refactor(close #12): Clean Engine::Run function

This commit is contained in:
Huseyn Ismayilov 2024-08-24 11:42:06 +04:00
parent 9a866d16ef
commit a87e392d71
4 changed files with 10 additions and 9 deletions

View File

@ -4,5 +4,7 @@
int main(int argc, char** argv) int main(int argc, char** argv)
{ {
Editor::Init(); Editor::Init();
std::cout << argv << std::endl; std::cout << "Argument count: " << argc << std::endl;
for(int i = 0; i < argc; i++)
std::cout << "Arguments: " << argv[i] << std::endl;
} }

View File

@ -28,7 +28,6 @@ public:
static void Init(); static void Init();
static void Render(); static void Render();
static void End();
static void Shutdown(); static void Shutdown();
static RendererData GetData(); static RendererData GetData();

View File

@ -20,10 +20,7 @@ Engine::~Engine()
void Engine::Run() void Engine::Run()
{ {
while (!glfwWindowShouldClose(m_Window->GetWindow())) { while (!glfwWindowShouldClose(m_Window->GetWindow())) {
UI::Run();
Renderer::Render(); Renderer::Render();
UI::Render(*Renderer::GetData().m_FBO);
Renderer::End();
} }
} }

View File

@ -71,8 +71,12 @@ void Renderer::SetupBuffers()
} }
void Renderer::Render() { void Renderer::Render() {
glfwPollEvents();
glClearColor(0.0f, 0.1f, 0.2f, 1.0f); glClearColor(0.0f, 0.1f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
UI::Run();
s_Data.m_FBO->Bind(); s_Data.m_FBO->Bind();
s_Data.m_Shader->Use(); s_Data.m_Shader->Use();
@ -83,12 +87,10 @@ void Renderer::Render() {
s_Data.m_VAO->Bind(); s_Data.m_VAO->Bind();
glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 0, 3);
FrameBuffer::Unbind(); FrameBuffer::Unbind();
}
void Renderer::End() UI::Render(*s_Data.m_FBO);
{
glfwSwapBuffers(Engine::Get().GetWindow().GetWindow()); glfwSwapBuffers(Engine::Get().GetWindow().GetWindow());
glfwPollEvents();
} }
void Renderer::Shutdown() void Renderer::Shutdown()
@ -97,4 +99,5 @@ void Renderer::Shutdown()
s_Data.m_VBO->Shutdown(); s_Data.m_VBO->Shutdown();
s_Data.m_FBO->Shutdown(); s_Data.m_FBO->Shutdown();
s_Data.m_Shader->Shutdown(); s_Data.m_Shader->Shutdown();
s_Data.m_Texture->Shutdown();
} }