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https://github.com/antopilo/Nuake.git
synced 2026-09-15 20:08:54 +03:00
Added billboard calculation
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@@ -22,6 +22,7 @@ namespace Nuake
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unsigned int depthFBO;
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Ref<Mesh> Renderer::CubeMesh;
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Ref<Mesh> Renderer::QuadMesh;
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Shader* Renderer::m_Shader;
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Shader* Renderer::m_SkyboxShader;
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@@ -62,13 +63,14 @@ namespace Nuake
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4, 5, 0, 0, 5, 1
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};
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float QuadVertices[] = {
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f
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std::vector<Vertex> QuadVertices
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{
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{ Vector3(-1.0f, -1.0f, 0.0f), Vector2(0, 0), Vector3(0, 0, -1) },
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{ Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f), Vector3(0, 0, -1) },
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{ Vector3(-1.0f, 1.0f, 0.0f), Vector2(0.0f, 1.0f), Vector3(0, 0, -1) },
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{ Vector3(1.0f, -1.0f, 0.0f), Vector2(1.0f, 0.0f), Vector3(0, 0, -1) },
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{ Vector3(-1.0f, -1.0f, 0.0f), Vector2(0.0f, 0.0f), Vector3(0, 0, -1) },
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{ Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f), Vector3(0, 0, -1) }
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};
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@@ -84,24 +86,10 @@ namespace Nuake
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CubeMesh = CreateRef<Mesh>();
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CubeMesh->AddSurface(CubeVertices, CubeIndices);
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CubeMesh->SetMaterial(material);
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// Cube buffer
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//CubeVertexArray = new VertexArray();
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//CubeVertexArray->Bind();
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//CubeVertexBuffer = new VertexBuffer(CubeVertices, sizeof(CubeVertices));
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//
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VertexBufferLayout vblayout = VertexBufferLayout();
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vblayout.Push<float>(3);
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//CubeVertexArray->AddBuffer(*CubeVertexBuffer, vblayout);
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// Quad buffer
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QuadVertexArray = new VertexArray();
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QuadVertexArray->Bind();
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QuadVertexBuffer = new VertexBuffer(QuadVertices, sizeof(QuadVertices));
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vblayout = VertexBufferLayout();
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vblayout.Push<float>(3);
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vblayout.Push<float>(2);
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QuadVertexArray->AddBuffer(*QuadVertexBuffer, vblayout);
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QuadMesh = CreateRef<Mesh>();
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QuadMesh->AddSurface(QuadVertices, { 0, 1, 2, 3, 4, 5 });
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QuadMesh->SetMaterial(material);
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}
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void Renderer::LoadShaders()
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@@ -221,7 +209,7 @@ namespace Nuake
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m_DebugShader->SetUniformMat4f("u_Model", transform.GetGlobalTransform());
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m_DebugShader->SetUniform4f("u_Color", color.r, color.g, color.b, color.a);
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CubeVertexArray->Bind();
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CubeMesh->Bind();
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RenderCommand::DrawArrays(0, 36);
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}
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@@ -233,7 +221,7 @@ namespace Nuake
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void Renderer::DrawQuad(Matrix4 transform)
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{
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QuadVertexArray->Bind();
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QuadMesh->Bind();
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RenderCommand::DrawArrays(0, 6);
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}
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}
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@@ -51,6 +51,7 @@ namespace Nuake
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static Ref<UniformBuffer> m_LightsUniformBuffer;
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static Ref<Mesh> CubeMesh;
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static Ref<Mesh> QuadMesh;
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static void Init();
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static void LoadShaders();
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@@ -1,7 +1,9 @@
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#include "SceneRenderer.h"
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#include "src/Rendering/Shaders/ShaderManager.h"
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#include <src/Scene/Components/BSPBrushComponent.h>
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#include "src/Scene/Components/BSPBrushComponent.h"
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#include "src/Scene/Components/SpriteComponent.h"
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#include <GL\glew.h>
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namespace Nuake
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@@ -208,16 +210,18 @@ namespace Nuake
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mGBuffer->Bind();
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mGBuffer->Clear();
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{
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// Init
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RenderCommand::Enable(RendererEnum::FACE_CULL);
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Shader* gBufferShader = ShaderManager::GetShader("resources/Shaders/gbuffer.shader");
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gBufferShader->Bind();
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gBufferShader->SetUniformMat4f("u_Projection", mProjection);
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gBufferShader->SetUniformMat4f("u_View", mView);
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auto view = scene.m_Registry.view<TransformComponent, ModelComponent, ParentComponent, VisibilityComponent>();
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// Models
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auto view = scene.m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
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for (auto e : view)
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{
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auto [transform, mesh, parent, visibility] = view.get<TransformComponent, ModelComponent, ParentComponent, VisibilityComponent>(e);
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auto [transform, mesh, visibility] = view.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
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if (mesh.ModelResource && visibility.Visible)
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{
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@@ -232,10 +236,11 @@ namespace Nuake
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RenderCommand::Disable(RendererEnum::FACE_CULL);
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Renderer::Flush(gBufferShader, false);
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auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, ParentComponent, VisibilityComponent>();
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// Quake BSPs
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auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, VisibilityComponent>();
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for (auto e : quakeView)
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{
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auto [transform, model, parent, visibility] = quakeView.get<TransformComponent, BSPBrushComponent, ParentComponent, VisibilityComponent>(e);
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auto [transform, model, visibility] = quakeView.get<TransformComponent, BSPBrushComponent, VisibilityComponent>(e);
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if (model.IsTransparent || !visibility.Visible)
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continue;
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@@ -246,6 +251,36 @@ namespace Nuake
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}
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}
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Renderer::Flush(gBufferShader, false);
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// Sprites
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auto spriteView = scene.m_Registry.view<TransformComponent, SpriteComponent, VisibilityComponent>();
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for (auto e : spriteView)
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{
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auto [transform, sprite, visibility] = spriteView.get<TransformComponent, SpriteComponent, VisibilityComponent>(e);
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if (!visibility.Visible)
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continue;
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auto finalQuadTransform = transform.GetGlobalTransform();
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if (sprite.Billboard)
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{
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Matrix4 finalMatrix;
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finalQuadTransform = glm::inverse(mView);
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if (sprite.LockYRotation)
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{
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finalQuadTransform[1] = Vector4(0, 1, 0, 0);
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finalQuadTransform[2] = Vector4(finalQuadTransform[2][0], 0, finalQuadTransform[2][2], 0);
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finalQuadTransform = finalQuadTransform;
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//finalQuadTransform[1] = Vector4(0, 1, 0, 1);
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}
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finalQuadTransform[3] = Vector4(transform.GetGlobalPosition(), 1.0f);
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}
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Renderer::SubmitMesh(Renderer::QuadMesh, finalQuadTransform, (uint32_t)e);
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}
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Renderer::Flush(gBufferShader, false);
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}
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}
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