try getting normal maps to work

This commit is contained in:
Bailey Harrison 2023-11-05 01:04:05 +00:00
parent 53804696b3
commit b58d343c8d
41 changed files with 855 additions and 729 deletions

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@ -199,7 +199,7 @@ target_include_directories(${PROJECT_NAME} SYSTEM PUBLIC dependencies/glm)
# spdlog
set(SPDLOG_BUILD_SHARED OFF CACHE INTERNAL "" FORCE)
set(SPDLOG_SYSTEM_INCLUDES ON CACHE INTERNAL "" FORCE)
set(BUILD_SHARED_LIBS OFF)
add_subdirectory(dependencies/spdlog)
add_subdirectory(dependencies/spdlog) # automatically calls target_include_directories
target_link_libraries(${PROJECT_NAME} PUBLIC spdlog)
target_include_directories(${PROJECT_NAME} SYSTEM PUBLIC dependencies/spdlog/include)

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@ -9,8 +9,8 @@
namespace engine {
struct MeshRenderableComponent {
std::shared_ptr<resources::Mesh> mesh;
std::shared_ptr<resources::Material> material;
std::shared_ptr<Mesh> mesh;
std::shared_ptr<Material> material;
};
} // namespace engine

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@ -33,7 +33,7 @@ class Renderer {
void PreRender(bool window_is_resized, glm::mat4 camera_transform);
// staticList can be nullptr to render nothing
void Render(const RenderList& static_list, const RenderList& dynamic_list);
void Render(const RenderList* static_list, const RenderList* dynamic_list);
// getters
@ -78,7 +78,10 @@ class Renderer {
*/
// ALL fragment shaders must begin with:
/*
layout(set = 2, binding = 0) uniform sampler2D materialSetSampler;
layout(set = 2, binding = 0) uniform sampler2D materialSetAlbedoSampler;
layout(set = 2, binding = 1) uniform sampler2D materialSetNormalSampler;
layout(set = 2, binding = 2) uniform sampler2D materialSetOcclusionSampler;
layout(set = 2, binding = 3) uniform sampler2D materialSetMetallicRoughnessSampler;
*/
// in vertex shader

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@ -9,7 +9,6 @@
#include <stb_truetype.h>
namespace engine {
namespace resources {
class Font {
public:
@ -31,7 +30,6 @@ class Font {
int GetGlyphIndex(int unicode_codepoint);
};
} // namespace resources
} // namespace engine
#endif

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@ -6,26 +6,37 @@
#include "resources/shader.h"
#include "resources/texture.h"
// a material is just a shader with assigned textures/parameters
namespace engine {
namespace resources {
// copyable
class Material {
public:
Material(std::shared_ptr<Shader> shader);
~Material() = default;
Material(const Material&);
Material(Renderer* renderer, std::shared_ptr<engine::Shader> shader);
~Material();
Material& operator=(const Material&) = delete;
auto GetShader() { return shader_.get(); }
void SetAlbedoTexture(std::shared_ptr<Texture> texture);
void SetNormalTexture(std::shared_ptr<Texture> texture);
void SetOcclusionTexture(std::shared_ptr<Texture> texture);
void SetMetallicRoughnessTexture(std::shared_ptr<Texture> texture);
std::shared_ptr<Texture> texture_;
const gfx::DescriptorSet* GetDescriptorSet() { return material_set_; }
Shader* GetShader() { return shader_.get(); }
private:
const std::shared_ptr<Shader> shader_;
std::shared_ptr<Texture> texture_albedo_;
std::shared_ptr<Texture> texture_normal_;
std::shared_ptr<Texture> texture_occlusion_;
std::shared_ptr<Texture> texture_metallic_roughness_;
const gfx::DescriptorSet* material_set_ = nullptr;
Renderer* const renderer_;
};
} // namespace resources
} // namespace engine
#endif

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@ -3,6 +3,7 @@
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#include <vector>
#include "gfx.h"
@ -13,13 +14,13 @@ namespace engine {
struct Vertex {
glm::vec3 pos;
glm::vec3 norm;
glm::vec4 tangent; // w component flips binormal if -1. w should be 1 or -1
glm::vec2 uv;
};
} // namespace engine
namespace engine {
namespace resources {
class Mesh {
public:
@ -48,7 +49,6 @@ class Mesh {
const std::vector<uint32_t>& indices);
};
} // namespace resources
} // namespace engine
#endif

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@ -1,12 +1,10 @@
#ifndef ENGINE_INCLUDE_RESOURCES_SHADER_H_
#define ENGINE_INCLUDE_RESOURCES_SHADER_H_
#pragma once
#include "application.h"
#include "gfx.h"
#include "gfx_device.h"
namespace engine {
namespace resources {
class Shader {
public:
@ -43,7 +41,4 @@ class Shader {
const int render_order_;
};
} // namespace resources
} // namespace engine
#endif

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@ -7,7 +7,6 @@
#include "gfx_device.h"
namespace engine {
namespace resources {
class Texture {
public:
@ -18,25 +17,23 @@ class Texture {
kAnisotropic,
};
Texture(Renderer* renderer, const std::string& path,
Filtering filtering);
Texture(Renderer* renderer, const uint8_t* bitmap, int width, int height,
Filtering filtering);
Texture(Renderer* renderer, const uint8_t* bitmap, int width, int height, Filtering filtering);
~Texture();
Texture(const Texture&) = delete;
Texture& operator=(const Texture&) = delete;
const gfx::Image* GetImage() { return image_; }
const gfx::DescriptorSet* GetDescriptorSet() { return descriptor_set_; }
const gfx::Sampler* GetSampler() { return sampler_; }
private:
GFXDevice* gfx_;
const gfx::Image* image_;
const gfx::DescriptorSet* descriptor_set_;
const gfx::Sampler* sampler_; // not owned by Texture, owned by Renderer
};
} // namespace resources
std::unique_ptr<Texture> LoadTextureFromFile(const std::string& path, Texture::Filtering filtering, Renderer* renderer);
} // namespace engine
#endif

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@ -21,6 +21,30 @@ class SceneManager {
// creates an empty scene and sets it as active
Scene* CreateEmptyScene();
// nullptr deactivates the active scene
void SetActiveScene(Scene* scene)
{
if (scene == nullptr) {
active_scene_index_ = -1;
}
else {
// linear search for scene
int index = 0;
for (const auto& unique_scene : scenes_) {
if (unique_scene.get() == scene) {
break;
}
++index;
}
if (index >= scenes_.size()) {
throw std::runtime_error("Failed to find active scene!");
}
else {
active_scene_index_ = index;
}
}
}
// returns active scene, nullptr if no scene active
Scene* UpdateActiveScene(float ts);
Scene* GetActiveScene() { return scenes_.at(active_scene_index_).get(); }

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@ -1,5 +1,4 @@
#ifndef ENGINE_INCLUDE_SYSTEMS_MESH_RENDER_SYSTEM_H_
#define ENGINE_INCLUDE_SYSTEMS_MESH_RENDER_SYSTEM_H_
#pragma once
#include <glm/mat4x4.hpp>
@ -13,7 +12,7 @@ struct RenderListEntry {
const gfx::Pipeline* pipeline;
const gfx::Buffer* vertex_buffer;
const gfx::Buffer* index_buffer;
const gfx::DescriptorSet* base_colour_texture;
const gfx::DescriptorSet* material_set;
glm::mat4 model_matrix;
uint32_t index_count;
};
@ -44,5 +43,3 @@ class MeshRenderSystem : public System {
};
} // namespace engine
#endif

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@ -14,7 +14,7 @@ std::unique_ptr<std::vector<uint8_t>> ReadBinaryFile(const std::string& path);
// Read an image file into a vector byte buffer. PNG and JPG support at a
// minimum. Output format is R8G8B8A8_UINT
std::unique_ptr<std::vector<uint8_t>> ReadImageFile(const std::string& path,
int* width, int* height);
int& width, int& height);
} // namespace util
} // namespace engine

