feat: add debug rendering for other types of colliders / split game into more logical functions / files
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@@ -10,6 +10,8 @@
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#include "destrum/Graphics/Resources/Cubemap.h"
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#include "destrum/ObjectModel/GameObject.h"
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#include <scenes/MainScene.h>
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class CameraComponent;
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class FirstPersonController;
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class LightKeeper final : public App {
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@@ -26,31 +28,33 @@ public:
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void customWindowsMenu() override;
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private:
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void drawDebugMenuBar();
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void saveCurrentScene();
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void loadScene();
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void createEmptyScene();
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void submitBoxColliderDebugLines();
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void setupSkybox();
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[[nodiscard]] CameraComponent* getSceneCamera() const;
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[[nodiscard]] bool isPlayerViewActive() const;
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// LightkeeperDebugUi.cpp
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void updateDebugUi();
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void drawDebugMenuBar();
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void drawTestWindow();
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void spawnBall();
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void saveCurrentScene();
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void loadScene();
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void createEmptyScene();
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void findPlayer();
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void submitDebugDraws();
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void submitColliderDebugLines();
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Camera camera{glm::vec3(0.f, 0.f, -5.f), glm::vec3(0, 1, 0)};
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MeshID sphereMesh;
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MaterialID sphereMaterial;
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ImageID texID;
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std::unique_ptr<CubeMap> skyboxCubemap;
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MainSceneObjects mainScene{};
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GameObject* capybara = nullptr;
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GameObject* m_Player = nullptr;
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FirstPersonController* m_FPSController = nullptr;
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ImageID debugQuadTexture{NULL_IMAGE_ID};
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char scenePath[512]{"scenes/debug_scene.json"};
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char newSceneName[128]{"EmptyScene"};
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std::string sceneStatus;
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bool renderBoxColliders{false};
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bool renderColliders{false};
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bool renderQuads{true};
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bool renderDebugLines{true};
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bool showTestWindow{true};
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