mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-04 11:35:06 +03:00
Merge pull request #54 from antopilo/feature/NK-95-billboard-component
Feature/nk 95 billboard component
This commit is contained in:
@@ -23,7 +23,6 @@ void main()
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//T = normalize(T - dot(T, N) * N);
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//vec3 B = cross(N, T);
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vec3 T = normalize((u_Model * vec4(Tangent, 0.0f)).xyz);
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vec3 N = normalize((u_Model * vec4(Normal, 0.0f)).xyz);
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vec3 B = normalize((u_Model * vec4(Bitangent, 0.0f)).xyz);
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@@ -83,10 +82,17 @@ void main()
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// Albedo
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gAlbedo = vec4(m_AlbedoColor, 1.0);
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if (u_HasAlbedo == 1)
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gAlbedo.rgb = texture(m_Albedo, UV).rgb;
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{
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vec4 albedoSample = texture(m_Albedo, UV);
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gAlbedo.rgb = albedoSample.rgb * m_AlbedoColor.rgb;
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gAlbedo.a = albedoSample.a;
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if (albedoSample.a < 0.1f)
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{
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discard;
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}
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}
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gAlbedo.rgb = texture(m_Albedo, UV).rgb * m_AlbedoColor.rgb;
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// Material
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float finalMetalness = u_MetalnessValue;
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if (u_HasMetalness == 1)
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73
Editor/src/ComponentsPanel/SpritePanel.h
Normal file
73
Editor/src/ComponentsPanel/SpritePanel.h
Normal file
@@ -0,0 +1,73 @@
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#pragma once
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#include "ComponentPanel.h"
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#include <src/Core/FileSystem.h>
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#include <src/Core/Maths.h>
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#include <src/Scene/Components/SpriteComponent.h>
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#include <src/Scene/Entities/ImGuiHelper.h>
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class SpritePanel : ComponentPanel
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{
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public:
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SpritePanel() = default;
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~SpritePanel() = default;
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void Draw(Nuake::Entity entity) override
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{
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if (!entity.HasComponent<Nuake::SpriteComponent>())
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{
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return;
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}
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auto& component = entity.GetComponent<Nuake::SpriteComponent>();
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BeginComponentTable(SPRITE, Nuake::SpriteComponent);
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{
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{
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ImGui::Text("Sprite");
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ImGui::TableNextColumn();
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std::string path = component.SpritePath;
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ImGui::Button(path.empty() ? "Drag image" : component.SpritePath.c_str(), ImVec2(ImGui::GetContentRegionAvail().x, 0));
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if (ImGui::BeginDragDropTarget())
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{
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if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("_Image"))
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{
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char* file = (char*)payload->Data;
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std::string fullPath = std::string(file, 512);
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path = Nuake::FileSystem::AbsoluteToRelative(std::move(fullPath));
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component.SpritePath = path;
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component.LoadSprite();
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}
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ImGui::EndDragDropTarget();
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}
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ImGui::TableNextColumn();
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ComponentTableReset(component.LockYRotation, false);
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}
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ImGui::TableNextColumn();
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{
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ImGui::Text("Billboard");
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ImGui::TableNextColumn();
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ImGui::Checkbox("##billboard", &component.Billboard);
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ImGui::TableNextColumn();
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ComponentTableReset(component.Billboard, false);
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}
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ImGui::TableNextColumn();
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{
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ImGui::Text("Lock Y rotation");
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ImGui::TableNextColumn();
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ImGui::Checkbox("##lockYRotation", &component.LockYRotation);
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ImGui::TableNextColumn();
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ComponentTableReset(component.LockYRotation, false);
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}
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}
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EndComponentTable();
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}
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};
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@@ -14,13 +14,6 @@
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EditorSelectionPanel::EditorSelectionPanel()
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{
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mTransformPanel = TransformPanel();
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mLightPanel = LightPanel();
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mScriptPanel = ScriptPanel();
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mQuakeMapPanel = QuakeMapPanel();
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mCameraPanel = CameraPanel();
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mRigidbodyPanel = RigidbodyPanel();
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mBoxColliderPanel = BoxColliderPanel();
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}
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void EditorSelectionPanel::ResolveFile(Ref<Nuake::File> file)
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@@ -100,6 +93,7 @@ void EditorSelectionPanel::DrawEntity(Nuake::Entity entity)
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mTransformPanel.Draw(entity);
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mLightPanel.Draw(entity);
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mScriptPanel.Draw(entity);
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mSpritePanel.Draw(entity);
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mMeshPanel.Draw(entity);
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mQuakeMapPanel.Draw(entity);
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mCameraPanel.Draw(entity);
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@@ -129,6 +123,7 @@ void EditorSelectionPanel::DrawAddComponentMenu(Nuake::Entity entity)
