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https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-12-20 18:29:13 +00:00
Translation gizmo transform functionality implemented
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@@ -140,10 +140,6 @@ void CRenderer::RenderBuckets(CCamera& Camera)
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mTransparentBucket.Sort(Camera);
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mTransparentBucket.Draw(mOptions);
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mTransparentBucket.Clear();
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// Clear depth buffer to enable more rendering passes
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glDepthMask(GL_TRUE);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void CRenderer::RenderBloom()
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@@ -331,6 +327,12 @@ void CRenderer::EndFrame()
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gDrawCount = 0;
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}
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void CRenderer::ClearDepthBuffer()
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{
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glDepthMask(GL_TRUE);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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// ************ PRIVATE ************
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void CRenderer::InitFramebuffer()
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{
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@@ -72,6 +72,7 @@ public:
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void AddTransparentMesh(IRenderable *pRenderable, u32 AssetID, CAABox& AABox, ERenderCommand Command);
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void BeginFrame();
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void EndFrame();
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void ClearDepthBuffer();
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// Private
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private:
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@@ -157,7 +157,6 @@ void CSceneManager::SetActiveArea(CGameArea* _area)
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{
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CScriptObject *pObj = pGenLayer->ObjectByIndex(o);
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CScriptNode *Node = AddScriptObject(pObj);
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Node->BuildLightList(mpArea);
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// Add to map
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mScriptNodeMap[pObj->InstanceID()] = Node;
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@@ -165,9 +164,12 @@ void CSceneManager::SetActiveArea(CGameArea* _area)
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}
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PickEnvironmentObjects();
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// Ensure script nodes have valid positions
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// Ensure script nodes have valid positions + build light lists
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for (auto it = mScriptNodeMap.begin(); it != mScriptNodeMap.end(); it++)
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{
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it->second->GeneratePosition();
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it->second->BuildLightList(mpArea);
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}
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u32 NumLightLayers = mpArea->GetLightLayerCount();
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CGraphics::sAreaAmbientColor = CColor::skBlack;
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