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https://github.com/MadeOfJelly/MushMachine.git
synced 2025-06-20 03:36:37 +02:00
port to EnTT v3.10.0
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@ -119,46 +119,6 @@ static void setup_fbos(MM::Engine& engine) {
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const float render_scale = 1.f;
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#if 0
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rs.targets["clear_opaque"] = MM::OpenGL::FBOBuilder::start()
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.attachTexture(rm_t.get("albedo"_hs), GL_COLOR_ATTACHMENT0)
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.attachTexture(rm_t.get("opaque_depth"_hs), GL_DEPTH_ATTACHMENT)
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.setResize(true)
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.finish();
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assert(rs.targets["clear_opaque"]);
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rs.targets["clear_opaque_normal"] = MM::OpenGL::FBOBuilder::start()
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.attachTexture(rm_t.get("normal"_hs), GL_COLOR_ATTACHMENT0)
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.setResize(true)
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.finish();
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assert(rs.targets["clear_opaque"]);
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rs.targets["opaque"] = MM::OpenGL::FBOBuilder::start()
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.attachTexture(rm_t.get("albedo"_hs), GL_COLOR_ATTACHMENT0)
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.attachTexture(rm_t.get("normal"_hs), GL_COLOR_ATTACHMENT1)
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.attachTexture(rm_t.get("opaque_depth"_hs), GL_DEPTH_ATTACHMENT)
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.setResize(true)
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.finish();
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assert(rs.targets["opaque"]);
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rs.targets["tmp_read"] = MM::OpenGL::FBOBuilder::start()
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.attachTexture(rm_t.get("normal"_hs), GL_COLOR_ATTACHMENT0)
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.setResize(false)
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.finish();
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assert(rs.targets["tmp_read"]);
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rs.targets["depth_read"] = MM::OpenGL::FBOBuilder::start()
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.attachTexture(rm_t.get("opaque_depth"_hs), GL_DEPTH_ATTACHMENT)
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.setResize(false)
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.finish();
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assert(rs.targets["depth_read"]);
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rs.targets["deferred_shading"] = MM::OpenGL::FBOBuilder::start()
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.attachTexture(rm_t.get("hdr_color"_hs), GL_COLOR_ATTACHMENT0)
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.setResize(true)
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.finish();
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assert(rs.targets["deferred_shading"]);
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#endif
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rs.targets["game_view"] = MM::OpenGL::FBOBuilder::start()
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.attachTexture(rm_t.get("hdr_color"_hs), GL_COLOR_ATTACHMENT0)
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.attachTexture(rm_t.get("depth"_hs), GL_DEPTH_ATTACHMENT)
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@ -230,9 +190,12 @@ TEST(hdr_bloom_pipeline, it) {
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scene.on_update<MM::Components::Scale2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
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scene.on_update<MM::Components::Rotation2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>(); // in this example only rotation is touched
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auto& cam = scene.ctx().emplace<MM::OpenGL::Camera3D>();
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cam.setOrthographic();
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cam.updateView();
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// setup v system
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auto& org = scene.set<entt::organizer>();
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auto& org = scene.ctx().emplace<entt::organizer>();
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org.emplace<MM::Systems::simple_rotational_velocity_patching>("simple_rotational_velocity_patching");
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org.emplace<MM::Systems::position3d_from_2d>("position3d_from_2d");
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org.emplace<MM::Systems::transform3d_translate>("transform3d_translate");
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