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MenuItemComponent("Camera", Nuake::CameraComponent)
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MenuItemComponent("Light", Nuake::LightComponent)
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MenuItemComponent("Model", Nuake::ModelComponent)
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MenuItemComponent("Sprite", Nuake::SpriteComponent)
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ImGui::Separator();
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MenuItemComponent("Character Controller", Nuake::CharacterControllerComponent)
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MenuItemComponent("Rigid body", Nuake::RigidBodyComponent)
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@@ -18,6 +18,8 @@
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#include "../ComponentsPanel/SphereColliderPanel.h"
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#include "../ComponentsPanel/MeshColliderPanel.h"
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#include "../ComponentsPanel/CharacterControllerPanel.h"
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#include "../ComponentsPanel/SpritePanel.h"
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class EditorSelectionPanel {
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private:
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@@ -33,7 +35,7 @@ private:
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MeshColliderPanel mMeshColliderPanel;
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CapsuleColliderPanel mCapsuleColliderPanel;
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CylinderColliderPanel mCylinderColliderPanel;
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SpritePanel mSpritePanel;
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CharacterControllerPanel mCharacterControllerPanel;
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Ref<Nuake::File> currentFile;
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@@ -211,28 +211,42 @@ namespace Nuake
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{
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Editor->Selection = EditorSelection(file);
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}
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}
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if (ImGui::BeginDragDropSource())
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if (ImGui::BeginDragDropSource())
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{
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char pathBuffer[256];
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std::strncpy(pathBuffer, file->GetAbsolutePath().c_str(), sizeof(pathBuffer));
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std::string dragType;
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if (fileExtension == ".wren")
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{
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dragType = "_Script";
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}
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else if (fileExtension == ".map")
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{
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dragType = "_Map";
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}
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else if (fileExtension == ".obj" || fileExtension == ".mdl" || fileExtension == ".gltf" || fileExtension == ".md3" || fileExtension == ".fbx")
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{
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dragType = "_Model";
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}
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else if (fileExtension == ".interface")
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{
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dragType = "_Interface";
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}
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else if (fileExtension == ".prefab")
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{
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dragType = "_Prefab";
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}
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else if (fileExtension == ".png" || fileExtension == ".jpg")
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{
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dragType = "_Image";
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}
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ImGui::SetDragDropPayload(dragType.c_str(), (void*)(pathBuffer), sizeof(pathBuffer));
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ImGui::Text(file->GetName().c_str());
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ImGui::EndDragDropSource();
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}
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}
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const std::string hoverMenuId = std::string("item_hover_menu") + std::to_string(drawId);
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if (ImGui::IsItemHovered() && ImGui::IsMouseReleased(1))
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@@ -22,6 +22,7 @@ namespace Nuake
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unsigned int depthFBO;
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Ref<Mesh> Renderer::CubeMesh;
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Ref<Mesh> Renderer::QuadMesh;
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Shader* Renderer::m_Shader;
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Shader* Renderer::m_SkyboxShader;
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@@ -62,13 +63,14 @@ namespace Nuake
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4, 5, 0, 0, 5, 1
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};
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float QuadVertices[] = {
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f
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std::vector<Vertex> QuadVertices
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{
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{ Vector3(-1.0f, -1.0f, 0.0f), Vector2(0, 0), Vector3(0, 0, -1) },
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{ Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f), Vector3(0, 0, -1) },
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{ Vector3(-1.0f, 1.0f, 0.0f), Vector2(0.0f, 1.0f), Vector3(0, 0, -1) },
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{ Vector3(1.0f, -1.0f, 0.0f), Vector2(1.0f, 0.0f), Vector3(0, 0, -1) },
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{ Vector3(-1.0f, -1.0f, 0.0f), Vector2(0.0f, 0.0f), Vector3(0, 0, -1) },
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{ Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f), Vector3(0, 0, -1) }
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};
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@@ -84,24 +86,10 @@ namespace Nuake
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CubeMesh = CreateRef<Mesh>();
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CubeMesh->AddSurface(CubeVertices, CubeIndices);
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CubeMesh->SetMaterial(material);
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// Cube buffer
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//CubeVertexArray = new VertexArray();
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//CubeVertexArray->Bind();
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//CubeVertexBuffer = new VertexBuffer(CubeVertices, sizeof(CubeVertices));
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//
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VertexBufferLayout vblayout = VertexBufferLayout();
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vblayout.Push<float>(3);
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//CubeVertexArray->AddBuffer(*CubeVertexBuffer, vblayout);
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// Quad buffer
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QuadVertexArray = new VertexArray();
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QuadVertexArray->Bind();
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QuadVertexBuffer = new VertexBuffer(QuadVertices, sizeof(QuadVertices));
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vblayout = VertexBufferLayout();
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vblayout.Push<float>(3);
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vblayout.Push<float>(2);
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QuadVertexArray->AddBuffer(*QuadVertexBuffer, vblayout);
