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