Render EntityIDs (breaks post processing)

This commit is contained in:
Simon Lübeß
2022-05-28 15:42:48 +02:00
parent 164d420a25
commit d212576719
17 changed files with 242 additions and 191 deletions
+8 -3
View File
@@ -68,7 +68,7 @@ namespace GlitchyEngine.World
Camera* primaryCamera = null;
Matrix primaryCameraTransform = default;
RenderTarget2D renderTarget = null;
RenderTargetGroup renderTarget = null;
for (var (entity, transform, camera) in _ecsWorld.Enumerate<TransformComponent, CameraComponent>())
{
@@ -138,12 +138,15 @@ namespace GlitchyEngine.World
// TODO: alphablending
RenderCommand.SetRenderTargetGroup(camera.RenderTarget);
RenderCommand.BindRenderTargets();
// Sprite renderer
Renderer2D.BeginScene(camera, .BackToFront);
for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriterRendererComponent>())
{
Renderer2D.DrawQuad(transform.WorldTransform, sprite.Sprite, sprite.Color);
Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
}
Renderer2D.EndScene();
@@ -153,7 +156,9 @@ namespace GlitchyEngine.World
DrawDebug2D();
Renderer2D.EndScene();
// TODO: cameraTarget into viewportTarget (gamma correction!)
viewportTarget.ReleaseRef();
}