Implement sorting blending
This commit is contained in:
parent
19d116ef65
commit
6944d0ac6d
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@ -51,6 +51,8 @@ else()
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target_link_libraries(simpleengine PUBLIC assimp)
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endif()
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# Link resources
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target_link_libraries(simpleengine PUBLIC cmrc::base)
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target_link_libraries(simpleengine PRIVATE simpleengine_resources)
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# Include some dependencies' include directories
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2
cmrc
2
cmrc
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@ -1 +1 @@
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Subproject commit a64bea50c05594c8e7cf1f08e441bb9507742e2e
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Subproject commit e386a629eb537d384811e598a3c96b9ca928f65e
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@ -9,17 +9,17 @@ target_sources(dev_testing PRIVATE ${source_list})
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target_include_directories(dev_testing PUBLIC include)
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# Embed shaders
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file(GLOB_RECURSE shaders_list resources/shaders/*.glsl)
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cmrc_add_resource_library(
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resource_shaders
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WHENCE resources/shaders
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PREFIX shaders
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${shaders_list}
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)
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#file(GLOB_RECURSE shaders_list resources/shaders/*.glsl)
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#cmrc_add_resource_library(
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# resource_shaders
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# WHENCE resources/shaders
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# PREFIX shaders
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# ${shaders_list}
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#)
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# Link simpleengine
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target_link_libraries(dev_testing PUBLIC simpleengine)
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target_link_libraries(dev_testing PRIVATE resource_shaders)
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#target_link_libraries(dev_testing PRIVATE resource_shaders)
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# Set standard to C++20
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set_target_properties(dev_testing PROPERTIES CXX_STANDARD 20 CXX_EXTENSIONS OFF)
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@ -1,46 +0,0 @@
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#version 440
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in vec3 vs_position;
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in mat4 vs_transform;
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in vec2 vs_texcoord;
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in vec3 vs_normal;
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in vec3 vs_to_light;
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in vec3 vs_to_camera;
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uniform bool texture_is_set;
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uniform sampler2D vs_texture;
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uniform vec3 light_color;
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uniform float shine_damper;
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uniform float reflectivity;
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out vec4 fs_color;
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void main() {
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// Lighting
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vec3 unit_normal = normalize(vs_normal);
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vec3 unit_light_vector = normalize(vs_to_light);
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float dot_prod = dot(unit_normal, unit_light_vector);
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float brightness = max(dot_prod, 0.f);
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vec3 diffuse = brightness * light_color;
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// Specular lighting
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// only do all this math is reflectivity is > 0
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vec3 final_specular = vec3(0.f);
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if (reflectivity > 0) {
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vec3 unit_vector_to_camera = normalize(vs_to_camera);
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vec3 light_direction = -unit_vector_to_camera;
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vec3 reflected_light_dir = reflect(light_direction, unit_normal);
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float specular_factor = dot(reflected_light_dir, unit_vector_to_camera);
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specular_factor = max(specular_factor, 0.f);
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float damped_specular = pow(specular_factor, shine_damper);
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final_specular = damped_specular * reflectivity * light_color;
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}
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if (texture_is_set) {
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//fs_color = vec4(0.5 * unit_normal + vec3(0.5), 1.f); // Visualize normals
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fs_color = vec4(diffuse, 1.f) * texture(vs_texture, vs_texcoord) + vec4(final_specular, 1.f);
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} else {
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fs_color = vec4(diffuse, 1.f) + vec4(final_specular, 1.f);
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}
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}
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@ -1,31 +0,0 @@
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#version 440
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layout (location = 0) in vec3 vertex_position;
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layout (location = 1) in vec2 vertex_texcoord;
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layout (location = 2) in vec3 vertex_normal;
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out vec3 vs_position;
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out vec2 vs_texcoord;
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out mat4 vs_transform;
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out vec3 vs_normal;
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out vec3 vs_to_light;
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out vec3 vs_to_camera;
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uniform mat4 transform_matrix;
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uniform mat4 view_matrix;
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uniform mat4 projection_matrix;
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uniform vec3 light_position;
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void main() {
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vec4 world_pos = (transform_matrix * vec4(vertex_position, 1.f));
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vs_position = world_pos.xyz;
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vs_transform = transform_matrix;
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vs_texcoord = vertex_texcoord;
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gl_Position = projection_matrix * view_matrix * world_pos;
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vs_normal = (transform_matrix * vec4(vertex_normal, 0.f)).xyz;
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vs_to_light = light_position - world_pos.xyz;
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vs_to_camera = (inverse(view_matrix) * vec4(0.f, 0.f, 0.f, 1.f)).xyz - world_pos.xyz;
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}
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@ -31,9 +31,6 @@
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#include <sstream>
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#include <stdint.h>
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#include <cmrc/cmrc.hpp>
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CMRC_DECLARE(resource_shaders);
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namespace se = simpleengine;
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class FPSCounterEvent : public se::Event {
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@ -61,141 +58,43 @@ public:
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}
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};
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std::string read_resource_shader(const std::string &path) {
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auto fs = cmrc::resource_shaders::get_filesystem();
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cmrc::file vertex_file = fs.open(path);
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return std::string(vertex_file.begin());
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}
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int main(int argc, char *argv[]) {
