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31 changed files with 1556 additions and 1790 deletions

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@ -1,13 +0,0 @@
---
BasedOnStyle: LLVM
AllowShortBlocksOnASingleLine: 'true'
AllowShortCaseLabelsOnASingleLine: 'true'
AllowShortFunctionsOnASingleLine: Inline
AllowShortIfStatementsOnASingleLine: WithoutElse
AllowShortLambdasOnASingleLine: Inline
AllowShortLoopsOnASingleLine: 'false'
AlwaysBreakBeforeMultilineStrings: 'true'
IndentWidth: '4'
ColumnLimit: 100
...

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@ -9,14 +9,13 @@
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
struct Camera { struct Camera {
/// Create a camera with a field of view (in degrees), width and height (in any unit) and near /// Create a camera with a field of view (in degrees), width and height (in any unit) and near and far distances
/// and far distances Camera(float fov, float width, float height, float near, float far) : projection(
Camera(float fov, float width, float height, float near, float far) glm::perspective(glm::radians(fov), width / height, near, far)) {}
: projection(glm::perspective(glm::radians(fov), width / height, near, far)) {}
glm::mat4 projection; glm::mat4 projection;
glm::mat4 view; glm::mat4 view;
}; };
#endif // ECSGAME_CAMERA_H #endif //ECSGAME_CAMERA_H

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@ -5,12 +5,10 @@
#ifndef ECSGAME_DIRECTIONALLIGHT_H #ifndef ECSGAME_DIRECTIONALLIGHT_H
#define ECSGAME_DIRECTIONALLIGHT_H #define ECSGAME_DIRECTIONALLIGHT_H
#include <glm/glm.hpp>
struct DirectionalLight { struct DirectionalLight {
explicit DirectionalLight(const glm::vec3 &direction) : direction(direction) {} explicit DirectionalLight(const glm::vec3 &direction) : direction(direction) {}
glm::vec3 direction; glm::vec3 direction;
}; };
#endif // ECSGAME_DIRECTIONALLIGHT_H #endif //ECSGAME_DIRECTIONALLIGHT_H

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@ -5,9 +5,9 @@
#ifndef ECSGAME_LODOBJMESH_H #ifndef ECSGAME_LODOBJMESH_H
#define ECSGAME_LODOBJMESH_H #define ECSGAME_LODOBJMESH_H
#include "ObjMesh.h"
#include <utility> #include <utility>
#include <vector> #include <vector>
#include "ObjMesh.h"
struct LODObjMesh { struct LODObjMesh {
explicit LODObjMesh(std::vector<ObjMesh> meshes) : meshes(std::move(meshes)) {} explicit LODObjMesh(std::vector<ObjMesh> meshes) : meshes(std::move(meshes)) {}
@ -15,4 +15,4 @@ struct LODObjMesh {
std::vector<ObjMesh> meshes; std::vector<ObjMesh> meshes;
}; };
#endif // ECSGAME_LODOBJMESH_H #endif //ECSGAME_LODOBJMESH_H

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@ -5,15 +5,13 @@
#ifndef ECSGAME_MESH_H #ifndef ECSGAME_MESH_H
#define ECSGAME_MESH_H #define ECSGAME_MESH_H
#include <GLFW/glfw3.h>
#include <glad/glad.h> #include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <vector> #include <vector>
struct Mesh { struct Mesh {
explicit Mesh(const std::vector<float> &_vertices, const std::vector<unsigned int> &_indices) explicit Mesh(const std::vector<float> &_vertices, const std::vector<unsigned int> &_indices) : vertex_count(_indices.size()) {
: vertex_count(_indices.size()), vertices(_vertices), indices(_indices) { // Copy the vertices into a local classic float array. Nothing was displayed without this, maybe
// Copy the vertices into a local classic float array. Nothing was displayed without this,
// maybe
// due to weird hidden type incompatibility or out of scope issues? // due to weird hidden type incompatibility or out of scope issues?
float vertices[_vertices.size()]; float vertices[_vertices.size()];
std::copy(_vertices.begin(), _vertices.end(), vertices); std::copy(_vertices.begin(), _vertices.end(), vertices);
@ -25,8 +23,7 @@ struct Mesh {
glGenBuffers(1, &VBO); glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO); glGenBuffers(1, &EBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
// configure vertex attributes(s).
glBindVertexArray(VAO); glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO);
@ -36,27 +33,23 @@ struct Mesh {
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// position attribute // position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void *)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
// Normal attribute // Normal attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(3 * sizeof(float)));
(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
// texture coord attribute // texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(float), glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(6 * sizeof(float)));
(void *)(6 * sizeof(float)));
glEnableVertexAttribArray(2); glEnableVertexAttribArray(2);
// Tangent attribute // Tangent attribute
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(8 * sizeof(float)));
(void *)(8 * sizeof(float)));
glEnableVertexAttribArray(3); glEnableVertexAttribArray(3);
// Bitangent attribute // Bitangent attribute
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(11 * sizeof(float)));
(void *)(11 * sizeof(float)));
glEnableVertexAttribArray(4); glEnableVertexAttribArray(4);
glBindVertexArray(0); glBindVertexArray(0);
@ -68,14 +61,11 @@ struct Mesh {
glDrawElements(GL_TRIANGLES, vertex_count, GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLES, vertex_count, GL_UNSIGNED_INT, 0);
} }
std::vector<float> vertices; private:
std::vector<unsigned int> indices;
unsigned int vertex_count;
private:
unsigned int EBO; unsigned int EBO;
unsigned int VBO; unsigned int VBO;
unsigned int VAO; unsigned int VAO;
unsigned int vertex_count;
}; };
#endif // ECSGAME_MESH_H #endif //ECSGAME_MESH_H

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@ -5,14 +5,9 @@
#ifndef ECSGAME_MOUSELOOK_H #ifndef ECSGAME_MOUSELOOK_H
#define ECSGAME_MOUSELOOK_H #define ECSGAME_MOUSELOOK_H
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
struct MouseLook { struct MouseLook {
explicit MouseLook(float sensitivity) : sensitivity(sensitivity) {} explicit MouseLook(float sensitivity) : sensitivity(sensitivity) {}
glm::vec3 get_look_direction() { return glm::mat3_cast(rotation) * glm::vec3(0, 0, -1); }
float sensitivity; float sensitivity;
double yaw = 0.0; double yaw = 0.0;
@ -23,4 +18,4 @@ struct MouseLook {
bool is_active = true; bool is_active = true;
}; };
#endif // ECSGAME_MOUSELOOK_H #endif //ECSGAME_MOUSELOOK_H

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@ -5,8 +5,6 @@
#ifndef ECSGAME_MOVEMENT_H #ifndef ECSGAME_MOVEMENT_H
#define ECSGAME_MOVEMENT_H #define ECSGAME_MOVEMENT_H
#include <glm/glm.hpp>
struct Movement { struct Movement {
Movement(glm::vec3 speed) : speed(speed) {} Movement(glm::vec3 speed) : speed(speed) {}
@ -19,4 +17,4 @@ struct Movement {
bool is_active = true; bool is_active = true;
}; };
#endif // ECSGAME_MOVEMENT_H #endif //ECSGAME_MOVEMENT_H

