add serialization (use yaml-cpp), add stencil to render outline for selected entity, add play mode, UUIDS, add orthographic and perspective camera, add editor camera
This commit is contained in:
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Editor/assets/editor/PlayButton.png
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Editor/assets/editor/PlayButton.png
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Editor/assets/scenes/PinkSunrise.hsc
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Editor/assets/scenes/PinkSunrise.hsc
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Scene: Scene Name
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Environment:
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AssetPath: assets\env\birchwood_4k.hdr
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Light:
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Direction: [-0.5, -0.5, 1]
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Radiance: [1, 1, 1]
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Multiplier: 1
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Entities:
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- Entity: 1289165777996378215
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TagComponent:
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Tag: Sphere
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TransformComponent:
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Position: [0, 21.9805069, -1.64006281]
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Rotation: [1, 0, 0, 0]
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Scale: [0.100000024, 0.100000024, 0.100000024]
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ScriptComponent:
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ModuleName: Example.Sink
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StoredFields:
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- Name: SinkSpeed
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Type: 1
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Data: 5
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MeshComponent:
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AssetPath: assets\meshes\Sphere1m.fbx
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- Entity: 5178862374589434728
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TagComponent:
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Tag: Camera
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TransformComponent:
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Position: [0, 14.75, 79.75]
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Rotation: [0.995602965, -0.0936739072, 0, 0]
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Scale: [1, 0.999999821, 0.999999821]
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ScriptComponent:
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ModuleName: Example.BasicController
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StoredFields:
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- Name: Speed
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Type: 1
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Data: 12
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CameraComponent:
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Camera: some camera data...
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Primary: true
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- Entity: 9095450049242347594
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TagComponent:
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Tag: Test Entity
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TransformComponent:
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Position: [0.248109579, -1.90734863e-06, -0.268640995]
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Rotation: [1, 0, 0, 0]
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Scale: [1, 1, 1]
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ScriptComponent:
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ModuleName: Example.Script
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StoredFields:
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- Name: VerticalSpeed
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Type: 1
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Data: 0
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- Name: SinkRate
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Type: 1
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Data: 0
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- Name: Speed
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Type: 1
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Data: 1
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- Name: Rotation
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Type: 1
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Data: 0
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- Name: Velocity
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Type: 6
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Data: [0, 0, 0]
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MeshComponent:
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AssetPath: assets\meshes\TestScene.fbx
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27
Editor/assets/shaders/Outline.glsl
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Editor/assets/shaders/Outline.glsl
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// Outline Shader
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#type vertex
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#version 430
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec2 a_TexCoord;
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uniform mat4 u_ViewProjection;
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uniform mat4 u_Transform;
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out vec2 v_TexCoord;
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void main()
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{
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gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
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}
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#type fragment
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#version 430
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layout(location = 0) out vec4 color;
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void main()
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{
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color = vec4(1.0, 0.5, 0.0, 1.0);
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}
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@ -1,5 +1,5 @@
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// -----------------------------
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// -- Hazel Engine PBR shader --
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// -- From Hazel Engine PBR shader --
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// -----------------------------
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// Note: this shader is still very much in progress. There are likely many bugs and future additions that will go in.
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// Currently heavily updated.
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@ -1,5 +1,5 @@
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// -----------------------------
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// -- Hazel Engine PBR shader --
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// -- From Hazel Engine PBR shader --
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// -----------------------------
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// Note: this shader is still very much in progress. There are likely many bugs and future additions that will go in.
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// Currently heavily updated.
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