mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Fixed editorcamera stuttering, Added editor icons
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@@ -11,6 +11,7 @@ using GlitchyEngine.Content;
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using System.Collections;
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using GlitchyEngine.Renderer.Animation;
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using System.IO;
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using GlitchyEngine.Core;
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namespace GlitchyEditor
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{
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@@ -49,44 +50,9 @@ namespace GlitchyEditor
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EditorCamera _camera ~ _.Dispose();
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class CameraController : ScriptableEntity
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{
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protected override void OnCreate()
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{
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Log.EngineLogger.Trace("Cam controller created!");
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}
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protected override void OnUpdate(GameTime gameTime)
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{
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var transformCmp = GetComponent<TransformComponent>();
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Vector3 position = transformCmp.Position;
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if (Input.IsKeyPressed(Key.A))
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{
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position.X -= gameTime.DeltaTime;
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}
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if (Input.IsKeyPressed(Key.D))
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{
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position.X += gameTime.DeltaTime;
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}
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if (Input.IsKeyPressed(Key.W))
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{
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position.Y += gameTime.DeltaTime;
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}
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if (Input.IsKeyPressed(Key.S))
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{
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position.Y -= gameTime.DeltaTime;
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}
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transformCmp.Position = position;
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}
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protected override void OnDestroy()
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{
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Log.EngineLogger.Trace("Cam controller destroyed!");
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}
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}
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Texture2D _editorIcons ~ _.ReleaseRef();
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SubTexture2D _iconDirectionalLight ~ _.ReleaseRef();
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SubTexture2D _iconCamera ~ _.ReleaseRef();
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public this() : base("Example")
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{
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@@ -125,6 +91,11 @@ namespace GlitchyEditor
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_viewportTarget = new RenderTarget2D(RenderTarget2DDescription(.R8G8B8A8_UNorm, 100, 100));
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_viewportTarget.SamplerState = SamplerStateManager.LinearClamp;
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_editorIcons = new Texture2D("Textures/EditorIcons.dds");
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_editorIcons.SamplerState = SamplerStateManager.AnisotropicClamp;
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_iconDirectionalLight = .CreateFromGrid(_editorIcons, .(0, 0), .(64, 64));
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_iconCamera = .CreateFromGrid(_editorIcons, .(1, 0), .(64, 64));
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}
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private void InitEditor()
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@@ -151,7 +122,7 @@ namespace GlitchyEditor
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RenderCommand.SetBlendState(_alphaBlendState);
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RenderCommand.SetDepthStencilState(_depthStencilState);
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_scene.UpdateEditor(gameTime, _camera, _viewportTarget);
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_scene.UpdateEditor(gameTime, _camera, _viewportTarget, scope => DebugDraw3D, scope => DebugDraw2D);
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RenderCommand.UnbindRenderTargets();
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RenderCommand.SetRenderTarget(null, 0, true);
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@@ -160,6 +131,63 @@ namespace GlitchyEditor
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RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport);
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}
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private void DebugDraw3D()
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{
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/*for (var (entity, transform, camera) in _scene.[Friend]_ecsWorld.Enumerate<TransformComponent, CameraComponent>())
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{
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if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _scene)))
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{
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DebugRenderer.DrawViewFrustum(transform.WorldTransform, camera.Camera.Projection);
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}
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}*/
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}
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private void DebugDraw2D()
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{
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RenderCommand.SetBlendState(_alphaBlendState);
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Matrix billboard = _camera.View.Invert();
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billboard.Translation = .Zero;
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Matrix Billboard(Matrix transform)
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{
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Vector3 worldPos = transform.Translation;
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return Matrix.Translation(worldPos) * billboard;
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}
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for (var (entity, transform, camera) in _scene.[Friend]_ecsWorld.Enumerate<TransformComponent, CameraComponent>())
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{
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if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _scene)))
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{
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DebugRenderer.DrawViewFrustum(transform.WorldTransform, camera.Camera.Projection, _camera.Projection * _camera.View);