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@ -0,0 +1,42 @@
#version 450
layout(set = 2, binding = 0) uniform sampler2D materialSetAlbedoSampler;
layout(set = 2, binding = 1) uniform sampler2D materialSetNormalSampler;
layout(set = 2, binding = 2) uniform sampler2D materialSetOcclusionSampler;
layout(set = 2, binding = 3) uniform sampler2D materialSetMetallicRoughnessSampler;
layout(location = 0) in vec3 fragPos;
layout(location = 1) in vec3 fragNorm;
layout(location = 2) in vec2 fragUV;
layout(location = 3) in vec3 fragViewPos;
layout(location = 4) in vec3 fragLightPos;
layout(location = 5) in mat3 fragTBN;
layout(location = 0) out vec4 outColor;
void main() {
// constants
vec3 lightColor = vec3(1.0, 1.0, 1.0);
vec3 ambientColor = vec3(1.0, 1.0, 1.0);
float ambientStrength = 0.05;
vec3 emission = vec3(0.0, 0.0, 0.0);
vec3 baseColor = vec3(texture(materialSetAlbedoSampler, fragUV));
vec3 norm = vec3(texture(materialSetNormalSampler, fragUV));
norm = normalize(norm * 2.0 - 1.0);
vec3 lightDir = fragTBN * normalize(fragLightPos - fragPos);
vec3 viewDir = fragTBN * normalize(fragViewPos - fragPos);
vec3 diffuse = max(dot(norm, lightDir), 0.0) * lightColor;
vec3 ambient = ambientColor * ambientStrength;
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
vec3 specular = spec * lightColor;
vec3 lighting = min(diffuse + ambient + specular, 1.0);
outColor = min( ( vec4(baseColor, 1.0) ) * vec4(lighting + emission, 1.0), vec4(1.0));
}

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@ -0,0 +1,43 @@
#version 450
layout(set = 0, binding = 0) uniform GlobalSetUniformBuffer {
mat4 proj;
} globalSetUniformBuffer;
layout(set = 1, binding = 0) uniform FrameSetUniformBuffer {
mat4 view;
} frameSetUniformBuffer;
layout( push_constant ) uniform Constants {
mat4 model;
} constants;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNorm;
layout(location = 2) in vec4 inTangent;
layout(location = 3) in vec2 inUV;
layout(location = 0) out vec3 fragPos;
layout(location = 1) out vec3 fragNorm;
layout(location = 2) out vec2 fragUV;
layout(location = 3) out vec3 fragViewPos;
layout(location = 4) out vec3 fragLightPos;
layout(location = 5) out mat3 fragTBN;
void main() {
gl_Position = globalSetUniformBuffer.proj * frameSetUniformBuffer.view * constants.model * vec4(inPosition, 1.0);
mat3 normalMatrix = mat3(transpose(inverse(constants.model)));
fragPos = vec3(constants.model * vec4(inPosition, 1.0));
fragNorm = normalize(normalMatrix * inNorm);
fragUV = inUV;
fragViewPos = vec3(inverse(frameSetUniformBuffer.view) * vec4(0.0, 0.0, 0.0, 1.0));
fragLightPos = vec3(2000.0, -2000.0, 2000.0);
vec3 T = normalize(normalMatrix * inTangent.xyz);
vec3 B = cross(fragNorm, T) * inTangent.w; // from unity docs, w flips the binormal
fragTBN = transpose(mat3(T, B, fragNorm));
gl_Position.y *= -1.0;
}

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@ -14,7 +14,8 @@ layout( push_constant ) uniform Constants {
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNorm;
layout(location = 2) in vec2 inUV;
layout(location = 2) in vec4 inTangent;
layout(location = 3) in vec2 inUV;
layout(location = 0) out vec2 fragUV;

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@ -12,7 +12,8 @@ layout(set = 0, binding = 0) uniform SetZeroBuffer {
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNorm;
layout(location = 2) in vec2 inUV;
layout(location = 2) in vec4 inTangent;
layout(location = 3) in vec2 inUV;
layout(location = 0) out vec3 fragNorm;

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@ -12,7 +12,8 @@ layout(set = 0, binding = 0) uniform SetZeroBuffer {
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNorm;
layout(location = 2) in vec2 inUV;
layout(location = 2) in vec4 inTangent;
layout(location = 3) in vec2 inUV;
layout(location = 0) out vec2 fragUV;

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@ -1,11 +1,14 @@
#version 450
layout(set = 2, binding = 0) uniform sampler2D materialSetSampler;
layout(set = 2, binding = 0) uniform sampler2D materialSetAlbedoSampler;
layout(set = 2, binding = 1) uniform sampler2D materialSetNormalSampler;
layout(set = 2, binding = 2) uniform sampler2D materialSetOcclusionSampler;
layout(set = 2, binding = 3) uniform sampler2D materialSetMetallicRoughnessSampler;
layout(location = 0) in vec2 fragUV;
layout(location = 0) out vec4 outColor;
void main() {
outColor = texture(materialSetSampler, fragUV);
outColor = texture(materialSetAlbedoSampler, fragUV);
}

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@ -13,7 +13,9 @@ layout( push_constant ) uniform Constants {
} constants;
layout(location = 0) in vec3 inPosition;
layout(location = 2) in vec2 inUV;
layout(location = 1) in vec3 inNorm;
layout(location = 2) in vec4 inTangent;
layout(location = 3) in vec2 inUV;
layout(location = 0) out vec2 fragUV;

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@ -1,6 +1,9 @@
#version 450
layout(set = 2, binding = 0) uniform sampler2D materialSetSampler;
layout(set = 2, binding = 0) uniform sampler2D materialSetAlbedoSampler;
layout(set = 2, binding = 1) uniform sampler2D materialSetNormalSampler;
layout(set = 2, binding = 2) uniform sampler2D materialSetOcclusionSampler;
layout(set = 2, binding = 3) uniform sampler2D materialSetMetallicRoughnessSampler;
layout(location = 0) in vec3 fragPos;
layout(location = 1) in vec3 fragNorm;
@ -15,7 +18,7 @@ void main() {
vec3 lightColor = vec3(1.0, 1.0, 1.0);
vec3 ambientColor = vec3(1.0, 1.0, 1.0);
float ambientStrength = 0.05;
vec3 baseColor = vec3(texture(materialSetSampler, fragUV));
vec3 baseColor = vec3(texture(materialSetAlbedoSampler, fragUV));
vec3 emission = vec3(0.0, 0.0, 0.0);
// code

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@ -14,7 +14,8 @@ layout( push_constant ) uniform Constants {
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNorm;
layout(location = 2) in vec2 inUV;
layout(location = 2) in vec4 inTangent;
layout(location = 3) in vec2 inUV;
layout(location = 0) out vec3 fragPos;
layout(location = 1) out vec3 fragNorm;

