Added a RenderQueueFactory that produces a RenderQueueCollection for the Renderer to use.

Still needs more work
This commit is contained in:
viktorljung
2015-12-07 16:24:34 +01:00
parent 96a10ada38
commit 1df63aecd5
8 changed files with 198 additions and 102 deletions
@@ -0,0 +1,70 @@
#include "Rendering/RenderQueueFactory.h"
RenderQueueFactory::RenderQueueFactory()
{
m_RenderQueues = RenderQueueCollection();
}
void RenderQueueFactory::Update(World* world)
{
m_RenderQueues.Clear();
FillModels(world, &m_RenderQueues.Forward);
FillSprites(world, &m_RenderQueues.Sprites);
FillLights(world, &m_RenderQueues.Lights);
}
glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
{
//should really return absolute model matrix based on parents position, scale and orientation
//GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
ComponentWrapper transformComponent = world->GetComponent(entity, "Transform");
glm::vec3 position = transformComponent["Position"];
glm::vec3 scale = transformComponent["Scale"];
glm::quat oritentation = transformComponent["Orientation"];
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(oritentation) * glm::scale(scale);
return modelMatrix;
}
glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
{
// positionComponent.EntityID
return glm::vec3();
}
void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
{
for(auto& modelC : world->GetComponents("Model")) {
ModelJob job;
std::string modelFile = modelC["ModelFile"];
glm::vec4 color = modelC["Color"];
Model* model = ResourceManager::Load<Model>(modelFile);
for (auto texGroup : model->TextureGroups) {
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
job.DiffuseTexture = texGroup.Texture.get();
job.NormalTexture = texGroup.NormalMap.get();
job.SpecularTexture = texGroup.SpecularMap.get();
job.Model = model;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
job.Color = color;
renderQueue->Add(job);
}
}
}
void RenderQueueFactory::FillSprites(World* world, RenderQueue* renderQueue)
{
}
void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue)
{
}
+13 -56
View File
@@ -15,7 +15,11 @@ void Renderer::Initialize()
InitializeShaders();
InitializeTextures();
InitializeFrameBuffers();
ModelsToDraw();
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
}
void Renderer::InitializeWindow()
@@ -78,54 +82,6 @@ void Renderer::InitializeShaders()
}
void Renderer::ModelsToDraw()
{
m = ResourceManager::Load<Model>("Models/ScaleWidget.obj");
EnqueueModel(m);
m2 = ResourceManager::Load<Model>("Models/TranslationWidget.obj");
EnqueueModel(m2);
m3 = ResourceManager::Load<Model>("Models/RotationWidget.obj");
EnqueueModel(m3);
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
EnqueueModel(m_UnitSphere);
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
MapModel = ResourceManager::Load<Model>("Models/DummyScene.obj");
EnqueueModel(MapModel);
}
void Renderer::EnqueueModel(Model* model)
{
for (auto texGroup : model->TextureGroups)
{
ModelJob job;
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
job.DiffuseTexture = texGroup.Texture.get();
job.NormalTexture = texGroup.NormalMap.get();
job.SpecularTexture = texGroup.SpecularMap.get();
job.Model = model;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = model->m_Matrix;
//job.ModelMatrix = modelMatrix * model->m_Matrix; TODO: Render: Make sure modelMatrix work
//job.Color = modelComponent->Color; TODO: Render: Take color from kd in .mtl or a value from modelcomponent.
job.Color = glm::vec4(1.f);
//TODO: Render: Skeleton animations
//if (model->m_Skeleton != nullptr && animationComponent != nullptr) {
// job.Skeleton = model->m_Skeleton;
// job.AnimationName = animationComponent->Name;
// job.AnimationTime = animationComponent->Time;
// job.NoRootMotion = animationComponent->NoRootMotion;
//}
m_TempRQ.Forward.Add(job);
}
}
void Renderer::InputUpdate(double dt)
{
glm::vec3 m_Position = m_Camera->Position();
@@ -202,15 +158,16 @@ void Renderer::InputUpdate(double dt)
void Renderer::Update(double dt)
{
InputUpdate(dt);
}
void Renderer::Draw(RenderQueueCollection& rq)
{
//TODO: Renderer: Kanske borde vara längst upp i update.
PickingPass();
PickingPass(rq);
DrawScreenQuad(m_PickingTexture);
// DrawScene(rq);
DrawScene(rq);
glfwSwapBuffers(m_Window);
}
@@ -227,14 +184,14 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : m_TempRQ.Forward) {
for (auto &job : rq.Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
m_BasicForwardProgram.Bind();
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
@@ -256,7 +213,7 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
}
}
void Renderer::PickingPass()
void Renderer::PickingPass(RenderQueueCollection& rq)
{
m_PickingBuffer.Bind();
@@ -274,7 +231,7 @@ void Renderer::PickingPass()
GLuint ShaderHandle = m_PickingProgram.GetHandle();
m_PickingProgram.Bind();
for (auto &job : m_TempRQ.Forward) {
for (auto &job : rq.Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
@@ -283,7 +240,7 @@ void Renderer::PickingPass()
//Render picking stuff
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(pickColor));