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@ -5,31 +5,29 @@
#ifndef ECSGAME_OBJMESH_H #ifndef ECSGAME_OBJMESH_H
#define ECSGAME_OBJMESH_H #define ECSGAME_OBJMESH_H
#include "../../Util/OBJ_Loader.h"
#include "Mesh.h" #include "Mesh.h"
#include "../../Util/OBJ_Loader.h"
struct ObjMesh : public Mesh { struct ObjMesh : public Mesh {
struct Settings { struct Settings {
Settings() = default; Settings() = default;
Settings(float minDistanceForRender, float maxDistanceForRender, float diffuse, Settings(float minDistanceForRender, float maxDistanceForRender, float diffuse, float specular)
float specular) : minDistanceForRender(minDistanceForRender), maxDistanceForRender(maxDistanceForRender) {}
: minDistanceForRender(minDistanceForRender),
maxDistanceForRender(maxDistanceForRender) {}
float minDistanceForRender = 0.0; float minDistanceForRender = 0.0;
float maxDistanceForRender = 1000.0; float maxDistanceForRender = 1000.0;
}; };
explicit ObjMesh(const std::string &path, const Settings &settings) explicit ObjMesh(const std::string &path, const Settings &settings) : Mesh(getVerticesFromFile(path), getIndicesFromFile(path)),
: Mesh(getVerticesFromFile(path), getIndicesFromFile(path)), minDistance(settings.minDistanceForRender),
minDistance(settings.minDistanceForRender), maxDistance(settings.maxDistanceForRender) {} maxDistance(settings.maxDistanceForRender) {}
float minDistance; float minDistance;
float maxDistance; float maxDistance;
private: private:
static std::vector<float> getVerticesFromFile(const std::string &path) { static std::vector<float> getVerticesFromFile(const std::string &path) {
objl::Loader loader; objl::Loader loader;
@ -67,16 +65,13 @@ struct ObjMesh : public Mesh {
return vertexData; return vertexData;
} else { } else {
// Output Error // Output Error
std::cout std::cout << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
<< "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
} }
} }
static std::pair<std::vector<glm::vec3>, std::vector<glm::vec3>> static std::pair<std::vector<glm::vec3>, std::vector<glm::vec3>> getTangentsFromVertices(const std::vector<objl::Vertex> &vertices, const std::vector<unsigned int> indices) {
getTangentsFromVertices(const std::vector<objl::Vertex> &vertices, // These vectors hold tangents and bitangents in the same way in which the vertices vectors holds vertices:
const std::vector<unsigned int> indices) { // Their index in the vector corresponds to indices in the indices vector.
// These vectors hold tangents and bitangents in the same way in which the vertices vectors
// holds vertices: Their index in the vector corresponds to indices in the indices vector.
std::vector<glm::vec3> tangents(vertices.size()); std::vector<glm::vec3> tangents(vertices.size());
std::vector<glm::vec3> bitangents(vertices.size()); std::vector<glm::vec3> bitangents(vertices.size());
@ -88,26 +83,17 @@ struct ObjMesh : public Mesh {
uint i2 = indices[index + 2]; uint i2 = indices[index + 2];
// Inputs // Inputs
glm::vec3 vertex0 = glm::vec3(vertices[i0].Position.X, vertices[i0].Position.Y, glm::vec3 vertex0 = glm::vec3(vertices[i0].Position.X, vertices[i0].Position.Y, vertices[i0].Position.Z);
vertices[i0].Position.Z); glm::vec3 vertex1 = glm::vec3(vertices[i1].Position.X, vertices[i1].Position.Y, vertices[i1].Position.Z);
glm::vec3 vertex1 = glm::vec3(vertices[i1].Position.X, vertices[i1].Position.Y, glm::vec3 vertex2 = glm::vec3(vertices[i2].Position.X, vertices[i2].Position.Y, vertices[i2].Position.Z);
vertices[i1].Position.Z);
glm::vec3 vertex2 = glm::vec3(vertices[i2].Position.X, vertices[i2].Position.Y,
vertices[i2].Position.Z);
glm::vec2 uv0 = glm::vec2 uv0 = glm::vec2(vertices[i0].TextureCoordinate.X, vertices[i0].TextureCoordinate.Y);
glm::vec2(vertices[i0].TextureCoordinate.X, vertices[i0].TextureCoordinate.Y); glm::vec2 uv1 = glm::vec2(vertices[i1].TextureCoordinate.X, vertices[i1].TextureCoordinate.Y);
glm::vec2 uv1 = glm::vec2 uv2 = glm::vec2(vertices[i2].TextureCoordinate.X, vertices[i2].TextureCoordinate.Y);
glm::vec2(vertices[i1].TextureCoordinate.X, vertices[i1].TextureCoordinate.Y);
glm::vec2 uv2 =
glm::vec2(vertices[i2].TextureCoordinate.X, vertices[i2].TextureCoordinate.Y);
glm::vec3 normal0 = glm::vec3 normal0 = glm::vec3(vertices[i0].Normal.X, vertices[i0].Normal.Y, vertices[i0].Normal.Z);
glm::vec3(vertices[i0].Normal.X, vertices[i0].Normal.Y, vertices[i0].Normal.Z); glm::vec3 normal1 = glm::vec3(vertices[i1].Normal.X, vertices[i1].Normal.Y, vertices[i1].Normal.Z);
glm::vec3 normal1 = glm::vec3 normal2 = glm::vec3(vertices[i2].Normal.X, vertices[i2].Normal.Y, vertices[i2].Normal.Z);
glm::vec3(vertices[i1].Normal.X, vertices[i1].Normal.Y, vertices[i1].Normal.Z);
glm::vec3 normal2 =
glm::vec3(vertices[i2].Normal.X, vertices[i2].Normal.Y, vertices[i2].Normal.Z);
// Edges of the triangle : position delta // Edges of the triangle : position delta
glm::vec3 deltaPos1 = vertex1 - vertex0; glm::vec3 deltaPos1 = vertex1 - vertex0;
@ -118,8 +104,8 @@ struct ObjMesh : public Mesh {
glm::vec2 deltaUV2 = uv2 - uv0; glm::vec2 deltaUV2 = uv2 - uv0;
float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x); float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
glm::vec3 tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y) * r; glm::vec3 tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y)*r;
glm::vec3 bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x) * r; glm::vec3 bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x)*r;
// Add the tangent and bitangent to the current value in the array. // Add the tangent and bitangent to the current value in the array.
// This is done to get an average in the end. // This is done to get an average in the end.
@ -154,8 +140,7 @@ struct ObjMesh : public Mesh {
return indices; return indices;
} else { } else {
// Output Error // Output Error
std::cout std::cout << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
<< "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
} }
} }
@ -173,12 +158,12 @@ struct ObjMesh : public Mesh {
// Print Material // Print Material
std::cout << "Material: " << curMesh.MeshMaterial.name << "\n"; std::cout << "Material: " << curMesh.MeshMaterial.name << "\n";
std::cout << "Ambient Color: " << curMesh.MeshMaterial.Ka.X << ", " std::cout << "Ambient Color: " << curMesh.MeshMaterial.Ka.X << ", " << curMesh.MeshMaterial.Ka.Y << ", "
<< curMesh.MeshMaterial.Ka.Y << ", " << curMesh.MeshMaterial.Ka.Z << "\n"; << curMesh.MeshMaterial.Ka.Z << "\n";
std::cout << "Diffuse Color: " << curMesh.MeshMaterial.Kd.X << ", " std::cout << "Diffuse Color: " << curMesh.MeshMaterial.Kd.X << ", " << curMesh.MeshMaterial.Kd.Y << ", "
<< curMesh.MeshMaterial.Kd.Y << ", " << curMesh.MeshMaterial.Kd.Z << "\n"; << curMesh.MeshMaterial.Kd.Z << "\n";
std::cout << "Specular Color: " << curMesh.MeshMaterial.Ks.X << ", " std::cout << "Specular Color: " << curMesh.MeshMaterial.Ks.X << ", " << curMesh.MeshMaterial.Ks.Y << ", "
<< curMesh.MeshMaterial.Ks.Y << ", " << curMesh.MeshMaterial.Ks.Z << "\n"; << curMesh.MeshMaterial.Ks.Z << "\n";
std::cout << "Specular Exponent: " << curMesh.MeshMaterial.Ns << "\n"; std::cout << "Specular Exponent: " << curMesh.MeshMaterial.Ns << "\n";
std::cout << "Optical Density: " << curMesh.MeshMaterial.Ni << "\n"; std::cout << "Optical Density: " << curMesh.MeshMaterial.Ni << "\n";
std::cout << "Dissolve: " << curMesh.MeshMaterial.d << "\n"; std::cout << "Dissolve: " << curMesh.MeshMaterial.d << "\n";
@ -192,10 +177,9 @@ struct ObjMesh : public Mesh {
return vertexData; return vertexData;
} else { } else {
// Output Error // Output Error
std::cout std::cout << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
<< "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
} }
} }
}; };
#endif // ECSGAME_OBJMESH_H #endif //ECSGAME_OBJMESH_H

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@ -26,7 +26,9 @@ struct PathMove {
struct Views { struct Views {
Views(std::vector<glm::quat> views) : views(views) {} Views(std::vector<glm::quat> views) : views(views) {}
void add_view(glm::quat new_quat) { views.emplace_back(new_quat); } void add_view(glm::quat new_quat) {
views.emplace_back(new_quat);
}
std::vector<glm::quat> views; std::vector<glm::quat> views;
}; };
@ -38,8 +40,7 @@ struct PathMove {
float time_passed = 0.0; float time_passed = 0.0;
int current_point_index = 0; int current_point_index = 0;
int speed_addition = int speed_addition = 0; // 0, -1 or 1 depending on whether the speed should stay, decrease or increase
0; // 0, -1 or 1 depending on whether the speed should stay, decrease or increase
Path path; Path path;
Views views; Views views;

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@ -5,14 +5,11 @@
#ifndef ECSGAME_SINEANIMATION_H #ifndef ECSGAME_SINEANIMATION_H
#define ECSGAME_SINEANIMATION_H #define ECSGAME_SINEANIMATION_H
#include <glm/gtc/matrix_transform.hpp>
struct SineAnimation { struct SineAnimation {
SineAnimation(const glm::vec3 &maxDistance, float speedScale) SineAnimation(const glm::vec3 &maxDistance, float speedScale) : maxDistance(maxDistance), speedScale(speedScale) {}
: maxDistance(maxDistance), speedScale(speedScale) {}
glm::vec3 maxDistance; glm::vec3 maxDistance;
float speedScale; float speedScale;
}; };
#endif // ECSGAME_SINEANIMATION_H #endif //ECSGAME_SINEANIMATION_H

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@ -19,7 +19,7 @@ struct Texture {
}; };
// Bind a texture from the given path and return its ID // Bind a texture from the given path and return its ID
uint loadTexture(const std::string &path, Settings settings) { uint loadTexture(const std::string& path, Settings settings) {
uint gl_id; uint gl_id;
glGenTextures(1, &gl_id); glGenTextures(1, &gl_id);
@ -41,12 +41,15 @@ struct Texture {
if (data) { if (data) {
// Alpha channel? // Alpha channel?
unsigned int glChannels = GL_RGB; unsigned int glChannels = GL_RGB;
if (nrChannels == 4) { glChannels = GL_RGBA; } if (nrChannels == 4) {
glChannels = GL_RGBA;
}
glTexImage2D(GL_TEXTURE_2D, 0, glChannels, width, height, 0, glChannels, glTexImage2D(GL_TEXTURE_2D, 0, glChannels, width, height, 0, glChannels, GL_UNSIGNED_BYTE, data);
GL_UNSIGNED_BYTE, data);
if (settings.mipmaps) { glGenerateMipmap(GL_TEXTURE_2D); } if (settings.mipmaps) {
glGenerateMipmap(GL_TEXTURE_2D);
}
} else { } else {
std::cout << "Failed to load texture" << std::endl; std::cout << "Failed to load texture" << std::endl;
} }
@ -56,12 +59,11 @@ struct Texture {
return gl_id; return gl_id;
} }
explicit Texture(const std::string &path, Settings settings, bool transparent) explicit Texture(const std::string& path, Settings settings, bool transparent) : id(loadTexture(path, settings)), render_transparent(transparent) {}
: id(loadTexture(path, settings)), render_transparent(transparent) {}
void addNormalmap(const std::string &path, Settings settings) { void addNormalmap(const std::string& path, Settings settings) {
normal_id = loadTexture(path, settings); normal_id = loadTexture(path, settings);
} }
}; };
#endif // ECSGAME_TEXTURE_H #endif //ECSGAME_TEXTURE_H

