improved model loading and added model component
This commit is contained in:
38
open_engine/include/open_engine/gltf/gltf_model3d.hpp
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38
open_engine/include/open_engine/gltf/gltf_model3d.hpp
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@@ -0,0 +1,38 @@
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#ifndef GLTF_MODEL3D_HPP
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#define GLTF_MODEL3D_HPP
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#include "open_engine/renderer/model3d.hpp"
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#include <fastgltf/types.hpp>
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#include <vector>
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#include <cstddef>
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namespace OpenEngine {
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class GLTFModel3D : public Model3D
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{
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public:
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GLTFModel3D(const char* path);
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void loadPrimitive(fastgltf::Asset& asset,
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fastgltf::Primitive& primitive,
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Mesh& out);
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virtual const Mesh& GetMesh(int index) const override;
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virtual const std::vector<Mesh>& GetMeshes() const override;
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virtual size_t GetMeshCount() const override { return meshes.size(); };
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virtual std::vector<Mesh>::iterator begin() override { return meshes.begin(); };
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virtual std::vector<Mesh>::iterator end() override { return meshes.end(); };
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virtual std::vector<Mesh>::const_iterator begin() const override { return meshes.cbegin(); };
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virtual std::vector<Mesh>::const_iterator end() const override { return meshes.end(); };
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private:
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std::string name;
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std::vector<Mesh> meshes;
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};
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}
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#endif // GLTF_MODEL3D_HPP
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69
open_engine/include/open_engine/renderer/model3d.hpp
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69
open_engine/include/open_engine/renderer/model3d.hpp
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@@ -0,0 +1,69 @@
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#ifndef MODEL3D_HPP
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#define MODEL3D_HPP
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#include "open_engine/core/uuid.hpp"
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#include "open_engine/renderer/vertex_array.hpp"
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#include <cstddef>
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#include <cstdint>
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#include <glm/glm.hpp>
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#include <vector>
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namespace OpenEngine {
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struct Material
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{
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glm::vec4 albedo = { 1.0f, 0.0f, 0.8f, 1.0f };
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float roughness = 1.0f;
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float metallic = 1.0f;
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float ambient_strength = 1.0f;
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float specular_strength = 1.0f;
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std::string name = "un-named material";
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};
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struct MeshVertex
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{
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glm::vec3 position;
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glm::vec3 normal;
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glm::vec2 text_coords;
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};
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struct Mesh
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{
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UUID uuid;
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Material material;
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Ref<VertexArray> vertex_array;
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Ref<VertexBuffer> vertex_buffer;
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Ref<IndexBuffer> index_buffer;
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// TODO: Make them a ptr or something
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std::vector<MeshVertex> vertices;
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std::vector<uint32_t> indices;
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};
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// TODO: Model3D.Instanciate();
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// Or Model3D.GetVertices() {return iterateaccessorwithindex bla bla bla}
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// What data should Model3D hold in the end if it is not a renderable object?
