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#pragma once
#include <Graphics/Renderer.hpp>
using namespace acid;
namespace test {
class EditorRenderer : public Renderer {
public:
EditorRenderer();
void Start() override;
void Update() override;
};
}
|
#include <Engine/Engine.hpp>
#include <Files/Files.hpp>
#include <Graphics/Graphics.hpp>
#include "EditorRenderer.hpp"
#include "Plugins.hpp"
using namespace acid;
using namespace test;
int main(int argc, char **argv) {
// Creates the engine.
auto engine = std::make_unique<Engine>(argv[0]);
// Registers file sea... |
#include "Plugins.hpp"
#define CR_HOST CR_SAFE
#include <cr.h>
#include <Graphics/Graphics.hpp>
#include <Scenes/Scenes.hpp>
#include <Uis/Uis.hpp>
namespace test {
Plugins::Plugins() :
loadedPath(std::filesystem::current_path() / CR_PLUGIN("EditorTest")),
fileObserver(loadedPath, 0.5s),
plugin(std::make_unique<c... |
#pragma once
#include <Engine/Engine.hpp>
#include <Files/FileObserver.hpp>
#include <Files/Files.hpp>
#include <Inputs/Buttons/KeyboardInputButton.hpp>
#include "Uis/Panels.hpp"
using namespace acid;
struct cr_plugin;
namespace test {
/**
* Module used for managing the world.
*/
class Plugins : public Module::Re... |
#include "Hierarchy.hpp"
#include <Uis/Drivers/ConstantDriver.hpp>
namespace test {
int32_t GetNextY() {
static uint32_t i = 0;
return i++ * (UiButtonInput::Size.y + 6);
}
Hierarchy::Hierarchy() {
//section1.SetTransform({{0.08f, 0.05f}, UiAnchor::LeftTop});
section1.SetTitle("Section Left");
UiPanel::AddChild(... |
#pragma once
#include <Uis/Inputs/UiButtonInput.hpp>
#include <Uis/Inputs/UiGrabberInput.hpp>
#include <Uis/Inputs/UiSliderInput.hpp>
#include <Uis/Inputs/UiTextInput.hpp>
//#include <Uis/Inputs/UiColourWheel.hpp>
#include <Uis/UiSection.hpp>
#include <Uis/UiPanel.hpp>
#include <Guis/Gui.hpp>
using namespace acid;
n... |
#include "Inspector.hpp"
#include <Audio/Audio.hpp>
namespace test {
Inspector::Inspector() {
//section1.SetTransform({{0.08f, 0.05f}, UiAnchor::LeftTop});
section1.SetTitle("Section Right");
UiPanel::AddChild(§ion1);
//button1.SetTransform({{0.0f, 0.0f}, UiAnchor::LeftTop});
button1.SetTitle("Button #2");
... |
#pragma once
#include <Uis/Inputs/UiButtonInput.hpp>
#include <Uis/Inputs/UiGrabberInput.hpp>
#include <Uis/Inputs/UiSliderInput.hpp>
//#include <Uis/Inputs/UiRadioInput.hpp>
#include <Uis/Inputs/UiTextInput.hpp>
#include <Uis/UiSection.hpp>
#include <Uis/UiPanel.hpp>
#include <Guis/Gui.hpp>
using namespace acid;
na... |
#include "Panels.hpp"
namespace test {
Panels::Panels() {
//hierarchy.SetTransform({{400, 500}, UiAnchor::LeftTop});
AddChild(&hierarchy);
//inspector.SetTransform({{1.0f, 0.0f}, UiAnchor::RightTop, {0.3f, 1.0f}});
AddChild(&inspector);
}
void Panels::UpdateObject() {
}
}
|
#pragma once
#include "Hierarchy.hpp"
#include "Inspector.hpp"
using namespace acid;
namespace test {
class Panels : public UiObject {
public:
Panels();
void UpdateObject() override;
private:
Hierarchy hierarchy;
Inspector inspector;
};
}
|
#include "MainApp.hpp"
#ifdef ACID_RELOAD
#include <cr.h>
#include <Inputs/Inputs.hpp>
#include <Files/Files.hpp>
#include <Graphics/Graphics.hpp>
#include <Scenes/Scenes.hpp>
#include <Uis/Uis.hpp>
#include "MainRenderer.hpp"
#include "Scenes/Scene1.hpp"
#include "Resources/Resources.hpp"
CR_EXPORT int cr_main(stru... |
#pragma once
#include <Engine/App.hpp>
