Merge pull request #54 from antopilo/feature/NK-95-billboard-component

Feature/nk 95 billboard component
This commit is contained in:
Antoine Pilote
2023-08-02 12:14:39 -04:00
committed by GitHub
13 changed files with 277 additions and 59 deletions

View File

@@ -23,7 +23,6 @@ void main()
//T = normalize(T - dot(T, N) * N);
//vec3 B = cross(N, T);
vec3 T = normalize((u_Model * vec4(Tangent, 0.0f)).xyz);
vec3 N = normalize((u_Model * vec4(Normal, 0.0f)).xyz);
vec3 B = normalize((u_Model * vec4(Bitangent, 0.0f)).xyz);
@@ -83,10 +82,17 @@ void main()
// Albedo
gAlbedo = vec4(m_AlbedoColor, 1.0);
if (u_HasAlbedo == 1)
gAlbedo.rgb = texture(m_Albedo, UV).rgb;
{
vec4 albedoSample = texture(m_Albedo, UV);
gAlbedo.rgb = albedoSample.rgb * m_AlbedoColor.rgb;
gAlbedo.a = albedoSample.a;
if (albedoSample.a < 0.1f)
{
discard;
}
}
gAlbedo.rgb = texture(m_Albedo, UV).rgb * m_AlbedoColor.rgb;
// Material
float finalMetalness = u_MetalnessValue;
if (u_HasMetalness == 1)

View File

@@ -0,0 +1,73 @@
#pragma once
#include "ComponentPanel.h"
#include <src/Core/FileSystem.h>
#include <src/Core/Maths.h>
#include <src/Scene/Components/SpriteComponent.h>
#include <src/Scene/Entities/ImGuiHelper.h>
class SpritePanel : ComponentPanel
{
public:
SpritePanel() = default;
~SpritePanel() = default;
void Draw(Nuake::Entity entity) override
{
if (!entity.HasComponent<Nuake::SpriteComponent>())
{
return;
}
auto& component = entity.GetComponent<Nuake::SpriteComponent>();
BeginComponentTable(SPRITE, Nuake::SpriteComponent);
{
{
ImGui::Text("Sprite");
ImGui::TableNextColumn();
std::string path = component.SpritePath;
ImGui::Button(path.empty() ? "Drag image" : component.SpritePath.c_str(), ImVec2(ImGui::GetContentRegionAvail().x, 0));
if (ImGui::BeginDragDropTarget())
{
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("_Image"))
{
char* file = (char*)payload->Data;
std::string fullPath = std::string(file, 512);
path = Nuake::FileSystem::AbsoluteToRelative(std::move(fullPath));
component.SpritePath = path;
component.LoadSprite();
}
ImGui::EndDragDropTarget();
}
ImGui::TableNextColumn();
ComponentTableReset(component.LockYRotation, false);
}
ImGui::TableNextColumn();
{
ImGui::Text("Billboard");
ImGui::TableNextColumn();
ImGui::Checkbox("##billboard", &component.Billboard);
ImGui::TableNextColumn();
ComponentTableReset(component.Billboard, false);
}
ImGui::TableNextColumn();
{
ImGui::Text("Lock Y rotation");
ImGui::TableNextColumn();
ImGui::Checkbox("##lockYRotation", &component.LockYRotation);
ImGui::TableNextColumn();
ComponentTableReset(component.LockYRotation, false);
}
}
EndComponentTable();
}
};

