Refactor renderer and input handling; add OBJ loader and math utilities
- Updated renderer.h to replace Vec3 and Vec2 structs with Math namespace equivalents. - Introduced Texture struct to manage texture properties. - Modified Triangle struct to use Texture instead of GLuint for texture handling. - Removed deprecated matrix functions and replaced them with Math namespace methods. - Implemented InputManager class for better input handling, including key and mouse state tracking. - Added ObjLoader class to load OBJ files and associated textures, with MTL file parsing. - Created math utilities for fixed-point arithmetic and vector/matrix operations. - Added time management class for frame timing and delta time calculations.
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Engine/time/time_manager.cpp
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32
Engine/time/time_manager.cpp
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#include "time_manager.h"
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#include <GLFW/glfw3.h>
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Time::Time()
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: lastFrameTime(glfwGetTime())
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, currentFrameTime(lastFrameTime)
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, deltaTime(0)
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, elapsedTime(0.0f) {
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}
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void Time::Update() {
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currentFrameTime = glfwGetTime();
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float deltaTimeSeconds = static_cast<float>(currentFrameTime - lastFrameTime);
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// Store delta time in fixed-point and update elapsed time
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deltaTime = SecondsToFixed(deltaTimeSeconds);
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elapsedTime += deltaTimeSeconds;
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lastFrameTime = currentFrameTime;
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}
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int32_t Time::GetDeltaTime() const {
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return deltaTime;
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}
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float Time::GetElapsedTime() const {
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return elapsedTime;
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}
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int32_t Time::SecondsToFixed(float seconds) const {
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return static_cast<int32_t>(seconds * FIXED_POINT_SCALE);
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}
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