Files
fishtanks/src/GUI/WorldFrame.h
T
2014-06-04 16:59:30 +02:00

232 lines
7.3 KiB
C++

#ifndef GUI_WorldFrame_h__
#define GUI_WorldFrame_h__
#include "GUI/Frame.h"
#include "GUI/Viewport.h"
#include "RenderQueue.h"
#include "World.h"
#include "Systems/TransformSystem.h"
#include "Events/SetViewportCamera.h"
#include "Components/Transform.h"
#include "Components/Model.h"
#include "Components/Sprite.h"
#include "Components/PointLight.h"
#include "Components/BlendMap.h"
namespace GUI
{
class WorldFrame : public Frame
{
public:
WorldFrame(Frame* parent, std::string name, std::shared_ptr<World> world)
: Frame(parent, name)
, m_World(world)
{
EVENT_SUBSCRIBE_MEMBER(m_ESetViewportCamera, &WorldFrame::OnSetViewportCamera);
}
void Update(double dt) override
{
if (!m_TransformSystem)
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
m_World->Update(dt);
}
void Draw(std::shared_ptr<Renderer> renderer) override
{
RenderQueue.Clear();
renderer->ClearPointLights();
for (auto &pair : *m_World->GetEntities())
{
EntityID entity = pair.first;
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
if (templateComponent)
continue;
auto transform = m_World->GetComponent<Components::Transform>(entity);
if (!transform)
continue;
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
if (modelComponent)
{
auto modelAsset = ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
if (modelAsset)
{
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
* glm::toMat4(absoluteTransform.Orientation)
* glm::scale(absoluteTransform.Scale);
auto blendmapComponent = m_World->GetComponent<Components::BlendMap>(entity);
if (blendmapComponent)
{
BlendMapTexture RedTexture;
RedTexture.Diffuse = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureRed);
RedTexture.Normal = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureRedNormal);
RedTexture.Specular = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureRedSpecular);
BlendMapTexture GreenTexture;
GreenTexture.Diffuse = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureGreen);
GreenTexture.Normal = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureGreenNormal);
GreenTexture.Specular = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureGreenSpecular);
BlendMapTexture BlueTexture;
BlueTexture.Diffuse = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureBlue);
BlueTexture.Normal = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureBlueNormal);
BlueTexture.Specular = *ResourceManager->Load<Texture>("Texture", blendmapComponent->TextureBlueSpecular);
float textureRepeat = blendmapComponent->TextureRepeats;
EnqueueBlendMapModel(modelAsset, RedTexture, GreenTexture, BlueTexture, textureRepeat, modelMatrix, modelComponent->Color);
}
else
{
EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color);
}
}
}
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
if (spriteComponent)
{
auto textureAsset = ResourceManager->Load<Texture>("Texture", spriteComponent->SpriteFile);
if (textureAsset)
{
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
* glm::toMat4(orientation2D)
* glm::scale(absoluteTransform.Scale);
EnqueueSprite(textureAsset, modelMatrix, spriteComponent->Color);
}
}
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
if (pointLightComponent)
{
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
renderer->AddPointLightToDraw(
position,
pointLightComponent->Specular,
pointLightComponent->Diffuse,
pointLightComponent->specularExponent,
pointLightComponent->ConstantAttenuation,
pointLightComponent->LinearAttenuation,
pointLightComponent->QuadraticAttenuation,
pointLightComponent->Radius
);
}
}
RenderQueue.Sort();
}
protected:
std::shared_ptr<World> m_World;
private:
struct BlendMapTexture
{
GLuint Diffuse;
GLuint Normal;
GLuint Specular;
};
EventRelay<Frame, Events::SetViewportCamera> m_ESetViewportCamera;
bool OnSetViewportCamera(const Events::SetViewportCamera &event)
{
// Search next layer for viewports and update cameras
auto itpair = m_Children[m_Layer + 1].equal_range(event.ViewportFrame);
for (auto it = itpair.first; it != itpair.second; ++it)
{
auto viewportFrame = dynamic_cast<GUI::Viewport*>(it->second);
if (!viewportFrame)
continue;
viewportFrame->SetCameraEntity(event.CameraEntity);
}
return true;
}
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color)
{
for (auto texGroup : model->TextureGroups)
{
ModelJob job;
job.TextureID = texGroup.Texture->ResourceID;
job.DiffuseTexture = *texGroup.Texture;
job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
job.VAO = model->VAO;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
job.Transparent = transparent;
job.Color = color;
if(job.Transparent)
{
RenderQueue.Forward.Add(job);
}
else
{
RenderQueue.Deferred.Add(job);
}
}
}
void EnqueueBlendMapModel(Model* model, BlendMapTexture textureRed, BlendMapTexture textureGreen, BlendMapTexture textureBlue, float textureRepeat, glm::mat4 modelMatrix, glm::vec4 color)
{
for (auto texGroup : model->TextureGroups)
{
BlendMapModelJob job;
job.TextureID = texGroup.Texture->ResourceID;
job.DiffuseTexture = *texGroup.Texture;
job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
job.BlendMapTextureRed = textureRed.Diffuse;
job.BlendMapTextureRedNormal = textureRed.Normal;
job.BlendMapTextureRedSpecular = textureRed.Specular;
job.BlendMapTextureGreen = textureGreen.Diffuse;
job.BlendMapTextureGreenNormal = textureGreen.Normal;
job.BlendMapTextureGreenSpecular = textureGreen.Specular;
job.BlendMapTextureBlue = textureBlue.Diffuse;
job.BlendMapTextureBlueNormal = textureBlue.Normal;
job.BlendMapTextureBlueSpecular = textureBlue.Specular;
job.TextureRepeat = textureRepeat;
job.VAO = model->VAO;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
job.Color = color;
RenderQueue.Deferred.Add(job);
}
}
void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix, glm::vec4 color)
{
SpriteJob job;
job.TextureID = texture->ResourceID;
job.Texture = *texture;
job.ModelMatrix = modelMatrix;
job.Color = color;
RenderQueue.Forward.Add(job);
}
};
}
#endif // GUI_WorldFrame_h__