Adapted Escape the Dawn engine.

This commit is contained in:
2014-04-04 23:14:18 +02:00
parent 6a64de37fb
commit a7985b1686
64 changed files with 3384 additions and 79 deletions
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#include "PrecompiledHeader.h"
#include "RenderSystem.h"
#include "World.h"
void Systems::RenderSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
{
if(type == "Model") {
auto modelComponent = std::static_pointer_cast<Components::Model>(component);
}
}
void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (transformComponent == nullptr)
return;
// Draw models
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
if (modelComponent != nullptr) {
if (m_CachedModels.find(modelComponent->ModelFile) == m_CachedModels.end()){
m_CachedModels[modelComponent->ModelFile] = std::make_shared<Model>(OBJ(modelComponent->ModelFile));
}
auto model = m_CachedModels[modelComponent->ModelFile];
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
m_Renderer->AddModelToDraw(model, position, orientation, transformComponent->Scale, modelComponent->Visible, modelComponent->ShadowCaster);
}
// Debug draw bounds
#ifdef DEBUG
auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
if (bounds != nullptr) {
glm::vec3 origin = m_TransformSystem->AbsolutePosition(entity) + (transformComponent->Scale * bounds->Origin);
glm::vec3 volumeVector = transformComponent->Scale * bounds->VolumeVector;
m_Renderer->AddAABBToDraw(origin, volumeVector, (collision != nullptr && collision->CollidingEntities.size() > 0));
}
#endif
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
if (pointLightComponent != nullptr) {
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
m_Renderer->AddPointLightToDraw(
position,
pointLightComponent->Specular,
pointLightComponent->Diffuse,
pointLightComponent->constantAttenuation,
pointLightComponent->linearAttenuation,
pointLightComponent->quadraticAttenuation,
pointLightComponent->spotExponent);
}
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
if (cameraComponent != nullptr) {
m_Renderer->GetCamera()->Position(transformComponent->Position);
m_Renderer->GetCamera()->Orientation(transformComponent->Orientation);
m_Renderer->GetCamera()->FOV(cameraComponent->FOV);
m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
m_Renderer->GetCamera()->FarClip(cameraComponent->FarClip);
}
}
void Systems::RenderSystem::Initialize()
{
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
}
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#ifndef RenderSystem_h__
#define RenderSystem_h__
#include <unordered_map>
#include "System.h"
#include "Systems/TransformSystem.h"
#include "Model.h"
#include "Texture.h"
#include "Components/Model.h"
#include "Components/Transform.h"
#include "Components/Camera.h"
#include "Components/Bounds.h"
#include "Components/Collision.h"
#include "Renderer.h"
namespace Systems
{
class RenderSystem : public System
{
public:
RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
: System(world), m_Renderer(renderer){ }
void Initialize() override;
std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
std::shared_ptr<Renderer> m_Renderer;
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
};
}
#endif //RenderSystem_h__
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#include "PrecompiledHeader.h"
#include "TransformSystem.h"
#include "World.h"
//void Systems::TransformSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
//{
// if (parent == 0)
// return;
//
// auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
// auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
//
// transform->Position = parentTransform->Position + transform->RelativePosition;
//}
glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity)
{
glm::vec3 absPosition;
glm::quat accumulativeOrientation;
do
{
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
//absPosition += transform->Position;
entity = m_World->GetEntityParent(entity);
auto transform2 = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (entity != 0)
absPosition += transform2->Orientation * transform->Position;
else
absPosition += transform->Position;
} while (entity != 0);
return absPosition * accumulativeOrientation;
}
glm::quat Systems::TransformSystem::AbsoluteOrientation(EntityID entity)
{
glm::quat absOrientation;
do
{
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
absOrientation *= transform->Orientation;
entity = m_World->GetEntityParent(entity);
} while (entity != 0);
return absOrientation;
}
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#ifndef TransformSystem_h__
#define TransformSystem_h__
#include "System.h"
#include "Components/Transform.h"
namespace Systems
{
class TransformSystem : public System
{
public:
TransformSystem(World* world)
: System(world) { }
//void Update(double dt) override;
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
glm::vec3 AbsolutePosition(EntityID entity);
glm::quat AbsoluteOrientation(EntityID entity);
};
}
#endif // TransformSystem_h__