Added C# Point entities + automatic export of FGD entities

This commit is contained in:
Antoine Pilote
2024-09-01 19:37:05 -04:00
parent f59a7e931f
commit 63712edc6d
21 changed files with 534 additions and 479 deletions
+25 -25
View File
@@ -75,6 +75,9 @@ namespace Nuake
mCapsuleGizmo = CreateRef<CapsuleGizmo>();
mCapsuleGizmo->CreateMesh();
mDebugLines = std::vector<DebugLine>();
mDebugShapes = std::vector<DebugShape>();
}
void SceneRenderer::Cleanup()
@@ -84,24 +87,30 @@ namespace Nuake
void SceneRenderer::Update(const Timestep time, bool isEditorUpdate)
{
// Delete debug shapes that are dead
std::erase_if(mDebugLines, [](const DebugLine& line)
if (mDebugLines.size() > 0)
{
return line.Life < 0.0f;
});
std::erase_if(mDebugLines, [](const DebugLine& line)
{
return line.Life < 0.0f;
});
std::erase_if(mDebugShapes, [](const DebugShape& shape)
{
return shape.Life < 0.0f;
});
for (auto& line : mDebugLines)
{
line.Life -= time;
for (auto& line : mDebugLines)
{
line.Life -= time;
}
}
for (auto& shape : mDebugShapes)
if (mDebugShapes.size() > 0)
{
shape.Life -= time;
std::erase_if(mDebugShapes, [](const DebugShape& shape)
{
return shape.Life < 0.0f;
});
for (auto& shape : mDebugShapes)
{
shape.Life -= time;
}
}
}
@@ -527,10 +536,7 @@ namespace Nuake
if (model.IsTransparent || !visibility.Visible)
continue;
for (Ref<Mesh>& m : model.Meshes)
{
Renderer::SubmitMesh(m, transform.GetGlobalTransform());
}
}
Renderer::Flush(shader, true);
@@ -620,10 +626,7 @@ namespace Nuake
if (model.IsTransparent || !visibility.Visible)
continue;
for (Ref<Mesh>& m : model.Meshes)
{
Renderer::SubmitMesh(m, transform.GetGlobalTransform());
}
}
Renderer::Flush(shader, true);
@@ -795,10 +798,7 @@ namespace Nuake
if (model.IsTransparent || !visibility.Visible)
continue;
for (auto& b : model.Meshes)
{
Renderer::SubmitMesh(b, transform.GetGlobalTransform(), (uint32_t)e);
}
}
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);