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