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
This commit is contained in:
@@ -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
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Renderer.Submit(light.SceneLight, transform.WorldTransform);
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}
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DebugDraw3D();
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Renderer.EndScene();
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// TODO: alphablending
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// Sprite renderer
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Renderer2D.BeginScene(camera);
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Renderer2D.BeginScene(camera, .BackToFront);
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for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriterRendererComponent>())
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{
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Renderer2D.DrawQuad(transform.WorldTransform, sprite.Sprite, sprite.Color);
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}
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Renderer2D.EndScene();
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Renderer2D.BeginScene(camera, .BackToFront);
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DrawDebug2D();
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Renderer2D.EndScene();
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viewportTarget.ReleaseRef();
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