Example #1
0
 public void Iteration(ref EntityChunk chunk, int index)
 {
     if (chunk.TryGetComponent(index, out C_Position position))
     {
         position.value.y += (MathUtils.Sin((float)EntygineApp.EngineTime)) * 0.01f;
         chunk.SetComponent(index, position);
     }
 }
Example #2
0
            public void Iteration(ref EntityChunk chunk)
            {
                if (!chunk.TryGetComponents <C_Camera>(out ComponentArray cameras) || !chunk.TryGetComponents <C_Transform>(out ComponentArray transforms))
                {
                    return;
                }

                CameraData[] cameraDatas      = new CameraData[chunk.Count];
                Matrix4[]    cameraTransforms = new Matrix4[chunk.Count];
                for (int c = 0; c < chunk.Count; c++)
                {
                    C_Camera cam = cameras.Get <C_Camera>(c);
                    if (cam.cameraData.Framebuffer == null)
                    {
                        Vec2i res = AppScreen.Resolution;
                        var   fb  = new Framebuffer(res, "Camera FBO");
                        fb.AddColorBuffer(true);
                        fb.AddDepthBuffer(true);
                        cam.cameraData.SetFramebuffer(fb);


                        var ffb = new Framebuffer(res, "Camera Final FBO");
                        ffb.AddColorBuffer(false);
                        cam.cameraData.SetFinalFramebuffer(ffb);
                        chunk.SetComponent(c, cam);
                    }
                    else if (cam.cameraData.Framebuffer.Size != AppScreen.Resolution)
                    {
                        cam.cameraData.Framebuffer.ChangeSize(AppScreen.Resolution);
                        cam.cameraData.FinalFramebuffer.ChangeSize(AppScreen.Resolution);
                    }
                    //if(cam.cameraData.ColorTargetTexture == null)
                    //{
                    //    Vec2i res = AppScreen.Resolution;
                    //    cam.cameraData.SetColorTargetTexture(new Texture2D(res.x, res.y, "Camera Color FBO"));
                    //    cam.cameraData.SetDepthTargetTexture(new DepthTexture(res.x, res.y, "Camera Depth"));
                    //    chunk.SetComponent(c, cam);
                    //}
                    //else if (cam.cameraData.ColorTargetTexture.Size != AppScreen.Resolution)
                    //{
                    //    cam.cameraData.ColorTargetTexture.SetSize(AppScreen.Resolution);
                    //    cam.cameraData.DepthTargetTexture.SetSize(AppScreen.Resolution);
                    //}

                    cameraDatas[c]      = cam.cameraData;
                    cameraTransforms[c] = transforms.Get <C_Transform>(c).value;
                }

                RenderPipelineCore.Draw(cameraDatas, cameraTransforms);
            }
            public void Iteration(ref EntityChunk chunk, int index)
            {
                if (!chunk.TryGetComponent(index, out C_EditorCamera editorCamera) || !chunk.TryGetComponent(index, out C_Transform transform))
                {
                    return;
                }

                editorCamera.speed += speedDelta * deltaTime;
                editorCamera.speed  = MathHelper.Clamp(editorCamera.speed, 0, 100);

                editorCamera.focusDistance -= distDelta * deltaTime * 100;

                editorCamera.yaw   += rotDelta.X * deltaTime * editorCamera.sensitivity;
                editorCamera.pitch += rotDelta.Y * deltaTime * editorCamera.sensitivity;

                Vector3 dir = new Vector3(
                    (float)MathHelper.Cos(MathHelper.DegreesToRadians(editorCamera.yaw)) * (float)MathHelper.Cos(MathHelper.DegreesToRadians(editorCamera.pitch))
                    , (float)MathHelper.Sin(MathHelper.DegreesToRadians(editorCamera.pitch))
                    , (float)MathHelper.Sin(MathHelper.DegreesToRadians(editorCamera.yaw)) * (float)MathHelper.Cos(MathHelper.DegreesToRadians(editorCamera.pitch)));

                Vector3 right = Vector3.Normalize(Vector3.Cross(dir, Vector3.UnitY));
                Vector3 up    = Vector3.Normalize(Vector3.Cross(right, dir));

                Vector3 posDeltaRelative = -right * posDelta.X + dir * posDelta.Z + Vector3.UnitY * posDelta.Y;

                posDeltaRelative *= deltaTime;

                editorCamera.focusPoint += posDeltaRelative * editorCamera.speed;
                transform.value          = Matrix4.LookAt(editorCamera.focusPoint + dir * editorCamera.focusDistance, editorCamera.focusPoint, up);

                //DevGizmos.DrawPoint((Vec3f)editorCamera.focusPoint);
                DevGizmos.DrawLine((Vec3f)editorCamera.focusPoint, (Vec3f)editorCamera.focusPoint + Vec3f.Right);

                chunk.SetComponent(index, transform);
                chunk.SetComponent(index, editorCamera);
            }