add AnimationComponent, Skeleton, AnimationClip; add single Renderer3D class, remove some useless code; problem now renderer2D cannot blend with Renderer3D

This commit is contained in:
2026-03-11 09:19:05 +08:00
parent eb0a463370
commit a265e71e1a
29 changed files with 2278 additions and 1466 deletions

View File

@ -1,62 +1,23 @@
Scene: Scene Name
Environment:
AssetHandle: 1249421934001634765
AssetHandle: 17073147362577408906
Light:
Direction: [-0.314, -0.941, -0.209]
Radiance: [0, 0, 0]
Multiplier: 0
Multiplier: 1
Entities:
- Entity: 18090260616187152572
- Entity: 3696833073589069488
Parent: 0
Children:
[]
TagComponent:
Tag: Directional Light
TransformComponent:
Position: [0, 0, 0]
Rotation: [0, 0, -2.7340124]
Scale: [0.9999992, 0.9999992, 1]
DirectionalLightComponent:
Radiance: [1, 1, 1]
CastShadows: true
SoftShadows: true
LightSize: 0.5
- Entity: 18154648535203342017
Parent: 0
Children:
[]
TagComponent:
Tag: Cube
TransformComponent:
Position: [0, 6.282704, 0]
Rotation: [0, 0, 0]
Scale: [1, 1, 1]
MeshComponent:
AssetID: 133168951455480052
- Entity: 386484027514287028
Parent: 0
Children:
[]
TagComponent:
Tag: Cube
TransformComponent:
Position: [0, 0, 0]
Rotation: [0, 0, 0]
Scale: [50, 1, 50]
MeshComponent:
AssetID: 133168951455480052
- Entity: 6827989772960183355
Parent: 0
Children:
[]
TagComponent:
Tag: Sky Light
Tag: venice_dawn_1_4k
TransformComponent:
Position: [0, 0, 0]
Rotation: [0, 0, 0]
Scale: [1, 1, 1]
SkyLightComponent:
EnvironmentMap: 1249421934001634765
EnvironmentMap: 17073147362577408906
Intensity: 1
Angle: 0
PhysicsLayers:

View File

@ -58,11 +58,12 @@ void main()
vs_Output.WorldTransform = mat3(u_Transform);
vs_Output.Binormal = a_Binormal;
vs_Output.FragPosLightSpace = u_LightSpaceMatrix * u_Transform * vec4(a_Position, 1.0);
vs_Output.FragPosLightSpace = u_LightSpaceMatrix * u_Transform * localPosition;
vs_Output.ViewPosition = vec3(u_ViewMatrix * vec4(vs_Output.WorldPosition, 1.0));
gl_Position = u_ViewProjectionMatrix * u_Transform * vec4(a_Position, 1.0);
// gl_Position = u_ViewProjectionMatrix * u_Transform * vec4(a_Position, 1.0);
gl_Position = u_ViewProjectionMatrix * u_Transform * localPosition;
}
#type fragment