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class Model3D
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{
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public:
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virtual ~Model3D() = default;
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static Ref<Model3D> Create(const char* path);
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virtual const Mesh& GetMesh(int index) const = 0;
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virtual const std::vector<Mesh>& GetMeshes() const = 0;
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virtual size_t GetMeshCount() const = 0;
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virtual std::vector<Mesh>::iterator begin() = 0;
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virtual std::vector<Mesh>::iterator end() = 0;
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virtual std::vector<Mesh>::const_iterator begin() const = 0;
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virtual std::vector<Mesh>::const_iterator end() const = 0;
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};
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}
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#endif // MODEL3D_HPP
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@@ -2,9 +2,8 @@
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#define RENDERER3D_HPP
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#include "open_engine/renderer/editor_camera.hpp"
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#include "open_engine/renderer/vertex_array.hpp"
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#include "open_engine/renderer/buffer.hpp"
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#include "open_engine/scene/scene_camera.hpp"
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#include "open_engine/renderer/model3d.hpp"
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#include <cstdint>
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namespace OpenEngine {
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@@ -18,40 +17,12 @@ namespace OpenEngine {
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Cube
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};
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struct MeshVertex
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{
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glm::vec3 position;
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glm::vec4 color;
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glm::vec3 normal;
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glm::vec2 text_coords;
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uint32_t id = -1;
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};
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struct Material
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{
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glm::vec4 albedo = { 1.0f, 1.0f, 1.0f, 1.0f };
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float roughness = 1.0f;
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float metallic = 1.0f;
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float ambient_strength = 1.0f;
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float specular_strength = 1.0f;
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};
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struct Mesh
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{
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Ref<VertexArray> vertex_array;
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Ref<VertexBuffer> vertex_buffer;
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Ref<IndexBuffer> index_buffer;
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// TODO: Make them a ptr or something
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std::vector<MeshVertex> vertices;
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std::vector<uint32_t> indices;
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};
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Ref<Mesh> CreateMesh(const std::vector<MeshVertex>& vertices,
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const std::vector<uint32_t>& indices,
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uint32_t id);
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const std::vector<uint32_t>& indices);
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void PopulateMesh(Mesh& mesh);
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Ref<Mesh> CreateCube(uint32_t id = -1);
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Ref<Mesh> CreateQuad(uint32_t id = -1, bool back_face = false);
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// ==================================================
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class Renderer3D
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@@ -66,6 +37,12 @@ namespace OpenEngine {
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static void DrawMesh(const Ref<Mesh>& mesh, Material& material,
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const glm::mat4& transform);
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static void DrawMesh(const Ref<Mesh>& mesh, Material& material,
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const glm::mat4& transform,
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uint32_t entity_id);
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static void DrawModel(const Ref<Model3D>& model,
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const glm::mat4& transform,
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uint32_t entity_id);
