From f2258f41c4b97d84231e6ec790281ce824c944ac Mon Sep 17 00:00:00 2001 From: SeanOMik Date: Tue, 27 Sep 2022 16:14:36 -0400 Subject: [PATCH] Remove the 3d-"batched" rendering --- examples/dev_testing/src/main.cpp | 20 ++++++++++++-------- resources/shaders/core/3d/fragment_core.glsl | 19 +++++++------------ resources/shaders/core/3d/vertex_core.glsl | 5 ----- src/gfx/model.cpp | 6 ++++-- 4 files changed, 23 insertions(+), 27 deletions(-) diff --git a/examples/dev_testing/src/main.cpp b/examples/dev_testing/src/main.cpp index 269f46b..7c9fb8b 100644 --- a/examples/dev_testing/src/main.cpp +++ b/examples/dev_testing/src/main.cpp @@ -77,9 +77,6 @@ int main(int argc, char *argv[]) { // Load core shaders from SimpleEngine resources se::gfx::shaders::Core3dShader core_shader; - auto light = std::make_shared(core_shader, glm::vec3(0.f, 1.f, -10.f), glm::vec3(1.f, 1.f, 1.f)); - game.add_event(light); - auto white_texture = se::gfx::Texture::white_texture(); // white_texture.shine_damper = 10; //white_texture.reflectivity = 1; @@ -183,16 +180,20 @@ int main(int argc, char *argv[]) { //entity.add_component("examples/dev_testing/resources/stall.obj"); // Backpack model required vertically flipped texture coords. - auto& model_comp = entity.add_component("examples/dev_testing/resources/backpack/backpack.obj"); - model_comp.model.vertically_flip_tex_coords(); + /* auto& model_comp = entity.add_component("examples/dev_testing/resources/backpack/backpack.obj"); + model_comp.model.vertically_flip_tex_coords(); */ + + //entity.add_component("examples/dev_testing/resources/viper/viper.obj"); + entity.add_component("examples/dev_testing/resources/halo/halo.fbx"); //entity.add_component("examples/dev_testing/resources/scientist/scientist.fbx"); //entity.add_component("examples/dev_testing/resources/paradigm/paradigm.fbx"); //entity.add_component(); auto& transform_comp = entity.add_component(); - transform_comp.translate(15.f, -8.f, 0.f); - /* transform_comp.scale(0.1f); - transform_comp.rotate_z(-90.f);*/ + transform_comp.translate(7.f, -4.f, 0.f); + transform_comp.scale(0.05f); + //transform_comp.rotate_z(-90.f); + transform_comp.rotate_y(-90.f); transform_comp.rotate_x(-90.f); @@ -208,6 +209,9 @@ int main(int argc, char *argv[]) { auto camera = std::make_shared(game.get_window(), core_shader, 70, glm::vec3(0, 0, 0)); game.add_event(camera); + auto light = std::make_shared(core_shader, glm::vec3(-10.f, 0.f, 0.f), glm::vec3(1.f, 1.f, 1.f)); + game.add_event(light); + auto fps_counter = std::make_shared(); game.add_event(fps_counter); diff --git a/resources/shaders/core/3d/fragment_core.glsl b/resources/shaders/core/3d/fragment_core.glsl index 962e57b..a00c4b5 100644 --- a/resources/shaders/core/3d/fragment_core.glsl +++ b/resources/shaders/core/3d/fragment_core.glsl @@ -4,7 +4,6 @@ in vec3 vs_position; in vec3 vs_color; in vec3 vs_normal; in vec2 vs_texcoord; -flat in float vs_tex_id; // < 0 is reserved for solid colored objects. in mat4 vs_transform; in vec3 vs_to_light; @@ -29,17 +28,13 @@ void main() { float brightness = max(dot_prod, 0.f); vec3 diffuse = brightness * light_color; - if (vs_tex_id > -1) { - int id = int(vs_tex_id); - - float shine_damper = u_texture_shine[id]; - float reflectivity = u_texture_reflectivity[id]; - vec3 final_specular = calculate_specular(unit_normal, shine_damper, reflectivity); - - fs_color = vec4(diffuse, 1.f) * texture(u_textures[id], vs_texcoord) + vec4(final_specular, 1.f); - } else { - fs_color = vec4(vs_color, 1.f); // We don't add any reflectivity to solid colored vectors. - } + // Calculate the specular + float shine_damper = u_texture_shine[0]; + float reflectivity = u_texture_reflectivity[0]; + vec3 final_specular = calculate_specular(unit_normal, shine_damper, reflectivity); + + // Combine diffuse lighting, specular, and the texture into one color. + fs_color = vec4(diffuse, 1.f) * texture(u_textures[0], vs_texcoord) + vec4(final_specular, 1.f); } vec3 calculate_specular(vec3 unit_normal, float shine_damper, float reflectivity) { diff --git a/resources/shaders/core/3d/vertex_core.glsl b/resources/shaders/core/3d/vertex_core.glsl index cc5d36f..f880358 100644 --- a/resources/shaders/core/3d/vertex_core.glsl +++ b/resources/shaders/core/3d/vertex_core.glsl @@ -4,13 +4,11 @@ layout (location = 0) in vec3 vertex_position; layout (location = 1) in vec3 vertex_color; layout (location = 2) in vec3 vertex_normal; layout (location = 3) in vec2 vertex_texcoord; -layout (location = 4) in float vertex_tex_id; out vec3 vs_position; out vec3 vs_color; out vec3 vs_normal; out vec2 vs_texcoord; -flat out float vs_tex_id; out mat4 vs_transform; out vec3 vs_to_light; @@ -30,9 +28,6 @@ void main() { vs_texcoord = vertex_texcoord; vs_color = vertex_color; - vs_tex_id = vertex_tex_id; - - gl_Position = projection_matrix * view_matrix * world_pos; vs_normal = (transform_matrix * vec4(vertex_normal, 0.f)).xyz; diff --git a/src/gfx/model.cpp b/src/gfx/model.cpp index 98d8f7a..d82f968 100644 --- a/src/gfx/model.cpp +++ b/src/gfx/model.cpp @@ -68,17 +68,19 @@ namespace simpleengine::gfx { for (unsigned int i = 0; i < mesh->mNumVertices; i++) { LitVertex vertex; vertex.color = glm::vec3(1.f); - vertex.texture_id = 0; + vertex.texture_id = 0; // TODO simpleengine::Vectorf position(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z); vertex.position = position; + // Only process normals if they exist. if (mesh->HasNormals()) { glm::vec3 normal(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z); vertex.normal = normal; } - if (mesh->mTextureCoords[0]) { + // Only process texture coords if they exist. + if (mesh->HasTextureCoords(0)) { glm::vec2 tex_coord(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y); vertex.tex_coord = tex_coord;