DrawQuad tint
- Renderer::DrawQuad now uses the parameter's value rather than the hardcoded ones.
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0801ced371
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6ded78531f
2 changed files with 7 additions and 4 deletions
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@ -51,19 +51,19 @@ namespace Light {
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// TOP_LEFT
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// TOP_LEFT
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m_QuadRenderer.mapCurrent[0].position = { xMin, yMin, position.z };
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m_QuadRenderer.mapCurrent[0].position = { xMin, yMin, position.z };
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m_QuadRenderer.mapCurrent[0].tint = glm::vec4(0.1f, 0.1f, 1.0f, 1.0f);
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m_QuadRenderer.mapCurrent[0].tint = tint;
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// TOP_RIGHT
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// TOP_RIGHT
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m_QuadRenderer.mapCurrent[1].position = { xMax, yMin, position.z };
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m_QuadRenderer.mapCurrent[1].position = { xMax, yMin, position.z };
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m_QuadRenderer.mapCurrent[1].tint = glm::vec4(0.3f, 0.3f, 0.3f, 1.0f);
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m_QuadRenderer.mapCurrent[1].tint = tint;
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// BOTTOM_RIGHT
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// BOTTOM_RIGHT
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m_QuadRenderer.mapCurrent[2].position = { xMax, yMax, position.z };
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m_QuadRenderer.mapCurrent[2].position = { xMax, yMax, position.z };
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m_QuadRenderer.mapCurrent[2].tint = glm::vec4(0.1f, 1.0f, 0.1f, 1.0f);
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m_QuadRenderer.mapCurrent[2].tint = tint;
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// BOTTOM_LEFT
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// BOTTOM_LEFT
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m_QuadRenderer.mapCurrent[3].position = { xMin, yMax, position.z };
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m_QuadRenderer.mapCurrent[3].position = { xMin, yMax, position.z };
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m_QuadRenderer.mapCurrent[3].tint = glm::vec4(1.0f, 0.1f, 0.1f, 1.0f);
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m_QuadRenderer.mapCurrent[3].tint = tint;
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// advance
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// advance
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m_QuadRenderer.mapCurrent += 4;
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m_QuadRenderer.mapCurrent += 4;
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@ -8,6 +8,9 @@ public:
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void OnRender() override
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void OnRender() override
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{
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{
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Light::Renderer::DrawQuad(glm::vec3(-0.5f, -0.5f, 0.0f), glm::vec2(1.f, 1.f), glm::vec4(1.12f, 1.41f, 1.72f, 1.0f));
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Light::Renderer::DrawQuad(glm::vec3(-0.5f, -0.5f, 0.0f), glm::vec2(1.f, 1.f), glm::vec4(1.12f, 1.41f, 1.72f, 1.0f));
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Light::Renderer::DrawQuad(glm::vec3(-0.75f, -0.75f, 0.0f), glm::vec2(0.7f, 0.1f), glm::vec4(1.f, .2f, .2f, 1.0f));
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Light::Renderer::DrawQuad(glm::vec3(0.2f, 0.5f, 0.0f), glm::vec2(0.6f, 0.6f), glm::vec4(.2f, 1.f, .2f, 1.0f));
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Light::Renderer::DrawQuad(glm::vec3(-0.3f, 0.2f, 0.0f), glm::vec2(.4f, .4f), glm::vec4(.2f, 2.f, 1.f, 1.0f));
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}
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}
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};
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};
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