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Application and layers refactoring
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73
Editor/src/EditorLayer.cpp
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73
Editor/src/EditorLayer.cpp
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#include "EditorLayer.h"
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#include "Windows/EditorInterface.h"
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#include "Misc/GizmoDrawer.h"
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#include <glad/glad.h>
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void EditorLayer::OnAttach()
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{
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m_EditorInterface = new Nuake::EditorInterface();
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m_GizmoDrawer = new GizmoDrawer(m_EditorInterface);
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}
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void EditorLayer::OnUpdate()
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{
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using namespace Nuake;
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Nuake::Engine::Tick();
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Nuake::Engine::Draw();
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auto sceneFramebuffer = GetApplication().GetWindow()->GetFrameBuffer();
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// Draw gizmos
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if (Ref<Nuake::Scene> currentScene = Nuake::Engine::GetCurrentScene(); currentScene)
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{
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sceneFramebuffer->Bind();
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{
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Ref<EditorCamera> camera;
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if (currentScene)
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{
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camera = currentScene->m_EditorCamera;
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//currentScene->m_SceneRenderer->GetGBuffer().GetTexture(GL_COLOR_ATTACHMENT3)->Unbind();
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//glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, currentScene->m_SceneRenderer->GetGBuffer().GetTexture(GL_COLOR_ATTACHMENT3)->GetID(), 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, currentScene->m_SceneRenderer->GetGBuffer().GetTexture(GL_DEPTH_ATTACHMENT)->GetID(), 0);
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}
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if (currentScene && !Nuake::Engine::IsPlayMode())
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{
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glEnable(GL_LINE_SMOOTH);
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if (m_EditorInterface->ShouldDrawAxis())
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{
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m_GizmoDrawer->DrawAxis(currentScene, false);
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glDepthFunc(GL_GREATER);
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m_GizmoDrawer->DrawAxis(currentScene, true);
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glDepthFunc(GL_LESS);
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}
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if (m_EditorInterface->ShouldDrawCollision())
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{
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m_GizmoDrawer->DrawGizmos(currentScene, false);
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glDepthFunc(GL_GREATER);
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m_GizmoDrawer->DrawGizmos(currentScene, true);
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glDepthFunc(GL_LESS);
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}
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}
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}
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sceneFramebuffer->Unbind();
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}
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m_EditorInterface->Draw();
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m_EditorInterface->Update(Nuake::Engine::GetTimestep());
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Nuake::Engine::EndDraw();
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}
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void EditorLayer::OnDetach()
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{
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delete m_EditorInterface;
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}
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