Start working on fixed timestep
Frame interprelation still needs to be done to make a slow TPS look smooth
This commit is contained in:
parent
ce8886ade1
commit
78ef93bcf5
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@ -35,5 +35,9 @@ CheckOptions:
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value: "NULL"
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- key: readability-magic-numbers
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value: "0"
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- key: cppcoreguidelines-avoid-magic-numbers
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value: "0"
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- key: cppcoreguidelines-non-private-member-variables-in-classes
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value: "0"
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---
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@ -70,11 +70,12 @@ int main(int argc, char *argv[]) {
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// Create a renderer
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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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//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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//game.add_event(scene);
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game.add_renderable(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",
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@ -95,6 +96,7 @@ int main(int argc, char *argv[]) {
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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");
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brick_e.add_component<se::RotatingComponent>();
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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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@ -10,10 +10,21 @@
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#include <glm/glm.hpp>
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namespace simpleengine {
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namespace gfx {
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class Renderer;
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}
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class Camera : public simpleengine::Event {
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friend gfx::Renderer;
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private:
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GLFWwindow* window;
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glm::vec3 last_position;
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glm::vec3 last_rotation;
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glm::mat4 last_view_matrix;
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glm::vec3 last_camera_front;
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public:
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glm::vec3 position;
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glm::vec3 rotation;
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gfx::Shader shader;
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@ -1,5 +1,6 @@
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#pragma once
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//#include "simpleengine/scene.h"
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/glm.hpp>
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@ -9,14 +10,18 @@ namespace simpleengine {
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*
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*/
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class TransformComponent {
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friend class Scene;
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private:
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// This is the transform from the last render loop. The renderer uses this for frame interprelation
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glm::mat4 last_transform_matrix;
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public:
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glm::mat4 transform_matrix;
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TransformComponent() : transform_matrix(glm::mat4(1.f)) {
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TransformComponent() : transform_matrix(1.f), last_transform_matrix(1.f) {
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}
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TransformComponent(glm::mat4 transform_matrix) : transform_matrix(transform_matrix) {
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TransformComponent(glm::mat4 transform_matrix) : transform_matrix(transform_matrix), last_transform_matrix(1.f) {
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}
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@ -42,8 +42,8 @@ namespace simpleengine {
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void update(const float& delta_time);
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void handle_input(const float& delta_time);
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void render_window(const float& delta_time);
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void render_items(const float& delta_time);
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void render_window(const float& interpolate_alpha, const float& delta_time);
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void render_items(const float& interpolate_alpha, const float& delta_time);
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void exit();
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int run();
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@ -63,8 +63,13 @@ namespace simpleengine {
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// FPS related stuff
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void update_enabled_vsync() const;
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void limit_framerate(const float& delta_time) const; // Triggered at the end of a draw to help limit the FPS to `fps_limit`.
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int fps_limit;
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bool enable_vsync;
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int fps_limit = -1;
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bool enable_vsync = true;
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int max_engine_tps = 60; // The maximum engine TPS
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double tps_accumulator = 0.f;
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//int engine_ticks_second = 0; // The amount of ticks in a second
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//double last_sec_engine_tick; // The time of the last second
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float get_delta_time();
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@ -23,7 +23,7 @@ namespace simpleengine::gfx {
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shader.unuse();
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}
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virtual void render() override {
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virtual void render(const float& interpolate_alpha, const float& frame_time) override {
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}
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};
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@ -17,9 +17,10 @@ namespace simpleengine::gfx {
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public:
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RenderingType rendering_type;
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gfx::Mesh* rendering_mesh;
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glm::mat4 last_transform_mat;
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glm::mat4 transform_mat;
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RenderingJob(RenderingType rendering_type, gfx::Mesh& mesh, glm::mat4 position);
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RenderingJob(RenderingType rendering_type, gfx::Mesh& mesh, glm::mat4 last_pos, glm::mat4 position);
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};
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class Renderer : public simpleengine::Renderable {
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@ -43,7 +44,7 @@ namespace simpleengine::gfx {
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void enable_debug();
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virtual void sort_jobs();
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virtual void queue_job(RenderingType rendering_type, gfx::Mesh& mesh, glm::mat4 position);
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virtual void queue_job(RenderingType rendering_type, gfx::Mesh& mesh, glm::mat4 last_position, glm::mat4 position);
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virtual void queue_job(RenderingJob job);
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virtual void create_job_buffers(RenderingJob& job);
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@ -52,7 +53,7 @@ namespace simpleengine::gfx {
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virtual void update(const float& delta_time) override;
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virtual void render() override;
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virtual void render(const float& interpolate_alpha, const float& frame_time) override;
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/**
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* @brief Renders a single job.