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se::Game game(640, 480, "SimpleEngine 3D OpenGL - Developer Testing", GLFW_OPENGL_CORE_PROFILE, 4, 4, false);
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/* se::gfx::Texture wall_texture("resources/wall.jpg");
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se::gfx::Texture crate_texture("resources/container.jpg", true, true); */
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// Load core shaders from SimpleEngine resources
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se::gfx::shaders::Core3dShader core_shader;
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auto white_texture = se::gfx::Texture::white_texture();
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// white_texture.shine_damper = 10;
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// white_texture.reflectivity = 1;
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/* auto dragon = std::make_shared<se::objects_3d::Mesh>(game.get_window(), core_shader, white_texture,
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"examples/dev_testing/resources/dragon.obj"); dragon->translate(0.f, -5.f, -15.f); game.add_event(dragon); */
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/* auto cube = std::make_shared<se::objects_3d::Mesh>(game.get_window(), core_shader, white_texture,
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"examples/dev_testing/resources/cube.obj"); cube->translate(0.f, -5.f, -15.f); game.add_event(cube);
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se::gfx::Texture grass("examples/dev_testing/resources/grass.png");
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auto terrain = std::make_shared<se::objects_3d::Terrain>(game.get_window(), core_shader, grass, 0, 0);
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terrain->translate(0.f, -5.f, -15.f);
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game.add_event(terrain); */
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/* se::gfx::Texture stall_texture("examples/dev_testing/resources/stallTextureb.png");
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auto stall = std::make_shared<se::objects_3d::Mesh>(game.get_window(), core_shader, stall_texture,
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"examples/dev_testing/resources/stall.obj"); stall->translate(10.f, -5.f, 0.f); stall->rotate_y(90.f);
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game.add_event(stall); */
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/* std::vector<se::Vertex> square_vertices = {
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{ se::Vectorf(0.5f, 0.5f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) }, // top right
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{ se::Vectorf(0.5f, -0.5f, -1.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) }, // bottom right
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{ se::Vectorf(-0.5f, -0.5f, -1.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.5f, 1.0f) }, // bottom left
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{ se::Vectorf(-0.5f, 0.5f, -1.f), glm::vec3(.5f, 0.5f, 0.f), glm::vec2(0.5f, 1.0f) }, // top left
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};
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std::vector<GLuint> indicies = {
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0, 1, 3,
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1, 2, 3
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};
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auto square = std::make_shared<se::gfx::Model>(game.get_window(), core_shader, square_vertices, indicies);
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square->translate(1.25f, 0.f, -1.f);
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//square->rotate_y(90.f);
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//square->scale(.75f);
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game.add_event(square); */
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/* se::gfx::Texture white_texture("examples/dev_testing/resources/white_texture.png");
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auto cube = std::make_shared<se::objects_3d::Mesh>(game.get_window(), core_shader, white_texture,
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"examples/dev_testing/resources/cube.obj"); cube->translate(-1.25f, 0.f, -1.f); game.add_event(cube); */
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/* std::vector<se::Vertex> tri_vertices = {
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{ se::Vectorf(-0.5f, -0.5f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) }, // top right
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{ se::Vectorf(0.5f, -0.5f, -1.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) }, // bottom right
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{ se::Vectorf(0.f, 0.5f, -1.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.5f, 1.0f) }, // bottom left
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};
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auto tri = std::make_shared<se::gfx::Model>(game.get_window(), core_shader, tri_vertices);
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tri->translate(-1.25f, 0.f, -1.f);
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tri->scale(.75f);
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game.add_event(tri); */
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std::vector<se::LitVertex> cube_vertices = {
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{se::Vectorf(-1.f, -1.f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f)},
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{se::Vectorf(1.f, -1.f, -1.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f)},
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{se::Vectorf(1.f, 1.f, -1.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(2.f, 0.f)},
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{se::Vectorf(-1.f, 1.f, -1.f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(3.f, 0.f)},
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{se::Vectorf(-1, -1, -1), glm::vec3(1.f, 1.f, 0.f), glm::vec2(4.f, 0.f)},
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{se::Vectorf(-1, -1, 1), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 1.f)},
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{se::Vectorf(1, -1, 1), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 1.f)},
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{se::Vectorf(1, 1, 1), glm::vec3(0.f, 0.f, 1.f), glm::vec2(2.f, 1.f)},
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{se::Vectorf(-1, 1, 1), glm::vec3(1.f, 1.f, 0.f), glm::vec2(3.f, 1.f)},
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{se::Vectorf(-1, -1, 1), glm::vec3(1.f, 1.f, 0.f), glm::vec2(4.f, 1.f)},
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{se::Vectorf(-1, 1, -1), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, -1.f)},
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{se::Vectorf(1, 1, -1), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, -1.f)},
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{se::Vectorf(-1, 1, 1), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 2.f)},
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{se::Vectorf(1, 1, 1), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 2.f)},
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};
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std::vector<GLuint> cube_indicies = {0, 1, 5, 5, 1, 6, 1, 2, 6, 6, 2, 7, 2, 3, 7, 7, 3, 8,
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3, 4, 8, 8, 4, 9, 10, 11, 0, 0, 11, 1, 5, 6, 12, 12, 6, 13};
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auto camera = std::make_shared<se::Camera>(game.get_window(), core_shader, 70, glm::vec3(0, 0, 0));
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game.add_event(camera);
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// Create a renderer
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auto renderer = std::make_shared<se::gfx::Renderer>(game.get_window(), core_shader);
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auto renderer = std::make_shared<se::gfx::Renderer>(game.get_window(), core_shader, camera);
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renderer->initialize();
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game.add_renderable(renderer);
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// Create a Scene and give it the renderer
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auto scene = std::make_shared<se::Scene>(renderer);
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game.add_event(scene);
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se::ecs::Entity other_e = scene->create_entity();
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other_e.add_component<se::ModelComponent>("examples/dev_testing/resources/transparent_window.fbx", simpleengine::gfx::ModelProcessingFlags::MdlProcFlag_CALCULATE_TANGENT_SPACE | simpleengine::gfx::ModelProcessingFlags::MdlProcFlag_TRANSPARENT);
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auto &other_transform = other_e.add_component<se::TransformComponent>();
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other_transform.translate(5.f, 0.5f, 1.f);
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// Create an Entity in the Scene and add components to it.
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se::ecs::Entity entity = scene->create_entity();
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// entity.add_component<se::ModelComponent>("examples/dev_testing/resources/dragon.obj");
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// entity.add_component<se::ModelComponent>("examples/dev_testing/resources/stall.obj");
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// Backpack model required vertically flipped texture coords.
