move vec to generated

This commit is contained in:
Asuro
2025-03-30 19:45:48 +02:00
parent b006d14197
commit 052fc2cc07
16 changed files with 662 additions and 289 deletions

View File

@@ -21,6 +21,8 @@
#include <cstdint>
#include <tracy/Tracy.hpp>
using namespace Generated;
namespace Game
{
void EntityRenderData::Render(const Model* models, const Material* materials, const Texture* textures)
@@ -66,7 +68,7 @@ namespace Game
bgfx::setTexture(1, rendering.DitherTextures.DitherSampler, rendering.DitherTextures.FinalTex);
bgfx::setTexture(2, rendering.DitherTextures.RampSampler, rendering.DitherTextures.RampTex);
bgfx::setUniform(currentMaterial.Uniforms[Material::UTime], timeValues);
bgfx::setUniform(currentMaterial.Uniforms[Material::UDotColor], &TestColor.x);
bgfx::setUniform(currentMaterial.Uniforms[Material::UDotColor], &DotColor.x);
bgfx::setUniform(currentMaterial.Uniforms[Material::UTexInfo], texInfo);
bgfx::setUniform(currentMaterial.Uniforms[Material::UBaseColor], &BaseColor.x);
@@ -154,10 +156,6 @@ namespace Game
Cubes.Get(PlayerOutsideViewCube).Setup();
}
if (Tests.Count == 0)
{
Tests.Get(Tests.New()).Setup();
}
UIQuads.Count = 0;
PuzzleTiles.Count = 0;
for (int32_t i = 0; i < BX_COUNTOF(Puzzles); ++i)
@@ -343,7 +341,7 @@ namespace Game
mousePos *= 2.0f;
mousePos -= 1.0f;
Vec4 mousePosView = {mousePos.x, -mousePos.y, 0.0f, 1.0f};
Vec4 mousePosCam4 = GetInstance().Player.ProjectionInverse.Mul(mousePosView);
Vec4 mousePosCam4 = Mul(GetInstance().Player.ProjectionInverse, mousePosView);
Vec3 mousePosCam = Vec3{
mousePosCam4.x /= mousePosCam4.w,
mousePosCam4.y /= mousePosCam4.w,
@@ -381,12 +379,13 @@ namespace Game
quad.EData.Visible = isValid;
quad.EData.TextureHandle =
isValid ? staticCards[card.RefCard.Idx].BoardTextureHandle : Generated::TextureHandle{};
quad.EData.DotColor = card.IsLocked ? Vec4{0.0f, 0.0f, 0.0f, 0.0f} : Vec4{1.0f, 1.0f, 1.0f, 1.0f};
quad.EData.Transform = boardTransform;
quad.EData.Transform.TranslateLocal(Vec3{(float)card.Position.X, (float)card.Position.Y, 0.0f} *
UICardOffset);
quad.EData.Transform.Scale = {0.1f, 0.1f, 0.1f};
quad.EData.Transform.Rotate(Vec3{bx::kPi * 0.5f, 0.0f, (1.0f + card.Rotation * 0.5f) * bx::kPi});
quad.EData.Transform.Rotate(Vec3{bx::kPi * 0.5f, 0.0f, (1.0f - card.Rotation * 0.5f) * bx::kPi});
Vec3 quadPosWorld = quad.EData.Transform.GetPosition();
Vec3 quadXWorld = quad.EData.Transform.LocalToGlobalPoint({1, 0, 0});