using namespace acid;
namespace test {
class MainApp : public App {
public:
MainApp();
~MainApp();
void Start() override;
void Update() override;
};
}
|
#include "MainRenderer.hpp"
#include <Fonts/FontsSubrender.hpp>
#include <Gizmos/GizmosSubrender.hpp>
#include <Guis/GuisSubrender.hpp>
#include <Meshes/MeshesSubrender.hpp>
#include <Models/Shapes/SphereModel.hpp>
#include <Particles/ParticlesSubrender.hpp>
#include <Post/Deferred/DeferredSubrender.hpp>
#include <Pos... |
#pragma once
#include <Graphics/Renderer.hpp>
using namespace acid;
namespace test {
class MainRenderer : public Renderer {
public:
MainRenderer();
void Start() override;
void Update() override;
};
}
|
#include "FpsCamera.hpp"
#include <Inputs/Inputs.hpp>
#include <Scenes/Scenes.hpp>
#include <Scenes/Entity.hpp>
#include <Maths/Maths.hpp>
#include <Graphics/Graphics.hpp>
#include "FpsPlayer.hpp"
namespace test {
constexpr static Vector3f ViewOffset(0.0f, 1.8f, 0.0f);
FpsCamera::FpsCamera() {
nearPlane = 0.1f;
fa... |
#pragma once
#include <Scenes/Camera.hpp>
using namespace acid;
namespace test {
class FpsCamera : public Camera {
public:
FpsCamera();
void Start() override;
void Update() override;
};
}
|
#include "FpsPlayer.hpp"
#include <Uis/Uis.hpp>
#include <Scenes/Scenes.hpp>
#include <Inputs/Inputs.hpp>
#include <Physics/KinematicCharacter.hpp>
#include <Physics/Physics.hpp>
namespace test {
constexpr float WALK_SPEED = 3.1f;
constexpr float RUN_SPEED = 5.7f;
constexpr float CROUCH_SPEED = 1.2f;
constexpr float ... |
#pragma once
#include <Scenes/Component.hpp>
using namespace acid;
namespace test {
class FpsPlayer : public Component::Registrar<FpsPlayer> {
inline static const bool Registered = Register("fpsPlayer");
public:
FpsPlayer();
void Start() override;
void Update() override;
friend const Node &operator>>(const No... |
#include "Scene1.hpp"
#include <Files/File.hpp>
#include <Files/Json/Json.hpp>
#include <Gizmos/Gizmos.hpp>
#include <Graphics/Graphics.hpp>
#include <Inputs/Inputs.hpp>
#include <Lights/Light.hpp>
#include <Materials/DefaultMaterial.hpp>
#include <Meshes/Mesh.hpp>
#include <Models/Obj/ObjModel.hpp>
#include <Models/S... |
#pragma once
#include <Audio/Sound.hpp>
#include <Scenes/Scene.hpp>
#include <Uis/UiStartLogo.hpp>
#include "Uis/OverlayDebug.hpp"
using namespace acid;
namespace test {
class Scene1 : public Scene {
public:
Scene1();
void Start() override;
void Update() override;
bool IsPaused() const override;
private:
Soun... |
#include "OverlayDebug.hpp"
#include <Uis/Constraints/PixelConstraint.hpp>
#include <Uis/Constraints/RelativeConstraint.hpp>
#include <Scenes/Scenes.hpp>
#include <Guis/Gui.hpp>
namespace test {
OverlayDebug::OverlayDebug() {
auto createText = [this](int32_t i, Text &object) {
//object.SetTransform({{100, 12}, ... |
#pragma once
#include <Uis/UiObject.hpp>
#include <Fonts/Text.hpp>
using namespace acid;
namespace test {
class OverlayDebug : public UiObject {
public:
OverlayDebug();
void UpdateObject() override;
private:
Text textFrameTime;
Text textFps;
Text textUps;
};
}
|
#include "MainApp.hpp"
#include <Inputs/Inputs.hpp>
#include <Files/Files.hpp>
#include <Graphics/Graphics.hpp>
#include <Scenes/Scenes.hpp>
#include "MainRenderer.hpp"
#include "Scenes/Scene1.hpp"
#include "Resources/Resources.hpp"
int main(int argc, char **argv) {
using namespace test;
// Creates the engine.
