Files
Nuake/Editor/src/Misc/GizmoDrawer.cpp
2023-03-15 22:10:54 -04:00

135 lines
4.4 KiB
C++

#include "GizmoDrawer.h"
#include <src/Rendering/Buffers/VertexBuffer.h>
#include <src/Scene/Components/CameraComponent.h>
#include <src/Scene/Components/SphereCollider.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()
{
mLineShader = Nuake::ShaderManager::GetShader("resources/Shaders/line.shader");
mAxisLineBuffer = CreateRef<Nuake::VertexArray>();
mAxisLineBuffer->Bind();
mAxisLineVertexBuffer = CreateRef<VertexBuffer>(vertices.data(), vertices.size() * sizeof(Nuake::LineVertex));
auto vblayout = CreateRef<VertexBufferLayout>();
vblayout->Push<float>(3);
vblayout->Push<float>(4);
mAxisLineBuffer->AddBuffer(*mAxisLineVertexBuffer, *vblayout);
GenerateSphereGizmo();
// 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::GenerateSphereGizmo()
{
const float subDivision = 32.0f;
constexpr const float pi = glm::pi<float>() * 4.0;
float increment = pi / subDivision;
for (int i = 0; i < subDivision * 2.0; i++)
{
float current = increment * (i);
float x = glm::cos(current) * 1.0;
float z = glm::sin(current) * 1.0;
current = increment * (i + 1);
float x2 = glm::cos(current) * 1.0;
float z2 = glm::sin(current) * 1.0;
Vector3 vert1, vert2;
if (i < subDivision)
{
vert1 = Vector3(x, z, 0);
vert2 = Vector3(x2, z2, 0);
}
else
{
vert1 = Vector3(x, 0, z);
vert2 = Vector3(x2, 0, z2);
}
circleVertices.push_back(LineVertex{ vert1, Color(1.0, 0, 0.7, 1.0) });
circleVertices.push_back(LineVertex{ vert2, Color(1.0, 0, 0.7, 1.0) });
}
mCircleBuffer = CreateRef<Nuake::VertexArray>();
mCircleBuffer->Bind();
mCircleVertexBuffer = CreateRef<VertexBuffer>(circleVertices.data(), circleVertices.size() * sizeof(Nuake::LineVertex));
auto vblayout = CreateRef<VertexBufferLayout>();
vblayout->Push<float>(3);
vblayout->Push<float>(4);
mCircleBuffer->AddBuffer(*mCircleVertexBuffer, *vblayout);
}
void GizmoDrawer::DrawGizmos(Ref<Scene> scene)
{
using namespace Nuake;
//RenderCommand::Disable(RendererEnum::DEPTH_TEST);
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
// Draw Axis lignes.
{
mLineShader->Bind();
mLineShader->SetUniformMat4f("u_View", scene->m_EditorCamera->GetTransform());
mLineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
mAxisLineBuffer->Bind();
Nuake::RenderCommand::DrawLines(0, 6);
}
auto sphereColliderView = scene->m_Registry.view<TransformComponent, SphereColliderComponent>();
for (auto e : sphereColliderView)
{
auto [transform, sphere] = scene->m_Registry.get<TransformComponent, SphereColliderComponent>(e);
mLineShader->Bind();
mLineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), transform.Translation), Vector3(sphere.Radius)));
mLineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
mCircleBuffer->Bind();
Nuake::RenderCommand::DrawLines(0, 128);
}
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::Enable(RendererEnum::DEPTH_TEST);
RenderCommand::Enable(RendererEnum::FACE_CULL);
glCullFace(GL_BACK);
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);
}
renderList.Flush(flatShader, true);
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
}