feat: revamp 2D pipeline to use SDF's for rendering
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@@ -37,7 +37,7 @@ void LightKeeper::customInit()
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auto& scene = SceneManager::GetInstance().CreateScene("Main");
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mainScene = BuildMainScene(scene, gfxDevice, resources);
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debugQuadTexture = resources.loadImageFromFile(
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debug2DTexture = resources.loadImageFromFile(
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gfxDevice, AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png"));
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}
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@@ -7,7 +7,7 @@
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#include <destrum/Components/Physics/SphereCollider.h>
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#include <destrum/FS/AssetFS.h>
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#include <destrum/Graphics/Managers/LineRenderingManager.h>
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#include <destrum/Graphics/Managers/QuadRenderingManager.h>
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#include <destrum/Graphics/Managers/Renderer2D.h>
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#include <destrum/Input/InputManager.h>
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#include <destrum/Scene/Scene.h>
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#include <destrum/Serialization/SceneSerializer.h>
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@@ -127,7 +127,7 @@ void LightKeeper::drawDebugMenuBar()
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if (ImGui::BeginMenu("Render")) {
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ImGui::MenuItem("Colliders", nullptr, &renderColliders);
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ImGui::MenuItem("2D Quads", nullptr, &renderQuads);
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ImGui::MenuItem("2D Shapes", nullptr, &render2DShapes);
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ImGui::MenuItem("Debug Lines", nullptr, &renderDebugLines);
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bool lightHeatmap = renderer.getRenderLightHeatmap();
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@@ -246,12 +246,6 @@ void LightKeeper::submitDebugDraws()
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if (renderDebugLines) {
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LineRenderingManager::GetInstance().SubmitLine({0, 0, 0}, {0, 10, 0}, {255, 0, 0, 255});
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}
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if (renderQuads && debugQuadTexture != NULL_IMAGE_ID) {
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QuadRenderingManager::GetInstance().SubmitQuad(
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glm::vec2{100.0f, 100.0f}, glm::vec2{200.0f, 200.0f}, 0.0f,
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glm::vec4{1.0f}, debugQuadTexture);
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}
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}
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// Triggers orange, then colored by body type: static blue, dynamic green, kinematic purple
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