Added a debug controller

Made a default template for cameras.
Added delta to mouse state so we can check delta for debug Camera.
This commit is contained in:
2026-08-09 13:18:04 -04:00
parent ae790f5a9e
commit 1a56c9e99c
16 changed files with 275 additions and 26 deletions
+3 -5
View File
@@ -228,7 +228,6 @@ void JulietApplication::Shutdown()
void JulietApplication::Update(float deltaTime)
{
CameraTime += deltaTime;
static float fpsTimer = 0.0f;
@@ -488,7 +487,7 @@ void JulietApplication::Update(float deltaTime)
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f, 1.0f }, true);
DebugDisplay_DrawSphere({ 0.0f, 0.0f, 0.0f }, 0.5f, { 1.0f, 1.0f, 0.0f, 1.0f }, true);
Game.Update(&Data, 0.0f);
Game.Update(&Data, deltaTime);
if (ShouldReloadCode(GameCode))
{
@@ -540,11 +539,10 @@ void JulietApplication::Update(float deltaTime)
void JulietApplication::OnPreRender(CommandList* /*cmd*/) {}
void JulietApplication::OnRender(RenderPass* pass, CommandList* cmd)
void JulietApplication::OnRender(RenderPass* pass, CommandList* cmd, const Camera& camera)
{
Camera cam = {};
PushData pushData = {};
pushData.ViewProjection = Camera_GetViewProjectionMatrix(cam);
pushData.ViewProjection = Camera_GetViewProjectionMatrix(camera);
#if 0
if (enableGlobalLight)
+2 -2
View File
@@ -27,8 +27,8 @@ class JulietApplication : public Juliet::IApplication
Juliet::GraphicsDevice* GetGraphicsDevice() override { return GraphicsDevice; }
// Render Lifecycle
void OnPreRender(Juliet::CommandList* cmd) override;
void OnRender(Juliet::RenderPass* pass, Juliet::CommandList* cmd) override;
void OnPreRender(Juliet::CommandList* cmd) override;
void OnRender(Juliet::RenderPass* pass, Juliet::CommandList* cmd, const Juliet::Camera& camera) override;
Juliet::ColorTargetInfo GetColorTargetInfo(Juliet::Texture* swapchainTexture) override;
Juliet::DepthStencilTargetInfo* GetDepthTargetInfo() override;