Reworking shader compilation to not need reflection

This commit is contained in:
Dynamitos
2020-09-30 13:48:41 +02:00
parent facbfed79c
commit 79388bf41a
15 changed files with 330 additions and 4 deletions
+1 -1
View File
@@ -35,7 +35,7 @@ public:
PComponent getRootComponent();
void setRootComponent(PComponent newRoot);
private:
protected:
void setParent(PActor parent);
PScene owningScene;
PActor parent;
+3 -1
View File
@@ -1,4 +1,6 @@
target_sources(SeeleEngine
PRIVATE
Actor.cpp
Actor.h)
Actor.h
CameraActor.cpp
CameraActor.h)
+21
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@@ -0,0 +1,21 @@
#include "CameraActor.h"
#include "Scene/Components/Component.h"
#include "Scene/Components/CameraComponent.h"
using namespace Seele;
CameraActor::CameraActor()
{
sceneComponent = new Component();
setRootComponent(sceneComponent);
cameraComponent = new CameraComponent();
cameraComponent->fieldOfView = 70.0f;
cameraComponent->aspectRatio = 1.777778f;
cameraComponent->setParent(sceneComponent);
cameraComponent->setOwner(this);
}
CameraActor::~CameraActor()
{
}
+21
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@@ -0,0 +1,21 @@
#pragma once
#include "Actor.h"
namespace Seele
{
DECLARE_REF(CameraComponent)
class CameraActor : public Actor
{
public:
CameraActor();
virtual ~CameraActor();
PCameraComponent getCameraComponent() const
{
return cameraComponent;
}
private:
PCameraComponent cameraComponent;
PComponent sceneComponent; // This will be the root, camera will be the child
};
DEFINE_REF(CameraActor);
} // namespace Seele