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}
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Matrix world = Billboard(transform.WorldTransform);
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Renderer2D.DrawQuad(world, _iconCamera);
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}
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for (var (entity, transform, light) in _scene.[Friend]_ecsWorld.Enumerate<TransformComponent, LightComponent>())
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{
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if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _scene)))
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{
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Renderer.DrawRay(.Zero, .(0, 0, 20), ColorRGBA(light.SceneLight.Color, 1.0f), transform.WorldTransform);
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for (float angle = 0; angle < MathHelper.TwoPi; angle += MathHelper.TwoPi / 5.0f)
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{
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Vector2 pos = MathHelper.CirclePoint(angle, 0.5f);
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Renderer.DrawRay(.(pos, 0), .(pos, 20), .White, transform.WorldTransform);
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}
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}
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Matrix world = Billboard(transform.WorldTransform);
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Renderer2D.DrawQuad(world, _iconDirectionalLight, ColorRGBA(light.SceneLight.Color, 1.0f));
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}
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}
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public override void OnEvent(Event event)
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{
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EventDispatcher dispatcher = EventDispatcher(event);
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@@ -176,7 +204,7 @@ namespace GlitchyEditor
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private bool OnImGuiRender(ImGuiRenderEvent event)
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{
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viewer.ViewTexture(_cameraTarget);
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//viewer.ViewTexture(Renderer.[Friend]_gBuffer.Albedo);
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ImGui.Viewport* viewport = ImGui.GetMainViewport();
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ImGui.DockSpaceOverViewport(viewport);
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@@ -217,6 +245,17 @@ namespace GlitchyEditor
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light.SceneLight.Color = .(1.0f, 0.95f, 0.8f);
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}
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{
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var cameraNtt = _scene.CreateEntity("My Camera");
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let transform = cameraNtt.GetComponent<TransformComponent>();
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transform.Position = .(5, 5, -5);
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transform.RotationEuler = .(MathHelper.ToRadians(45), MathHelper.ToRadians(-45), 0);
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let camera = cameraNtt.AddComponent<CameraComponent>();
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camera.Primary = true;
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camera.Camera.SetPerspective(MathHelper.ToRadians(45), 0.1f, 10.0f);
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}
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var fxLib = Application.Get().EffectLibrary;
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using (Effect myEffect = fxLib.Load("content/Shaders/myEffect.hlsl"))
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@@ -459,7 +498,7 @@ namespace GlitchyEditor
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bool control = Input.IsKeyPressed(Key.Control);
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bool shift = Input.IsKeyPressed(Key.Shift);
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if (control)
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if (!_camera.[Friend]BindMouse && control)
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{
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switch (e.KeyCode)
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{
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@@ -9,6 +9,11 @@ namespace GlitchyEngine.Core
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*/
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public class RefCounter : System.RefCounted, IDisposable
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{
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protected ~this()
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{
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}
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public void Dispose()
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{
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ReleaseRef();
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@@ -77,5 +77,11 @@ namespace GlitchyEngine.Math
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{
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return Math.Abs(value) < epsilon;
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}
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/// Returns the point that lies on the unit circle at the specified angle.
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public static Vector2 CirclePoint(float angle, float radius = 1.0f)
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{
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return .(Math.Cos(angle), Math.Sin(angle)) * radius;
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}
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}
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}
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@@ -1,5 +1,6 @@
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using GlitchyEngine.Math;
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using GlitchyEngine.World;
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using System;
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namespace GlitchyEngine.Renderer
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{
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@@ -47,6 +48,145 @@ namespace GlitchyEngine.Renderer
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Renderer.DrawLine(.Zero, .Up, .Lime, transform);
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Renderer.DrawLine(.Zero, .Forward, .Blue, transform);
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}
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//static GeometryBinding _frustumGeometry;
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//static VertexBuffer _frustumVertices;
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/**
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* Draws the view frustum for the given camera transform and projection.
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* @param worldTransform The cameras transform matrix.
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* @param projection The cameras projection matrix.
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* @param observerVP The view projection of the rendering camera.
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* @param color The color of the frustum.
