Added some serialization and added shader functionallity

This commit is contained in:
Antoine Pilote
2023-03-05 20:09:57 -05:00
parent b1edeb387f
commit 69a2013a0f
6 changed files with 14 additions and 3 deletions
@@ -63,7 +63,6 @@ namespace Nuake
m_World = new Physics::DynamicWorld();
m_World->SetGravity(glm::vec3(0, -3, 0));
m_IsRunning = false;
}
}
+8
View File
@@ -261,6 +261,14 @@ namespace Nuake
glUniform1iv(addr, size, value);
}
void Shader::SetUniform1fv(const std::string& name, int size, float* value)
{
int addr = FindUniformLocation(name);
//ASSERT(addr != -1);
if (addr != -1)
glUniform1fv(addr, size, value);
}
void Shader::SetUniformMat3f(const std::string& name, Matrix3 mat)
{
int addr = FindUniformLocation(name);
+1
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@@ -44,6 +44,7 @@ namespace Nuake
void SetUniform1i(const std::string& name, int v0);
void SetUniform1iv(const std::string& name, int size, int* value);
void SetUniform1fv(const std::string& name, int size, float* value);
void SetUniformMat3f(const std::string& name, Matrix3 mat);
void SetUniformMat4f(const std::string& name, Matrix4 mat);
+2
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@@ -51,6 +51,8 @@ namespace Nuake
SERIALIZE_OBJECT_REF_LBL("ModelComponent", GetComponent<ModelComponent>());
if (HasComponent<BSPBrushComponent>())
SERIALIZE_OBJECT_REF_LBL("BSPBrushComponent", GetComponent<BSPBrushComponent>());
if (HasComponent<QuakeMapComponent>())
SERIALIZE_OBJECT_REF_LBL("QuakeMapComponent", GetComponent<QuakeMapComponent>());
END_SERIALIZE();
}
+1 -1
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@@ -346,7 +346,7 @@ namespace Nuake {
CopyComponent<ModelComponent>(sceneCopy->m_Registry, this->m_Registry);
CopyComponent<CameraComponent>(sceneCopy->m_Registry, this->m_Registry);
CopyComponent<WrenScriptComponent>(sceneCopy->m_Registry, this->m_Registry);
CopyComponent<QuakeMapComponent>(sceneCopy->m_Registry, this->m_Registry);
return sceneCopy;
}