au... |
#pragma once
#include <Engine/App.hpp>
using namespace acid;
namespace test {
class MainApp : public App {
public:
MainApp();
~MainApp();
void Start() override;
void Update() override;
};
}
|
#include "MainRenderer.hpp"
#include <Fonts/FontsSubrender.hpp>
#include <Guis/GuisSubrender.hpp>
#include <Graphics/Graphics.hpp>
#include <Scenes/Scenes.hpp>
namespace test {
MainRenderer::MainRenderer() {
std::vector<Attachment> renderpassAttachments0 = {
{0, "depth", Attachment::Type::Depth},
{1, "swapchain"... |
#pragma once
#include <Graphics/Renderer.hpp>
using namespace acid;
namespace test {
class MainRenderer : public Renderer {
public:
MainRenderer();
void Start() override;
void Update() override;
};
}
|
#include "Scene1.hpp"
#include <Uis/Uis.hpp>
namespace test {
Scene1::Scene1() :
Scene(std::make_unique<Camera>()) {
//pannable.SetTransform({UiMargins::All});
Uis::Get()->GetCanvas().AddChild(&pannable);
}
void Scene1::Start() {
}
void Scene1::Update() {
Scene::Update();
}
bool Scene1::IsPaused() const {
ret... |
#pragma once
#include <Scenes/Scene.hpp>
#include "Uis/Pannable.hpp"
using namespace acid;
namespace test {
class Scene1 : public Scene {
public:
Scene1();
void Start() override;
void Update() override;
bool IsPaused() const override;
private:
Pannable pannable;
};
}
|
#include "Pannable.hpp"
#include <Audio/Audio.hpp>
#include <Inputs/Inputs.hpp>
#include <Uis/Drivers/ConstantDriver.hpp>
#include <Uis/Inputs/UiButtonInput.hpp>
#include <Graphics/Graphics.hpp>
#include <Uis/Uis.hpp>
namespace test {
Pannable::Pannable(){
//content.SetTransform({{1000, 1000}, UiAnchor::LeftTop, {0.... |
#pragma once
#include <Uis/UiObject.hpp>
#include <Fonts/Text.hpp>
#include <Guis/Gui.hpp>
#include <Uis/Inputs/UiBooleanInput.hpp>
#include <Uis/Inputs/UiSliderInput.hpp>
#include <Uis/UiPanel.hpp>
using namespace acid;
namespace test {
class Pannable : public UiObject {
public:
Pannable();
void UpdateObject(... |
#include "MainApp.hpp"
#include <Inputs/Inputs.hpp>
#include <Files/Files.hpp>
#include <Graphics/Graphics.hpp>
#include <Resources/Resources.hpp>
#include <Scenes/Scenes.hpp>
#include "MainRenderer.hpp"
#include "Scenes/Scene1.hpp"
int main(int argc, char **argv) {
using namespace test;
// Creates the engine.
au... |
#pragma once
#include <Engine/App.hpp>
#include <Files/FileObserver.hpp>
using namespace acid;
namespace test {
class MainApp : public App {
public:
MainApp();
~MainApp();
void Start() override;
void Update() override;
private:
FileObserver fileObserver;
};
}
|
#include "MainRenderer.hpp"
#include <Fonts/FontsSubrender.hpp>
#include <Guis/GuisSubrender.hpp>
#include <Graphics/Graphics.hpp>
#include <Scenes/Scenes.hpp>
namespace test {
MainRenderer::MainRenderer() {
std::vector<Attachment> renderpassAttachments0 = {
{0, "depth", Attachment::Type::Depth},
{1, "swapchain"... |
#pragma once
#include <Graphics/Renderer.hpp>
using namespace acid;
namespace test {
class MainRenderer : public Renderer {
public:
MainRenderer();
void Start() override;
void Update() override;
};
}
|
#include "Scene1.hpp"
#include <Inputs/Inputs.hpp>
#include <Uis/Constraints/PixelConstraint.hpp>
#include <Uis/Constraints/RelativeConstraint.hpp>
#include <Uis/Drivers/ConstantDriver.hpp>
#include <Uis/Drivers/SlideDriver.hpp>
#include <Uis/Uis.hpp>
namespace test {
constexpr Time UI_SLIDE_TIME = 0.2s;
Scene1::Sce... |
#pragma once
#include <Scenes/Scene.hpp>
#include <Uis/UiStartLogo.hpp>
#include "Uis/Panels.hpp"
#include "Uis/OverlayDebug.hpp"
using namespace acid;
namespace test {
class Scene1 : public Scene {
public:
Scene1();
void Start() override;
void Update() override;
bool IsPaused() const override;
void TogglePau... |
#include "OverlayDebug.hpp"
#include <Scenes/Scenes.hpp>
#include <Uis/Constraints/PixelConstraint.hpp>
#include <Uis/Constraints/RelativeConstraint.hpp>
