//// GameWorkload.h//// Created by Sam Gateau on 2/16/2018.// Copyright 2018 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#ifndef hifi_GameWorkload_h#define hifi_GameWorkload_h #include <workload/Space.h>#include <workload/Engine.h> #include <render/Scene.h>#include "PhysicalEntitySimulation.h" class GameWorkloadContext : public workload::WorkloadContext {public: GameWorkloadContext(const workload::SpacePointer& space, const render::ScenePointer& scene, const PhysicalEntitySimulationPointer& simulation); virtual ~GameWorkloadContext(); render::ScenePointer _scene; PhysicalEntitySimulationPointer _simulation;}; class GameWorkload {public: GameWorkload(); ~GameWorkload(); void startup(const workload::SpacePointer& space, const render::ScenePointer& scene, const PhysicalEntitySimulationPointer& simulation); void shutdown(); void updateViews(const ViewFrustum& frustum, const glm::vec3& headPosition); void updateSimulationTimings(const workload::Timings& timings); workload::EnginePointer _engine;};#endif // hifi_GameWorkload_h
//
// GameWorkload.h
//
// Created by Sam Gateau on 2/16/2018.
// Copyright 2018 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_GameWorkload_h
#define hifi_GameWorkload_h
#include <workload/Space.h>
#include <workload/Engine.h>
#include <render/Scene.h>
#include "PhysicalEntitySimulation.h"
class GameWorkloadContext : public workload::WorkloadContext {
public:
GameWorkloadContext(const workload::SpacePointer& space,
const render::ScenePointer& scene,
const PhysicalEntitySimulationPointer& simulation);
virtual ~GameWorkloadContext();
render::ScenePointer _scene;
PhysicalEntitySimulationPointer _simulation;
};
class GameWorkload {
public:
GameWorkload();
~GameWorkload();
void startup(const workload::SpacePointer& space,
const render::ScenePointer& scene,
const PhysicalEntitySimulationPointer& simulation);
void shutdown();
void updateViews(const ViewFrustum& frustum, const glm::vec3& headPosition);
void updateSimulationTimings(const workload::Timings& timings);
workload::EnginePointer _engine;
};
#endif // hifi_GameWorkload_h