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};
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}
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@@ -7,6 +7,8 @@
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#include "open_engine/renderer/renderer3d.hpp"
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#include "open_engine/physics.hpp"
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#include "open_engine/core/uuid.hpp"
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#include "open_engine/ref_scope.hpp"
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#include "open_engine/renderer/model3d.hpp"
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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#include <Jolt/Physics/Body/BodyInterface.h>
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@@ -147,16 +149,36 @@ namespace OpenEngine {
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struct BoxShapeComponent
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{
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glm::vec3 size = { 1.0f, 1.0f, 1.0f };
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BoxShapeComponent() = default;
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BoxShapeComponent(const BoxShapeComponent&) = default;
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};
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struct SphereShapeComponent
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{
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float radius = 1.0f;
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SphereShapeComponent() = default;
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SphereShapeComponent(const SphereShapeComponent&) = default;
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};
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struct PlaneShapeComponent
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{
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float extent = 1.0f;
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PlaneShapeComponent() = default;
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PlaneShapeComponent(const PlaneShapeComponent&) = default;
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};
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struct ModelComponent
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{
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Ref<Model3D> model;
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ModelComponent() = default;
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ModelComponent(const ModelComponent&) = default;
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ModelComponent(Ref<Model3D>& model)
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: model(model)
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{}
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};
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}
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@@ -3,7 +3,6 @@
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#include "logging.hpp"
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#include <fastgltf.hpp>
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#include "ref_scope.hpp"
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#include "renderer/renderer3d.hpp"
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#include <cstddef>
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#include <cstdint>
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@@ -58,8 +57,6 @@ namespace OpenEngine {
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auto& pbr = material.pbrData;
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auto& c = pbr.baseColorFactor;
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for (auto& vert : out.vertices)
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vert.color = glm::vec4(c[0], c[1], c[2], c[3]);
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}
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}
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}
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137
open_engine/src/open_engine/gltf/gltf_model3d.cpp
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137
open_engine/src/open_engine/gltf/gltf_model3d.cpp
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@@ -0,0 +1,137 @@
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#include "logging.hpp"
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#include <pch.hpp>
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#include <gltf/gltf_model3d.hpp>
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#include <fastgltf/core.hpp>
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#include <fastgltf/types.hpp>
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#include <fastgltf/tools.hpp>
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#include <fastgltf/glm_element_traits.hpp>
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namespace OpenEngine {
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void PopulateMesh(Mesh& mesh)
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{
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mesh.vertex_array = VertexArray::Create();
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mesh.vertex_buffer = VertexBuffer::Create(mesh.vertices.size() * sizeof(MeshVertex));
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mesh.vertex_buffer->SetData(mesh.vertices.data(), mesh.vertices.size() * sizeof(MeshVertex));
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BufferLayout layout = {
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{ ShaderDataType::Float3, "a_Position" },
