diff --git a/src/rendering/renderengine.cpp b/src/rendering/renderengine.cpp index 1f0cca415d..18e8c5d53f 100644 --- a/src/rendering/renderengine.cpp +++ b/src/rendering/renderengine.cpp @@ -306,164 +306,164 @@ void RenderEngine::serialize(std::vector& dataStream, size_t& offset) { // camera->scaling - const glm::vec2 scaling = _mainCamera->scaling(); - const psc position = _mainCamera->position(); - //const psc origin = OsEng.interactionHandler().getOrigin(); - //const pss pssl = (position - origin).length(); - //_mainCamera->cameraDirection() + //const glm::vec2 scaling = _mainCamera->scaling(); + //const psc position = _mainCamera->position(); + ////const psc origin = OsEng.interactionHandler().getOrigin(); + ////const pss pssl = (position - origin).length(); + ////_mainCamera->cameraDirection() - union storage { - float value; - std::array representation; - } s; + //union storage { + // float value; + // std::array representation; + //} s; - s.value = _mainCamera->cameraDirection().x; - dataStream[offset++] = s.representation[0]; - dataStream[offset++] = s.representation[1]; - dataStream[offset++] = s.representation[2]; - dataStream[offset++] = s.representation[3]; + //s.value = _mainCamera->cameraDirection().x; + //dataStream[offset++] = s.representation[0]; + //dataStream[offset++] = s.representation[1]; + //dataStream[offset++] = s.representation[2]; + //dataStream[offset++] = s.representation[3]; - s.value = _mainCamera->cameraDirection().y; - dataStream[offset++] = s.representation[0]; - dataStream[offset++] = s.representation[1]; - dataStream[offset++] = s.representation[2]; - dataStream[offset++] = s.representation[3]; + //s.value = _mainCamera->cameraDirection().y; + //dataStream[offset++] = s.representation[0]; + //dataStream[offset++] = s.representation[1]; + //dataStream[offset++] = s.representation[2]; + //dataStream[offset++] = s.representation[3]; - s.value = _mainCamera->cameraDirection().z; - dataStream[offset++] = s.representation[0]; - dataStream[offset++] = s.representation[1]; - dataStream[offset++] = s.representation[2]; - dataStream[offset++] = s.representation[3]; + //s.value = _mainCamera->cameraDirection().z; + //dataStream[offset++] = s.representation[0]; + //dataStream[offset++] = s.representation[1]; + //dataStream[offset++] = s.representation[2]; + //dataStream[offset++] = s.representation[3]; - s.value = _mainCamera->rotation().x; - dataStream[offset++] = s.representation[0]; - dataStream[offset++] = s.representation[1]; - dataStream[offset++] = s.representation[2]; - dataStream[offset++] = s.representation[3]; + //s.value = _mainCamera->rotation().x; + //dataStream[offset++] = s.representation[0]; + //dataStream[offset++] = s.representation[1]; + //dataStream[offset++] = s.representation[2]; + //dataStream[offset++] = s.representation[3]; - s.value = _mainCamera->rotation().y; - dataStream[offset++] = s.representation[0]; - dataStream[offset++] = s.representation[1]; - dataStream[offset++] = s.representation[2]; - dataStream[offset++] = s.representation[3]; + //s.value = _mainCamera->rotation().y; + //dataStream[offset++] = s.representation[0]; + //dataStream[offset++] = s.representation[1]; + //dataStream[offset++] = s.representation[2]; + //dataStream[offset++] = s.representation[3]; - s.value = _mainCamera->rotation().z; - dataStream[offset++] = s.representation[0]; - dataStream[offset++] = s.representation[1]; - dataStream[offset++] = s.representation[2]; - dataStream[offset++] = s.representation[3]; + //s.value = _mainCamera->rotation().z; + //dataStream[offset++] = s.representation[0]; + //dataStream[offset++] = s.representation[1]; + //dataStream[offset++] = s.representation[2]; + //dataStream[offset++] = s.representation[3]; - s.value = _mainCamera->rotation().w; - dataStream[offset++] = s.representation[0]; - dataStream[offset++] = s.representation[1]; - dataStream[offset++] = s.representation[2]; - dataStream[offset++] = s.representation[3]; + //s.value = _mainCamera->rotation().w; + //dataStream[offset++] = s.representation[0]; + //dataStream[offset++] = s.representation[1]; + //dataStream[offset++] = s.representation[2]; + //dataStream[offset++] = s.representation[3]; - s.value = _mainCamera->position().vec4().x; - dataStream[offset++] = s.representation[0]; - dataStream[offset++] = s.representation[1]; - dataStream[offset++] = s.representation[2]; - dataStream[offset++] = s.representation[3]; + //s.value = _mainCamera->position().vec4().x; + //dataStream[offset++] = s.representation[0]; + //dataStream[offset++] = s.representation[1]; + //dataStream[offset++] = s.representation[2]; + //dataStream[offset++] = s.representation[3]; - s.value = _mainCamera->position().vec4().y; - dataStream[offset++] = s.representation[0]; - dataStream[offset++] = s.representation[1]; - dataStream[offset++] = s.representation[2]; - dataStream[offset++] = s.representation[3]; + //s.value = _mainCamera->position().vec4().y; + //dataStream[offset++] = s.representation[0]; + //dataStream[offset++] = s.representation[1]; + //dataStream[offset++] = s.representation[2]; + //dataStream[offset++] = s.representation[3]; - s.value = _mainCamera->position().vec4().z; - dataStream[offset++] = s.representation[0]; - dataStream[offset++] = s.representation[1]; - dataStream[offset++] = s.representation[2]; - dataStream[offset++] = s.representation[3]; + //s.value = _mainCamera->position().vec4().z; + //dataStream[offset++] = s.representation[0]; + //dataStream[offset++] = s.representation[1]; + //dataStream[offset++] = s.representation[2]; + //dataStream[offset++] = s.representation[3]; - s.value = _mainCamera->position().vec4().w; - dataStream[offset++] = s.representation[0]; - dataStream[offset++] = s.representation[1]; - dataStream[offset++] = s.representation[2]; - dataStream[offset++] = s.representation[3]; + //s.value = _mainCamera->position().vec4().w; + //dataStream[offset++] = s.representation[0]; + //dataStream[offset++] = s.representation[1]; + //dataStream[offset++] = s.representation[2]; + //dataStream[offset++] = s.representation[3]; } void RenderEngine::deserialize(const std::vector& dataStream, size_t& offset) { // TODO: This has to be redone properly (ab) - union storage { - float value; - std::array representation; - } s; + // union storage { + // float value; + // std::array representation; + // } s; - glm::vec3 cameraDirection; - s.representation[0] = dataStream[offset++]; - s.representation[1] = dataStream[offset++]; - s.representation[2] = dataStream[offset++]; - s.representation[3] = dataStream[offset++]; - cameraDirection.x = s.value; + // glm::vec3 cameraDirection; + // s.representation[0] = dataStream[offset++]; + // s.representation[1] = dataStream[offset++]; + // s.representation[2] = dataStream[offset++]; + // s.representation[3] = dataStream[offset++]; + // cameraDirection.x = s.value; - s.representation[0] = dataStream[offset++]; - s.representation[1] = dataStream[offset++]; - s.representation[2] = dataStream[offset++]; - s.representation[3] = dataStream[offset++]; - cameraDirection.y = s.value; + // s.representation[0] = dataStream[offset++]; + // s.representation[1] = dataStream[offset++]; + // s.representation[2] = dataStream[offset++]; + // s.representation[3] = dataStream[offset++]; + // cameraDirection.y = s.value; - s.representation[0] = dataStream[offset++]; - s.representation[1] = dataStream[offset++]; - s.representation[2] = dataStream[offset++]; - s.representation[3] = dataStream[offset++]; - cameraDirection.z = s.value; - _mainCamera->setCameraDirection(cameraDirection); + // s.representation[0] = dataStream[offset++]; + // s.representation[1] = dataStream[offset++]; + // s.representation[2] = dataStream[offset++]; + // s.representation[3] = dataStream[offset++]; + // cameraDirection.z = s.value; + // _mainCamera->setCameraDirection(cameraDirection); - glm::quat rotation; - s.representation[0] = dataStream[offset++]; - s.representation[1] = dataStream[offset++]; - s.representation[2] = dataStream[offset++]; - s.representation[3] = dataStream[offset++]; - rotation.x = s.value; + // glm::quat rotation; + // s.representation[0] = dataStream[offset++]; + // s.representation[1] = dataStream[offset++]; + // s.representation[2] = dataStream[offset++]; + // s.representation[3] = dataStream[offset++]; + // rotation.x = s.value; - s.representation[0] = dataStream[offset++]; - s.representation[1] = dataStream[offset++]; - s.representation[2] = dataStream[offset++]; - s.representation[3] = dataStream[offset++]; - rotation.y = s.value; + // s.representation[0] = dataStream[offset++]; + // s.representation[1] = dataStream[offset++]; + // s.representation[2] = dataStream[offset++]; + // s.representation[3] = dataStream[offset++]; + // rotation.y = s.value; - s.representation[0] = dataStream[offset++]; - s.representation[1] = dataStream[offset++]; - s.representation[2] = dataStream[offset++]; - s.representation[3] = dataStream[offset++]; - rotation.z = s.value; + // s.representation[0] = dataStream[offset++]; + // s.representation[1] = dataStream[offset++]; + // s.representation[2] = dataStream[offset++]; + // s.representation[3] = dataStream[offset++]; + // rotation.z = s.value; - s.representation[0] = dataStream[offset++]; - s.representation[1] = dataStream[offset++]; - s.representation[2] = dataStream[offset++]; - s.representation[3] = dataStream[offset++]; - rotation.w = s.value; - _mainCamera->setRotation(rotation); + // s.representation[0] = dataStream[offset++]; + // s.representation[1] = dataStream[offset++]; + // s.representation[2] = dataStream[offset++]; + // s.representation[3] = dataStream[offset++]; + // rotation.w = s.value; + // _mainCamera->setRotation(rotation); - glm::vec4 position; - s.representation[0] = dataStream[offset++]; - s.representation[1] = dataStream[offset++]; - s.representation[2] = dataStream[offset++]; - s.representation[3] = dataStream[offset++]; - position.x = s.value; + // glm::vec4 position; + // s.representation[0] = dataStream[offset++]; + // s.representation[1] = dataStream[offset++]; + // s.representation[2] = dataStream[offset++]; + // s.representation[3] = dataStream[offset++]; + // position.x = s.value; - s.representation[0] = dataStream[offset++]; - s.representation[1] = dataStream[offset++]; - s.representation[2] = dataStream[offset++]; - s.representation[3] = dataStream[offset++]; - position.y = s.value; + // s.representation[0] = dataStream[offset++]; + // s.representation[1] = dataStream[offset++]; + // s.representation[2] = dataStream[offset++]; + // s.representation[3] = dataStream[offset++]; + // position.y = s.value; - s.representation[0] = dataStream[offset++]; - s.representation[1] = dataStream[offset++]; - s.representation[2] = dataStream[offset++]; - s.representation[3] = dataStream[offset++]; - position.z = s.value; + // s.representation[0] = dataStream[offset++]; + // s.representation[1] = dataStream[offset++]; + // s.representation[2] = dataStream[offset++]; + // s.representation[3] = dataStream[offset++]; + // position.z = s.value; - s.representation[0] = dataStream[offset++]; - s.representation[1] = dataStream[offset++]; - s.representation[2] = dataStream[offset++]; - s.representation[3] = dataStream[offset++]; - position.w = s.value; + // s.representation[0] = dataStream[offset++]; + // s.representation[1] = dataStream[offset++]; + // s.representation[2] = dataStream[offset++]; + // s.representation[3] = dataStream[offset++]; + // position.w = s.value; - _mainCamera->setPosition(position); + //_mainCamera->setPosition(position); } Camera* RenderEngine::camera() const {