Rebase fixes

This commit is contained in:
2016-03-02 22:24:27 +01:00
parent 6d2272f62e
commit ebe2d9d4f5
3 changed files with 27 additions and 33 deletions
+2 -2
View File
@@ -7,7 +7,7 @@
class EditorRenderSystem : public ImpureSystem
{
public:
EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
virtual void Update(double dt) override;
@@ -20,5 +20,5 @@ private:
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);
void enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, ComponentWrapper cModel, bool wireframe);
};
+19 -25
View File
@@ -1,7 +1,7 @@
#include "Editor/EditorRenderSystem.h"
EditorRenderSystem::EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
: System(world, eventBroker)
EditorRenderSystem::EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
: System(params)
, m_Renderer(renderer)
, m_RenderFrame(renderFrame)
{
@@ -24,8 +24,9 @@ void EditorRenderSystem::Update(double dt)
if (cameras != nullptr) {
for (auto& cCamera : *cameras) {
EntityWrapper entity(m_World, cCamera.EntityID);
entity["Model"]["Resource"] = "Models/Widgets/Camera.mesh";
glm::mat4 modelMatrix = Transform::ModelMatrix(entity);
enqueueModel(scene, entity, modelMatrix, "Models/Camera.mesh", false);
enqueueModel(scene, entity, modelMatrix, "Models/Widgets/Camera.mesh", entity["Model"], false);
}
}
@@ -36,7 +37,8 @@ void EditorRenderSystem::Update(double dt)
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);
entity["Model"]["Resource"] = "Models/Core/UnitCube.mesh";
enqueueModel(scene, entity, modelMatrix, "Models/Core/UnitCube.mesh", entity["Model"], true);
}
}
@@ -56,7 +58,7 @@ bool EditorRenderSystem::OnSetCamera(Events::SetCamera& e)
return true;
}
void EditorRenderSystem::enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, bool wireframe)
void EditorRenderSystem::enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, ComponentWrapper cModel, bool wireframe)
{
Model* model;
try {
@@ -72,27 +74,19 @@ void EditorRenderSystem::enqueueModel(RenderScene& scene, EntityWrapper entity,
}
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;
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(
model,
m_Camera,
modelMatrix,
matGroup,
cModel,
m_World,
glm::vec4(1.f, 1.f, 1.f, 1.f),
0.f,
false
));
modelJob->Wireframe = wireframe;
scene.OpaqueObjects.push_back(modelJob);
scene.Jobs.OpaqueObjects.push_back(modelJob);
}
}
+6 -6
View File
@@ -429,6 +429,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
if (modelJob) {
//bind forward program
//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
RenderState jobState;
if (modelJob->Wireframe) {
jobState.Disable(GL_CULL_FACE);
jobState.PolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
switch (modelJob->Type) {
case RawModel::MaterialType::Basic:
case RawModel::MaterialType::SingleTextures:
@@ -917,8 +923,6 @@ 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);
@@ -982,10 +986,6 @@ 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);