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@ -17,21 +17,33 @@ struct Transform {
glm::mat4 matrix = glm::mat4(1.0f); // Initialize as identity glm::mat4 matrix = glm::mat4(1.0f); // Initialize as identity
glm::vec3 origin = glm::vec3(0.0f, 0.0f, 0.0f); glm::vec3 origin = glm::vec3(0.0f, 0.0f, 0.0f);
void translate(glm::vec3 offset) { matrix = glm::translate(matrix, offset); } void translate(glm::vec3 offset) {
matrix = glm::translate(matrix, offset);
}
glm::vec3 get_translation() { return glm::vec3(matrix[3]); } glm::vec3 get_translation() {
return glm::vec3(matrix[3]);
}
void uniform_scale(float factor) { scale(glm::vec3(factor, factor, factor)); } void uniform_scale(float factor) {
scale(glm::vec3(factor, factor, factor));
}
void scale(glm::vec3 factors) { matrix = glm::scale(matrix, factors); } void scale(glm::vec3 factors) {
matrix = glm::scale(matrix, factors);
}
void rotate(float degrees, glm::vec3 axis) { void rotate(float degrees, glm::vec3 axis) {
matrix = glm::rotate(matrix, glm::radians(degrees), axis); matrix = glm::rotate(matrix, glm::radians(degrees), axis);
} }
void set_origin(glm::vec3 position) { origin = position; } void set_origin(glm::vec3 position) {
origin = position;
}
void add_to_origin(glm::vec3 addition) { origin += addition; } void add_to_origin(glm::vec3 addition) {
origin += addition;
}
void set_rotation_from_quat(glm::quat quaternion) { void set_rotation_from_quat(glm::quat quaternion) {
// Remember translation // Remember translation
@ -41,13 +53,21 @@ struct Transform {
matrix[3] = save; matrix[3] = save;
} }
glm::vec3 get_origin() const { return origin; } glm::vec3 get_origin() const {
return origin;
}
glm::vec3 forward() const { return matrix * glm::vec4(0.0, 0.0, -1.0, 0.0); } glm::vec3 forward() const {
return matrix * glm::vec4(0.0, 0.0, -1.0, 0.0);
}
glm::vec3 up() const { return matrix * glm::vec4(0.0, 1.0, 0.0, 0.0); } glm::vec3 up() const {
return matrix * glm::vec4(0.0, 1.0, 0.0, 0.0);
}
glm::vec3 right() const { return matrix * glm::vec4(1.0, 0.0, 0.0, 0.0); } glm::vec3 right() const {
return matrix * glm::vec4(1.0, 0.0, 0.0, 0.0);
}
}; };
#endif // ECSGAME_TRANSFORM_H #endif //ECSGAME_TRANSFORM_H

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@ -10,4 +10,4 @@ struct InputEvent {
int action; int action;
}; };
#endif // ECSGAME_INPUTEVENT_H #endif //ECSGAME_INPUTEVENT_H

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@ -10,4 +10,4 @@ struct MouseMoveEvent {
double newY; double newY;
}; };
#endif // ECSGAME_INPUTEVENT_H #endif //ECSGAME_INPUTEVENT_H

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@ -1,102 +0,0 @@
#pragma once
#include "../../Util/kdtree.h"
#include "../Components/LODObjMesh.h"
#include "../Components/Mesh.h"
#include "../Components/MouseLook.h"
#include "../Components/ObjMesh.h"
#include "../Components/Transform.h"
#include "../ECS.h"
using namespace ECS;
class CollisionSystem : public EntitySystem {
public:
// Initialize the kdtree
void build() {
std::vector<Triangle *> triangles;
std::vector<Point *> points;
// ObjMesh
myWorld->each<ObjMesh, Transform>(
[&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform) {
std::vector<unsigned int> indices = mesh->indices;
std::vector<float> vertices = mesh->vertices;
for (int i = 0; i < mesh->vertex_count; i += 3) {
float v0p0 = vertices[indices[i + 0] * 14 + 0];
float v0p1 = vertices[indices[i + 0] * 14 + 1];
float v0p2 = vertices[indices[i + 0] * 14 + 2];
float v1p0 = vertices[indices[i + 1] * 14 + 0];
float v1p1 = vertices[indices[i + 1] * 14 + 1];
float v1p2 = vertices[indices[i + 1] * 14 + 2];
float v2p0 = vertices[indices[i + 2] * 14 + 0];
float v2p1 = vertices[indices[i + 2] * 14 + 1];
float v2p2 = vertices[indices[i + 2] * 14 + 2];
glm::vec4 v1glm(v0p0, v0p1, v0p2, 1.0);
glm::vec4 v2glm(v1p0, v1p1, v1p2, 1.0);
glm::vec4 v3glm(v2p0, v2p1, v2p2, 1.0);
// Transform to World Position -- these are local coordinates with
// individual mesh origins
v1glm = transform->matrix * v1glm + glm::vec4(transform->get_origin(), 0.0);
v2glm = transform->matrix * v2glm + glm::vec4(transform->get_origin(), 0.0);
v3glm = transform->matrix * v3glm + glm::vec4(transform->get_origin(), 0.0);
Vector v1(v1glm.x, v1glm.y, v1glm.z);
Vector v2(v2glm.x, v2glm.y, v2glm.z);
Vector v3(v3glm.x, v3glm.y, v3glm.z);
Triangle *triangle = new Triangle(v1, v2, v3);
triangles.emplace_back(triangle);
points.emplace_back(new Point(v1, triangle));
points.emplace_back(new Point(v2, triangle));
points.emplace_back(new Point(v3, triangle));
}
});
// LODObjMesh
myWorld->each<LODObjMesh, Transform>([&](Entity *ent, ComponentHandle<LODObjMesh> lodMesh,
ComponentHandle<Transform> transform) {
// TODO
});
std::cout << "Start building kdtree with " << points.size() << " points" << std::endl;
kdtree = new KDTree(points);
std::cout << "Done" << std::endl;
std::cout << kdtree->to_string() << std::endl;
}
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Transform, MouseLook>([&](Entity *ent, ComponentHandle<Transform> transform,
ComponentHandle<MouseLook> mouse_look) {
glm::vec3 origin_glm = transform->get_origin();
Vector origin = Vector(origin_glm.x, origin_glm.y, origin_glm.z);
glm::vec3 direction_glm = mouse_look->get_look_direction();
Vector direction = Vector(direction_glm.x, direction_glm.y, direction_glm.z);
// TODO: Get mouse look direction
Ray ray(origin, direction * 5.0);
Triangle *result = kdtree->intersect_ray(ray);
if (result) {
std::cout << result->p1[0] << ", " << result->p1[1] << ", " << result->p1[2]
<< std::endl;
}
// TODO: Also output visually
});
}
void configure(World *pWorld) override { myWorld = pWorld; }
World *myWorld;
KDTree *kdtree;
};

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@ -5,14 +5,16 @@
#ifndef ECSGAME_GRAVITYSYSTEM_H #ifndef ECSGAME_GRAVITYSYSTEM_H
#define ECSGAME_GRAVITYSYSTEM_H #define ECSGAME_GRAVITYSYSTEM_H
#include "../Components/Transform.h"
#include "../ECS.h" #include "../ECS.h"
#include "../Components/Transform.h"
using namespace ECS; using namespace ECS;
class GravitySystem : public EntitySystem { class GravitySystem : public EntitySystem {
public: public:
explicit GravitySystem(float amount) { gravityAmount = amount; } explicit GravitySystem(float amount) {
gravityAmount = amount;
}
void tick(World *pWorld, float deltaTime) override { void tick(World *pWorld, float deltaTime) override {
pWorld->each<Transform>([&](Entity *ent, ComponentHandle<Transform> position) { pWorld->each<Transform>([&](Entity *ent, ComponentHandle<Transform> position) {
@ -20,8 +22,8 @@ class GravitySystem : public EntitySystem {
}); });
} }
private: private:
float gravityAmount; float gravityAmount;
}; };
#endif // ECSGAME_GRAVITYSYSTEM_H #endif //ECSGAME_GRAVITYSYSTEM_H

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@ -1,16 +1,16 @@
#ifndef __PATHMOVEMENTSWITCHSYSTEM_H__ #ifndef __PATHMOVEMENTSWITCHSYSTEM_H__
#define __PATHMOVEMENTSWITCHSYSTEM_H__ #define __PATHMOVEMENTSWITCHSYSTEM_H__
#include <GLFW/glfw3.h>
#include <glad/glad.h> #include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream> #include <iostream>
#include "../Components/MouseLook.h"
#include "../Components/Movement.h"
#include "../Components/PathMove.h"
#include "../ECS.h" #include "../ECS.h"
#include "../Components/PathMove.h"
#include "../Events/InputEvent.h" #include "../Events/InputEvent.h"
#include "../Components/Movement.h"
#include "../Components/MouseLook.h"
using namespace ECS; using namespace ECS;
@ -23,39 +23,36 @@ class InteractivePathSystem : public EntitySystem, public EventSubscriber<InputE
void receive(World *pWorld, const InputEvent &event) override { void receive(World *pWorld, const InputEvent &event) override {
if (event.key == GLFW_KEY_P) { if (event.key == GLFW_KEY_P) {
myWorld->each<PathMove, Movement, MouseLook>( myWorld->each<PathMove, Movement, MouseLook>([&](Entity *ent, ComponentHandle<PathMove> pathmove, ComponentHandle<Movement> movement, ComponentHandle<MouseLook> mouselook) {
[&](Entity *ent, ComponentHandle<PathMove> pathmove, if (event.action == GLFW_PRESS) {
ComponentHandle<Movement> movement, ComponentHandle<MouseLook> mouselook) { // Switch between them
if (event.action == GLFW_PRESS) { if (pathmove->is_active) {
// Switch between them pathmove->is_active = false;
if (pathmove->is_active) { movement->is_active = true;
pathmove->is_active = false; mouselook->is_active = true;
movement->is_active = true; } else {
mouselook->is_active = true; pathmove->is_active = true;
} else { movement->is_active = false;
pathmove->is_active = true; mouselook->is_active = false;
movement->is_active = false;
mouselook->is_active = false;
}
} }
}); }
});
} else if (event.key == GLFW_KEY_R) { } else if (event.key == GLFW_KEY_R) {
myWorld->each<PathMove, Movement, MouseLook, Transform>( myWorld->each<PathMove, Movement, MouseLook, Transform>([&](Entity *ent, ComponentHandle<PathMove> pathmove, ComponentHandle<Movement> movement, ComponentHandle<MouseLook> mouselook, ComponentHandle<Transform> transform) {
[&](Entity *ent, ComponentHandle<PathMove> pathmove, if (event.action == GLFW_PRESS) {
ComponentHandle<Movement> movement, ComponentHandle<MouseLook> mouselook, // Add this point to the path
ComponentHandle<Transform> transform) { pathmove->path.add_point(transform->origin);
if (event.action == GLFW_PRESS) { pathmove->views.add_view(mouselook->rotation);
// Add this point to the path }
pathmove->path.add_point(transform->origin); });
pathmove->views.add_view(mouselook->rotation);
}
});
} }
} }
void unconfigure(World *pWorld) override { pWorld->unsubscribeAll(this); } void unconfigure(World *pWorld) override {
pWorld->unsubscribeAll(this);
}
private: private:
World *myWorld; World *myWorld;
}; };

