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No commits in common. "af019d331851192eaddf0a90ed6bfe376a5b1ed0" and "fc880b397a3e062318acd95045d26c3e7026ab6a" have entirely different histories.

7 changed files with 10 additions and 156 deletions

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@ -1,44 +0,0 @@
#ifndef ECSGAME_LINES_H
#define ECSGAME_LINES_H
#include "../../Util/geometry.h"
#include <GLFW/glfw3.h>
#include <glad/glad.h>
#include <glm/fwd.hpp>
#include <vector>
struct Lines {
explicit Lines(std::vector<Vector> lines) : vertex_count(lines.size()) {
GLfloat linearray[vertex_count * 3];
int pos = 0;
for (const Vector &vec : lines) {
linearray[pos++] = vec[0];
linearray[pos++] = vec[1];
linearray[pos++] = vec[2];
}
glGenVertexArrays(1, &lineVAO);
glGenBuffers(1, &lineVBO);
glBindVertexArray(lineVAO);
glBindBuffer(GL_ARRAY_BUFFER, lineVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(linearray), &linearray, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)0);
}
void render() const {
// glEnable(GL_LINE_SMOOTH);
// glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glBindVertexArray(lineVAO);
glLineWidth(3.3f);
glDrawArrays(GL_LINES, 0, vertex_count);
glLineWidth(1.0f);
}
private:
GLuint lineVAO, lineVBO;
int vertex_count;
};
#endif // ECSGAME_LINES_H

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@ -10,7 +10,6 @@
#include "../Components/Camera.h" #include "../Components/Camera.h"
#include "../Components/DirectionalLight.h" #include "../Components/DirectionalLight.h"
#include "../Components/LODObjMesh.h" #include "../Components/LODObjMesh.h"
#include "../Components/Lines.h"
#include "../Components/Mesh.h" #include "../Components/Mesh.h"
#include "../Components/ObjMesh.h" #include "../Components/ObjMesh.h"
#include "../Components/Texture.h" #include "../Components/Texture.h"
@ -227,8 +226,7 @@ class RenderSystem : public EntitySystem, public EventSubscriber<InputEvent> {
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
} }
void render(World *pWorld, Shader normalShader, Shader shadowShader, Shader debugShader, void render(World *pWorld, Shader normalShader, Shader shadowShader, Shader debugShader) {
Shader lineShader) {
pWorld->each<Camera, Transform>([&](Entity *ent, ComponentHandle<Camera> camera, pWorld->each<Camera, Transform>([&](Entity *ent, ComponentHandle<Camera> camera,
ComponentHandle<Transform> cameraTransform) { ComponentHandle<Transform> cameraTransform) {
// Get render objects // Get render objects
@ -308,16 +306,6 @@ class RenderSystem : public EntitySystem, public EventSubscriber<InputEvent> {
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthMap); glBindTexture(GL_TEXTURE_2D, depthMap);
// renderQuad(); // renderQuad();
// Draw lines
lineShader.use();
lineShader.setMat4("projection", camera->projection);
lineShader.setMat4("view", glm::inverse(view));
lineShader.setMat4("model",
glm::mat4(1.0f)); // TODO: integrate cameraTransform->get_origin()
pWorld->each<Lines>(
[&](Entity *ent, ComponentHandle<Lines> lines) { lines->render(); });
}); });
} }

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@ -1,7 +0,0 @@
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // white
}

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@ -1,11 +0,0 @@
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

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@ -1,5 +1,3 @@
#pragma once
#include <vector> #include <vector>
// Forward declarations // Forward declarations
@ -26,7 +24,7 @@ struct Vector {
} }
Vector cross(const Vector &other) { Vector cross(const Vector &other) {
return Vector(c[1] * other[2] - c[2] * other[1], c[2] * other[0] - c[0] * other[2], return Vector(c[1] * other[2] - c[2] - other[1], c[2] * other[0] - c[0] * other[2],
c[0] * other[1] - c[1] * other[0]); c[0] * other[1] - c[1] * other[0]);
} }

