Updated language gen tool to match vn scene gen style and rollup

This commit is contained in:
2023-02-18 09:57:13 -08:00
parent 73535765ab
commit ff706410c0
17 changed files with 454 additions and 194 deletions

View File

@ -1,38 +1,38 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "prefab/SceneItemPrefab.hpp"
#include "display/mesh/CubeMesh.hpp"
#include "scene/components/display/MeshRenderer.hpp"
#include "scene/components/display/MeshHost.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
#include "scene/components/example/ExampleSpin.hpp"
namespace Dawn {
class SimpleSpinningCubePrefab :
public SceneItemPrefab<SimpleSpinningCubePrefab>
{
public:
std::vector<Asset*> prefabAssets(AssetManager *man) {
return std::vector<Asset*>();
}
SimpleSpinningCubePrefab(Scene *s, sceneitemid_t i) :
SceneItemPrefab(s, i)
{
}
void prefabInit(AssetManager *man) override {
auto meshRenderer = this->addComponent<MeshRenderer>();
auto meshHost = this->addComponent<MeshHost>();
auto spinning = this->addComponent<ExampleSpin>();
auto material = this->addComponent<SimpleTexturedMaterial>();
meshHost->mesh.createBuffers(CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
CubeMesh::buffer(&meshHost->mesh, glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3(1, 1, 1), 0, 0);
}
};
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "prefab/SceneItemPrefab.hpp"
#include "display/mesh/CubeMesh.hpp"
#include "scene/components/display/MeshRenderer.hpp"
#include "scene/components/display/MeshHost.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
#include "scene/components/example/ExampleSpin.hpp"
namespace Dawn {
class SimpleSpinningCubePrefab :
public SceneItemPrefab<SimpleSpinningCubePrefab>
{
public:
static std::vector<Asset*> prefabAssets(AssetManager *man) {
return std::vector<Asset*>();
}
SimpleSpinningCubePrefab(Scene *s, sceneitemid_t i) :
SceneItemPrefab(s, i)
{
}
void prefabInit(AssetManager *man) override {
auto meshRenderer = this->addComponent<MeshRenderer>();
auto meshHost = this->addComponent<MeshHost>();
auto spinning = this->addComponent<ExampleSpin>();
auto material = this->addComponent<SimpleTexturedMaterial>();
meshHost->mesh.createBuffers(CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
CubeMesh::buffer(&meshHost->mesh, glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3(1, 1, 1), 0, 0);
}
};
}

View File

@ -0,0 +1,33 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/Scene.hpp"
#include "prefabs/SimpleSpinningCubePrefab.hpp"
namespace Dawn {
class TestScene : public Scene {
protected:
Camera *camera;
SimpleSpinningCubePrefab *cube;
void stage() override {
camera = Camera::create(this);
camera->transform->lookAt(glm::vec3(5, 5, 5), glm::vec3(0, 0, 0));
cube = SimpleSpinningCubePrefab::prefabCreate(this);
}
std::vector<Asset*> getRequiredAssets() override {
auto assMan = &this->game->assetManager;
std::vector<Asset*> assets;
vectorAppend(&assets, SimpleSpinningCubePrefab::getRequiredAssets(assMan));
return assets;
}
public:
TestScene(DawnGame *game) : Scene(game) {}
};
}