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@ -5,15 +5,15 @@
#ifndef ECSGAME_KEYBOARDMOVEMENTSYSTEM_H #ifndef ECSGAME_KEYBOARDMOVEMENTSYSTEM_H
#define ECSGAME_KEYBOARDMOVEMENTSYSTEM_H #define ECSGAME_KEYBOARDMOVEMENTSYSTEM_H
#include <GLFW/glfw3.h>
#include <glad/glad.h> #include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream> #include <iostream>
#include "../Components/Movement.h"
#include "../Components/Transform.h"
#include "../ECS.h" #include "../ECS.h"
#include "../Components/Transform.h"
#include "../Events/InputEvent.h" #include "../Events/InputEvent.h"
#include "../Components/Movement.h"
using namespace ECS; using namespace ECS;
@ -61,20 +61,20 @@ class KeyboardMovementSystem : public EntitySystem, public EventSubscriber<Input
} }
void tick(World *pWorld, float deltaTime) override { void tick(World *pWorld, float deltaTime) override {
pWorld->each<Transform, Movement>([&](Entity *ent, ComponentHandle<Transform> transform, pWorld->each<Transform, Movement>(
ComponentHandle<Movement> movement) { [&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<Movement> movement) {
if (!movement->is_active) return; if (!movement->is_active) return;
transform->add_to_origin( transform->add_to_origin(transform->matrix * glm::vec4((glm::vec3(movement->moving) * movement->speed * deltaTime), 0.0));
transform->matrix * });
glm::vec4((glm::vec3(movement->moving) * movement->speed * deltaTime), 0.0));
});
} }
void unconfigure(World *pWorld) override { pWorld->unsubscribeAll(this); } void unconfigure(World *pWorld) override {
pWorld->unsubscribeAll(this);
}
private: private:
World *myWorld; World *myWorld;
}; };
#endif // ECSGAME_KEYBOARDMOVEMENTSYSTEM_H #endif //ECSGAME_KEYBOARDMOVEMENTSYSTEM_H

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@ -5,16 +5,15 @@
#ifndef ECSGAME_MOUSELOOKSYSTEM_H #ifndef ECSGAME_MOUSELOOKSYSTEM_H
#define ECSGAME_MOUSELOOKSYSTEM_H #define ECSGAME_MOUSELOOKSYSTEM_H
#include "../Components/Camera.h"
#include "../Components/MouseLook.h"
#include "../Components/Transform.h"
#include "../ECS.h" #include "../ECS.h"
#include "../Components/Transform.h"
#include "../Components/MouseLook.h"
#include "../Events/MouseMoveEvent.h" #include "../Events/MouseMoveEvent.h"
using namespace ECS; using namespace ECS;
class MouseLookSystem : public EntitySystem, public EventSubscriber<MouseMoveEvent> { class MouseLookSystem : public EntitySystem, public EventSubscriber<MouseMoveEvent> {
public: public:
explicit MouseLookSystem(int width, int height) : lastX(width / 2.0), lastY(height / 2.0) {} explicit MouseLookSystem(int width, int height) : lastX(width / 2.0), lastY(height / 2.0) {}
void configure(World *pWorld) override { void configure(World *pWorld) override {
@ -23,46 +22,44 @@ class MouseLookSystem : public EntitySystem, public EventSubscriber<MouseMoveEve
myWorld->subscribe<MouseMoveEvent>(this); myWorld->subscribe<MouseMoveEvent>(this);
} }
void unconfigure(World *pWorld) override { pWorld->unsubscribeAll(this); } void unconfigure(World *pWorld) override {
pWorld->unsubscribeAll(this);
}
void receive(World *pWorld, const MouseMoveEvent &event) override { void receive(World *pWorld, const MouseMoveEvent &event) override {
pWorld->each<Transform, MouseLook, Camera>( pWorld->each<Transform, MouseLook, Camera>([&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<MouseLook> mouse, ComponentHandle<Camera> camera) {
[&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<MouseLook> mouse, double xOffset = lastX - event.newX;
ComponentHandle<Camera> camera) { double yOffset = lastY - event.newY;
double xOffset = lastX - event.newX;
double yOffset = lastY - event.newY;
lastX = event.newX; lastX = event.newX;
lastY = event.newY; lastY = event.newY;
mouse->yaw += xOffset * mouse->sensitivity; mouse->yaw += xOffset * mouse->sensitivity;
mouse->pitch += yOffset * mouse->sensitivity; mouse->pitch += yOffset * mouse->sensitivity;
}); });
} }
void tick(World *pWorld, float deltaTime) override { void tick(World *pWorld, float deltaTime) override {
pWorld->each<Transform, MouseLook, Camera>( pWorld->each<Transform, MouseLook, Camera>([&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<MouseLook> mouse, ComponentHandle<Camera> camera) {
[&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<MouseLook> mouse, if (!mouse->is_active) return;
ComponentHandle<Camera> camera) {
if (!mouse->is_active) return;
if (mouse->pitch > 80.0f) mouse->pitch = 80.0f; if(mouse->pitch > 80.0f)
if (mouse->pitch < -80.0f) mouse->pitch = -80.0f; mouse->pitch = 80.0f;
if(mouse->pitch < -80.0f)
mouse->pitch = -80.0f;
mouse->rotation = mouse->rotation = glm::angleAxis(glm::radians((float)mouse->yaw), glm::vec3(0.f, 1.f, 0.f));
glm::angleAxis(glm::radians((float)mouse->yaw), glm::vec3(0.f, 1.f, 0.f)); mouse->rotation *= glm::angleAxis(glm::radians((float)mouse->pitch), glm::vec3(1.f, 0.f, 0.f));
mouse->rotation *=
glm::angleAxis(glm::radians((float)mouse->pitch), glm::vec3(1.f, 0.f, 0.f));
transform->set_rotation_from_quat(mouse->rotation); transform->set_rotation_from_quat(mouse->rotation);
}); });
} }
private: private:
double lastX; double lastX;
double lastY; double lastY;
World *myWorld; World *myWorld;
}; };
#endif // ECSGAME_MOUSELOOKSYSTEM_H #endif //ECSGAME_MOUSELOOKSYSTEM_H

