GLTF 2.0 support, Updated Scripting, Fixed point light shadowing, Added editor focus camera

This commit is contained in:
antopilo
2021-09-06 22:28:54 -04:00
parent a6823ba2fa
commit 61e54c5a46
12 changed files with 184 additions and 78 deletions

View File

@@ -42,8 +42,8 @@ namespace Nuake {
m_Interfaces = std::vector<Ref<UI::UserInterface>>();
// Adding systems - Order is important
m_Systems.push_back(CreateRef<TransformSystem>(this));
m_Systems.push_back(CreateRef<ScriptingSystem>(this));
m_Systems.push_back(CreateRef<TransformSystem>(this));
m_Systems.push_back(CreateRef<PhysicsSystem>(this));
}
@@ -156,21 +156,22 @@ namespace Nuake {
void Scene::DrawShadows()
{
glEnable(GL_DEPTH_TEST);
auto meshView = m_Registry.view<TransformComponent, MeshComponent>();
auto quakeView = m_Registry.view<TransformComponent, BSPBrushComponent>();
auto view = m_Registry.view<TransformComponent, LightComponent>();
Ref<Camera> cam = m_EditorCamera;
if (Engine::IsPlayMode)
{
auto view = m_Registry.view<TransformComponent, CameraComponent>();
for (auto e : view)
{
auto [transform, camera] = view.get<TransformComponent, CameraComponent>(e);
cam = camera.CameraInstance;
break;
}
}
//if (Engine::IsPlayMode)
//{
// auto view = m_Registry.view<TransformComponent, CameraComponent>();
// for (auto e : view)
// {
// auto [transform, camera] = view.get<TransformComponent, CameraComponent>(e);
// cam = camera.CameraInstance;
// break;
// }
//}
Ref<Shader> shadowShader = ShaderManager::GetShader("resources/Shaders/shadowMap.shader");
shadowShader->Bind();
@@ -186,7 +187,6 @@ namespace Nuake {
light.CalculateViewProjection(cam->GetTransform(), cam->GetPerspective());
for (int i = 0; i < CSM_AMOUNT; i++)
{
light.m_Framebuffers[i]->Bind();
@@ -224,7 +224,6 @@ namespace Nuake {
Renderer::Flush(shadowShader, true);
light.m_Framebuffers[i]->Unbind();
}
}
}