propagateSeedDeep serialization functionality;
ecs scripting updates; renderer shaderinterop;
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+16
-15
@@ -3,6 +3,7 @@
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#include "wiRenderer.h"
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#include "wiInputManager.h"
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#include "wiMath.h"
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#include "ShaderInterop_Renderer.h"
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using namespace wiGraphicsTypes;
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using namespace wiECS;
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@@ -449,7 +450,7 @@ void Translator::Draw(const CameraComponent& camera, GRAPHICSTHREAD threadID)
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XMMATRIX VP = camera.GetViewProjection();
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wiRenderer::MiscCB sb;
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MiscCB sb;
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XMMATRIX mat = XMMatrixScaling(dist, dist, dist)*XMMatrixTranslationFromVector(transform.GetPositionV()) * VP;
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XMMATRIX matX = XMMatrixTranspose(mat);
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@@ -469,20 +470,20 @@ void Translator::Draw(const CameraComponent& camera, GRAPHICSTHREAD threadID)
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}
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// xy
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sb.mTransform = matX;
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sb.mColor = state == TRANSLATOR_XY ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(0.2f, 0.2f, 0, 0.2f);
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XMStoreFloat4x4(&sb.g_xTransform, matX);
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sb.g_xColor = state == TRANSLATOR_XY ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(0.2f, 0.2f, 0, 0.2f);
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device->UpdateBuffer(wiRenderer::constantBuffers[CBTYPE_MISC], &sb, threadID);
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device->Draw(vertexCount_Plane, 0, threadID);
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// xz
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sb.mTransform = matZ;
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sb.mColor = state == TRANSLATOR_XZ ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(0.2f, 0.2f, 0, 0.2f);
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XMStoreFloat4x4(&sb.g_xTransform, matZ);
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sb.g_xColor = state == TRANSLATOR_XZ ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(0.2f, 0.2f, 0, 0.2f);
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device->UpdateBuffer(wiRenderer::constantBuffers[CBTYPE_MISC], &sb, threadID);
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device->Draw(vertexCount_Plane, 0, threadID);
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// yz
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sb.mTransform = matY;
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sb.mColor = state == TRANSLATOR_YZ ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(0.2f, 0.2f, 0, 0.2f);
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XMStoreFloat4x4(&sb.g_xTransform, matY);
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sb.g_xColor = state == TRANSLATOR_YZ ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(0.2f, 0.2f, 0, 0.2f);
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device->UpdateBuffer(wiRenderer::constantBuffers[CBTYPE_MISC], &sb, threadID);
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device->Draw(vertexCount_Plane, 0, threadID);
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@@ -499,20 +500,20 @@ void Translator::Draw(const CameraComponent& camera, GRAPHICSTHREAD threadID)
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}
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// x
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sb.mTransform = matX;
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sb.mColor = state == TRANSLATOR_X ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(1, 0, 0, 1);
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XMStoreFloat4x4(&sb.g_xTransform, matX);
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sb.g_xColor = state == TRANSLATOR_X ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(1, 0, 0, 1);
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device->UpdateBuffer(wiRenderer::constantBuffers[CBTYPE_MISC], &sb, threadID);
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device->Draw(vertexCount_Axis, 0, threadID);
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// y
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sb.mTransform = matY;
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sb.mColor = state == TRANSLATOR_Y ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(0, 1, 0, 1);
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XMStoreFloat4x4(&sb.g_xTransform, matY);
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sb.g_xColor = state == TRANSLATOR_Y ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(0, 1, 0, 1);
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device->UpdateBuffer(wiRenderer::constantBuffers[CBTYPE_MISC], &sb, threadID);
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device->Draw(vertexCount_Axis, 0, threadID);
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// z
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sb.mTransform = matZ;
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sb.mColor = state == TRANSLATOR_Z ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(0, 0, 1, 1);
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XMStoreFloat4x4(&sb.g_xTransform, matZ);
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sb.g_xColor = state == TRANSLATOR_Z ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(0, 0, 1, 1);
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device->UpdateBuffer(wiRenderer::constantBuffers[CBTYPE_MISC], &sb, threadID);
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device->Draw(vertexCount_Axis, 0, threadID);
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@@ -526,8 +527,8 @@ void Translator::Draw(const CameraComponent& camera, GRAPHICSTHREAD threadID)
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sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
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};
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device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, nullptr, threadID);
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sb.mTransform = XMMatrixTranspose(mat);
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sb.mColor = state == TRANSLATOR_XYZ ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(0.25f, 0.25f, 0.25f, 1);
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XMStoreFloat4x4(&sb.g_xTransform, XMMatrixTranspose(mat));
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sb.g_xColor = state == TRANSLATOR_XYZ ? XMFLOAT4(1, 1, 1, 1) : XMFLOAT4(0.25f, 0.25f, 0.25f, 1);
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device->UpdateBuffer(wiRenderer::constantBuffers[CBTYPE_MISC], &sb, threadID);
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device->Draw(vertexCount_Origin, 0, threadID);
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}
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