Directional Shdaows, no alpha
This commit is contained in:
@@ -23,7 +23,7 @@ void HydraDirectionalLightActor::InitialiseComponents()
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light_comp.diffuse = glm::vec4(1,1,1,1);
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light_comp.intensity = 1000.0f;
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light_comp.intensity = 10000.0f;
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light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_DIRECTIONAL);
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light_comp.entity_id = GetID();
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@@ -0,0 +1,208 @@
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#include "HydraTestCubeActor.h"
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#include "../engine/HydraEngine.h"
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#include "../actor/HydraActorManager.h"
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#include "../task/HydraTask.h"
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#include "../ecs/HydraECS.h"
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#include "../ecs/components/HydraPositionComponent.h"
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#include "../ecs/components/HydraMeshComponent.h"
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#include "../ecs/components/HydraRenderableComponent.h"
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#include "../ecs/components/HydraMaterialComponent.h"
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#include "../buffer/HydraMaterialBufferManager.h"
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#include "../buffer/HydraTextureBufferManager.h"
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#include "../buffer/HydraMaterialBuffer.h"
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#include "../mesh/HydraMeshManager.h"
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#include "../mesh/HydraMesh.h"
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void HydraTestCubeActor::InitialiseComponents()
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{
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// HydraECS* ecs = GetEngine()->ECS();
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// HydraID entity_id = ecs->CreateEntity();
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_CreatePosition();
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// _CreatePhysics();
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_CreateMaterial();
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_CreateMesh();
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_CreateRenderableComponent();
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}
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void HydraTestCubeActor::DeferredInitialiseComponents()
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{
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}
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void HydraTestCubeActor::_CreatePosition()
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{
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HydraECS *ecs = GetEngine()->ECS();
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HydraPositionComponent position_component;
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ecs->AddComponent<HydraPositionComponent>(GetID(), position_component);
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}
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void HydraTestCubeActor::_CreateMesh()
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{
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HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
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HydraID mesh_id = mesh_manager->CreateMesh();
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HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
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HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
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mesh->vertexes.resize(24);
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mesh->indexes.resize(36);
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float scale_x = 1.0f;
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float scale_y = 1.0f;
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float scale_z = 1.0f;
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float min_x = -0.5f * scale_x;
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float min_y = -0.5f * scale_y;
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float min_z = -0.5f * scale_z;
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float max_x = 0.5f * scale_x;
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float max_y = 0.5f * scale_y;
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float max_z = 0.5f * scale_z;
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float min_u = 1;
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float min_v = 1;
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float max_u = 0;
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float max_v = 0;
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// 1---2 5---6
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//| / | | / |
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// 0---3 4---7
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HydraID actor_id = GetID();
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mesh->vertexes[0] = {min_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[1] = {min_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[2] = {max_x, max_y, min_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[3] = {max_x, min_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
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// Face 0
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mesh->indexes[0] = 0;
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mesh->indexes[1] = 1;
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mesh->indexes[2] = 2;
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mesh->indexes[3] = 0;
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mesh->indexes[4] = 2;
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mesh->indexes[5] = 3;
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mesh->vertexes[4] = {max_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[5] = {max_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[6] = {max_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[7] = {max_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->indexes[6] = 4;
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mesh->indexes[7] = 5;
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mesh->indexes[8] = 6;
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mesh->indexes[9] = 4;
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mesh->indexes[10] = 6;
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mesh->indexes[11] = 7;
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// Back Face
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mesh->vertexes[8] = {max_x, min_y, max_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[9] = {max_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[10] = {min_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[11] = {min_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->indexes[12] = 8;
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mesh->indexes[13] = 9;
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mesh->indexes[14] = 10;
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mesh->indexes[15] = 8;
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mesh->indexes[16] = 10;
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mesh->indexes[17] = 11;