View File

@@ -14,13 +14,6 @@
EditorSelectionPanel::EditorSelectionPanel()
{
mTransformPanel = TransformPanel();
mLightPanel = LightPanel();
mScriptPanel = ScriptPanel();
mQuakeMapPanel = QuakeMapPanel();
mCameraPanel = CameraPanel();
mRigidbodyPanel = RigidbodyPanel();
mBoxColliderPanel = BoxColliderPanel();
}
void EditorSelectionPanel::ResolveFile(Ref<Nuake::File> file)
@@ -100,6 +93,7 @@ void EditorSelectionPanel::DrawEntity(Nuake::Entity entity)
mTransformPanel.Draw(entity);
mLightPanel.Draw(entity);
mScriptPanel.Draw(entity);
mSpritePanel.Draw(entity);
mMeshPanel.Draw(entity);
mQuakeMapPanel.Draw(entity);
mCameraPanel.Draw(entity);
@@ -129,6 +123,7 @@ void EditorSelectionPanel::DrawAddComponentMenu(Nuake::Entity entity)
MenuItemComponent("Camera", Nuake::CameraComponent)
MenuItemComponent("Light", Nuake::LightComponent)
MenuItemComponent("Model", Nuake::ModelComponent)
MenuItemComponent("Sprite", Nuake::SpriteComponent)
ImGui::Separator();
MenuItemComponent("Character Controller", Nuake::CharacterControllerComponent)
MenuItemComponent("Rigid body", Nuake::RigidBodyComponent)

View File

@@ -18,6 +18,8 @@
#include "../ComponentsPanel/SphereColliderPanel.h"
#include "../ComponentsPanel/MeshColliderPanel.h"
#include "../ComponentsPanel/CharacterControllerPanel.h"
#include "../ComponentsPanel/SpritePanel.h"
class EditorSelectionPanel {
private:
@@ -33,7 +35,7 @@ private:
MeshColliderPanel mMeshColliderPanel;
CapsuleColliderPanel mCapsuleColliderPanel;
CylinderColliderPanel mCylinderColliderPanel;
SpritePanel mSpritePanel;
CharacterControllerPanel mCharacterControllerPanel;
Ref<Nuake::File> currentFile;

View File

@@ -211,28 +211,42 @@ namespace Nuake
{
Editor->Selection = EditorSelection(file);
}
}
if (ImGui::BeginDragDropSource())
if (ImGui::BeginDragDropSource())
{
char pathBuffer[256];
std::strncpy(pathBuffer, file->GetAbsolutePath().c_str(), sizeof(pathBuffer));
std::string dragType;
if (fileExtension == ".wren")
{
dragType = "_Script";
}
else if (fileExtension == ".map")
{
dragType = "_Map";
}
else if (fileExtension == ".obj" || fileExtension == ".mdl" || fileExtension == ".gltf" || fileExtension == ".md3" || fileExtension == ".fbx")
{
dragType = "_Model";
}
else if (fileExtension == ".interface")
{
dragType = "_Interface";
}
else if (fileExtension == ".prefab")
{
dragType = "_Prefab";
}
else if (fileExtension == ".png" || fileExtension == ".jpg")
{
dragType = "_Image";
}
ImGui::SetDragDropPayload(dragType.c_str(), (void*)(pathBuffer), sizeof(pathBuffer));
ImGui::Text(file->GetName().c_str());
ImGui::EndDragDropSource();
}
}
const std::string hoverMenuId = std::string("item_hover_menu") + std::to_string(drawId);
if (ImGui::IsItemHovered() && ImGui::IsMouseReleased(1))

