light/Mirror/src/MirrorLayer.h

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#include <LightEngine.h>
class MirrorLayer : public Light::Layer
{
private:
std::shared_ptr<Light::Texture> m_AwesomefaceTexture;
std::vector<glm::vec3> positions;
std::vector<glm::vec2> sizes;
glm::vec2 m_Direction;
float m_Speed = 1.2f;
std::shared_ptr<Light::Camera> m_Camera;
std::shared_ptr<Light::Framebuffer> m_Framebuffer;
bool m_GameSceneEvents = false;
public:
MirrorLayer(const std::string& name)
: Light::Layer(name), m_Direction(glm::vec2(0.0f, 0.0f))
{
m_Camera = std::make_shared<Light::Camera>(glm::vec2(0.0f), 800.0f / 600.0f, 1.0f);
Light::ResourceManager::LoadTexture("awesomeface", "res/Textures/awesomeface.png");
m_AwesomefaceTexture = Light::ResourceManager::GetTexture("awesomeface");
m_Framebuffer = std::shared_ptr<Light::Framebuffer>(Light::Framebuffer::Create({ 800u, 600u, 1, glm::vec4(1.0f, 0.0f, 0.0f, 1.0f), false }, Light::GraphicsContext::GetSharedContext()));
for (int i = 0; i < 100; i++)
{
glm::vec3 position = glm::vec3(-1.0f + (-100.0f / 400.0f) + ((rand() % 1000) / 400.0f), -1.0f + (-100.0f / 300.0f) + ((rand() % 800) / 300.0f), 0.0f);
glm::vec2 size = glm::vec2(100 / 400.0f, 100 / 300.0f);
positions.push_back(position);
sizes.push_back(size);
}
}
void OnRender() override
{
m_Camera->CalculateProjection();
m_Camera->CalculateView();
Light::Renderer::BeginScene(m_Camera, m_Framebuffer);
for (int i = 0; i < 100; i++)
Light::Renderer::DrawQuad(positions[i], sizes[i], m_AwesomefaceTexture);
Light::Renderer::EndScene();
}
void OnUserInterfaceUpdate()
{
if (ImGui::Begin("GameView"))
{
Light::Input::ReceiveGameEvents(ImGui::IsWindowFocused());
static ImVec2 regionAvailPrev = { 0, 0 };
ImVec2 regionAvail = ImGui::GetContentRegionAvail();
if (regionAvail.x != regionAvailPrev.x || regionAvail.y != regionAvailPrev.y)
{
m_Framebuffer->Resize({ regionAvail.x, regionAvail.y });
m_Camera->OnResize({ regionAvail.x, regionAvail.y });
regionAvailPrev = regionAvail;
}
if (Light::GraphicsContext::GetGraphicsAPI() == Light::GraphicsAPI::DirectX)
ImGui::Image(m_Framebuffer->GetColorAttachment(), regionAvail);
else
ImGui::Image(m_Framebuffer->GetColorAttachment(), regionAvail, ImVec2(0, 1), ImVec2(1, 0));
}
ImGui::End();
}
void OnUpdate(float deltaTime) override
{
if (Light::Input::GetKeyboardKey(KEY_A))
m_Direction.x = -1.0f;
else if (Light::Input::GetKeyboardKey(KEY_D))
m_Direction.x = 1.0f;
else
m_Direction.x = 0.0f;
if (Light::Input::GetKeyboardKey(KEY_W))
m_Direction.y = 1.0f;
else if (Light::Input::GetKeyboardKey(KEY_S))
m_Direction.y = -1.0f;
else
m_Direction.y = 0.0f;
m_Camera->Move(m_Direction * m_Speed * deltaTime);
}
};