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270 lines
8.9 KiB
C++
270 lines
8.9 KiB
C++
#include "GizmoDrawer.h"
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#include <src/Rendering/Buffers/VertexBuffer.h>
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#include <src/Scene/Components/LightComponent.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/Scene/Components/CharacterControllerComponent.h>
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#include <src/Scene/Components/BoxCollider.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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#include "src/Scene/Components/CapsuleColliderComponent.h"
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GizmoDrawer::GizmoDrawer()
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{
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mLineShader = Nuake::ShaderManager::GetShader("resources/Shaders/line.shader");
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mAxisLineBuffer = CreateRef<Nuake::VertexArray>();
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mAxisLineBuffer->Bind();
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mAxisLineVertexBuffer = CreateRef<VertexBuffer>(vertices.data(), vertices.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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mAxisLineBuffer->AddBuffer(*mAxisLineVertexBuffer, *vblayout);
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GenerateSphereGizmo();
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GenerateCapsuleGizmo();
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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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_gizmos["cam"] = loader.LoadModel("resources/Models/Camera.gltf");
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_gizmos["light"] = loader.LoadModel("resources/Models/Light.gltf");
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_gizmos["player"] = loader.LoadModel("resources/Models/Camera.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::GenerateCapsuleGizmo()
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{
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float height = 1.5f;
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float radius = 0.5f;
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float halfHeight = height / 2.0f;
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float bottomCircleHeight = -halfHeight + radius;
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float topCircleHeight = halfHeight - radius;
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// Generate circles
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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) * radius;
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float z = glm::sin(current) * radius;
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current = increment * (i + 1);
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float x2 = glm::cos(current) * radius;
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float z2 = glm::sin(current) * radius;
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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, topCircleHeight, z);
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vert2 = Vector3(x2, topCircleHeight, z2);
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}
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else
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{
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vert1 = Vector3(x, bottomCircleHeight, z);
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vert2 = Vector3(x2, bottomCircleHeight, z2);
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}
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capsuleVertices.push_back(LineVertex{ vert1, Color(1.0, 0, 0.7, 1.0) });
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capsuleVertices.push_back(LineVertex{ vert2, Color(1.0, 0, 0.7, 1.0) });
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}
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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) * radius;
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float z = glm::sin(current) * radius;
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current = increment * (i + 1);
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float x2 = glm::cos(current) * radius;
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float z2 = glm::sin(current) * radius;
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float heightOffset = topCircleHeight;
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if (z < 0.0)
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{
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heightOffset = bottomCircleHeight;
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}
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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 + heightOffset, 0);
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vert2 = Vector3(x2, z2 + heightOffset, 0);
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}
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else
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{
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vert1 = Vector3(0, z + heightOffset, x);
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vert2 = Vector3(0, z2 + heightOffset, x2 );
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}
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capsuleVertices.push_back(LineVertex{ vert1, Color(1.0, 0, 0.7, 1.0) });
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capsuleVertices.push_back(LineVertex{ vert2, Color(1.0, 0, 0.7, 1.0) });
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}
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capsuleVertices.push_back(LineVertex{ Vector3(radius, bottomCircleHeight, 0), Color(1.0, 0, 0.7, 1.0)});
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capsuleVertices.push_back(LineVertex{ Vector3(radius, topCircleHeight, 0), Color(1.0, 0, 0.7, 1.0) });
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capsuleVertices.push_back(LineVertex{ Vector3(-radius, bottomCircleHeight, 0), Color(1.0, 0, 0.7, 1.0) });
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capsuleVertices.push_back(LineVertex{ Vector3(-radius, topCircleHeight, 0), Color(1.0, 0, 0.7, 1.0) });
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capsuleVertices.push_back(LineVertex{ Vector3(0, bottomCircleHeight, radius), Color(1.0, 0, 0.7, 1.0) });
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capsuleVertices.push_back(LineVertex{ Vector3(0, topCircleHeight, radius), Color(1.0, 0, 0.7, 1.0) });
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capsuleVertices.push_back(LineVertex{ Vector3(0, bottomCircleHeight, -radius), Color(1.0, 0, 0.7, 1.0) });
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capsuleVertices.push_back(LineVertex{ Vector3(0, topCircleHeight, -radius), Color(1.0, 0, 0.7, 1.0) });
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mCapsuleBuffer = CreateRef<Nuake::VertexArray>();
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mCapsuleBuffer->Bind();
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mCapsuleVertexBuffer = CreateRef<VertexBuffer>(capsuleVertices.data(), capsuleVertices.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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mCapsuleBuffer->AddBuffer(*mCapsuleVertexBuffer, *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::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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mLineShader->SetUniformMat4f("u_View", scene->m_EditorCamera->GetTransform());
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mLineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
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mAxisLineBuffer->Bind();
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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 capsuleColliderView = scene->m_Registry.view<TransformComponent, CapsuleColliderComponent>();
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for (auto e : capsuleColliderView)
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{
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auto [transform, capsule] = scene->m_Registry.get<TransformComponent, CapsuleColliderComponent>(e);
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mLineShader->Bind();
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mLineShader->SetUniformMat4f("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), transform.Translation));
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mLineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
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mCapsuleBuffer->Bind();
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Nuake::RenderCommand::DrawLines(0, 264);
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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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flatShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
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flatShader->SetUniform4f("u_Color", 0.5f, 0.5f, 0.5f, 1.0f);
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RenderCommand::Enable(RendererEnum::DEPTH_TEST);
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RenderCommand::Enable(RendererEnum::FACE_CULL);
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glCullFace(GL_BACK);
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RenderList renderList;
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// Camera
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auto camView = scene->m_Registry.view<TransformComponent, CameraComponent>();
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for (auto e : camView)
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{
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auto [transform, cam] = scene->m_Registry.get<TransformComponent, CameraComponent>(e);
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renderList.AddToRenderList(_gizmos["cam"]->GetMeshes()[0], transform.GetGlobalTransform());
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}
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renderList.Flush(flatShader, true);
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// Lights
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auto lightView = scene->m_Registry.view<TransformComponent, LightComponent>();
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for (auto e : lightView)
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{
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auto [transform, light] = scene->m_Registry.get<TransformComponent, LightComponent>(e);
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flatShader->SetUniformVec4("u_Color", Vector4(light.Color, 1.0f));
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renderList.AddToRenderList(_gizmos["light"]->GetMeshes()[0], transform.GetGlobalTransform());
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renderList.Flush(flatShader, true);
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}
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renderList.Flush(flatShader, true);
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// Player
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auto characterControllerView = scene->m_Registry.view<TransformComponent, CharacterControllerComponent>();
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for (auto e : characterControllerView)
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{
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auto [transformComponent, characterControllerComponent] = scene->m_Registry.get<TransformComponent, CharacterControllerComponent>(e);
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flatShader->SetUniformVec4("u_Color", Vector4(0.0f, 1.0f, 0.4f, 1.0f));
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const auto scaledTransform = glm::scale(transformComponent.GetGlobalTransform(), Vector3(0.25f, 0.25f, 0.25f));
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renderList.AddToRenderList(_gizmos["player"]->GetMeshes()[0], scaledTransform);
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renderList.Flush(flatShader, true);
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}
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renderList.Flush(flatShader, true);
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RenderCommand::Disable(RendererEnum::FACE_CULL);
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RenderCommand::Enable(RendererEnum::DEPTH_TEST);
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} |