#include "Rendering/RenderQueueFactory.h" RenderQueueFactory::RenderQueueFactory() { m_RenderQueues = RenderQueueCollection(); } void RenderQueueFactory::Update(World* world) { m_RenderQueues.Clear(); FillModels(world, &m_RenderQueues.Forward); FillLights(world, &m_RenderQueues.Lights); } glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity) { glm::vec3 position = AbsolutePosition(world, entity); glm::quat orientation = AbsoluteOrientation(world, entity); glm::vec3 scale = AbsoluteScale(world, entity); glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale); return modelMatrix; } glm::vec3 RenderQueueFactory::AbsolutePosition(World* world, EntityID entity) { glm::vec3 position; while (entity != EntityID_Invalid) { ComponentWrapper transform = world->GetComponent(entity, "Transform"); EntityID parent = world->GetParent(entity); //if (parent != EntityID_Invalid) { position += AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"]; //} else { // position += (glm::vec3)transform["Position"]; //} entity = parent; } return position; } glm::quat RenderQueueFactory::AbsoluteOrientation(World* world, EntityID entity) { glm::quat orientation; while (entity != EntityID_Invalid) { ComponentWrapper transform = world->GetComponent(entity, "Transform"); orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation; entity = world->GetParent(entity); } return orientation; } glm::vec3 RenderQueueFactory::AbsoluteScale(World* world, EntityID entity) { glm::vec3 scale(1.f); while (entity != EntityID_Invalid) { ComponentWrapper transform = world->GetComponent(entity, "Transform"); scale *= (glm::vec3)transform["Scale"]; entity = world->GetParent(entity); } return scale; } void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue) { auto models = world->GetComponents("Model"); if (models == nullptr) { return; } for (auto& modelC : *models) { bool visible = modelC["Visible"]; if (!visible) { continue; } std::string resource = modelC["Resource"]; if (resource.empty()) { continue; } glm::vec4 color = modelC["Color"]; Model* model = ResourceManager::Load(resource); if (model == nullptr) { model = ResourceManager::Load("Models/Core/Error.obj"); } 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; //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) { }