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273a03b99b
...
6d980ee4ec
21 changed files with 35 additions and 502 deletions
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@ -1,4 +1,4 @@
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I'm messing around with GLFW to build an OpenGL app in wayland, theoretically this is the starting point for a game engine.
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# Wayland Application
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### Setup
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@ -1,13 +0,0 @@
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#ifndef COMPONENT_HPP
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#define COMPONENT_HPP
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#include <bitset>
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#include <cstdint>
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using ComponentType = std::uint8_t;
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const ComponentType MAX_COMPONENTS = 32;
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using Signature = std::bitset<MAX_COMPONENTS>;
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#endif // COMPONENT_HPP
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@ -1,117 +0,0 @@
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#include "componentmanager.hpp"
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#include <cassert>
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#include <memory>
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/**
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* ComponentArray
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**/
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template <typename T>
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void ComponentArray<T>::InsertData(Entity entity, T component) {
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assert(mEntityToIndexMap.find(entity) == mEntityToIndexMap.end() &&
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"Component added to same entity more than once.");
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// Put new entry at end and update the maps
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size_t newIndex = mSize;
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mEntityToIndexMap[entity] = newIndex;
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mIndexToEntityMap[newIndex] = entity;
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mComponentArray[newIndex] = component;
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++mSize;
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};
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template <typename T> void ComponentArray<T>::RemoveData(Entity entity) {
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assert(mEntityToIndexMap.find(entity) != mEntityToIndexMap.end() &&
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"Removing non-existent component.");
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// Copy element at end into deleted element's place to maintain density
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size_t indexOfRemovedEntity = mEntityToIndexMap[entity];
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size_t indexOfLastElement = mSize - 1;
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mComponentArray[indexOfRemovedEntity] = mComponentArray[indexOfLastElement];
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// Update map to point to moved spot
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Entity entityOfLastElement = mIndexToEntityMap[indexOfLastElement];
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mEntityToIndexMap[entityOfLastElement] = indexOfRemovedEntity;
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mIndexToEntityMap[indexOfRemovedEntity] = entityOfLastElement;
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mEntityToIndexMap.erase(entity);
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mIndexToEntityMap.erase(indexOfLastElement);
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--mSize;
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};
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template <typename T> T &ComponentArray<T>::GetData(Entity entity) {
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assert(mEntityToIndexMap.find(entity) != mEntityToIndexMap.end() &&
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"Retrieving non-existent component.");
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// Return a reference to the entity's component
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return mComponentArray[mEntityToIndexMap[entity]];
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};
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template <typename T> void ComponentArray<T>::EntityDestroyed(Entity entity) {
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if (mEntityToIndexMap.find(entity) != mEntityToIndexMap.end()) {
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// Remove the entity's component if it existed
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RemoveData(entity);
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}
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};
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/**
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* ComponentManager
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**/
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// Private functions
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template <typename T>
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std::shared_ptr<ComponentArray<T>> ComponentManager::GetComponentArray() {
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const char *typeName = typeid(T).name();
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assert(mComponentTypes.find(typeName) != mComponentTypes.end() &&
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"Component not registered before use.");
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return std::static_pointer_cast<ComponentArray<T>>(
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mComponentArrays[typeName]);
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}
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// Public functions
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template <typename T> void ComponentManager::RegisterComponent() {
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const char *typeName = typeid(T).name();
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assert(mComponentTypes.find(typeName) == mComponentTypes.end() &&
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"Registering component type more than once.");
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// Add this component type to the component type map
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mComponentTypes.insert({typeName, mNextComponentType});
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// Create a ComponentArray pointer and add it to the component arrays map
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mComponentArrays.insert({typeName, std::make_shared<ComponentArray<T>>()});
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// Increment the value so that the next component registered will be different
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++mNextComponentType;
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};
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template <typename T> ComponentType ComponentManager::GetComponentType() {