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QuadMesh = CreateRef<Mesh>();
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QuadMesh->AddSurface(QuadVertices, { 0, 1, 2, 3, 4, 5 });
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QuadMesh->SetMaterial(material);
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}
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void Renderer::LoadShaders()
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@@ -221,7 +209,7 @@ namespace Nuake
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m_DebugShader->SetUniformMat4f("u_Model", transform.GetGlobalTransform());
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m_DebugShader->SetUniform4f("u_Color", color.r, color.g, color.b, color.a);
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CubeVertexArray->Bind();
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CubeMesh->Bind();
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RenderCommand::DrawArrays(0, 36);
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}
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@@ -233,7 +221,7 @@ namespace Nuake
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void Renderer::DrawQuad(Matrix4 transform)
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{
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QuadVertexArray->Bind();
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QuadMesh->Bind();
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RenderCommand::DrawArrays(0, 6);
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}
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}
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@@ -33,6 +33,7 @@ namespace Nuake
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{
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private:
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static RenderList m_RenderList;
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public:
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static VertexArray* QuadVertexArray;
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static VertexBuffer* QuadVertexBuffer;
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@@ -51,6 +52,7 @@ namespace Nuake
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static Ref<UniformBuffer> m_LightsUniformBuffer;
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static Ref<Mesh> CubeMesh;
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static Ref<Mesh> QuadMesh;
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static void Init();
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static void LoadShaders();
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@@ -65,7 +67,6 @@ namespace Nuake
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// Lights
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static std::vector<Light> m_Lights;
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static void RegisterLight(TransformComponent transform, LightComponent light);
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static void RegisterDeferredLight(TransformComponent transform, LightComponent light);
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// Debug
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@@ -1,7 +1,9 @@
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#include "SceneRenderer.h"
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#include "src/Rendering/Shaders/ShaderManager.h"
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#include <src/Scene/Components/BSPBrushComponent.h>
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#include "src/Scene/Components/BSPBrushComponent.h"
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#include "src/Scene/Components/SpriteComponent.h"
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#include <GL\glew.h>
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namespace Nuake
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@@ -208,16 +210,18 @@ namespace Nuake
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mGBuffer->Bind();
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mGBuffer->Clear();
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{
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// Init
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RenderCommand::Enable(RendererEnum::FACE_CULL);
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Shader* gBufferShader = ShaderManager::GetShader("resources/Shaders/gbuffer.shader");
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gBufferShader->Bind();
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gBufferShader->SetUniformMat4f("u_Projection", mProjection);
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gBufferShader->SetUniformMat4f("u_View", mView);
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auto view = scene.m_Registry.view<TransformComponent, ModelComponent, ParentComponent, VisibilityComponent>();
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// Models
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auto view = scene.m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
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for (auto e : view)
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{
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auto [transform, mesh, parent, visibility] = view.get<TransformComponent, ModelComponent, ParentComponent, VisibilityComponent>(e);
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auto [transform, mesh, visibility] = view.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
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if (mesh.ModelResource && visibility.Visible)
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{
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@@ -232,10 +236,11 @@ namespace Nuake
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RenderCommand::Disable(RendererEnum::FACE_CULL);
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Renderer::Flush(gBufferShader, false);
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auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, ParentComponent, VisibilityComponent>();
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// Quake BSPs
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auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, VisibilityComponent>();
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for (auto e : quakeView)
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{
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auto [transform, model, parent, visibility] = quakeView.get<TransformComponent, BSPBrushComponent, ParentComponent, VisibilityComponent>(e);
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auto [transform, model, visibility] = quakeView.get<TransformComponent, BSPBrushComponent, VisibilityComponent>(e);
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|
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if (model.IsTransparent || !visibility.Visible)
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continue;
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@@ -246,6 +251,39 @@ namespace Nuake
|
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}
|
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}
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Renderer::Flush(gBufferShader, false);
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// Sprites
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auto spriteView = scene.m_Registry.view<TransformComponent, SpriteComponent, VisibilityComponent>();
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for (auto e : spriteView)
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{
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auto [transform, sprite, visibility] = spriteView.get<TransformComponent, SpriteComponent, VisibilityComponent>(e);
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|
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if (!visibility.Visible || !sprite.SpriteMesh)
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continue;
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|
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auto& finalQuadTransform = transform.GetGlobalTransform();
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if (sprite.Billboard)
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{
|
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finalQuadTransform = glm::inverse(mView);
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|
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if (sprite.LockYRotation)
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{
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// This locks the pitch rotation on the billboard, useful for trees, lamps, etc.