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@ -83,11 +83,11 @@ Application::Application(const char* appName, const char* appVersion, gfx::Graph
resources_path_ = getResourcesPath();
// register resource managers
RegisterResourceManager<resources::Mesh>();
RegisterResourceManager<resources::Material>();
RegisterResourceManager<resources::Texture>();
RegisterResourceManager<resources::Shader>();
RegisterResourceManager<resources::Font>();
RegisterResourceManager<Mesh>();
RegisterResourceManager<Material>();
RegisterResourceManager<Texture>();
RegisterResourceManager<Shader>();
RegisterResourceManager<Font>();
im_gui_things.context = ImGui::CreateContext();
// ImGuiIO& io = ImGui::GetIO()
@ -97,58 +97,78 @@ Application::Application(const char* appName, const char* appVersion, gfx::Graph
/* default fonts */
{
auto monoFont = std::make_unique<resources::Font>(GetResourcePath("engine/fonts/mono.ttf"));
GetResourceManager<resources::Font>()->AddPersistent("builtin.mono", std::move(monoFont));
auto monoFont = std::make_unique<Font>(GetResourcePath("engine/fonts/mono.ttf"));
GetResourceManager<Font>()->AddPersistent("builtin.mono", std::move(monoFont));
}
/* default shaders */
{
resources::Shader::VertexParams vertParams{};
Shader::VertexParams vertParams{};
vertParams.has_normal = true;
vertParams.has_tangent = true;
vertParams.has_uv0 = true;
resources::Shader::ShaderSettings shaderSettings{};
Shader::ShaderSettings shaderSettings{};
shaderSettings.vertexParams = vertParams;
shaderSettings.alpha_blending = false;
shaderSettings.cull_backface = true;
shaderSettings.write_z = true;
shaderSettings.render_order = 0;
auto texturedShader = std::make_unique<resources::Shader>(renderer(), GetResourcePath("engine/shaders/standard.vert").c_str(),
auto texturedShader = std::make_unique<Shader>(renderer(), GetResourcePath("engine/shaders/standard.vert").c_str(),
GetResourcePath("engine/shaders/standard.frag").c_str(), shaderSettings);
GetResourceManager<resources::Shader>()->AddPersistent("builtin.standard", std::move(texturedShader));
GetResourceManager<Shader>()->AddPersistent("builtin.standard", std::move(texturedShader));
}
{
resources::Shader::VertexParams vertParams{};
Shader::VertexParams vertParams{};
vertParams.has_normal = true;
vertParams.has_tangent = true;
vertParams.has_uv0 = true;
resources::Shader::ShaderSettings shaderSettings{};
Shader::ShaderSettings shaderSettings{};
shaderSettings.vertexParams = vertParams;
shaderSettings.alpha_blending = false;
shaderSettings.cull_backface = true;
shaderSettings.write_z = true;
shaderSettings.render_order = 0;
auto skyboxShader = std::make_unique<resources::Shader>(renderer(), GetResourcePath("engine/shaders/skybox.vert").c_str(),
GetResourcePath("engine/shaders/skybox.frag").c_str(), shaderSettings);
GetResourceManager<resources::Shader>()->AddPersistent("builtin.skybox", std::move(skyboxShader));
auto fancyShader = std::make_unique<Shader>(renderer(), GetResourcePath("engine/shaders/fancy.vert").c_str(),
GetResourcePath("engine/shaders/fancy.frag").c_str(), shaderSettings);
GetResourceManager<Shader>()->AddPersistent("builtin.fancy", std::move(fancyShader));
}
if (0) {
resources::Shader::VertexParams vertParams{};
{
Shader::VertexParams vertParams{};
vertParams.has_normal = true;
vertParams.has_tangent = true;
vertParams.has_uv0 = true;
resources::Shader::ShaderSettings shaderSettings{};
Shader::ShaderSettings shaderSettings{};
shaderSettings.vertexParams = vertParams;
shaderSettings.alpha_blending = false;
shaderSettings.cull_backface = true;
shaderSettings.write_z = true;
shaderSettings.render_order = 0;
auto skyboxShader = std::make_unique<Shader>(renderer(), GetResourcePath("engine/shaders/skybox.vert").c_str(),
GetResourcePath("engine/shaders/skybox.frag").c_str(), shaderSettings);
GetResourceManager<Shader>()->AddPersistent("builtin.skybox", std::move(skyboxShader));
}
#if 0
{
Shader::VertexParams vertParams{};
vertParams.has_normal = true;
vertParams.has_tangent = true;
vertParams.has_uv0 = true;
Shader::ShaderSettings shaderSettings{};
shaderSettings.vertexParams = vertParams;
shaderSettings.alpha_blending = true;
shaderSettings.cull_backface = true;
shaderSettings.write_z = false;
shaderSettings.render_order = 1;
auto quadShader = std::make_unique<resources::Shader>(renderer(), GetResourcePath("engine/shaders/quad.vert").c_str(),
auto quadShader = std::make_unique<Shader>(renderer(), GetResourcePath("engine/shaders/quad.vert").c_str(),
GetResourcePath("engine/shaders/quad.frag").c_str(), shaderSettings);
GetResourceManager<resources::Shader>()->AddPersistent("builtin.quad", std::move(quadShader));
GetResourceManager<Shader>()->AddPersistent("builtin.quad", std::move(quadShader));
}
#endif
/* default textures */
{
auto whiteTexture = std::make_unique<resources::Texture>(renderer(), GetResourcePath("engine/textures/white.png"), resources::Texture::Filtering::kOff);
GetResourceManager<resources::Texture>()->AddPersistent("builtin.white", std::move(whiteTexture));
auto whiteTexture = LoadTextureFromFile(GetResourcePath("engine/textures/white.png"), Texture::Filtering::kOff, renderer());
GetResourceManager<Texture>()->AddPersistent("builtin.white", std::move(whiteTexture));
}
}
@ -228,6 +248,7 @@ void Application::GameLoop()
return find_depth(parent, current_depth + 1);
}
};
if (scene)
{
for (Entity i = 1; i < scene->next_entity_id_; ++i) {
auto t = scene->GetComponent<TransformComponent>(i);
@ -235,8 +256,12 @@ void Application::GameLoop()
int depth = find_depth(i, 0);
for (int j = 0; j < depth; ++j) tabs += std::string{" "};
ImGui::Text("%s%s", tabs.c_str(), t->tag.c_str());
ImGui::Text("%.1f %.1f %.1f", t->position.x, t->position.y, t->position.z);
}
}
else {
ImGui::Text("No scene active!");
}
}
ImGui::End();
}
@ -253,7 +278,7 @@ void Application::GameLoop()
dynamic_list = mesh_render_system->GetDynamicRenderList();
}
renderer_->PreRender(window()->GetWindowResized(), camera_transform);
renderer_->Render(*static_list, *dynamic_list);
renderer_->Render(static_list, dynamic_list);
/* poll events */
window_->GetInputAndEvents();