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const char *typeName = typeid(T).name();
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assert(mComponentTypes.find(typeName) != mComponentTypes.end() &&
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"Component not registered before use.");
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// Return this component's type - used for creating signatures
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return mComponentTypes[typeName];
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}
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template <typename T>
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void ComponentManager::AddComponent(Entity entity, T component) {
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// Add a component to the array for an entity
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GetComponentArray<T>()->InsertData(entity, component);
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}
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template <typename T> void ComponentManager::RemoveComponent(Entity entity) {
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// Remove a component from the array for an entity
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GetComponentArray<T>()->RemoveData(entity);
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}
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template <typename T> T &ComponentManager::GetComponent(Entity entity) {
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// Get a reference to a component from the array for an entity
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return GetComponentArray<T>()->GetData(entity);
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}
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void ComponentManager::EntityDestroyed(Entity entity) {
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// Notify each component array that an entity has been destroyed
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// If it has a component for that entity, it will remove it
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for (auto const &pair : mComponentArrays) {
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auto const &component = pair.second;
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component->EntityDestroyed(entity);
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}
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};
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@ -1,63 +0,0 @@
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#ifndef COMPONENTMANAGER_HPP
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#define COMPONENTMANAGER_HPP
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#include <array>
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#include <unordered_map>
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#include <memory>
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#include "entity.hpp"
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class IComponentArray {
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public:
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virtual ~IComponentArray() = default;
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virtual void EntityDestroyed(Entity entity) = 0;
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};
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template <typename T> class ComponentArray : public IComponentArray {
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// The packed array of components (of generic type T),
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// set to a specified maximum amount, matching the maximum number
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// of entities allowed to exist simultaneously, so that each entity
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// has a unique spot.
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std::array<T, MAX_ENTITIES> mComponentArray;
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// Map from an entity ID to an array index.
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std::unordered_map<Entity, size_t> mEntityToIndexMap;
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// Map from an array index to an entity ID.
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std::unordered_map<size_t, Entity> mIndexToEntityMap;
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// Total size of valid entries in the array.
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size_t mSize;
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public:
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void InsertData(Entity entity, T component);
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void RemoveData(Entity entity);
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T &GetData(Entity entity);
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void EntityDestroyed(Entity entity) override;
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};
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class ComponentManager {
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// Map from type string pointer to a component type
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std::unordered_map<const char *, ComponentType> mComponentTypes{};
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// Map from type string pointer to a component array
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std::unordered_map<const char *, std::shared_ptr<IComponentArray>>
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mComponentArrays{};
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// The component type to be assigned to the next registered component -
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// starting at 0
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ComponentType mNextComponentType{};
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// Convenience function to get the statically casted pointer to the
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// ComponentArray of type T.
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template <typename T> std::shared_ptr<ComponentArray<T>> GetComponentArray();
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public:
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template <typename T> void RegisterComponent();
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template <typename T> ComponentType GetComponentType();
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template <typename T> void AddComponent(Entity entity, T component);
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template <typename T> void RemoveComponent(Entity entity);
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template <typename T> T &GetComponent(Entity entity);
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void EntityDestroyed(Entity entity);
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};
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#endif // COMPONENTMANAGER_HPP
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@ -1,63 +0,0 @@
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#include "coordinator.hpp"
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void Coordinator::Init() {
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// Create pointers to each manager
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mComponentManager = std::make_unique<ComponentManager>();
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mEntityManager = std::make_unique<EntityManager>();
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mSystemManager = std::make_unique<SystemManager>();
