Removing debug code (put in #if 0 for now)
Added a very simple camera system.
This commit is contained in:
+21
-3
@@ -44,6 +44,8 @@
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#endif
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static bool ShowMemoryDebugger = false;
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#if 0
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static bool animateCubes = true;
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static bool animateLights = true;
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static bool animateCamera = true;
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@@ -70,6 +72,7 @@ static float globalAmbientIntensity = 0.2f;
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static float blueLightRadius = 15.0f;
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static float blueLightIntensity = 8.0f;
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static float blueLightColor[3] = { 0.2f, 0.2f, 1.0f };
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#endif
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// TODO : Replace with message box from framework + call main and not winmain + subsystem
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// TODO : Think how to do the draw pipeline.
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@@ -96,8 +99,11 @@ namespace
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const char* GameFunctionTable[] = { "GameShutdown", "GameUpdate" };
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#if 0
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LightID RedLightID = 0;
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LightID BlueLightID = 0;
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#endif
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} // namespace
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void JulietApplication::Init(NonNullPtr<Arena>)
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@@ -137,6 +143,7 @@ void JulietApplication::Init(NonNullPtr<Arena>)
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Running = false;
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}
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#if 0
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constexpr int kGridSize = 10;
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constexpr float kSpacing = 2.5f;
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constexpr float kOffset = (kGridSize - 1) * kSpacing * 0.5f;
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@@ -169,6 +176,7 @@ void JulietApplication::Init(NonNullPtr<Arena>)
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blueLight.Color = { blueLightColor[0], blueLightColor[1], blueLightColor[2] };
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blueLight.Intensity = blueLightIntensity;
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BlueLightID = AddPointLight(blueLight);
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#endif
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}
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GameCode.Functions = reinterpret_cast<void**>(&Game);
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@@ -251,7 +259,10 @@ void JulietApplication::Update()
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bool reloadShaders = false;
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static bool reloadShadersDebounce = false;
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#if 0
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static bool f1Debounce = false;
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#endif
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SystemEvent evt;
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while (GetEvent(evt))
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@@ -277,6 +288,7 @@ void JulietApplication::Update()
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}
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}
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#if 0
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static bool firstFreeFrame = false;
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if (IsKeyDown(ScanCode::F1))
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@@ -478,13 +490,14 @@ void JulietApplication::Update()
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SetMeshTransform(cube, MatrixTranslation(x, y, z) * rotation * scale);
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}
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}
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DebugDisplay_DrawSphere(blueLightPos, 0.5f, { 0.0f, 0.0f, 1.0f, 1.0f }, true);
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DebugDisplay_DrawSphere(redLightPos, 0.5f, { 1.0f, 0.0f, 0.0f, 1.0f }, true);
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#endif
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DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f }, false);
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DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, true);
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DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f, 1.0f }, true);
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DebugDisplay_DrawSphere({ 0.0f, 0.0f, 0.0f }, 0.5f, { 1.0f, 1.0f, 0.0f, 1.0f }, true);
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DebugDisplay_DrawSphere(blueLightPos, 0.5f, { 0.0f, 0.0f, 1.0f, 1.0f }, true);
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DebugDisplay_DrawSphere(redLightPos, 0.5f, { 1.0f, 0.0f, 0.0f, 1.0f }, true);
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Game.Update(&Data, 0.0f);
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@@ -540,9 +553,11 @@ void JulietApplication::OnPreRender(CommandList* /*cmd*/) {}
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void JulietApplication::OnRender(RenderPass* pass, CommandList* cmd)
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{
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Camera cam = {};
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PushData pushData = {};
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pushData.ViewProjection = Camera_GetViewProjectionMatrix(GetDebugCamera());
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pushData.ViewProjection = Camera_GetViewProjectionMatrix(cam);
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#if 0
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if (enableGlobalLight)
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{
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pushData.GlobalLightDirection = Normalize({ globalLightDir[0], globalLightDir[1], globalLightDir[2] });
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@@ -550,6 +565,7 @@ void JulietApplication::OnRender(RenderPass* pass, CommandList* cmd)
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pushData.GlobalAmbientIntensity = globalAmbientIntensity;
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}
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else
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#endif
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{
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pushData.GlobalLightDirection = { 0.0f, -1.0f, 0.0f };
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pushData.GlobalLightColor = { 0.0f, 0.0f, 0.0f };
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@@ -580,6 +596,7 @@ DepthStencilTargetInfo* JulietApplication::GetDepthTargetInfo()
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return &info;
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}
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#if 0
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Camera JulietApplication::GetDebugCamera()
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{
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if (freeCameraMode)
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@@ -636,6 +653,7 @@ Camera JulietApplication::GetDebugCamera()
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return cam;
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}
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#endif
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bool JulietApplication::IsRunning()
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{
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@@ -31,7 +31,10 @@ class JulietApplication : public Juliet::IApplication
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void OnRender(Juliet::RenderPass* pass, Juliet::CommandList* cmd) override;
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Juliet::ColorTargetInfo GetColorTargetInfo(Juliet::Texture* swapchainTexture) override;
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Juliet::DepthStencilTargetInfo* GetDepthTargetInfo() override;
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#if 0
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Juliet::Camera GetDebugCamera() override;
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#endif
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public:
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void SetAutoCloseFrameCount(int count) { AutoCloseFrameCount = count; }
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