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/* auto& model_comp =
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entity.add_component<se::ModelComponent>("examples/dev_testing/resources/backpack/backpack.obj");
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model_comp.model.vertically_flip_tex_coords(); */
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// entity.add_component<se::ModelComponent>("examples/dev_testing/resources/viper/viper.obj");
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// entity.add_component<se::ModelComponent>("examples/dev_testing/resources/halot/chief.fbx");
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// entity.add_component<se::ModelComponent>("examples/dev_testing/resources/planks/planks.fbx", simpleengine::gfx::ModelProcessingFlags::MdlProcFlag_CALCULATE_TANGENT_SPACE);
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entity.add_component<se::ModelComponent>("examples/dev_testing/resources/bricks/bricks.fbx", simpleengine::gfx::ModelProcessingFlags::MdlProcFlag_CALCULATE_TANGENT_SPACE);
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//entity.add_component<se::ModelComponent>("examples/dev_testing/resources/bricks/bricks.fbx", simpleengine::gfx::ModelProcessingFlags::MdlProcFlag_CALCULATE_TANGENT_SPACE);
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entity.add_component<se::ModelComponent>("examples/dev_testing/resources/transparent_window.fbx", simpleengine::gfx::ModelProcessingFlags::MdlProcFlag_CALCULATE_TANGENT_SPACE | simpleengine::gfx::ModelProcessingFlags::MdlProcFlag_TRANSPARENT);
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// entity.add_component<se::ModelComponent>("examples/dev_testing/resources/scientist/scientist.fbx");
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// entity.add_component<se::ModelComponent>("examples/dev_testing/resources/paradigm/paradigm.fbx");
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// entity.add_component<se::RotatingComponent>();
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auto &transform_comp = entity.add_component<se::TransformComponent>();
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transform_comp.translate(4.f, 0.f, 0.f);
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// transform_comp.scale(0.05f);
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// transform_comp.rotate_z(-90.f);
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// transform_comp.rotate_y(-90.f);
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// transform_comp.rotate_x(-90.f);
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// Create the entity and add the model component to it.
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/* auto entity = std::make_shared<simpleengine::Entity>();
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entity->add_component<se::MeshComponent>(cube_vertices, cube_indicies, white_material, true);
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entity->translate(3.5f, 0.f, 0.f); */
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/* auto entity = std::make_shared<simpleengine::Entity>();
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entity->add_component<se::ModelComponent>("examples/dev_testing/resources/dragon.obj");
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entity->translate(12.f, -4.f, 0.f); */
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auto camera = std::make_shared<se::Camera>(game.get_window(), core_shader, 70, glm::vec3(0, 0, 0));
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game.add_event(camera);
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se::ecs::Entity brick_e = scene->create_entity();
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brick_e.add_component<se::ModelComponent>("examples/dev_testing/resources/bricks/bricks.fbx", simpleengine::gfx::ModelProcessingFlags::MdlProcFlag_CALCULATE_TANGENT_SPACE);
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auto &brick_transf = brick_e.add_component<se::TransformComponent>();
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brick_transf.translate(6.f, -0.5f, 1.f);
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auto light = std::make_shared<se::gfx::Light>(core_shader, glm::vec3(0.f, 0.f, 0.f), glm::vec3(1.f, 1.f, 1.f));
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game.add_event(light);
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#pragma once
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#include "rendering_type.h"
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#include "texture.h"
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#include <assimp/material.h>
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namespace simpleengine::gfx {
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class Material {
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public:
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RenderingType rendering_type;
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// TODO: Only one of each texture type.
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std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>> textures;
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float ambient_strength;
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*/
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float shine_factor;
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Material(std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>> textures, float shine = 1.f, float specular_scalar = 1.f, float ambient_scalar = 1.f, float diffuse_scalar = 1.f) :
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textures(textures), ambient_strength(ambient_scalar), diffuse_strength(diffuse_scalar), specular_strength(specular_scalar),
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shine_factor(shine) {
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Material(std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>> textures, RenderingType rendering_type, float shine = 1.f,
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float specular_scalar = 1.f, float ambient_scalar = 1.f, float diffuse_scalar = 1.f) : textures(textures), rendering_type(rendering_type),
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ambient_strength(ambient_scalar), diffuse_strength(diffuse_scalar), specular_strength(specular_scalar), shine_factor(shine) {
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}
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};
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@ -16,6 +16,7 @@ namespace simpleengine::gfx {
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MdlProcFlag_FLIP_TEX_COORDS_VERTICALLY = 0b00000001,
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MdlProcFlag_FLIP_TEX_COORDS_HORIZONTALLY = 0b00000010,
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MdlProcFlag_CALCULATE_TANGENT_SPACE = 0b00000100,
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MdlProcFlag_TRANSPARENT = 0b00001000,
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};
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/**
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gfx::Mesh process_mesh(std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>>& processed_textures, aiMesh* mesh, const aiScene* scene);
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std::unordered_map<aiTextureType, std::vector<Texture>> load_all_textures(aiMaterial* material);
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std::vector<std::shared_ptr<Texture>> load_material_texture(std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>>& processed_textures, aiMaterial* material, aiTextureType type, TextureFlags texture_color);
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std::vector<std::shared_ptr<Texture>> load_material_texture(std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>>& processed_textures, aiMaterial* material, aiTextureType type);
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protected:
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void post_process();
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public:
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#pragma once
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#include "../camera.h"
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#include "shader.h"
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#include "simpleengine/gfx/mesh.h"
|
||||
#include "../renderable.h"
|
||||
#include "rendering_type.h"
|
||||
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
#include <queue>
|
||||
#include <map>
|
||||
|
||||
namespace simpleengine::gfx {
|
||||
class Mesh;
|
||||
|
||||
class RenderingJob {
|
||||
public:
|
||||
gfx::Mesh& rendering_mesh;
|
||||
RenderingType rendering_type;
|
||||
gfx::Mesh* rendering_mesh;
|
||||
glm::mat4 transform_mat;
|
||||
|
||||
RenderingJob(gfx::Mesh& mesh, glm::mat4 position) : rendering_mesh(mesh), transform_mat(position) {
|
||||
|
||||
}
|
||||
RenderingJob(RenderingType rendering_type, gfx::Mesh& mesh, glm::mat4 position);
|
||||
};
|
||||
|
||||
class Renderer : public simpleengine::Renderable {
|
||||
private:
|
||||
GLFWwindow* window;
|
||||
protected:
|
||||
public:
|
||||
std::queue<RenderingJob> transparent_render_queue;
|
||||
std::queue<RenderingJob> other_render_queue;
|
||||
|
||||
std::queue<RenderingJob> rendering_queue;
|
||||
gfx::Shader shader;
|
||||
std::shared_ptr<Camera> camera;
|
||||
|
||||
Renderer(GLFWwindow* window, gfx::Shader shader);
|
||||
Renderer(GLFWwindow* window, GLuint shader_program);
|
||||
Renderer(GLFWwindow* window, gfx::Shader shader, std::shared_ptr<Camera> camera);
|
||||
Renderer(GLFWwindow* window, GLuint shader_program, std::shared_ptr<Camera> camera);
|
||||
|
||||
void enable_debug();
|
||||
|
||||
virtual void sort_jobs();
|
||||
virtual void queue_job(RenderingType rendering_type, gfx::Mesh& mesh, glm::mat4 position);
|
||||
virtual void queue_job(RenderingJob job);
|
||||
virtual void create_job_buffers(RenderingJob& job);
|
||||
|
||||
|
@ -40,5 +49,16 @@ namespace simpleengine::gfx {
|
|||
virtual void update(const float& delta_time) override;
|
||||
|
||||
virtual void render() override;
|
||||
|
||||
/**
|
||||
* @brief Renders a single job.
