Reworking shader compilation to not need reflection
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@@ -35,7 +35,7 @@ public:
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PComponent getRootComponent();
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void setRootComponent(PComponent newRoot);
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private:
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protected:
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void setParent(PActor parent);
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PScene owningScene;
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PActor parent;
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@@ -1,4 +1,6 @@
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target_sources(SeeleEngine
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PRIVATE
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Actor.cpp
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Actor.h)
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Actor.h
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CameraActor.cpp
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CameraActor.h)
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@@ -0,0 +1,21 @@
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#include "CameraActor.h"
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#include "Scene/Components/Component.h"
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#include "Scene/Components/CameraComponent.h"
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using namespace Seele;
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CameraActor::CameraActor()
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{
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sceneComponent = new Component();
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setRootComponent(sceneComponent);
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cameraComponent = new CameraComponent();
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cameraComponent->fieldOfView = 70.0f;
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cameraComponent->aspectRatio = 1.777778f;
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cameraComponent->setParent(sceneComponent);
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cameraComponent->setOwner(this);
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}
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CameraActor::~CameraActor()
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{
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}
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@@ -0,0 +1,21 @@
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#pragma once
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#include "Actor.h"
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namespace Seele
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{
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DECLARE_REF(CameraComponent)
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class CameraActor : public Actor
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{
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public:
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CameraActor();
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virtual ~CameraActor();
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PCameraComponent getCameraComponent() const
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{
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return cameraComponent;
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}
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private:
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PCameraComponent cameraComponent;
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PComponent sceneComponent; // This will be the root, camera will be the child
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};
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DEFINE_REF(CameraActor);
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} // namespace Seele
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