#include <Guis/Gui.hpp>
namespace test {
OverlayDebug::OverlayDebug() {
/*//slices.SetTransform({{300, 300}, UiAnchor::Centre});
slices.GetConstraints().SetWidth<... |
#pragma once
#include <Uis/UiObject.hpp>
#include <Fonts/Text.hpp>
#include <Guis/Gui.hpp>
using namespace acid;
namespace test {
class OverlayDebug : public UiObject {
public:
OverlayDebug();
void UpdateObject() override;
private:
//Gui slices;
Text textFrameTime;
Text textFps;
Text textUps;
};
}
|
#include "Panels.hpp"
namespace test {
int32_t GetNextY(uint32_t inc = 1) {
static int32_t i = -1;
i += inc;
return i * (UiButtonInput::Size.y + 6);
}
constexpr uint32_t SIZE3_GAP = 2;
constexpr auto SIZE3 = (UiButtonInput::Size - Vector2f(2 * SIZE3_GAP, 0)) * Vector2f((1.0f / 3.0f), 1.0f);
Panels::Panels() {
... |
#pragma once
#include <Guis/Gui.hpp>
#include <Uis/Inputs/UiBooleanInput.hpp>
#include <Uis/Inputs/UiButtonInput.hpp>
#include <Uis/Inputs/UiDropdownInput.hpp>
#include <Uis/Inputs/UiGrabberInput.hpp>
#include <Uis/Inputs/UiRadioInput.hpp>
#include <Uis/Inputs/UiSliderInput.hpp>
#include <Uis/Inputs/UiTextInput.hpp>
#... |
#include <Engine/Log.hpp>
#include <Maths/Time.hpp>
#include <Maths/Colour.hpp>
#include <Maths/Matrix2.hpp>
#include <Maths/Matrix3.hpp>
#include <Maths/Matrix4.hpp>
#include <Maths/Quaternion.hpp>
#include <Maths/Vector2.hpp>
#include <Maths/Vector3.hpp>
#include <Maths/Vector4.hpp>
#include <Maths/Transform.hpp>
us... |
#include <thread>
#include <Engine/Log.hpp>
#include <Network/Ftp/Ftp.hpp>
#include <Network/Http/Http.hpp>
#include <Network/Udp/UdpSocket.hpp>
#include <Network/Packet.hpp>
using namespace acid;
int main(int argc, char **argv) {
// TODO: Download a ZIP from Google Drive.
/*{
Http http("http://drive.google.com/"... |
#include <Zippy.hpp>
#include <Engine/Log.hpp>
#include "Config.hpp"
std::filesystem::path PATH = acid::ACID_RESOURCES_DEV;
std::unique_ptr<Zippy::ZipArchive> NewArchive(int index) {
auto zipFilepath = std::filesystem::current_path() / ("data-" + std::to_string(index) + ".zip");
acid::Log::Out("New zip archive: ",... |
#include "MainApp.hpp"
#include <Files/Files.hpp>
#include <Inputs/Inputs.hpp>
#include <Graphics/Graphics.hpp>
#include <Resources/Resources.hpp>
#include <Scenes/Scenes.hpp>
#include "Scenes/Scene1.hpp"
#include "MainRenderer.hpp"
int main(int argc, char **argv) {
using namespace test;
// Creates the engine.
au... |
#pragma once
#include <Engine/App.hpp>
using namespace acid;
namespace test {
class MainApp : public App {
public:
MainApp();
~MainApp();
void Start() override;
void Update() override;
};
}
|
#include "MainRenderer.hpp"
#include <Fonts/FontsSubrender.hpp>
#include <Guis/GuisSubrender.hpp>
#include <Meshes/MeshesSubrender.hpp>
#include <Particles/ParticlesSubrender.hpp>
#include <Post/Deferred/DeferredSubrender.hpp>
#include <Post/Filters/DefaultFilter.hpp>
#include <Graphics/Graphics.hpp>
#include <Shadows... |
#pragma once
#include <Graphics/Renderer.hpp>
using namespace acid;
namespace test {
class MainRenderer : public Renderer {
public:
MainRenderer();
void Start() override;
void Update() override;
};
}
|
#include "FreeCamera.hpp"
#include <Inputs/Inputs.hpp>
#include <Maths/Maths.hpp>
#include <Scenes/Scenes.hpp>
namespace test {
constexpr float WALK_SPEED = 3.0f;
constexpr float RUN_SPEED = 7.0f;
constexpr Vector3f DAMP(20.0f, 20.0f, 20.0f);
FreeCamera::FreeCamera() {
nearPlane = 0.1f;
farPlane = 4098.0f;
fieldO... |
#pragma once
#include <Scenes/Camera.hpp>
using namespace acid;
namespace test {
class FreeCamera : public Camera {
public:
FreeCamera();
void Start() override;
void Update() override;
};
}
|
#include "Scene1.hpp"
#include <Inputs/Inputs.hpp>
#include <Lights/Light.hpp>
#include <Materials/DefaultMaterial.hpp>
#include <Gizmos/Gizmos.hpp>
#include <Meshes/Mesh.hpp>
#include <Models/Obj/ObjModel.hpp>
