engine/include/ecs/mesh_renderer.hpp

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#pragma once
#include "ecs_system.hpp"
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#include "resources/material.hpp"
#include "resources/shader.hpp"
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#include "resources/texture.hpp"
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#include "resources/mesh.hpp"
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#include "log.hpp"
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#include "scene.hpp"
#include "application.hpp"
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#include "window.hpp"
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#include "gfx_device.hpp"
#include <glm/mat4x4.hpp>
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#include <glm/gtc/quaternion.hpp>
#include <set>
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namespace engine::ecs {
struct MeshRendererComponent {
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std::shared_ptr<resources::Material> material;
std::shared_ptr<resources::Mesh> mesh;
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};
class RendererSystem : public EcsSystem<MeshRendererComponent> {
public:
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RendererSystem(Scene* scene)
: EcsSystem<MeshRendererComponent>(scene)
{
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updateProjectionMatrix();
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}
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void drawMeshes(const std::map<uint32_t, glm::mat4>& worldTransforms)
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{
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glm::mat4 cameraTransform{1.0f};
// cameraTransform = glm::mat4_cast(m_cameraRot);
// reinterpret_cast<glm::vec3&>(cameraTransform[3]) = m_cameraPos;
glm::mat4 viewMatrix = glm::inverse(cameraTransform);
if (m_scene->app()->window()->getWindowResized()) {
updateProjectionMatrix();
}
std::set<resources::Shader*> uniqueShaders{};
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for (const auto& [id, data] : m_components) {
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uniqueShaders.insert(data.material->getShader());
}
for (resources::Shader* shader : uniqueShaders) {
DEBUG("TEST {}", (void*)shader);
m_scene->app()->gfx()->updateUniformBuffer(shader->getPipeline(), &m_projMatrix, sizeof(m_projMatrix), 0);
}
for (const auto& [id, data] : m_components) {
DEBUG("drawing entity {}", id);
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DEBUG("material shader addr: {}", (void*)data.material->getShader());
assert(data.material != nullptr);
assert(data.mesh != nullptr);
struct {
glm::mat4 model;
glm::mat4 view;
} pushConsts{};
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pushConsts.model = worldTransforms.at(id);
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pushConsts.view = glm::mat4{1.0f};
m_scene->app()->gfx()->draw(
data.material->getShader()->getPipeline(),
data.mesh->getVB(),
data.mesh->getIB(),
data.mesh->getCount(),
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&pushConsts, sizeof(pushConsts),
data.material->m_texture->getHandle());
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}
}
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glm::vec3 m_cameraPos;
glm::quat m_cameraRot;
glm::mat4 m_projMatrix;
private:
void updateProjectionMatrix()
{
constexpr float NEAR = 0.1f;
constexpr float FAR = 1000.0f;
float fovRad = glm::radians(75.0f);
uint32_t viewportWidth, viewportHeight;
m_scene->app()->gfx()->getViewportSize(&viewportWidth, &viewportHeight);
float aspect = (float)viewportWidth / (float)viewportHeight;
float fovY = fovRad / aspect;
m_projMatrix = glm::perspectiveZO(fovY, aspect, NEAR, FAR);
}
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};
}