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{ ShaderDataType::Float3, "a_Normal" },
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{ ShaderDataType::Float2, "a_TexCoord" }
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};
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mesh.vertex_buffer->SetLayout(layout);
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mesh.vertex_array->AddVertexBuffer(mesh.vertex_buffer);
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mesh.index_buffer = IndexBuffer::Create(mesh.indices.data(), mesh.indices.size());
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mesh.vertex_array->SetIndexBuffer(mesh.index_buffer);
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}
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Ref<Mesh> CreateMesh(const std::vector<MeshVertex>& vertices,
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const std::vector<uint32_t>& indices)
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{
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Ref<Mesh> mesh = CreateRef<Mesh>();
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mesh->vertices = vertices;
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mesh->indices = indices;
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PopulateMesh(*mesh);
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return mesh;
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}
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void GLTFModel3D::loadPrimitive(fastgltf::Asset& asset,
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fastgltf::Primitive& primitive,
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Mesh& out)
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{
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if (primitive.indicesAccessor.has_value()) {
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auto& accessor = asset.accessors[primitive.indicesAccessor.value()];
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out.indices.resize(accessor.count);
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fastgltf::iterateAccessorWithIndex<uint32_t>(asset, accessor,
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[&](uint32_t index, size_t i) {
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out.indices[i] = index;
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});
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}
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{
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auto* position_iterator = primitive.findAttribute("POSITION");
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auto& accessor = asset.accessors[position_iterator->accessorIndex];
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out.vertices.resize(accessor.count);
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fastgltf::iterateAccessorWithIndex<glm::vec3>(asset, accessor,
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[&](glm::vec3 pos, size_t i) {
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out.vertices[i].position = pos;
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});
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}
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if (auto* normal_iterator = primitive.findAttribute("NORMAL");
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normal_iterator != primitive.attributes.end()) {
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auto& accessor = asset.accessors[normal_iterator->accessorIndex];
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fastgltf::iterateAccessorWithIndex<glm::vec3>(asset, accessor,
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[&](glm::vec3 norm, size_t i) {
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out.vertices[i].normal = norm;
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});
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}
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{
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if (primitive.materialIndex.has_value()) {
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auto& material = asset.materials[primitive.materialIndex.value()];
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auto& pbr = material.pbrData;
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auto& color = pbr.baseColorFactor;
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auto& roughness = pbr.roughnessFactor;
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auto& metallic = pbr.metallicFactor;
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out.material.name = material.name;
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out.material.albedo = glm::vec4(color[0], color[1], color[2], color[3]);
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out.material.roughness = roughness;
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out.material.metallic = metallic;
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}
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}
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}
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GLTFModel3D::GLTFModel3D(const char* path)
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{
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fastgltf::Parser parser;
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auto data = fastgltf::GltfDataBuffer::FromPath(path);
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if (data.error() != fastgltf::Error::None)
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OE_CORE_ERROR("Could not parse model");
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auto asset = parser.loadGltfBinary(data.get(), ".",