|
||||
*
|
||||
* @param job The job that will be rendered.
|
||||
* @return true if the job was rendered successfully.
|
||||
* @return false if there was an error when trying to render the job.
|
||||
*/
|
||||
virtual bool render_job(const RenderingJob& job);
|
||||
virtual void render_job_queue(std::queue<RenderingJob>& queue);
|
||||
virtual void render_job_queue(std::map<float, RenderingJob, std::greater<>>& queue);
|
||||
};
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
#pragma once
|
||||
|
||||
namespace simpleengine::gfx {
|
||||
enum RenderingType {
|
||||
RendType_OPAQUE = 0,
|
||||
RendType_TRANSPARENT = 1,
|
||||
};
|
||||
}
|
|
@ -23,39 +23,29 @@ namespace simpleengine::gfx {
|
|||
TexFlags_FLIP_VERTICALLY = 0b00000010,
|
||||
TexFlags_FLIP_HORIZONTALLY = 0b00000100,
|
||||
TexFlags_MIPMAP = 0b00001000,
|
||||
TexFlags_NO_COLOR = 0b00010000,
|
||||
/* TexFlags_NO_COLOR = 0b00010000,
|
||||
TexFlags_RGB = 0b00100000,
|
||||
TexFlags_RGBA = 0b01000000,
|
||||
TexFlags_RGBA = 0b01000000, */
|
||||
};
|
||||
|
||||
class Texture {
|
||||
private:
|
||||
unsigned char* img_data; // TODO Free this if its not used anymore
|
||||
//unsigned char* img_data; // TODO Free this if its not used anymore
|
||||
unsigned int texture_id;
|
||||
|
||||
unsigned int image_type_gl;
|
||||
|
||||
Texture() = default;
|
||||
public:
|
||||
/**
|
||||
* @brief The default Texture flags not including the color.
|
||||
*
|
||||
* The default flags are `TexFlags_IMG_2D | TexFlags_MIPMAP`
|
||||
*
|
||||
* @see simpleengine::gfx::Texture::default_flags
|
||||
*
|
||||
*/
|
||||
static constexpr int default_flags_no_color = TexFlags_IMG_2D | TexFlags_MIPMAP;
|
||||
|
||||
/**
|
||||
* @brief The default Texture flags including the color.
|
||||
*
|
||||
* The default flags are `TexFlags_IMG_2D | TexFlags_MIPMAP | TexFlags_RGBA`
|
||||
* The default flags are `TexFlags_IMG_2D | TexFlags_MIPMAP`
|
||||
*
|
||||
* @see simpleengine::gfx::Texture::default_flags_no_color
|
||||
*
|
||||
*/
|
||||
static constexpr int default_flags = default_flags_no_color | TexFlags_RGBA;
|
||||
static constexpr int default_flags = TexFlags_IMG_2D | TexFlags_MIPMAP;
|
||||
|
||||
int height;
|
||||
int width;
|
||||
|
|
|
@ -47,8 +47,13 @@ out vec4 fs_color;
|
|||
vec3 calculate_lighting();
|
||||
|
||||
void main() {
|
||||
vec3 lighting = calculate_lighting();
|
||||
// Skip completely transparent fragments.
|
||||
/* vec4 diffuse = texture(u_material.diffuse, vs_texcoord);
|
||||
if (diffuse.a < 0.1) {
|
||||
discard;
|
||||
} */
|
||||
|
||||
vec3 lighting = calculate_lighting();
|
||||
|
||||
fs_color = vec4(lighting, 1.f) * texture(u_material.diffuse, vs_texcoord);
|
||||
}
|
||||
|
|
|
@ -48,9 +48,7 @@ simpleengine::Game::Game(int w, int h, const std::string& window_name, const int
|
|||
}
|
||||
|
||||
void simpleengine::Game::enable_default_gl_options() const {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
//glFrontFace(GL_CW);
|
||||
|
||||
update_enabled_vsync();
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
#include "gfx/model.h"
|
||||
#include "gfx/material.h"
|
||||
#include "gfx/rendering_type.h"
|
||||
#include "gfx/texture.h"
|
||||
#include "vector.h"
|
||||
|
||||
|
@ -107,11 +108,17 @@ namespace simpleengine::gfx {
|
|||
}
|
||||
}
|
||||
|
||||
// Get the rendering type
|
||||
RenderingType rendering_type = RenderingType::RendType_OPAQUE;
|
||||
if (model_processing_flags & ModelProcessingFlags::MdlProcFlag_TRANSPARENT) {
|
||||
rendering_type = RenderingType::RendType_TRANSPARENT;
|
||||
}
|
||||
|
||||
// Create a default material and white texture.