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mesh->vertexes[12] = {min_x, min_y, max_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[13] = {min_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[14] = {min_x, max_y, min_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[15] = {min_x, min_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->indexes[18] = 12;
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mesh->indexes[19] = 13;
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mesh->indexes[20] = 14;
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mesh->indexes[21] = 12;
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mesh->indexes[22] = 14;
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mesh->indexes[23] = 15;
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mesh->vertexes[16] = {min_x, max_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[17] = {min_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[18] = {max_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[19] = {max_x, max_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->indexes[24] = 16;
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mesh->indexes[25] = 17;
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mesh->indexes[26] = 18;
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mesh->indexes[27] = 16;
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mesh->indexes[28] = 18;
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mesh->indexes[29] = 19;
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mesh->vertexes[20] = {min_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[21] = {max_x, min_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[22] = {max_x, min_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[23] = {min_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->indexes[30] = 20;
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mesh->indexes[31] = 21;
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mesh->indexes[32] = 22;
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mesh->indexes[33] = 20;
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mesh->indexes[34] = 22;
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mesh->indexes[35] = 23;
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mesh_manager->CalculateNormals(mesh->mesh_id);
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HydraECS *ecs = GetEngine()->ECS();
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HydraMeshComponent mesh_comp;
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mesh_comp.mesh_id = mesh_id;
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mesh_comp.mesh_state = HYDRA_STATE::Waiting;
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ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
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}
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void HydraTestCubeActor::_CreateMaterial()
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{
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HydraEngine *engine = GetEngine();
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std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo.png");
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HydraID tex_id = engine->TextureBufferManager()->LoadTexture(filename);
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HydraMaterialBuffer material = {};
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material.diffuse_texture_id = tex_id;
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material.diffuse_colour = glm::vec4(1, 1, 1, 1);
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material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
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HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
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HydraMaterialComponent mat_comp = {};
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mat_comp.material_id = mat_id;
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engine->ECS()->AddComponent<HydraMaterialComponent>(GetID(), mat_comp);
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}
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void HydraTestCubeActor::_CreatePhysics()
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{
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// HydraECSPhysicsComponent physics_component;
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// physics_component.physics_state = Hydra_State::Waiting;
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// physics_component.physics_definition.actor_id = GetID();
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// physics_component.physics_definition.physics_type = HydraPhyicsType::Static;
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// physics_component.physics_definition.physics_shape = HydraPhysicsShape::HydraBoxShape;
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// physics_component.physics_definition.mass = 100000.0f;
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// physics_component.physics_definition.extent_x = 1000.0f;
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// physics_component.physics_definition.extent_y = 0.5f;
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// physics_component.physics_definition.extent_z = 1000.0f;
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// physics_component.physics_definition.dynamic_friction = 0.5f;
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// physics_component.physics_definition.restitution = 0.5f;
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// HydraECS* ecs = GetEngine()->ECS();
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// ecs->AddComponent<HydraECSPhysicsComponent>(GetID(), physics_component);
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}
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void HydraTestCubeActor::_CreateRenderableComponent()
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{
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HydraRenderableComponent render_comp;
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HydraECS *ecs = GetEngine()->ECS();
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render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
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ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
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}
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@@ -0,0 +1,31 @@
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#ifndef HYDRATESTCUBEACTOR
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#define HYDRATESTCUBEACTOR
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#include "HydraActor.h"
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class CLASS_DEFINE HydraTestCubeActor : public HydraActor
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{
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private:
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double m_scale = 1.0;
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double m_widthscale = 1.0f;
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HydraID m_material_component = INVALID_HYDRA_ID;
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HydraID m_position_component = INVALID_HYDRA_ID;
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HydraID m_mesh_component = INVALID_HYDRA_ID;
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protected:
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void _CreatePosition();
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void _CreateMesh();
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void _CreateMaterial();
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void _CreatePhysics();
