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
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@@ -8,7 +8,7 @@
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#include <glm/gtc/type_ptr.hpp>
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//#include "../Context/CContext.hpp"
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//#include "../Context/Window/CGameWindow.hpp"
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#include "../Graphics/Window/CGameWindow.hpp"
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//#include "../Context/Window/CLoadingWindow.hpp"
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//#include "../Controller/Configuration/CGameConfiguration.hpp"
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@@ -46,15 +46,15 @@ namespace CosmicCore {
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// The windows.
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//CLoadingWindow m_loadingWindow;
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//CGameWindow m_window;
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CGameWindow m_window;
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// Global game var.
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bool m_finished;
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unsigned int m_deltaTime;
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// The Scenes.
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std::unique_ptr<CScene> m_activeScene;
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//std::map<std::string, CScene*> m_sceneList;
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CScene* m_activeScene;
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std::map<std::string, std::unique_ptr<CScene>> m_sceneMap;
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//CInput m_inputHandler;
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//SDL_GLContext m_GLcontext;
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@@ -66,7 +66,7 @@ namespace CosmicCore {
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/**
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* @brief A pointer to the simulation which is accessible from anywhere.
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*/
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//static CKernel* m_kernel;
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static CKernel* m_kernel;
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/**
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* @brief A pointer to the shader used, accessible from anywhere.
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@@ -86,7 +86,8 @@ namespace CosmicCore {
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//void addScene(std::shared_ptr<CScene>& scene);
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//void setActiveScene(std::string scene);
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//void setContext(SDL_GLContext context);
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//CScene* getActiveScene();
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CScene* getActiveScene();
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void cleanup(){m_sceneMap.clear();};
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//unsigned int getNbScene() { return m_sceneList.size(); };
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//std::map<std::string, CScene*>& getScenes() { return m_sceneList; };
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