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fastgltf::Options::LoadExternalBuffers
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);
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if (asset.error() != fastgltf::Error::None)
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OE_CORE_ERROR("Could not optain asset");
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for (auto& mesh : asset->meshes) {
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name = mesh.name;
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for (auto& primitive : mesh.primitives) {
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Mesh prim_mesh;
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loadPrimitive(asset.get(), primitive, prim_mesh);
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PopulateMesh(prim_mesh);
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meshes.emplace_back(prim_mesh);
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}
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}
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};
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const Mesh& GLTFModel3D::GetMesh(int index) const
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{
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return meshes[index];
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}
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const std::vector<Mesh>& GLTFModel3D::GetMeshes() const
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{
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return meshes;
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}
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}
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19
open_engine/src/open_engine/renderer/model3d.cpp
Normal file
19
open_engine/src/open_engine/renderer/model3d.cpp
Normal file
@@ -0,0 +1,19 @@
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#include <pch.hpp>
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#include <renderer/model3d.hpp>
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#include <gltf/gltf_model3d.hpp>
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#include <instrumentor.hpp>
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#include <ref_scope.hpp>
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namespace OpenEngine {
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Ref<Model3D> Model3D::Create(const char* path)
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{
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OE_PROFILE_FUNCTION();
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return CreateRef<GLTFModel3D>(path);
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}
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}
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@@ -23,39 +23,6 @@
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namespace OpenEngine {
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// SHOULD BE MOVED ==================================
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Ref<Mesh> CreateMesh(const std::vector<MeshVertex>& vertices,
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const std::vector<uint32_t>& indices,
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uint32_t id)
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{
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Ref<Mesh> mesh = CreateRef<Mesh>();
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std::vector<MeshVertex> verts = vertices;
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for (auto& vertex : verts)
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vertex.id = id;
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mesh->vertices = verts;
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mesh->indices = indices;
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mesh->vertex_array = VertexArray::Create();
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mesh->vertex_buffer = VertexBuffer::Create(vertices.size() * sizeof(MeshVertex));
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mesh->vertex_buffer->SetData(mesh->vertices.data(), vertices.size() * sizeof(MeshVertex));
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BufferLayout layout = {
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{ ShaderDataType::Float3, "a_Position" },
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{ ShaderDataType::Float4, "a_Color" },
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{ ShaderDataType::Float3, "a_Normal" },
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{ ShaderDataType::Float2, "a_TexCoord" },
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{ ShaderDataType::Int, "a_EntityID"}
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};
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mesh->vertex_buffer->SetLayout(layout);
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mesh->vertex_array->AddVertexBuffer(mesh->vertex_buffer);
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mesh->index_buffer = IndexBuffer::Create(indices.data(), indices.size());
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mesh->vertex_array->SetIndexBuffer(mesh->index_buffer);
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return mesh;
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}
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Ref<Mesh> CreateQuad(uint32_t id, bool back_face)
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{
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@@ -67,16 +34,16 @@ namespace OpenEngine {
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if (back_face) {
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vertices = {
