input
This commit is contained in:
@@ -301,41 +301,14 @@ namespace Game
|
||||
}
|
||||
}
|
||||
|
||||
// Start Rendering
|
||||
imguiBeginFrame(20);
|
||||
ImGui_ImplSDL3_NewFrame();
|
||||
// TODO: why does this break stuff??
|
||||
ImGui::DockSpaceOverViewport(0, 0, ImGuiDockNodeFlags_PassthruCentralNode);
|
||||
ImGui::ShowDemoWindow();
|
||||
|
||||
auto& IO = ImGui::GetIO();
|
||||
|
||||
GetInstance().GameLevel.Update();
|
||||
|
||||
// TODO: Move player stuff to level
|
||||
{
|
||||
float proj[16];
|
||||
bx::mtxProj(proj,
|
||||
75.0f,
|
||||
float(shared.Window.WindowWidth) / float(shared.Window.WindowHeight),
|
||||
0.1f,
|
||||
1000.0f,
|
||||
bgfx::getCaps()->homogeneousDepth);
|
||||
|
||||
auto& player = GetInstance().Player;
|
||||
if (player.Mode == PlayerMode::Freefly)
|
||||
{
|
||||
player.FreeflyCamTransform.UpdateMatrix();
|
||||
bgfx::setViewTransform(MainViewID, player.FreeflyCamTransform.M.M, proj);
|
||||
}
|
||||
else
|
||||
{
|
||||
player.PlayerCamTransform.UpdateMatrix();
|
||||
bgfx::setViewTransform(MainViewID, player.PlayerCamTransform.M.M, proj);
|
||||
}
|
||||
}
|
||||
|
||||
GetInstance().GameLevel.Cubes.Render(Models, Materials);
|
||||
GetInstance().GameLevel.Tests.Render(Models, Materials);
|
||||
GetInstance().GameLevel.Render(MainViewID, Models, Materials);
|
||||
|
||||
bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1fs", GetInstance().Time.Now);
|
||||
for (int32_t i = 0; i < (int32_t)PerfCounterType::COUNT; ++i)
|
||||
@@ -343,6 +316,8 @@ namespace Game
|
||||
bgfx::dbgTextPrintf(
|
||||
1, 2 + i, 0x0F, "%s Max: %.3fs", PerfCounterNames[i], shared.Window.PerfCounters[i].GetMax());
|
||||
}
|
||||
|
||||
// Finish Frame
|
||||
imguiEndFrame();
|
||||
|
||||
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
@@ -364,7 +339,7 @@ namespace Game
|
||||
}
|
||||
|
||||
Material Material::LoadFromShader(
|
||||
const char* vertPath, const char* fragPath, uint32_t view, bgfx::TextureHandle tex, bgfx::UniformHandle sampler)
|
||||
const char* vertPath, const char* fragPath, uint16_t view, bgfx::TextureHandle tex, bgfx::UniformHandle sampler)
|
||||
{
|
||||
BX_ASSERT(vertPath != nullptr && fragPath != nullptr, "Invalid shader path!");
|
||||
bgfx::ShaderHandle vertexShader = loadShader(vertPath);
|
||||
|
||||
Reference in New Issue
Block a user