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https://github.com/MihailRis/voxelcore.git
synced 2026-10-10 05:21:49 +00:00
hide self skeleton debug rendering in first person
This commit is contained in:
parent
73229e34fc
commit
ecedc3c436
3 changed files with 9 additions and 5 deletions
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@ -275,7 +275,8 @@ void WorldRenderer::renderLines(
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auto ctx = pctx.sub(lineBatch.get());
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auto ctx = pctx.sub(lineBatch.get());
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bool culling = engine.getSettings().graphics.frustumCulling.get();
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bool culling = engine.getSettings().graphics.frustumCulling.get();
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level.entities->renderDebug(
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level.entities->renderDebug(
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*lineBatch, culling ? frustumCulling.get() : nullptr, ctx
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*lineBatch, culling ? frustumCulling.get() : nullptr, ctx,
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player.currentCamera.get() == player.fpCamera.get() ? player.getEntity() : 0
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);
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);
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}
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}
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}
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}
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@ -415,7 +415,7 @@ static void debug_render_skeleton(
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}
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}
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void Entities::renderDebug(
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void Entities::renderDebug(
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LineBatch& batch, const Frustum* frustum, const DrawContext& pctx
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LineBatch& batch, const Frustum* frustum, const DrawContext& pctx, entityid_t fpsEntity
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) {
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) {
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{
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{
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auto ctx = pctx.sub(&batch);
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auto ctx = pctx.sub(&batch);
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@ -443,12 +443,15 @@ void Entities::renderDebug(
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}
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}
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}
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}
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{
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{
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auto view = registry->view<Transform, rigging::Skeleton>();
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auto view = registry->view<EntityId, Transform, rigging::Skeleton>();
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auto ctx = pctx.sub(&batch);
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auto ctx = pctx.sub(&batch);
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ctx.setDepthTest(false);
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ctx.setDepthTest(false);
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ctx.setDepthMask(false);
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ctx.setDepthMask(false);
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ctx.setLineWidth(2);
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ctx.setLineWidth(2);
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for (auto [entity, transform, skeleton] : view.each()) {
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for (auto [entity, eid, transform, skeleton] : view.each()) {
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if (eid.uid == fpsEntity) {
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continue;
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}
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auto config = skeleton.config;
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auto config = skeleton.config;
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if (config == nullptr) {
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if (config == nullptr) {
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continue;
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continue;
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@ -58,7 +58,7 @@ public:
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void update(float delta);
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void update(float delta);
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void renderDebug(
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void renderDebug(
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LineBatch& batch, const Frustum* frustum, const DrawContext& ctx
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LineBatch& batch, const Frustum* frustum, const DrawContext& ctx, entityid_t fpsEntity
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);
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);
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void render(
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void render(
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const Assets& assets,
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const Assets& assets,
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