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// Front face (normal 0, 0, 1)
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{{-0.5f, -0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {0,0}, id},
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{{-0.5f, 0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {0,1}, id},
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{{ 0.5f, 0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {1,1}, id},
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{{ 0.5f, -0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {1,0}, id},
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{{-0.5f, -0.5f, 0.0f}, {0,0,1}, {0,0}},
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{{-0.5f, 0.5f, 0.0f}, {0,0,1}, {0,1}},
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{{ 0.5f, 0.5f, 0.0f}, {0,0,1}, {1,1}},
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{{ 0.5f, -0.5f, 0.0f}, {0,0,1}, {1,0}},
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// Back face (normal 0, 0, -1)
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{{-0.5f, -0.5f, -0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {0,0}, id},
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{{-0.5f, 0.5f, -0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {0,1}, id},
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{{ 0.5f, 0.5f, -0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {1,1}, id},
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{{ 0.5f, -0.5f, -0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {1,0}, id}
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{{-0.5f, -0.5f, -0.0f}, {0,0,-1}, {0,0}},
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{{-0.5f, 0.5f, -0.0f}, {0,0,-1}, {0,1}},
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{{ 0.5f, 0.5f, -0.0f}, {0,0,-1}, {1,1}},
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{{ 0.5f, -0.5f, -0.0f}, {0,0,-1}, {1,0}}
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||||
};
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indices = {
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||||
@@ -88,10 +55,10 @@ namespace OpenEngine {
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||||
} else {
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||||
vertices = {
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||||
// Front face (normal 0, 0, 1)
|
||||
{{-0.5f, -0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {0,0}, id},
|
||||
{{-0.5f, 0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {0,1}, id},
|
||||
{{ 0.5f, 0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {1,1}, id},
|
||||
{{ 0.5f, -0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {1,0}, id}
|
||||
{{-0.5f, -0.5f, 0.0f}, {0,0,1}, {0,0}},
|
||||
{{-0.5f, 0.5f, 0.0f}, {0,0,1}, {0,1}},
|
||||
{{ 0.5f, 0.5f, 0.0f}, {0,0,1}, {1,1}},
|
||||
{{ 0.5f, -0.5f, 0.0f}, {0,0,1}, {1,0}}
|
||||
};
|
||||
|
||||
indices = {
|
||||
@@ -100,7 +67,7 @@ namespace OpenEngine {
|
||||
};
|
||||
}
|
||||
|
||||
return CreateMesh(vertices, indices, id);
|
||||
return CreateMesh(vertices, indices);
|
||||
}
|
||||
|
||||
Ref<Mesh> CreateCube(uint32_t id)
|
||||
@@ -109,40 +76,40 @@ namespace OpenEngine {
|
||||
OE_CORE_DEBUG("Creating cube with id {}.", id);
|
||||
std::vector<MeshVertex> vertices = {
|
||||
// Front face (normal 0, 0, 1)
|
||||
{{-0.5f, -0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {0,0}, id},
|
||||
{{-0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {0,1}, id},
|
||||
{{ 0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {1,1}, id},
|
||||
{{ 0.5f, -0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {1,0}, id},
|
||||
{{-0.5f, -0.5f, 0.5f}, {0,0,1}, {0,0}},
|
||||
{{-0.5f, 0.5f, 0.5f}, {0,0,1}, {0,1}},
|
||||
{{ 0.5f, 0.5f, 0.5f}, {0,0,1}, {1,1}},
|
||||
{{ 0.5f, -0.5f, 0.5f}, {0,0,1}, {1,0}},
|
||||
|
||||
// Back face (normal 0, 0, -1)
|
||||
{{-0.5f, -0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {0,0}, id},
|
||||
{{-0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {0,1}, id},
|
||||
{{ 0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {1,1}, id},
|
||||
{{ 0.5f, -0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {1,0}, id},
|
||||
{{-0.5f, -0.5f, -0.5f}, {0,0,-1}, {0,0}},
|
||||
{{-0.5f, 0.5f, -0.5f}, {0,0,-1}, {0,1}},
|
||||
{{ 0.5f, 0.5f, -0.5f}, {0,0,-1}, {1,1}},
|
||||
{{ 0.5f, -0.5f, -0.5f}, {0,0,-1}, {1,0}},
|
||||
|
||||
// Left face (normal -1, 0, 0)
|
||||
{{-0.5f, -0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {-1,0,0}, {0,0}, id},
|
||||
{{-0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {-1,0,0}, {0,1}, id},
|
||||
{{-0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {-1,0,0}, {1,1}, id},
|
||||
{{-0.5f, -0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {-1,0,0}, {1,0}, id},
|
||||
{{-0.5f, -0.5f, -0.5f}, {-1,0,0}, {0,0}},
|
||||
{{-0.5f, 0.5f, -0.5f}, {-1,0,0}, {0,1}},
|
||||
{{-0.5f, 0.5f, 0.5f}, {-1,0,0}, {1,1}},
|
||||
{{-0.5f, -0.5f, 0.5f}, {-1,0,0}, {1,0}},
|
||||
|
||||
// Right face (normal 1, 0, 0)
|
||||
{{ 0.5f, -0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {1,0,0}, {0,0}, id},
|
||||
{{ 0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {1,0,0}, {0,1}, id},
|
||||
{{ 0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {1,0,0}, {1,1}, id},
|
||||
{{ 0.5f, -0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {1,0,0}, {1,0}, id},
|
||||
{{ 0.5f, -0.5f, -0.5f}, {1,0,0}, {0,0}},
|
||||
{{ 0.5f, 0.5f, -0.5f}, {1,0,0}, {0,1}},
|
||||
{{ 0.5f, 0.5f, 0.5f}, {1,0,0}, {1,1}},
|
||||
{{ 0.5f, -0.5f, 0.5f}, {1,0,0}, {1,0}},
|
||||
|
||||
// Top face (normal 0, 1, 0)
|
||||
{{-0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,1,0}, {0,0}, id},
