a6548a72b3
# Conflicts: # include/Engine/Collision/CollidableOctreeSystem.h # include/Engine/Collision/CollisionSystem.h # include/Engine/Collision/TriggerSystem.h # include/Engine/Rendering/RenderSystem.h # include/Game/Systems/PlayerSystem.h # resources/Schema/Components/Physics.xsd # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/RenderSystem.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp # src/Game/Systems/HealthSystem.cpp # src/Game/Systems/PlayerSystem.cpp # src/Tests/OctTreeTestGameClass.cpp
137 lines
4.6 KiB
C++
137 lines
4.6 KiB
C++
#include "Rendering/RenderSystem.h"
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RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame)
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: System(world, eventBroker)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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{
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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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m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
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}
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RenderSystem::~RenderSystem()
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{
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delete m_Camera;
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}
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bool RenderSystem::OnSetCamera(Events::SetCamera& e)
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{
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ComponentWrapper cTransform = e.CameraEntity["Transform"];
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ComponentWrapper cCamera = e.CameraEntity["Camera"];
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m_Camera->SetFOV((double)cCamera["FOV"]);
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m_Camera->SetNearClip((double)cCamera["NearClip"]);
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m_Camera->SetFarClip((double)cCamera["FarClip"]);
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m_Camera->SetPosition(cTransform["Position"]);
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m_Camera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
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m_CurrentCamera = e.CameraEntity;
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return true;
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}
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void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
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{
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auto models = m_World->GetComponents("Model");
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if (models == nullptr) {
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return;
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}
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for (auto& modelComponent : *models) {
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bool visible = modelComponent["Visible"];
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if (!visible) {
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continue;
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}
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std::string resource = modelComponent["Resource"];
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if (resource.empty()) {
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continue;
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}
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>(resource);
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} catch (const Resource::StillLoadingException&) {
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//continue;
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model = ResourceManager::Load<::Model>("Models/Core/UnitRaptor.obj");
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} catch (const std::exception&) {
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try {
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model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
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} catch (const std::exception&) {
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continue;
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}
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, m_World);
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, m_World));
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jobs.push_back(modelJob);
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}
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}
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}
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void RenderSystem::fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
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{
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auto pointLights = m_World->GetComponents("PointLight");
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if (pointLights != nullptr) {
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for (auto& pointlightC : *pointLights) {
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bool visible = pointlightC["Visible"];
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if (!visible) {
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continue;
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}
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auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
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if (&transformC == nullptr) {
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continue;
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}
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std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
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jobs.push_back(pointLightJob);
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}
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}
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}
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void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
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{
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auto directionalLights = world->GetComponents("DirectionalLight");
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if (directionalLights != nullptr) {
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for (auto& directionalLightC : *directionalLights) {
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bool visable = directionalLightC["Visible"];
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if (!visable) {
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continue;
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}
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auto transformC = world->GetComponent(directionalLightC.EntityID, "Transform");
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if (&transformC == nullptr) {
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continue;
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}
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std::shared_ptr<DirectionalLightJob> directionalLightJob = std::shared_ptr<DirectionalLightJob>(new DirectionalLightJob(transformC, directionalLightC, m_World));
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jobs.push_back(directionalLightJob);
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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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return false;
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}
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void RenderSystem::Update(double dt)
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{
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m_EventBroker->Process<RenderSystem>();
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if (m_CurrentCamera) {
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ComponentWrapper cameraTransform = m_CurrentCamera["Transform"];
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m_Camera->SetPosition(cameraTransform["Position"]);
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m_Camera->SetOrientation(glm::quat((const glm::vec3&)cameraTransform["Orientation"]));
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}
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//Only supports opaque geometry atm
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RenderScene scene;
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scene.Camera = m_Camera;
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scene.Viewport = Rectangle(1280, 720);
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fillModels(scene.ForwardJobs);
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fillPointLights(scene.PointLightJobs, m_World);
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fillDirectionalLights(scene.DirectionalLightJobs, m_World);
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m_RenderFrame->Add(scene);
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} |