Fixes
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@ -21,6 +21,8 @@
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namespace ia::iae
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namespace ia::iae
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{
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{
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EXTERN Texture g_whiteStrokeTexture;
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TextureRendererComponent::TextureRendererComponent(IN Node *node) : IComponent(node)
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TextureRendererComponent::TextureRendererComponent(IN Node *node) : IComponent(node)
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{
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{
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}
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}
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@ -38,20 +40,15 @@ namespace ia::iae
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Renderer::SetState_CameraRelative(m_isCameraRelative);
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Renderer::SetState_CameraRelative(m_isCameraRelative);
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Renderer::SetState_TextureOffset(m_textureOffset.x, m_textureOffset.y);
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Renderer::SetState_TextureOffset(m_textureOffset.x, m_textureOffset.y);
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if (m_shouldDrawOutline)
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{
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const auto outlineFactor = 1.2f;
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Renderer::Draw(Renderer::GetMesh_Quad(), m_texture.GetHandle(),
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m_node->GetPosition() + m_positionOffset -
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glm::vec2{m_node->DrawnSize().x * (outlineFactor - 1.0f) / 2.0f,
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m_node->DrawnSize().y * (outlineFactor - 1.0f) / 2.0f},
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m_node->DrawnSize() * glm::vec2{outlineFactor, outlineFactor},
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m_node->GetRotation() + m_rotationOffset, m_node->LayerIndex(), m_node->GetSortIndex(),
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m_outlineColor);
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}
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Renderer::Draw(Renderer::GetMesh_Quad(), m_texture.GetHandle(), m_node->GetPosition() + m_positionOffset,
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Renderer::Draw(Renderer::GetMesh_Quad(), m_texture.GetHandle(), m_node->GetPosition() + m_positionOffset,
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m_node->DrawnSize(), m_node->GetRotation() + m_rotationOffset, m_node->LayerIndex(),
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m_node->DrawnSize(), m_node->GetRotation() + m_rotationOffset, m_node->LayerIndex(),
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m_node->GetSortIndex(), m_colorOverlay);
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m_node->GetSortIndex(), m_colorOverlay);
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if (m_shouldDrawOutline)
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{
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Renderer::Draw(Renderer::GetMesh_Quad(), g_whiteStrokeTexture.GetHandle(), m_node->GetPosition() + m_positionOffset,
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m_node->DrawnSize(), m_node->GetRotation() + m_rotationOffset, Renderer::MAX_LAYER_INDEX,
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m_node->GetSortIndex(), m_outlineColor);
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}
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}
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}
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} // namespace ia::iae
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} // namespace ia::iae
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@ -153,7 +153,7 @@ namespace ia::iae
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{ // Generate default textures
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{ // Generate default textures
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constexpr auto size = 100;
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constexpr auto size = 100;
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constexpr auto strokeWeight = 5;
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constexpr auto strokeWeight = 2;
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const auto data = new UINT32[size * size];
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const auto data = new UINT32[size * size];
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memset(data, 0, size * size * 4);
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memset(data, 0, size * size * 4);
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for (SIZE_T i = 0; i < size; i++)
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for (SIZE_T i = 0; i < size; i++)
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