Frustum culling progress
Unlit materials Renderer cleanup
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@@ -364,7 +364,6 @@ namespace Nuake {
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flatShader->Bind();
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flatShader->SetUniformMat4f("u_View", m_EditorCamera->GetTransform());
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flatShader->SetUniformMat4f("u_Projection", m_EditorCamera->GetPerspective());
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auto boxCollider = m_Registry.view<TransformComponent, BoxColliderComponent, ParentComponent>();
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for (auto e : boxCollider)
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{
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@@ -486,7 +485,6 @@ namespace Nuake {
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m_Registry.shrink_to_fit();
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}
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// Getter
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Ref<Camera> Scene::GetCurrentCamera()
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{
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if (Engine::IsPlayMode)
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@@ -494,7 +492,8 @@ namespace Nuake {
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Ref<Camera> cam = nullptr;
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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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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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@@ -508,7 +507,8 @@ namespace Nuake {
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return m_EditorCamera;
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}
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Ref<Environment> Scene::GetEnvironment() {
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Ref<Environment> Scene::GetEnvironment()
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{
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return m_Environement;
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}
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@@ -531,7 +531,6 @@ namespace Nuake {
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return true;
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}
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void Scene::ReloadInterfaces()
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{
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for (auto& i : m_Interfaces)
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