mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Many ecs, component and editor changes
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@@ -3,6 +3,7 @@ using System.Collections;
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using System;
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using System.Diagnostics;
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using GlitchyEngine.Renderer.Text;
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using GlitchyEngine.World;
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namespace GlitchyEngine.Renderer
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{
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@@ -362,7 +363,8 @@ namespace GlitchyEngine.Renderer
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#endif
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}
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public static void BeginScene(Camera camera, DrawOrder drawOrder = .SortByTexture, Effect effect = null, Effect circleEffect = null)
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// TODO: remove?
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public static void BeginScene(OldCamera camera, DrawOrder drawOrder = .SortByTexture, Effect effect = null, Effect circleEffect = null)
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{
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Debug.Profiler.ProfileRendererFunction!();
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#if DEBUG
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@@ -397,6 +399,48 @@ namespace GlitchyEngine.Renderer
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s_drawOrder = drawOrder;
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#if DEBUG
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s_sceneRunning = true;
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#endif
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}
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public static void BeginScene(Camera camera, Matrix transform, DrawOrder drawOrder = .SortByTexture, Effect effect = null, Effect circleEffect = null)
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{
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Debug.Profiler.ProfileRendererFunction!();
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#if DEBUG
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Log.EngineLogger.AssertDebug(s_initialized, "Renderer2D was not initialized.");
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Log.EngineLogger.AssertDebug(!s_sceneRunning, "You have to call EndScene before you can make another call to BeginScene.");
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#endif
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//s_textureColorEffect.Bind(Renderer._context);
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s_currentEffect?.ReleaseRef();
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if(effect != null)
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{
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s_currentEffect = effect..AddRef();
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}
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else
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{
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s_currentEffect = s_batchEffect..AddRef();
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}
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s_currentCircleEffect?.ReleaseRef();
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if(circleEffect != null)
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{
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s_currentCircleEffect = effect..AddRef();
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}
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else
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{
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s_currentCircleEffect = s_circleBatchEffect..AddRef();
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}
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Matrix viewProjection = camera.Projection * Matrix.Invert(transform);
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s_currentEffect.Variables["ViewProjection"].SetData(viewProjection);
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s_currentCircleEffect.Variables["ViewProjection"].SetData(viewProjection);
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s_drawOrder = drawOrder;
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#if DEBUG
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s_sceneRunning = true;
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#endif
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