Camera component and RenderQueue changes

This commit is contained in:
viktorljung
2016-01-08 16:21:59 +01:00
parent bd82f75dd0
commit a7b43b06a2
23 changed files with 199 additions and 137 deletions
+1 -1
View File
@@ -40,7 +40,7 @@ public:
m_TexturePressed = resourceName;
}
void Draw(RenderQueueCollection& rq) override
void Draw(RenderScene& rq) override
{
if (m_Texture == nullptr && !m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
+2 -2
View File
@@ -212,7 +212,7 @@ public:
virtual void Update(double dt) { }
void DrawLayered(RenderQueueCollection& rq)
void DrawLayered(RenderScene& rq)
{
if (this->Hidden())
return;
@@ -232,7 +232,7 @@ public:
}
}
virtual void Draw(RenderQueueCollection& rq) { }
virtual void Draw(RenderScene& rq) { }
protected:
::EventBroker* m_EventBroker;
+1 -1
View File
@@ -16,7 +16,7 @@ public:
void EnableScissor() { m_ScissorEnabled = true; }
void DisableScissor() { m_ScissorEnabled = false; }
void Draw(RenderQueueCollection& rq) override
void Draw(RenderScene& rq) override
{
if (m_Texture == nullptr)
return;
+2 -8
View File
@@ -26,11 +26,6 @@ public:
glm::quat Orientation() const { return m_Orientation; }
void SetOrientation(glm::quat val);
/*float Pitch() const { return m_Pitch; }
void Pitch(float val);
float Yaw() const { return m_Yaw; }
void Yaw(float val);*/
glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
@@ -46,11 +41,10 @@ public:
float FarClip() const { return m_FarClip; }
void SetFarClip(float val);
void UpdateViewMatrix();
void UpdateProjectionMatrix();
private:
void UpdateViewMatrix();
void UpdateProjectionMatrix();
glm::vec3 m_Position;
glm::quat m_Orientation;
+1 -1
View File
@@ -17,7 +17,7 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderQueueCollection& rq);
void Draw(RenderFrame& rf);
//Getters
+1 -1
View File
@@ -9,7 +9,7 @@ class DummyRenderer : public IRenderer
{
public:
virtual void Initialize() override;
virtual void Draw(RenderQueueCollection& rq) override;
virtual void Draw(RenderFrame& rq) override;
};
#endif
+2 -2
View File
@@ -3,16 +3,16 @@
#include "../Core/EventBroker.h"
#include "../Core/Entity.h"
#include <string.h>
namespace Events
{
/** Thrown Every frame, use functions to pick*/
struct SetCamera : Event
{
public:
SetCamera() { };
EntityID Entity;
std::string Name;
private:
+1 -1
View File
@@ -31,7 +31,7 @@ public:
}
virtual void Initialize() = 0;
virtual void Update(double dt) = 0;
virtual void Draw(RenderQueueCollection& rq) = 0;
virtual void Draw(RenderFrame& rq) = 0;
protected:
Rectangle m_Resolution = Rectangle(1280, 720);
+1 -1
View File
@@ -18,7 +18,7 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderQueueCollection& rq);
void Draw(RenderFrame& rf);
//Getters
+35 -3
View File
@@ -39,9 +39,7 @@ struct ModelJob : RenderJob
unsigned int ShaderID = 0;
unsigned int TextureID = 0;
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
EntityID Entity;
glm::mat4 Matrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
@@ -165,7 +163,7 @@ private:
int m_Size = 0;
};
struct RenderQueueCollection
struct RenderScene
{
RenderQueue Forward;
RenderQueue Lights;
@@ -184,4 +182,38 @@ struct RenderQueueCollection
}
};
class RenderFrame
{
public:
void Add(RenderScene &scene)
{
RenderScenes.push_back(std::shared_ptr<RenderScene>(new RenderScene(scene)));
m_Size++;
}
void Clear()
{
RenderScenes.clear();
m_Size = 0;
}
int Size() const { return m_Size; }
std::list<std::shared_ptr<RenderScene>>::const_iterator begin()
{
return RenderScenes.begin();
}
std::list<std::shared_ptr<RenderScene>>::const_iterator end()
