Working sprite rendering. Removed bone transforms for now.
This commit is contained in:
+36
-6
@@ -31,6 +31,7 @@
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#include "World.h"
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#include "CTransform.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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#include "CTemplate.h"
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#include "Transform/TransformSystem.h"
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@@ -58,15 +59,17 @@ public:
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m_World->SystemFactory.Register<Systems::TransformSystem>([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->Initialize();
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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std::shared_ptr<Components::Model> model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Core/UnitSphere.obj";
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// {
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// auto ent = m_World->CreateEntity();
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// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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// transform->Position = glm::vec3(0.f, 0.f, -10.f);
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// auto sprite = m_World->AddComponent<Components::Sprite>(ent);
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// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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// }
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m_LastTime = glfwGetTime();
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}
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@@ -141,6 +144,21 @@ public:
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EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color);
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}
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}
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
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{
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auto textureAsset = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
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if (textureAsset)
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::toMat4(orientation2D)
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* glm::scale(absoluteTransform.Scale);
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EnqueueSprite(textureAsset, modelMatrix, spriteComponent->Color);
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}
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}
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}
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m_RendererQueue.Sort();
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@@ -167,6 +185,18 @@ public:
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}
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}
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// TODO: Get this out of engine.h
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void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix, glm::vec4 color)
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{
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SpriteJob job;
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job.TextureID = texture->ResourceID;
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job.Texture = *texture;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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m_RendererQueue.Forward.Add(job);
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}
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private:
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std::shared_ptr<ResourceManager> m_ResourceManager;
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std::shared_ptr<EventBroker> m_EventBroker;
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Regular → Executable
+22
-2
@@ -322,6 +322,26 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glBindVertexArray(modelJob->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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continue;
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}
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if (spriteJob)
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{
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glm::mat4 modelMatrix = spriteJob->ModelMatrix;
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MVP = PV * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
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glBindVertexArray(m_UnitQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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continue;
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}
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}
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}
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@@ -396,9 +416,9 @@ GLuint dd::Renderer::CreateQuad()
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(4);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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Regular → Executable
+2
-1
@@ -65,7 +65,8 @@ void main()
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+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
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}
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gl_Position = MVP * boneTransform * vec4(Position, 1.0);
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//gl_Position = MVP * boneTransform * vec4(Position, 1.0);
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gl_Position = MVP * vec4(Position, 1.0);
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Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
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Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
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