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@ -1,15 +1,15 @@
#ifndef __PATHMOVESYSTEM_H__ #ifndef __PATHMOVESYSTEM_H__
#define __PATHMOVESYSTEM_H__ #define __PATHMOVESYSTEM_H__
#include <GLFW/glfw3.h>
#include <glad/glad.h> #include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream> #include <iostream>
#include "../Components/PathMove.h"
#include "../Components/Transform.h"
#include "../ECS.h" #include "../ECS.h"
#include "../Components/Transform.h"
#include "../Events/InputEvent.h" #include "../Events/InputEvent.h"
#include "../Components/PathMove.h"
using namespace ECS; using namespace ECS;
@ -19,7 +19,7 @@ using namespace ECS;
float get_t(float alpha, float t, glm::vec3 p0, glm::vec3 p1) { float get_t(float alpha, float t, glm::vec3 p0, glm::vec3 p1) {
float a = pow((p1.x - p0.x), 2.0f) + pow((p1.y - p0.y), 2.0f) + pow((p1.z - p0.z), 2.0f); float a = pow((p1.x - p0.x), 2.0f) + pow((p1.y - p0.y), 2.0f) + pow((p1.z - p0.z), 2.0f);
float b = pow(a, alpha * 0.5f); float b = pow(a, alpha * 0.5f);
return (b + t); return (b + t);
} }
@ -34,14 +34,14 @@ glm::vec3 catmul(float alpha, glm::vec3 p0, glm::vec3 p1, glm::vec3 p2, glm::vec
// Lerp t to be between t1 and t2 // Lerp t to be between t1 and t2
t = t1 + t * (t2 - t1); t = t1 + t * (t2 - t1);
glm::vec3 A1 = (t1 - t) / (t1 - t0) * p0 + (t - t0) / (t1 - t0) * p1; glm::vec3 A1 = (t1-t)/(t1-t0)*p0 + (t-t0)/(t1-t0)*p1;
glm::vec3 A2 = (t2 - t) / (t2 - t1) * p1 + (t - t1) / (t2 - t1) * p2; glm::vec3 A2 = (t2-t)/(t2-t1)*p1 + (t-t1)/(t2-t1)*p2;
glm::vec3 A3 = (t3 - t) / (t3 - t2) * p2 + (t - t2) / (t3 - t2) * p3; glm::vec3 A3 = (t3-t)/(t3-t2)*p2 + (t-t2)/(t3-t2)*p3;
glm::vec3 B1 = (t2 - t) / (t2 - t0) * A1 + (t - t0) / (t2 - t0) * A2; glm::vec3 B1 = (t2-t)/(t2-t0)*A1 + (t-t0)/(t2-t0)*A2;
glm::vec3 B2 = (t3 - t) / (t3 - t1) * A2 + (t - t1) / (t3 - t1) * A3; glm::vec3 B2 = (t3-t)/(t3-t1)*A2 + (t-t1)/(t3-t1)*A3;
glm::vec3 C = (t2 - t) / (t2 - t1) * B1 + (t - t1) / (t2 - t1) * B2; glm::vec3 C = (t2-t)/(t2-t1)*B1 + (t-t1)/(t2-t1)*B2;
return C; return C;
} }
@ -75,113 +75,113 @@ class PathMoveSystem : public EntitySystem, public EventSubscriber<InputEvent> {
} }
void tick(World *pWorld, float deltaTime) override { void tick(World *pWorld, float deltaTime) override {
pWorld->each<Transform, PathMove>([&](Entity *ent, ComponentHandle<Transform> transform, pWorld->each<Transform, PathMove>(
ComponentHandle<PathMove> pathmove) { [&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<PathMove> pathmove) {
if (!pathmove->is_active) return; if (!pathmove->is_active) return;
// Handle change in speed // Handle change in speed
pathmove->speed += pathmove->speed_addition * deltaTime; pathmove->speed += pathmove->speed_addition * deltaTime;
pathmove->speed = glm::clamp(pathmove->speed, 0.0, 10.0); pathmove->speed = glm::clamp(pathmove->speed, 0.0, 10.0);
// Shorthand for the path (we'll use this a lot) // Shorthand for the path (we'll use this a lot)
PathMove::Path path = pathmove->path; PathMove::Path path = pathmove->path;
// Add the passed time // Add the passed time
float desired_distance = deltaTime * pathmove->speed; // TODO float desired_distance = deltaTime * pathmove->speed; // TODO
pathmove->time_passed += pathmove->time_passed += desired_distance / path.distances[pathmove->current_point_index];
desired_distance / path.distances[pathmove->current_point_index];
// Shorthand for number of points in the path // Shorthand for number of points in the path
int num_points = path.points.size(); int num_points = path.points.size();
if (pathmove->time_passed >= 1.0) { if (pathmove->time_passed >= 1.0) {
// If we passed the last target, set the current_point_index to that target // If we passed the last target, set the current_point_index to that target
pathmove->time_passed -= 1.0; pathmove->time_passed -= 1.0;
pathmove->current_point_index += 1; pathmove->current_point_index += 1;
// If the point index is greater than the second to last one, reset // If the point index is greater than the second to last one, reset
// (The point index specifies the point we're coming from, not the one we're moving // (The point index specifies the point we're coming from, not the one we're moving towards)
// towards) if (pathmove->current_point_index >= num_points - 1) {
if (pathmove->current_point_index >= num_points - 1) { pathmove->current_point_index = 0;
pathmove->current_point_index = 0; }
} }
}
// The four points which are needed for the spline // The four points which are needed for the spline
// p1 and p2 are always the same (the current origin and the current target), but the // p1 and p2 are always the same (the current origin and the current target), but the rest depends on edge cases
// rest depends on edge cases glm::vec3 p0;
glm::vec3 p0; glm::vec3 p1 = path.points[pathmove->current_point_index];
glm::vec3 p1 = path.points[pathmove->current_point_index]; glm::vec3 p2 = path.points[pathmove->current_point_index + 1];
glm::vec3 p2 = path.points[pathmove->current_point_index + 1]; glm::vec3 p3;
glm::vec3 p3;
if (pathmove->current_point_index == num_points - 2) { if (pathmove->current_point_index == num_points - 2) {
// We're moving towards the last point, so the point after that needs to be // We're moving towards the last point, so the point after that needs to be interpolated.
// interpolated. We interpolate linearly along the line from this point to the // We interpolate linearly along the line from this point to the target point.
// target point. glm::vec3 interp_direction = p2 - p1;
glm::vec3 interp_direction = p2 - p1; p3 = p2 + interp_direction * 2.0f;
p3 = p2 + interp_direction * 2.0f; } else {
} else { // We're fine - use the point after the target for p3
// We're fine - use the point after the target for p3 p3 = path.points[pathmove->current_point_index + 2];
p3 = path.points[pathmove->current_point_index + 2]; }
}
if (pathmove->current_point_index == 0) { if (pathmove->current_point_index == 0) {
// We're at the first point, so the point before this needs to be interpolated. // We're at the first point, so the point before this needs to be interpolated.
// We interpolate linearly along the line from this to the next point (backwards). // We interpolate linearly along the line from this to the next point (backwards).
glm::vec3 interp_direction = path.points[pathmove->current_point_index] - glm::vec3 interp_direction = path.points[pathmove->current_point_index] - path.points[pathmove->current_point_index + 1];
path.points[pathmove->current_point_index + 1]; p0 = path.points[pathmove->current_point_index] + interp_direction;
p0 = path.points[pathmove->current_point_index] + interp_direction; } else {
} else { // We're fine - use the point before the current point
// We're fine - use the point before the current point p0 = path.points[pathmove->current_point_index - 1];
p0 = path.points[pathmove->current_point_index - 1]; }
}
// Calculate the point on the spline // Calculate the point on the spline
glm::vec3 point = catmul(1.f, p0, p1, p2, p3, pathmove->time_passed); glm::vec3 point = catmul(1.f,
p0,
p1,
p2,
p3,
pathmove->time_passed);
// Apply
transform->set_origin(point);
// Apply // Rotation
transform->set_origin(point); // https://www.3dgep.com/understanding-quaternions/#SQUAD
PathMove::Views views = pathmove->views;
// Rotation // Similar procedure as with position to get the relevant values
// https://www.3dgep.com/understanding-quaternions/#SQUAD glm::quat q0;
PathMove::Views views = pathmove->views; glm::quat q1 = views.views[pathmove->current_point_index];
glm::quat q2 = views.views[pathmove->current_point_index + 1];
glm::quat q3;
// Similar procedure as with position to get the relevant values if (pathmove->current_point_index == num_points - 2) {
glm::quat q0; // Interpolate what q3 would be if the change from q1 to q2 continues
glm::quat q1 = views.views[pathmove->current_point_index]; q3 = glm::fastMix(q1, q2, 2.0f);
glm::quat q2 = views.views[pathmove->current_point_index + 1]; } else {
glm::quat q3; // We're fine - use the point after the target for p3
q3 = views.views[pathmove->current_point_index + 2];
}
if (pathmove->current_point_index == num_points - 2) { if (pathmove->current_point_index == 0) {
// Interpolate what q3 would be if the change from q1 to q2 continues // Interpolate what q0 would be if the same change happened from q0 to q1 as from q1 to q2
q3 = glm::fastMix(q1, q2, 2.0f); q0 = glm::fastMix(q1, q2, -1.0f);
} else { } else {
// We're fine - use the point after the target for p3 // We're fine - use the point before the current point
q3 = views.views[pathmove->current_point_index + 2]; q0 = views.views[pathmove->current_point_index - 1];
} }
if (pathmove->current_point_index == 0) { // Interpolate
// Interpolate what q0 would be if the same change happened from q0 to q1 as from q1 glm::quat result = glm::squad(q1, q2, glm::intermediate(q0, q1, q2), glm::intermediate(q1, q2, q3), pathmove->time_passed);
// to q2
q0 = glm::fastMix(q1, q2, -1.0f);
} else {
// We're fine - use the point before the current point
q0 = views.views[pathmove->current_point_index - 1];
}
// Interpolate // Apply
glm::quat result = glm::squad(q1, q2, glm::intermediate(q0, q1, q2), transform->set_rotation_from_quat(result);
glm::intermediate(q1, q2, q3), pathmove->time_passed); });
// Apply
transform->set_rotation_from_quat(result);
});
} }
void unconfigure(World *pWorld) override { pWorld->unsubscribeAll(this); } void unconfigure(World *pWorld) override {
pWorld->unsubscribeAll(this);
}
private: private:
World *myWorld; World *myWorld;
}; };

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@ -7,20 +7,22 @@
#include <iostream> #include <iostream>
#include "../Components/Transform.h"
#include "../ECS.h" #include "../ECS.h"
#include "../Components/Transform.h"
using namespace ECS; using namespace ECS;
class PositionDebugOutputSystem : public EntitySystem { class PositionDebugOutputSystem : public EntitySystem {
public: public:
void tick(World *pWorld, float deltaTime) override { void tick(World *pWorld, float deltaTime) override {
pWorld->each<Transform>([&](Entity *ent, ComponentHandle<Transform> transform) { pWorld->each<Transform>([&](Entity *ent, ComponentHandle<Transform> transform) {
std::cout << ent->getEntityId() << ": " << transform->get_origin().x << ", " std::cout << ent->getEntityId() << ": "
<< transform->get_origin().y << ", " << transform->get_origin().z << transform->get_origin().x << ", "
<< transform->get_origin().y << ", "
<< transform->get_origin().z
<< std::endl; << std::endl;
}); });
} }
}; };
#endif // ECSGAME_POSITIONDEBUGSYSTEM_H #endif //ECSGAME_POSITIONDEBUGSYSTEM_H

