Many ecs, component and editor changes

This commit is contained in:
Simon Lübeß
2022-03-02 01:59:51 +01:00
parent afe36b19df
commit cbee9f59d8
10 changed files with 243 additions and 31 deletions
+45 -1
View File
@@ -3,6 +3,7 @@ using System.Collections;
using System;
using System.Diagnostics;
using GlitchyEngine.Renderer.Text;
using GlitchyEngine.World;
namespace GlitchyEngine.Renderer
{
@@ -362,7 +363,8 @@ namespace GlitchyEngine.Renderer
#endif
}
public static void BeginScene(Camera camera, DrawOrder drawOrder = .SortByTexture, Effect effect = null, Effect circleEffect = null)
// TODO: remove?
public static void BeginScene(OldCamera camera, DrawOrder drawOrder = .SortByTexture, Effect effect = null, Effect circleEffect = null)
{
Debug.Profiler.ProfileRendererFunction!();
#if DEBUG
@@ -397,6 +399,48 @@ namespace GlitchyEngine.Renderer
s_drawOrder = drawOrder;
#if DEBUG
s_sceneRunning = true;
#endif
}
public static void BeginScene(Camera camera, Matrix transform, DrawOrder drawOrder = .SortByTexture, Effect effect = null, Effect circleEffect = null)
{
Debug.Profiler.ProfileRendererFunction!();
#if DEBUG
Log.EngineLogger.AssertDebug(s_initialized, "Renderer2D was not initialized.");
Log.EngineLogger.AssertDebug(!s_sceneRunning, "You have to call EndScene before you can make another call to BeginScene.");
#endif
//s_textureColorEffect.Bind(Renderer._context);
s_currentEffect?.ReleaseRef();
if(effect != null)
{
s_currentEffect = effect..AddRef();
}
else
{
s_currentEffect = s_batchEffect..AddRef();
}
s_currentCircleEffect?.ReleaseRef();
if(circleEffect != null)
{
s_currentCircleEffect = effect..AddRef();
}
else
{
s_currentCircleEffect = s_circleBatchEffect..AddRef();
}
Matrix viewProjection = camera.Projection * Matrix.Invert(transform);
s_currentEffect.Variables["ViewProjection"].SetData(viewProjection);
s_currentCircleEffect.Variables["ViewProjection"].SetData(viewProjection);
s_drawOrder = drawOrder;
#if DEBUG
s_sceneRunning = true;
#endif