Base lightrendering started, still some work to be done.

This commit is contained in:
tleety
2015-09-10 22:13:37 +02:00
parent f2209466ef
commit c0589563af
7 changed files with 61 additions and 18 deletions
+46 -12
View File
@@ -33,6 +33,7 @@
#include "Rendering/CModel.h"
#include "Rendering/CSprite.h"
#include "CTemplate.h"
#include "Rendering/CPointLight.h"
#include "Transform/TransformSystem.h"
namespace dd
@@ -61,8 +62,30 @@ public:
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Sprite>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::PointLight>();
m_World->Initialize();
//TODO: Remove tobias light-test code.
{
auto t_BrickWall = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_BrickWall);
transform->Position = glm::vec3(-2.f, 0.f, -10.f);
auto sprite = m_World->AddComponent<Components::Sprite>(t_BrickWall);
//TODO: Rename SpriteFile to DiffuseTexture or similar.
sprite->SpriteFile = "Textures/Test/Brick_Diffuse.png";
sprite->NormalTexture = "Textures/Test/Brick_Normal.png";
sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
}
{
auto t_Light = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_Light);
transform->Position = glm::vec3(-1.f, 0.f, -9.f);
auto plight = m_World->AddComponent<Components::PointLight>(t_Light);
plight->Radius = 10.f;
}
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
@@ -145,19 +168,21 @@ public:
}
}
//TODO: Add LightLoadShit
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
if (spriteComponent)
{
auto textureAsset = ResourceManager::Load<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 texturediff = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
auto texturenorm = ResourceManager::Load<Texture>(spriteComponent->NormalTexture);
auto texturespec = ResourceManager::Load<Texture>(spriteComponent->SpecularTexture);
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(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color);
}
}
@@ -186,17 +211,26 @@ public:
}
// TODO: Get this out of engine.h
void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix, glm::vec4 color)
void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color)
{
SpriteJob job;
job.TextureID = texture->ResourceID;
job.Texture = *texture;
job.DiffuseTexture = *texture;
job.NormalTexture = *normalTexture;
job.SpecularTexture = *specularTexture;
job.ModelMatrix = modelMatrix;
job.Color = color;
m_RendererQueue.Forward.Add(job);
}
void EnQueuePointLight(glm::vec3* position)
{
PointLightJob job;
job.Position = *position;
}
private:
std::shared_ptr<ResourceManager> m_ResourceManager;
std::shared_ptr<EventBroker> m_EventBroker;
Regular → Executable
+3 -1
View File
@@ -89,7 +89,9 @@ struct SpriteJob : RenderJob
unsigned int TextureID;
glm::mat4 ModelMatrix;
GLuint Texture;
GLuint DiffuseTexture;
GLuint NormalTexture;
GLuint SpecularTexture;
glm::vec4 Color;
void CalculateHash() override
Regular → Executable
+2
View File
@@ -34,6 +34,8 @@ struct Sprite : Component
Sprite() : Color(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)) { }
std::string SpriteFile;
std::string NormalTexture;
std::string SpecularTexture;
glm::vec4 Color;
};
+6 -1
View File
@@ -306,6 +306,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniform1f(glGetUniformLocation(shaderProgramHandle, "MaterialShininess"), modelJob->Shininess);
//TODO: Make sure that a normal/specular is loaded in.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
if (modelJob->NormalTexture != 0) {
@@ -335,7 +336,11 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, spriteJob->NormalTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, spriteJob->SpecularTexture);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
+1 -1
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@@ -65,7 +65,7 @@ void main()
+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
}
gl_Position = MVP * boneTransform * vec4(Position, 1.0);
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
+2 -2
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@@ -84,6 +84,6 @@ void main()
vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
//FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
FragmentColor = diffuseTexel;
FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
//FragmentColor = diffuseTexel;
}
+1 -1
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@@ -24,7 +24,7 @@ dd::Texture::Texture(std::string path)
std::unique_ptr<Image> image = std::make_unique<PNG>(path);
if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
image = std::make_unique<PNG>("Textures/ErrorTexture.png");
image = std::make_unique<PNG>("Textures/Core/ErrorTexture.png");
if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
return;