Files
Nuake-custom/Nuake/src/Scene/Scene.cpp
Antoine Pilote 5b56e2ff9a Character controller working better
Moved ECS systems to separate folders
better raycast normal result
2021-06-18 16:44:54 -04:00

613 lines
17 KiB
C++

#pragma once
#include <src/Scene/Systems/ScriptingSystem.h>
#include <src/Scene/Systems/PhysicsSystem.h>
#include "Scene.h"
#include "Entities/Entity.h"
#include "../Rendering/Renderer.h"
#include "../Core/MaterialManager.h"
#include "../Core/Physics/PhysicsManager.h"
#include "../Core/Core.h"
#include <GL/glew.h>
#include "../../Engine.h"
#include "../Core/FileSystem.h"
#include "Components/Components.h"
#include "Components/BoxCollider.h"
#include "Components/LuaScriptComponent.h"
#include "Components/WrenScriptComponent.h"
#include <fstream>
#include <streambuf>
Ref<Scene> Scene::New()
{
return CreateRef<Scene>();
}
Scene::Scene()
{
m_Systems = std::vector<Ref<System>>();
m_EditorCamera = CreateRef<EditorCamera>();
m_Environement = CreateRef<Environment>();
m_Interfaces = std::vector<Ref<UI::UserInterface>>();
// Adding systems
m_Systems.push_back(CreateRef<ScriptingSystem>(this));
m_Systems.push_back(CreateRef<PhysicsSystem>(this));
}
Scene::~Scene() {}
std::string Scene::GetName()
{
return this->Name;
}
bool Scene::SetName(std::string& newName)
{
if (newName == "")
return false;
this->Name = newName;
return true;
}
void Scene::OnInit()
{
for (auto& system : m_Systems)
system->Init();
}
void Scene::OnExit()
{
for (auto& system : m_Systems)
system->Exit();
}
void Scene::Update(Timestep ts)
{
for (auto& system : m_Systems)
system->Update(ts);
}
void Scene::FixedUpdate(Timestep ts)
{
for (auto& system : m_Systems)
system->FixedUpdate(ts);
}
void Scene::EditorUpdate(Timestep ts)
{
m_EditorCamera->Update(ts);
for (auto i : m_Interfaces)
i->Update(ts);
}
void Scene::DrawShadows()
{
auto modelView = m_Registry.view<TransformComponent, ModelComponent>();
auto quakeView = m_Registry.view<TransformComponent, QuakeMapComponent>();
auto view = m_Registry.view<TransformComponent, LightComponent>();
Ref<Camera> cam = nullptr;
if (Engine::IsPlayMode)
{
auto view = m_Registry.view<TransformComponent, CameraComponent>();
for (auto e : view) {
auto [transform, camera] = view.get<TransformComponent, CameraComponent>(e);
cam = camera.CameraInstance;
break;
}
}
else
{
cam = m_EditorCamera;
}
glm::mat4 perspective = cam->GetPerspective();
for (auto l : view) {
auto [lightTransform, light] = view.get<TransformComponent, LightComponent>(l);
if (light.Type != LightType::Directional)
continue;
light.BeginDrawShadow();
for (auto e : modelView)
{
auto [transform, model] = modelView.get<TransformComponent, ModelComponent>(e);
glm::vec3 pos = lightTransform.Translation;
glm::mat4 lightView = glm::lookAt(pos, pos - light.GetDirection(), glm::vec3(0.0f, 1.0f, 0.0f));
Renderer::m_ShadowmapShader->SetUniformMat4f("lightSpaceMatrix", light.GetProjection() * lightView);
Renderer::m_ShadowmapShader->SetUniformMat4f("model", transform.GetTransform());
model.Draw();
}
for (auto e : quakeView) {
auto [transform, model] = quakeView.get<TransformComponent, QuakeMapComponent>(e);
glm::vec3 pos = lightTransform.Translation;
glm::mat4 lightView = glm::lookAt(pos, pos - light.GetDirection(), glm::vec3(0.0f, 1.0f, 0.0f));
Renderer::m_ShadowmapShader->SetUniformMat4f("lightSpaceMatrix", light.GetProjection() * lightView);
Renderer::m_ShadowmapShader->SetUniformMat4f("model", transform.GetTransform());
model.Draw();
}
light.EndDrawShadow();
}
}
void Scene::DrawInterface(Vector2 screensize)
{
for (auto i : m_Interfaces)
{
i->Draw(screensize);
}
}
void Scene::Draw()
{
// Find the camera of the scene.