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void _CreateRenderableComponent();
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public:
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virtual void InitialiseComponents();
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virtual void DeferredInitialiseComponents();
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virtual void Destroy(){}
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};
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#endif /* HYDRATESTCUBEACTOR */
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@@ -0,0 +1,87 @@
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#include "HydraTextureDebugActor.h"
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#include "../engine/HydraEngine.h"
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#include "../actor/HydraActorManager.h"
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#include "../task/HydraTask.h"
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#include "../ecs/HydraECS.h"
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#include "../ecs/components/HydraPositionComponent.h"
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#include "../ecs/components/HydraMeshComponent.h"
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#include "../ecs/components/HydraRenderableComponent.h"
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#include "../ecs/components/HydraMaterialComponent.h"
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#include "../buffer/HydraMaterialBufferManager.h"
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#include "../buffer/HydraTextureBufferManager.h"
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#include "../buffer/HydraMaterialBuffer.h"
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#include "../mesh/HydraMeshManager.h"
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#include "../mesh/HydraMesh.h"
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void HydraTextureDebugActor::_CreateMesh()
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{
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HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
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HydraID mesh_id = mesh_manager->CreateMesh();
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HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
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mesh->vertexes.resize(4);
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mesh->indexes.resize(6);
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float scale_x = 1.0f;
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float scale_y = 1.0f;
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float scale_z = 1.0f;
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float min_x = -0.5f * scale_x;
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float min_y = -0.5f * scale_y;
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float min_z = 0.5f * scale_z;
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float max_x = 0.5f * scale_x;
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float max_y = 0.5f * scale_y;
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float max_z = 0.5f * scale_z;
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float min_u = 1;
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float min_v = 1;
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float max_u = 0;
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float max_v = 0;
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// 1---2 5---6
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// | / | | / |
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// 0---3 4---7
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HydraID actor_id = GetID();
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mesh->vertexes[0] = {min_x, min_y, min_z, min_u, min_v, actor_id, 0, 0, 0,0,0,0,0,0,0,0,0};
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mesh->vertexes[1] = {min_x, max_y, min_z, min_u, max_v, actor_id, 0, 0, 0,0,0,0,0,0,0,0,0};
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mesh->vertexes[2] = {max_x, max_y, min_z, max_u, max_v, actor_id, 0, 0, 0,0,0,0,0,0,0,0,0};
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mesh->vertexes[3] = {max_x, min_y, min_z, max_u, min_v, actor_id, 0, 0, 0,0,0,0,0,0,0,0,0};
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// Face 0
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mesh->indexes[0] = 0;
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mesh->indexes[1] = 1;
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mesh->indexes[2] = 2;
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mesh->indexes[3] = 0;
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mesh->indexes[4] = 2;
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mesh->indexes[5] = 3;
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HydraECS *ecs = GetEngine()->ECS();
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HydraMeshComponent mesh_comp;
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mesh_comp.mesh_id = mesh_id;
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mesh_comp.mesh_state = HYDRA_STATE::Waiting;
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ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
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}
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void HydraTextureDebugActor::_CreateRenderableComponent()
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{
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HydraRenderableComponent render_comp;
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HydraECS *ecs = GetEngine()->ECS();
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render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_TEXTURE_DEBUG, true);
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ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
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}
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void HydraTextureDebugActor::InitialiseComponents()
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{
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_CreateMesh();
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_CreateRenderableComponent();
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}
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@@ -0,0 +1,25 @@
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#ifndef HYDRATEXTUREDEBUGACTOR
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#define HYDRATEXTUREDEBUGACTOR
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#include "HydraActor.h"
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class CLASS_DEFINE HydraTextureDebugActor : public HydraActor
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{
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private:
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HydraID m_mesh_component = INVALID_HYDRA_ID;
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protected:
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void _CreateMesh();
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void _CreateRenderableComponent();
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public:
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virtual void InitialiseComponents();
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virtual void Destroy(){}
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HydraID Texture_ID = INVALID_HYDRA_ID;
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};
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#endif /* HYDRATEXTUREDEBUGACTOR */
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