Editor improvements, better cam, better gizmos, better lines

This commit is contained in:
Antoine Pilote
2023-10-08 13:26:41 -04:00
parent ac1db17e55
commit 2620fa548e
8 changed files with 142 additions and 87 deletions

View File

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