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finalQuadTransform[1] = Vector4(0, 1, 0, 0);
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finalQuadTransform[2] = Vector4(finalQuadTransform[2][0], 0, finalQuadTransform[2][2], 0);
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finalQuadTransform = finalQuadTransform;
|
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}
|
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|
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// Translation
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finalQuadTransform[3] = Vector4(transform.GetGlobalPosition(), 1.0f);
|
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|
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// Scale
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finalQuadTransform = glm::scale(finalQuadTransform, transform.GetGlobalScale());
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}
|
||||
|
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Renderer::SubmitMesh(sprite.SpriteMesh, finalQuadTransform, (uint32_t)e);
|
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}
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||||
Renderer::Flush(gBufferShader, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -26,6 +26,8 @@ namespace Nuake
|
||||
|
||||
Source = newSource;
|
||||
ProgramId = newProgramId;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Bind the shader
|
||||
|
||||
@@ -29,7 +29,6 @@ namespace Nuake
|
||||
|
||||
void LoadMaterials();
|
||||
|
||||
|
||||
void RegisterMaterial(Ref<Material> material);
|
||||
|
||||
Ref<Material> LoadMaterial(std::string path);
|
||||
|
||||
70
Nuake/src/Scene/Components/SpriteComponent.cpp
Normal file
70
Nuake/src/Scene/Components/SpriteComponent.cpp
Normal file
@@ -0,0 +1,70 @@
|
||||
#include "SpriteComponent.h"
|
||||
|
||||
#include "src/Core/FileSystem.h"
|
||||
#include "src/Rendering/Textures/TextureManager.h"
|
||||
#include "src/Rendering/Textures/MaterialManager.h"
|
||||
#include "src/Rendering/Vertex.h"
|
||||
|
||||
namespace Nuake
|
||||
{
|
||||
SpriteComponent::SpriteComponent() :
|
||||
Billboard(false),
|
||||
LockYRotation(false),
|
||||
SpritePath("")
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool SpriteComponent::LoadSprite()
|
||||
{
|
||||
std::vector<Vertex> quadVertices =
|
||||
{
|
||||
{ Vector3(-1.0f, -1.0f, 0.0f), Vector2(0, 0), Vector3(0, 0, -1) },
|
||||
{ Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f), Vector3(0, 0, -1) },
|
||||
{ Vector3(-1.0f, 1.0f, 0.0f), Vector2(0.0f, 1.0f), Vector3(0, 0, -1) },
|
||||
{ Vector3(1.0f, -1.0f, 0.0f), Vector2(1.0f, 0.0f), Vector3(0, 0, -1) },
|
||||
{ Vector3(-1.0f, -1.0f, 0.0f), Vector2(0.0f, 0.0f), Vector3(0, 0, -1) },
|
||||
{ Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f), Vector3(0, 0, -1) }
|
||||
};
|
||||
|
||||
SpriteMesh = CreateRef<Mesh>();
|
||||
SpriteMesh->AddSurface(quadVertices, { 0, 1, 2, 3, 4, 5 });
|
||||
|
||||
auto& material = MaterialManager::Get()->GetMaterial(FileSystem::Root + SpritePath);
|
||||
SpriteMesh->SetMaterial(material);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
json SpriteComponent::Serialize()
|
||||
{
|
||||
BEGIN_SERIALIZE();
|
||||
SERIALIZE_VAL(Billboard)
|
||||
SERIALIZE_VAL(LockYRotation)
|
||||
SERIALIZE_VAL(SpritePath)
|
||||
END_SERIALIZE();
|
||||
}
|
||||
|
||||
bool SpriteComponent::Deserialize(const std::string& str)
|
||||
{
|
||||
BEGIN_DESERIALIZE();
|
||||
|
||||
if (j.contains("Billboard"))
|
||||
{
|
||||