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*/
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public static void DrawViewFrustum(Matrix worldTransform, Matrix projection, Matrix observerVP, ColorRGBA color = .Red)
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{
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/*if (_frustumGeometry == null)
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{
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_frustumGeometry = new GeometryBinding();
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_frustumGeometry.SetPrimitiveTopology(.LineList);
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_frustumVertices = new VertexBuffer(typeof(Vector4), 8, .Dynamic, .Write);
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_frustumGeometry.SetVertexBufferSlot(_frustumVertices, 0);
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using (IndexBuffer indexBuffer = new IndexBuffer(24, .Immutable))
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{
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uint16[24] indices = .(
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0, 1,
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1, 2,
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2, 3,
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3, 0,
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4, 5,
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5, 6,
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6, 7,
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7, 4,
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0, 4,
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1, 5,
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2, 6,
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3, 7);
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indexBuffer.SetData(indices);
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_frustumGeometry.SetIndexBuffer(indexBuffer);
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}
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}*/
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uint16[24] indices = .(
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0, 1,
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1, 2,
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2, 3,
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3, 0,
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4, 5,
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5, 6,
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6, 7,
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7, 4,
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0, 4,
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1, 5,
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2, 6,
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3, 7);
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Vector4[8] corners;
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// Perspective
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if(projection.V._43 != 0.0f)
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{
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// near plane for perspective projection, far plane if reversed
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float d1 = -projection.V._34 / projection.V._33;
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float d2 = projection.V._34 / (1.0f - projection.V._33);
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float gOverS = projection.V._11;
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float g = projection.V._22;
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//var corners = //(Vector4*)&_vbFrustum.Data;
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if(Math.Abs(d1) >= 10000)
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{
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d1 = 10.0f;
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corners[0] = .( d1 / gOverS, d1 / g , d1, 0.0f);
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corners[1] = .( corners[0].X, -corners[0].Y, d1, 0.0f);
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corners[2] = .(-corners[0].X, -corners[0].Y, d1, 0.0f);
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corners[3] = .(-corners[0].X, corners[0].Y, d1, 0.0f);
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}
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else
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{
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corners[0] = .( d1 / gOverS, d1 / g , d1, 1.0f);
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corners[1] = .( corners[0].X, -corners[0].Y, d1, 1.0f);
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corners[2] = .(-corners[0].X, -corners[0].Y, d1, 1.0f);
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corners[3] = .(-corners[0].X, corners[0].Y, d1, 1.0f);
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}
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if(Math.Abs(d2) >= 10000)
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{
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d2 = 10.0f;
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corners[4] = .( d2 / gOverS, d2 / g , d2, 0.0f);
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corners[5] = .( corners[4].X, -corners[4].Y, d2, 0.0f);
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corners[6] = .(-corners[4].X, -corners[4].Y, d2, 0.0f);
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corners[7] = .(-corners[4].X, corners[4].Y, d2, 0.0f);
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}
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else
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{
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corners[4] = .( d2 / gOverS, d2 / g , d2, 1.0f);
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corners[5] = .( corners[4].X, -corners[4].Y, d2, 1.0f);
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corners[6] = .(-corners[4].X, -corners[4].Y, d2, 1.0f);
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corners[7] = .(-corners[4].X, corners[4].Y, d2, 1.0f);
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}
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}
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else
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{
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float l = -(projection.V._14 + 1.0f) / projection.V._11;
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float r = (1.0f - projection.V._14) / projection.V._11;
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float t = -(projection.V._24 + 1.0f) / projection.V._22;
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float b = (1.0f - projection.V._24) / projection.V._22;
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float n = -projection.V._34 / projection.V._33;
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float f = (1 - projection.V._34) / projection.V._33;
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//var corners = (Vector4*)&_vbFrustum.Data;
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corners[0] = .(r, t, n, 1.0f);
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corners[1] = .(r, b, n, 1.0f);
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corners[2] = .(l, b, n, 1.0f);
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corners[3] = .(l, t, n, 1.0f);
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corners[4] = .(r, t, f, 1.0f);
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corners[5] = .(r, b, f, 1.0f);
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corners[6] = .(l, b, f, 1.0f);
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corners[7] = .(l, t, f, 1.0f);
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}
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for (int i = 0; i < indices.Count; i += 2)
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{
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uint16 index0 = indices[i];
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uint16 index1 = indices[i + 1];
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Renderer.DrawLine(corners[index0], corners[index1], color, worldTransform, observerVP);
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}
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}
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public static void Render(EcsWorld world)
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{
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@@ -527,7 +527,7 @@ namespace GlitchyEngine.Renderer
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* @param color The color of the line.
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* @param transform A transform matrix transforming the line.
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*/
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public static void DrawLine(Vector3 start, Vector3 end, Color color, Matrix transform)
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public static void DrawLine(Vector3 start, Vector3 end, ColorRGBA color, Matrix transform)
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{
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DrawLine(Vector4(start, 1.0f), Vector4(end, 1.0f), color, transform);
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}
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@@ -537,7 +537,7 @@ namespace GlitchyEngine.Renderer
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* @param direction The direction of the ray.
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* @param color The color of the ray.
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*/
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public static void DrawRay(Vector3 start, Vector3 direction, Color color)
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public static void DrawRay(Vector3 start, Vector3 direction, ColorRGBA color)
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{
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DrawLine(Vector4(start, 1.0f), Vector4(direction, 0.0f), color, .Identity);
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}
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@@ -548,7 +548,7 @@ namespace GlitchyEngine.Renderer
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* @param color The color of the ray.
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* @param transform A transform matrix transforming the ray.
