Colors now working correcly.
This commit is contained in:
+14
-7
@@ -44,6 +44,10 @@ public:
|
||||
{
|
||||
EntityID entity = pair.first;
|
||||
|
||||
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateComponent)
|
||||
continue;
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transform)
|
||||
continue;
|
||||
@@ -78,12 +82,11 @@ public:
|
||||
|
||||
float textureRepeat = blendmapComponent->TextureRepeats;
|
||||
|
||||
EnqueueBlendMapModel(modelAsset, RedTexture, GreenTexture, BlueTexture, textureRepeat, modelMatrix);
|
||||
EnqueueBlendMapModel(modelAsset, RedTexture, GreenTexture, BlueTexture, textureRepeat, modelMatrix, modelComponent->Color);
|
||||
}
|
||||
else
|
||||
{
|
||||
float transparent = modelComponent->Transparent;
|
||||
EnqueueModel(modelAsset, modelMatrix, transparent);
|
||||
EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -100,7 +103,7 @@ public:
|
||||
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
|
||||
* glm::toMat4(orientation2D)
|
||||
* glm::scale(absoluteTransform.Scale);
|
||||
EnqueueSprite(textureAsset, modelMatrix);
|
||||
EnqueueSprite(textureAsset, modelMatrix, spriteComponent->Color);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -152,7 +155,7 @@ private:
|
||||
|
||||
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
|
||||
|
||||
void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent)
|
||||
void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color)
|
||||
{
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
@@ -166,6 +169,8 @@ private:
|
||||
job.EndIndex = texGroup.EndIndex;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Transparent = transparent;
|
||||
job.Color = color;
|
||||
|
||||
if(job.Transparent)
|
||||
{
|
||||
RenderQueue.Forward.Add(job);
|
||||
@@ -177,7 +182,7 @@ private:
|
||||
}
|
||||
}
|
||||
|
||||
void EnqueueBlendMapModel(Model* model, BlendMapTexture textureRed, BlendMapTexture textureGreen, BlendMapTexture textureBlue, float textureRepeat, glm::mat4 modelMatrix)
|
||||
void EnqueueBlendMapModel(Model* model, BlendMapTexture textureRed, BlendMapTexture textureGreen, BlendMapTexture textureBlue, float textureRepeat, glm::mat4 modelMatrix, glm::vec4 color)
|
||||
{
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
@@ -200,17 +205,19 @@ private:
|
||||
job.StartIndex = texGroup.StartIndex;
|
||||
job.EndIndex = texGroup.EndIndex;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Color = color;
|
||||
|
||||
RenderQueue.Deferred.Add(job);
|
||||
}
|
||||
}
|
||||
|
||||
void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix)
|
||||
void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix, glm::vec4 color)
|
||||
{
|
||||
SpriteJob job;
|
||||
job.TextureID = texture->ResourceID;
|
||||
job.Texture = *texture;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Color = color;
|
||||
|
||||
RenderQueue.Forward.Add(job);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user