|
||||
{{-0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,1,0}, {0,1}, id},
|
||||
{{ 0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,1,0}, {1,1}, id},
|
||||
{{ 0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,1,0}, {1,0}, id},
|
||||
{{-0.5f, 0.5f, -0.5f}, {0,1,0}, {0,0}},
|
||||
{{-0.5f, 0.5f, 0.5f}, {0,1,0}, {0,1}},
|
||||
{{ 0.5f, 0.5f, 0.5f}, {0,1,0}, {1,1}},
|
||||
{{ 0.5f, 0.5f, -0.5f}, {0,1,0}, {1,0}},
|
||||
|
||||
// Bottom face (normal 0, -1, 0)
|
||||
{{-0.5f, -0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,-1,0}, {0,0}, id},
|
||||
{{-0.5f, -0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,-1,0}, {0,1}, id},
|
||||
{{ 0.5f, -0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,-1,0}, {1,1}, id},
|
||||
{{ 0.5f, -0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,-1,0}, {1,0}, id},
|
||||
{{-0.5f, -0.5f, -0.5f}, {0,-1,0}, {0,0}},
|
||||
{{-0.5f, -0.5f, 0.5f}, {0,-1,0}, {0,1}},
|
||||
{{ 0.5f, -0.5f, 0.5f}, {0,-1,0}, {1,1}},
|
||||
{{ 0.5f, -0.5f, -0.5f}, {0,-1,0}, {1,0}},
|
||||
};
|
||||
|
||||
std::vector<uint32_t> indices = {
|
||||
@@ -160,7 +127,7 @@ namespace OpenEngine {
|
||||
20, 22, 21, 20, 23, 22
|
||||
};
|
||||
|
||||
return CreateMesh(vertices, indices, id);
|
||||
return CreateMesh(vertices, indices);
|
||||
}
|
||||
|
||||
// ==================================================
|
||||
@@ -185,6 +152,8 @@ namespace OpenEngine {
|
||||
|
||||
Material material_buffer;
|
||||
Ref<UniformBuffer> material_uniform_buffer;
|
||||
|
||||
Ref<UniformBuffer> id_uniform_buffer;
|
||||
};
|
||||
|
||||
static Renderer3DData renderer_data;
|
||||
@@ -200,6 +169,7 @@ namespace OpenEngine {
|
||||
renderer_data.camera_uniform_buffer = UniformBuffer::Create(sizeof(Renderer3DData::CameraData), 0);
|
||||
renderer_data.transform_uniform_buffer = UniformBuffer::Create(sizeof(Renderer3DData::TransformData), 1);
|
||||
renderer_data.material_uniform_buffer = UniformBuffer::Create(sizeof(Material), 2);
|
||||
renderer_data.id_uniform_buffer = UniformBuffer::Create(sizeof(uint32_t), 3);
|
||||
|
||||
glEnable(GL_DEBUG_OUTPUT);
|
||||
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
|
||||
@@ -215,6 +185,7 @@ namespace OpenEngine {
|
||||
renderer_data.camera_uniform_buffer.reset();
|
||||
renderer_data.transform_uniform_buffer.reset();
|
||||
renderer_data.material_uniform_buffer.reset();
|
||||
renderer_data.id_uniform_buffer.reset();
|
||||
}
|
||||
|
||||
void Renderer3D::BeginScene(const SceneCamera& camera, const glm::mat4& transform)
|
||||
@@ -259,4 +230,48 @@ namespace OpenEngine {
|
||||
|
||||
RenderCommand::DrawIndexed(mesh->vertex_array, mesh->indices.size());
|
||||
}
|
||||
|
||||
void Renderer3D::DrawMesh(const Ref<Mesh>& mesh, Material& material,
|
||||
const glm::mat4& transform,
|
||||
uint32_t entity_id)
|
||||
{
|
||||
OE_PROFILE_FUNCTION();
|
||||
|
||||
renderer_data.color_shader_3d->Bind();
|
||||
|
||||
renderer_data.transform_buffer.transform = transform;
|
||||
renderer_data.transform_uniform_buffer->SetData(&renderer_data.transform_buffer, sizeof(Renderer3DData::TransformData));
|
||||
|
||||
renderer_data.material_buffer = material;
|
||||
renderer_data.material_uniform_buffer->SetData(&renderer_data.material_buffer, sizeof(Material));
|
||||
|
||||
renderer_data.id_uniform_buffer->SetData(&entity_id, sizeof(uint32_t));
|
||||
|
||||
mesh->vertex_array->Bind();
|
||||
|
||||
RenderCommand::DrawIndexed(mesh->vertex_array, mesh->indices.size());
|
||||
}
|
||||
|
||||
void Renderer3D::DrawModel(const Ref<Model3D>& model,
|
||||
const glm::mat4& transform,
|
||||
uint32_t entity_id)
|
||||
{
|
||||
OE_PROFILE_FUNCTION();
|
||||
|
||||
renderer_data.color_shader_3d->Bind();
|
||||
|
||||
renderer_data.transform_buffer.transform = transform;
|
||||
renderer_data.transform_uniform_buffer->SetData(&renderer_data.transform_buffer, sizeof(Renderer3DData::TransformData));
|
||||
|
||||
for (auto& mesh : *model) {
|
||||
renderer_data.material_buffer = mesh.material;
|
||||
renderer_data.material_uniform_buffer->SetData(&renderer_data.material_buffer, sizeof(Material));
|
||||
|
||||
renderer_data.id_uniform_buffer->SetData(&entity_id, sizeof(uint32_t));
|
||||
|
||||
mesh.vertex_array->Bind();
|
||||
|
||||
RenderCommand::DrawIndexed(mesh.vertex_array, mesh.indices.size());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "logging.hpp"
|
||||
#include "physics.hpp"
|
||||
#include "ref_scope.hpp"
|
||||
#include "renderer/model3d.hpp"
|
||||
#include <Jolt/Physics/Body/MotionType.h>
|
||||
#include <Jolt/Physics/Collision/ObjectLayer.h>
|
||||
#include <Jolt/Physics/Collision/Shape/ConvexShape.h>
|
||||
@@ -264,7 +265,17 @@ namespace OpenEngine {
|
||||
material = _entity.GetComponents<MaterialComponent>().material;
|
||||
|
||||
if (mesh.mesh)
|
||||
Renderer3D::DrawMesh(mesh.mesh, material, GetTransformFromComp(transform));
|
||||
Renderer3D::DrawMesh(mesh.mesh, material, GetTransformFromComp(transform), (uint32_t)_entity);
|
||||
}
|
||||
|
||||
auto model_view = registry.view<TransformComponent, ModelComponent>();
|
||||
|
||||
for (const auto& entity : model_view) {
|
||||
auto [transform, model_comp] = model_view.get<TransformComponent, ModelComponent>(entity);
|
||||
|
||||
Entity _entity(entity, this);
|
||||
|
||||
Renderer3D::DrawModel(model_comp.model, GetTransformFromComp(transform), (uint32_t)_entity);
|
||||
}
|
||||
|
||||
Renderer3D::EndScene();
|
||||
@@ -363,4 +374,9 @@ namespace OpenEngine {
|
||||
void Scene::OnComponentAdded<PlaneShapeComponent>(Entity entity, PlaneShapeComponent& component)
|
||||
{
|
||||
}
|
||||
|
||||
template<>
|
||||
void Scene::OnComponentAdded<ModelComponent>(Entity entity, ModelComponent& component)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user