chore: rename transform to Transform
This commit is contained in:
@ -9,7 +9,7 @@ namespace Core {
|
||||
struct ENGINE_API batch {
|
||||
friend class Renderer;
|
||||
public:
|
||||
// requires transform component
|
||||
// requires Transform component
|
||||
struct item {
|
||||
unsigned int batchId;
|
||||
};
|
||||
|
||||
@ -5,7 +5,7 @@
|
||||
#include "engine/export.h"
|
||||
|
||||
namespace Core {
|
||||
struct ENGINE_API transform {
|
||||
struct ENGINE_API Transform {
|
||||
glm::vec3 position;
|
||||
glm::vec3 rotation;
|
||||
glm::vec3 scale;
|
||||
|
||||
@ -67,7 +67,7 @@ void Renderer::ApplyLights(Shader &shader) {
|
||||
size_t lightIndex = 0;
|
||||
for (auto entity : lights) {
|
||||
auto &l = m_scene->m_registry.get<light>(entity);
|
||||
auto &transf = m_scene->m_registry.get<transform>(entity);
|
||||
auto &transf = m_scene->m_registry.get<Transform>(entity);
|
||||
|
||||
shader.setInt("lights[" + std::to_string(lightIndex) + "].type", static_cast<int>(l.type));
|
||||
shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
|
||||
@ -111,8 +111,8 @@ void Renderer::EnsureShadowResources(light& l) {
|
||||
void Renderer::UpdateView() {
|
||||
auto camView = m_scene->m_registry.view<camera>();
|
||||
auto camTransform = camView.size() > 0 ?
|
||||
m_scene->m_registry.get<transform>(camView.back()) :
|
||||
transform {glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(1.f, 1.f, 1.f)};
|
||||
m_scene->m_registry.get<Transform>(camView.back()) :
|
||||
Transform {glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(1.f, 1.f, 1.f)};
|
||||
|
||||
m_view = glm::lookAt(
|
||||
camTransform.position,
|
||||
@ -149,7 +149,7 @@ void Renderer::RenderScene(Shader &shader) {
|
||||
models.reserve(batchItems.size());
|
||||
|
||||
for (auto item : batchItems) {
|
||||
auto &t = m_scene->m_registry.get<transform>(item);
|
||||
auto &t = m_scene->m_registry.get<Transform>(item);
|
||||
glm::mat4 rotation = glm::yawPitchRoll(t.rotation.y, t.rotation.x, t.rotation.z);
|
||||
auto itemModel = glm::translate(glm::mat4(1.f), t.position) * rotation;
|
||||
models.push_back(itemModel);
|
||||
@ -165,7 +165,7 @@ void Renderer::RenderScene(Shader &shader) {
|
||||
}
|
||||
shader.setBool("u_isInstanced", false);
|
||||
|
||||
for (auto [entity, transf, mesh] : m_scene->m_registry.view<transform, mesh>(entt::exclude<batch, batch::item>).each()) {
|
||||
for (auto [entity, transf, mesh] : m_scene->m_registry.view<Transform, mesh>(entt::exclude<batch, batch::item>).each()) {
|
||||
if (mesh.object == nullptr) {
|
||||
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
|
||||
return;
|
||||
@ -206,7 +206,7 @@ void Renderer::Render() {
|
||||
|
||||
glCullFace(GL_FRONT);
|
||||
|
||||
const auto lights = m_scene->m_registry.view<light, transform>();
|
||||
const auto lights = m_scene->m_registry.view<light, Transform>();
|
||||
|
||||
for (auto [_, l, t] : lights.each()) {
|
||||
// TODO: support other light types when ready
|
||||
|
||||
Reference in New Issue
Block a user