overloads, tutorial 04 init
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/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2022, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#include "engine.hpp"
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#include "tutorial_04.hpp"
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/**
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* In this tutorial we will learn:
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* - How to get pad input and move the camera
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* - What is static pipeline and how to use it
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* - What is mesh (StaticMesh) and how to load it from .obj file
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*/
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int main() {
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Tyra::Engine engine;
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Tyra::Tutorial04 game(&engine);
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engine.run(&game);
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return 0;
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}
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/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2022, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#include <tyra>
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#include "tutorial_04.hpp"
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namespace Tyra {
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Tutorial04::Tutorial04(Engine* t_engine) : engine(t_engine) {}
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Tutorial04::~Tutorial04() {
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engine->renderer.getTextureRepository().freeByMesh(mesh.get());
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}
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void Tutorial04::init() { loadMesh(); }
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void Tutorial04::loop() {}
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void Tutorial04::loadMesh() {
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ObjLoader loader;
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ObjLoaderOptions options;
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options.flipUVs = true;
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options.scale = 200.0F;
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auto data = loader.load(FileUtils::fromCwd("de_dust2/de_dust2.obj"), options);
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mesh = std::make_unique<StaticMesh>(data.get());
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engine->renderer.getTextureRepository().addByMesh(
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mesh.get(), FileUtils::fromCwd("de_dust2/"), "png");
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}
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} // namespace Tyra
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