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@ -11,7 +11,7 @@ class KDTree {
~KDTree() = default; // TODO: Delete all allocated Nodes ~KDTree() = default; // TODO: Delete all allocated Nodes
Triangle *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0, 0); } Triangle *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0); }
std::string to_string() { std::string to_string() {
std::string str = ""; std::string str = "";
@ -19,16 +19,6 @@ class KDTree {
return str; return str;
} }
std::vector<Vector> get_lines() {
std::vector<Vector> lines;
float mins[3] = {-1000, -1000, -1000};
float maxs[3] = {1000, 1000, 1000};
get_lines_recursive(lines, root, mins, maxs);
return lines;
}
private: private:
Node *root; Node *root;
@ -85,7 +75,7 @@ class KDTree {
build(right_of_median, depth + 1)); build(right_of_median, depth + 1));
} }
Triangle *intersect_ray_recurse(Ray ray, Node *node, float max_distance, int depth) { Triangle *intersect_ray_recurse(Ray ray, Node *node, float max_distance) {
// Exit condition: There was no collision // Exit condition: There was no collision
if (node == nullptr) { return nullptr; } if (node == nullptr) { return nullptr; }
@ -94,6 +84,9 @@ class KDTree {
ray.origin[node->axis] > node->point->pos[node->axis] ? node->right : node->left; ray.origin[node->axis] > node->point->pos[node->axis] ? node->right : node->left;
Node *far = near == node->right ? node->left : node->right; Node *far = near == node->right ? node->left : node->right;
std::cout << "Checking " << node->point->pos[0] << ", " << node->point->pos[1] << ", "
<< node->point->pos[2] << std::endl;
// Check for collisions in this order (stopping if an intersection is found): // Check for collisions in this order (stopping if an intersection is found):
// 1. In the nearer section // 1. In the nearer section
// 2. With the point in this current node // 2. With the point in this current node
@ -105,7 +98,7 @@ class KDTree {
? (node->point->pos[node->axis] - ray.origin[node->axis]) / ? (node->point->pos[node->axis] - ray.origin[node->axis]) /
ray.direction[node->axis] ray.direction[node->axis]
: max_distance; : max_distance;
Triangle *near_result = intersect_ray_recurse(ray, near, t, depth + 1); Triangle *near_result = intersect_ray_recurse(ray, near, t);
// If the nearer segment had a collision, we're done! We're only interested in the closest // If the nearer segment had a collision, we're done! We're only interested in the closest
// collision. // collision.
@ -124,7 +117,7 @@ class KDTree {
// For this, calculate a new ray origin and continue towards that direction, but with // For this, calculate a new ray origin and continue towards that direction, but with
// the new origin (we can leave behind what we already checked) // the new origin (we can leave behind what we already checked)
return intersect_ray_recurse(Ray(ray.origin + ray.direction * t, ray.direction), far, return intersect_ray_recurse(Ray(ray.origin + ray.direction * t, ray.direction), far,
max_distance - t, depth + 1); max_distance - t);
} }
// If nothing worked, return a nullptr // If nothing worked, return a nullptr
@ -143,61 +136,4 @@ class KDTree {
to_string_recurse(str, node->left, depth + 1); to_string_recurse(str, node->left, depth + 1);
to_string_recurse(str, node->right, depth + 1); to_string_recurse(str, node->right, depth + 1);
} }
void get_lines_recursive(std::vector<Vector> &lines, Node *node, float mins[3], float maxs[3]) {
if (node == nullptr) return;
int axis = node->axis;
// Add lines for this node
// We add a whole bounding box, so we need 8 points -> 12 lines
lines.emplace_back(Vector(mins[0], mins[1], mins[2]));
lines.emplace_back(Vector(maxs[0], mins[1], mins[2]));
lines.emplace_back(Vector(maxs[0], mins[1], mins[2]));
lines.emplace_back(Vector(maxs[0], maxs[1], mins[2]));
lines.emplace_back(Vector(maxs[0], maxs[1], mins[2]));
lines.emplace_back(Vector(mins[0], maxs[1], mins[2]));
lines.emplace_back(Vector(mins[0], maxs[1], mins[2]));
lines.emplace_back(Vector(mins[0], mins[1], mins[2]));
lines.emplace_back(Vector(mins[0], mins[1], maxs[2]));
lines.emplace_back(Vector(maxs[0], mins[1], maxs[2]));
lines.emplace_back(Vector(maxs[0], mins[1], maxs[2]));
lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2]));
lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2]));
lines.emplace_back(Vector(mins[0], maxs[1], maxs[2]));
lines.emplace_back(Vector(mins[0], maxs[1], maxs[2]));
lines.emplace_back(Vector(mins[0], mins[1], maxs[2]));
lines.emplace_back(Vector(mins[0], mins[1], mins[2]));
lines.emplace_back(Vector(mins[0], mins[1], maxs[2]));
lines.emplace_back(Vector(maxs[0], mins[1], mins[2]));
lines.emplace_back(Vector(maxs[0], mins[1], maxs[2]));
lines.emplace_back(Vector(mins[0], maxs[1], mins[2]));
lines.emplace_back(Vector(mins[0], maxs[1], maxs[2]));
lines.emplace_back(Vector(maxs[0], maxs[1], mins[2]));
lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2]));
// TODO: We don't actually have to add all as some are always going to overlap with the
// previous lines...
// Recurse on the left
float new_maxs[3] = {maxs[0], maxs[1], maxs[2]}; // Copy initially
new_maxs[axis] = node->point->pos[axis];
get_lines_recursive(lines, node->left, mins, new_maxs);
// Recurse on the right
float new_mins[3] = {mins[0], mins[1], mins[2]}; // Copy initially
new_mins[axis] = node->point->pos[axis];
get_lines_recursive(lines, node->right, new_mins, maxs);
}
}; };

