Added Welcome screen
Fixed for c++ 20
This commit is contained in:
antopilo
2022-06-23 20:43:32 -04:00
parent 511e5dfb16
commit 7ba865ef14
9 changed files with 311 additions and 144 deletions

View File

@@ -115,52 +115,6 @@ int main()
glEnable(GL_DEPTH_TEST);
GuizmoShader->Bind();
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
auto camView = currentScene->m_Registry.view<Nuake::TransformComponent, Nuake::CameraComponent>();
for (auto e : camView) {
auto [transformComponent, cam] = camView.get<Nuake::TransformComponent, Nuake::CameraComponent>(e);
Nuake::Vector3 cameraPos = currentScene->m_EditorCamera->GetTranslation();
Nuake::Vector3 position = transformComponent.GlobalTranslation;
Nuake::Vector3 look = normalize(cameraPos - position);
Nuake::Vector3 right = glm::cross(currentScene->m_EditorCamera->GetUp(), look);
Nuake::Vector3 up2 = currentScene->m_EditorCamera->GetUp();
Nuake::Matrix4 transform = glm::identity<Nuake::Matrix4>();
transform[0] = Nuake::Vector4(right, 0);
transform[1] = Nuake::Vector4(up2, 0);
transform[2] = Nuake::Vector4(look, 0);
transform = glm::translate(transform, position);
GuizmoShader->SetUniformMat4f("model", transform);
GuizmoShader->SetUniformMat4f("view", currentScene->m_EditorCamera->GetTransform());
GuizmoShader->SetUniformMat4f("projection", currentScene->m_EditorCamera->GetPerspective());
camTexture->Bind(2);
GuizmoShader->SetUniform1i("gizmo_texture", 2);
Nuake::Renderer::DrawQuad(transformComponent.GetGlobalTransform());
}
auto view = currentScene->m_Registry.view<Nuake::TransformComponent, Nuake::LightComponent>();
for (auto e : view) {
auto [transformComponent, light] = view.get<Nuake::TransformComponent, Nuake::LightComponent>(e);
GuizmoShader->SetUniformMat4f("model", transformComponent.GetGlobalTransform());
GuizmoShader->SetUniformMat4f("view", currentScene->m_EditorCamera->GetTransform());
GuizmoShader->SetUniformMat4f("projection", currentScene->m_EditorCamera->GetPerspective());
lightTexture->Bind(2);
GuizmoShader->SetUniform1i("gizmo_texture", 2);
Nuake::Renderer::DrawQuad(transformComponent.GetGlobalTransform());
}
glEnable(GL_CULL_FACE);
GuizmoShader->Unbind();
ditherShader->Bind();
ditherShader->SetUniformMat4f("u_View", Nuake::Engine::GetCurrentScene()->m_EditorCamera->GetTransform());
ditherShader->SetUniformMat4f("u_Projection", Nuake::Engine::GetCurrentScene()->m_EditorCamera->GetPerspective());