Rework API graphique Vulkan - EnTT pour ECS + Chargement modèle 3D assimp + SDL3 pour events input et fenetre + mesh texture camera transform ok + attention tous les assets nouveaus ne sont pas commités et il y a du code test en dur dans scene addentity + restructuration globale

This commit is contained in:
Tom Ray
2026-03-14 20:24:17 +01:00
parent 7c352bc280
commit 6695d46bcd
672 changed files with 238656 additions and 1821 deletions
+8 -7
View File
@@ -8,7 +8,7 @@
#include <glm/gtc/type_ptr.hpp>
//#include "../Context/CContext.hpp"
//#include "../Context/Window/CGameWindow.hpp"
#include "../Graphics/Window/CGameWindow.hpp"
//#include "../Context/Window/CLoadingWindow.hpp"
//#include "../Controller/Configuration/CGameConfiguration.hpp"
@@ -46,15 +46,15 @@ namespace CosmicCore {
// The windows.
//CLoadingWindow m_loadingWindow;
//CGameWindow m_window;
CGameWindow m_window;
// Global game var.
bool m_finished;
unsigned int m_deltaTime;
// The Scenes.
std::unique_ptr<CScene> m_activeScene;
//std::map<std::string, CScene*> m_sceneList;
CScene* m_activeScene;
std::map<std::string, std::unique_ptr<CScene>> m_sceneMap;
//CInput m_inputHandler;
//SDL_GLContext m_GLcontext;
@@ -66,7 +66,7 @@ namespace CosmicCore {
/**
* @brief A pointer to the simulation which is accessible from anywhere.
*/
//static CKernel* m_kernel;
static CKernel* m_kernel;
/**
* @brief A pointer to the shader used, accessible from anywhere.
@@ -86,7 +86,8 @@ namespace CosmicCore {
//void addScene(std::shared_ptr<CScene>& scene);
//void setActiveScene(std::string scene);
//void setContext(SDL_GLContext context);
//CScene* getActiveScene();
CScene* getActiveScene();
void cleanup(){m_sceneMap.clear();};
//unsigned int getNbScene() { return m_sceneList.size(); };
//std::map<std::string, CScene*>& getScenes() { return m_sceneList; };