|
||||
auto white_texture = gfx::Texture::white_texture();
|
||||
std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>> default_textures;
|
||||
default_textures.emplace(white_texture.type, std::vector<std::shared_ptr<Texture>>{ std::make_shared<Texture>(white_texture) });
|
||||
gfx::Material mat(default_textures);
|
||||
gfx::Material mat(default_textures, rendering_type);
|
||||
|
||||
if (mesh->mMaterialIndex >= 0) {
|
||||
std::cout << "TODO: Process model materials!" << std::endl;
|
||||
|
@ -121,17 +128,17 @@ namespace simpleengine::gfx {
|
|||
|
||||
// Load Diffuse texture maps
|
||||
aiTextureType loading_type = aiTextureType_DIFFUSE;
|
||||
std::vector<std::shared_ptr<Texture>> diffuse_maps = load_material_texture(processed_textures, material, loading_type, TextureFlags::TexFlags_RGBA);
|
||||
std::vector<std::shared_ptr<Texture>> diffuse_maps = load_material_texture(processed_textures, material, loading_type);
|
||||
if (!diffuse_maps.empty()) textures.emplace(loading_type, diffuse_maps);
|
||||
|
||||
// Load specular texture maps
|
||||
loading_type = aiTextureType_SPECULAR;
|
||||
std::vector<std::shared_ptr<Texture>> spec_maps = load_material_texture(processed_textures, material, loading_type, TextureFlags::TexFlags_NO_COLOR);
|
||||
std::vector<std::shared_ptr<Texture>> spec_maps = load_material_texture(processed_textures, material, loading_type);
|
||||
if (!spec_maps.empty()) textures.emplace(loading_type, spec_maps);
|
||||
|
||||
// Load normals texture maps
|
||||
loading_type = aiTextureType_NORMALS;
|
||||
std::vector<std::shared_ptr<Texture>> normal_maps = load_material_texture(processed_textures, material, loading_type, TextureFlags::TexFlags_RGB);
|
||||
std::vector<std::shared_ptr<Texture>> normal_maps = load_material_texture(processed_textures, material, loading_type);
|
||||
if (!normal_maps.empty()) {
|
||||
textures.emplace(loading_type, normal_maps);
|
||||
|
||||
|
@ -143,7 +150,7 @@ namespace simpleengine::gfx {
|
|||
|
||||
if (!textures.empty()) {
|
||||
// TODO: Find a way to let the user set the scalars.
|
||||
mat = Material(textures);
|
||||
mat = Material(textures, rendering_type);
|
||||
|
||||
// Add `textures` into the `processed_textures` list.
|
||||
for (const auto& pair : textures) {
|
||||
|
@ -189,7 +196,7 @@ namespace simpleengine::gfx {
|
|||
return {};
|
||||
}
|
||||
|
||||
std::vector<std::shared_ptr<Texture>> Model::load_material_texture(std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>>& processed_textures, aiMaterial* material, aiTextureType type, TextureFlags texture_color) {
|
||||
std::vector<std::shared_ptr<Texture>> Model::load_material_texture(std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>>& processed_textures, aiMaterial* material, aiTextureType type) {
|
||||
std::vector<std::shared_ptr<Texture>> textures;
|
||||
|
||||
for (int i = 0; i < material->GetTextureCount(type); i++) {
|
||||
|
@ -216,7 +223,7 @@ namespace simpleengine::gfx {
|
|||
ss << model_directory << "/" << texture_path;
|
||||
std::string full_path = ss.str();
|
||||
|
||||
Texture texture(full_path.c_str(), type, Texture::default_flags_no_color | texture_color);
|
||||
Texture texture(full_path.c_str(), type);
|
||||
texture.path = texture_path;
|
||||
textures.emplace_back(std::make_shared<Texture>(texture));
|
||||
|
||||
|
|
|
@ -9,25 +9,27 @@
|
|||
|
||||
#include <algorithm>
|
||||
#include <assimp/material.h>
|
||||
#include <functional>
|
||||
#include <glm/geometric.hpp>
|
||||
|
||||
// TODO: Check if initialized before trying to do stuff
|
||||
namespace simpleengine::gfx {
|
||||
void create_mesh_buffers(simpleengine::gfx::Mesh& mesh);
|
||||
void create_mesh_buffers(simpleengine::gfx::Mesh &mesh);
|
||||
|
||||
Renderer::Renderer(GLFWwindow* window, gfx::Shader shader): window(window), shader(shader) {
|
||||
|
||||
}
|
||||
RenderingJob::RenderingJob(RenderingType rendering_type, gfx::Mesh &mesh, glm::mat4 position)
|
||||
: rendering_type(rendering_type), rendering_mesh(&mesh), transform_mat(position) {}
|
||||
|
||||
Renderer::Renderer(GLFWwindow* window, GLuint shader_program): Renderer(window,
|
||||
gfx::Shader(shader_program)) {
|
||||
Renderer::Renderer(GLFWwindow *window, gfx::Shader shader, std::shared_ptr<Camera> camera)
|
||||
: window(window), shader(shader), camera(camera)/* , transparent_render_queue(CameraDistanceComparator(camera)) */ {}
|
||||
|
||||
}
|
||||
Renderer::Renderer(GLFWwindow *window, GLuint shader_program, std::shared_ptr<Camera> camera)
|
||||
: Renderer(window, gfx::Shader(shader_program), camera) {}
|
||||
|
||||
void debug_message_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
|
||||
const GLchar *message, const void *userParam) {
|
||||
|
||||
void debug_message_callback(GLenum source, GLenum type, GLuint id, GLenum severity,
|
||||
GLsizei length, const GLchar* message, const void* userParam) {
|
||||
|
||||
fprintf(stderr, "%s type = 0x%x, severity = 0x%x, message = %s\n",
|
||||
(type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
|
||||
type, severity, message);
|
||||
(type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""), type, severity, message);
|
||||
}
|
||||
|
||||
void Renderer::enable_debug() {
|
||||
|
@ -35,24 +37,49 @@ namespace simpleengine::gfx {
|
|||
glDebugMessageCallback(debug_message_callback, 0);
|
||||
}
|
||||
|
||||
void Renderer::queue_job(RenderingJob job) {
|
||||
RenderingJob& emplace = rendering_queue.emplace(job);
|
||||
create_job_buffers(emplace);
|
||||
void Renderer::sort_jobs() {
|
||||
// Sort transparents
|
||||
|
||||
// std::sort()
|
||||
}
|
||||
|
||||
void Renderer::create_job_buffers(RenderingJob& job) {
|
||||
Mesh& rendering_mesh = job.rendering_mesh;
|
||||
