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https://github.com/Kelsidavis/WoWee.git
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Work on character rendering and frustrum culling etc
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parent
fc5294eb0f
commit
7dd1dada5f
16 changed files with 559 additions and 138 deletions
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@ -5,6 +5,7 @@
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#include "core/input.hpp"
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#include "rendering/character_preview.hpp"
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#include "rendering/character_renderer.hpp"
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#include "rendering/renderer.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/dbc_loader.hpp"
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#include "pipeline/blp_loader.hpp"
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@ -175,6 +176,8 @@ void InventoryScreen::initPreview() {
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charPreview_.reset();
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return;
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}
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auto* renderer = core::Application::getInstance().getRenderer();
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if (renderer) renderer->registerPreview(charPreview_.get());
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}
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charPreview_->loadCharacter(playerRace_, playerGender_,
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@ -925,6 +928,7 @@ void InventoryScreen::renderCharacterScreen(game::GameHandler& gameHandler) {
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if (charPreview_ && previewInitialized_) {
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charPreview_->update(ImGui::GetIO().DeltaTime);
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charPreview_->render();
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charPreview_->requestComposite();
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}
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ImGui::SetNextWindowPos(ImVec2(20.0f, 80.0f), ImGuiCond_FirstUseEver);
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@ -1120,9 +1124,8 @@ void InventoryScreen::renderEquipmentPanel(game::Inventory& inventory) {
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// Background for preview area
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drawList->AddRectFilled(pMin, pMax, IM_COL32(13, 13, 25, 255));
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drawList->AddImage(
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(ImTextureID)(uintptr_t)charPreview_->getTextureId(),
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pMin, pMax,
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ImVec2(0, 1), ImVec2(1, 0)); // flip Y for GL
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reinterpret_cast<ImTextureID>(charPreview_->getTextureId()),
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pMin, pMax);
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drawList->AddRect(pMin, pMax, IM_COL32(60, 60, 80, 200));
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// Drag-to-rotate: detect mouse drag over the preview image
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