Working on basic rendering #4
* Added a basic material abstraction * Started implementation of RenderTarget (such as render textures)
This commit is contained in:
		@ -1,57 +1,59 @@
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#include "BarinkEngine.h"
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EngineStatistics* ES;
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int main(int argc, char* argv[]) {
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	// Setup performance sampler 
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	PerfomanceSamplerInit();
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	// Startup services 
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	BarinkWindow MainWindow =  BarinkWindow(800, 600);
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	BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
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	BarinkEngine::InputManager InputSystem = BarinkEngine::InputManager();
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	InputSystem.attach(&MainWindow);
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	GUIManager GUISystem = GUIManager(&MainWindow);
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	// First call to setup game
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	Start();
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	// Runtime loop
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	while (!MainWindow.WindowShouldClose()) {
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		SamplePerformance();
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		// Execute main logic 
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		InputSystem.PollEvents();
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		Update();
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		renderer.Render();
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		ImmediateGraphicsDraw();
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		GUISystem.Render();
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		MainWindow.SwapBuffers();
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	}
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	// Shutdown game
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	Stop();
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	// Shutdown Services
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	delete ES;
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	return 0;
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}
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#include "BarinkEngine.h"
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#include <phonon.h>
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EngineStatistics* ES;
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int main(int argc, char* argv[]) {
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	// Setup performance sampler 
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	PerfomanceSamplerInit();
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	// Startup services 
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	BarinkWindow MainWindow =  BarinkWindow(800, 600);
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	BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
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	BarinkEngine::InputManager InputSystem = BarinkEngine::InputManager();
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	InputSystem.attach(&MainWindow);
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	GUIManager GUISystem = GUIManager(&MainWindow);
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	// First call to setup game
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	Start();
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	// Runtime loop
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	while (!MainWindow.WindowShouldClose()) {
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		SamplePerformance();
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		// Execute main logic 
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		InputSystem.PollEvents();
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		Update();
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		renderer.Render();
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		ImmediateGraphicsDraw();
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		GUISystem.Render();
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		MainWindow.SwapBuffers();
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	}
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	// Shutdown game
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	Stop();
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	// Shutdown Services
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	delete ES;
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	return 0;
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}
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