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@ -6,9 +6,8 @@
#include "imgui/imgui.h"
[[maybe_unused]] static glm::mat4 GenPerspectiveMatrix(float vertical_fov_radians,
float aspect_ratio, float znear,
float zfar) {
[[maybe_unused]] static glm::mat4 GenPerspectiveMatrix(float vertical_fov_radians, float aspect_ratio, float znear, float zfar)
{
float g = 1.0f / tanf(vertical_fov_radians * 0.5f);
float k1 = zfar / (zfar - znear);
float k2 = -(zfar * znear) / (znear - zfar);
@ -26,10 +25,9 @@
namespace engine {
Renderer::Renderer(const char* app_name, const char* app_version,
SDL_Window* window, gfx::GraphicsSettings settings) {
device_ =
std::make_unique<GFXDevice>(app_name, app_version, window, settings);
Renderer::Renderer(const char* app_name, const char* app_version, SDL_Window* window, gfx::GraphicsSettings settings)
{
device_ = std::make_unique<GFXDevice>(app_name, app_version, window, settings);
// sort out descriptor set layouts:
std::vector<gfx::DescriptorSetLayoutBinding> globalSetBindings;
@ -41,12 +39,8 @@ Renderer::Renderer(const char* app_name, const char* app_version,
global_uniform.layout = device_->CreateDescriptorSetLayout(globalSetBindings);
global_uniform.set = device_->AllocateDescriptorSet(global_uniform.layout);
global_uniform.uniform_buffer_data.data = glm::mat4{1.0f};
global_uniform.uniform_buffer =
device_->CreateUniformBuffer(sizeof(global_uniform.uniform_buffer_data),
&global_uniform.uniform_buffer_data);
device_->UpdateDescriptorUniformBuffer(
global_uniform.set, 0, global_uniform.uniform_buffer, 0,
sizeof(global_uniform.uniform_buffer_data));
global_uniform.uniform_buffer = device_->CreateUniformBuffer(sizeof(global_uniform.uniform_buffer_data), &global_uniform.uniform_buffer_data);
device_->UpdateDescriptorUniformBuffer(global_uniform.set, 0, global_uniform.uniform_buffer, 0, sizeof(global_uniform.uniform_buffer_data));
std::vector<gfx::DescriptorSetLayoutBinding> frameSetBindings;
{
@ -57,25 +51,24 @@ Renderer::Renderer(const char* app_name, const char* app_version,
frame_uniform.layout = device_->CreateDescriptorSetLayout(frameSetBindings);
frame_uniform.set = device_->AllocateDescriptorSet(frame_uniform.layout);
frame_uniform.uniform_buffer_data.data = glm::mat4{1.0f};
frame_uniform.uniform_buffer =
device_->CreateUniformBuffer(sizeof(frame_uniform.uniform_buffer_data),
&frame_uniform.uniform_buffer_data);
device_->UpdateDescriptorUniformBuffer(
frame_uniform.set, 0, frame_uniform.uniform_buffer, 0,
sizeof(frame_uniform.uniform_buffer_data));
frame_uniform.uniform_buffer = device_->CreateUniformBuffer(sizeof(frame_uniform.uniform_buffer_data), &frame_uniform.uniform_buffer_data);
device_->UpdateDescriptorUniformBuffer(frame_uniform.set, 0, frame_uniform.uniform_buffer, 0, sizeof(frame_uniform.uniform_buffer_data));
std::vector<gfx::DescriptorSetLayoutBinding> materialSetBindings;
{
auto& binding0 = materialSetBindings.emplace_back();
binding0.descriptor_type = gfx::DescriptorType::kCombinedImageSampler;
binding0.stage_flags = gfx::ShaderStageFlags::kFragment;
}
gfx::DescriptorSetLayoutBinding materialSetBinding{};
materialSetBinding.descriptor_type = gfx::DescriptorType::kCombinedImageSampler;
materialSetBinding.stage_flags = gfx::ShaderStageFlags::kFragment;
materialSetBindings.push_back(materialSetBinding); // albedo
materialSetBindings.push_back(materialSetBinding); // normal
materialSetBindings.push_back(materialSetBinding); // occlusion
materialSetBindings.push_back(materialSetBinding); // metallic-roughness
material_set_layout = device_->CreateDescriptorSetLayout(materialSetBindings);
device_->SetupImguiBackend();
};
Renderer::~Renderer() {
Renderer::~Renderer()
{
for (const auto& [info, sampler] : samplers) {
device_->DestroySampler(sampler);
}
@ -88,41 +81,41 @@ Renderer::~Renderer() {
device_->DestroyDescriptorSetLayout(global_uniform.layout);
}
void Renderer::PreRender(bool window_is_resized, glm::mat4 camera_transform) {
void Renderer::PreRender(bool window_is_resized, glm::mat4 camera_transform)
{
if (window_is_resized) {
uint32_t w, h;
device_->GetViewportSize(&w, &h);
viewport_aspect_ratio_ = (float)w / (float)h;
const glm::mat4 proj_matrix = glm::perspectiveRH_ZO(
camera_settings_.vertical_fov_radians, viewport_aspect_ratio_,
camera_settings_.clip_near, camera_settings_.clip_far);
const glm::mat4 proj_matrix =
glm::perspectiveRH_ZO(camera_settings_.vertical_fov_radians, viewport_aspect_ratio_, camera_settings_.clip_near, camera_settings_.clip_far);
/* update SET 0 (rarely changing uniforms)*/
global_uniform.uniform_buffer_data.data = proj_matrix;
device_->WriteUniformBuffer(global_uniform.uniform_buffer, 0,
sizeof(global_uniform.uniform_buffer_data),
&global_uniform.uniform_buffer_data);
device_->WriteUniformBuffer(global_uniform.uniform_buffer, 0, sizeof(global_uniform.uniform_buffer_data), &global_uniform.uniform_buffer_data);
}
// set camera view matrix uniform
/* update SET 1 (per frame uniforms) */
const glm::mat4 view_matrix = glm::inverse(camera_transform);
frame_uniform.uniform_buffer_data.data = view_matrix;
device_->WriteUniformBuffer(frame_uniform.uniform_buffer, 0,
sizeof(frame_uniform.uniform_buffer_data),
&frame_uniform.uniform_buffer_data);
device_->WriteUniformBuffer(frame_uniform.uniform_buffer, 0, sizeof(frame_uniform.uniform_buffer_data), &frame_uniform.uniform_buffer_data);
}
void Renderer::Render(const RenderList& static_list,
const RenderList& dynamic_list) {
void Renderer::Render(const RenderList* static_list, const RenderList* dynamic_list)
{
last_bound_pipeline_ = nullptr;
gfx::DrawBuffer* draw_buffer = device_->BeginRender();
if (!static_list.empty()) {
DrawRenderList(draw_buffer, static_list);
if (static_list) {
if (!static_list->empty()) {
DrawRenderList(draw_buffer, *static_list);
}
}
if (dynamic_list) {
if (!dynamic_list->empty()) {
DrawRenderList(draw_buffer, *dynamic_list);
}
if (!dynamic_list.empty()) {
DrawRenderList(draw_buffer, dynamic_list);
}
device_->CmdRenderImguiDrawData(draw_buffer, ImGui::GetDrawData());
@ -130,16 +123,14 @@ void Renderer::Render(const RenderList& static_list,
device_->FinishRender(draw_buffer);
}
void Renderer::DrawRenderList(gfx::DrawBuffer* draw_buffer,
const RenderList& render_list) {
void Renderer::DrawRenderList(gfx::DrawBuffer* draw_buffer, const RenderList& render_list)
{
// if a pipeline hasn't been bound yet at all
if (last_bound_pipeline_ == nullptr) {
const gfx::Pipeline* first_pipeline = render_list.begin()->pipeline;
// these bindings persist between all pipelines
device_->CmdBindDescriptorSet(draw_buffer, first_pipeline,
global_uniform.set, 0);
device_->CmdBindDescriptorSet(draw_buffer, first_pipeline,
frame_uniform.set, 1);
device_->CmdBindDescriptorSet(draw_buffer, first_pipeline, global_uniform.set, 0);
device_->CmdBindDescriptorSet(draw_buffer, first_pipeline, frame_uniform.set, 1);
device_->CmdBindPipeline(draw_buffer, first_pipeline);
last_bound_pipeline_ = first_pipeline;
}
@ -149,10 +140,8 @@ void Renderer::DrawRenderList(gfx::DrawBuffer* draw_buffer,
device_->CmdBindPipeline(draw_buffer, entry.pipeline);
last_bound_pipeline_ = entry.pipeline;
}
device_->CmdBindDescriptorSet(draw_buffer, entry.pipeline,
entry.base_colour_texture, 2);
device_->CmdPushConstants(draw_buffer, entry.pipeline, 0,
sizeof(entry.model_matrix), &entry.model_matrix);
device_->CmdBindDescriptorSet(draw_buffer, entry.pipeline, entry.material_set, 2);
device_->CmdPushConstants(draw_buffer, entry.pipeline, 0, sizeof(entry.model_matrix), &entry.model_matrix);
device_->CmdBindVertexBuffer(draw_buffer, 0, entry.vertex_buffer);
device_->CmdBindIndexBuffer(draw_buffer, entry.index_buffer);
device_->CmdDrawIndexed(draw_buffer, entry.index_count, 1, 0, 0, 0);

View File

@ -8,7 +8,7 @@
#include "log.h"
#include "util/files.h"
namespace engine::resources {
namespace engine {
Font::Font(const std::string& path) {
font_buffer_ = util::ReadBinaryFile(path);
@ -131,4 +131,4 @@ int Font::GetGlyphIndex(int unicode_codepoint) {
}
}
} // namespace engine::resources
} // namespace engine

View File

@ -2,18 +2,37 @@
#include "resources/shader.h"
namespace engine::resources {
namespace engine {
Material::Material(std::shared_ptr<Shader> shader)
: shader_(shader)
Material::Material(Renderer* renderer, std::shared_ptr<Shader> shader) : shader_(shader), renderer_(renderer)
{
material_set_ = renderer->GetDevice()->AllocateDescriptorSet(renderer->GetMaterialSetLayout());
}
Material::Material(const Material& original)
: texture_(original.texture_), shader_(original.shader_)
Material::~Material() { renderer_->GetDevice()->FreeDescriptorSet(material_set_); }
void Material::SetAlbedoTexture(std::shared_ptr<Texture> texture)
{
renderer_->GetDevice()->UpdateDescriptorCombinedImageSampler(material_set_, 0, texture->GetImage(), texture->GetSampler());
texture_albedo_ = texture;
}
void Material::SetNormalTexture(std::shared_ptr<Texture> texture)
{
renderer_->GetDevice()->UpdateDescriptorCombinedImageSampler(material_set_, 1, texture->GetImage(), texture->GetSampler());
texture_normal_ = texture;
}
void Material::SetOcclusionTexture(std::shared_ptr<Texture> texture)
{
renderer_->GetDevice()->UpdateDescriptorCombinedImageSampler(material_set_, 2, texture->GetImage(), texture->GetSampler());
texture_occlusion_ = texture;
}
void Material::SetMetallicRoughnessTexture(std::shared_ptr<Texture> texture)
{
renderer_->GetDevice()->UpdateDescriptorCombinedImageSampler(material_set_, 3, texture->GetImage(), texture->GetSampler());
texture_metallic_roughness_ = texture;
}
} // namespace engine

View File

@ -3,7 +3,7 @@
#include "log.h"
#include "gfx_device.h"
namespace engine::resources {
namespace engine {
Mesh::Mesh(GFXDevice* gfx, const std::vector<Vertex>& vertices) : gfx_(gfx) {
std::vector<uint32_t> indices(vertices.size());
@ -36,4 +36,4 @@ void Mesh::InitMesh(const std::vector<Vertex>& vertices,
indices.size());
}
} // namespace engine::resources
} // namespace engine

View File

@ -6,7 +6,7 @@
#include <glm/mat4x4.hpp>
namespace engine::resources {
namespace engine {
Shader::Shader(Renderer* renderer, const char* vertPath, const char* fragPath,
const ShaderSettings& settings)
@ -67,4 +67,4 @@ Shader::~Shader() {
const gfx::Pipeline* Shader::GetPipeline() { return pipeline_; }
} // namespace engine::resources
} // namespace engine