{
return RenderScenes.end();
}
std::list<std::shared_ptr<RenderScene>> RenderScenes;
private:
int m_Size = 0;
};
#endif
+10 -5
View File
@@ -12,10 +12,11 @@
#include "../Input/EInputCommand.h"
#include "Camera.h"
class RenderSystem : public ImpureSystem
{
public:
RenderSystem(EventBroker* eventBrokerer, RenderQueueCollection* renderQueues);
RenderSystem(EventBroker* eventBrokerer, RenderFrame* renderFrame);
virtual void Update(World* world, double dt) override;
@@ -26,9 +27,14 @@ public:
private:
RenderQueueCollection* m_RenderQueues;
World* m_World = nullptr;
RenderFrame* m_RenderFrame;
bool m_SwitchCamera = false;
Camera* m_Camera = nullptr;
Camera* m_DefaultCamera = nullptr;
std::list<ComponentWrapper> m_CameraComponents;
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera &event);
@@ -37,13 +43,12 @@ private:
void SwitchCamera(EntityID entity);
void Initialize();
void UpdateViewMatrix(ComponentWrapper& cameraTransform);
void UpdateProjectionMatrix(ComponentWrapper& cameraComponent);
glm::mat4 m_ViewMatrix;
glm::mat4 m_ProjectionMatrix;
glm::mat4 ModelMatrix(World* world, EntityID entity);
void FillModels(World* world, RenderQueue* renderQueue);
glm::mat4 ModelMatrix(EntityID entity);
void FillModels(RenderQueue* renderQueue);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
+1 -1
View File
@@ -27,7 +27,7 @@ public:
virtual void Initialize() override;
virtual void Update(double dt) override;
virtual void Draw(RenderQueueCollection& rq) override;
virtual void Draw(RenderFrame& rf) override;
private:
//----------------------Variables----------------------//
+1 -1
View File
@@ -38,7 +38,7 @@ private:
GUI::Frame* m_FrameStack;
World* m_World;
SystemPipeline* m_SystemPipeline;
RenderQueueCollection* m_RenderQueues;
RenderFrame* m_RenderFrame;
EventRelay<Game, Events::InputCommand> m_EInputCommand;
bool debugOnInputCommand(const Events::InputCommand& e);
+1
View File
@@ -1,4 +1,5 @@
<c:Camera>
<Name>cam</Name>
<AspectRatio>1.77</AspectRatio>
<FOV>60.0</FOV>
<NearClip>0.01</NearClip>
+1
View File
@@ -9,6 +9,7 @@
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Name" type="t:string" minOccurs="0"/>
<xs:element name="AspectRatio" type="t:double" minOccurs="0"/>
<xs:element name="FOV" type="t:double" minOccurs="0"/>
<xs:element name="NearClip" type="t:double" minOccurs="0"/>
+2
View File
@@ -18,6 +18,7 @@
<Resource>Models/Camera.obj</Resource>
</c:Model>
<c:Camera>
<Name>MainCamera</Name>
</c:Camera>
</Components>
</Entity>
@@ -30,6 +31,7 @@
<Resource>Models/Camera.obj</Resource>
</c:Model>
<c:Camera>
<Name>ActionCamera</Name>
</c:Camera>
</Components>
</Entity>
-9
View File
@@ -64,15 +64,6 @@ void Camera::SetOrientation(glm::quat val)
void Camera::UpdateProjectionMatrix()
{
// m_ProjectionMatrix = glm::ortho(
// -16.f,
// 16.f,
// -9.f,
// 9.f,
// m_NearClip,
// m_FarClip
// );
m_ProjectionMatrix = glm::perspective(m_FOV, m_AspectRatio, m_NearClip, m_FarClip);
}
+24 -24
View File
@@ -25,40 +25,40 @@ void DrawScenePass::InitializeShaderPrograms()
}
void DrawScenePass::Draw(RenderQueueCollection& rq)
void DrawScenePass::Draw(RenderFrame& rf)
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("Renderer::Draw PickingPass");
DrawScenePassState state;
for (auto scene : rf.RenderScenes) {
scene->Forward.Jobs.sort(DrawScenePass::DepthSort);
rq.Forward.Jobs.sort(DrawScenePass::DepthSort);
for (auto &job : scene->Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
//TODO: Render: Add code for more jobs than modeljobs.
