Files
axyz/include/Engine/Rendering/RenderSystem.cpp
T

233 lines
7.7 KiB
C++

#include "Rendering/RenderSystem.h"
#include "Rendering/DebugCameraInputController.h"
RenderSystem::RenderSystem(EventBroker* eventBrokerer, RenderQueueCollection* renderQueues)
:ImpureSystem(eventBrokerer)
{
m_RenderQueues = renderQueues;
Initialize();
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
}
bool RenderSystem::OnSetCamera(const Events::SetCamera &event)
{
m_CurrentCamera = event.Entity;
return true;
}
void RenderSystem::SwitchCamera(EntityID entity)
{
m_CurrentCamera = entity;
m_SwitchCamera = false;
LOG_INFO("Switched to camera %i", m_CurrentCamera);
}
void RenderSystem::Initialize()
{
}
void RenderSystem::UpdateViewMatrix(ComponentWrapper& cameraTransform)
{
glm::quat orientation = cameraTransform["Orientation"];
glm::vec3 position = cameraTransform["Position"];
m_ViewMatrix = glm::toMat4(glm::inverse(orientation)) * glm::translate(-position);
}
void RenderSystem::UpdateProjectionMatrix(ComponentWrapper& cameraComponent)
{
double fov = (double&)cameraComponent["FOV"];
double aspectRatio = (double&)cameraComponent["AspectRatio"];
double nearClip = (double&)cameraComponent["NearClip"];
double farClip = (double&)cameraComponent["FarClip"];
double fovY = atan(tan(glm::radians(fov)/2.0) * aspectRatio) * 2.0;
m_ProjectionMatrix = glm::perspective(fovY, aspectRatio, nearClip, farClip);
}
glm::vec3 RenderSystem::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 RenderSystem::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 RenderSystem::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;
}
glm::mat4 RenderSystem::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;
}
void RenderSystem::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) {
if (color.a < 1.0f || texGroup.Transparency < 1.0f) {
//transparent stuffs
TransparentModelJob 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.Matrix = m_ProjectionMatrix * m_ViewMatrix * (model->m_Matrix * ModelMatrix(world, modelC.EntityID));
job.Color = color;
job.Entity = modelC.EntityID;
job.Depth = 10.f; //insert real viewspace depth here
renderQueue->Add(job);
} else {
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.Matrix = m_ProjectionMatrix * m_ViewMatrix * (model->m_Matrix * ModelMatrix(world, modelC.EntityID));
job.Color = color;
job.Entity = modelC.EntityID;
renderQueue->Add(job);
}
}
}
}
bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
{
if (e.Command == "SwitchCamera" && e.Value > 0) {
m_SwitchCamera = true;
return true;
} else {
return false;
}
}
void RenderSystem::Update(World* world, double dt)
{
m_EventBroker->Process<RenderSystem>();
static DebugCameraInputController<RenderSystem> firstPersonInputController(m_EventBroker, -1);
if (m_SwitchCamera) {
auto cameras = world->GetComponents("Camera");
if (cameras != nullptr) {
for (auto it = cameras->begin(); it != cameras->end(); it++) {
if ((*it).EntityID == m_CurrentCamera) {
it++;
if (it != cameras->end()) {
SwitchCamera((*it).EntityID);
} else {
SwitchCamera((*cameras->begin()).EntityID);
}
break;
}
}
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
firstPersonInputController.SetOrientation((glm::quat)cameraTransform["Orientation"]);
firstPersonInputController.SetPosition((glm::vec3)cameraTransform["Position"]);
}
}
if(world->HasComponent(m_CurrentCamera, "Camera") && world->HasComponent(m_CurrentCamera, "Transform")) {
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
firstPersonInputController.Update(dt);
(glm::quat&)cameraTransform["Orientation"] = firstPersonInputController.Orientation();
(glm::vec3&)cameraTransform["Position"] = firstPersonInputController.Position();
UpdateProjectionMatrix(cameraComponent);
UpdateViewMatrix(cameraTransform);
} else {
m_ProjectionMatrix = glm::perspective(glm::radians(40.f), 1.77f, 0.05f, 5000.f);
m_ViewMatrix = glm::mat4();
auto cameras = world->GetComponents("Camera");
if (cameras != nullptr) {
ComponentWrapper& cameraC = *cameras->begin();
m_CurrentCamera = cameraC.EntityID;
}
}
m_RenderQueues->Clear();
FillModels(world, &m_RenderQueues->Forward);
}