Polymorphic Map and threadpool
This commit is contained in:
@@ -8,49 +8,49 @@
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using namespace Seele;
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Seele::SceneView::SceneView(Gfx::PGraphics graphics, PWindow owner, const ViewportCreateInfo &createInfo)
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: View(graphics, owner, createInfo)
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, activeCamera(new CameraActor())
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, depthPrepass(DepthPrepass(graphics, viewport, activeCamera))
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, lightCullingPass(LightCullingPass(graphics, viewport, activeCamera))
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, basePass(BasePass(graphics, viewport, activeCamera))
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: View(graphics, owner, createInfo)
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, activeCamera(new CameraActor())
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, depthPrepass(DepthPrepass(graphics, viewport, activeCamera))
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, lightCullingPass(LightCullingPass(graphics, viewport, activeCamera))
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, basePass(BasePass(graphics, viewport, activeCamera))
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{
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scene = new Scene(graphics);
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scene->addActor(activeCamera);
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/*AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Body_Diffuse.png");
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AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Body_Lightmap.png");
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AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Face_Diffuse.png");
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AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Hair_Diffuse.png");
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AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Hair_Lightmap.png");
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AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Tex_FaceLightmap.png");
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AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Ayaka.fbx");
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PPrimitiveComponent ayaka = new PrimitiveComponent(AssetRegistry::findMesh("Ayaka"));
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ayaka->addWorldTranslation(Vector(0, 0, 100));
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ayaka->setWorldScale(Vector(0.1f, 0.1f, 0.1f));
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scene->addPrimitiveComponent(ayaka);*/
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scene = new Scene(graphics);
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scene->addActor(activeCamera);
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AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Body_Diffuse.png");
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AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Body_Lightmap.png");
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AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Face_Diffuse.png");
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AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Hair_Diffuse.png");
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AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Hair_Lightmap.png");
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AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Tex_FaceLightmap.png");
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AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Ayaka.fbx");
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PPrimitiveComponent ayaka = new PrimitiveComponent(AssetRegistry::findMesh("Ayaka"));
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ayaka->addWorldTranslation(Vector(0, 0, 0));
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ayaka->setWorldScale(Vector(10, 10, 10));
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scene->addPrimitiveComponent(ayaka);
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AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Ely\\Ely.fbx");
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AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Cube\\cube.obj");
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AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Plane\\plane.fbx");
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PPrimitiveComponent plane = new PrimitiveComponent(AssetRegistry::findMesh("plane"));
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plane->setWorldScale(Vector(100, 100, 100));
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PPrimitiveComponent arissa = new PrimitiveComponent(AssetRegistry::findMesh("Ely"));
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arissa->addWorldTranslation(Vector(0, 0, 100));
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arissa->setWorldScale(Vector(0.1f, 0.1f, 0.1f));
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scene->addPrimitiveComponent(plane);
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scene->addPrimitiveComponent(arissa);
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/*AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Ely\\Ely.fbx");
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AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Cube\\cube.obj");
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AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Plane\\plane.fbx");
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PPrimitiveComponent plane = new PrimitiveComponent(AssetRegistry::findMesh("plane"));
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plane->setWorldScale(Vector(100, 100, 100));
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PPrimitiveComponent arissa = new PrimitiveComponent(AssetRegistry::findMesh("Ely"));
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arissa->addWorldTranslation(Vector(0, 0, 100));
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arissa->setWorldScale(Vector(0.1f, 0.1f, 0.1f));
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scene->addPrimitiveComponent(plane);
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scene->addPrimitiveComponent(arissa);*/
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PRenderGraphResources resources = new RenderGraphResources();
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depthPrepass.setResources(resources);
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lightCullingPass.setResources(resources);
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basePass.setResources(resources);
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PRenderGraphResources resources = new RenderGraphResources();
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depthPrepass.setResources(resources);
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lightCullingPass.setResources(resources);
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basePass.setResources(resources);
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depthPrepass.publishOutputs();
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lightCullingPass.publishOutputs();
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basePass.publishOutputs();
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depthPrepass.publishOutputs();
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lightCullingPass.publishOutputs();
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basePass.publishOutputs();
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depthPrepass.createRenderPass();
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lightCullingPass.createRenderPass();
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basePass.createRenderPass();
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depthPrepass.createRenderPass();
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lightCullingPass.createRenderPass();
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basePass.createRenderPass();
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}
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Seele::SceneView::~SceneView()
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@@ -59,8 +59,8 @@ Seele::SceneView::~SceneView()
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void SceneView::beginUpdate()
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{
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View::beginUpdate();
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scene->tick(Gfx::currentFrameDelta);
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View::beginUpdate();
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scene->tick(Gfx::currentFrameDelta);
