Added billboard calculation

This commit is contained in:
Antoine Pilote
2023-08-01 15:15:53 -04:00
parent f7398d0224
commit fe9f691439
3 changed files with 55 additions and 31 deletions

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

@@ -51,6 +51,7 @@ namespace Nuake
static Ref<UniformBuffer> m_LightsUniformBuffer;
static Ref<Mesh> CubeMesh;
static Ref<Mesh> QuadMesh;
static void Init();
static void LoadShaders();

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 +251,36 @@ 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)
continue;
auto finalQuadTransform = transform.GetGlobalTransform();
if (sprite.Billboard)
{
Matrix4 finalMatrix;
finalQuadTransform = glm::inverse(mView);
if (sprite.LockYRotation)
{
finalQuadTransform[1] = Vector4(0, 1, 0, 0);
finalQuadTransform[2] = Vector4(finalQuadTransform[2][0], 0, finalQuadTransform[2][2], 0);
finalQuadTransform = finalQuadTransform;
//finalQuadTransform[1] = Vector4(0, 1, 0, 1);
}
finalQuadTransform[3] = Vector4(transform.GetGlobalPosition(), 1.0f);
}
Renderer::SubmitMesh(Renderer::QuadMesh, finalQuadTransform, (uint32_t)e);
}
Renderer::Flush(gBufferShader, false);
}
}