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@ -5,28 +5,32 @@
#ifndef ECSGAME_RENDERSYSTEM_H #ifndef ECSGAME_RENDERSYSTEM_H
#define ECSGAME_RENDERSYSTEM_H #define ECSGAME_RENDERSYSTEM_H
#include "../../Rendering/Material.h" #include "../ECS.h"
#include "../../Rendering/Shader.h" #include "../Components/Transform.h"
#include "../Components/Camera.h"
#include "../Components/DirectionalLight.h"
#include "../Components/LODObjMesh.h"
#include "../Components/Mesh.h" #include "../Components/Mesh.h"
#include "../Components/Camera.h"
#include "../../Rendering/Shader.h"
#include "../Components/ObjMesh.h" #include "../Components/ObjMesh.h"
#include "../Components/Texture.h" #include "../Components/Texture.h"
#include "../Components/Transform.h" #include "../Components/LODObjMesh.h"
#include "../ECS.h" #include "../Components/DirectionalLight.h"
#include "../../Rendering/Material.h"
using namespace ECS; using namespace ECS;
// For Debugging // For Debugging
unsigned int quadVAO = 0; unsigned int quadVAO = 0;
unsigned int quadVBO; unsigned int quadVBO;
void renderQuad() { void renderQuad()
if (quadVAO == 0) { {
if (quadVAO == 0)
{
float quadVertices[] = { float quadVertices[] = {
// positions // texture Coords // positions // texture Coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
}; };
// setup plane VAO // setup plane VAO
glGenVertexArrays(1, &quadVAO); glGenVertexArrays(1, &quadVAO);
@ -35,10 +39,9 @@ void renderQuad() {
glBindBuffer(GL_ARRAY_BUFFER, quadVBO); glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
(void *)(3 * sizeof(float)));
} }
glBindVertexArray(quadVAO); glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@ -46,13 +49,16 @@ void renderQuad() {
} }
class RenderSystem : public EntitySystem, public EventSubscriber<InputEvent> { class RenderSystem : public EntitySystem, public EventSubscriber<InputEvent> {
public: public:
struct RenderObject { struct RenderObject {
RenderObject(const glm::mat4 &matrix, const glm::vec3 &origin, unsigned int textureId, RenderObject(const glm::mat4 &matrix, const glm::vec3 &origin, unsigned int textureId, unsigned int normalId, const Mesh &mesh, float distance, const Material &material)
unsigned int normalId, const Mesh &mesh, float distance, : matrix(matrix),
const Material &material) origin(origin),
: matrix(matrix), origin(origin), texture_id(textureId), normal_id(normalId), texture_id(textureId),
mesh(mesh), distance(distance), material(material) {} normal_id(normalId),
mesh(mesh),
distance(distance),
material(material) {}
void render(Shader shader) const { void render(Shader shader) const {
glm::mat4 model_matrix = matrix; glm::mat4 model_matrix = matrix;
@ -89,33 +95,26 @@ class RenderSystem : public EntitySystem, public EventSubscriber<InputEvent> {
// Fill the passed vector with render objects of the given world // 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>> getRenderObjects(World *world, glm::vec3 cameraPos) {
std::vector<std::vector<RenderObject>> renderObjects(2); // First normal, then transparent std::vector<std::vector<RenderObject>> renderObjects(2); // First normal, then transparent
/*pWorld->each<Mesh, Transform>([&](Entity *ent, ComponentHandle<Mesh> mesh, /*pWorld->each<Mesh, Transform>([&](Entity *ent, ComponentHandle<Mesh> mesh, ComponentHandle<Transform> transform) {
ComponentHandle<Transform> transform) {
renderObjects.emplace_back(RenderObject(transform->matrix, 0, mesh.get(), 0)); 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 /*// TODO: Is it possible to do get ObjMeshes in the Mesh loop above implicitly via polymorphism?
polymorphism? * // TODO: Commented out because of double rendering - we only want to get objects that explicitly DON'T have a texture here!
* // TODO: Commented out because of double rendering - we only want to get objects that pWorld->each<ObjMesh, Transform>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform) {
explicitly DON'T have a texture here! pWorld->each<ObjMesh, Transform>([&](Entity *ent, // Add the object to the renderObjects to draw if the distance is within the min and max distance of the mesh
ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform) { float distance = glm::distance(cameraPos, transform->getPosition());
// 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) { if (distance > mesh->minDistance && distance < mesh->maxDistance) {
renderObjects.emplace_back(RenderObject(transform->matrix, 0, mesh.get(), renderObjects.emplace_back(RenderObject(transform->matrix, 0, mesh.get(), distance));
distance));
} }
});*/ });*/
// ObjMesh with textures // ObjMesh with textures
world->each<ObjMesh, Transform, Texture>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, world->each<ObjMesh, Transform, Texture>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform, ComponentHandle<Texture> texture) {
ComponentHandle<Transform> transform, // Add the object to the renderObjects to draw if the distance is within the min and max distance of the mesh
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()); float distance = glm::distance(cameraPos, transform->get_origin());
if (distance > mesh->minDistance && distance < mesh->maxDistance) { if (distance > mesh->minDistance && distance < mesh->maxDistance) {
@ -123,29 +122,21 @@ class RenderSystem : public EntitySystem, public EventSubscriber<InputEvent> {
ComponentHandle<Texture> textureComponent = ent->get<Texture>(); ComponentHandle<Texture> textureComponent = ent->get<Texture>();
ComponentHandle<Material> materialComponent = ent->get<Material>(); ComponentHandle<Material> materialComponent = ent->get<Material>();
Material material = Material material = materialComponent.isValid() ? materialComponent.get() : Material();
materialComponent.isValid() ? materialComponent.get() : Material();
unsigned int textureID = textureComponent.isValid() ? textureComponent->id : 0; unsigned int textureID = textureComponent.isValid() ? textureComponent->id : 0;
unsigned int normalID = unsigned int normalID = textureComponent.isValid() ? textureComponent->normal_id : 0;
textureComponent.isValid() ? textureComponent->normal_id : 0;
// Put it into the list of transparent render objects if the texture wants to be // Put it into the list of transparent render objects if the texture wants to be rendered transparently
// rendered transparently
if (textureComponent.isValid() && textureComponent->render_transparent) { if (textureComponent.isValid() && textureComponent->render_transparent) {
renderObjects[1].emplace_back( renderObjects[1].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, normalID, mesh.get(), distance, material));
RenderObject(transform->matrix, transform->get_origin(), textureID,
normalID, mesh.get(), distance, material));
} else { } else {
renderObjects[0].emplace_back( renderObjects[0].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, normalID, mesh.get(), distance, material));
RenderObject(transform->matrix, transform->get_origin(), textureID,
normalID, mesh.get(), distance, material));
} }
} }
}); });
// LODObjMesh with Texture // LODObjMesh with Texture
world->each<LODObjMesh, Transform>([&](Entity *ent, ComponentHandle<LODObjMesh> lodMesh, world->each<LODObjMesh, Transform>([&](Entity *ent, ComponentHandle<LODObjMesh> lodMesh, ComponentHandle<Transform> transform) {
ComponentHandle<Transform> transform) {
float distance = glm::distance(cameraPos, transform->get_origin()); float distance = glm::distance(cameraPos, transform->get_origin());
for (const auto &mesh : lodMesh->meshes) { for (const auto &mesh : lodMesh->meshes) {
@ -154,37 +145,31 @@ class RenderSystem : public EntitySystem, public EventSubscriber<InputEvent> {
ComponentHandle<Texture> textureComponent = ent->get<Texture>(); ComponentHandle<Texture> textureComponent = ent->get<Texture>();
ComponentHandle<Material> materialComponent = ent->get<Material>(); ComponentHandle<Material> materialComponent = ent->get<Material>();
Material material = Material material = materialComponent.isValid() ? materialComponent.get() : Material();
materialComponent.isValid() ? materialComponent.get() : Material();
unsigned int textureID = textureComponent.isValid() ? textureComponent->id : 0; unsigned int textureID = textureComponent.isValid() ? textureComponent->id : 0;
unsigned int normalID = unsigned int normalID = textureComponent.isValid() ? textureComponent->normal_id : 0;
textureComponent.isValid() ? textureComponent->normal_id : 0;
// Put it into the list of transparent render objects if the texture wants to be // Put it into the list of transparent render objects if the texture wants to be rendered transparently
// rendered transparently
if (textureComponent.isValid() && textureComponent->render_transparent) { if (textureComponent.isValid() && textureComponent->render_transparent) {
renderObjects[1].emplace_back( renderObjects[1].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, normalID, mesh, distance, material));
RenderObject(transform->matrix, transform->get_origin(), textureID,
normalID, mesh, distance, material));
} else { } else {
renderObjects[0].emplace_back( renderObjects[0].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, normalID, mesh, distance, material));
RenderObject(transform->matrix, transform->get_origin(), textureID,
normalID, mesh, distance, material));
} }
} }
} }
}); });
// Sort transparent objects // Sort transparent objects
std::sort(renderObjects[1].begin(), renderObjects[1].end(), std::sort(renderObjects[1].begin(), renderObjects[1].end(), [](const RenderObject &first, const RenderObject &second) -> bool {
[](const RenderObject &first, const RenderObject &second) -> bool { return first.distance > second.distance;
return first.distance > second.distance; });
});
return renderObjects; return renderObjects;
} }
RenderSystem() { setup(); } RenderSystem() {
setup();
}
void configure(World *pWorld) override { void configure(World *pWorld) override {
myWorld = pWorld; myWorld = pWorld;
@ -211,13 +196,12 @@ class RenderSystem : public EntitySystem, public EventSubscriber<InputEvent> {
// Create depth texture // Create depth texture
glGenTextures(1, &depthMap); glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap); glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_width, shadow_height, 0, glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_width, shadow_height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Attach depth texture as FBO's depth buffer // Attach depth texture as FBO's depth buffer
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
@ -226,12 +210,11 @@ 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) {
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
std::vector<std::vector<RenderObject>> allRenderObjects = std::vector<std::vector<RenderObject>> allRenderObjects = getRenderObjects(pWorld, cameraTransform->get_origin());
getRenderObjects(pWorld, cameraTransform->get_origin());
std::vector<RenderObject> renderObjects = allRenderObjects[0]; std::vector<RenderObject> renderObjects = allRenderObjects[0];
std::vector<RenderObject> transparentRenderObjects = allRenderObjects[1]; std::vector<RenderObject> transparentRenderObjects = allRenderObjects[1];
@ -239,22 +222,19 @@ class RenderSystem : public EntitySystem, public EventSubscriber<InputEvent> {
// Get light direction // Get light direction
// TODO: Currently only the last light is used! // TODO: Currently only the last light is used!
glm::vec3 lightDirection; glm::vec3 lightDirection;
pWorld->each<DirectionalLight>( pWorld->each<DirectionalLight>([&](Entity *ent, ComponentHandle<DirectionalLight> light) {
[&](Entity *ent, ComponentHandle<DirectionalLight> light) { lightDirection = light->direction;
lightDirection = light->direction; });
});
float near_plane = 1.0f, far_plane = 100.0f; float near_plane = 1.0f, far_plane = 100.0f;
glm::mat4 lightProjection = glm::mat4 lightProjection = glm::ortho(-20.0f, 20.0f, -20.0f, 20.0f, near_plane, far_plane);
glm::ortho(-20.0f, 20.0f, -20.0f, 20.0f, near_plane, far_plane); glm::mat4 lightView = glm::lookAt(lightDirection * 40.0f, -lightDirection, glm::vec3(0.0, 1.0, 0.0));
glm::mat4 lightView =
glm::lookAt(lightDirection * 40.0f, -lightDirection, glm::vec3(0.0, 1.0, 0.0));
glm::mat4 lightSpaceMatrix = lightProjection * lightView; glm::mat4 lightSpaceMatrix = lightProjection * lightView;
// Render shadows // Render shadows
shadowShader.use(); shadowShader.use();
shadowShader.setMat4("lightSpaceMatrix", lightSpaceMatrix); shadowShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
glViewport(0, 0, shadow_width, shadow_height); glViewport(0, 0, shadow_width, shadow_height);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -269,7 +249,7 @@ class RenderSystem : public EntitySystem, public EventSubscriber<InputEvent> {
// Render Normal // Render Normal
glViewport(0, 0, screen_width, screen_height); glViewport(0, 0, screen_width, screen_height);
glClearColor(0.6f, 0.9f, 0.9f, 1.0f); glClearColor(0.6f, 0.9f, 0.9f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -321,4 +301,4 @@ class RenderSystem : public EntitySystem, public EventSubscriber<InputEvent> {
World *myWorld; World *myWorld;
}; };
#endif // ECSGAME_RENDERSYSTEM_H #endif //ECSGAME_RENDERSYSTEM_H