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@ -3,7 +3,6 @@
#include <iostream> #include <iostream>
#include "ECS/Components/DirectionalLight.h" #include "ECS/Components/DirectionalLight.h"
#include "ECS/Components/Lines.h"
#include "ECS/Components/ObjMesh.h" #include "ECS/Components/ObjMesh.h"
#include "ECS/Components/PathMove.h" #include "ECS/Components/PathMove.h"
#include "ECS/Components/SineAnimation.h" #include "ECS/Components/SineAnimation.h"
@ -197,17 +196,12 @@ int main(int argc, char **argv) {
Entity *sun = world->create(); Entity *sun = world->create();
sun->assign<DirectionalLight>(glm::normalize(glm::vec3(1.0, 1.0, 1.0))); sun->assign<DirectionalLight>(glm::normalize(glm::vec3(1.0, 1.0, 1.0)));
Entity *kdtree_vis = world->create();
// We're done loading geometry -> build the collision structure // We're done loading geometry -> build the collision structure
collision_system->build(); collision_system->build();
kdtree_vis->assign<Lines>(collision_system->kdtree->get_lines());
Shader defaultShader("Shaders/default-vertex.vs", "Shaders/default-fragment.fs"); Shader defaultShader("Shaders/default-vertex.vs", "Shaders/default-fragment.fs");
Shader shadowShader("Shaders/shadow-vertex.vs", "Shaders/shadow-fragment.fs"); Shader shadowShader("Shaders/shadow-vertex.vs", "Shaders/shadow-fragment.fs");
Shader debugShader("Shaders/debug-vertex.vs", "Shaders/debug-fragment.fs"); Shader debugShader("Shaders/debug-vertex.vs", "Shaders/debug-fragment.fs");
Shader lineShader("Shaders/line-vertex.vs", "Shaders/line-fragment.fs");
double timeInLastFrame = glfwGetTime(); double timeInLastFrame = glfwGetTime();
double elapsed_time = 0.0; double elapsed_time = 0.0;
@ -220,7 +214,7 @@ int main(int argc, char **argv) {
elapsed_time += delta; elapsed_time += delta;
world->tick(delta); world->tick(delta);
renderSystem->render(world, defaultShader, shadowShader, debugShader, lineShader); renderSystem->render(world, defaultShader, shadowShader, debugShader);
ring->get<Transform>()->rotate(delta * 100.0, glm::vec3(0.0, 1.0, 0.0)); ring->get<Transform>()->rotate(delta * 100.0, glm::vec3(0.0, 1.0, 0.0));
sun->get<DirectionalLight>()->direction = glm::normalize(glm::vec3( sun->get<DirectionalLight>()->direction = glm::normalize(glm::vec3(