View File

@ -6,15 +6,10 @@
#include <vector>
namespace engine::resources {
Texture::Texture(Renderer* renderer, const std::string& path,
Filtering filtering)
: gfx_(renderer->GetDevice()) {
int width, height;
std::unique_ptr<std::vector<uint8_t>> texbuf =
util::ReadImageFile(path, &width, &height);
namespace engine {
Texture::Texture(Renderer* renderer, const uint8_t* bitmap, int width, int height, Filtering filtering) : gfx_(renderer->GetDevice())
{
gfx::SamplerInfo samplerInfo{};
samplerInfo.magnify = gfx::Filter::kLinear;
@ -42,66 +37,26 @@ Texture::Texture(Renderer* renderer, const std::string& path,
}
if (renderer->samplers.contains(samplerInfo) == false) {
renderer->samplers.insert(
std::make_pair(samplerInfo, gfx_->CreateSampler(samplerInfo)));
}
image_ = gfx_->CreateImage(width, height, texbuf->data());
descriptor_set_ =
gfx_->AllocateDescriptorSet(renderer->GetMaterialSetLayout());
gfx_->UpdateDescriptorCombinedImageSampler(
descriptor_set_, 0, image_, renderer->samplers.at(samplerInfo));
LOG_DEBUG("Created texture: {}, width: {} height: {}", path, width, height);
}
Texture::Texture(Renderer* renderer, const uint8_t* bitmap, int width,
int height, Filtering filtering)
: gfx_(renderer->GetDevice()) {
gfx::SamplerInfo samplerInfo{};
samplerInfo.magnify = gfx::Filter::kLinear;
switch (filtering) {
case Filtering::kOff:
samplerInfo.minify = gfx::Filter::kNearest;
samplerInfo.mipmap = gfx::Filter::kNearest;
samplerInfo.anisotropic_filtering = false;
break;
case Filtering::kBilinear:
samplerInfo.minify = gfx::Filter::kLinear;
samplerInfo.mipmap = gfx::Filter::kNearest;
samplerInfo.anisotropic_filtering = false;
break;
case Filtering::kTrilinear:
samplerInfo.minify = gfx::Filter::kLinear;
samplerInfo.mipmap = gfx::Filter::kLinear;
samplerInfo.anisotropic_filtering = false;
break;
case Filtering::kAnisotropic:
samplerInfo.minify = gfx::Filter::kLinear;
samplerInfo.mipmap = gfx::Filter::kLinear;
samplerInfo.anisotropic_filtering = true;
}
if (renderer->samplers.contains(samplerInfo) == false) {
renderer->samplers.insert(
std::make_pair(samplerInfo, gfx_->CreateSampler(samplerInfo)));
renderer->samplers.insert(std::make_pair(samplerInfo, gfx_->CreateSampler(samplerInfo)));
}
image_ = gfx_->CreateImage(width, height, bitmap);
descriptor_set_ =
gfx_->AllocateDescriptorSet(renderer->GetMaterialSetLayout());
gfx_->UpdateDescriptorCombinedImageSampler(
descriptor_set_, 0, image_, renderer->samplers.at(samplerInfo));
sampler_ = renderer->samplers.at(samplerInfo);
LOG_DEBUG("Created texture: BITMAP, width: {} height: {}", width, height);
LOG_DEBUG("Created texture: width: {}, height: {}", width, height);
}
Texture::~Texture() {
Texture::~Texture()
{
LOG_DEBUG("Destroying texture...");
gfx_->FreeDescriptorSet(descriptor_set_);
gfx_->DestroyImage(image_);
}
} // namespace engine::resources
std::unique_ptr<Texture> LoadTextureFromFile(const std::string& path, Texture::Filtering filtering, Renderer* renderer)
{
int width, height;
auto bitmap = util::ReadImageFile(path, width, height);
return std::make_unique<Texture>(renderer, bitmap->data(), width, height, filtering);
}
} // namespace engine

View File

@ -7,10 +7,7 @@
namespace engine {
SceneManager::SceneManager(Application* app)
: app_(app)
{
}
SceneManager::SceneManager(Application* app) : app_(app) {}
SceneManager::~SceneManager() {}
@ -18,7 +15,6 @@ namespace engine {
{
auto scene = std::make_unique<Scene>(app_);
scenes_.emplace_back(std::move(scene));
active_scene_index_ = (int)scenes_.size() - 1;
return scenes_.back().get();
}
@ -29,9 +25,10 @@ namespace engine {
Scene* activeScene = scenes_[active_scene_index_].get();
activeScene->Update(ts);
return activeScene;
} else {
}
else {
return nullptr;
}
}
}
} // namespace engine

View File

@ -8,23 +8,24 @@
namespace engine {
MeshRenderSystem::MeshRenderSystem(Scene* scene)
: System(scene, {typeid(TransformComponent).hash_code(),
typeid(MeshRenderableComponent).hash_code()}) {}
MeshRenderSystem::MeshRenderSystem(Scene* scene) : System(scene, {typeid(TransformComponent).hash_code(), typeid(MeshRenderableComponent).hash_code()}) {}
MeshRenderSystem::~MeshRenderSystem() {}
void MeshRenderSystem::RebuildStaticRenderList() {
void MeshRenderSystem::RebuildStaticRenderList()
{
BuildRenderList(static_render_list_, true);
list_needs_rebuild_ = false;
}
void MeshRenderSystem::OnComponentInsert(Entity entity) {
void MeshRenderSystem::OnComponentInsert(Entity entity)
{
(void)entity;
list_needs_rebuild_ = true;
}
void MeshRenderSystem::OnUpdate(float ts) {
void MeshRenderSystem::OnUpdate(float ts)
{
// do stuff
(void)ts;
// update the static render list only if it needs updating
@ -35,8 +36,8 @@ void MeshRenderSystem::OnUpdate(float ts) {
BuildRenderList(dynamic_render_list_, false);
}
void MeshRenderSystem::BuildRenderList(RenderList& render_list,
bool with_static_entities) {
void MeshRenderSystem::BuildRenderList(RenderList& render_list, bool with_static_entities)
{
render_list.clear();
render_list.reserve(entities_.size());
@ -49,27 +50,22 @@ void MeshRenderSystem::BuildRenderList(RenderList& render_list,
auto renderable = scene_->GetComponent<engine::MeshRenderableComponent>(entity);
const gfx::Pipeline* pipeline =
renderable->material->GetShader()->GetPipeline();
const gfx::Pipeline* pipeline = renderable->material->GetShader()->GetPipeline();
render_list.emplace_back(
RenderListEntry{.pipeline = pipeline,
render_list.emplace_back(RenderListEntry{.pipeline = pipeline,
.vertex_buffer = renderable->mesh->GetVB(),
.index_buffer = renderable->mesh->GetIB(),
.base_colour_texture =
renderable->material->texture_->GetDescriptorSet(),
.material_set = renderable->material->GetDescriptorSet(),
.model_matrix = transform->world_matrix,
.index_count = renderable->mesh->GetCount()});
if (render_orders.contains(pipeline) == false) {
render_orders.emplace(
pipeline, renderable->material->GetShader()->GetRenderOrder());
render_orders.emplace(pipeline, renderable->material->GetShader()->GetRenderOrder());
}
}
// sort the meshes by pipeline
auto sort_by_pipeline = [&render_orders](const RenderListEntry& e1,
const RenderListEntry& e2) -> bool {
auto sort_by_pipeline = [&render_orders](const RenderListEntry& e1, const RenderListEntry& e2) -> bool {
return (render_orders.at(e1.pipeline) < render_orders.at(e2.pipeline));
};

View File

@ -54,7 +54,7 @@ std::unique_ptr<std::vector<uint8_t>> ReadBinaryFile(const std::string& path) {
}
std::unique_ptr<std::vector<uint8_t>> ReadImageFile(const std::string& path,
int* width, int* height) {
int& width, int& height) {
int x, y, n;
unsigned char* data =
stbi_load(path.c_str(), &x, &y, &n, STBI_rgb_alpha); // Image is 4 bpp
@ -68,8 +68,8 @@ std::unique_ptr<std::vector<uint8_t>> ReadImageFile(const std::string& path,
auto buffer = std::make_unique<std::vector<uint8_t>>(size);
memcpy(buffer->data(), data, buffer->size());
*width = x;
*height = y;
width = x;
height = y;
stbi_image_free(data);