View File

@@ -22,6 +22,7 @@ namespace Nuake
unsigned int depthFBO;
Ref<Mesh> Renderer::CubeMesh;
Ref<Mesh> Renderer::QuadMesh;
Shader* Renderer::m_Shader;
Shader* Renderer::m_SkyboxShader;
@@ -62,13 +63,14 @@ namespace Nuake
4, 5, 0, 0, 5, 1
};
float QuadVertices[] = {
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f
std::vector<Vertex> QuadVertices
{
{ Vector3(-1.0f, -1.0f, 0.0f), Vector2(0, 0), Vector3(0, 0, -1) },
{ Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f), Vector3(0, 0, -1) },
{ Vector3(-1.0f, 1.0f, 0.0f), Vector2(0.0f, 1.0f), Vector3(0, 0, -1) },
{ Vector3(1.0f, -1.0f, 0.0f), Vector2(1.0f, 0.0f), Vector3(0, 0, -1) },
{ Vector3(-1.0f, -1.0f, 0.0f), Vector2(0.0f, 0.0f), Vector3(0, 0, -1) },
{ Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f), Vector3(0, 0, -1) }
};
@@ -84,24 +86,10 @@ namespace Nuake
CubeMesh = CreateRef<Mesh>();
CubeMesh->AddSurface(CubeVertices, CubeIndices);
CubeMesh->SetMaterial(material);
// Cube buffer
//CubeVertexArray = new VertexArray();
//CubeVertexArray->Bind();
//CubeVertexBuffer = new VertexBuffer(CubeVertices, sizeof(CubeVertices));
//
VertexBufferLayout vblayout = VertexBufferLayout();
vblayout.Push<float>(3);
//CubeVertexArray->AddBuffer(*CubeVertexBuffer, vblayout);
// Quad buffer
QuadVertexArray = new VertexArray();
QuadVertexArray->Bind();
QuadVertexBuffer = new VertexBuffer(QuadVertices, sizeof(QuadVertices));
vblayout = VertexBufferLayout();
vblayout.Push<float>(3);
vblayout.Push<float>(2);
QuadVertexArray->AddBuffer(*QuadVertexBuffer, vblayout);
QuadMesh = CreateRef<Mesh>();
QuadMesh->AddSurface(QuadVertices, { 0, 1, 2, 3, 4, 5 });
QuadMesh->SetMaterial(material);
}
void Renderer::LoadShaders()
@@ -221,7 +209,7 @@ namespace Nuake
m_DebugShader->SetUniformMat4f("u_Model", transform.GetGlobalTransform());
m_DebugShader->SetUniform4f("u_Color", color.r, color.g, color.b, color.a);
CubeVertexArray->Bind();
CubeMesh->Bind();
RenderCommand::DrawArrays(0, 36);
}
@@ -233,7 +221,7 @@ namespace Nuake
void Renderer::DrawQuad(Matrix4 transform)
{
QuadVertexArray->Bind();
QuadMesh->Bind();
RenderCommand::DrawArrays(0, 6);
}
}

View File

@@ -33,6 +33,7 @@ namespace Nuake
{
private:
static RenderList m_RenderList;
public:
static VertexArray* QuadVertexArray;
static VertexBuffer* QuadVertexBuffer;
@@ -51,6 +52,7 @@ namespace Nuake
static Ref<UniformBuffer> m_LightsUniformBuffer;
static Ref<Mesh> CubeMesh;
static Ref<Mesh> QuadMesh;
static void Init();
static void LoadShaders();
@@ -65,7 +67,6 @@ namespace Nuake
// Lights
static std::vector<Light> m_Lights;
static void RegisterLight(TransformComponent transform, LightComponent light);
static void RegisterDeferredLight(TransformComponent transform, LightComponent light);
// Debug