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@ -61,8 +62,8 @@ namespace simpleengine::gfx {
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* @return true if the job was rendered successfully.
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* @return false if there was an error when trying to render the job.
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*/
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virtual bool render_job(const RenderingJob& job);
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virtual void render_job_queue(std::queue<RenderingJob>& queue);
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virtual void render_job_queue(std::map<float, RenderingJob, std::greater<>>& queue);
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virtual bool render_job(const float& interpolate_alpha, const RenderingJob& job);
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virtual void render_job_queue(const float& interpolate_alpha, std::queue<RenderingJob>& queue);
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virtual void render_job_queue(const float& interpolate_alpha, std::map<float, RenderingJob, std::greater<>>& queue);
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};
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}
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Renderable() = default;
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virtual ~Renderable() = default;
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virtual void render() = 0;
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virtual void render(const float& interpolate_alpha, const float& frame_time) = 0;
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};
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}
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@ -9,6 +9,7 @@
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#include <memory>
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#include <GLFW/glfw3.h>
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#include <unordered_map>
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#include <vector>
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#include <entt/entt.hpp>
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class Entity;
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}
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class Scene : public simpleengine::Event {
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//class Scene : public simpleengine::Event {
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class Scene : public simpleengine::Renderable {
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protected:
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entt::registry registry;
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std::shared_ptr<gfx::Renderer> renderer;
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// Last transform matrixes for all entities.
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std::unordered_map<uint32_t, glm::mat4> last_transforms;
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public:
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Scene(std::shared_ptr<gfx::Renderer> renderer);
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ecs::Entity create_entity();
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virtual void update(const float& delta_time) override;
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virtual void render(const float& interpolate_alpha, const float& frame_time) override;
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virtual void destroy() override;
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};
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@ -26,7 +26,7 @@ struct Material {
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bool has_specular_map;
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sampler2D specular_map;
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bool has_normal_map;
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sampler2D normal_map;
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36
src/game.cpp
36
src/game.cpp
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simpleengine::Game::Game(int w, int h, const std::string& window_name, const int& gl_profile, const int& major_version,
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const int& minor_version, const bool& resizeable, const int& forward_compat) : window_resizeable(resizeable),
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enable_vsync(true), fps_limit(-1) {
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tps_accumulator(0.f) {
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initialize(gl_profile, major_version, minor_version, window_resizeable, forward_compat);
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// Create a window
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}
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enable_default_gl_options();
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last_frame_time = std::chrono::high_resolution_clock::now();
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}
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void simpleengine::Game::enable_default_gl_options() const {
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}
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}
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void simpleengine::Game::handle_input(const float& delta_time) {
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// TODO
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}
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void simpleengine::Game::update(const float& delta_time) {
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handle_input(delta_time);
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}
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}
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void simpleengine::Game::handle_input(const float& delta_time) {
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// TODO
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}
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void simpleengine::Game::render_window(const float& delta_time) {
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void simpleengine::Game::render_window(const float& interpolate_alpha, const float& delta_time) {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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render_items(delta_time);
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render_items(interpolate_alpha, delta_time);
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}
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void simpleengine::Game::render_items(const float& delta_time) {
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void simpleengine::Game::render_items(const float& interpolate_alpha, const float& delta_time) {
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for (const std::shared_ptr<Renderable>& renderable : renderable_events) {
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renderable->render();
