Add separate getRenderObjects function

This will make the functions clearer when shadow rendering is added.
This commit is contained in:
karl 2020-10-26 12:26:25 +01:00
parent 51c0cb22d2
commit 5f30873f23

View File

@ -20,106 +20,6 @@ using namespace ECS;
class RenderSystem : public EntitySystem { class RenderSystem : public EntitySystem {
public: public:
void render(World *pWorld, Shader shader) {
pWorld->each<Camera, Transform>([&](Entity *ent, ComponentHandle<Camera> camera, ComponentHandle<Transform> cameraTransform) {
glClearColor(0.6f, 0.9f, 0.9f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
// Lighting
// TODO: Currently only the last light is used!
pWorld->each<DirectionalLight>([&](Entity *ent, ComponentHandle<DirectionalLight> light) {
shader.setVec3("lightDirection", light->direction);
});
glm::vec3 cameraPos = cameraTransform->get_origin();
glm::mat4 view = cameraTransform->matrix;
view[3] = glm::vec4(cameraPos, 1.0);
shader.setMat4("projection", camera->projection);
shader.setMat4("view", glm::inverse(view));
shader.setVec3("cameraPosition", cameraTransform->get_origin());
std::vector<RenderObject> renderObjects;
std::vector<RenderObject> transparentRenderObjects;
/*pWorld->each<Mesh, Transform>([&](Entity *ent, ComponentHandle<Mesh> mesh, ComponentHandle<Transform> transform) {
renderObjects.emplace_back(RenderObject(transform->matrix, 0, mesh.get(), 0));
});*/
/*// TODO: Is it possible to do get ObjMeshes in the Mesh loop above implicitly via polymorphism?
* // TODO: Commented out because of double rendering - we only want to get objects that explicitly DON'T have a texture here!
pWorld->each<ObjMesh, Transform>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform) {
// Add the object to the renderObjects to draw if the distance is within the min and max distance of the mesh
float distance = glm::distance(cameraPos, transform->getPosition());
if (distance > mesh->minDistance && distance < mesh->maxDistance) {
renderObjects.emplace_back(RenderObject(transform->matrix, 0, mesh.get(), distance));
}
});*/
// ObjMesh with textures
pWorld->each<ObjMesh, Transform, Texture>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform, ComponentHandle<Texture> texture) {
// Add the object to the renderObjects to draw if the distance is within the min and max distance of the mesh
float distance = glm::distance(cameraPos, transform->get_origin());
if (distance > mesh->minDistance && distance < mesh->maxDistance) {
// Get optional components
ComponentHandle<Texture> textureComponent = ent->get<Texture>();
ComponentHandle<Material> materialComponent = ent->get<Material>();
Material material = materialComponent.isValid() ? materialComponent.get() : Material();
unsigned int textureID = textureComponent.isValid() ? textureComponent->id : 0;
// Put it into the list of transparent render objects if the texture wants to be rendered transparently
if (textureComponent.isValid() && textureComponent->render_transparent) {
transparentRenderObjects.emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, mesh.get(), distance, material));
} else {
renderObjects.emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, mesh.get(), distance, material));
}
}
});
// LODObjMesh with Texture
pWorld->each<LODObjMesh, Transform>([&](Entity *ent, ComponentHandle<LODObjMesh> lodMesh, ComponentHandle<Transform> transform) {
float distance = glm::distance(cameraPos, transform->get_origin());
for (const auto &mesh : lodMesh->meshes) {
if (distance > mesh.minDistance && distance < mesh.maxDistance) {
// Get optional components
ComponentHandle<Texture> textureComponent = ent->get<Texture>();
ComponentHandle<Material> materialComponent = ent->get<Material>();
Material material = materialComponent.isValid() ? materialComponent.get() : Material();
unsigned int textureID = textureComponent.isValid() ? textureComponent->id : 0;
// Put it into the list of transparent render objects if the texture wants to be rendered transparently
if (textureComponent.isValid() && textureComponent->render_transparent) {
transparentRenderObjects.emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, mesh, distance, material));
} else {
renderObjects.emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, mesh, distance, material));
}
}
}
});
for (const RenderObject &obj : renderObjects) {
obj.render(shader);
}
// Sort transparent objects and render them
std::sort(transparentRenderObjects.begin(), transparentRenderObjects.end(), [](const RenderObject &first, const RenderObject &second) -> bool {
return first.distance > second.distance;
});
for (const RenderObject &obj : transparentRenderObjects) {
obj.render(shader);
}
});
}
struct RenderObject { struct RenderObject {
RenderObject(const glm::mat4 &matrix, const glm::vec3 &origin, unsigned int textureId, const Mesh &mesh, float distance, const Material &material) RenderObject(const glm::mat4 &matrix, const glm::vec3 &origin, unsigned int textureId, const Mesh &mesh, float distance, const Material &material)