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*/
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public static void DrawRay(Vector3 start, Vector3 direction, Color color, Matrix transform)
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public static void DrawRay(Vector3 start, Vector3 direction, ColorRGBA color, Matrix transform)
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{
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DrawLine(Vector4(start, 1.0f), Vector4(direction, 0.0f), color, transform);
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}
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@@ -559,7 +559,7 @@ namespace GlitchyEngine.Renderer
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* @param color The color of the line.
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* @param transform A transform matrix transforming the line.
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*/
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public static void DrawLine(Vector4 start, Vector4 end, Color color, Matrix transform)
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public static void DrawLine(Vector4 start, Vector4 end, ColorRGBA color, Matrix transform)
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{
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Debug.Profiler.ProfileRendererFunction!();
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@@ -572,5 +572,26 @@ namespace GlitchyEngine.Renderer
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LineGeometry.Bind();
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RenderCommand.DrawIndexed(LineGeometry);
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}
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/** @brief Draws a line.
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* @param start The start point of the line.
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* @param end The end point of the line.
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* @param color The color of the line.
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* @param transform A transform matrix transforming the line.
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* @param viewProjection The observing cameras viewprojection
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*/
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public static void DrawLine(Vector4 start, Vector4 end, ColorRGBA color, Matrix transform, Matrix viewProjection)
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{
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Debug.Profiler.ProfileRendererFunction!();
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LineVertices.SetData(Vector4[2](start, end), 0, .WriteDiscard);
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LineEffect.Variables["ViewProjection"].SetData(viewProjection * transform);
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LineEffect.Variables["Color"].SetData(color);
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LineEffect.Bind(_context);
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LineGeometry.Bind();
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RenderCommand.DrawIndexed(LineGeometry);
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}
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}
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}
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@@ -781,7 +781,7 @@ namespace GlitchyEngine.Renderer
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public static void DrawQuad(Matrix transform, SubTexture2D texture, ColorRGBA color = .White)
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{
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DrawQuad(transform, texture.Texture, .White, texture.TexCoords);
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DrawQuad(transform, texture.Texture, color, texture.TexCoords);
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}
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// Subtex + Texcoords
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@@ -219,8 +219,8 @@ namespace GlitchyEngine.World
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float rotY = mouseDelta.X * _cameraRotationSpeedX;
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float rotX = mouseDelta.Y * _cameraRotationSpeedY;
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if (MouseCooldown == 0 && rotY != 0 && rotX != 0)
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if (MouseCooldown == 0)
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{
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Vector3 rotationEuler = RotationEuler + Vector3(rotX, rotY, 0);
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_rotation = Quaternion.FromEulerAngles(rotationEuler.Y, rotationEuler.X, rotationEuler.Z);
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@@ -298,7 +298,8 @@ namespace GlitchyEngine.World
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private void UpdateProjection() mut
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{
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_projection = Matrix.InfinitePerspectiveProjection(_fovY, _aspectRatio, _nearPlane);
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//_projection = Matrix.InfinitePerspectiveProjection(_fovY, _aspectRatio, _nearPlane);
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_projection = Matrix.PerspectiveProjection(_fovY, _aspectRatio, _nearPlane, 10000);
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}
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public void OnViewportResize(uint32 sizeX, uint32 sizeY) mut
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@@ -111,7 +111,7 @@ namespace GlitchyEngine.World
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}
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}
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public void UpdateEditor(GameTime gameTime, EditorCamera camera, RenderTarget2D viewportTarget)
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public void UpdateEditor(GameTime gameTime, EditorCamera camera, RenderTarget2D viewportTarget, delegate void() DebugDraw3D, delegate void() DrawDebug2D)
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{
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Debug.Profiler.ProfileRendererFunction!();
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|
||||
@@ -132,16 +132,26 @@ namespace GlitchyEngine.World
|
||||
Renderer.Submit(light.SceneLight, transform.WorldTransform);
|
||||
}
|
||||
|
||||
DebugDraw3D();
|
||||
|
||||
Renderer.EndScene();
|
||||
|
||||
// TODO: alphablending
|
||||
|
||||
// Sprite renderer
|
||||
Renderer2D.BeginScene(camera);
|
||||
Renderer2D.BeginScene(camera, .BackToFront);
|
||||
|
||||
for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriterRendererComponent>())
|
||||
{
|
||||
Renderer2D.DrawQuad(transform.WorldTransform, sprite.Sprite, sprite.Color);
|
||||
}
|
||||
|
||||
Renderer2D.EndScene();
|
||||
|
||||
Renderer2D.BeginScene(camera, .BackToFront);
|
||||
|
||||
DrawDebug2D();
|
||||
|
||||
Renderer2D.EndScene();
|
||||
|
||||
viewportTarget.ReleaseRef();
|
||||
|
||||
Reference in New Issue
Block a user