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renderable->render(interpolate_alpha, delta_time);
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}
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}
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while (!glfwWindowShouldClose(window)) {
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// Get delta time first thing
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float delta_time = get_delta_time();
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//std::cout << "Delta time: " << delta_time << std::endl;
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// Poll input events
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glfwPollEvents();
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update(delta_time);
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render_window(delta_time);
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const double max_delta_time = 0.5;
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tps_accumulator += delta_time;
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while (tps_accumulator >= max_delta_time) {
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update(max_delta_time);
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tps_accumulator -= max_delta_time;
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}
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const double interpolate_alpha = tps_accumulator / max_delta_time;
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render_window(interpolate_alpha, delta_time);
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// End draw
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glfwSwapBuffers(window);
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#include <glm/geometric.hpp>
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#include <stdexcept>
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#include <glm/gtx/string_cast.hpp>
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namespace simpleengine::gfx {
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void create_mesh_buffers(simpleengine::gfx::Mesh &mesh);
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RenderingJob::RenderingJob(RenderingType rendering_type, gfx::Mesh &mesh, glm::mat4 position)
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: rendering_type(rendering_type), rendering_mesh(&mesh), transform_mat(position) {}
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RenderingJob::RenderingJob(RenderingType rendering_type, gfx::Mesh &mesh, glm::mat4 last_pos, glm::mat4 position)
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: rendering_type(rendering_type), rendering_mesh(&mesh), last_transform_mat(last_pos), transform_mat(position) {}
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Renderer::Renderer(GLFWwindow *window, gfx::Shader shader, std::shared_ptr<Camera> camera)
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: window(window), shader(shader), camera(camera)/* , transparent_render_queue(CameraDistanceComparator(camera)) */ {}
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// std::sort()
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}
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void Renderer::queue_job(RenderingType rendering_type, gfx::Mesh &mesh, glm::mat4 position) {
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RenderingJob job(rendering_type, mesh, position);
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void Renderer::queue_job(RenderingType rendering_type, gfx::Mesh &mesh, glm::mat4 last_position, glm::mat4 position) {
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RenderingJob job(rendering_type, mesh, last_position, position);
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this->queue_job(job);
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}
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} */
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}
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bool Renderer::render_job(const RenderingJob &job) {
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glm::mat4 lerp(glm::mat4 a, glm::mat4 b, float alpha) {
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//return a * (1.f - alpha) + b * alpha;
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glm::quat rot0 = glm::quat_cast(a);
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glm::quat rot1= glm::quat_cast(b);
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glm::quat finalRot = glm::slerp(rot0, rot1, alpha);
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glm::mat4 finalMat = glm::mat4_cast(finalRot);
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finalMat[3] = a[3] * (1 - alpha) + b[3] * alpha;
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return finalMat;
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}
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bool Renderer::render_job(const float& interpolate_alpha, const RenderingJob &job) {
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Mesh *mesh = job.rendering_mesh;
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shader.set_uniform_matrix_4f("u_transform_matrix", job.transform_mat);
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/* glm::mat4 transform_mat = job.transform_mat * interpolate_alpha +
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job.last_transform_mat * (1.f - interpolate_alpha); */
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//glm::mat4 transform_mat = lerp(job.transform_mat, job.last_transform_mat, interpolate_alpha);
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glm::mat4 transform_mat = lerp(job.last_transform_mat, job.transform_mat, interpolate_alpha);
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std::cout << "Last transform: " << glm::to_string(job.last_transform_mat) << std::endl <<
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"Current Transform: " << glm::to_string(job.transform_mat) << std::endl <<
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"Lerp: " << glm::to_string(transform_mat) << std::endl << std::endl;
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//std::cout << "Current: " << job.transform_mat[3]
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shader.set_uniform_matrix_4f("u_transform_matrix", transform_mat);
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//shader.set_uniform_matrix_4f("u_transform_matrix", job.transform_mat);
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std::optional<Material> &material = mesh->material;
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return true;
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}
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void Renderer::render_job_queue(std::queue<RenderingJob> &rendering_queue) {
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void Renderer::render_job_queue(const float& interpolate_alpha, std::queue<RenderingJob> &rendering_queue) {
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while (!rendering_queue.empty()) {
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// Get the job from the queue, we'll remove it after we render.