View File

@ -27,11 +27,8 @@
namespace engine::util {
static void buildGraph(
const std::map<int, std::shared_ptr<resources::Texture>>& textures,
const std::vector<std::shared_ptr<resources::Mesh>>& meshes,
const std::vector<unsigned int>& meshTextureIndices,
aiNode* parentNode, Scene* scene, Entity parentObj, bool is_static)
static void buildGraph(const std::map<int, std::shared_ptr<Texture>>& textures, const std::vector<std::shared_ptr<Mesh>>& meshes,
const std::vector<unsigned int>& meshTextureIndices, aiNode* parentNode, Scene* scene, Entity parentObj, bool is_static)
{
// convert to glm column major
@ -86,23 +83,18 @@ namespace engine::util {
scene->GetComponent<TransformComponent>(child)->is_static = is_static;
auto childRenderer = scene->AddComponent<MeshRenderableComponent>(child);
childRenderer->mesh = meshes[parentNode->mMeshes[i]];
childRenderer->material = std::make_shared<resources::Material>(scene->app()->GetResource<resources::Shader>("builtin.standard"));
childRenderer->material = std::make_shared<Material>(scene->app()->renderer(), scene->app()->GetResource<Shader>("builtin.standard"));
if (textures.contains(meshTextureIndices[parentNode->mMeshes[i]])) {
childRenderer->material->texture_ = textures.at(meshTextureIndices[parentNode->mMeshes[i]]);
} else {
childRenderer->material->texture_ = scene->app()->GetResource<resources::Texture>("builtin.white");
childRenderer->material->SetAlbedoTexture(textures.at(meshTextureIndices[parentNode->mMeshes[i]]));
}
else {
childRenderer->material->SetAlbedoTexture(scene->app()->GetResource<Texture>("builtin.white"));
}
}
for (uint32_t i = 0; i < parentNode->mNumChildren; i++) {
buildGraph(
textures,
meshes,
meshTextureIndices,
parentNode->mChildren[i],
scene,
scene->CreateEntity("child" + std::to_string(i), parentObj), is_static
);
buildGraph(textures, meshes, meshTextureIndices, parentNode->mChildren[i], scene, scene->CreateEntity("child" + std::to_string(i), parentObj),
is_static);
}
}
@ -113,7 +105,8 @@ namespace engine::util {
class myStream : public Assimp::LogStream {
public:
void write(const char* message) override {
void write(const char* message) override
{
(void)message;
LOG_TRACE("ASSIMP: {}", message);
}
@ -123,38 +116,18 @@ namespace engine::util {
Assimp::DefaultLogger::get()->attachStream(new myStream, severity);
// remove everything but texcoords, normals, meshes, materials
importer.SetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS,
aiComponent_ANIMATIONS |
aiComponent_BONEWEIGHTS |
aiComponent_CAMERAS |
aiComponent_COLORS |
aiComponent_LIGHTS |
aiComponent_TANGENTS_AND_BITANGENTS |
aiComponent_TEXTURES |
0
);
importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE,
aiPrimitiveType_POINT |
aiPrimitiveType_LINE |
aiPrimitiveType_POLYGON
);
importer.SetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS, aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS | aiComponent_CAMERAS | aiComponent_COLORS |
aiComponent_LIGHTS | aiComponent_TANGENTS_AND_BITANGENTS | aiComponent_TEXTURES | 0);
importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_POINT | aiPrimitiveType_LINE | aiPrimitiveType_POLYGON);
const aiScene* scene = importer.ReadFile(path,
aiProcess_JoinIdenticalVertices |
aiProcess_Triangulate |
aiProcess_SortByPType |
aiProcess_RemoveComponent |
const aiScene* scene =
importer.ReadFile(path,
aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType | aiProcess_RemoveComponent |
aiProcess_SplitLargeMeshes | // leave at default maximum
aiProcess_ValidateDataStructure | // make sure to log the output
aiProcess_ImproveCacheLocality |
aiProcess_RemoveRedundantMaterials |
aiProcess_FindInvalidData |
aiProcess_GenSmoothNormals |
aiProcess_GenUVCoords |
aiProcess_TransformUVCoords |
aiProcess_FlipUVs | // Collada uses bottom-left origin
0
);
aiProcess_ImproveCacheLocality | aiProcess_RemoveRedundantMaterials | aiProcess_FindInvalidData | aiProcess_GenSmoothNormals |
aiProcess_GenUVCoords | aiProcess_TransformUVCoords | aiProcess_FlipUVs | // Collada uses bottom-left origin
aiProcess_CalcTangentSpace | 0);
const char* errString = importer.GetErrorString();
if (errString[0] != '\0' || scene == nullptr) {
@ -172,7 +145,7 @@ namespace engine::util {
LOG_TRACE("material count: {}, mesh count: {}", scene->mNumMaterials, scene->mNumMeshes);
std::map<int, std::shared_ptr<resources::Texture>> textures{};
std::map<int, std::shared_ptr<Texture>> textures{};
for (uint32_t i = 0; i < scene->mNumMaterials; i++) {
const aiMaterial* m = scene->mMaterials[i];
@ -191,17 +164,15 @@ namespace engine::util {
absPath = absPath.parent_path();
absPath /= texPath.C_Str();
try {
textures[i] = std::make_shared<resources::Texture>(
parent->app()->renderer(),
absPath.string(),
resources::Texture::Filtering::kTrilinear);
} catch (const std::runtime_error&) {
textures[i] = parent->app()->GetResource<resources::Texture>("builtin.white");
textures[i] = LoadTextureFromFile(absPath.string(), Texture::Filtering::kTrilinear, parent->app()->renderer());
}
catch (const std::runtime_error&) {
textures[i] = parent->app()->GetResource<Texture>("builtin.white");
}
}
}
std::vector<std::shared_ptr<resources::Mesh>> meshes{};
std::vector<std::shared_ptr<Mesh>> meshes{};
std::vector<unsigned int> meshMaterialIndices{};
for (uint32_t i = 0; i < scene->mNumMeshes; i++) {
const aiMesh* m = scene->mMeshes[i];
@ -211,6 +182,10 @@ namespace engine::util {
LOG_TRACE("Mesh {}: vertex count {}", i, vertices.size());
LOG_TRACE("Mesh {}: index count {}", i, indices.size());
if (m->mTangents == nullptr) {
throw std::runtime_error("No tangents array found!");
}
for (uint32_t j = 0; j < vertices.size(); j++) {
Vertex v{};
v.pos.x = m->mVertices[j].x;
@ -219,24 +194,21 @@ namespace engine::util {
v.norm.x = m->mNormals[j].x;
v.norm.y = m->mNormals[j].y;
v.norm.z = m->mNormals[j].z;
v.tangent.x = m->mTangents[j].x;
v.tangent.y = m->mTangents[j].y;
v.tangent.z = m->mTangents[j].z;
v.tangent.w = 1.0f;
v.uv.x = m->mTextureCoords[0][j].x;
v.uv.y = m->mTextureCoords[0][j].y;
vertices[j] = v;
}
if (m->mNumUVComponents[0] >= 2) {
for (uint32_t j = 0; j < vertices.size(); j++) {
vertices[j].uv.x = m->mTextureCoords[0][j].x;
vertices[j].uv.y = m->mTextureCoords[0][j].y;
}
}
for (uint32_t j = 0; j < indices.size() / 3; j++) {
indices[(size_t)j * 3 + 0] = m->mFaces[j].mIndices[0];
indices[(size_t)j * 3 + 1] = m->mFaces[j].mIndices[1];
indices[(size_t)j * 3 + 2] = m->mFaces[j].mIndices[2];
}
meshes.push_back(std::make_shared<resources::Mesh>(
parent->app()->renderer()->GetDevice(), vertices,
indices));
meshes.push_back(std::make_shared<Mesh>(parent->app()->renderer()->GetDevice(), vertices, indices));
}
Entity obj = parent->CreateEntity(scene->GetShortFilename(path.c_str()));
@ -249,4 +221,4 @@ namespace engine::util {
return obj;
}
}
} // namespace engine::util

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@ -167,8 +167,8 @@ namespace engine {
{
const ImGuiIO& io = ImGui::GetIO();
if (io.WantCaptureMouse) {
mouse_.dx = 0.0f;
mouse_.dy = 0.0f;
mouse_.dx = 0;
mouse_.dy = 0;
}
else {
mouse_.x = e.x;

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@ -105,6 +105,7 @@ void CameraControllerSystem::OnUpdate(float ts) {
}
if (scene_->app()->input_manager()->GetButtonPress("exit")) {
scene_->app()->window()->SetCloseFlag();
//scene_->app()->window()->SetCloseFlag();
scene_->app()->scene_manager()->SetActiveScene(next_scene_);
}
}

View File

@ -23,6 +23,8 @@ class CameraControllerSystem
engine::TransformComponent* t = nullptr;
CameraControllerComponent* c = nullptr;
engine::Scene* next_scene_ = nullptr;
};
#endif