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, "Matrix"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
m_BasicForwardProgram->Bind();
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "Matrix"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
continue;
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
continue;
}
}
GLERROR("DrawScene Error");
+1 -1
View File
@@ -42,7 +42,7 @@ void DummyRenderer::Initialize()
glfwSwapInterval(m_VSYNC);
}
void DummyRenderer::Draw(RenderQueueCollection& rq)
void DummyRenderer::Draw(RenderFrame& rq)
{
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
+30 -26
View File
@@ -43,7 +43,7 @@ void PickingPass::InitializeShaderPrograms()
m_PickingProgram->Link();
}
void PickingPass::Draw(RenderQueueCollection& rq)
void PickingPass::Draw(RenderFrame& rf)
{
m_PickingColorsToEntity.clear();
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
@@ -57,34 +57,38 @@ void PickingPass::Draw(RenderQueueCollection& rq)
std::map<EntityID, glm::vec2> entityColors;
for (auto &job : rq.Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
for(auto scene : rf.RenderScenes)
{
for (auto &job : scene->Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
int pickColor[2] = { r, g };
auto color = entityColors.find(modelJob->Entity);
if (color != entityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
} else {
entityColors[modelJob->Entity] = glm::vec2(pickColor[0], pickColor[1]);
if (r + 10 > 255) {
r = 0;
g += 1;
if (modelJob) {
int pickColor[2] = { r, g };
auto color = entityColors.find(modelJob->Entity);
if (color != entityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
} else {
r += 1;
entityColors[modelJob->Entity] = glm::vec2(pickColor[0], pickColor[1]);
if (r + 10 > 255) {
r = 0;
g += 1;
} else {
r += 1;
}
}
m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "Matrix"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex);
}
m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "Matrix"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex);
}
}
m_PickingBuffer.Unbind();
GLERROR("PickingPass Error");
@@ -92,15 +96,15 @@ void PickingPass::Draw(RenderQueueCollection& rq)
int fbWidth;
int fbHeight;
glfwGetFramebufferSize(m_Renderer->Window(), &fbWidth, &fbHeight);
/* Events::Picking pickEvent = Events::Picking(
Events::Picking pickEvent = Events::Picking(
&m_PickingBuffer,
&m_DepthBuffer,
m_Renderer->Camera()->ProjectionMatrix(),
m_Renderer->Camera()->ViewMatrix(),
Rectangle(fbWidth, fbHeight),
&m_PickingColorsToEntity);*/
&m_PickingColorsToEntity);
//m_EventBroker->Publish(pickEvent);
m_EventBroker->Publish(pickEvent);
delete state;
}
+74 -42
View File
@@ -1,29 +1,56 @@
#include "Rendering/RenderSystem.h"
#include "Rendering/DebugCameraInputController.h"
RenderSystem::RenderSystem(EventBroker* eventBrokerer, RenderQueueCollection* renderQueues)
RenderSystem::RenderSystem(EventBroker* eventBrokerer, RenderFrame* renderFrame)
:ImpureSystem(eventBrokerer)
{
m_RenderQueues = renderQueues;
m_RenderFrame = renderFrame;
Initialize();
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
m_DefaultCamera = new Camera(1.77f /* should be based on width and height */, glm::radians(45.f), 0.01f, 5000.f);
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
if (m_Camera == nullptr) {
m_Camera = m_DefaultCamera;
}
}
bool RenderSystem::OnSetCamera(const Events::SetCamera &event)
{
m_CurrentCamera = event.Entity;
auto cameras = m_World->GetComponents("Camera");
if (cameras != nullptr) {
for (auto it = cameras->begin(); it != cameras->end(); it++) {
if ((std::string)(*it)["Name"] == event.Name) {
SwitchCamera((*it).EntityID);
}
}
}
return true;
}
void RenderSystem::SwitchCamera(EntityID entity)
{
m_CurrentCamera = entity;
m_SwitchCamera = false;
LOG_INFO("Switched to camera %i", m_CurrentCamera);
if(m_World->HasComponent(entity, "Camera")) {
if (m_World->HasComponent(m_CurrentCamera, "Model")) {
m_World->GetComponent(m_CurrentCamera, "Model")["Visible"] = true;
}
if (m_World->HasComponent(entity, "Model")) {
m_World->GetComponent(entity, "Model")["Visible"] = false;
}
m_CurrentCamera = entity;
m_SwitchCamera = false;
LOG_INFO("Switched to %s", m_World->GetComponent(m_CurrentCamera, "Camera")["Name"]);