void Renderer::queue_job(RenderingType rendering_type, gfx::Mesh &mesh, glm::mat4 position) {
|
||||
RenderingJob job(rendering_type, mesh, position);
|
||||
|
||||
if (!rendering_mesh.are_buffers_created) {
|
||||
gfx::VBO& vbo = rendering_mesh.vbo;
|
||||
gfx::VBO& ebo = rendering_mesh.ebo;
|
||||
gfx::VAO& vao = rendering_mesh.vao;
|
||||
this->queue_job(job);
|
||||
}
|
||||
|
||||
void Renderer::queue_job(RenderingJob job) {
|
||||
create_job_buffers(job);
|
||||
|
||||
switch (job.rendering_type) {
|
||||
case RenderingType::RendType_TRANSPARENT: {
|
||||
/* glm::vec3 pos = job.transform_mat[3];
|
||||
float distance = glm::distance(pos, camera->position); */
|
||||
this->transparent_render_queue.emplace(job);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
this->other_render_queue.emplace(job);
|
||||
break;
|
||||
}
|
||||
|
||||
sort_jobs();
|
||||
}
|
||||
|
||||
void Renderer::create_job_buffers(RenderingJob &job) {
|
||||
Mesh *rendering_mesh = job.rendering_mesh;
|
||||
|
||||
if (!rendering_mesh->are_buffers_created) {
|
||||
gfx::VBO &vbo = rendering_mesh->vbo;
|
||||
gfx::VBO &ebo = rendering_mesh->ebo;
|
||||
gfx::VAO &vao = rendering_mesh->vao;
|
||||
|
||||
vao.bind();
|
||||
vbo.buffer(rendering_mesh.vertices.data(), 0, sizeof(LitVertex) * rendering_mesh.vertices.size());
|
||||
vbo.buffer(rendering_mesh->vertices.data(), 0, sizeof(LitVertex) * rendering_mesh->vertices.size());
|
||||
|
||||
if (!rendering_mesh.indicies.empty()) {
|
||||
ebo.buffer(rendering_mesh.indicies.data(), 0, rendering_mesh.indicies.size() * sizeof(GLuint));
|
||||
if (!rendering_mesh->indicies.empty()) {
|
||||
ebo.buffer(rendering_mesh->indicies.data(), 0, rendering_mesh->indicies.size() * sizeof(GLuint));
|
||||
}
|
||||
|
||||
// Enable VAO attributes
|
||||
|
@ -61,23 +88,29 @@ namespace simpleengine::gfx {
|
|||
vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal), false);
|
||||
vao.enable_attrib(vbo, 3, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord), false);
|
||||
|
||||
rendering_mesh.tangent_vbo.buffer(rendering_mesh.tangents.data(), 0, rendering_mesh.tangents.size() * sizeof(Vectorf));
|
||||
vao.enable_attrib(rendering_mesh.tangent_vbo, 4, 3, GL_FLOAT, sizeof(Vectorf), 0, false);
|
||||
rendering_mesh->tangent_vbo.buffer(rendering_mesh->tangents.data(), 0,
|
||||
rendering_mesh->tangents.size() * sizeof(Vectorf));
|
||||
vao.enable_attrib(rendering_mesh->tangent_vbo, 4, 3, GL_FLOAT, sizeof(Vectorf), 0, false);
|
||||
|
||||
vbo.unbind();
|
||||
vao.unbind();
|
||||
|
||||
rendering_mesh.are_buffers_created = true;
|
||||
rendering_mesh->are_buffers_created = true;
|
||||
|
||||
std::cout << "Created render job buffers" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::update(const float& delta_time) {
|
||||
|
||||
}
|
||||
void Renderer::update(const float &delta_time) {}
|
||||
|
||||
void Renderer::initialize() {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
std::cout << "Base Renderer initialized" << std::endl;
|
||||
}
|
||||
|
||||
|
@ -89,73 +122,112 @@ namespace simpleengine::gfx {
|
|||
} */
|
||||
}
|
||||
|
||||
void Renderer::render() {
|
||||
bool Renderer::render_job(const RenderingJob &job) {
|
||||
Mesh *mesh = job.rendering_mesh;
|
||||
|
||||
shader.set_uniform_matrix_4f("u_transform_matrix", job.transform_mat, false);
|
||||
|
||||
std::optional<Material> &material = mesh->material;
|
||||
|
||||
if (material.has_value()) {
|
||||
shader.set_uniform_float("u_material.ambient_strength", material->ambient_strength, false);
|
||||
shader.set_uniform_float("u_material.diffuse_strength", material->diffuse_strength, false);
|
||||
shader.set_uniform_float("u_material.specular_strength", material->specular_strength, false);
|
||||
shader.set_uniform_float("u_material.shine_factor", material->shine_factor, false);
|
||||
// shader.set_uniform_float("u_material.reflect_factor", .1f, false);
|
||||
|
||||
auto diffuse_maps = material->textures.find(aiTextureType_DIFFUSE);
|
||||
auto diffuse_map = diffuse_maps->second.front();
|
||||
|
||||
shader.set_uniform_int("u_material.diffuse", 0, false);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
diffuse_map->bind();
|
||||
|
||||
// Apply the specular map if it exists
|
||||
auto specular_maps = material->textures.find(aiTextureType_SPECULAR);
|
||||
if (specular_maps != material->textures.end()) {
|
||||
auto spec = specular_maps->second.front();
|
||||
|
||||
shader.set_uniform_int("u_material.has_specular_map", 1, false);
|
||||
shader.set_uniform_int("u_material.specular_map", 1, false);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
spec->bind();
|
||||
} else {
|
||||
shader.set_uniform_int("u_material.has_specular_map", 0, false);
|
||||
}
|
||||
|
||||
// Apply the normal map if it exists
|
||||
auto normal_maps = material->textures.find(aiTextureType_NORMALS);
|
||||
if (normal_maps != material->textures.end()) {
|
||||
auto normal = normal_maps->second.front();
|
||||
|
||||
shader.set_uniform_int("u_material.has_normal_map", 1, false);
|
||||
shader.set_uniform_int("u_material.normal_map", 2, false);
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
normal->bind();
|
||||
} else {
|
||||
shader.set_uniform_int("u_material.has_normal_map", 0, false);
|
||||
}
|
||||
}
|
||||
|
||||
mesh->vao.bind();
|
||||
if (mesh->indicies.empty()) {
|
||||
glDrawArrays(GL_TRIANGLES, 0, mesh->vertices.size());
|
||||
} else {
|
||||
glDrawElements(GL_TRIANGLES, mesh->indicies.size(), GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Renderer::render_job_queue(std::queue<RenderingJob> &rendering_queue) {
|
||||
shader.use();
|
||||
|
||||
|
||||
while (!rendering_queue.empty()) {
|
||||
// Get the job from the queue, we'll remove it after we render.