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}
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// Entity methods
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Entity Coordinator::CreateEntity() { return mEntityManager->CreateEntity(); }
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void Coordinator::DestroyEntity(Entity entity) {
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mEntityManager->DestroyEntity(entity);
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mComponentManager->EntityDestroyed(entity);
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mSystemManager->EntityDestroyed(entity);
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}
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// Component methods
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template <typename T> void Coordinator::RegisterComponent() {
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mComponentManager->RegisterComponent<T>();
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}
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template <typename T>
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void Coordinator::AddComponent(Entity entity, T component) {
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mComponentManager->AddComponent<T>(entity, component);
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auto signature = mEntityManager->GetSignature(entity);
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signature.set(mComponentManager->GetComponentType<T>(), true);
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mEntityManager->SetSignature(entity, signature);
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mSystemManager->EntitySignatureChanged(entity, signature);
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}
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template <typename T> void Coordinator::RemoveComponent(Entity entity) {
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mComponentManager->RemoveComponent<T>(entity);
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auto signature = mEntityManager->GetSignature(entity);
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signature.set(mComponentManager->GetComponentType<T>(), false);
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mEntityManager->SetSignature(entity, signature);
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mSystemManager->EntitySignatureChanged(entity, signature);
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}
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template <typename T> T &Coordinator::GetComponent(Entity entity) {
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return mComponentManager->GetComponent<T>(entity);
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}
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template <typename T> ComponentType Coordinator::GetComponentType() {
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return mComponentManager->GetComponentType<T>();
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}
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// System methods
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template <typename T> std::shared_ptr<T> Coordinator::RegisterSystem() {
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return mSystemManager->RegisterSystem<T>();
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}
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template <typename T>
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void Coordinator::SetSystemSignature(Signature signature) {
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mSystemManager->SetSignature<T>(signature);
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}
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@ -1,30 +0,0 @@
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#ifndef COORDINATOR_HPP
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#define COORDINATOR_HPP
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#include <memory>
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#include "componentmanager.hpp"
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#include "entity.hpp"
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#include "system.hpp"
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class Coordinator {
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std::unique_ptr<ComponentManager> mComponentManager;
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std::unique_ptr<EntityManager> mEntityManager;
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std::unique_ptr<SystemManager> mSystemManager;
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public:
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void Init();
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// Entity methods
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Entity CreateEntity();
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void DestroyEntity(Entity entity);
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// Component methods
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template <typename T> void RegisterComponent();
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template <typename T> void AddComponent(Entity entity, T component);
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template <typename T> void RemoveComponent(Entity entity);
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template <typename T> T &GetComponent(Entity entity);
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template <typename T> ComponentType GetComponentType();
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// System methods
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template <typename T> std::shared_ptr<T> RegisterSystem();
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template <typename T> void SetSystemSignature(Signature signature);
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};
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#endif // COORDINATOR_HPP
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@ -1,42 +0,0 @@
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#include "entity.hpp"
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#include <cassert>
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EntityManager::EntityManager() {
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// Initialize the queue with all possible entity IDs
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for (Entity entity = 0; entity < MAX_ENTITIES; ++entity) {
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mAvailableEntities.push(entity);
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}
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}
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Entity EntityManager::CreateEntity() {
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assert(mLivingEntityCount < MAX_ENTITIES &&
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"Too many entities in existence.");
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// Take an ID from the front of the queue
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Entity id = mAvailableEntities.front();
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mAvailableEntities.pop();
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++mLivingEntityCount;
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return id;
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}
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void EntityManager::DestroyEntity(Entity entity) {