#include <Models/Shapes/CubeModel.hpp>
#include <Models/Shapes/SphereModel.hpp>
#include <Physics/Physics.hp... |
#pragma once
#include <Scenes/Scene.hpp>
#include "Uis/OverlayDebug.hpp"
using namespace acid;
namespace test {
class Scene1 : public Scene {
public:
Scene1();
void Start() override;
void Update() override;
bool IsPaused() const override;
private:
OverlayDebug overlayDebug;
};
}
|
#include "OverlayDebug.hpp"
#include <Scenes/Scenes.hpp>
#include <Uis/Constraints/PixelConstraint.hpp>
#include <Uis/Constraints/RelativeConstraint.hpp>
namespace test {
OverlayDebug::OverlayDebug() {
auto createText = [this](int32_t i, Text &object) {
//object.SetTransform({{100, 12}, UiAnchor::LeftBottom, {2, -... |
#pragma once
#include <Uis/UiObject.hpp>
#include <Fonts/Text.hpp>
#include <Guis/Gui.hpp>
using namespace acid;
namespace test {
class OverlayDebug : public UiObject {
public:
OverlayDebug();
void UpdateObject() override;
private:
Text textFrameTime;
Text textFps;
Text textUps;
};
}
|
#include "MainApp.hpp"
#include <Files/Files.hpp>
#include <Inputs/Inputs.hpp>
#include <Graphics/Graphics.hpp>
#include <Scenes/Scenes.hpp>
#include <Timers/Timers.hpp>
#include "MainRenderer.hpp"
#include "Scenes/Scene1.hpp"
#include "World/World.hpp"
#include "Resources/Resources.hpp"
int main(int argc, char **arg... |
#pragma once
#include <Devices/Cursor.hpp>
#include <Engine/App.hpp>
#include "Configs/ConfigManager.hpp"
using namespace acid;
namespace test {
class MainApp : public App {
public:
MainApp();
~MainApp();
void Start() override;
void Update() override;
private:
ConfigManager configManager;
Cursor cursor;
};
}... |
#include "MainRenderer.hpp"
#include <Fonts/FontsSubrender.hpp>
#include <Gizmos/GizmosSubrender.hpp>
#include <Graphics/Graphics.hpp>
#include <Guis/GuisSubrender.hpp>
#include <Meshes/MeshesSubrender.hpp>
#include <Models/Shapes/SphereModel.hpp>
#include <Particles/ParticlesSubrender.hpp>
#include <Post/Deferred/Def... |
#pragma once
#include <Graphics/Renderer.hpp>
using namespace acid;
namespace test {
class MainRenderer : public Renderer {
public:
MainRenderer();
void Start() override;
void Update() override;
};
}
|
#include "HeightDespawn.hpp"
#include <Maths/Transform.hpp>
#include <Scenes/Entity.hpp>
namespace test {
HeightDespawn::HeightDespawn(float removeHeight) :
removeHeight(removeHeight) {
}
void HeightDespawn::Start() {
}
void HeightDespawn::Update() {
if (auto transform = GetEntity()->GetComponent<Transform>();
... |
#pragma once
#include <Scenes/Component.hpp>
#include <Files/Node.hpp>
using namespace acid;
namespace test {
class HeightDespawn : public Component::Registrar<HeightDespawn> {
inline static const bool Registered = Register("heightDespawn");
public:
explicit HeightDespawn(float removeHeight = -100.0f);
void Star... |
#include "NameTag.hpp"
#include <Scenes/Entity.hpp>
#include <Scenes/Scenes.hpp>
#include <Uis/Uis.hpp>
#include <Uis/Drivers/ConstantDriver.hpp>
namespace test {
static const float TEXT_SIZE = 8.0f;
static const float VIEW_DISTANCE = 16.0f;
NameTag::NameTag(const std::string &name, float heightOffset) :
name(name)... |
#pragma once
#include <Scenes/Component.hpp>
#include <Fonts/Text.hpp>
using namespace acid;
namespace test {
class NameTag : public Component::Registrar<NameTag> {
inline static const bool Registered = Register("heightDespawn");
public:
explicit NameTag(const std::string &name = "", float heightOffset = 0.0f);
... |
#include "Rotate.hpp"
//#include <bullet/LinearMath/btTransform.h>
#include <Scenes/Entity.hpp>
#include <Engine/Engine.hpp>
#include <Physics/Colliders/Collider.hpp>
#include <Maths/Maths.hpp>
namespace test {
Rotate::Rotate(const Vector3f &direction, const int &test) :
direction(direction),
test(test) {
}
void R... |
#pragma once
#include <Scenes/Component.hpp>
#include <Maths/Vector3.hpp>