|
||||
RenderingJob& job = rendering_queue.front();
|
||||
Mesh& mesh = job.rendering_mesh;
|
||||
RenderingJob &job = rendering_queue.front();
|
||||
|
||||
shader.set_uniform_matrix_4f("u_transform_matrix", job.transform_mat, false);
|
||||
bool res = this->render_job(job);
|
||||
|
||||
std::optional<Material>& material = mesh.material;
|
||||
|
||||
if (material.has_value()) {
|
||||
shader.set_uniform_float("u_material.ambient_strength", material->ambient_strength, false);
|
||||
shader.set_uniform_float("u_material.diffuse_strength", material->diffuse_strength, false);
|
||||
shader.set_uniform_float("u_material.specular_strength", material->specular_strength, false);
|
||||
shader.set_uniform_float("u_material.shine_factor", material->shine_factor, false);
|
||||
//shader.set_uniform_float("u_material.reflect_factor", .1f, false);
|
||||
|
||||
auto diffuse_maps = material->textures.find(aiTextureType_DIFFUSE);
|
||||
auto diffuse_map = diffuse_maps->second.front();
|
||||
|
||||
shader.set_uniform_int("u_material.diffuse", 0, false);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
diffuse_map->bind();
|
||||
|
||||
// Apply the specular map if it exists
|
||||
auto specular_maps = material->textures.find(aiTextureType_SPECULAR);
|
||||
if (specular_maps != material->textures.end()) {
|
||||
auto spec = specular_maps->second.front();
|
||||
|
||||
shader.set_uniform_int("u_material.has_specular_map", 1, false);
|
||||
shader.set_uniform_int("u_material.specular_map", 1, false);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
spec->bind();
|
||||
} else {
|
||||
shader.set_uniform_int("u_material.has_specular_map", 0, false);
|
||||
}
|
||||
|
||||
// Apply the normal map if it exists
|
||||
auto normal_maps = material->textures.find(aiTextureType_NORMALS);
|
||||
if (normal_maps != material->textures.end()) {
|
||||
auto normal = normal_maps->second.front();
|
||||
|
||||
shader.set_uniform_int("u_material.has_normal_map", 1, false);
|
||||
shader.set_uniform_int("u_material.normal_map", 2, false);
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
normal->bind();
|
||||
} else {
|
||||
shader.set_uniform_int("u_material.has_normal_map", 0, false);
|
||||
}
|
||||
if (res) {
|
||||
// Now we'll remove the job from the queue.
|
||||
rendering_queue.pop();
|
||||
}
|
||||
|
||||
mesh.vao.bind();
|
||||
if (mesh.indicies.empty()) {
|
||||
glDrawArrays(GL_TRIANGLES, 0, mesh.vertices.size());
|
||||
} else {
|
||||
glDrawElements(GL_TRIANGLES, mesh.indicies.size(), GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
// Now we'll remove the job from the queue.
|
||||
rendering_queue.pop();
|
||||
}
|
||||
|
||||
shader.unuse();
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::render_job_queue(std::map<float, RenderingJob, std::greater<>>& rendering_queue) {
|
||||
shader.use();
|
||||
|
||||
// Render each job then clear the queue
|
||||
for (const auto& it : rendering_queue) {
|
||||
this->render_job(it.second);
|
||||
}
|
||||
rendering_queue.clear();
|
||||
|
||||
shader.unuse();
|
||||
}
|
||||
|
||||
void Renderer::render() {
|
||||
// Render other (opaque) objects first
|
||||
this->render_job_queue(other_render_queue);
|
||||
|
||||
// Render transparent objects
|
||||
std::map<float, RenderingJob, std::greater<>> transparent_jobs;
|
||||
while (!transparent_render_queue.empty()) {
|
||||
RenderingJob& job = transparent_render_queue.front();
|
||||
|
||||
glm::vec3 pos = job.transform_mat[3];
|
||||
float distance = glm::distance(pos, camera->position);
|
||||
transparent_jobs.emplace(distance, job);
|
||||
|
||||
transparent_render_queue.pop();
|
||||
}
|
||||
this->render_job_queue(transparent_jobs);
|
||||
}
|
||||
} // namespace simpleengine::gfx
|
|
@ -10,24 +10,6 @@ namespace simpleengine::gfx {
|
|||
bool flip_vertically = flags & TextureFlags::TexFlags_FLIP_VERTICALLY;
|
||||
bool mipmap = flags & TextureFlags::TexFlags_MIPMAP;
|
||||
|
||||
// Get the color channel type for opengl, and get
|
||||
// the channel count for loading the texture with stb_image
|
||||
int gl_color_channels;
|
||||
int channel_count;
|
||||
if (flags & TexFlags_RGBA) {
|
||||
channel_count = 4;
|
||||
gl_color_channels = GL_RGBA;
|
||||
} else if (flags & TexFlags_RGB) {
|
||||
channel_count = 3;
|
||||
gl_color_channels = GL_RGB;
|
||||
} else if (flags & TexFlags_NO_COLOR) {
|
||||
channel_count = 1;
|
||||
gl_color_channels = GL_RED;
|
||||
} else {
|
||||
std::cerr << "Texture color flag is missing!! Specify TexFlags_RGBA" << std::endl;
|
||||
throw std::runtime_error("Texture color flag is missing!! Specify TexFlags_RGBA");
|
||||
}
|
||||
|
||||
image_type_gl = img_2d ? GL_TEXTURE_2D : GL_TEXTURE_3D;
|
||||
|
||||
glGenTextures(1, &texture_id);
|
||||
|
@ -42,7 +24,7 @@ namespace simpleengine::gfx {
|
|||
|
||||
stbi_set_flip_vertically_on_load(flip_vertically);
|
||||
|
||||
img_data = stbi_load(path, &width, &height, &channels, channel_count);
|
||||
unsigned char*img_data = stbi_load(path, &width, &height, &channels, 0);
|
||||
if(!img_data) {
|
||||
const char* failure = stbi_failure_reason();
|
||||
std::cerr << "Failed to load texture! (" << failure << ")" << std::endl;
|
||||
|
@ -50,13 +32,27 @@ namespace simpleengine::gfx {
|
|||
}
|
||||
std::cout << "Loaded image with a width of " << width << "px, a height of " << height << "px and " << channels << " channels" << std::endl;
|
||||
|
||||
