Camera Switch event now working, Camera models Rotation still bugged
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@@ -1,16 +1,52 @@
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#include "RenderSystem.h"
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#include "Rendering/RenderSystem.h"
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#include "Rendering/DebugCameraInputController.h"
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RenderSystem::RenderSystem(EventBroker* eventBrokerer, RenderQueueCollection* renderQueues)
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:ImpureSystem(eventBrokerer)
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{
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m_RenderQueues = renderQueues;
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Initialize();
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
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}
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bool RenderSystem::OnSetCamera(const Events::SetCamera &event)
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{
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m_CurrentCamera = event.Entity;
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return true;
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}
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void RenderSystem::SwitchCamera(EntityID entity)
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{
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m_CurrentCamera = entity;
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m_SwitchCamera = false;
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LOG_INFO("Switched to camera %i", m_CurrentCamera);
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}
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void RenderSystem::Initialize()
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{
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}
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void RenderSystem::UpdateViewMatrix(ComponentWrapper& cameraTransform)
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{
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glm::quat orientation = cameraTransform["Orientation"];
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glm::vec3 position = cameraTransform["Position"];
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m_ViewMatrix = glm::toMat4(glm::inverse(orientation)) * glm::translate(-position);
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}
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void RenderSystem::UpdateProjectionMatrix(ComponentWrapper& cameraComponent)
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{
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double fov = (double&)cameraComponent["FOV"];
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double aspectRatio = (double&)cameraComponent["AspectRatio"];
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double nearClip = (double&)cameraComponent["NearClip"];
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double farClip = (double&)cameraComponent["FarClip"];
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double fovY = atan(tan(glm::radians(fov)/2.0) * aspectRatio) * 2.0;
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m_ProjectionMatrix = glm::perspective(fovY, aspectRatio, nearClip, farClip);
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}
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glm::vec3 RenderSystem::AbsolutePosition(World* world, EntityID entity)
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@@ -57,6 +93,7 @@ glm::vec3 RenderSystem::AbsoluteScale(World* world, EntityID entity)
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return scale;
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}
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glm::mat4 RenderSystem::ModelMatrix(World* world, EntityID entity)
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{
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glm::vec3 position = AbsolutePosition(world, entity);
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@@ -101,10 +138,10 @@ void RenderSystem::FillModels(World* world, RenderQueue* renderQueue)
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.Matrix = m_ProjectionMatrix * m_ViewMatrix * (model->m_Matrix * ModelMatrix(world, modelC.EntityID));
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job.Color = color;
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job.Entity = modelC.EntityID;
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job.Depth = 10.f; //insert real viewspace depth here
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renderQueue->Add(job);
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@@ -117,24 +154,79 @@ void RenderSystem::FillModels(World* world, RenderQueue* renderQueue)
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.Matrix = m_ProjectionMatrix * m_ViewMatrix * (model->m_Matrix * ModelMatrix(world, modelC.EntityID));
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job.Color = color;
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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job.Entity = modelC.EntityID;
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renderQueue->Add(job);
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}
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}
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}
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}
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bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
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{
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if (e.Command == "SwitchCamera" && e.Value > 0) {
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m_SwitchCamera = true;
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return true;
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} else {
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return false;
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}
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}
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void RenderSystem::Update(World* world, double dt)
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{
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m_EventBroker->Process<RenderSystem>();
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static DebugCameraInputController<RenderSystem> firstPersonInputController(m_EventBroker, -1);
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if (m_SwitchCamera) {
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auto cameras = world->GetComponents("Camera");
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if (cameras != nullptr) {
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for (auto it = cameras->begin(); it != cameras->end(); it++) {
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if ((*it).EntityID == m_CurrentCamera) {
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it++;
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if (it != cameras->end()) {
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SwitchCamera((*it).EntityID);
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} else {
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SwitchCamera((*cameras->begin()).EntityID);
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}
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break;
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}
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}
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ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
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ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
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firstPersonInputController.SetOrientation((glm::quat)cameraTransform["Orientation"]);
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firstPersonInputController.SetPosition((glm::vec3)cameraTransform["Position"]);
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}
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}
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if(world->HasComponent(m_CurrentCamera, "Camera") && world->HasComponent(m_CurrentCamera, "Transform")) {
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ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
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ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
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firstPersonInputController.Update(dt);
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(glm::quat&)cameraTransform["Orientation"] = firstPersonInputController.Orientation();
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(glm::vec3&)cameraTransform["Position"] = firstPersonInputController.Position();
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UpdateProjectionMatrix(cameraComponent);
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UpdateViewMatrix(cameraTransform);
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} else {
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m_ProjectionMatrix = glm::perspective(glm::radians(40.f), 1.77f, 0.05f, 5000.f);
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m_ViewMatrix = glm::mat4();
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auto cameras = world->GetComponents("Camera");
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if (cameras != nullptr) {
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ComponentWrapper& cameraC = *cameras->begin();
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m_CurrentCamera = cameraC.EntityID;
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}
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}
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m_RenderQueues->Clear();
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FillModels(world, &m_RenderQueues->Forward);
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}
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