Code cleanup

This commit is contained in:
Antoine Pilote
2023-07-04 00:14:35 -04:00
parent c56a655be4
commit 5d6052f027
4 changed files with 51 additions and 24 deletions

View File

@@ -4,6 +4,7 @@
#include <src/Scene/Components/LightComponent.h>
#include <src/Scene/Components/CameraComponent.h>
#include <src/Scene/Components/SphereCollider.h>
#include <src/Scene/Components/CharacterControllerComponent.h>
#include <src/Scene/Components/BoxCollider.h>
#include <src/Resource/ModelLoader.h>
@@ -35,6 +36,7 @@ GizmoDrawer::GizmoDrawer()
_gizmos = std::map<std::string, Ref<Model>>();
_gizmos["cam"] = loader.LoadModel("resources/Models/Camera.gltf");
_gizmos["light"] = loader.LoadModel("resources/Models/Light.gltf");
_gizmos["player"] = loader.LoadModel("resources/Models/Player.gltf");
}
void GizmoDrawer::GenerateSphereGizmo()
@@ -178,7 +180,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene)
{
using namespace Nuake;
//RenderCommand::Disable(RendererEnum::DEPTH_TEST);
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
//RenderCommand::Enable(RendererEnum::DEPTH_TEST);
// Draw Axis lignes.
{
mLineShader->Bind();
@@ -224,6 +226,8 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene)
glCullFace(GL_BACK);
RenderList renderList;
// Camera
auto camView = scene->m_Registry.view<TransformComponent, CameraComponent>();
for (auto e : camView)
{
@@ -233,6 +237,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene)
}
renderList.Flush(flatShader, true);
// Lights
auto lightView = scene->m_Registry.view<TransformComponent, LightComponent>();
for (auto e : lightView)
{
@@ -242,8 +247,24 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene)
renderList.AddToRenderList(_gizmos["light"]->GetMeshes()[0], transform.GetGlobalTransform());
renderList.Flush(flatShader, true);
}
renderList.Flush(flatShader, true);
// Player
auto characterControllerView = scene->m_Registry.view<TransformComponent, CharacterControllerComponent>();
for (auto e : characterControllerView)
{
auto [transformComponent, characterControllerComponent] = scene->m_Registry.get<TransformComponent, CharacterControllerComponent>(e);
flatShader->SetUniformVec4("u_Color", Vector4(0.0f, 1.0f, 0.4f, 1.0f));
const auto scaledTransform = glm::scale(transformComponent.GetGlobalTransform(), Vector3(0.25f, 0.25f, 0.25f));
renderList.AddToRenderList(_gizmos["player"]->GetMeshes()[0], scaledTransform);
renderList.Flush(flatShader, true);
}
renderList.Flush(flatShader, true);
RenderCommand::Disable(RendererEnum::FACE_CULL);
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
}