Remove the 3d-"batched" rendering
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1ea28a8790
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@ -77,9 +77,6 @@ int main(int argc, char *argv[]) {
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// Load core shaders from SimpleEngine resources
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// Load core shaders from SimpleEngine resources
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se::gfx::shaders::Core3dShader core_shader;
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se::gfx::shaders::Core3dShader core_shader;
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auto light = std::make_shared<se::gfx::Light>(core_shader, glm::vec3(0.f, 1.f, -10.f), glm::vec3(1.f, 1.f, 1.f));
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game.add_event(light);
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auto white_texture = se::gfx::Texture::white_texture();
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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.shine_damper = 10;
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//white_texture.reflectivity = 1;
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//white_texture.reflectivity = 1;
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@ -183,16 +180,20 @@ int main(int argc, char *argv[]) {
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//entity.add_component<se::ModelComponent>("examples/dev_testing/resources/stall.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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// Backpack model required vertically flipped texture coords.
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auto& model_comp = entity.add_component<se::ModelComponent>("examples/dev_testing/resources/backpack/backpack.obj");
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/* auto& model_comp = 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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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/halo/halo.fbx");
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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/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::ModelComponent>("examples/dev_testing/resources/paradigm/paradigm.fbx");
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//entity.add_component<se::RotatingComponent>();
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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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auto& transform_comp = entity.add_component<se::TransformComponent>();
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transform_comp.translate(15.f, -8.f, 0.f);
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transform_comp.translate(7.f, -4.f, 0.f);
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/* transform_comp.scale(0.1f);
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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_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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transform_comp.rotate_x(-90.f);
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@ -208,6 +209,9 @@ int main(int argc, char *argv[]) {
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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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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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game.add_event(camera);
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auto light = std::make_shared<se::gfx::Light>(core_shader, glm::vec3(-10.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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auto fps_counter = std::make_shared<FPSCounterEvent>();
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auto fps_counter = std::make_shared<FPSCounterEvent>();
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game.add_event(fps_counter);
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game.add_event(fps_counter);
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@ -4,7 +4,6 @@ in vec3 vs_position;
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in vec3 vs_color;
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in vec3 vs_color;
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in vec3 vs_normal;
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in vec3 vs_normal;
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in vec2 vs_texcoord;
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in vec2 vs_texcoord;
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flat in float vs_tex_id; // < 0 is reserved for solid colored objects.
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in mat4 vs_transform;
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in mat4 vs_transform;
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in vec3 vs_to_light;
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in vec3 vs_to_light;
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@ -29,17 +28,13 @@ void main() {
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float brightness = max(dot_prod, 0.f);
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float brightness = max(dot_prod, 0.f);
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vec3 diffuse = brightness * light_color;
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vec3 diffuse = brightness * light_color;
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if (vs_tex_id > -1) {
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// Calculate the specular
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int id = int(vs_tex_id);
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float shine_damper = u_texture_shine[0];
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float reflectivity = u_texture_reflectivity[0];
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vec3 final_specular = calculate_specular(unit_normal, shine_damper, reflectivity);
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float shine_damper = u_texture_shine[id];
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// Combine diffuse lighting, specular, and the texture into one color.
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float reflectivity = u_texture_reflectivity[id];
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fs_color = vec4(diffuse, 1.f) * texture(u_textures[0], vs_texcoord) + vec4(final_specular, 1.f);
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vec3 final_specular = calculate_specular(unit_normal, shine_damper, reflectivity);
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fs_color = vec4(diffuse, 1.f) * texture(u_textures[id], vs_texcoord) + vec4(final_specular, 1.f);
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} else {
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fs_color = vec4(vs_color, 1.f); // We don't add any reflectivity to solid colored vectors.
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}
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}
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}
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vec3 calculate_specular(vec3 unit_normal, float shine_damper, float reflectivity) {
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vec3 calculate_specular(vec3 unit_normal, float shine_damper, float reflectivity) {
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@ -4,13 +4,11 @@ layout (location = 0) in vec3 vertex_position;
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layout (location = 1) in vec3 vertex_color;
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layout (location = 1) in vec3 vertex_color;
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layout (location = 2) in vec3 vertex_normal;
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layout (location = 2) in vec3 vertex_normal;
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layout (location = 3) in vec2 vertex_texcoord;
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layout (location = 3) in vec2 vertex_texcoord;
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layout (location = 4) in float vertex_tex_id;
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out vec3 vs_position;
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out vec3 vs_position;
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out vec3 vs_color;
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out vec3 vs_color;
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out vec3 vs_normal;
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out vec3 vs_normal;
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out vec2 vs_texcoord;
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out vec2 vs_texcoord;
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flat out float vs_tex_id;
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out mat4 vs_transform;
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out mat4 vs_transform;
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out vec3 vs_to_light;
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out vec3 vs_to_light;
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@ -30,9 +28,6 @@ void main() {
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vs_texcoord = vertex_texcoord;
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vs_texcoord = vertex_texcoord;
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vs_color = vertex_color;
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vs_color = vertex_color;
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vs_tex_id = vertex_tex_id;
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gl_Position = projection_matrix * view_matrix * world_pos;
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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_normal = (transform_matrix * vec4(vertex_normal, 0.f)).xyz;
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@ -68,17 +68,19 @@ namespace simpleengine::gfx {
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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LitVertex vertex;
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LitVertex vertex;
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vertex.color = glm::vec3(1.f);
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vertex.color = glm::vec3(1.f);
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vertex.texture_id = 0;
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vertex.texture_id = 0; // TODO
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simpleengine::Vectorf position(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
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simpleengine::Vectorf position(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
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vertex.position = position;
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vertex.position = position;
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// Only process normals if they exist.
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if (mesh->HasNormals()) {
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if (mesh->HasNormals()) {
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glm::vec3 normal(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
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glm::vec3 normal(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
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vertex.normal = normal;
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vertex.normal = normal;
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}
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}
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if (mesh->mTextureCoords[0]) {
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// Only process texture coords if they exist.
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if (mesh->HasTextureCoords(0)) {
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glm::vec2 tex_coord(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y);
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glm::vec2 tex_coord(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y);
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vertex.tex_coord = tex_coord;
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vertex.tex_coord = tex_coord;
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