View File

@@ -1,7 +1,9 @@
#include "SceneRenderer.h"
#include "src/Rendering/Shaders/ShaderManager.h"
#include <src/Scene/Components/BSPBrushComponent.h>
#include "src/Scene/Components/BSPBrushComponent.h"
#include "src/Scene/Components/SpriteComponent.h"
#include <GL\glew.h>
namespace Nuake
@@ -208,16 +210,18 @@ namespace Nuake
mGBuffer->Bind();
mGBuffer->Clear();
{
// Init
RenderCommand::Enable(RendererEnum::FACE_CULL);
Shader* gBufferShader = ShaderManager::GetShader("resources/Shaders/gbuffer.shader");
gBufferShader->Bind();
gBufferShader->SetUniformMat4f("u_Projection", mProjection);
gBufferShader->SetUniformMat4f("u_View", mView);
auto view = scene.m_Registry.view<TransformComponent, ModelComponent, ParentComponent, VisibilityComponent>();
// Models
auto view = scene.m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
for (auto e : view)
{
auto [transform, mesh, parent, visibility] = view.get<TransformComponent, ModelComponent, ParentComponent, VisibilityComponent>(e);
auto [transform, mesh, visibility] = view.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
if (mesh.ModelResource && visibility.Visible)
{
@@ -232,10 +236,11 @@ namespace Nuake
RenderCommand::Disable(RendererEnum::FACE_CULL);
Renderer::Flush(gBufferShader, false);
auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, ParentComponent, VisibilityComponent>();
// Quake BSPs
auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, VisibilityComponent>();
for (auto e : quakeView)
{
auto [transform, model, parent, visibility] = quakeView.get<TransformComponent, BSPBrushComponent, ParentComponent, VisibilityComponent>(e);
auto [transform, model, visibility] = quakeView.get<TransformComponent, BSPBrushComponent, VisibilityComponent>(e);
if (model.IsTransparent || !visibility.Visible)
continue;
@@ -246,6 +251,39 @@ namespace Nuake
}
}
Renderer::Flush(gBufferShader, false);
// Sprites
auto spriteView = scene.m_Registry.view<TransformComponent, SpriteComponent, VisibilityComponent>();
for (auto e : spriteView)
{
auto [transform, sprite, visibility] = spriteView.get<TransformComponent, SpriteComponent, VisibilityComponent>(e);
if (!visibility.Visible || !sprite.SpriteMesh)
continue;
auto& finalQuadTransform = transform.GetGlobalTransform();
if (sprite.Billboard)
{
finalQuadTransform = glm::inverse(mView);
if (sprite.LockYRotation)
{
// This locks the pitch rotation on the billboard, useful for trees, lamps, etc.
finalQuadTransform[1] = Vector4(0, 1, 0, 0);
finalQuadTransform[2] = Vector4(finalQuadTransform[2][0], 0, finalQuadTransform[2][2], 0);
finalQuadTransform = finalQuadTransform;
}
// Translation
finalQuadTransform[3] = Vector4(transform.GetGlobalPosition(), 1.0f);
// Scale
finalQuadTransform = glm::scale(finalQuadTransform, transform.GetGlobalScale());
}
Renderer::SubmitMesh(sprite.SpriteMesh, finalQuadTransform, (uint32_t)e);
}
Renderer::Flush(gBufferShader, false);
}
}

View File

@@ -26,6 +26,8 @@ namespace Nuake
Source = newSource;
ProgramId = newProgramId;
return true;
}
// Bind the shader

View File

@@ -29,7 +29,6 @@ namespace Nuake
void LoadMaterials();
void RegisterMaterial(Ref<Material> material);
Ref<Material> LoadMaterial(std::string path);

View File

@@ -0,0 +1,70 @@
#include "SpriteComponent.h"
#include "src/Core/FileSystem.h"
#include "src/Rendering/Textures/TextureManager.h"
#include "src/Rendering/Textures/MaterialManager.h"
#include "src/Rendering/Vertex.h"
namespace Nuake
{
SpriteComponent::SpriteComponent() :
Billboard(false),
LockYRotation(false),
SpritePath("")
{
}
bool SpriteComponent::LoadSprite()
{
std::vector<Vertex> quadVertices =
{
{ Vector3(-1.0f, -1.0f, 0.0f), Vector2(0, 0), Vector3(0, 0, -1) },
{ Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f), Vector3(0, 0, -1) },
{ Vector3(-1.0f, 1.0f, 0.0f), Vector2(0.0f, 1.0f), Vector3(0, 0, -1) },
{ Vector3(1.0f, -1.0f, 0.0f), Vector2(1.0f, 0.0f), Vector3(0, 0, -1) },
{ Vector3(-1.0f, -1.0f, 0.0f), Vector2(0.0f, 0.0f), Vector3(0, 0, -1) },
{ Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f), Vector3(0, 0, -1) }
};
SpriteMesh = CreateRef<Mesh>();
SpriteMesh->AddSurface(quadVertices, { 0, 1, 2, 3, 4, 5 });
auto& material = MaterialManager::Get()->GetMaterial(FileSystem::Root + SpritePath);
SpriteMesh->SetMaterial(material);
return true;
}
json SpriteComponent::Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_VAL(Billboard)
SERIALIZE_VAL(LockYRotation)
SERIALIZE_VAL(SpritePath)
END_SERIALIZE();
}
bool SpriteComponent::Deserialize(const std::string& str)
{
BEGIN_DESERIALIZE();
if (j.contains("Billboard"))
{
Billboard = j["Billboard"];
}
if (j.contains("LockYRotation"))
{
LockYRotation = j["LockYRotation"];
}
if (j.contains("SpritePath"))
{
SpritePath = j["SpritePath"];
LoadSprite();
}
return true;
}
}

