145 lines
4.3 KiB
C++
145 lines
4.3 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;
|
|
|
|
do {
|
|
ComponentWrapper transform = world->GetComponent(entity, "Transform");
|
|
EntityID parent = world->GetParent(entity);
|
|
if (parent != 0) {
|
|
position += AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
|
|
} else {
|
|
position += (glm::vec3)transform["Position"];
|
|
}
|
|
entity = parent;
|
|
} while (entity != 0);
|
|
|
|
return position;
|
|
}
|
|
|
|
glm::quat RenderQueueFactory::AbsoluteOrientation(World* world, EntityID entity)
|
|
{
|
|
glm::quat orientation;
|
|
|
|
do {
|
|
ComponentWrapper transform = world->GetComponent(entity, "Transform");
|
|
orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
|
|
entity = world->GetParent(entity);
|
|
} while (entity != 0);
|
|
|
|
return orientation;
|
|
}
|
|
|
|
glm::vec3 RenderQueueFactory::AbsoluteScale(World* world, EntityID entity)
|
|
{
|
|
glm::vec3 scale(1.f);
|
|
|
|
do {
|
|
ComponentWrapper transform = world->GetComponent(entity, "Transform");
|
|
scale *= (glm::vec3)transform["Scale"];
|
|
entity = world->GetParent(entity);
|
|
} while (entity != 0);
|
|
|
|
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)
|
|
{
|
|
auto pointLights = world->GetComponents("PointLight");
|
|
if(pointLights == nullptr) {
|
|
return;
|
|
}
|
|
|
|
for(auto& pointlightC : *pointLights) {
|
|
bool visible = pointlightC["Visible"];
|
|
if(!visible) {
|
|
continue;
|
|
}
|
|
auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
|
|
if(&transformC == nullptr) {
|
|
return;
|
|
}
|
|
|
|
glm::vec4 color = pointlightC["Color"];
|
|
float radius = (double)pointlightC["Radius"];
|
|
float intensity = (double)pointlightC["Intensity"];
|
|
float falloff = (double)pointlightC["Falloff"];
|
|
|
|
PointLightJob job;
|
|
job.Position = glm::vec4(AbsolutePosition(world, transformC.EntityID), 1.f);
|
|
job.Color = color;
|
|
job.Radius = radius;
|
|
job.Intensity = intensity;
|
|
job.Falloff = falloff;
|
|
|
|
renderQueue->Add(job);
|
|
}
|
|
}
|
|
|