Camera Switch event now working, Camera models Rotation still bugged

This commit is contained in:
viktorljung
2015-12-15 15:29:19 +01:00
parent d9ea0192d1
commit fa66e9ff47
16 changed files with 164 additions and 79 deletions
+1 -1
Submodule assets updated: c5f674349a...008f727821
@@ -9,6 +9,9 @@ public:
: FirstPersonInputController(eventBroker, playerID)
{ }
void SetPosition(const glm::vec3 position) { m_Position = position; }
void SetOrientation(const glm::quat orientation) { m_Orientation = orientation; }
const glm::vec3 Position() const { return m_Position; }
void SetBaseSpeed(float speed) { m_BaseSpeed = speed; }
-12
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@@ -20,16 +20,6 @@ public:
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; }
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
::Camera* Camera() const { return m_Camera; }
void SetCamera(::Camera* camera)
{
if (camera == nullptr) {
m_Camera = m_DefaultCamera;
} else {
m_Camera = camera;
}
}
virtual void Initialize() = 0;
virtual void Update(double dt) = 0;
virtual void Draw(RenderQueueCollection& rq) = 0;
@@ -40,8 +30,6 @@ protected:
bool m_VSYNC = false;
int m_GLVersion[2];
std::string m_GLVendor;
::Camera* m_DefaultCamera;
::Camera* m_Camera = nullptr;
GLFWwindow* m_Window = nullptr;
};
+2 -2
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@@ -41,7 +41,7 @@ struct ModelJob : RenderJob
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
EntityID Entity;
glm::mat4 ModelMatrix;
glm::mat4 Matrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
@@ -71,7 +71,7 @@ struct TransparentModelJob : RenderJob
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
EntityID Entity;
glm::mat4 ModelMatrix;
glm::mat4 Matrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
+101 -9
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@@ -1,16 +1,52 @@
#include "RenderSystem.h"
#include "Rendering/RenderSystem.h"
#include "Rendering/DebugCameraInputController.h"
RenderSystem::RenderSystem(EventBroker* eventBrokerer, RenderQueueCollection* renderQueues)
:ImpureSystem(eventBrokerer)
{
m_RenderQueues = renderQueues;
Initialize();
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
}
bool RenderSystem::OnSetCamera(const Events::SetCamera &event)
{
m_CurrentCamera = event.Entity;
return true;
}
void RenderSystem::SwitchCamera(EntityID entity)
{
m_CurrentCamera = entity;
m_SwitchCamera = false;
LOG_INFO("Switched to camera %i", m_CurrentCamera);
}
void RenderSystem::Initialize()
{
}
void RenderSystem::UpdateViewMatrix(ComponentWrapper& cameraTransform)
{
glm::quat orientation = 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 fovY = atan(tan(glm::radians(fov)/2.0) * aspectRatio) * 2.0;
m_ProjectionMatrix = glm::perspective(fovY, aspectRatio, nearClip, farClip);
}
glm::vec3 RenderSystem::AbsolutePosition(World* world, EntityID entity)
@@ -57,6 +93,7 @@ glm::vec3 RenderSystem::AbsoluteScale(World* world, EntityID entity)
return scale;
}
glm::mat4 RenderSystem::ModelMatrix(World* world, EntityID entity)
{
glm::vec3 position = AbsolutePosition(world, entity);
@@ -101,10 +138,10 @@ void RenderSystem::FillModels(World* world, RenderQueue* renderQueue)
job.Model = model;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
job.Matrix = m_ProjectionMatrix * m_ViewMatrix * (model->m_Matrix * ModelMatrix(world, modelC.EntityID));
job.Color = color;
job.Entity = modelC.EntityID;
job.Depth = 10.f; //insert real viewspace depth here
renderQueue->Add(job);
@@ -117,24 +154,79 @@ void RenderSystem::FillModels(World* world, RenderQueue* renderQueue)
job.Model = model;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
job.Matrix = m_ProjectionMatrix * m_ViewMatrix * (model->m_Matrix * ModelMatrix(world, modelC.EntityID));
job.Color = color;
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
job.Entity = modelC.EntityID;
renderQueue->Add(job);
}
}
}
}
bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
{
if (e.Command == "SwitchCamera" && e.Value > 0) {
m_SwitchCamera = true;
return true;
} else {
return false;
}
}
void RenderSystem::Update(World* world, double dt)
{
m_EventBroker->Process<RenderSystem>();
static DebugCameraInputController<RenderSystem> firstPersonInputController(m_EventBroker, -1);
if (m_SwitchCamera) {
auto cameras = world->GetComponents("Camera");
if (cameras != nullptr) {
for (auto it = cameras->begin(); it != cameras->end(); it++) {
if ((*it).EntityID == m_CurrentCamera) {
it++;
if (it != cameras->end()) {
SwitchCamera((*it).EntityID);
} else {
SwitchCamera((*cameras->begin()).EntityID);
}
break;
}
}
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
firstPersonInputController.SetOrientation((glm::quat)cameraTransform["Orientation"]);
firstPersonInputController.SetPosition((glm::vec3)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::quat&)cameraTransform["Orientation"] = firstPersonInputController.Orientation();
(glm::vec3&)cameraTransform["Position"] = firstPersonInputController.Position();
UpdateProjectionMatrix(cameraComponent);
UpdateViewMatrix(cameraTransform);
} else {
m_ProjectionMatrix = glm::perspective(glm::radians(40.f), 1.77f, 0.05f, 5000.f);
m_ViewMatrix = glm::mat4();
auto cameras = world->GetComponents("Camera");
if (cameras != nullptr) {
ComponentWrapper& cameraC = *cameras->begin();
