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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Render EntityIDs (breaks post processing)
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@@ -253,9 +253,9 @@ namespace GlitchyEngine.World
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{
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public SceneCamera Camera = .();
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public bool Primary = true; // Todo: probably move into scene
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private RenderTarget2D _renderTarget = null;
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private RenderTargetGroup _renderTarget = null;
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public RenderTarget2D RenderTarget
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public RenderTargetGroup RenderTarget
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{
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get => _renderTarget;
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set mut
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@@ -11,10 +11,10 @@ namespace GlitchyEngine.World
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// Data: Version Index
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[Inline]
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internal uint32 Version => (uint32)this;
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public uint32 Version => (uint32)this;
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[Inline]
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internal uint32 Index => (uint32)(this >> 32);
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public uint32 Index => (uint32)(this >> 32);
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[Inline]
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static internal EcsEntity CreateEntityID(uint32 index, uint32 version)
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@@ -25,7 +25,7 @@ namespace GlitchyEngine.World
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private float _nearPlane;
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private float _aspectRatio;
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private RenderTarget2D _renderTarget = null;
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private RenderTargetGroup _renderTarget = null;
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internal bool BindMouse;
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internal uint8 MouseCooldown;
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@@ -34,7 +34,7 @@ namespace GlitchyEngine.World
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public Matrix View => _view;
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public RenderTarget2D RenderTarget
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public RenderTargetGroup RenderTarget
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{
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get => _renderTarget;
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set mut
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@@ -68,7 +68,7 @@ namespace GlitchyEngine.World
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Camera* primaryCamera = null;
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Matrix primaryCameraTransform = default;
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RenderTarget2D renderTarget = null;
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RenderTargetGroup renderTarget = null;
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for (var (entity, transform, camera) in _ecsWorld.Enumerate<TransformComponent, CameraComponent>())
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{
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@@ -138,12 +138,15 @@ namespace GlitchyEngine.World
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// TODO: alphablending
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RenderCommand.SetRenderTargetGroup(camera.RenderTarget);
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RenderCommand.BindRenderTargets();
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// Sprite renderer
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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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Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
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}
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Renderer2D.EndScene();
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@@ -153,7 +156,9 @@ namespace GlitchyEngine.World
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DrawDebug2D();
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Renderer2D.EndScene();
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// TODO: cameraTarget into viewportTarget (gamma correction!)
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viewportTarget.ReleaseRef();
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}
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