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@ -5,27 +5,24 @@
#ifndef ECSGAME_SINEANIMATIONSYSTEM_H #ifndef ECSGAME_SINEANIMATIONSYSTEM_H
#define ECSGAME_SINEANIMATIONSYSTEM_H #define ECSGAME_SINEANIMATIONSYSTEM_H
#include "../Components/SineAnimation.h"
#include "../Components/Transform.h"
#include "../ECS.h" #include "../ECS.h"
#include "../Components/Transform.h"
#include "../Components/SineAnimation.h"
using namespace ECS; using namespace ECS;
class SineAnimationSystem : public EntitySystem { class SineAnimationSystem : public EntitySystem {
public: public:
void tick(World *pWorld, float deltaTime) override { void tick(World *pWorld, float deltaTime) override {
passedTime += deltaTime; passedTime += deltaTime;
pWorld->each<Transform, SineAnimation>([&](Entity *ent, pWorld->each<Transform, SineAnimation>([&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<SineAnimation> anim) {
ComponentHandle<Transform> transform, transform->translate(anim->maxDistance * glm::sin(passedTime * anim->speedScale) * deltaTime);
ComponentHandle<SineAnimation> anim) {
transform->translate(anim->maxDistance * glm::sin(passedTime * anim->speedScale) *
deltaTime);
}); });
} }
private: private:
float passedTime = 0.0; float passedTime = 0.0;
}; };
#endif // ECSGAME_SINEANIMATIONSYSTEM_H #endif //ECSGAME_SINEANIMATIONSYSTEM_H

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@ -17,4 +17,4 @@ struct Material {
float normal_scale = 3.0; float normal_scale = 3.0;
}; };
#endif // ECSGAME_MATERIAL_H #endif //ECSGAME_MATERIAL_H

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@ -5,11 +5,11 @@
#include "Shader.h" #include "Shader.h"
#include <glad/glad.h> #include <glad/glad.h>
#include <fstream>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <sstream>
#include <string> #include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <glm/gtc/type_ptr.hpp>
Shader::Shader(const char *vertexPath, const char *fragmentPath) { Shader::Shader(const char *vertexPath, const char *fragmentPath) {
// 1. retrieve the vertex/fragment source code from filePath // 1. retrieve the vertex/fragment source code from filePath
@ -36,7 +36,8 @@ Shader::Shader(const char *vertexPath, const char *fragmentPath) {
// convert stream into string // convert stream into string
vertexCode = vShaderStream.str(); vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str(); fragmentCode = fShaderStream.str();
} catch (std::ifstream::failure &e) { }
catch (std::ifstream::failure &e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl; std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
} }
@ -68,6 +69,7 @@ Shader::Shader(const char *vertexPath, const char *fragmentPath) {
// delete the shaders as they're linked into our program now and no longer necessary // delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex); glDeleteShader(vertex);
glDeleteShader(fragment); glDeleteShader(fragment);
} }
void Shader::use() { void Shader::use() {
@ -75,7 +77,7 @@ void Shader::use() {
} }
void Shader::setBool(const std::string &name, bool value) const { void Shader::setBool(const std::string &name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); glUniform1i(glGetUniformLocation(ID, name.c_str()), (int) value);
} }
void Shader::setInt(const std::string &name, int value) const { void Shader::setInt(const std::string &name, int value) const {
@ -90,6 +92,7 @@ void Shader::setMat4(const std::string &name, glm::mat4 mat) const {
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(mat)); glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(mat));
} }
void Shader::setVec3(const std::string &name, glm::vec3 vec) const { void Shader::setVec3(const std::string &name, glm::vec3 vec) const {
glUniform3f(glGetUniformLocation(ID, name.c_str()), vec.x, vec.y, vec.z); glUniform3f(glGetUniformLocation(ID, name.c_str()), vec.x, vec.y, vec.z);
} }
@ -101,17 +104,15 @@ void Shader::checkCompileErrors(unsigned int shader, const std::string &type) {
glGetShaderiv(shader, GL_COMPILE_STATUS, &success); glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) { if (!success) {
glGetShaderInfoLog(shader, 1024, nullptr, infoLog); glGetShaderInfoLog(shader, 1024, nullptr, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog
<< infoLog << "\n -- --------------------------------------------------- -- " << "\n -- --------------------------------------------------- -- " << std::endl;
<< std::endl;
} }
} else { } else {
glGetProgramiv(shader, GL_LINK_STATUS, &success); glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success) { if (!success) {
glGetProgramInfoLog(shader, 1024, nullptr, infoLog); glGetProgramInfoLog(shader, 1024, nullptr, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog
<< infoLog << "\n -- --------------------------------------------------- -- " << "\n -- --------------------------------------------------- -- " << std::endl;
<< std::endl;
} }
} }
} }

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@ -5,17 +5,16 @@
#ifndef ECSGAME_SHADER_H #ifndef ECSGAME_SHADER_H
#define ECSGAME_SHADER_H #define ECSGAME_SHADER_H
#include <glm/glm.hpp>
#include <string> #include <string>
#include <glm/glm.hpp>
class Shader { class Shader {
public: public:
/// Program ID /// Program ID
unsigned int ID; unsigned int ID;
/// Read and build the shader from the files at vertexPath and fragmentPath. /// Read and build the shader from the files at vertexPath and fragmentPath.
/// Note that an OpenGL context has to be initialized before calling this! Otherwise a SIGSEGV /// Note that an OpenGL context has to be initialized before calling this! Otherwise a SIGSEGV will be thrown.
/// will be thrown.
Shader(const char *vertexPath, const char *fragmentPath); Shader(const char *vertexPath, const char *fragmentPath);
/// Activate the shader - usually called before rendering. /// Activate the shader - usually called before rendering.
@ -36,8 +35,9 @@ class Shader {
/// Set a uniform vec3 in the shader /// Set a uniform vec3 in the shader
void setVec3(const std::string &name, glm::vec3 vec) const; void setVec3(const std::string &name, glm::vec3 vec) const;
private: private:
static void checkCompileErrors(unsigned int shader, const std::string &type); static void checkCompileErrors(unsigned int shader, const std::string &type);
}; };
#endif // ECSGAME_SHADER_H
#endif //ECSGAME_SHADER_H

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@ -1,112 +0,0 @@
#include <vector>
// Forward declarations
struct Triangle;
struct Vector {
Vector(float coordinates[3]) : c(coordinates) {}
Vector(float x, float y, float z) : c(new float[3]{x, y, z}) {}
// Avoid having to write vector.c[index], instead allow vector[index]
float operator[](int i) const { return c[i]; }
float &operator[](int i) { return c[i]; }
Vector operator+(const Vector &other) const {
return Vector(c[0] + other.c[0], c[1] + other.c[1], c[2] + other.c[2]);
}
Vector operator-(const Vector &other) const {
return Vector(c[0] - other.c[0], c[1] - other.c[1], c[2] - other.c[2]);
}
Vector operator*(float scalar) const {
return Vector(c[0] * scalar, c[1] * scalar, c[2] * scalar);
}
Vector cross(const Vector &other) {
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]);
}
float dot(const Vector &other) { return c[0] * other[0] + c[1] * other[1] + c[2] * other[2]; }
float *c;
};
struct Point {
Point(Vector pos, Triangle *triangle) : pos(pos), triangle(triangle) {}
Vector pos;
Triangle *triangle;
};
struct Triangle {
Triangle(Vector p1, Vector p2, Vector p3) : p1(p1), p2(p2), p3(p3) {}
std::vector<Point *> create_point_objects() {
return std::vector<Point *>{new Point(p1, this), new Point(p2, this), new Point(p3, this)};
}
Vector p1;
Vector p2;
Vector p3;
};
struct Node {
Node(int axis, Point *point, Node *left, Node *right)
: axis(axis), point(point), left(left), right(right) {}
int axis;
Point *point;
Node *left;
Node *right;
};
struct Ray {
Ray(Vector origin, Vector direction) : origin(origin), direction(direction) {}
Vector origin;
Vector direction;
bool intersects_triangle(Triangle *triangle) {
// Ray-triangle-intersection with the MöllerTrumbore algorithm
// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
const float EPSILON = 0.0000001;
Vector p1 = triangle->p1;
Vector p2 = triangle->p2;
Vector p3 = triangle->p3;
Vector edge1 = p2 - p1;
Vector edge2 = p3 - p1;
Vector h = direction.cross(edge2);
float a = edge1.dot(h);
if (a > -EPSILON && a < EPSILON) return false; // This ray is parallel to this triangle.
float f = 1.0 / a;
Vector s = origin - p1;
float u = f * s.dot(h);
if (u < 0.0 || u > 1.0) return false;
Vector q = s.cross(edge1);
float v = f * direction.dot(q);
if (v < 0.0 || u + v > 1.0) return false;
// At this stage we can compute t to find out where the intersection point is on the
// line.
float t = f * edge2.dot(q);
if (t > EPSILON) {
return true;
} else {
// This means that there is a line intersection but not a ray intersection.
return false;
}
}
};