m_CurrentCamera = cameraC.EntityID;
}
}
m_RenderQueues->Clear();
FillModels(world, &m_RenderQueues->Forward);
}
+18 -1
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@@ -8,6 +8,8 @@
#include "../Core/ResourceManager.h"
#include "ESetCamera.h"
#include "Model.h"
#include "../Core/EKeyDown.h"
#include "../Input/EInputCommand.h"
class RenderSystem : public ImpureSystem
{
@@ -20,14 +22,29 @@ public:
static glm::quat AbsoluteOrientation(World* world, EntityID entity);
static glm::vec3 AbsoluteScale(World* world, EntityID entity);
private:
RenderQueueCollection* m_RenderQueues;
bool m_SwitchCamera = false;
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera &event);
EntityID m_CurrentCamera = -1;
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);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
};
#endif
-1
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@@ -49,7 +49,6 @@ private:
Texture* m_ErrorTexture;
Texture* m_WhiteTexture;
float m_CameraMoveSpeed;
Model* m_ScreenQuad;
Model* m_UnitQuad;
+1 -1
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@@ -1,6 +1,6 @@
<c:Camera>
<AspectRatio>1.77</AspectRatio>
<FOV>90</FOV>
<FOV>60.0</FOV>
<NearClip>0.01</NearClip>
<FarClip>5000</FarClip>
</c:Camera>
+15 -1
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@@ -13,8 +13,22 @@
<Entity>
<Components>
<c:Transform>
<Scale X="1" Y="1" Z="1"/>
</c:Transform>
<c:Model>
<Resource>Models/Camera.obj</Resource>
</c:Model>
<c:Camera>
</c:Camera>
</Components>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="10" Y="5" Z="5"/>
</c:Transform>
<c:Model>
<Resource>Models/Camera.obj</Resource>
</c:Model>
<c:Camera>
</c:Camera>
</Components>
+1 -3
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@@ -1,8 +1,6 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Matrix;
uniform vec4 Color;
uniform sampler2D texture0;
+2 -4
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@@ -1,8 +1,6 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Matrix;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
@@ -25,7 +23,7 @@ out VertexData{
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
gl_Position = Matrix * vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
+2 -4
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@@ -1,8 +1,6 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Matrix;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
@@ -22,7 +20,7 @@ out VertexData{
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
gl_Position = Matrix * vec4(Position, 1.0);
Output.Position = Position;
}
+1 -3
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@@ -42,9 +42,7 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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(modelJob->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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
-7
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@@ -39,13 +39,6 @@ void DummyRenderer::Initialize()
exit(EXIT_FAILURE);
}
// 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, 0));
if (m_Camera == nullptr) {
m_Camera = m_DefaultCamera;
}
glfwSwapInterval(m_VSYNC);
}
+5 -9
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@@ -71,12 +71,8 @@ void PickingPass::Draw(RenderQueueCollection& rq)
}
}
m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
//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(modelJob->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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);
@@ -96,15 +92,15 @@ 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);
}
void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
+12 -21
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@@ -4,12 +4,6 @@
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));
if (m_Camera == nullptr) {
m_Camera = m_DefaultCamera;
}
TEMPCreateLights();
InitializeRenderPasses();
@@ -90,10 +84,7 @@ void Renderer::InitializeShaders()
void Renderer::InputUpdate(double dt)
{
static DebugCameraInputController<Renderer> firstPersonInputController(m_EventBroker, -1);
firstPersonInputController.Update(dt);
m_Camera->SetOrientation(firstPersonInputController.Orientation());
m_Camera->SetPosition(firstPersonInputController.Position());
}
void Renderer::Update(double dt)
@@ -214,17 +205,17 @@ void Renderer::InitializeRenderPasses()
void Renderer::CalculateFrustum()
{
GLERROR("CalculateFrustum Error-1");
m_CalculateFrustumProgram->Bind();
GLERROR("CalculateFrustum Error1");
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
GLERROR("CalculateFrustum Error2");
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
GLERROR("CalculateFrustum Error3");
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
GLERROR("CalculateFrustum Error4");
glDispatchCompute(5, 3, 1);
GLERROR("CalculateFrustum Error5");
// GLERROR("CalculateFrustum Error-1");
// m_CalculateFrustumProgram->Bind();
// GLERROR("CalculateFrustum Error1");
// glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
// GLERROR("CalculateFrustum Error2");
// // glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
// GLERROR("CalculateFrustum Error3");
// // glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
// GLERROR("CalculateFrustum Error4");
// //glDispatchCompute(5, 3, 1);
// GLERROR("CalculateFrustum Error5");
}