GPU culling work
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@@ -5,15 +5,14 @@
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#include "engine/gameobjects/components/ModelComponent.hpp"
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#include "engine/assets/model/Model.hpp"
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#include "engine/gameobjects/components/drawers.hpp"
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#include "gui/safe_include.hpp"
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namespace fgl::engine
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namespace fgl::engine::components
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{
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void ModelComponent::drawImGui()
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{
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drawComponentTransform( m_transform );
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// drawComponentTransform( m_transform );
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// TODO: If the model is not set then we should be able to set it to one from the file selection
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if ( this->m_model == nullptr )
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@@ -16,7 +16,6 @@
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#include "engine/debug/DEBUG_NAMES.hpp"
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#include "engine/descriptors/DescriptorPool.hpp"
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#include "engine/rendering/Renderer.hpp"
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#include "engine/tree/octtree/OctTreeNode.hpp"
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#include "gui_window_names.hpp"
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#include "safe_include.hpp"
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@@ -14,6 +14,7 @@ namespace fgl::engine::gui
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ImGui::InputText( "Name", &name_input_temp );
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if ( game_object.getName() != name_input_temp ) game_object.setName( name_input_temp );
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/*
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auto& transform { game_object.getTransform() };
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// Transform - Position
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@@ -29,6 +30,7 @@ namespace fgl::engine::gui
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}
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dragFloat3( "Scale", transform.scale );
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*/
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}
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static GameObjectComponentPtr SELECTED_COMPONENT { nullptr };
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@@ -7,7 +7,6 @@
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#include "engine/flags.hpp"
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#include "engine/math/literals/size.hpp"
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#include "engine/memory/buffers/Buffer.hpp"
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#include "engine/tree/octtree/OctTreeNode.hpp"
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#include "safe_include.hpp"
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namespace fgl::engine::gui
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@@ -128,8 +127,6 @@ namespace fgl::engine::gui
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debug::timing::render();
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}
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imGuiOctTreeSettings( info );
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if ( ImGui::Button( "Reload shaders" ) )
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{
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flags::triggerShaderReload();
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@@ -10,9 +10,7 @@
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#include "engine/camera/Camera.hpp"
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#include "engine/filesystem/scanner/FileScanner.hpp"
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#include "engine/filesystem/types.hpp"
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#include "engine/gameobjects/components/ModelComponent.hpp"
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#include "engine/rendering/PresentSwapChain.hpp"
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#include "engine/tree/octtree/OctTreeNode.hpp"
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#include "safe_include.hpp"
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namespace fgl::engine::gui
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@@ -47,12 +45,16 @@ namespace fgl::engine::gui
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GameObject obj { GameObject::createGameObject() };
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std::shared_ptr< Model > model {
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Model::createModel( data->m_path, info.model_vertex_buffer, info.model_index_buffer )
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Model::
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createModel( data->m_path, info.model_vertex_buffer, info.model_index_buffer )
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};
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obj.addFlag( IsEntity | IsVisible );
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auto component { std::make_unique< ModelComponent >( std::move( model ) ) };
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info.context.models()
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.loadModel( data->m_path, info.model_vertex_buffer, info.model_index_buffer );
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auto component { std::make_unique< components::ModelComponent >( std::move( model ) ) };
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obj.addComponent( std::move( component ) );
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@@ -9,7 +9,6 @@
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#include "engine/debug/timing/FlameGraph.hpp"
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#include "engine/gameobjects/components/CameraComponent.hpp"
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#include "gui/EditorGuiContext.hpp"
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#include "gui/core.hpp"
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int main()
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{
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@@ -63,12 +62,22 @@ int main()
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editor_camera->setFOV( glm::radians( 90.0f ) );
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// Create a default world to assign to the engine before we load or create a new one.
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World world {};
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constexpr bool playing { false };
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//! Will be true until the window says it wants to close.
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while ( engine_ctx.good() )
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{
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debug::timing::reset();
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engine_ctx.tickDeltaTime();
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engine_ctx.setWorld( world );
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if ( playing ) world = engine_ctx.tickSimulation();
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engine_ctx.handleTransfers();
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// Process input
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