using namespace acid;
namespace test {
class Rotate : public Component::Registrar<Rotate> {
inline static const bool Registered = Register("rotate");
public:
explicit Rotate(const Vector3f &direction = Vector3f(), const int &test = 0);
voi... |
#include "ConfigManager.hpp"
#include <Audio/Audio.hpp>
#include <Devices/Windows.hpp>
#include <Graphics/Graphics.hpp>
#include <Files/Json/Json.hpp>
#include <Timers/Timers.hpp>
namespace test {
ConfigManager::ConfigManager() :
audio("Configs/Audio.json", std::make_unique<Json>()),
graphics("Configs/Graphics.json... |
#pragma once
#include <rocket.hpp>
#include <Files/File.hpp>
using namespace acid;
namespace test {
class ConfigManager : public virtual rocket::trackable {
public:
ConfigManager();
void Load();
void Save();
private:
File audio;
File graphics;
};
}
|
#include "FpsCamera.hpp"
#include <Inputs/Inputs.hpp>
#include <Scenes/Scenes.hpp>
#include <Maths/Maths.hpp>
#include <Graphics/Graphics.hpp>
#include "FpsPlayer.hpp"
namespace test {
constexpr static Vector3f ViewOffset(0.0f, 1.8f, 0.0f);
FpsCamera::FpsCamera() {
nearPlane = 0.1f;
farPlane = 4098.0f;
fieldOfVie... |
#pragma once
#include <Scenes/Camera.hpp>
using namespace acid;
namespace test {
class FpsCamera : public Camera {
public:
FpsCamera();
void Start() override;
void Update() override;
};
}
|
#include "FpsPlayer.hpp"
#include <Inputs/Inputs.hpp>
#include <Scenes/Scenes.hpp>
#include <Scenes/Entity.hpp>
#include <Physics/KinematicCharacter.hpp>
#include <Physics/Physics.hpp>
#include <Uis/Uis.hpp>
namespace test {
constexpr float WALK_SPEED = 3.1f;
constexpr float RUN_SPEED = 5.7f;
constexpr float CROUCH_S... |
#pragma once
#include <Scenes/Component.hpp>
using namespace acid;
namespace test {
class FpsPlayer : public Component::Registrar<FpsPlayer> {
inline static const bool Registered = Register("fpsPlayer");
public:
FpsPlayer();
void Start() override;
void Update() override;
friend const Node &operator>>(const No... |
#include "Scene1.hpp"
#include <Animations/AnimatedMesh.hpp>
#include <Audio/Sound.hpp>
#include <Files/File.hpp>
#include <Files/File.hpp>
#include <Files/Json/Json.hpp>
#include <Gizmos/Gizmos.hpp>
#include <Graphics/Graphics.hpp>
#include <Inputs/Inputs.hpp>
#include <Lights/Light.hpp>
#include <Materials/DefaultMa... |
#pragma once
#include <Scenes/Scene.hpp>
#include <Uis/UiStartLogo.hpp>
#include "Uis/OverlayDebug.hpp"
using namespace acid;
namespace test {
class Scene1 : public Scene {
public:
Scene1();
void Start() override;
void Update() override;
bool IsPaused() const override;
private:
UiStartLogo uiStartLogo;
Overl... |
#include "CelestialBody.hpp"
#include <Post/Filters/LensflareFilter.hpp>
#include <Lights/Light.hpp>
#include <Graphics/Graphics.hpp>
#include "World/World.hpp"
#include "Maths/Transform.hpp"
namespace test {
constexpr static Colour SUN_COLOUR_SUNRISE(0xEE9A90);
constexpr static Colour SUN_COLOUR_NIGHT(0x0D0D1A);
con... |
#pragma once
#include <Scenes/Component.hpp>
#include <Scenes/Entity.hpp>
#include <Files/Node.hpp>
using namespace acid;
namespace test {
class CelestialBody : public Component::Registrar<CelestialBody> {
inline static const bool Registered = Register("celestialBody");
public:
enum class Type {
Sun, Moon
};... |
#include "SkyboxCycle.hpp"
#include <Skyboxes/SkyboxMaterial.hpp>
#include <Maths/Colour.hpp>
#include <Maths/Transform.hpp>
#include "World/World.hpp"
namespace test {
static const Colour SKYBOX_COLOUR_DAY(0x003C8A);
SkyboxCycle::SkyboxCycle(bool enableFog, bool enableRotation) :
enableFog(enableFog),
enableRotat... |
#pragma once
#include <Scenes/Component.hpp>
#include <Scenes/Entity.hpp>
#include <Files/Node.hpp>
using namespace acid;
namespace test {
class SkyboxCycle : public Component::Registrar<SkyboxCycle> {
inline static const bool Registered = Register("skyboxCycle");
