Working on basic rendering #4
* Added a basic material abstraction * Started implementation of RenderTarget (such as render textures)
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@ -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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