EditorRenderSystem that draws normally invisible cameras and AABBs
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Executable
+24
@@ -0,0 +1,24 @@
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#include "../Core/System.h"
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#include "../Rendering/IRenderer.h"
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#include "../Rendering/ModelJob.h"
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#include "../Rendering/Camera.h"
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#include "../Rendering/ESetCamera.h"
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class EditorRenderSystem : public ImpureSystem
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{
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public:
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EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
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virtual void Update(double dt) override;
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private:
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IRenderer* m_Renderer;
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RenderFrame* m_RenderFrame;
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Camera* m_Camera;
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EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
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EventRelay<EditorRenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(Events::SetCamera& e);
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void enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, bool wireframe);
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};
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@@ -164,7 +164,7 @@ struct ModelJob : RenderJob
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std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
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std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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glm::vec4 Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
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const ::Model* Model = nullptr;
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::Skeleton* Skeleton = nullptr;
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std::vector<::Skeleton::AnimationData> Animations;
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@@ -182,6 +182,7 @@ struct ModelJob : RenderJob
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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bool IsShielded;
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bool Wireframe = false;
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void CalculateHash() override
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{
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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@@ -25,6 +25,7 @@ public:
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bool StencilMask(GLuint mask);
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bool DepthMask(GLboolean flag);
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bool DepthFunc(GLenum func);
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bool PolygonMode(GLenum face, GLenum mode);
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bool AlphaFunc(GLenum func, GLclampf thresholder);
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private:
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