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}
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void SceneView::update()
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@@ -69,81 +69,81 @@ void SceneView::update()
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void SceneView::commitUpdate()
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{
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depthPrepassData.staticDrawList = scene->getStaticMeshes();
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lightCullingPassData.lightEnv = scene->getLightBuffer();
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basePassData.staticDrawList = scene->getStaticMeshes();
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depthPrepassData.staticDrawList = scene->getStaticMeshes();
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lightCullingPassData.lightEnv = scene->getLightBuffer();
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basePassData.staticDrawList = scene->getStaticMeshes();
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}
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void SceneView::prepareRender()
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{
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depthPrepass.updateViewFrame(depthPrepassData);
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lightCullingPass.updateViewFrame(lightCullingPassData);
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basePass.updateViewFrame(basePassData);
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depthPrepass.updateViewFrame(depthPrepassData);
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lightCullingPass.updateViewFrame(lightCullingPassData);
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basePass.updateViewFrame(basePassData);
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}
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void SceneView::render()
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{
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depthPrepass.beginFrame();
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lightCullingPass.beginFrame();
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basePass.beginFrame();
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depthPrepass.beginFrame();
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lightCullingPass.beginFrame();
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basePass.beginFrame();
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depthPrepass.render();
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lightCullingPass.render();
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basePass.render();
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depthPrepass.render();
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lightCullingPass.render();
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basePass.render();
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depthPrepass.endFrame();
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lightCullingPass.endFrame();
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basePass.endFrame();
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depthPrepass.endFrame();
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lightCullingPass.endFrame();
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basePass.endFrame();
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}
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void SceneView::keyCallback(KeyCode code, InputAction action, KeyModifier)
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{
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if(action != InputAction::RELEASE)
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{
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if(code == KeyCode::KEY_W)
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{
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activeCamera->getCameraComponent()->moveOrigin(1);
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}
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if(code == KeyCode::KEY_S)
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{
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activeCamera->getCameraComponent()->moveOrigin(-1);
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}
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}
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if(action != InputAction::RELEASE)
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{
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if(code == KeyCode::KEY_W)
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{
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activeCamera->getCameraComponent()->moveOrigin(1);
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}
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if(code == KeyCode::KEY_S)
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{
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activeCamera->getCameraComponent()->moveOrigin(-1);
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}
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}
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}
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static bool mouseDown = false;
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void SceneView::mouseMoveCallback(double xPos, double yPos)
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{
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static double prevXPos = 0.0f, prevYPos = 0.0f;
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double deltaX = prevXPos - xPos;
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double deltaY = prevYPos - yPos;
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prevXPos = xPos;
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prevYPos = yPos;
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if(mouseDown)
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{
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activeCamera->getCameraComponent()->mouseMove((float)deltaX, (float)deltaY);
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}
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static double prevXPos = 0.0f, prevYPos = 0.0f;
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double deltaX = prevXPos - xPos;
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double deltaY = prevYPos - yPos;
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prevXPos = xPos;
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prevYPos = yPos;
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if(mouseDown)
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{
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activeCamera->getCameraComponent()->mouseMove((float)deltaX, (float)deltaY);
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}
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}
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void SceneView::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier)
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{
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if(button == MouseButton::MOUSE_BUTTON_1 && action != InputAction::RELEASE)
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{
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mouseDown = true;
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}
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else
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{
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mouseDown = false;
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}
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if(button == MouseButton::MOUSE_BUTTON_1 && action != InputAction::RELEASE)
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{
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mouseDown = true;
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}
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else
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{
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mouseDown = false;
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}
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}
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void SceneView::scrollCallback(double, double yOffset)
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{
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activeCamera->getCameraComponent()->mouseScroll(yOffset);
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activeCamera->getCameraComponent()->mouseScroll(yOffset);
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}
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void SceneView::fileCallback(int, const char**)
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{
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}
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