} else {
LOG_ERROR("Entity %i does not have a CameraComponent", entity);
m_SwitchCamera = false;
}
}
void RenderSystem::Initialize()
@@ -31,24 +58,21 @@ void RenderSystem::Initialize()
}
void RenderSystem::UpdateViewMatrix(ComponentWrapper& cameraTransform)
{
glm::quat orientation = glm::quat((glm::vec3)cameraTransform["Orientation"]);
glm::vec3 position = cameraTransform["Position"];
m_ViewMatrix = glm::toMat4(glm::inverse(orientation)) * glm::translate(-position);
}
void RenderSystem::UpdateProjectionMatrix(ComponentWrapper& cameraComponent)
{
double fov = (double&)cameraComponent["FOV"];
double aspectRatio = (double&)cameraComponent["AspectRatio"];
double nearClip = (double&)cameraComponent["NearClip"];
double farClip = (double&)cameraComponent["FarClip"];
double fov = cameraComponent["FOV"];
double aspectRatio = cameraComponent["AspectRatio"];
double nearClip = cameraComponent["NearClip"];
double farClip = cameraComponent["FarClip"];
double fovY = atan(tan(glm::radians(fov)/2.0) * aspectRatio) * 2.0;
m_ProjectionMatrix = glm::perspective(fovY, aspectRatio, nearClip, farClip);
m_Camera->SetFOV(fovY);
m_Camera->SetAspectRatio(aspectRatio);
m_Camera->SetNearClip(nearClip);
m_Camera->SetFarClip(farClip);
m_Camera->UpdateProjectionMatrix();
}
glm::vec3 RenderSystem::AbsolutePosition(World* world, EntityID entity)
@@ -95,20 +119,19 @@ glm::vec3 RenderSystem::AbsoluteScale(World* world, EntityID entity)
return scale;
}
glm::mat4 RenderSystem::ModelMatrix(World* world, EntityID entity)
glm::mat4 RenderSystem::ModelMatrix(EntityID entity)
{
glm::vec3 position = AbsolutePosition(world, entity);
glm::quat orientation = AbsoluteOrientation(world, entity);
glm::vec3 scale = AbsoluteScale(world, entity);
glm::vec3 position = AbsolutePosition(m_World, entity);
glm::quat orientation = AbsoluteOrientation(m_World, entity);
glm::vec3 scale = AbsoluteScale(m_World, entity);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
return modelMatrix;
}
void RenderSystem::FillModels(World* world, RenderQueue* renderQueue)
void RenderSystem::FillModels(RenderQueue* renderQueue)
{
auto models = world->GetComponents("Model");
auto models = m_World->GetComponents("Model");
if (models == nullptr) {
return;
}
@@ -140,7 +163,7 @@ void RenderSystem::FillModels(World* world, RenderQueue* renderQueue)
job.Model = model;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.Matrix = m_ProjectionMatrix * m_ViewMatrix * (model->m_Matrix * ModelMatrix(world, modelC.EntityID));
job.Matrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * (model->m_Matrix * ModelMatrix(modelC.EntityID));
job.Color = color;
job.Entity = modelC.EntityID;
@@ -156,7 +179,7 @@ void RenderSystem::FillModels(World* world, RenderQueue* renderQueue)
job.Model = model;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.Matrix = m_ProjectionMatrix * m_ViewMatrix * (model->m_Matrix * ModelMatrix(world, modelC.EntityID));
job.Matrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * (model->m_Matrix * ModelMatrix(modelC.EntityID));
job.Color = color;
job.Entity = modelC.EntityID;
@@ -176,9 +199,10 @@ bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
}
}
void RenderSystem::Update(World* world, double dt)
{
m_World = world;
m_EventBroker->Process<RenderSystem>();
static DebugCameraInputController<RenderSystem> firstPersonInputController(m_EventBroker, -1);
@@ -201,34 +225,42 @@ void RenderSystem::Update(World* world, double dt)
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
firstPersonInputController.SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
firstPersonInputController.SetPosition((glm::vec3)cameraTransform["Position"]);
firstPersonInputController.SetPosition(cameraTransform["Position"]);
}
}
if(world->HasComponent(m_CurrentCamera, "Camera") && world->HasComponent(m_CurrentCamera, "Transform")) {
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
firstPersonInputController.Update(dt);
(glm::vec3&)cameraTransform["Orientation"] = glm::eulerAngles(firstPersonInputController.Orientation());
(glm::vec3&)cameraTransform["Position"] = firstPersonInputController.Position();
if(world->GetParent(m_CurrentCamera) == 1) { // world is entity 1, is this ok?