: matrix(matrix), : matrix(matrix),
@ -152,6 +52,113 @@ public:
float distance; float distance;
Material material; Material material;
}; };
// Fill the passed vector with render objects of the given world
std::vector<std::vector<RenderObject>> getRenderObjects(World *world, glm::vec3 cameraPos) {
std::vector<std::vector<RenderObject>> renderObjects(2); // First normal, then transparent
/*pWorld->each<Mesh, Transform>([&](Entity *ent, ComponentHandle<Mesh> mesh, ComponentHandle<Transform> transform) {
renderObjects.emplace_back(RenderObject(transform->matrix, 0, mesh.get(), 0));
});*/
/*// TODO: Is it possible to do get ObjMeshes in the Mesh loop above implicitly via polymorphism?
* // TODO: Commented out because of double rendering - we only want to get objects that explicitly DON'T have a texture here!
pWorld->each<ObjMesh, Transform>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform) {
// Add the object to the renderObjects to draw if the distance is within the min and max distance of the mesh
float distance = glm::distance(cameraPos, transform->getPosition());
if (distance > mesh->minDistance && distance < mesh->maxDistance) {
renderObjects.emplace_back(RenderObject(transform->matrix, 0, mesh.get(), distance));
}
});*/
// ObjMesh with textures
world->each<ObjMesh, Transform, Texture>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform, ComponentHandle<Texture> texture) {
// Add the object to the renderObjects to draw if the distance is within the min and max distance of the mesh
float distance = glm::distance(cameraPos, transform->get_origin());
if (distance > mesh->minDistance && distance < mesh->maxDistance) {
// Get optional components
ComponentHandle<Texture> textureComponent = ent->get<Texture>();
ComponentHandle<Material> materialComponent = ent->get<Material>();
Material material = materialComponent.isValid() ? materialComponent.get() : Material();
unsigned int textureID = textureComponent.isValid() ? textureComponent->id : 0;
// Put it into the list of transparent render objects if the texture wants to be rendered transparently
if (textureComponent.isValid() && textureComponent->render_transparent) {
renderObjects[1].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, mesh.get(), distance, material));
} else {
renderObjects[0].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, mesh.get(), distance, material));
}
}
});
// LODObjMesh with Texture
world->each<LODObjMesh, Transform>([&](Entity *ent, ComponentHandle<LODObjMesh> lodMesh, ComponentHandle<Transform> transform) {
float distance = glm::distance(cameraPos, transform->get_origin());
for (const auto &mesh : lodMesh->meshes) {
if (distance > mesh.minDistance && distance < mesh.maxDistance) {
// Get optional components
ComponentHandle<Texture> textureComponent = ent->get<Texture>();
ComponentHandle<Material> materialComponent = ent->get<Material>();
Material material = materialComponent.isValid() ? materialComponent.get() : Material();
unsigned int textureID = textureComponent.isValid() ? textureComponent->id : 0;
// Put it into the list of transparent render objects if the texture wants to be rendered transparently
if (textureComponent.isValid() && textureComponent->render_transparent) {
renderObjects[1].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, mesh, distance, material));
} else {
renderObjects[0].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, mesh, distance, material));
}
}
}
});
// Sort transparent objects
std::sort(renderObjects[1].begin(), renderObjects[1].end(), [](const RenderObject &first, const RenderObject &second) -> bool {
return first.distance > second.distance;
});
return renderObjects;
}
void render(World *pWorld, Shader shader) {
pWorld->each<Camera, Transform>([&](Entity *ent, ComponentHandle<Camera> camera, ComponentHandle<Transform> cameraTransform) {
glClearColor(0.6f, 0.9f, 0.9f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
// Lighting
// TODO: Currently only the last light is used!
pWorld->each<DirectionalLight>([&](Entity *ent, ComponentHandle<DirectionalLight> light) {
shader.setVec3("lightDirection", light->direction);
});
glm::vec3 cameraPos = cameraTransform->get_origin();
glm::mat4 view = cameraTransform->matrix;
view[3] = glm::vec4(cameraPos, 1.0);
shader.setMat4("projection", camera->projection);
shader.setMat4("view", glm::inverse(view));
shader.setVec3("cameraPosition", cameraTransform->get_origin());
std::vector<std::vector<RenderObject>> allRenderObjects = getRenderObjects(pWorld, cameraPos);
std::vector<RenderObject> renderObjects = allRenderObjects[0];
std::vector<RenderObject> transparentRenderObjects = allRenderObjects[1];
for (const RenderObject &obj : renderObjects) {
obj.render(shader);
}
for (const RenderObject &obj : transparentRenderObjects) {
obj.render(shader);
}
});
}
}; };
#endif //ECSGAME_RENDERSYSTEM_H #endif //ECSGAME_RENDERSYSTEM_H