Base lightrendering started, still some work to be done.
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+46
-12
@@ -33,6 +33,7 @@
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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 "Rendering/CPointLight.h"
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#include "Transform/TransformSystem.h"
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namespace dd
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@@ -61,8 +62,30 @@ public:
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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->ComponentFactory.Register<Components::PointLight>();
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m_World->Initialize();
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//TODO: Remove tobias light-test code.
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{
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auto t_BrickWall = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_BrickWall);
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transform->Position = glm::vec3(-2.f, 0.f, -10.f);
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auto sprite = m_World->AddComponent<Components::Sprite>(t_BrickWall);
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//TODO: Rename SpriteFile to DiffuseTexture or similar.
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sprite->SpriteFile = "Textures/Test/Brick_Diffuse.png";
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sprite->NormalTexture = "Textures/Test/Brick_Normal.png";
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sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
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}
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{
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(-1.f, 0.f, -9.f);
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auto plight = m_World->AddComponent<Components::PointLight>(t_Light);
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plight->Radius = 10.f;
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}
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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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@@ -145,19 +168,21 @@ public:
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}
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}
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//TODO: Add LightLoadShit
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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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auto texturediff = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
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auto texturenorm = ResourceManager::Load<Texture>(spriteComponent->NormalTexture);
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auto texturespec = ResourceManager::Load<Texture>(spriteComponent->SpecularTexture);
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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(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color);
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}
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}
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@@ -186,17 +211,26 @@ public:
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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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void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, 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.DiffuseTexture = *texture;
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job.NormalTexture = *normalTexture;
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job.SpecularTexture = *specularTexture;
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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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void EnQueuePointLight(glm::vec3* position)
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{
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PointLightJob job;
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job.Position = *position;
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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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