Testing textures and events
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@ -21,13 +21,28 @@ int32_t DawnGame::init() {
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auto cameraObject = this->scene->createSceneItem();
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auto camera = cameraObject->addComponent<Camera>();
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camera->lookAt(glm::vec3(3, 3, 3), glm::vec3(0, 0, 0));
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camera->lookAt(glm::vec3(5, 5, 5), glm::vec3(0, 0, 0));
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auto cubeObject = this->scene->createSceneItem();
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auto cubeMeshRenderer = cubeObject->addComponent<MeshRenderer>();
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auto cubeMaterial = cubeObject->addComponent<Material>();
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cubeMeshRenderer->mesh = std::make_shared<Mesh>();
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TriangleMesh::createTriangleMesh(*cubeMeshRenderer->mesh);
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cubeMeshRenderer->mesh->createBuffers(QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT);
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QuadMesh::bufferQuadMeshWithZ(
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*cubeMeshRenderer->mesh,
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glm::vec2(-1, -1), glm::vec2(0, 0),
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glm::vec2(1, 1), glm::vec2(1, 1),
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0, 0, 0
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);
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auto testTexture = std::make_shared<Texture>();
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testTexture->setSize(2, 2);
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struct Color colors[4] = {
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COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE
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};
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testTexture->buffer(colors);
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cubeMaterial->textureValues[cubeMaterial->getShader()->getParameterByName("u_Text")] = testTexture;
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return DAWN_GAME_INIT_RESULT_SUCCESS;
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}
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@ -6,4 +6,5 @@
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#pragma once
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#include "game/DawnGame.hpp"
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#include "scene/components/Components.hpp"
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#include "display/mesh/QuadMesh.hpp"
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#include "display/mesh/TriangleMesh.hpp"
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