firstPersonInputController.Update(dt);
(glm::vec3&)cameraTransform["Orientation"] = glm::eulerAngles(firstPersonInputController.Orientation());
(glm::vec3&)cameraTransform["Position"] = firstPersonInputController.Position();
}
glm::vec3 position = AbsolutePosition(world, m_CurrentCamera);
glm::quat orientation = AbsoluteOrientation(world, m_CurrentCamera);
m_Camera->SetPosition(position);
m_Camera->SetOrientation(orientation);
UpdateProjectionMatrix(cameraComponent);
UpdateViewMatrix(cameraTransform);
m_Camera->UpdateViewMatrix();
} else {
m_ProjectionMatrix = glm::perspective(glm::radians(40.f), 1.77f, 0.05f, 5000.f);
m_ViewMatrix = glm::mat4();
m_Camera = m_DefaultCamera;
auto cameras = world->GetComponents("Camera");
if (cameras != nullptr) {
ComponentWrapper& cameraC = *cameras->begin();
m_CurrentCamera = cameraC.EntityID;
SwitchCamera(cameraC.EntityID);
world->GetComponent(m_CurrentCamera, "Model")["Visible"] = false;
}
}
m_RenderQueues->Clear();
FillModels(world, &m_RenderQueues->Forward);
m_RenderFrame->Clear();
RenderScene* rs = new RenderScene();
rs->Camera = m_Camera;
FillModels(&rs->Forward);
m_RenderFrame->Add(*rs);
}
+4 -4
View File
@@ -90,14 +90,14 @@ void Renderer::Update(double dt)
m_ImGuiRenderPass->Update(dt);
}
void Renderer::Draw(RenderQueueCollection& rq)
void Renderer::Draw(RenderFrame& rf)
{
m_PickingPass->Draw(rq);
//DrawScreenQuad(m_PickingPass->PickingTexture());
m_Camera = (*rf.begin())->Camera;
m_PickingPass->Draw(rf);
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 1.f);
m_DrawScenePass->Draw(rq);
m_DrawScenePass->Draw(rf);
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
m_ImGuiRenderPass->Draw();
glfwSwapBuffers(m_Window);
+3 -3
View File
@@ -47,14 +47,14 @@ Game::Game(int argc, char* argv[])
ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
}
m_RenderQueues = new RenderQueueCollection();
m_RenderFrame = new RenderFrame();
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<RaptorCopterSystem>();
m_SystemPipeline->AddSystem<PlayerSystem>();
m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
m_SystemPipeline->AddSystem<RenderSystem>(m_RenderQueues);
m_SystemPipeline->AddSystem<RenderSystem>(m_RenderFrame);
m_LastTime = glfwGetTime();
@@ -91,7 +91,7 @@ void Game::Tick()
m_Renderer->Update(dt);
GLERROR("Game::Tick m_RenderQueueFactory->Update");
m_Renderer->Draw(*m_RenderQueues);
m_Renderer->Draw(*m_RenderFrame);
GLERROR("Game::Tick m_Renderer->Draw");
m_EventBroker->Swap();
m_EventBroker->Clear();