Ref<Camera> cam = nullptr;
{
auto view = m_Registry.view<TransformComponent, CameraComponent, ParentComponent>();
for (auto e : view) {
auto [transform, camera, parent] = view.get<TransformComponent, CameraComponent, ParentComponent>(e);
TransformComponent copyT = transform;
if (parent.HasParent)
{
Entity currentParent = Entity{ e, this };
glm::vec3 globalOffset = copyT.Translation;
while (currentParent.GetComponent<ParentComponent>().HasParent)
{
currentParent = currentParent.GetComponent<ParentComponent>().Parent;
globalOffset += currentParent.GetComponent<TransformComponent>().Translation;
}
copyT.Translation = globalOffset;
}
cam = camera.CameraInstance;
cam->Translation = copyT.Translation;
break;
}
}
glDisable(GL_DEPTH_TEST);
Ref<Environment> env = GetEnvironment();
if (env->ProceduralSkybox)
{
env->ProceduralSkybox->Draw(cam);
}
Renderer::m_Shader->Bind();
env->Push();
glEnable(GL_DEPTH_TEST);
// Push lights
{
auto view = m_Registry.view<TransformComponent, LightComponent, ParentComponent>();
for (auto l : view) {
auto [transform, light, parent] = view.get<TransformComponent, LightComponent, ParentComponent>(l);
TransformComponent copyT = transform;
if (parent.HasParent)
{
Entity currentParent = Entity{ l, this };
glm::vec3 globalOffset = copyT.Translation;
while (currentParent.GetComponent<ParentComponent>().HasParent)
{
currentParent = currentParent.GetComponent<ParentComponent>().Parent;
globalOffset += currentParent.GetComponent<TransformComponent>().Translation;
}
copyT.Translation = globalOffset;
}
if (light.SyncDirectionWithSky)
light.Direction = GetEnvironment()->ProceduralSkybox->GetSunDirection();
light.Draw(copyT, m_EditorCamera);
}
}
Renderer::m_Shader->Bind();
Renderer::m_Shader->SetUniform3f("u_EyePosition", cam->GetTranslation().x, cam->GetTranslation().y, cam->GetTranslation().z);
Renderer::m_Shader->SetUniform1i("u_ShowNormal", 0);
if (cam)
{
Renderer::m_Shader->SetUniform1f("u_Exposure", cam->Exposure);
auto view = m_Registry.view<TransformComponent, ModelComponent, ParentComponent>();
for (auto e : view) {
auto [transform, model, parent] = view.get<TransformComponent, ModelComponent, ParentComponent>(e);
TransformComponent copyT = transform;
if (parent.HasParent)
{
Entity currentParent = Entity{ e, this };
glm::vec3 globalOffset = copyT.Translation;
while (currentParent.GetComponent<ParentComponent>().HasParent)
{
currentParent = currentParent.GetComponent<ParentComponent>().Parent;
globalOffset += currentParent.GetComponent<TransformComponent>().Translation;
}
copyT.Translation = globalOffset;
}
Renderer::m_Shader->SetUniformMat4f("u_View", cam->GetTransform());
Renderer::m_Shader->SetUniformMat4f("u_Projection", cam->GetPerspective());
Renderer::m_Shader->SetUniformMat4f("u_Model", copyT.GetTransform());
model.Draw();
}
auto quakeView = m_Registry.view<TransformComponent, QuakeMapComponent, ParentComponent>();
for (auto e : quakeView) {
auto [transform, model, parent] = quakeView.get<TransformComponent, QuakeMapComponent, ParentComponent>(e);
TransformComponent copyT = transform;
if (parent.HasParent)
{
Entity currentParent = Entity{ e, this };
glm::vec3 globalOffset = copyT.Translation;
while (currentParent.GetComponent<ParentComponent>().HasParent)
{
currentParent = currentParent.GetComponent<ParentComponent>().Parent;
globalOffset += currentParent.GetComponent<TransformComponent>().Translation;
}
copyT.Translation = globalOffset;
}
Renderer::m_Shader->SetUniformMat4f("u_View", cam->GetTransform());
Renderer::m_Shader->SetUniformMat4f("u_Projection", cam->GetPerspective());
Renderer::m_Shader->SetUniformMat4f("u_Model", copyT.GetTransform());
model.Draw();
}
Renderer::m_DebugShader->SetUniformMat4f("u_View", cam->GetTransform());
Renderer::m_DebugShader->SetUniformMat4f("u_Projection", cam->GetPerspective());
PhysicsManager::Get()->DrawDebug();
}
}
void Scene::EditorDraw()
{
glDisable(GL_DEPTH_TEST);
Ref<Environment> env = GetEnvironment();
if (env->ProceduralSkybox)
{
env->ProceduralSkybox->Draw(m_EditorCamera);
}
Renderer::m_Shader->Bind();
env->Push();
glEnable(GL_DEPTH_TEST);
// Push lights
{
