Merge remote-tracking branch 'origin/Picking' into RendererDecoupling

# Conflicts:
#	include/Engine/Rendering/Renderer.h
#	src/Engine/Rendering/Renderer.cpp
This commit is contained in:
Tleety
2015-12-11 11:21:58 +01:00
39 changed files with 1186 additions and 246 deletions
+16 -16
View File
@@ -34,10 +34,10 @@ RawModel::RawModel(std::string fileName)
numIndices += face.mNumIndices;
}
}
LOG_DEBUG("Vertex count %i", numVertices);
LOG_DEBUG("Index count %i", numIndices);
//LOG_DEBUG("Vertex count %i", numVertices);
//LOG_DEBUG("Index count %i", numIndices);
LOG_DEBUG("Model has %i embedded textures", scene->mNumTextures);
//LOG_DEBUG("Model has %i embedded textures", scene->mNumTextures);
std::vector<std::tuple<std::string, glm::mat4>> boneInfo;
std::map<std::string, int> boneNameMapping;
@@ -132,35 +132,35 @@ RawModel::RawModel(std::string fileName)
matGroup.EndIndex = m_Indices.size() - 1;
// Material shininess
material->Get(AI_MATKEY_SHININESS, matGroup.Shininess);
LOG_DEBUG("Shininess: %f", matGroup.Shininess);
//LOG_DEBUG("Shininess: %f", matGroup.Shininess);
// Diffuse texture
LOG_DEBUG("%i diffuse textures found", material->GetTextureCount(aiTextureType_DIFFUSE));
//LOG_DEBUG("%i diffuse textures found", material->GetTextureCount(aiTextureType_DIFFUSE));
if (material->GetTextureCount(aiTextureType_DIFFUSE)) {
aiString path;
aiTextureMapping mapping;
material->GetTexture(aiTextureType_DIFFUSE, 0, &path, &mapping);
std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
LOG_DEBUG("Diffuse texture: %s", absolutePath.c_str());
//LOG_DEBUG("Diffuse texture: %s", absolutePath.c_str());
matGroup.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
}
// Normal map
LOG_DEBUG("%i normal maps found", material->GetTextureCount(aiTextureType_HEIGHT));
//LOG_DEBUG("%i normal maps found", material->GetTextureCount(aiTextureType_HEIGHT));
if (material->GetTextureCount(aiTextureType_HEIGHT)) {
aiString path;
aiTextureMapping mapping;
material->GetTexture(aiTextureType_HEIGHT, 0, &path, &mapping);
std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
LOG_DEBUG("Normal map: %s", absolutePath.c_str());
//LOG_DEBUG("Normal map: %s", absolutePath.c_str());
matGroup.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
}
// Specular map
LOG_DEBUG("%i specular maps found", material->GetTextureCount(aiTextureType_SPECULAR));
//LOG_DEBUG("%i specular maps found", material->GetTextureCount(aiTextureType_SPECULAR));
if (material->GetTextureCount(aiTextureType_SPECULAR)) {
aiString path;
aiTextureMapping mapping;
material->GetTexture(aiTextureType_SPECULAR, 0, &path, &mapping);
std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
LOG_DEBUG("Specular map: %s", absolutePath.c_str());
//LOG_DEBUG("Specular map: %s", absolutePath.c_str());
matGroup.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
}
TextureGroups.push_back(matGroup);
@@ -216,20 +216,20 @@ RawModel::RawModel(std::string fileName)
m_Skeleton = new Skeleton();
CreateSkeleton(boneInfo, boneNameMapping, scene->mRootNode, -1);
int numBones = m_Skeleton->Bones.size();
LOG_DEBUG("Bone count: %i", numBones);
//LOG_DEBUG("Bone count: %i", numBones);
if (numBones > 0) {
m_Skeleton->PrintSkeleton();
}
}
// Animations
LOG_DEBUG("Animation count: %i", scene->mNumAnimations);
//LOG_DEBUG("Animation count: %i", scene->mNumAnimations);
for (int i = 0; i < scene->mNumAnimations; ++i) {
auto animation = scene->mAnimations[i];
std::string animationName = animation->mName.C_Str();
LOG_DEBUG("Animation: %s", animationName.c_str());
LOG_DEBUG("Duration: %f", animation->mDuration);
LOG_DEBUG("Ticks per second: %f", animation->mTicksPerSecond);
//LOG_DEBUG("Animation: %s", animationName.c_str());
//LOG_DEBUG("Duration: %f", animation->mDuration);
//LOG_DEBUG("Ticks per second: %f", animation->mTicksPerSecond);
Skeleton::Animation skelAnim;
skelAnim.Name = animationName;
@@ -303,7 +303,7 @@ void RawModel::CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &b
// Find the bone by name in the bone info list
if (boneNameMapping.find(nodeName) == boneNameMapping.end()) {
LOG_DEBUG("Node \"%s\" was not a bone", nodeName.c_str());
//LOG_DEBUG("Node \"%s\" was not a bone", nodeName.c_str());
} else {
glm::mat4 offsetMatrix;
int ID = boneNameMapping[nodeName];
+69 -31
View File
@@ -15,49 +15,87 @@ void RenderQueueFactory::Update(World* world)
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)
glm::vec3 position = AbsolutePosition(world, entity);
glm::quat orientation = AbsoluteOrientation(world, entity);
glm::vec3 scale = AbsoluteScale(world, entity);
