Remove the 3d-"batched" rendering

This commit is contained in:
SeanOMik 2022-09-27 16:14:36 -04:00
parent 1ea28a8790
commit f2258f41c4
Signed by: SeanOMik
GPG Key ID: 568F326C7EB33ACB
4 changed files with 23 additions and 27 deletions

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@ -77,9 +77,6 @@ int main(int argc, char *argv[]) {
// Load core shaders from SimpleEngine resources // Load core shaders from SimpleEngine resources
se::gfx::shaders::Core3dShader core_shader; se::gfx::shaders::Core3dShader core_shader;
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));
game.add_event(light);
auto white_texture = se::gfx::Texture::white_texture(); auto white_texture = se::gfx::Texture::white_texture();
// white_texture.shine_damper = 10; // white_texture.shine_damper = 10;
//white_texture.reflectivity = 1; //white_texture.reflectivity = 1;
@ -183,16 +180,20 @@ int main(int argc, char *argv[]) {
//entity.add_component<se::ModelComponent>("examples/dev_testing/resources/stall.obj"); //entity.add_component<se::ModelComponent>("examples/dev_testing/resources/stall.obj");
// Backpack model required vertically flipped texture coords. // Backpack model required vertically flipped texture coords.
auto& model_comp = entity.add_component<se::ModelComponent>("examples/dev_testing/resources/backpack/backpack.obj"); /* auto& model_comp = entity.add_component<se::ModelComponent>("examples/dev_testing/resources/backpack/backpack.obj");
model_comp.model.vertically_flip_tex_coords(); model_comp.model.vertically_flip_tex_coords(); */
//entity.add_component<se::ModelComponent>("examples/dev_testing/resources/viper/viper.obj");
entity.add_component<se::ModelComponent>("examples/dev_testing/resources/halo/halo.fbx");
//entity.add_component<se::ModelComponent>("examples/dev_testing/resources/scientist/scientist.fbx"); //entity.add_component<se::ModelComponent>("examples/dev_testing/resources/scientist/scientist.fbx");
//entity.add_component<se::ModelComponent>("examples/dev_testing/resources/paradigm/paradigm.fbx"); //entity.add_component<se::ModelComponent>("examples/dev_testing/resources/paradigm/paradigm.fbx");
//entity.add_component<se::RotatingComponent>(); //entity.add_component<se::RotatingComponent>();
auto& transform_comp = entity.add_component<se::TransformComponent>(); auto& transform_comp = entity.add_component<se::TransformComponent>();
transform_comp.translate(15.f, -8.f, 0.f); transform_comp.translate(7.f, -4.f, 0.f);
/* transform_comp.scale(0.1f); transform_comp.scale(0.05f);
transform_comp.rotate_z(-90.f);*/ //transform_comp.rotate_z(-90.f);
transform_comp.rotate_y(-90.f);
transform_comp.rotate_x(-90.f); transform_comp.rotate_x(-90.f);
@ -208,6 +209,9 @@ int main(int argc, char *argv[]) {
auto camera = std::make_shared<se::Camera>(game.get_window(), core_shader, 70, glm::vec3(0, 0, 0)); auto camera = std::make_shared<se::Camera>(game.get_window(), core_shader, 70, glm::vec3(0, 0, 0));
game.add_event(camera); game.add_event(camera);
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));
game.add_event(light);
auto fps_counter = std::make_shared<FPSCounterEvent>(); auto fps_counter = std::make_shared<FPSCounterEvent>();
game.add_event(fps_counter); game.add_event(fps_counter);

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@ -4,7 +4,6 @@ in vec3 vs_position;
in vec3 vs_color; in vec3 vs_color;
in vec3 vs_normal; in vec3 vs_normal;
in vec2 vs_texcoord; in vec2 vs_texcoord;
flat in float vs_tex_id; // < 0 is reserved for solid colored objects.
in mat4 vs_transform; in mat4 vs_transform;
in vec3 vs_to_light; in vec3 vs_to_light;
@ -29,17 +28,13 @@ void main() {
float brightness = max(dot_prod, 0.f); float brightness = max(dot_prod, 0.f);
vec3 diffuse = brightness * light_color; vec3 diffuse = brightness * light_color;
if (vs_tex_id > -1) { // Calculate the specular
int id = int(vs_tex_id); float shine_damper = u_texture_shine[0];
float reflectivity = u_texture_reflectivity[0];
float shine_damper = u_texture_shine[id]; vec3 final_specular = calculate_specular(unit_normal, shine_damper, reflectivity);
float reflectivity = u_texture_reflectivity[id];
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);
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.
}
} }
vec3 calculate_specular(vec3 unit_normal, float shine_damper, float reflectivity) { 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;
layout (location = 1) in vec3 vertex_color; layout (location = 1) in vec3 vertex_color;
layout (location = 2) in vec3 vertex_normal; layout (location = 2) in vec3 vertex_normal;
layout (location = 3) in vec2 vertex_texcoord; layout (location = 3) in vec2 vertex_texcoord;
layout (location = 4) in float vertex_tex_id;
out vec3 vs_position; out vec3 vs_position;
out vec3 vs_color; out vec3 vs_color;
out vec3 vs_normal; out vec3 vs_normal;
out vec2 vs_texcoord; out vec2 vs_texcoord;
flat out float vs_tex_id;
out mat4 vs_transform; out mat4 vs_transform;
out vec3 vs_to_light; out vec3 vs_to_light;
@ -30,9 +28,6 @@ void main() {
vs_texcoord = vertex_texcoord; vs_texcoord = vertex_texcoord;
vs_color = vertex_color; vs_color = vertex_color;
vs_tex_id = vertex_tex_id;
gl_Position = projection_matrix * view_matrix * world_pos; gl_Position = projection_matrix * view_matrix * world_pos;
vs_normal = (transform_matrix * vec4(vertex_normal, 0.f)).xyz; vs_normal = (transform_matrix * vec4(vertex_normal, 0.f)).xyz;

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@ -68,17 +68,19 @@ namespace simpleengine::gfx {
for (unsigned int i = 0; i < mesh->mNumVertices; i++) { for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
LitVertex vertex; LitVertex vertex;
vertex.color = glm::vec3(1.f); 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); simpleengine::Vectorf position(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
vertex.position = position; vertex.position = position;
// Only process normals if they exist.
if (mesh->HasNormals()) { if (mesh->HasNormals()) {
glm::vec3 normal(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z); glm::vec3 normal(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
vertex.normal = normal; 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); glm::vec2 tex_coord(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y);
vertex.tex_coord = tex_coord; vertex.tex_coord = tex_coord;