Support materials in 2D Quad Renderer!

- Lost Circle rendering along the way
- Cleaned up 2D shaders
This commit is contained in:
Simon Lübeß
2025-02-11 14:02:16 +01:00
parent 76087d6ba4
commit 06b981e88a
9 changed files with 223 additions and 188 deletions
+2 -2
View File
@@ -514,7 +514,7 @@ namespace GlitchyEditor
Matrix world = Billboard(transform.WorldTransform);
float alpha = CalculateAlpha(transform.WorldTransform.Translation);
Renderer2D.DrawQuad(world, _editorIcons.Camera, ColorRGBA(alpha, alpha, alpha, alpha), .(0, 0, 1, 1), entity.Index);
Renderer2D.DrawQuad(world, _editorIcons.Camera, null, ColorRGBA(alpha, alpha, alpha, alpha), .(0, 0, 1, 1), entity.Index);
//Renderer2D.DrawQuad(world, _iconCamera, .White, .(0, 0, 1, 1), entity.Index);
}
@@ -535,7 +535,7 @@ namespace GlitchyEditor
Matrix world = Billboard(transform.WorldTransform);
float alpha = CalculateAlpha(transform.WorldTransform.Translation);
Renderer2D.DrawQuad(world, _editorIcons.DirectionalLight, ColorRGBA(light.SceneLight.Color.R * alpha, light.SceneLight.Color.G * alpha, light.SceneLight.Color.B * alpha, alpha), .(0, 0, 1, 1), entity.Index);
Renderer2D.DrawQuad(world, _editorIcons.DirectionalLight, null, ColorRGBA(light.SceneLight.Color.R * alpha, light.SceneLight.Color.G * alpha, light.SceneLight.Color.B * alpha, alpha), .(0, 0, 1, 1), entity.Index);
}
for (var (entity, transform, collider) in _activeScene.GetEntities<TransformComponent, BoxCollider2DComponent>())