public:
explicit SkyboxCycle(bool enableFog = true... |
#include "MeshTerrain.hpp"
namespace test {
MeshTerrain::MeshTerrain(const std::vector<float> &heightmap, float sideLength, float squareSize, uint32_t vertexCount, float textureScale) :
SimpleMesh(sideLength, squareSize, vertexCount, textureScale),
heightmap(heightmap) {
GenerateMesh();
}
Vertex3d MeshTerrain::Get... |
#pragma once
#include <Maths/Colour.hpp>
#include <Models/Shapes/SimpleMesh.hpp>
#include <Maths/Maths.hpp>
using namespace acid;
namespace test {
class MeshTerrain : public SimpleMesh {
public:
MeshTerrain(const std::vector<float> &heightmap, float sideLength, float squareSize, uint32_t vertexCount, float textureS... |
#include "Terrain.hpp"
#include <Meshes/Mesh.hpp>
#include <Physics/Colliders/HeightfieldCollider.hpp>
#include <Physics/Rigidbody.hpp>
namespace test {
Terrain::Terrain(float sideLength, float squareSize) :
noise(25653345),
sideLength(sideLength),
squareSize(squareSize),
minHeight(+std::numeric_limits<float>::in... |
#pragma once
#include <FastNoiseLite.h>
#include <Scenes/Component.hpp>
#include <Scenes/Entity.hpp>
#include <Models/Model.hpp>
#include "MeshTerrain.hpp"
using namespace acid;
namespace test {
class Terrain : public Component::Registrar<Terrain> {
inline static const bool Registered = Register("terrain");
public... |
#include "TerrainMaterial.hpp"
#include <Maths/Transform.hpp>
namespace test {
TerrainMaterial::TerrainMaterial(std::shared_ptr<Image2d> imageR, std::shared_ptr<Image2d> imageG) :
imageR(std::move(imageR)),
imageG(std::move(imageG)) {
}
void TerrainMaterial::CreatePipeline(const Shader::VertexInput &vertexInput, b... |
#pragma once
#include <Materials/Material.hpp>
#include <Graphics/Images/Image2d.hpp>
using namespace acid;
namespace test {
class TerrainMaterial : public Material::Registrar<TerrainMaterial> {
inline static const bool Registered = Register("terrain");
public:
explicit TerrainMaterial(std::shared_ptr<Image2d> ima... |
#include "OverlayDebug.hpp"
#include <Scenes/Scenes.hpp>
#include <Guis/Gui.hpp>
#include <Uis/Constraints/PixelConstraint.hpp>
#include <Uis/Constraints/RelativeConstraint.hpp>
#include "World/World.hpp"
namespace test {
OverlayDebug::OverlayDebug() {
auto createText = [this](int32_t i, Text &object) {
//object.S... |
#pragma once
#include <Uis/UiObject.hpp>
#include <Fonts/Text.hpp>
using namespace acid;
namespace test {
class OverlayDebug : public UiObject {
public:
OverlayDebug();
void UpdateObject() override;
private:
Text textFrameTime;
Text textFps;
Text textUps;
Text textTime;
};
}
|
#include "World.hpp"
#include <Post/Deferred/DeferredSubrender.hpp>
#include <Post/Filters/LensflareFilter.hpp>
#include <Graphics/Graphics.hpp>
#include <Scenes/Scenes.hpp>
#include <Shadows/Shadows.hpp>
namespace test {
constexpr static Colour FOG_COLOUR_SUNRISE = 0xEE9A90;
constexpr static Colour FOG_COLOUR_NIGHT ... |
#pragma once
#include <Uis/Drivers/LinearDriver.hpp>
#include <Scenes/Scenes.hpp>
#include <Maths/Vector3.hpp>
#include <Lights/Fog.hpp>
using namespace acid;
namespace test {
class World : public System {
public:
World();
void Update() override;
float GetDayFactor() const;
float GetSunriseFactor() const;
flo... |
#include <bitmask.hpp>
#include <Files/File.hpp>
#include <Files/Files.hpp>
#include <Maths/Matrix4.hpp>
#include <Maths/Vector2.hpp>
#include <Files/Node.hpp>
#include <Files/Json/Json.hpp>
#include <Files/Xml/Xml.hpp>
//#include <Files/Yaml/Yaml.hpp>
using namespace acid;
namespace test {
enum class ExampleType {
... |
#include "MainApp.hpp"
#include <Files/Files.hpp>
#include <Inputs/Inputs.hpp>
#include <Graphics/Graphics.hpp>
#include <Resources/Resources.hpp>
#include <Scenes/Scenes.hpp>
#include "MainRenderer.hpp"
int main(int argc, char **argv) {
using namespace test;
// Creates the engine.
