@ namespace scene
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// Render
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render_engine::renderer::Prepare();
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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->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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// Renders each entity in the entities list
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for (entities::Entity& entity : entities)
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{
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render_engine::renderer::Render(entity, shader);
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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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// Stop rendering the entities
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shader.Stop();
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shader->Stop();
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}
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void scene::In_Game_Scene::update()
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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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}
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void scene::In_Game_Scene::onKey(int key, int scancode, int action, int mods)
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void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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{
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return_value = scene::Scenes::STOP;
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}
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}
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}
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