View File

@ -56,12 +56,11 @@ void PlayGame(GameSettings settings)
app.window()->SetRelativeMouseMode(true);
ConfigureInputs(app.input_manager());
engine::Scene* my_scene = app.scene_manager()->CreateEmptyScene();
{
static auto my_scene = app.scene_manager()->CreateEmptyScene();
/* create camera */
{
auto camera = my_scene->CreateEntity("camera");
{ /* create camera */
engine::Entity camera = my_scene->CreateEntity("camera");
/* as of right now, the entity with tag 'camera' is used to build the view
* matrix */
@ -74,19 +73,23 @@ void PlayGame(GameSettings settings)
my_scene->AddComponent<CameraControllerComponent>(camera);
}
/* shared resources */
auto grass_texture = std::make_shared<engine::resources::Texture>(app.renderer(), app.GetResourcePath("textures/grass.png"),
engine::resources::Texture::Filtering::kAnisotropic);
{ /* floor */
engine::Entity floor = engine::util::LoadMeshFromFile(my_scene, app.GetResourcePath("models/terrain.dae"), true);
}
auto sky_texture = std::make_shared<engine::resources::Texture>(app.renderer(), app.GetResourcePath("textures/sky.jpg"),
engine::resources::Texture::Filtering::kAnisotropic);
#if 0
/* shared resources */
auto grass_texture = engine::LoadTextureFromFile(app.GetResourcePath("textures/grass.png"), engine::Texture::Filtering::kAnisotropic, app.renderer());
std::shared_ptr<engine::Texture> sky_texture = engine::LoadTextureFromFile(app.GetResourcePath("textures/sky.jpg"), engine::Texture::Filtering::kAnisotropic, app.renderer());
/* skybox */
{
engine::Entity skybox = my_scene->CreateEntity("skybox");
auto skybox_renderable = my_scene->AddComponent<engine::MeshRenderableComponent>(skybox);
skybox_renderable->material = std::make_unique<engine::resources::Material>(app.GetResource<engine::resources::Shader>("builtin.skybox"));
skybox_renderable->material = std::make_unique<engine::Material>(app.GetResource<engine::Shader>("builtin.skybox"));
skybox_renderable->material->texture_ = sky_texture;
skybox_renderable->mesh = GenCuboidMesh(app.renderer()->GetDevice(), 10.0f, 10.0f, 10.0f, 1.0f, true);
@ -95,14 +98,6 @@ void PlayGame(GameSettings settings)
skybox_transform->position = {-5.0f, -5.0f, -5.0f};
}
/* floor */
{
engine::Entity floor = engine::util::LoadMeshFromFile(my_scene, app.GetResourcePath("models/terrain.dae"), true);
auto floor_transform = my_scene->GetComponent<engine::TransformComponent>(floor);
floor_transform->is_static = true;
}
/* building */
{
auto cobbleHouse = engine::util::LoadMeshFromFile(my_scene, app.GetResourcePath("models/cobble_house/cobble_house.dae"), false);
@ -119,9 +114,9 @@ void PlayGame(GameSettings settings)
engine::Entity cube = my_scene->CreateEntity("cube", 0, glm::vec3{40.0f, 10.0f, 5.0f});
auto cubeRenderable = my_scene->AddComponent<engine::MeshRenderableComponent>(cube);
cubeRenderable->mesh = GenCuboidMesh(app.renderer()->GetDevice(), 1.0f, 1.0f, 1.0f);
cubeRenderable->material = std::make_unique<engine::resources::Material>(app.GetResource<engine::resources::Shader>("builtin.standard"));
cubeRenderable->material->texture_ = std::make_unique<engine::resources::Texture>(app.renderer(), app.GetResourcePath("textures/uvcheck.png"),
engine::resources::Texture::Filtering::kAnisotropic);
cubeRenderable->material = std::make_unique<engine::Material>(app.GetResource<engine::Shader>("builtin.standard"));
cubeRenderable->material->texture_ =
engine::LoadTextureFromFile(app.GetResourcePath("textures/uvcheck.png"), engine::Texture::Filtering::kAnisotropic, app.renderer());
}
/* some text */
@ -149,6 +144,59 @@ void PlayGame(GameSettings settings)
// engine::util::LoadGLTF(*my_scene, app.GetResourcePath("engine/models/test/test.gltf"));
#endif
}
engine::Scene* scene2 = app.scene_manager()->CreateEmptyScene();
{
{ /* create camera */
engine::Entity camera = scene2->CreateEntity("camera");
/* as of right now, the entity with tag 'camera' is used to build the view
* matrix */
auto camera_transform = scene2->GetComponent<engine::TransformComponent>(camera);
camera_transform->position = {0.0f, 0.0f, 10.0f};
scene2->RegisterComponent<CameraControllerComponent>();
scene2->RegisterSystem<CameraControllerSystem>();
scene2->AddComponent<CameraControllerComponent>(camera);
}
{ /* house */
engine::Entity floor = engine::util::LoadMeshFromFile(scene2, app.GetResourcePath("models/cobble_house/cobble_house.dae"), true);
}
{ /* axes */
engine::util::LoadMeshFromFile(scene2, app.GetResourcePath("models/MY_AXES.dae"), true);
}
{ /* a wall */
engine::Entity wall = scene2->CreateEntity("wall", 0, glm::vec3{50.0f, 0.0f, 0.0f});
auto wall_renderable = scene2->AddComponent<engine::MeshRenderableComponent>(wall);
wall_renderable->mesh = GenCuboidMesh(app.renderer()->GetDevice(), 8.0f, 8.0f, 8.0f);
wall_renderable->material = std::make_unique<engine::Material>(app.renderer(), app.GetResource<engine::Shader>("builtin.fancy"));
std::shared_ptr<engine::Texture> albedo_texture =
engine::LoadTextureFromFile(app.GetResourcePath("textures/brickwall_albedo.jpg"), engine::Texture::Filtering::kTrilinear, app.renderer());
std::shared_ptr<engine::Texture> normal_texture =
engine::LoadTextureFromFile(app.GetResourcePath("textures/testnormal.png"), engine::Texture::Filtering::kTrilinear, app.renderer());
wall_renderable->material->SetAlbedoTexture(app.GetResource<engine::Texture>("builtin.white"));
wall_renderable->material->SetNormalTexture(normal_texture);
auto custom = scene2->AddComponent<engine::CustomComponent>(wall);
custom->onInit = []() {};
custom->onUpdate = [&](float dt) {
//scene2->GetComponent<engine::TransformComponent>(wall)->rotation *= glm::angleAxis(dt, glm::normalize(glm::vec3{2.0f, 1.0f, 1.0f}));
};
}
}
my_scene->GetSystem<CameraControllerSystem>()->next_scene_ = scene2;
scene2->GetSystem<CameraControllerSystem>()->next_scene_ = my_scene;
app.scene_manager()->SetActiveScene(my_scene);
app.GameLoop();
}
}

