textures almost work?
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@@ -27,7 +27,8 @@ namespace Game
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bgfx::setState(currentMaterial.State);
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float TimeValues[4]{0.0f};
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TimeValues[0] = GetInstance().Now;
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TimeValues[0] = GetInstance().Time.Now;
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bgfx::setTexture(0, currentMaterial.Textures[0].SamplerHandle, currentMaterial.Textures[0].Handle);
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bgfx::setUniform(currentMaterial.Uniforms[Material::UTime], TimeValues);
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bgfx::setUniform(currentMaterial.Uniforms[Material::UDotColor], TestColor);
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@@ -66,13 +67,40 @@ namespace Game
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void Level::Update()
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{
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if (GetKey(ScanCode::R))
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PlayerData& player = GetInstance().Player;
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if (GetKeyPressedNow(ScanCode::R))
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{
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Cubes.Count = 0;
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Tests.Count = 0;
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Setup(GetShared().Game);
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}
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float delta = GetInstance().Time.Delta;
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constexpr float moveSpeed = 10.0f;
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constexpr float rotSpeed = 0.6f;
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float forwardInput = (GetKey(ScanCode::W) ? 1.0f : 0.0f) + (GetKey(ScanCode::S) ? -1.0f : 0.0f);
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float rightInput = (GetKey(ScanCode::D) ? 1.0f : 0.0f) + (GetKey(ScanCode::A) ? -1.0f : 0.0f);
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bx::Vec3 moveInput = bx::Vec3{rightInput, forwardInput, 0.0f};
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moveInput = bx::normalize(moveInput);
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bx::Vec3 inputVec = {moveInput.x * delta * moveSpeed, 0.0f, moveInput.y * delta * moveSpeed};
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bx::Vec3 camForward = player.FreeflyCamTransform.Forward();
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bx::Vec3 camRight = player.FreeflyCamTransform.Right();
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if (GetMouseButton(MouseButton::Left))
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{
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Vec2 mouseMovement = GetMouseMovement();
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bx::Vec3 rotInput = {mouseMovement.y * delta * rotSpeed, mouseMovement.x * delta * rotSpeed, 0.0f};
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player.FreeflyXRot += rotInput.x;
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player.FreeflyYRot += rotInput.y;
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bx::mtxRotateY(player.FreeflyCamTransform.Rotation.M, player.FreeflyYRot);
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player.FreeflyCamTransform.RotateLocal({player.FreeflyXRot, 0.0f, 0.0f});
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}
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player.FreeflyCamTransform.TranslateLocal({0.0f, 0.0f, -inputVec.z});
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player.FreeflyCamTransform.TranslateLocal({-inputVec.x, 0.0f, 0.0f});
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Cubes.Update();
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Tests.Update();
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}
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@@ -87,7 +115,7 @@ namespace Game
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{
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if (TestX >= 0 && TestY >= 0)
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{
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double globalTime = GetInstance().Now;
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double globalTime = GetInstance().Time.Now;
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double time = TestY <= 5 ? globalTime * 1.0f : 0.0f;
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float scale = 1.0f + TestX * 0.4f;
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EData.Transform.Position = bx::Vec3{TestX * 2.0f, TestY * 2.0f, 0.0f};
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