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https://github.com/antopilo/Nuake.git
synced 2026-09-21 20:08:40 +03:00
Deleted old gizmo classes and dynamic sizes for gizmo in viewport
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@@ -163,6 +163,20 @@ bool GizmoDrawer::IsEntityInSelection(Nuake::Entity entity)
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return false;
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}
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float GizmoDrawer::GetGizmoScale(const Vector3& camPosition, const Nuake::Vector3& position)
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{
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float distance = Distance(camPosition, position);
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constexpr float ClosestDistance = 3.5f;
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if (distance < ClosestDistance)
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{
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float fraction = distance / ClosestDistance;
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return fraction;
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}
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return 1.0f;
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}
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void GizmoDrawer::DrawAxis(Ref<Scene> scene, bool occluded)
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{
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RenderCommand::Enable(RendererEnum::DEPTH_TEST);
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@@ -171,7 +185,9 @@ void GizmoDrawer::DrawAxis(Ref<Scene> scene, bool occluded)
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m_LineShader->SetUniformMat4f("u_View", scene->m_EditorCamera->GetTransform());
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m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
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m_LineShader->SetUniform1f("u_Opacity", occluded ? 0.1f : 0.5f);
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m_LineShader->SetUniformVec4("u_Color", {0.0f, 0.0f, 0.0f, 0.0f});
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m_AxisLineBuffer->Bind();
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glLineWidth(1.0f);
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Nuake::RenderCommand::DrawLines(0, 6);
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}
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}
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@@ -432,6 +448,8 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
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gizmoShader->SetUniform1f("u_Opacity", occluded ? 0.1f : 0.5f);
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RenderCommand::Disable(RendererEnum::FACE_CULL);
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const Vector3& cameraPosition = scene->m_EditorCamera->GetTranslation();
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// Camera
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auto camView = scene->m_Registry.view<TransformComponent, CameraComponent>();
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for (auto e : camView)
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@@ -448,7 +466,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
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const Vector3& particleGlobalPosition = transform.GetGlobalPosition();
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particleTransform[3] = initialTransform[3];
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particleTransform = glm::scale(particleTransform, Vector3(0.5, 0.5, 0.5));
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particleTransform = glm::scale(particleTransform, m_GizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
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renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
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renderList.Flush(gizmoShader, true);
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@@ -487,7 +505,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
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const Vector3& particleGlobalPosition = transform.GetGlobalPosition();
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particleTransform[3] = initialTransform[3];
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particleTransform = glm::scale(particleTransform, Vector3(0.5, 0.5, 0.5));
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particleTransform = glm::scale(particleTransform, m_GizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
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renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
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renderList.Flush(gizmoShader, true);
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@@ -509,7 +527,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
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const Vector3& particleGlobalPosition = transform.GetGlobalPosition();
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particleTransform[3] = initialTransform[3];
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particleTransform = glm::scale(particleTransform, Vector3(0.5, 0.5, 0.5));
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particleTransform = glm::scale(particleTransform, m_GizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
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renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
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renderList.Flush(gizmoShader, true);
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@@ -531,18 +549,18 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
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// Translation
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const Vector3& particleGlobalPosition = transform.GetGlobalPosition();
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particleTransform[3] = initialTransform[3];
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particleTransform = glm::scale(particleTransform, Vector3(0.1, 0.1, 0.1));
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particleTransform = glm::scale(particleTransform, Vector3(0.1, 0.1, 0.1) * GetGizmoScale(cameraPosition, particleGlobalPosition));
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renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
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renderList.Flush(gizmoShader, true);
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}
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// Sound emitter
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auto audioView = scene->m_Registry.view<TransformComponent, AudioEmitterComponent>();
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for (auto e : audioView)
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{
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gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/speaker.png").get());
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gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/sound_emitter.png").get());
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gizmoShader->SetUniform1i("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
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auto [transformComponent, audioEmitterComponent] = scene->m_Registry.get<TransformComponent, AudioEmitterComponent>(e);
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@@ -551,15 +569,55 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
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transform = glm::inverse(scene->m_EditorCamera->GetTransform());
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// Translation
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const Vector3& globalPosition = transformComponent.GetGlobalPosition();
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const Vector3& particleGlobalPosition = transformComponent.GetGlobalPosition();
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transform[3] = initialTransform[3];
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transform = glm::scale(transform, Vector3(0.5f, 0.5f, 0.5f));
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transform = glm::scale(transform, m_GizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
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renderList.AddToRenderList(Renderer::QuadMesh, transform);
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renderList.Flush(gizmoShader, true);
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}
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// Rigid body
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auto rigidbodyView = scene->m_Registry.view<TransformComponent, RigidBodyComponent>();
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for (auto e : rigidbodyView)
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{
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gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/rigidbody.png").get());
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gizmoShader->SetUniform1i("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
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auto [transformComponent, rigidbodyComponent] = scene->m_Registry.get<TransformComponent, RigidBodyComponent>(e);
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auto initialTransform = transformComponent.GetGlobalTransform();
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Matrix4 transform = initialTransform;
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transform = glm::inverse(scene->m_EditorCamera->GetTransform());
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// Translation
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const Vector3& particleGlobalPosition = transformComponent.GetGlobalPosition();
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transform[3] = initialTransform[3];
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transform = glm::scale(transform, m_GizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
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renderList.AddToRenderList(Renderer::QuadMesh, transform);
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renderList.Flush(gizmoShader, true);
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}
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// Particle Emitter
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auto particleEmitterView = scene->m_Registry.view<TransformComponent, ParticleEmitterComponent>();
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for (auto e : particleEmitterView)
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{
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gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/particles.png").get());
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gizmoShader->SetUniform1i("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
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auto [transformComponent, particleEmitter] = scene->m_Registry.get<TransformComponent, ParticleEmitterComponent>(e);
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auto initialTransform = transformComponent.GetGlobalTransform();
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Matrix4 transform = initialTransform;
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transform = glm::inverse(scene->m_EditorCamera->GetTransform());
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// Translation
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const Vector3& particleGlobalPosition = transformComponent.GetGlobalPosition();
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transform[3] = initialTransform[3];
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transform = glm::scale(transform, m_GizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
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renderList.AddToRenderList(Renderer::QuadMesh, transform);
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renderList.Flush(gizmoShader, true);
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}
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// Revert to default depth testing
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//glDepthFunc(GL_LESS);
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