Files
axyz/src/Engine/Rendering/RenderQueueFactory.cpp
T
2016-01-11 14:35:41 +01:00

117 lines
3.4 KiB
C++

#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<Model>(resource);
if (model == nullptr) {
model = ResourceManager::Load<Model>("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)
{
}