glTexImage2D(image_type_gl, 0, gl_color_channels, width, height, 0, gl_color_channels, GL_UNSIGNED_BYTE, img_data);
|
||||
// Get the color type
|
||||
int color_format = 0;
|
||||
if (channels == 1) {
|
||||
color_format = GL_RED;
|
||||
} else if (channels == 3) {
|
||||
color_format = GL_RGB;
|
||||
} else if (channels == 4) {
|
||||
color_format = GL_RGBA;
|
||||
} else {
|
||||
std::cerr << "Unknown texture color format with " << channels << " channels!" << std::endl;
|
||||
throw std::runtime_error("Unknown texture color format!");
|
||||
}
|
||||
|
||||
glTexImage2D(image_type_gl, 0, color_format, width, height, 0, color_format, GL_UNSIGNED_BYTE, img_data);
|
||||
|
||||
if (mipmap) {
|
||||
glGenerateMipmap(image_type_gl);
|
||||
}
|
||||
|
||||
stbi_set_flip_vertically_on_load(false);
|
||||
stbi_image_free(img_data);
|
||||
|
||||
unbind();
|
||||
}
|
||||
|
@ -66,24 +62,6 @@ namespace simpleengine::gfx {
|
|||
bool flip_vertically = flags & TextureFlags::TexFlags_FLIP_VERTICALLY;
|
||||
bool mipmap = flags & TextureFlags::TexFlags_MIPMAP;
|
||||
|
||||
// Get the color channel type for opengl, and get
|
||||
// the channel count for loading the texture with stb_image
|
||||
int gl_color_channels;
|
||||
int channel_count;
|
||||
if (flags & TexFlags_RGBA) {
|
||||
channel_count = 4;
|
||||
gl_color_channels = GL_RGBA;
|
||||
} else if (flags & TexFlags_RGB) {
|
||||
channel_count = 3;
|
||||
gl_color_channels = GL_RGB;
|
||||
} else if (flags & TexFlags_NO_COLOR) {
|
||||
channel_count = 1;
|
||||
gl_color_channels = GL_RED;
|
||||
} else {
|
||||
std::cerr << "Texture color flag is missing!! Specify TexFlags_RGBA" << std::endl;
|
||||
throw std::runtime_error("Texture color flag is missing!! Specify TexFlags_RGBA");
|
||||
}
|
||||
|
||||
image_type_gl = img_2d ? GL_TEXTURE_2D : GL_TEXTURE_3D;
|
||||
|
||||
glGenTextures(1, &texture_id);
|
||||
|
@ -98,7 +76,7 @@ namespace simpleengine::gfx {
|
|||
|
||||
stbi_set_flip_vertically_on_load(flip_vertically);
|
||||
|
||||
img_data = stbi_load_from_memory(buffer, buffer_length, &width, &height, &channels, channel_count);
|
||||
unsigned char* img_data = stbi_load_from_memory(buffer, buffer_length, &width, &height, &channels, 0);
|
||||
if(!img_data) {
|
||||
const char* failure = stbi_failure_reason();
|
||||
std::cerr << "Failed to load texture! (" << failure << ")" << std::endl;
|
||||
|
@ -106,13 +84,27 @@ namespace simpleengine::gfx {
|
|||
}
|
||||
std::cout << "Loaded image with a width of " << width << "px, a height of " << height << "px and " << channels << " channels" << std::endl;
|
||||
|
||||
glTexImage2D(image_type_gl, 0, gl_color_channels, width, height, 0, gl_color_channels, GL_UNSIGNED_BYTE, img_data);
|
||||
// Get the color type
|
||||
int color_format = 0;
|
||||
if (channels == 1) {
|
||||
color_format = GL_RED;
|
||||
} else if (channels == 3) {
|
||||
color_format = GL_RGB;
|
||||
} else if (channels == 4) {
|
||||
color_format = GL_RGBA;
|
||||
} else {
|
||||
std::cerr << "Unknown texture color format with " << channels << " channels!" << std::endl;
|
||||
throw std::runtime_error("Unknown texture color format!");
|
||||
}
|
||||
|
||||
glTexImage2D(image_type_gl, 0, color_format, width, height, 0, color_format, GL_UNSIGNED_BYTE, img_data);
|
||||
|
||||
if (mipmap) {
|
||||
glGenerateMipmap(image_type_gl);
|
||||
}
|
||||
|
||||
stbi_set_flip_vertically_on_load(false);
|
||||
stbi_image_free(img_data);
|
||||
|
||||
unbind();
|
||||
}
|
||||
|
@ -138,7 +130,6 @@ namespace simpleengine::gfx {
|
|||
texture.height = height;
|
||||
texture.channels = 4;
|
||||
texture.type = aiTextureType::aiTextureType_DIFFUSE;
|
||||
texture.img_data = data;
|
||||
|
||||
glGenTextures(1, &texture.texture_id);
|
||||
texture.bind();
|
||||
|
@ -148,10 +139,12 @@ namespace simpleengine::gfx {
|
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.img_data);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
|
||||
texture.unbind();
|
||||
|
||||
free(data);
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
|
|
|
@ -19,12 +19,22 @@ namespace simpleengine {
|
|||
// Is there a way these can be grouped?
|
||||
registry.view<const TransformComponent, ModelComponent>().each([this](const TransformComponent& transform, ModelComponent& model_component) {
|
||||
for (auto& mesh : model_component.model.meshes) {
|
||||
renderer->queue_job(gfx::RenderingJob(mesh, transform.transform_matrix));
|
||||
auto rendering_type = gfx::RenderingType::RendType_OPAQUE;
|
||||
if (mesh.material) {
|
||||
rendering_type = mesh.material->rendering_type;
|
||||
}
|
||||
|
||||
renderer->queue_job(gfx::RenderingJob(rendering_type, mesh, transform.transform_matrix));
|
||||
}
|
||||
});
|
||||
|
||||
registry.view<const TransformComponent, MeshComponent>().each([this](const TransformComponent& transform, MeshComponent& mesh_component) {
|
||||
renderer->queue_job(gfx::RenderingJob(mesh_component.mesh, transform.transform_matrix));
|
||||
auto rendering_type = gfx::RenderingType::RendType_OPAQUE;
|
||||
if (mesh_component.mesh.material) {
|
||||
rendering_type = mesh_component.mesh.material->rendering_type;
|
||||
}
|
||||
|
||||
renderer->queue_job(gfx::RenderingJob(rendering_type, mesh_component.mesh, transform.transform_matrix));
|
||||
});
|
||||
|
||||
registry.view<TransformComponent, RotatingComponent>().each([this, &delta_time](TransformComponent& transform, RotatingComponent& rotating) {
|
||||
|
|
Loading…
Reference in New Issue