auto engine = std::make_unique<... |
#pragma once
#include <Engine/App.hpp>
using namespace acid;
namespace test {
class MainApp : public App {
public:
MainApp();
~MainApp();
void Start() override;
void Update() override;
};
}
|
#include "MainRenderer.hpp"
#include <Graphics/Graphics.hpp>
#include <Graphics/Pipelines/PipelineGraphics.hpp>
namespace test {
/*
* Create something to render
* It will have a pipeline graphics and shaders
* The vertices are hardcoded into the shader for the first test
* We disable Depth tests
*/
class Tutoria... |
#pragma once
#include <Graphics/Renderer.hpp>
using namespace acid;
namespace test {
class MainRenderer : public Renderer {
public:
MainRenderer();
void Start() override;
void Update() override;
};
}
|
#include "MainApp.hpp"
#include <Files/Files.hpp>
#include <Inputs/Inputs.hpp>
#include <Graphics/Graphics.hpp>
#include <Resources/Resources.hpp>
#include <Scenes/Scenes.hpp>
#include "MainRenderer.hpp"
int main(int argc, char **argv) {
using namespace test;
// Creates the engine.
auto engine = std::make_unique<... |
#pragma once
#include <Engine/App.hpp>
using namespace acid;
namespace test {
class MainApp : public App {
public:
MainApp();
~MainApp();
void Start() override;
void Update() override;
};
}
|
#include "MainRenderer.hpp"
#include <Graphics/Graphics.hpp>
#include "Graphics/Pipelines/PipelineGraphics.hpp"
#include "Maths/Vector3.hpp"
#include "Models/Model.hpp"
namespace test {
class TutorialVertex2 {
public:
/*
* We need to describe how these are input to the shader
*
* from the shader:
* layout(loc... |
#pragma once
#include <Graphics/Renderer.hpp>
using namespace acid;
namespace test {
class MainRenderer : public Renderer {
public:
MainRenderer();
void Start() override;
void Update() override;
};
}
|
#include "MainApp.hpp"
#include <Files/Files.hpp>
#include <Inputs/Inputs.hpp>
#include <Graphics/Graphics.hpp>
#include <Resources/Resources.hpp>
#include <Scenes/Scenes.hpp>
#include "MainRenderer.hpp"
int main(int argc, char **argv) {
using namespace test;
// Creates the engine.
auto engine = std::make_unique<... |
#pragma once
#include <Engine/App.hpp>
using namespace acid;
namespace test {
class MainApp : public App {
public:
MainApp();
~MainApp();
void Start() override;
void Update() override;
};
}
|
#include "MainRenderer.hpp"
#include <Graphics/Graphics.hpp>
#include "Graphics/Pipelines/PipelineGraphics.hpp"
#include "Maths/Vector3.hpp"
#include "Models/Model.hpp"
namespace test {
class TutorialVertex3 {
public:
/*
* We need to describe how these are input to the shader
*
* from the shader:
* layout(loc... |
#pragma once
#include <Graphics/Renderer.hpp>
using namespace acid;
namespace test {
class MainRenderer : public Renderer {
public:
MainRenderer();
void Start() override;
void Update() override;
};
}
|
#include "MainApp.hpp"
#include <Files/Files.hpp>
#include <Inputs/Inputs.hpp>
#include <Graphics/Graphics.hpp>
#include <Resources/Resources.hpp>
#include <Scenes/Scenes.hpp>
#include "MainRenderer.hpp"
int main(int argc, char **argv) {
using namespace test;
// Creates the engine.
auto engine = std::make_unique<... |
#pragma once
#include <Engine/App.hpp>
using namespace acid;
namespace test {
class MainApp : public App {
public:
MainApp();
~MainApp();
void Start() override;
void Update() override;
};
}
|
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