View File

@@ -0,0 +1,25 @@
#pragma once
#include "src/Core/Core.h"
#include "src/Resource/Serializable.h"
#include "src/Rendering/Textures/Texture.h"
#include "src/Rendering/Mesh/Mesh.h"
namespace Nuake
{
class SpriteComponent
{
public:
bool Billboard;
bool LockYRotation;
std::string SpritePath;
Ref<Mesh> SpriteMesh;
SpriteComponent();
public:
bool LoadSprite();
json Serialize();
bool Deserialize(const std::string& str);
};
}

View File

@@ -1,19 +1,21 @@
#include "../Components/ParentComponent.h"
#include "Entity.h"
#include "../Components/NameComponent.h"
#include "../Components/TransformComponent.h"
#include "../Components/CameraComponent.h"
#include "../Components/QuakeMap.h"
#include "../Components/LightComponent.h"
#include "../Components/QuakeMap.h"
#include "../Components/WrenScriptComponent.h"
#include "../Components/CharacterControllerComponent.h"
#include "../Components/RigidbodyComponent.h"
#include "src/Scene/Components/BSPBrushComponent.h"
#include "src/Scene/Components/ParentComponent.h"
#include "src/Scene/Components/NameComponent.h"
#include "src/Scene/Components/TransformComponent.h"
#include "src/Scene/Components/CameraComponent.h"
#include "src/Scene/Components/QuakeMap.h"
#include "src/Scene/Components/LightComponent.h"
#include "src/Scene/Components/QuakeMap.h"
#include "src/Scene/Components/WrenScriptComponent.h"
#include "src/Scene/Components/CharacterControllerComponent.h"
#include "src/Scene/Components/RigidbodyComponent.h"
#include "src/Scene/Components/BSPBrushComponent.h"
#include "src/Scene/Components/Components.h"
#include <src/Scene/Components/BoxCollider.h>
#include "src/Scene/Components/BoxCollider.h"
#include "src/Scene/Components/CapsuleColliderComponent.h"
#include "src/Scene/Components/SpriteComponent.h"
namespace Nuake
{
@@ -37,6 +39,8 @@ namespace Nuake
SERIALIZE_OBJECT_REF_LBL("VisibilityComponent", GetComponent<VisibilityComponent>())
if (HasComponent<CameraComponent>())
SERIALIZE_OBJECT_REF_LBL("CameraComponent", GetComponent<CameraComponent>())
if (HasComponent<SpriteComponent>())
SERIALIZE_OBJECT_REF_LBL("SpriteComponent", GetComponent<SpriteComponent>())
if (HasComponent<QuakeMapComponent>())
SERIALIZE_OBJECT_REF_LBL("QuakeMapComponent", GetComponent<QuakeMapComponent>())
if (HasComponent<LightComponent>())
@@ -78,6 +82,7 @@ namespace Nuake
}
DESERIALIZE_COMPONENT(NameComponent)
DESERIALIZE_COMPONENT(ParentComponent)
DESERIALIZE_COMPONENT(SpriteComponent)
DESERIALIZE_COMPONENT(CameraComponent)
DESERIALIZE_COMPONENT(QuakeMapComponent)
DESERIALIZE_COMPONENT(LightComponent)