Moving vegetation test to the renderer
This commit is contained in:
		| @ -1,7 +1,7 @@ | ||||
| #pragma once | ||||
| #include "../../YoggieEngine/src/YoggieEngine.h" | ||||
| #include <filesystem> | ||||
| #include <string> | ||||
| #include "../../YoggieEngine/src/YoggieEngine.h" | ||||
|  | ||||
| enum class ASSET_TYPE { | ||||
| 	Unknown = -1, | ||||
|  | ||||
| @ -14,7 +14,6 @@ | ||||
| #include "SceneSerializer.h" | ||||
| #include "AssetManagement/AssetManager.h" | ||||
| #include "UI/MainMenuBar.h" | ||||
| const unsigned int MS_PER_UPDATE = 2; | ||||
| void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene); | ||||
|  | ||||
| RendererConfig EditorSceneRendererConfig{ | ||||
| @ -25,7 +24,7 @@ RendererConfig EditorSceneRendererConfig{ | ||||
| }; | ||||
|  | ||||
| glm::vec3 temp = glm::vec3(0); | ||||
| Camera cam = Camera(glm::vec3(12.0f, 1.0f, 0.0f), glm::vec3(45.0f, 0.0f, 0.0f), 90); | ||||
| Camera cam = Camera(glm::vec3(14.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90); | ||||
| class Editor : public Application { | ||||
| public: | ||||
|     Editor()  | ||||
| @ -120,7 +119,11 @@ public: | ||||
|  | ||||
|         // Create the physics engine demo! | ||||
|         Physics Physics; | ||||
|         //Physics.Demo(); | ||||
|         Physics.Demo(); | ||||
|         /*Physics.EnableDebugVisuals(); | ||||
|         Physics.Step(0); | ||||
|         Physics.SubmitMesh(); | ||||
|     */ | ||||
|  | ||||
|         double previous = glfwGetTime(); | ||||
|         double lag = 0.0; | ||||
| @ -134,21 +137,12 @@ public: | ||||
|  | ||||
|             AppWindow.Poll(); | ||||
|  | ||||
|             if (SimulatePhysics) | ||||
|             { | ||||
|                 Physics.Step(1.0f / 60.0f); | ||||
|             } | ||||
|  | ||||
|  | ||||
|             while (lag >= MS_PER_UPDATE)  | ||||
|             { | ||||
|                 ActiveScene.Update(); | ||||
|                 lag -= MS_PER_UPDATE; | ||||
|             } | ||||
|  | ||||
|  | ||||
|              | ||||
|             Physics.Step(elapsed); | ||||
|             ActiveScene.Update(); | ||||
|  | ||||
|             RenderScene(); | ||||
|             /*Physics.DebugRender(*framebuffer);*/ | ||||
|  | ||||
|             RenderEditorGUI(); | ||||
|  | ||||
| @ -173,7 +167,7 @@ private: | ||||
|     GUIRenderer EditorGUIRenderer; | ||||
|  | ||||
|     // Editor State  | ||||
|     bool SimulatePhysics = false; | ||||
|     bool SimulatePhysics = true; | ||||
|     entt::entity  Selected; | ||||
|  | ||||
|     std::unique_ptr<Project> CurrentProject; | ||||
| @ -218,10 +212,11 @@ void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene ) { | ||||
|     auto cube2 = scene.AddEntity("Cube2"); | ||||
|     auto& rendercube2 = cube2.AddComponent<Render3DComponent>(); | ||||
|     rendercube2.mesh = *(model->renderable->mesh); | ||||
|  | ||||
|     auto relationcube = cube.AddComponent<RelationComponent>(cube2); | ||||
|  | ||||
|  | ||||
|     auto Grass = scene.AddEntity("Grass/Window-Pane"); | ||||
|     //auto& renderGrass = Grass.AddComponent<Render3DComponent>(); | ||||
|   | ||||
|  | ||||
|  | ||||
| } | ||||
|  | ||||
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