Interface component, Serialization of mesh components
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@@ -18,6 +18,7 @@
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#include <glm/gtx/matrix_decompose.hpp>
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#include "Resource/FontAwesome5.h"
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#include "Engine.h"
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#include <src/Scene/Components/InterfaceComponent.h>
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namespace Nuake {
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// TODO: Use abstraction for vertex buffers
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@@ -306,13 +307,24 @@ namespace Nuake {
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m_GBuffer->GetTexture(GL_COLOR_ATTACHMENT1)->Bind(7);
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m_GBuffer->GetTexture(GL_COLOR_ATTACHMENT2)->Bind(8);
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glDisable(GL_CULL_FACE);
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Ref<Shader> deferredShader = ShaderManager::GetShader("resources/Shaders/deferred.shader");
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deferredShader->Bind();
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deferredShader->SetUniform1i("m_Depth", 5);
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deferredShader->SetUniform1i("m_Albedo", 6);
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deferredShader->SetUniform1i("m_Normal", 7);
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deferredShader->SetUniform1i("m_Material", 8);
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Renderer::DrawQuad(Matrix4());
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auto interfaceView = m_Scene->m_Registry.view<InterfaceComponent>();
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for (auto i : interfaceView)
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{
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InterfaceComponent& uInterface = interfaceView.get<InterfaceComponent>(i);
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if (uInterface.Interface)
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uInterface.Interface->Draw(m_DeferredBuffer->GetSize());
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}
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}
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m_DeferredBuffer->Unbind();
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glEnable(GL_DEPTH_TEST);
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