#include class MirrorLayer : public Light::Layer { private: std::shared_ptr m_AwesomefaceTexture; std::vector positions; std::vector sizes; glm::vec2 m_Direction; float m_Speed = 1.2f; std::shared_ptr m_Camera; std::shared_ptr m_Framebuffer; public: MirrorLayer(const std::string& name) : Light::Layer(name), m_Direction(glm::vec2(0.0f, 0.0f)) { m_Camera = std::make_shared(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::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() { ImGui::Begin("GameView"); if(Light::GraphicsContext::GetGraphicsAPI() == Light::GraphicsAPI::DirectX) ImGui::Image(m_Framebuffer->GetColorAttachment(), ImVec2(400, 300)); else ImGui::Image(m_Framebuffer->GetColorAttachment(), ImVec2(400, 300), ImVec2(0, 1), ImVec2(1, 0)); ImGui::End(); } bool OnKeyPressed(const Light::KeyPressedEvent& event) override { if (event.GetKey() == 65) // GLFW_KEY_A m_Direction.x += -1.0f; if(event.GetKey() == 68) // GLFW_KEY_D m_Direction.x += 1.0f; if (event.GetKey() == 87) // GLFW_KEY_W m_Direction.y += 1.0f; if (event.GetKey() == 83) // GLFW_KEY_S m_Direction.y += -1.0f; return true; } bool OnKeyReleased(const Light::KeyReleasedEvent& event) override { // #todo: add input class if (event.GetKey() == 65) // GLFW_KEY_A m_Direction.x -= -1.0f; if (event.GetKey() == 68) // GLFW_KEY_D m_Direction.x -= 1.0f; if (event.GetKey() == 87) // GLFW_KEY_W m_Direction.y -= 1.0f; if (event.GetKey() == 83) // GLFW_KEY_S m_Direction.y -= -1.0f; return true; } void OnUpdate(float deltaTime) override { m_Camera->Move(m_Direction * m_Speed * deltaTime); } };