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assert(entity < MAX_ENTITIES && "Entity out of range.");
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// Invalidate the destroyed entity's signature
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mSignatures[entity].reset();
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// Put the destroyed ID at the back of the queue
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mAvailableEntities.push(entity);
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--mLivingEntityCount;
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}
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void EntityManager::SetSignature(Entity entity, Signature signature) {
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assert(entity < MAX_ENTITIES && "Entity out of range.");
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// Put this entity's signature into the array
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mSignatures[entity] = signature;
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}
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Signature EntityManager::GetSignature(Entity entity) {
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assert(entity < MAX_ENTITIES && "Entity out of range.");
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// Get this entity's signature from the array
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return mSignatures[entity];
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}
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@ -1,31 +0,0 @@
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#ifndef ENTITY_HPP
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#define ENTITY_HPP
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#include <cstdint>
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#include <queue>
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#include <array>
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#include "component.hpp"
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using Entity = std::uint32_t;
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const Entity MAX_ENTITIES = 5000;
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class EntityManager {
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// Queue of unused entity IDs
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std::queue<Entity> mAvailableEntities{};
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// Array of signatures where the index corresponds to the entity ID
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std::array<Signature, MAX_ENTITIES> mSignatures{};
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// Total living entities - used to keep limits on how many exist
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uint32_t mLivingEntityCount{};
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public:
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EntityManager();
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Entity CreateEntity();
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void DestroyEntity(Entity entity);
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void SetSignature(Entity entity, Signature signature);
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Signature GetSignature(Entity entity);
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};
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#endif // ENTITY_HPP
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@ -1,54 +0,0 @@
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#include "system.hpp"
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#include <cassert>
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template <typename T> std::shared_ptr<T> SystemManager::RegisterSystem() {
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const char *typeName = typeid(T).name();
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assert(mSystems.find(typeName) == mSystems.end() &&
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"Registering system more than once.");
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// Create a pointer to the system and return it so it can be used externally
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auto system = std::make_shared<T>();
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mSystems.insert({typeName, system});
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return system;
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}
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template <typename T> void SystemManager::SetSignature(Signature signature) {
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const char *typeName = typeid(T).name();
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assert(mSystems.find(typeName) != mSystems.end() &&
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"System used before registered.");
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// Set the signature for this system
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mSignatures.insert({typeName, signature});
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}
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void SystemManager::EntityDestroyed(Entity entity) {
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// Erase a destroyed entity from all system lists
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// mEntities is a set so no check needed
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for (auto const &pair : mSystems) {
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auto const &system = pair.second;
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system->mEntities.erase(entity);
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}
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}
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void SystemManager::EntitySignatureChanged(Entity entity,
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Signature entitySignature) {
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// Notify each system that an entity's signature changed
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for (auto const &pair : mSystems) {
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auto const &type = pair.first;
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auto const &system = pair.second;
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auto const &systemSignature = mSignatures[type];
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// Entity signature matches system signature - insert into set
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if ((entitySignature & systemSignature) == systemSignature) {
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system->mEntities.insert(entity);
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}
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// Entity signature does not match system signature - erase from set
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else {
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system->mEntities.erase(entity);
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}
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}
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}
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@ -1,29 +0,0 @@
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#ifndef SYSTEM_HPP
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#define SYSTEM_HPP
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#include <set>
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#include <memory>
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#include <unordered_map>