View File

@ -8,7 +8,7 @@
#include "resources/mesh.h"
std::unique_ptr<engine::resources::Mesh> GenSphereMesh(engine::GFXDevice* gfx, float r, int detail, bool wind_inside, bool flip_normals)
std::unique_ptr<engine::Mesh> GenSphereMesh(engine::GFXDevice* gfx, float r, int detail, bool wind_inside, bool flip_normals)
{
using namespace glm;
@ -34,26 +34,26 @@ std::unique_ptr<engine::resources::Mesh> GenSphereMesh(engine::GFXDevice* gfx, f
// tris are visible from outside the sphere
// triangle 1
vertices.push_back({top_left, {}, {0.0f, 0.0f}});
vertices.push_back({bottom_left, {}, {0.0f, 1.0f}});
vertices.push_back({bottom_right, {}, {1.0f, 1.0f}});
vertices.push_back({top_left, {}, {}, {0.0f, 0.0f}});
vertices.push_back({bottom_left, {}, {}, {0.0f, 1.0f}});
vertices.push_back({bottom_right, {}, {}, {1.0f, 1.0f}});
// triangle 2
vertices.push_back({top_right, {}, {1.0f, 0.0f}});
vertices.push_back({top_left, {}, {0.0f, 0.0f}});
vertices.push_back({bottom_right, {}, {1.0f, 1.0f}});
vertices.push_back({top_right, {}, {}, {1.0f, 0.0f}});
vertices.push_back({top_left, {}, {}, {0.0f, 0.0f}});
vertices.push_back({bottom_right, {}, {}, {1.0f, 1.0f}});
}
else {
// tris are visible from inside the sphere
// triangle 1
vertices.push_back({bottom_right, {}, {1.0f, 1.0f}});
vertices.push_back({bottom_left, {}, {0.0f, 1.0f}});
vertices.push_back({top_left, {}, {0.0f, 0.0f}});
vertices.push_back({bottom_right, {}, {}, {1.0f, 1.0f}});
vertices.push_back({bottom_left, {}, {}, {0.0f, 1.0f}});
vertices.push_back({top_left, {}, {}, {0.0f, 0.0f}});
// triangle 2
vertices.push_back({bottom_right, {}, {1.0f, 1.0f}});
vertices.push_back({top_left, {}, {0.0f, 0.0f}});
vertices.push_back({top_right, {}, {1.0f, 0.0f}});
vertices.push_back({bottom_right, {}, {}, {1.0f, 1.0f}});
vertices.push_back({top_left, {}, {}, {0.0f, 0.0f}});
vertices.push_back({top_right, {}, {}, {1.0f, 0.0f}});
}
vec3 vector1 = (vertices.end() - 1)->pos - (vertices.end() - 2)->pos;
@ -72,10 +72,10 @@ std::unique_ptr<engine::resources::Mesh> GenSphereMesh(engine::GFXDevice* gfx, f
}
}
return std::make_unique<engine::resources::Mesh>(gfx, vertices);
return std::make_unique<engine::Mesh>(gfx, vertices);
}
std::unique_ptr<engine::resources::Mesh> GenCuboidMesh(engine::GFXDevice* gfx, float x, float y, float z, float tiling, bool wind_inside)
std::unique_ptr<engine::Mesh> GenCuboidMesh(engine::GFXDevice* gfx, float x, float y, float z, float tiling, bool wind_inside)
{
// x goes ->
// y goes ^
@ -86,47 +86,47 @@ std::unique_ptr<engine::resources::Mesh> GenCuboidMesh(engine::GFXDevice* gfx, f
std::vector<engine::Vertex> v{};
// front
v.push_back({ {0.0f, 0.0f, z}, {0.0f, -1.0f, 0.0f}, {0.0f, 0.0f} });
v.push_back({ {0.0f, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, tiling} });
v.push_back({ {x, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {tiling, tiling} });
v.push_back({ {x, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {tiling, tiling} });
v.push_back({ {x, 0.0f, z}, {0.0f, -1.0f, 0.0f}, {tiling, 0.0f} });
v.push_back({ {0.0f, 0.0f, z}, {0.0f, -1.0f, 0.0f}, {0.0f, 0.0f} });
v.push_back({{0.0f, 0.0f, z}, {0.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 0.0f}});
v.push_back({{0.0f, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {0.0f, tiling}});
v.push_back({{x, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {tiling, tiling}});
v.push_back({{x, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {tiling, tiling}});
v.push_back({{x, 0.0f, z}, {0.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {tiling, 0.0f}});
v.push_back({{0.0f, 0.0f, z}, {0.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 0.0f}});
// back
v.push_back({ {x, y, z}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f} });
v.push_back({ {x, y, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, tiling} });
v.push_back({ {0.0f, y, 0.0f}, {0.0f, 1.0f, 0.0f}, {tiling, tiling} });
v.push_back({ {0.0f, y, 0.0f}, {0.0f, 1.0f, 0.0f}, {tiling, tiling} });
v.push_back({ {0.0f, y, z}, {0.0f, 1.0f, 0.0f}, {tiling, 0.0f} });
v.push_back({ {x, y, z}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f} });
v.push_back({{x, y, z}, {0.0f, 1.0f, 0.0f}, {}, {0.0f, 0.0f}});
v.push_back({{x, y, 0.0f}, {0.0f, 1.0f, 0.0f}, {}, {0.0f, tiling}});
v.push_back({{0.0f, y, 0.0f}, {0.0f, 1.0f, 0.0f}, {}, {tiling, tiling}});
v.push_back({{0.0f, y, 0.0f}, {0.0f, 1.0f, 0.0f}, {}, {tiling, tiling}});
v.push_back({{0.0f, y, z}, {0.0f, 1.0f, 0.0f}, {}, {tiling, 0.0f}});
v.push_back({{x, y, z}, {0.0f, 1.0f, 0.0f}, {}, {0.0f, 0.0f}});
// left
v.push_back({ {0.0f, y, z}, {-1.0f, 0.0f, 0.0f}, {0.0f, 0.0f} });
v.push_back({ {0.0f, y, 0.0f}, {-1.0f, 0.0f, 0.0f}, {0.0f, tiling} });
v.push_back({ {0.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {tiling, tiling} });
v.push_back({ {0.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {tiling, tiling} });
v.push_back({ {0.0f, 0.0f, z}, {-1.0f, 0.0f, 0.0f}, {tiling, 0.0f} });
v.push_back({ {0.0f, y, z}, {-1.0f, 0.0f, 0.0f}, {0.0f, 0.0f} });
v.push_back({{0.0f, y, z}, {-1.0f, 0.0f, 0.0f}, {}, {0.0f, 0.0f}});
v.push_back({{0.0f, y, 0.0f}, {-1.0f, 0.0f, 0.0f}, {}, {0.0f, tiling}});
v.push_back({{0.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {}, {tiling, tiling}});
v.push_back({{0.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {}, {tiling, tiling}});
v.push_back({{0.0f, 0.0f, z}, {-1.0f, 0.0f, 0.0f}, {}, {tiling, 0.0f}});
v.push_back({{0.0f, y, z}, {-1.0f, 0.0f, 0.0f}, {}, {0.0f, 0.0f}});
// right
v.push_back({ {x, 0.0f, z}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f} });
v.push_back({ {x, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, tiling} });
v.push_back({ {x, y, 0.0f}, {1.0f, 0.0f, 0.0f}, {tiling, tiling} });
v.push_back({ {x, y, 0.0f}, {1.0f, 0.0f, 0.0f}, {tiling, tiling} });
v.push_back({ {x, y, z}, {1.0f, 0.0f, 0.0f}, {tiling, 0.0f} });
v.push_back({ {x, 0.0f, z}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f} });
v.push_back({{x, 0.0f, z}, {1.0f, 0.0f, 0.0f}, {}, {0.0f, 0.0f}});
v.push_back({{x, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {}, {0.0f, tiling}});
v.push_back({{x, y, 0.0f}, {1.0f, 0.0f, 0.0f}, {}, {tiling, tiling}});
v.push_back({{x, y, 0.0f}, {1.0f, 0.0f, 0.0f}, {}, {tiling, tiling}});
v.push_back({{x, y, z}, {1.0f, 0.0f, 0.0f}, {}, {tiling, 0.0f}});
v.push_back({{x, 0.0f, z}, {1.0f, 0.0f, 0.0f}, {}, {0.0f, 0.0f}});
// top
v.push_back({ {0.0f, y, z}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f} });
v.push_back({ {0.0f, 0.0f, z}, {0.0f, 0.0f, 1.0f}, {0.0f, tiling} });
v.push_back({ {x, 0.0f, z}, {0.0f, 0.0f, 1.0f}, {tiling, tiling} });
v.push_back({ {x, 0.0f, z}, {0.0f, 0.0f, 1.0f}, {tiling, tiling} });
v.push_back({ {x, y, z}, {0.0f, 0.0f, 1.0f}, {tiling, 0.0f} });
v.push_back({ {0.0f, y, z}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f} });
v.push_back({{0.0f, y, z}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 0.0f}});
v.push_back({{0.0f, 0.0f, z}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {0.0f, tiling}});
v.push_back({{x, 0.0f, z}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {tiling, tiling}});
v.push_back({{x, 0.0f, z}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {tiling, tiling}});
v.push_back({{x, y, z}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {tiling, 0.0f}});
v.push_back({{0.0f, y, z}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 0.0f}});
// bottom
v.push_back({ {x, y, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 0.0f} });
v.push_back({ {x, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, tiling} });
v.push_back({ {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {tiling, tiling} });
v.push_back({ {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {tiling, tiling} });
v.push_back({ {0.0f, y, 0.0f}, {0.0f, 0.0f, -1.0f}, {tiling, 0.0f} });
v.push_back({ {x, y, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 0.0f} });
v.push_back({{x, y, 0.0f}, {0.0f, 0.0f, -1.0f}, {}, {0.0f, 0.0f}});
v.push_back({{x, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {}, {0.0f, tiling}});
v.push_back({{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {}, {tiling, tiling}});
v.push_back({{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {}, {tiling, tiling}});
v.push_back({{0.0f, y, 0.0f}, {0.0f, 0.0f, -1.0f}, {}, {tiling, 0.0f}});
v.push_back({{x, y, 0.0f}, {0.0f, 0.0f, -1.0f}, {}, {0.0f, 0.0f}});
if (wind_inside) {
for (size_t i = 0; i < v.size(); i += 3) {
@ -134,5 +134,5 @@ std::unique_ptr<engine::resources::Mesh> GenCuboidMesh(engine::GFXDevice* gfx, f
}
}
return std::make_unique<engine::resources::Mesh>(gfx, v);
return std::make_unique<engine::Mesh>(gfx, v);
}

View File

@ -5,11 +5,11 @@
#include "resources/mesh.h"
std::unique_ptr<engine::resources::Mesh> GenSphereMesh(
std::unique_ptr<engine::Mesh> GenSphereMesh(
engine::GFXDevice* gfx, float r, int detail, bool wind_inside = false,
bool flip_normals = false);
std::unique_ptr<engine::resources::Mesh> GenCuboidMesh(
std::unique_ptr<engine::Mesh> GenCuboidMesh(
engine::GFXDevice* gfx, float x, float y, float z, float tiling = 1.0f,
bool wind_inside = false);