Added light and camera gizmo.

This commit is contained in:
a.pilote
2022-07-17 17:26:40 -04:00
parent 5fb1e376c2
commit b41f00c020
7 changed files with 66 additions and 10 deletions

View File

@@ -1,5 +1,10 @@
#include "GizmoDrawer.h"
#include <src/Rendering/Buffers/VertexBuffer.h>
#include <src/Scene/Components/CameraComponent.h>
#include <src/Resource/ModelLoader.h>
#include <src/Rendering/RenderList.h>
#include <dependencies/GLEW/include/GL/glew.h>
#include <src/Scene/Components/LightComponent.h>
GizmoDrawer::GizmoDrawer()
{
@@ -14,10 +19,17 @@ GizmoDrawer::GizmoDrawer()
vblayout->Push<float>(4);
mAxisLineBuffer->AddBuffer(*mAxisLineVertexBuffer, *vblayout);
// Load gizmos
ModelLoader loader;
_gizmos = std::map<std::string, Ref<Model>>();
_gizmos["cam"] = loader.LoadModel("resources/Models/Camera.gltf");
_gizmos["light"] = loader.LoadModel("resources/Models/Light.gltf");
}
void GizmoDrawer::DrawGizmos(Ref<Scene> scene)
{
using namespace Nuake;
RenderCommand::Disable(RendererEnum::DEPTH_TEST);
// Draw Axis lignes.
@@ -30,10 +42,36 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene)
Nuake::RenderCommand::DrawLines(0, 6);
}
// Draw Cameras Frustum.
auto flatShader = ShaderManager::GetShader("resources/Shaders/flat.shader");
flatShader->Bind();
flatShader->SetUniformMat4f("u_View", scene->m_EditorCamera->GetTransform());
flatShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
flatShader->SetUniform4f("u_Color", 0.5f, 0.5f, 0.5f, 1.0f);
RenderCommand::Disable(RendererEnum::FACE_CULL);
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
RenderList renderList;
auto camView = scene->m_Registry.view<TransformComponent, CameraComponent>();
for (auto e : camView)
{
auto [transform, cam] = scene->m_Registry.get<TransformComponent, CameraComponent>(e);
renderList.AddToRenderList(_gizmos["cam"]->GetMeshes()[0], transform.GetGlobalTransform());
}
renderList.Flush(flatShader, true);
auto lightView = scene->m_Registry.view<TransformComponent, LightComponent>();
for (auto e : lightView)
{
auto [transform, light] = scene->m_Registry.get<TransformComponent, LightComponent>(e);
flatShader->SetUniformVec4("u_Color", Vector4(light.Color, 1.0f));
renderList.AddToRenderList(_gizmos["light"]->GetMeshes()[0], transform.GetGlobalTransform());
renderList.Flush(flatShader, true);
}
RenderCommand::Enable(RendererEnum::FACE_CULL);
glCullFace(GL_FRONT);
renderList.Flush(flatShader, true);
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
}