Put the scene on the heap since it's huge now.
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parent
482ec07fb3
commit
6235bfb657
1 changed files with 25 additions and 25 deletions
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@ -54,65 +54,65 @@ GLFWwindow* create_window() {
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}
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void process_input(GLFWwindow *window, Scene& scene) {
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void process_input(GLFWwindow *window, std::shared_ptr<Scene> scene) {
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if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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scene.camera.forward();
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scene->camera.forward();
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}
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if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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scene.camera.back();
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scene->camera.back();
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}
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if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
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scene.camera.left();
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scene->camera.left();
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}
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if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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scene.camera.right();
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scene->camera.right();
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}
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if(glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
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scene.reflect_on = !scene.reflect_on;
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scene->reflect_on = !scene->reflect_on;
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}
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if(glfwGetKey(window, GLFW_KEY_J) == GLFW_PRESS) {
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scene.debug_on = !scene.debug_on;
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scene->debug_on = !scene->debug_on;
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}
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if(glfwGetKey(window, GLFW_KEY_H) == GLFW_PRESS) {
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scene.spawn("human");
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glm::vec3 pos = scene.camera.position;
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scene->spawn("human");
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glm::vec3 pos = scene->camera.position;
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text_content = std::format("Spawn human at {},{},{}", pos.x, pos.y, pos.z);
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}
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if(glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS) {
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scene.light.camera.on = !scene.light.camera.on;
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scene->light.camera.on = !scene->light.camera.on;
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scene.shader.apply_lighting(scene.light);
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scene->shader.apply_lighting(scene->light);
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}
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if(glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS) {
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for(auto& light : scene.light.directional) {
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for(auto& light : scene->light.directional) {
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light.adjust(-0.01f);
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}
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scene.shader.apply_lighting(scene.light);
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scene->shader.apply_lighting(scene->light);
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}
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if(glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS) {
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for(auto& light : scene.light.directional) {
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for(auto& light : scene->light.directional) {
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light.adjust(0.01f);
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}
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scene.shader.apply_lighting(scene.light);
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scene->shader.apply_lighting(scene->light);
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}
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}
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Scene setup() {
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std::shared_ptr<Scene> setup() {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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@ -124,23 +124,23 @@ Scene setup() {
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components::Scene config = utils::load_scene_config("config.json");
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return {config};
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return std::make_shared<Scene>(config);
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}
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void update(GLFWwindow* window, Scene& scene) {
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void update(GLFWwindow* window, std::shared_ptr<Scene> scene) {
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glfwPollEvents();
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process_input(window, scene);
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scene.update();
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scene->update();
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}
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void render(GLFWwindow* window, Scene& scene, Text &text) {
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scene.render(window);
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void render(GLFWwindow* window, std::shared_ptr<Scene> scene, Text &text) {
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scene->render(window);
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text.render(text_content, 25.0f, 25.0f, 1.0f, glm::vec3(1.0, 0.0f, 0.0f));
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glfwSwapBuffers(window);
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}
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void quit(GLFWwindow* window, Scene& scene) {
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scene.cleanup();
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void quit(GLFWwindow* window, std::shared_ptr<Scene> scene) {
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scene->cleanup();
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glfwTerminate();
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}
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@ -148,10 +148,10 @@ int main() {
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init_glfw();
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auto window = create_window();
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auto scene = setup();
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std::shared_ptr<Scene> scene = setup();
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Text text;
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glfwSetWindowUserPointer(window, &scene);
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glfwSetWindowUserPointer(window, scene.get());
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while(!glfwWindowShouldClose(window)) {
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update(window, scene);
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