Editor improvements, better cam, better gizmos, better lines
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@@ -97,7 +97,8 @@ namespace Nuake
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if (lc.Type == Directional && lc.IsVolumetric && lc.CastShadows)
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lightList.push_back(lc);
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}
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glDepthMask(false);
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if (sceneEnv->VolumetricEnabled)
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{
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sceneEnv->mVolumetric->Resize(framebuffer.GetSize());
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@@ -107,6 +108,7 @@ namespace Nuake
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//finalOutput = mVolumetric->GetFinalOutput().get();
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// combine
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framebuffer.Bind();
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{
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RenderCommand::Clear();
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@@ -118,6 +120,7 @@ namespace Nuake
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Renderer::DrawQuad();
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}
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framebuffer.Unbind();
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}
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else
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{
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@@ -284,6 +287,7 @@ namespace Nuake
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framebuffer.Unbind();
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}
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glDepthMask(true);
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// Barrel distortion
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//mVignetteBuffer->Bind();
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@@ -311,7 +315,7 @@ namespace Nuake
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/shadowMap.shader");
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shader->Bind();
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RenderCommand::Disable(RendererEnum::FACE_CULL);
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RenderCommand::Enable(RendererEnum::FACE_CULL);
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glCullFace(GL_BACK);
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auto meshView = scene.m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
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@@ -456,7 +460,6 @@ namespace Nuake
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gBufferShader->SetUniformMat4f("u_View", mView);
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// Models
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glDisable(GL_CULL_FACE);
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auto view = scene.m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
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for (auto e : view)
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{
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@@ -486,10 +489,9 @@ namespace Nuake
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Renderer::SubmitMesh(b, transform.GetGlobalTransform(), (uint32_t)e);
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}
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}
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glCullFace(GL_FRONT);
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Renderer::Flush(gBufferShader, false);
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RenderCommand::Disable(RendererEnum::FACE_CULL);
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// Sprites
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auto spriteView = scene.m_Registry.view<TransformComponent, SpriteComponent, VisibilityComponent>();
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for (auto& e : spriteView)
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