TIny cleanup
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@ -1,24 +1,26 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "dawnlibs.hpp"
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namespace Dawn {
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struct Color {
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float_t r, g, b, a;
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};
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#define COLOR_WHITE { 1, 1, 1, 1 }
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#define COLOR_RED { 1, 0, 0, 1 }
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#define COLOR_GREEN { 0, 255, 0, 1 }
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#define COLOR_BLUE { 0, 0, 255, 1 }
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#define COLOR_BLACK { 0, 0, 0, 1 }
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#define COLOR_MAGENTA { 1, 0, 1, 1 }
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#define COLOR_CORNFLOWER_BLUE { 0.39215686274f, 0.58431372549f, 0.9294117647f, 1.0f }
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#define COLOR_WHITE_TRANSPARENT { 1, 1, 1, 0 }
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#define COLOR_BLACK_TRANSPARENT { 0, 0, 0, 0 }
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#define COLOR_TRANSPARENT COLOR_BLACK_TRANSPARENT
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "dawnlibs.hpp"
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namespace Dawn {
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struct Color {
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float_t r, g, b, a;
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};
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#define COLOR_WHITE { 1, 1, 1, 1 }
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#define COLOR_RED { 1, 0, 0, 1 }
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#define COLOR_GREEN { 0, 255, 0, 1 }
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#define COLOR_BLUE { 0, 0, 255, 1 }
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#define COLOR_BLACK { 0, 0, 0, 1 }
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#define COLOR_MAGENTA { 1, 0, 1, 1 }
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#define COLOR_DARK_GREY { 0.2f, 0.2f, 0.2f, 1 }
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#define COLOR_LIGHT_GREY { 0.8f, 0.8f, 0.8f, 1 }
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#define COLOR_CORNFLOWER_BLUE { 0.39215686274f, 0.58431372549f, 0.9294117647f, 1.0f }
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#define COLOR_WHITE_TRANSPARENT { 1, 1, 1, 0 }
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#define COLOR_BLACK_TRANSPARENT { 0, 0, 0, 0 }
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#define COLOR_TRANSPARENT COLOR_BLACK_TRANSPARENT
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}
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@ -166,21 +166,24 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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// Debug Lines
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#if DAWN_DEBUG_BUILD
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Mesh lineMesh;
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int32_t lineIndex = 0;
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lineMesh.createBuffers(
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scene->debugLines.size() * SCENE_DEBUG_LINE_VERTICE_COUNT,
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scene->debugLines.size() * SCENE_DEBUG_LINE_INDICE_COUNT
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);
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auto itDebugLine = scene->debugLines.begin();
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while(itDebugLine != scene->debugLines.end()) {
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auto item = itDebugLine->createShaderItem(
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&lineMesh,
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&lineIndex,
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camera,
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&this->renderManager->simpleShader
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if(scene->debugLines.size() > 0) {
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int32_t lineIndex = 0;
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lineMesh.createBuffers(
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scene->debugLines.size() * SCENE_DEBUG_LINE_VERTICE_COUNT,
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scene->debugLines.size() * SCENE_DEBUG_LINE_INDICE_COUNT
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);
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shaderPassItems.push_back(item);
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++itDebugLine;
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auto itDebugLine = scene->debugLines.begin();
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while(itDebugLine != scene->debugLines.end()) {
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auto item = itDebugLine->createShaderItem(
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&lineMesh,
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&lineIndex,
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camera,
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&this->renderManager->simpleShader
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);
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shaderPassItems.push_back(item);
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itDebugLine = scene->debugLines.erase(itDebugLine);
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lineIndex++;
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}
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}
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#endif
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