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#include "component.hpp"
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#include "entity.hpp"
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class System {
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public:
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std::set<Entity> mEntities;
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};
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class SystemManager {
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// Map from system type string pointer to a signature
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std::unordered_map<const char *, Signature> mSignatures{};
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// Map from system type string pointer to a system pointer
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std::unordered_map<const char *, std::shared_ptr<System>> mSystems{};
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public:
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template <typename T> std::shared_ptr<T> RegisterSystem();
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template <typename T> void SetSignature(Signature signature);
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void EntityDestroyed(Entity entity);
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void EntitySignatureChanged(Entity entity, Signature entitySignature);
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};
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#endif // !SYSTEM_HPP
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@ -1,7 +1,5 @@
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project('test', 'cpp')
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sources = []
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deps = []
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deps += dependency('fmt')
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deps += dependency('glfw3')
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@ -1 +0,0 @@
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sources += files('shader.cpp', 'shader.hpp')
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@ -1,11 +0,0 @@
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#include "shader.hpp"
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Shader::Shader(GLuint shader) { this->shader = shader; }
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void Shader::SetSource(std::string source) { this->SetSource(source.c_str()); }
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void Shader::SetSource(const char *source) {
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glShaderSource(shader, 1, &source, NULL);
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}
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void Shader::Compile() { glCompileShader(shader); }
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void Shader::Attach(GLuint program) { glAttachShader(program, shader); }
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VertexShader::VertexShader() : Shader(glCreateShader(GL_VERTEX_SHADER)) {}
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FragmentShader::FragmentShader() : Shader(glCreateShader(GL_FRAGMENT_SHADER)) {}
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@ -2,7 +2,7 @@
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#include <GLFW/glfw3.h>
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#include <fmt/core.h>
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|
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#include "systems/windowsystem.hpp"
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#include "systems/window-system.hpp"
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|
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void error_callback(int error_code, const char *description) {
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fmt::print("[ERROR - {}] {}\n", error_code, description);
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@ -1,4 +1,2 @@
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sources += files('main.cpp')
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subdir('components')
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sources = files('main.cpp')
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subdir('systems')
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|
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@ -1,6 +1,6 @@
|
|||
sources += files(
|
||||
'shadersystem.cpp',
|
||||
'shadersystem.hpp',
|
||||
'windowsystem.cpp',
|
||||
'windowsystem.hpp',
|
||||
'shader-system.cpp',
|
||||
'shader-system.hpp',
|
||||
'window-system.cpp',
|
||||
'window-system.hpp',
|
||||
)
|
||||
|
|
|
|||
|
|
@ -1,6 +1,4 @@
|
|||
#include "shadersystem.hpp"
|
||||
#include <string>
|
||||
#include <src/components/shader.hpp>
|
||||
#include "shader-system.hpp"
|
||||
|
||||
typedef struct Vertex {
|
||||
vec2 pos;
|
||||
|
|
@ -84,3 +82,13 @@ int ShaderSystem::Draw(int width, int height, float time) {
|
|||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
return 0;
|
||||
}
|
||||
|
||||
Shader::Shader(GLuint shader) { this->shader = shader; }
|
||||
void Shader::SetSource(std::string source) { this->SetSource(source.c_str()); }
|
||||
void Shader::SetSource(const char *source) {
|
||||
glShaderSource(shader, 1, &source, NULL);
|
||||
}
|
||||
void Shader::Compile() { glCompileShader(shader); }
|
||||
void Shader::Attach(GLuint program) { glAttachShader(program, shader); }
|
||||
VertexShader::VertexShader() : Shader(glCreateShader(GL_VERTEX_SHADER)) {}
|
||||
FragmentShader::FragmentShader() : Shader(glCreateShader(GL_FRAGMENT_SHADER)) {}
|
||||
|
|
@ -1,10 +1,21 @@
|
|||
#ifndef SHADER_HPP
|
||||
#define SHADER_HPP
|
||||
|
||||
#define SHADER_HPP
|
||||
#include <GL/glew.h>
|
||||
#include <linmath.h>
|
||||
#include <string>
|
||||
|
||||
class ShaderSystem {
|
||||
GLuint vertex_buffer;
|
||||
GLuint program;
|
||||
GLint mvp_location;
|
||||
GLint vpos_location;
|
||||
GLint vcol_location;
|
||||
GLuint vertex_array;
|
||||
|
||||
public:
|
||||
ShaderSystem();
|
||||
int Draw(int width, int height, float time);
|
||||
GLuint *CreateBuffer();
|
||||
};
|
||||
|
||||
class Shader {
|
||||
public:
|
||||
Shader(GLuint shader);
|
||||
|
|
@ -28,5 +39,3 @@ class FragmentShader : public Shader {
|
|||
public:
|
||||
FragmentShader();
|
||||
};
|
||||
|
||||
#endif // SHADER_HPP
|
||||
|
|
@ -1,21 +0,0 @@
|
|||
#ifndef SHADERSYSTEM_HPP
|
||||
#define SHADERSYSTEM_HPP
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <linmath.h>
|
||||
|
||||
class ShaderSystem {
|
||||
GLuint vertex_buffer;
|
||||
GLuint program;
|
||||
GLint mvp_location;
|
||||
GLint vpos_location;
|
||||
GLint vcol_location;
|
||||
GLuint vertex_array;
|
||||
|
||||
public:
|
||||
ShaderSystem();
|
||||
int Draw(int width, int height, float time);
|
||||
GLuint *CreateBuffer();
|
||||
};
|
||||
|
||||
#endif // SHADERSYSTEM_HPP
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
#include "windowsystem.hpp"
|
||||
#include "window-system.hpp"
|
||||
|
||||
WindowSystem::WindowSystem(GLFWwindow *window,
|
||||
class ShaderSystem shaderSystem) {
|
||||
|
|
@ -1,9 +1,6 @@
|
|||
#ifndef WINDOWSYSTEM_HPP
|
||||
#define WINDOWSYSTEM_HPP
|
||||
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "shadersystem.hpp"
|
||||
#include "shader-system.hpp"
|
||||
|
||||
class WindowSystem {
|
||||
GLFWwindow *window;
|
||||
|
|
@ -13,5 +10,3 @@ public:
|
|||
WindowSystem(GLFWwindow *window, class ShaderSystem shaderSystem);
|
||||
int Loop();
|
||||
};
|
||||
|
||||
#endif // WINDOWSYSTEM_HPP
|
||||
Loading…
Add table
Reference in a new issue