auto view = m_Registry.view<TransformComponent, LightComponent, ParentComponent>();
for (auto l : view) {
auto [transform, light, parent] = view.get<TransformComponent, LightComponent, ParentComponent>(l);
TransformComponent copyT = transform;
if (parent.HasParent)
{
Entity currentParent = Entity{ l, this };
glm::vec3 globalOffset = copyT.Translation;
while (currentParent.GetComponent<ParentComponent>().HasParent)
{
currentParent = currentParent.GetComponent<ParentComponent>().Parent;
globalOffset += currentParent.GetComponent<TransformComponent>().Translation;
}
copyT.Translation = globalOffset;
}
if (light.SyncDirectionWithSky)
light.Direction = GetEnvironment()->ProceduralSkybox->GetSunDirection();
light.Draw(copyT, m_EditorCamera);
}
}
Renderer::m_Shader->Bind();
Renderer::m_Shader->SetUniform1i("u_ShowNormal", 0);
if (m_EditorCamera)
{
Renderer::m_Shader->SetUniform1f("u_Exposure", m_EditorCamera->Exposure);
Renderer::m_Shader->SetUniform3f("u_EyePosition", m_EditorCamera->GetTranslation().x, m_EditorCamera->GetTranslation().y, m_EditorCamera->GetTranslation().z);
auto view = m_Registry.view<TransformComponent, ModelComponent, ParentComponent>();
for (auto e : view) {
auto [transform, model, parent] = view.get<TransformComponent, ModelComponent, ParentComponent>(e);
TransformComponent copyT = transform;
if (parent.HasParent)
{
Entity currentParent = Entity{ e, this };
glm::vec3 globalOffset = copyT.Translation;
while (currentParent.GetComponent<ParentComponent>().HasParent)
{
currentParent = currentParent.GetComponent<ParentComponent>().Parent;
globalOffset += currentParent.GetComponent<TransformComponent>().Translation;
}
copyT.Translation = globalOffset;
}
Renderer::m_Shader->SetUniformMat4f("u_View", m_EditorCamera->GetTransform());
Renderer::m_Shader->SetUniformMat4f("u_Projection", m_EditorCamera->GetPerspective());
Renderer::m_Shader->SetUniformMat4f("u_Model", copyT.GetTransform());
model.Draw();
}
auto quakeView = m_Registry.view<TransformComponent, QuakeMapComponent, ParentComponent>();
for (auto e : quakeView) {
auto [transform, model, parent] = quakeView.get<TransformComponent, QuakeMapComponent, ParentComponent>(e);
TransformComponent copyT = transform;
if (parent.HasParent)
{
Entity currentParent = Entity{ e, this };
glm::vec3 globalOffset = copyT.Translation;
while (currentParent.GetComponent<ParentComponent>().HasParent)
{
currentParent = currentParent.GetComponent<ParentComponent>().Parent;
globalOffset += currentParent.GetComponent<TransformComponent>().Translation;
}
copyT.Translation = globalOffset;
}
Renderer::m_Shader->SetUniformMat4f("u_View", m_EditorCamera->GetTransform());
Renderer::m_Shader->SetUniformMat4f("u_Projection", m_EditorCamera->GetPerspective());
Renderer::m_Shader->SetUniformMat4f("u_Model", copyT.GetTransform());
model.Draw();
}
auto boxCollider = m_Registry.view<TransformComponent, BoxColliderComponent, ParentComponent>();
for (auto e : boxCollider) {
auto [transform, box, parent] = boxCollider.get<TransformComponent, BoxColliderComponent, ParentComponent>(e);
TransformComponent copyT = transform;
if (parent.HasParent)
{
Entity currentParent = Entity{ e, this };
glm::vec3 globalOffset = copyT.Translation;
while (currentParent.GetComponent<ParentComponent>().HasParent)
{
currentParent = currentParent.GetComponent<ParentComponent>().Parent;
globalOffset += currentParent.GetComponent<TransformComponent>().Translation;
}
copyT.Translation = globalOffset;
}
Renderer::m_DebugShader->SetUniformMat4f("u_View", m_EditorCamera->GetTransform());
Renderer::m_DebugShader->SetUniformMat4f("u_Projection", m_EditorCamera->GetPerspective());
Renderer::m_DebugShader->SetUniformMat4f("u_Model", copyT.GetTransform());
TransformComponent t = transform;
t.Scale = (box.Size * 2.f) * transform.Scale;
Renderer::DrawCube(t, glm::vec4(0.0f, 0.0f, 0.9f, 0.2f));
}
auto sphereCollider = m_Registry.view<TransformComponent, SphereColliderComponent, ParentComponent>();
for (auto e : sphereCollider) {
auto [transform, box, parent] = sphereCollider.get<TransformComponent, SphereColliderComponent, ParentComponent>(e);
TransformComponent copyT = transform;