Billboard = j["Billboard"];
|
||||
}
|
||||
|
||||
if (j.contains("LockYRotation"))
|
||||
{
|
||||
LockYRotation = j["LockYRotation"];
|
||||
}
|
||||
|
||||
if (j.contains("SpritePath"))
|
||||
{
|
||||
SpritePath = j["SpritePath"];
|
||||
LoadSprite();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
25
Nuake/src/Scene/Components/SpriteComponent.h
Normal file
25
Nuake/src/Scene/Components/SpriteComponent.h
Normal file
@@ -0,0 +1,25 @@
|
||||
#pragma once
|
||||
#include "src/Core/Core.h"
|
||||
#include "src/Resource/Serializable.h"
|
||||
#include "src/Rendering/Textures/Texture.h"
|
||||
#include "src/Rendering/Mesh/Mesh.h"
|
||||
|
||||
namespace Nuake
|
||||
{
|
||||
class SpriteComponent
|
||||
{
|
||||
public:
|
||||
bool Billboard;
|
||||
bool LockYRotation;
|
||||
std::string SpritePath;
|
||||
Ref<Mesh> SpriteMesh;
|
||||
|
||||
SpriteComponent();
|
||||
|
||||
public:
|
||||
bool LoadSprite();
|
||||
|
||||
json Serialize();
|
||||
bool Deserialize(const std::string& str);
|
||||
};
|
||||
}
|
||||
@@ -1,19 +1,21 @@
|
||||
#include "../Components/ParentComponent.h"
|
||||
#include "Entity.h"
|
||||
#include "../Components/NameComponent.h"
|
||||
#include "../Components/TransformComponent.h"
|
||||
#include "../Components/CameraComponent.h"
|
||||
#include "../Components/QuakeMap.h"
|
||||
#include "../Components/LightComponent.h"
|
||||
#include "../Components/QuakeMap.h"
|
||||
#include "../Components/WrenScriptComponent.h"
|
||||
#include "../Components/CharacterControllerComponent.h"
|
||||
#include "../Components/RigidbodyComponent.h"
|
||||
#include "src/Scene/Components/BSPBrushComponent.h"
|
||||
|
||||
#include "src/Scene/Components/ParentComponent.h"
|
||||
#include "src/Scene/Components/NameComponent.h"
|
||||
#include "src/Scene/Components/TransformComponent.h"
|
||||
#include "src/Scene/Components/CameraComponent.h"
|
||||
#include "src/Scene/Components/QuakeMap.h"
|
||||
#include "src/Scene/Components/LightComponent.h"
|
||||
#include "src/Scene/Components/QuakeMap.h"
|
||||
#include "src/Scene/Components/WrenScriptComponent.h"
|
||||
#include "src/Scene/Components/CharacterControllerComponent.h"
|
||||
#include "src/Scene/Components/RigidbodyComponent.h"
|
||||
#include "src/Scene/Components/BSPBrushComponent.h"
|
||||
#include "src/Scene/Components/Components.h"
|
||||
#include <src/Scene/Components/BoxCollider.h>
|
||||
#include "src/Scene/Components/BoxCollider.h"
|
||||
#include "src/Scene/Components/CapsuleColliderComponent.h"
|
||||
#include "src/Scene/Components/SpriteComponent.h"
|
||||
|
||||
|
||||
namespace Nuake
|
||||
{
|
||||
@@ -37,6 +39,8 @@ namespace Nuake
|
||||
SERIALIZE_OBJECT_REF_LBL("VisibilityComponent", GetComponent<VisibilityComponent>())
|
||||
if (HasComponent<CameraComponent>())
|
||||
SERIALIZE_OBJECT_REF_LBL("CameraComponent", GetComponent<CameraComponent>())
|
||||
if (HasComponent<SpriteComponent>())
|
||||
SERIALIZE_OBJECT_REF_LBL("SpriteComponent", GetComponent<SpriteComponent>())
|
||||
if (HasComponent<QuakeMapComponent>())
|
||||
SERIALIZE_OBJECT_REF_LBL("QuakeMapComponent", GetComponent<QuakeMapComponent>())
|
||||
if (HasComponent<LightComponent>())
|
||||
@@ -78,6 +82,7 @@ namespace Nuake
|
||||
}
|
||||
DESERIALIZE_COMPONENT(NameComponent)
|
||||
DESERIALIZE_COMPONENT(ParentComponent)
|
||||
DESERIALIZE_COMPONENT(SpriteComponent)
|
||||
DESERIALIZE_COMPONENT(CameraComponent)
|
||||
DESERIALIZE_COMPONENT(QuakeMapComponent)
|
||||
DESERIALIZE_COMPONENT(LightComponent)
|
||||
|
||||
Reference in New Issue
Block a user