Nuevo Render flow para los Drawables y mejoras.

Nuevo flujo de render para los drawables, que ahora tiene más sentido.
Investigado e implementado finalmente un sistema para no renderizar objetos no visibles.
Optimizaciones varias.
Constructor por defecto para Sprite, utilizando los assets por defecto.
This commit is contained in:
2022-12-18 23:20:13 +01:00
parent 08f566fda6
commit 659b113318
15 changed files with 193 additions and 108 deletions
+3
View File
@@ -52,11 +52,14 @@ public:
UE::Sprite mapSP(as->getTexture("PruebaMap"), 1, 2, glm::vec2(50, 45), glm::vec2(145, 145));
UE::Sprite default1;
sprites.push_back(sp1);
sprites.push_back(sp2);
sprites.push_back(bg);
sprites.push_back(mapSP);
sprites.push_back(default1);
UE::Font* OP_Regular = as->GetFont("OpenSans_Regular");
//TTF_Font* OP_Bold = as->GetFont("OpenSans_Bold");
+9 -3
View File
@@ -8,6 +8,7 @@
#include "Assets/Texture.h"
#include "Drawables/Sprite.h"
#include "Render/Camera.h"
#include <iostream>
@@ -18,6 +19,8 @@ class TestScene2 : public UE::Scene
{
public:
UE::Camera sceneCam;
TestScene2() : Scene("TestScene")
{
//_sceneName = "TestScene";
@@ -29,8 +32,11 @@ public:
srand(255);
UE::AssetManager* as = UE::Engine::GetAssetManager();
glm::ivec2 screenSize = UE::Engine::GetRenderer()->GetScreenSize();
sceneCam = UE::Camera(0, 0, screenSize.x, screenSize.y);
UE::Engine::GetRenderer()->SetCamera(&sceneCam);
UE::AssetManager* as = UE::Engine::GetAssetManager();
UE::Texture* tx = as->getTexture("PruebaMap");
for (int y = 0; y < vAmount; y++)
@@ -195,8 +201,8 @@ private:
}
private:
const int vAmount = 256;
const int hAmount = 256;
const int vAmount = 128;
const int hAmount = 128;
std::vector<UE::Sprite> sprites = {};