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RenderingJob &job = rendering_queue.front();
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bool res = this->render_job(job);
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bool res = this->render_job(interpolate_alpha, job);
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if (res) {
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// Now we'll remove the job from the queue.
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@ -210,19 +239,19 @@ namespace simpleengine::gfx {
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}
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}
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void Renderer::render_job_queue(std::map<float, RenderingJob, std::greater<>>& rendering_queue) {
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void Renderer::render_job_queue(const float& interpolate_alpha, std::map<float, RenderingJob, std::greater<>>& rendering_queue) {
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// Render each job then clear the queue
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for (const auto& it : rendering_queue) {
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this->render_job(it.second);
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this->render_job(interpolate_alpha, it.second);
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}
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rendering_queue.clear();
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}
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void Renderer::render() {
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void Renderer::render(const float& interpolate_alpha, const float& frame_time) {
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check_if_initialized();
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// Render other (opaque) objects first
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render_job_queue(other_render_queue);
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render_job_queue(interpolate_alpha, other_render_queue);
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// Render transparent objects
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std::map<float, RenderingJob, std::greater<>> transparent_jobs;
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@ -235,6 +264,6 @@ namespace simpleengine::gfx {
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transparent_render_queue.pop();
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}
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render_job_queue(transparent_jobs);
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render_job_queue(interpolate_alpha, transparent_jobs);
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}
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} // namespace simpleengine::gfx
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@ -16,30 +16,37 @@ namespace simpleengine {
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}
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void Scene::update(const float& delta_time) {
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// Rotate the model
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registry.view<TransformComponent, RotatingComponent>().each([this, &delta_time](TransformComponent& transform, RotatingComponent& rotating) {
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transform.rotate(rotating.rate * delta_time, rotating.rotation_axis);
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});
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}
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void Scene::render(const float& interpolate_alpha, const float& frame_time) {
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// Is there a way these can be grouped?
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registry.view<const TransformComponent, ModelComponent>().each([this](const TransformComponent& transform, ModelComponent& model_component) {
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registry.view<TransformComponent, ModelComponent>().each([this](TransformComponent& transform, ModelComponent& model_component) {
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for (auto& mesh : model_component.model.meshes) {
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auto rendering_type = gfx::RenderingType::RendType_OPAQUE;
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if (mesh.material) {
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rendering_type = mesh.material->rendering_type;
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}
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renderer->queue_job(gfx::RenderingJob(rendering_type, mesh, transform.transform_matrix));
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renderer->queue_job(gfx::RenderingJob(rendering_type, mesh, transform.last_transform_matrix, transform.transform_matrix));
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transform.last_transform_matrix = transform.transform_matrix; // Update last transform
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}
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});
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registry.view<const TransformComponent, MeshComponent>().each([this](const TransformComponent& transform, MeshComponent& mesh_component) {
|
||||
registry.view<TransformComponent, MeshComponent>().each([this](TransformComponent& transform, MeshComponent& mesh_component) {
|
||||
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));
|
||||
renderer->queue_job(gfx::RenderingJob(rendering_type, mesh_component.mesh, transform.last_transform_matrix, transform.transform_matrix));
|
||||
transform.last_transform_matrix = transform.transform_matrix; // Update last transform
|
||||
});
|
||||
|
||||
registry.view<TransformComponent, RotatingComponent>().each([this, &delta_time](TransformComponent& transform, RotatingComponent& rotating) {
|
||||
transform.rotate(rotating.rate * delta_time, rotating.rotation_axis);
|
||||
});
|
||||
renderer->render(interpolate_alpha, frame_time);
|
||||
}
|
||||
|
||||
void Scene::destroy() {
|
||||
|
|
Loading…
Reference in New Issue