GLTF 2.0 support, Updated Scripting, Fixed point light shadowing, Added editor focus camera
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@@ -42,8 +42,8 @@ namespace Nuake {
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m_Interfaces = std::vector<Ref<UI::UserInterface>>();
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// Adding systems - Order is important
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m_Systems.push_back(CreateRef<TransformSystem>(this));
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m_Systems.push_back(CreateRef<ScriptingSystem>(this));
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m_Systems.push_back(CreateRef<TransformSystem>(this));
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m_Systems.push_back(CreateRef<PhysicsSystem>(this));
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}
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@@ -156,21 +156,22 @@ namespace Nuake {
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void Scene::DrawShadows()
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{
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glEnable(GL_DEPTH_TEST);
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auto meshView = m_Registry.view<TransformComponent, MeshComponent>();
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auto quakeView = m_Registry.view<TransformComponent, BSPBrushComponent>();
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auto view = m_Registry.view<TransformComponent, LightComponent>();
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Ref<Camera> cam = m_EditorCamera;
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if (Engine::IsPlayMode)
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{
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auto view = m_Registry.view<TransformComponent, CameraComponent>();
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for (auto e : view)
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{
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auto [transform, camera] = view.get<TransformComponent, CameraComponent>(e);
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cam = camera.CameraInstance;
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break;
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}
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}
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//if (Engine::IsPlayMode)
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//{
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// auto view = m_Registry.view<TransformComponent, CameraComponent>();
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// for (auto e : view)
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// {
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// auto [transform, camera] = view.get<TransformComponent, CameraComponent>(e);
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// cam = camera.CameraInstance;
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// break;
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// }
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//}
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Ref<Shader> shadowShader = ShaderManager::GetShader("resources/Shaders/shadowMap.shader");
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shadowShader->Bind();
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@@ -186,7 +187,6 @@ namespace Nuake {
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light.CalculateViewProjection(cam->GetTransform(), cam->GetPerspective());
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for (int i = 0; i < CSM_AMOUNT; i++)
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{
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light.m_Framebuffers[i]->Bind();
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@@ -224,7 +224,6 @@ namespace Nuake {
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Renderer::Flush(shadowShader, true);
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light.m_Framebuffers[i]->Unbind();
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}
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}
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}
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