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https://github.com/antopilo/Nuake.git
synced 2026-09-04 11:35:06 +03:00
Added sphere gizmo
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@@ -2,7 +2,7 @@
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#version 460 core
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layout(location = 0) in vec3 VertexPosition;
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layout(location = 0) in vec4 VertexColor;
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layout(location = 1) in vec4 VertexColor;
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uniform mat4 u_Projection;
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uniform mat4 u_View;
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@@ -1,6 +1,7 @@
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#include "GizmoDrawer.h"
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#include <src/Rendering/Buffers/VertexBuffer.h>
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#include <src/Scene/Components/CameraComponent.h>
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#include <src/Scene/Components/SphereCollider.h>
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#include <src/Resource/ModelLoader.h>
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#include <src/Rendering/RenderList.h>
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#include <dependencies/GLEW/include/GL/glew.h>
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@@ -20,6 +21,8 @@ GizmoDrawer::GizmoDrawer()
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mAxisLineBuffer->AddBuffer(*mAxisLineVertexBuffer, *vblayout);
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GenerateSphereGizmo();
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// Load gizmos
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ModelLoader loader;
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_gizmos = std::map<std::string, Ref<Model>>();
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@@ -27,11 +30,53 @@ GizmoDrawer::GizmoDrawer()
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_gizmos["light"] = loader.LoadModel("resources/Models/Light.gltf");
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}
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void GizmoDrawer::GenerateSphereGizmo()
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{
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const float subDivision = 32.0f;
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constexpr const float pi = glm::pi<float>() * 4.0;
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float increment = pi / subDivision;
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for (int i = 0; i < subDivision * 2.0; i++)
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{
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float current = increment * (i);
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float x = glm::cos(current) * 1.0;
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float z = glm::sin(current) * 1.0;
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current = increment * (i + 1);
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float x2 = glm::cos(current) * 1.0;
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float z2 = glm::sin(current) * 1.0;
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Vector3 vert1, vert2;
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if (i < subDivision)
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{
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vert1 = Vector3(x, z, 0);
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vert2 = Vector3(x2, z2, 0);
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}
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else
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{
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vert1 = Vector3(x, 0, z);
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vert2 = Vector3(x2, 0, z2);
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}
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circleVertices.push_back(LineVertex{ vert1, Color(1.0, 0, 0.7, 1.0) });
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circleVertices.push_back(LineVertex{ vert2, Color(1.0, 0, 0.7, 1.0) });
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}
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mCircleBuffer = CreateRef<Nuake::VertexArray>();
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mCircleBuffer->Bind();
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mCircleVertexBuffer = CreateRef<VertexBuffer>(circleVertices.data(), circleVertices.size() * sizeof(Nuake::LineVertex));
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auto vblayout = CreateRef<VertexBufferLayout>();
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vblayout->Push<float>(3);
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vblayout->Push<float>(4);
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mCircleBuffer->AddBuffer(*mCircleVertexBuffer, *vblayout);
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}
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void GizmoDrawer::DrawGizmos(Ref<Scene> scene)
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{
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using namespace Nuake;
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RenderCommand::Disable(RendererEnum::DEPTH_TEST);
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//RenderCommand::Disable(RendererEnum::DEPTH_TEST);
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RenderCommand::Enable(RendererEnum::DEPTH_TEST);
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// Draw Axis lignes.
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{
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mLineShader->Bind();
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@@ -42,6 +87,18 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene)
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Nuake::RenderCommand::DrawLines(0, 6);
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}
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auto sphereColliderView = scene->m_Registry.view<TransformComponent, SphereColliderComponent>();
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for (auto e : sphereColliderView)
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{
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auto [transform, sphere] = scene->m_Registry.get<TransformComponent, SphereColliderComponent>(e);
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mLineShader->Bind();
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mLineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), transform.Translation), Vector3(sphere.Radius)));
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mLineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
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mCircleBuffer->Bind();
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Nuake::RenderCommand::DrawLines(0, 128);
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}
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auto flatShader = ShaderManager::GetShader("resources/Shaders/flat.shader");
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flatShader->Bind();
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flatShader->SetUniformMat4f("u_View", scene->m_EditorCamera->GetTransform());
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@@ -18,16 +18,21 @@ private:
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{
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LineVertex {{10000.f, 0.0f, 0.0f}, {1.f, 0.f, 0.f, 1.f}},
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LineVertex {{0.0f, 0.0f, 0.0f }, {1.f, 0.f, 0.f, 1.f}},
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LineVertex {{0.f, 0.f, 10000.f }, {0.f, 1.f, 0.f, 1.f}},
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LineVertex {{0.0f, 0.0f, 0.0f }, {0.f, 1.f, 0.f, 1.f}},
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LineVertex {{0.f, 10000.f, 0.0f }, {0.f, 0.f, 1.f, 1.f}},
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LineVertex {{0.0f, 0.0f, 0.0f }, {0.f, 0.f, 1.f, 1.f}}
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LineVertex {{0.f, 0.f, 10000.f }, {0.f, 0.f, 1.f, 1.f}},
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LineVertex {{0.0f, 0.0f, 0.0f }, {0.f, 0.f, 1.f, 1.f}},
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LineVertex {{0.f, 10000.f, 0.0f }, {0.f, 1.f, 0.f, 1.f}},
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LineVertex {{0.0f, 0.0f, 0.0f }, {0.f, 1.f, 0.f, 1.f}}
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};
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std::vector<LineVertex> circleVertices;
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Ref<VertexArray> mAxisLineBuffer;
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Ref<VertexBuffer> mAxisLineVertexBuffer;
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Ref<VertexArray> mCircleBuffer;
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Ref<VertexBuffer> mCircleVertexBuffer;
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Shader* mLineShader;
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void GenerateSphereGizmo();
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public:
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GizmoDrawer();
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~GizmoDrawer() = default;
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