if (parent.HasParent)
{
Entity currentParent = Entity{ e, this };
glm::vec3 globalOffset = copyT.Translation;
while (currentParent.GetComponent<ParentComponent>().HasParent)
{
currentParent = currentParent.GetComponent<ParentComponent>().Parent;
globalOffset += currentParent.GetComponent<TransformComponent>().Translation;
}
copyT.Translation = globalOffset;
}
Renderer::m_DebugShader->SetUniformMat4f("u_View", m_EditorCamera->GetTransform());
Renderer::m_DebugShader->SetUniformMat4f("u_Projection", m_EditorCamera->GetPerspective());
Renderer::m_DebugShader->SetUniformMat4f("u_Model", transform.GetTransform());
TransformComponent t = transform;
t.Scale = (box.Radius * 2.f) * transform.Scale;
Renderer::DrawSphere(t, glm::vec4(0.0f, 0.0f, 0.9f, 0.2f));
}
}
}
std::vector<Entity> Scene::GetAllEntities() {
std::vector<Entity> allEntities;
auto view = m_Registry.view<NameComponent>();
for (auto e : view) {
allEntities.push_back(Entity(e, this));
}
return allEntities;
}
glm::vec3 Scene::GetGlobalPosition(Entity ent)
{
glm::vec3 globalPos = ent.GetComponent<TransformComponent>().Translation;
Entity currentParent = ent.AddComponent<ParentComponent>().Parent;
while (currentParent.GetHandle() != -1)
{
globalPos += currentParent.GetComponent<TransformComponent>().Translation;
currentParent = currentParent.GetComponent<ParentComponent>().Parent;
}
return globalPos;
}
Entity Scene::GetEntity(const std::string& name)
{
std::vector<Entity> allEntities;
auto view = m_Registry.view<TransformComponent, NameComponent>();
for (auto e : view) {
auto [transform, namec] = view.get<TransformComponent, NameComponent>(e);
if (namec.Name == name)
return Entity{ e, this };
}
}
Entity Scene::CreateEmptyEntity() {
Entity entity = { m_Registry.create(), this };
return entity;
}
Entity Scene::CreateEntity(const std::string& name) {
Entity entity = { m_Registry.create(), this };
// Must have transform
entity.AddComponent<TransformComponent>();
NameComponent& nameComponent = entity.AddComponent<NameComponent>();
nameComponent.Name = name;
ParentComponent& parentComponent = entity.AddComponent<ParentComponent>();
Logger::Log("Created entity: " + nameComponent.Name + "\n");
return entity;
}
void Scene::DestroyEntity(Entity entity) {
entity.Destroy();
}
// Getter
Ref<Camera> Scene::GetCurrentCamera()
{
if (Engine::IsPlayMode)
{
Ref<Camera> cam = nullptr;
{
auto view = m_Registry.view<TransformComponent, CameraComponent>();
for (auto e : view) {
auto [transform, camera] = view.get<TransformComponent, CameraComponent>(e);
cam = camera.CameraInstance;
break;
}
}
if (!cam)
cam = m_EditorCamera;
return cam;
}
return m_EditorCamera;
}
Ref<Environment> Scene::GetEnvironment() {
return m_Environement;
}
bool Scene::Save()
{
if (Path == "")
Path = FileSystem::AbsoluteToRelative(FileDialog::SaveFile("*.scene") + ".scene");
return SaveAs(Path);
}
bool Scene::SaveAs(const std::string& path)
{
std::ofstream sceneFile;
sceneFile.open(FileSystem::Root + path);
sceneFile << Serialize().dump(4);
sceneFile.close();
Logger::Log("Scene saved successfully");
return true;
}
void Scene::ReloadInterfaces()
{
for (auto& i : m_Interfaces)
i->Reload();
}
void Scene::AddInterface(Ref<UI::UserInterface> interface)
{
this->m_Interfaces.push_back(interface);
}
json Scene::Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_VAL(Name);
SERIALIZE_OBJECT(m_Environement)
std::vector<json> entities = std::vector<json>();
for (Entity e : GetAllEntities())
entities.push_back(e.Serialize());
SERIALIZE_VAL_LBL("Entities", entities);
END_SERIALIZE();
}
bool Scene::Deserialize(const std::string& str)
{
if (str == "")
return false;
BEGIN_DESERIALIZE();
if (!j.contains("Name"))
return false;
Name = j["Name"];
m_Environement = CreateRef<Environment>();
if (j.contains("m_Environement"))
{
m_Environement = CreateRef<Environment>();
std::string env = j["m_Environement"].dump();
m_Environement->Deserialize(env);
}
// Parse entities
{
if (j.contains("Entities"))
{
for (json e : j["Entities"])
{
std::string name = e["NameComponent"]["Name"];
Entity ent = CreateEmptyEntity();
ent.Deserialize(e.dump());
}
}
}
return true;
}