Fixed FGD saving, Scene building

This commit is contained in:
Antoine Pilote
2021-07-02 02:07:32 -04:00
parent 14190508cf
commit e5306bfed4
13 changed files with 391 additions and 158 deletions

View File

@@ -178,7 +178,8 @@ void Scene::DrawShadows()
for (auto e : quakeView) {
auto [transform, model] = quakeView.get<TransformComponent, BSPBrushComponent>(e);
Renderer::m_ShadowmapShader->SetUniformMat4f("model", transform.GetTransform());
if (model.IsTransparent)
continue;
for (auto& e : model.Meshes) {
e->Draw(false);
}
@@ -255,7 +256,8 @@ void Scene::Draw()
auto quakeView = m_Registry.view<TransformComponent, BSPBrushComponent, ParentComponent>();
for (auto e : quakeView) {
auto [transform, model, parent] = quakeView.get<TransformComponent, BSPBrushComponent, ParentComponent>(e);
if (model.IsTransparent)
continue;
Renderer::m_Shader->SetUniformMat4f("u_View", cam->GetTransform());
Renderer::m_Shader->SetUniformMat4f("u_Projection", cam->GetPerspective());
Renderer::m_Shader->SetUniformMat4f("u_Model", transform.GetTransform());
@@ -268,6 +270,7 @@ void Scene::Draw()
Renderer::m_DebugShader->SetUniformMat4f("u_View", cam->GetTransform());
Renderer::m_DebugShader->SetUniformMat4f("u_Projection", cam->GetPerspective());
PhysicsManager::Get()->DrawDebug();
}
}