Background test
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@ -126,10 +126,10 @@ void RenderPipeline::renderUI(
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// Clear / Bind / Update the render target.
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renderTarget->bind();
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renderTarget->clear(
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RENDER_TARGET_CLEAR_FLAG_DEPTH |
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RENDER_TARGET_CLEAR_FLAG_COLOR
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);
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// renderTarget->clear(
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// RENDER_TARGET_CLEAR_FLAG_DEPTH |
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// RENDER_TARGET_CLEAR_FLAG_COLOR
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// );
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this->renderManager->setRenderFlags(
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RENDER_MANAGER_RENDER_FLAG_BLEND
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);
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@ -5,6 +5,7 @@
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#include "Transform.hpp"
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#include "scene/SceneItem.hpp"
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#include "util/mathutils.hpp"
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using namespace Dawn;
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@ -69,6 +70,16 @@ void Transform::lookAt(glm::vec3 pos, glm::vec3 look, glm::vec3 up) {
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this->setWorldTransform(glm::lookAt(pos, look, up));
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}
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float_t Transform::lookAtPixelPerfect(
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glm::vec3 position, glm::vec3 look, float_t viewportHeight, float_t fov
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) {
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float_t z = (
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tanf((mathDeg2Rad(180.0f) - fov) / 2.0f) *
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(viewportHeight/2.0f)
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);
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this->lookAt(glm::vec3(position.x, position.y, position.z + z), look);
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return z;
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}
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glm::vec3 Transform::getLocalPosition() {
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return this->localPosition;
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@ -60,6 +60,20 @@ namespace Dawn {
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void lookAt(glm::vec3 position, glm::vec3 look);
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void lookAt(glm::vec3 position, glm::vec3 look, glm::vec3 up);
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/**
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* Shorthand combined for lookAt and perspectivePixelPerfectDistance
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* to allow you to create pixel perfect lookAt camera view matricies.
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*
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* @param position Position of the camera. Z is for an offset.
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* @param look Position in world space this transform looks at.
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* @param viewportHeight Height of the viewport.
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* @param fov Field of view (in radians).
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* @return The Z distance that was calculated.
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*/
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float_t lookAtPixelPerfect(
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glm::vec3 position, glm::vec3 look, float_t viewportHeight, float_t fov
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);
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/**
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* Returns the local position (position relative to "my parent").
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* @return The 3D local position in parent-relative space.
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