EditorRenderSystem that draws normally invisible cameras and AABBs

This commit is contained in:
2016-02-02 23:24:02 +01:00
parent 31666f9112
commit 6d2272f62e
8 changed files with 148 additions and 2 deletions
+24
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@@ -0,0 +1,24 @@
#include "../Core/System.h"
#include "../Rendering/IRenderer.h"
#include "../Rendering/ModelJob.h"
#include "../Rendering/Camera.h"
#include "../Rendering/ESetCamera.h"
class EditorRenderSystem : public ImpureSystem
{
public:
EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
virtual void Update(double dt) override;
private:
IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
Camera* m_Camera;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EventRelay<EditorRenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera& e);
void enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, bool wireframe);
};
+2 -1
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@@ -164,7 +164,7 @@ struct ModelJob : RenderJob
std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
float Shininess = 0.f;
glm::vec4 Color;
glm::vec4 Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
std::vector<::Skeleton::AnimationData> Animations;
@@ -182,6 +182,7 @@ struct ModelJob : RenderJob
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
bool IsShielded;
bool Wireframe = false;
void CalculateHash() override
{
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
+1
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@@ -25,6 +25,7 @@ public:
bool StencilMask(GLuint mask);
bool DepthMask(GLboolean flag);
bool DepthFunc(GLenum func);
bool PolygonMode(GLenum face, GLenum mode);
bool AlphaFunc(GLenum func, GLclampf thresholder);
private:
+98
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@@ -0,0 +1,98 @@
#include "Editor/EditorRenderSystem.h"
EditorRenderSystem::EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
: System(world, eventBroker)
, m_Renderer(renderer)
, m_RenderFrame(renderFrame)
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &EditorRenderSystem::OnSetCamera);
auto resolution = renderer->Resolution();
m_Camera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
}
void EditorRenderSystem::Update(double dt)
{
if (m_CurrentCamera.Valid()) {
m_Camera->SetPosition(Transform::AbsolutePosition(m_CurrentCamera));
m_Camera->SetOrientation(Transform::AbsoluteOrientation(m_CurrentCamera));
}
RenderScene scene;
scene.Camera = m_Camera;
auto cameras = m_World->GetComponents("Camera");
if (cameras != nullptr) {
for (auto& cCamera : *cameras) {
EntityWrapper entity(m_World, cCamera.EntityID);
glm::mat4 modelMatrix = Transform::ModelMatrix(entity);
enqueueModel(scene, entity, modelMatrix, "Models/Camera.mesh", false);
}
}
auto aabbs = m_World->GetComponents("AABB");
if (aabbs != nullptr) {
for (auto& cAABB : *aabbs) {
EntityWrapper entity(m_World, cAABB.EntityID);
glm::vec3 absPosition = Transform::AbsolutePosition(entity) + (glm::vec3)cAABB["Origin"];
glm::vec3 absScale = Transform::AbsoluteScale(entity) * (glm::vec3)cAABB["Size"];
glm::mat4 modelMatrix = glm::translate(absPosition) * glm::scale(absScale);
enqueueModel(scene, entity, modelMatrix, "Models/Core/UnitCube.mesh", true);
}
}
m_RenderFrame->Add(scene);
}
bool EditorRenderSystem::OnSetCamera(Events::SetCamera& e)
{
ComponentWrapper cTransform = e.CameraEntity["Transform"];
ComponentWrapper cCamera = e.CameraEntity["Camera"];
m_Camera->SetFOV(static_cast<float>((double)cCamera["FOV"]));
m_Camera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
m_Camera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
m_Camera->SetPosition(cTransform["Position"]);
m_Camera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
m_CurrentCamera = e.CameraEntity;
return true;
}
void EditorRenderSystem::enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, bool wireframe)
{
Model* model;
try {
model = ResourceManager::Load<::Model, true>(modelResource);
} catch (const Resource::StillLoadingException&) {
return;
} catch (const std::exception&) {
try {
model = ResourceManager::Load<::Model>("Models/Core/Error.mesh");
} catch (const std::exception&) {
return;
}
}
for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>();
modelJob->Model = model;
modelJob->TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
modelJob->DiffuseTexture = matGroup.Texture.get();
modelJob->NormalTexture = nullptr;
modelJob->SpecularTexture = nullptr;
modelJob->IncandescenceTexture = nullptr;
modelJob->DiffuseColor = matGroup.DiffuseColor;
modelJob->SpecularColor = matGroup.SpecularColor;
modelJob->IncandescenceColor = matGroup.IncandescenceColor;
modelJob->StartIndex = matGroup.StartIndex;
modelJob->EndIndex = matGroup.EndIndex;
modelJob->Matrix = modelMatrix;
modelJob->Entity = entity.ID;
glm::vec3 abspos = Transform::AbsolutePosition(entity);
glm::vec3 worldpos = glm::vec3(m_Camera->ViewMatrix() * glm::vec4(abspos, 1));
modelJob->Depth = worldpos.z;
modelJob->World = m_World;
modelJob->Wireframe = wireframe;
scene.OpaqueObjects.push_back(modelJob);
}
}
+1 -1
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@@ -13,7 +13,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
m_EditorWorldSystemPipeline = new SystemPipeline(m_EditorWorld, m_EventBroker, IsClient, IsServer);
m_EditorWorldSystemPipeline->AddSystem<UniformScaleSystem>(0);
m_EditorWorldSystemPipeline->AddSystem<EditorWidgetSystem>(0, m_Renderer);
m_EditorWorldSystemPipeline->AddSystem<EditorWidgetRenderSystem>(1, m_Renderer, m_RenderFrame);
m_EditorWorldSystemPipeline->AddSystem<EditorWidgetRenderSystem>(2, m_Renderer, m_RenderFrame);
m_EditorCamera = importEntity(EntityWrapper(m_EditorWorld, EntityID_Invalid), "Schema/Entities/Empty.xml");
m_ActualCamera = m_EditorCamera;
+6
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@@ -917,6 +917,8 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
} else {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
RenderState jobState;
//bind forward program
m_ForwardPlusProgram->Bind();
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
@@ -980,6 +982,10 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
}
jobState.Disable(GL_CULL_FACE);
jobState.PolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
//draw
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
+14
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@@ -155,6 +155,20 @@ bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder)
return !GLERROR("AlphaFunc");
}
bool RenderState::PolygonMode(GLenum face, GLenum mode)
{
GLint originalMode[2];
glGetIntegerv(GL_POLYGON_MODE, &originalMode[0]);
if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
m_ResetFunctions.push_back(std::bind(glPolygonMode, GL_FRONT, originalMode[0]));
}
if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
m_ResetFunctions.push_back(std::bind(glPolygonMode, GL_BACK, originalMode[1]));
}
glPolygonMode(face, mode);
return !GLERROR("RenderState::PolygonMode");
}
RenderState::~RenderState()
{
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {
+2
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@@ -4,6 +4,7 @@
#include "Collision/EntityAABB.h"
#include "Collision/TriggerSystem.h"
#include "Collision/CollisionSystem.h"
#include "Editor/EditorRenderSystem.h"
#include "Systems/RaptorCopterSystem.h"
#include "Systems/HealthSystem.h"
#include "Systems/PlayerMovementSystem.h"
@@ -164,6 +165,7 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
++updateOrderLevel;
m_SystemPipeline->AddSystem<EditorRenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
++updateOrderLevel;
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);