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);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
return modelMatrix;
}
glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
glm::vec3 RenderQueueFactory::AbsolutePosition(World* world, EntityID entity)
{
// positionComponent.EntityID
return glm::vec3();
glm::vec3 position;
do {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
position += AbsoluteOrientation(world, entity) * (glm::vec3)transform["Position"];
entity = world->GetParent(entity);
} while (entity != 0);
return position;
}
glm::quat RenderQueueFactory::AbsoluteOrientation(World* world, EntityID entity)
{
glm::quat orientation;
do {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
entity = world->GetParent(entity);
} while (entity != 0);
return orientation;
}
glm::vec3 RenderQueueFactory::AbsoluteScale(World* world, EntityID entity)
{
ComponentWrapper transform = world->GetComponent(entity, "Transform");
glm::vec3 scale = (glm::vec3)transform["Scale"];
EntityID parent = world->GetParent(entity);
if (parent != 0) {
return AbsoluteScale(world, parent) * scale;
} else {
return scale;
}
}
void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
{
for(auto& modelC : world->GetComponents("Model")) {
ModelJob job;
std::string resource = modelC["Resource"];
glm::vec4 color = modelC["Color"];
Model* model = ResourceManager::Load<Model>(resource);
auto models = world->GetComponents("Model");
if (models == nullptr) {
return;
}
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;
for (auto& modelC : *models) {
std::string resource = modelC["Resource"];
if (resource.empty()) {
continue;
}
glm::vec4 color = modelC["Color"];
Model* model = ResourceManager::Load<Model>(resource);
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
job.Entity = modelC.EntityID;
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 * ModelMatrix(world, modelC.EntityID);
job.Color = color;
renderQueue->Add(job);
}
}
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
job.Entity = modelC.EntityID;
renderQueue->Add(job);
}
}
}
void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue)
+13 -21
View File
@@ -3,7 +3,6 @@
void Renderer::Initialize()
{
InitializeWindow();
// Create default camera
m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
@@ -120,26 +119,8 @@ void Renderer::InputUpdate(double dt)
static double mousePosX, mousePosY;
glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
//if (glfwGetMouseButton(m_Window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS) {
// ScreenCoords::PixelData data = ScreenCoords::ToPixelData(mousePosX, m_Resolution.Height - mousePosY, &m_PickingBuffer, m_DepthBuffer);
//
// glm::vec3 viewPos = ScreenCoords::ToWorldPos(mousePosX, m_Resolution.Height - mousePosY, data.Depth, m_Resolution, m_Camera->ProjectionMatrix(), m_Camera->ViewMatrix());
// // glm::vec3 worldPos = glm::vec3(glm::inverse(m_Camera->ViewMatrix()) * glm::vec4(viewPos, 1.f));
// //printf("R: %f, G: %f, Depth: %f\n", data.Color[0], data.Color[1], data.Depth);
// //printf("view: x: %f, y: %f z: %f, Length: %f\n\n", viewPos.x, viewPos.y, viewPos.z, glm::length(viewPos));
// //printf("\n\n---------------------------\n");
// //auto got = m_PickingColorsToEntity.find(glm::vec2(data.Color[0], data.Color[1]));
// //if (got == m_PickingColorsToEntity.end())
// // printf("Color (R:%f, G:%f) not found.\n", data.Color[0], data.Color[1]);
// //else
// // printf("R:%f G:%f, EntityID: %i\n", got->first.r, got->first.g, got->second);
// //printf("----\n");
// //for (auto i : m_PickingColorsToEntity) {
// // printf("Entity: %i, Color: R: %f, G: %f\n", i.second, i.first.r, i.first.g);
// //}
// //printf("---------------------------\n\n");
//}
if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
@@ -165,7 +146,8 @@ void Renderer::InputUpdate(double dt)
void Renderer::Update(double dt)
{
InputUpdate(dt);
m_EventBroker->Process<Renderer>();
InputUpdate(dt);
}
@@ -280,7 +262,17 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
//}
//m_PickingBuffer.Unbind();
//GLERROR("PickingPass Error");
//}
//Publish pick event every frame with the pick data that can be picked by the event
Events::Picking pickEvent = Events::Picking(
&m_PickingBuffer,
&m_DepthBuffer,
m_Camera->ProjectionMatrix(),
m_Camera->ViewMatrix(),
m_Resolution,
&m_PickingColorsToEntity);
m_EventBroker->Publish(pickEvent);
void Renderer::DrawScreenQuad(GLuint textureToDraw)
{
@@ -56,3 +56,4 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(glm::vec2 screenCoord, FrameBu
{
return ToPixelData(screenCoord.x, screenCoord.y, PickDataBuffer, DepthBuffer);
}