View File

@ -1,139 +0,0 @@
#include "geometry.h"
#include <algorithm>
#include <glm/glm.hpp>
#include <iostream>
#include <string>
#include <vector>
class KDTree {
public:
KDTree(std::vector<Point *> points) { root = build(points, 0); }
~KDTree() = default; // TODO: Delete all allocated Nodes
Triangle *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0); }
std::string to_string() {
std::string str = "";
to_string_recurse(str, root, 0);
return str;
}
private:
Node *root;
int MAX_DEPTH = 500;
// Returns a comparator lambda for assessing which of the two points has a
// greater coordinate in the given axis.
auto get_point_comparator(int axis) {
return [axis](Point *p1, Point *p2) {
return p1->pos[axis] < p2->pos[axis];
};
}
Node *build(std::vector<Point *> points, int depth) {
// Exit conditions
if (points.empty() || depth > MAX_DEPTH) { return nullptr; }
// Select axis by choosing the one with maximal extent
float max_extent = 0;
int axis = 0;
for (int it_axis = 0; it_axis < 3; it_axis++) {
// Get extent along this axis
auto comparator = get_point_comparator(it_axis);
Point *min = *std::min_element(points.begin(), points.end(), comparator);
Point *max = *std::max_element(points.begin(), points.end(), comparator);
float extent = max->pos[it_axis] - min->pos[it_axis];
// Is it greater than max_extent?
if (extent > max_extent) {
// If so, make this the splitting axis
max_extent = extent;
axis = it_axis;
}
}
// Choose the median as the pivot and sort the points into
// left-of-median and right-of-median using nth_element
int middle = points.size() / 2;
std::nth_element(points.begin(), points.begin() + middle, points.end(),
get_point_comparator(axis));
Point *median = points[middle];
// TODO: This copies. Can we split the vector into two without copying?
std::vector<Point *> left_of_median(points.begin(), points.begin() + middle);
std::vector<Point *> right_of_median(points.begin() + middle + 1, points.end());
// Create node, recursively call to construct subtree
return new Node(axis, median, build(left_of_median, depth + 1),
build(right_of_median, depth + 1));
}
Triangle *intersect_ray_recurse(Ray ray, Node *node, float max_distance) {
// Exit condition: There was no collision
if (node == nullptr) { return nullptr; }
// Is the left or right child node closer to this point?
Node *near =
ray.origin[node->axis] > node->point->pos[node->axis] ? node->right : node->left;
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):
// 1. In the nearer section
// 2. With the point in this current node
// 3. In the further section
// If the axes are not parallel, our max_distance decreases, since we've already covered
// some area. `t` represents the distance from this node to the splitting plane.
float t = ray.direction[node->axis] != 0.0
? (node->point->pos[node->axis] - ray.origin[node->axis]) /
ray.direction[node->axis]
: max_distance;
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
// collision.
if (near_result != nullptr) { return near_result; }
// No collision in the nearer side, so check for a collision directly here
if (ray.intersects_triangle(node->point->triangle)) {
// We do have a collision here, so we're done and can return this point!
return node->point->triangle;
}
// No collision here either. Does it make sense to also check the far node?
// Only if the axes are not parallel and if that area is not behind us
if (ray.direction[node->axis] != 0.0 && t >= 0.0) {
// It does make sense to check the far node.
// 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)
return intersect_ray_recurse(Ray(ray.origin + ray.direction * t, ray.direction), far,
max_distance - t);
}
// If nothing worked, return a nullptr
return nullptr;
}
void to_string_recurse(std::string &str, Node *node, int depth) {
if (node == nullptr) { return; }
Point *point = node->point;
str += std::string(depth * 2, ' ') + std::to_string(point->pos[0]) + ", " +
std::to_string(point->pos[1]) + ", " + std::to_string(point->pos[2]) +
" with axis " + std::to_string(node->axis) + "\n";
to_string_recurse(str, node->left, depth + 1);
to_string_recurse(str, node->right, depth + 1);
}
};

103
main.cpp
View File

@ -1,37 +1,40 @@
#include <glad/glad.h> #include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream> #include <iostream>
#include "ECS/Components/DirectionalLight.h" #include "Rendering/Shader.h"
#include "ECS/Components/ObjMesh.h"
#include "ECS/Components/PathMove.h"
#include "ECS/Components/SineAnimation.h"
#include "ECS/Components/Texture.h"
#include "ECS/ECS.h" #include "ECS/ECS.h"
#include "ECS/Events/InputEvent.h" #include "ECS/Events/InputEvent.h"
#include "ECS/Events/MouseMoveEvent.h" #include "ECS/Events/MouseMoveEvent.h"
#include "ECS/Systems/CollisionSystem.h"
#include "ECS/Systems/GravitySystem.h" #include "ECS/Systems/GravitySystem.h"
#include "ECS/Systems/InteractivePathSystem.h" #include "ECS/Systems/PositionDebugSystem.h"
#include "ECS/Systems/KeyboardMovementSystem.h" #include "ECS/Systems/KeyboardMovementSystem.h"
#include "ECS/Systems/RenderSystem.h"
#include "ECS/Systems/MouseLookSystem.h" #include "ECS/Systems/MouseLookSystem.h"
#include "ECS/Systems/PathMoveSystem.h" #include "ECS/Systems/PathMoveSystem.h"
#include "ECS/Systems/PositionDebugSystem.h" #include "ECS/Components/ObjMesh.h"
#include "ECS/Systems/RenderSystem.h" #include "ECS/Components/Texture.h"
#include "ECS/Components/SineAnimation.h"
#include "ECS/Systems/SineAnimationSystem.h" #include "ECS/Systems/SineAnimationSystem.h"
#include "Rendering/Shader.h" #include "ECS/Components/DirectionalLight.h"
#include "ECS/Components/PathMove.h"
#include "ECS/Systems/InteractivePathSystem.h"
using namespace ECS; using namespace ECS;
World *world = World::createWorld(); World *world = World::createWorld();
static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) { static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GLFW_TRUE); if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
world->emit<InputEvent>({key, action}); world->emit<InputEvent>({key, action});
} }
static void mouse_callback(GLFWwindow *window, double xpos, double ypos) { static void mouse_callback(GLFWwindow* window, double xpos, double ypos) {
world->emit<MouseMoveEvent>({xpos, ypos}); world->emit<MouseMoveEvent>({xpos, ypos});
} }
@ -47,8 +50,9 @@ int main(int argc, char **argv) {
GLFWwindow *window; GLFWwindow *window;
/* Initialize the library */ /* Initialize the library */
if (!glfwInit()) return -1; if (!glfwInit())
return -1;
// Anti Aliasing // Anti Aliasing
glfwWindowHint(GLFW_SAMPLES, aa_samples); glfwWindowHint(GLFW_SAMPLES, aa_samples);
@ -70,7 +74,8 @@ int main(int argc, char **argv) {
// glad: load all OpenGL function pointers // glad: load all OpenGL function pointers
// --------------------------------------- // ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl; std::cout << "Failed to initialize GLAD" << std::endl;
return -1; return -1;
} }
@ -90,10 +95,7 @@ int main(int argc, char **argv) {
world->registerSystem(new SineAnimationSystem()); world->registerSystem(new SineAnimationSystem());
world->registerSystem(new InteractivePathSystem()); world->registerSystem(new InteractivePathSystem());
CollisionSystem *collision_system = new CollisionSystem(); RenderSystem* renderSystem = new RenderSystem();
world->registerSystem(collision_system);
RenderSystem *renderSystem = new RenderSystem();
world->registerSystem(renderSystem); world->registerSystem(renderSystem);
Entity *player = world->create(); Entity *player = world->create();
@ -101,30 +103,33 @@ int main(int argc, char **argv) {
player->assign<Movement>(glm::vec3(5.f, 5.f, 5.f)); player->assign<Movement>(glm::vec3(5.f, 5.f, 5.f));
player->assign<MouseLook>(0.1); player->assign<MouseLook>(0.1);
player->assign<Camera>(70.0f, 900, 600, 0.1f, 100.0f); player->assign<Camera>(70.0f, 900, 600, 0.1f, 100.0f);
player->assign<PathMove>( player->assign<PathMove>(3.0, PathMove::Path(std::vector<glm::vec3>{
3.0, glm::vec3(0.0, 2.0, 0.0),
PathMove::Path(std::vector<glm::vec3>{glm::vec3(0.0, 2.0, 0.0), glm::vec3(0.0, 2.5, -1.0), glm::vec3(0.0, 2.5, -1.0),
glm::vec3(0.0, 2.5, -2.0), glm::vec3(3.0, 3.0, -3.0), glm::vec3(0.0, 2.5, -2.0),
glm::vec3(4.0, 2.0, -4.0), glm::vec3(3.0, 2.0, -5.0), glm::vec3(3.0, 3.0, -3.0),
glm::vec3(0.0, 2.0, -10.0)}), glm::vec3(4.0, 2.0, -4.0),
PathMove::Views( glm::vec3(3.0, 2.0, -5.0),
std::vector<glm::quat>{glm::angleAxis(glm::radians(0.f), glm::vec3(0.f, 1.f, 0.f)), glm::vec3(0.0, 2.0, -10.0)
glm::angleAxis(glm::radians(10.f), glm::vec3(0.f, 1.f, 0.f)), }),
glm::angleAxis(glm::radians(20.f), glm::vec3(0.f, 1.f, 0.f)), PathMove::Views(std::vector<glm::quat>{
glm::angleAxis(glm::radians(40.f), glm::vec3(0.f, 1.f, 0.f)), glm::angleAxis(glm::radians(0.f), glm::vec3(0.f, 1.f, 0.f)),
glm::angleAxis(glm::radians(90.f), glm::vec3(0.f, 1.f, 0.f)), glm::angleAxis(glm::radians(10.f), glm::vec3(0.f, 1.f, 0.f)),
glm::angleAxis(glm::radians(120.f), glm::vec3(0.f, 1.f, 0.f)), glm::angleAxis(glm::radians(20.f), glm::vec3(0.f, 1.f, 0.f)),
glm::angleAxis(glm::radians(180.f), glm::vec3(0.f, 1.f, 0.f))})); glm::angleAxis(glm::radians(40.f), glm::vec3(0.f, 1.f, 0.f)),
glm::angleAxis(glm::radians(90.f), glm::vec3(0.f, 1.f, 0.f)),
glm::angleAxis(glm::radians(120.f), glm::vec3(0.f, 1.f, 0.f)),
glm::angleAxis(glm::radians(180.f), glm::vec3(0.f, 1.f, 0.f))
})
);
player->get<Transform>()->set_origin(glm::vec3(0.0, 3.0, 4.0)); player->get<Transform>()->set_origin(glm::vec3(0.0, 3.0, 4.0));
Entity *monkey = world->create(); Entity *monkey = world->create();
monkey->assign<Transform>(); monkey->assign<Transform>();
monkey->assign<LODObjMesh>(std::vector<ObjMesh>{ monkey->assign<LODObjMesh>(std::vector<ObjMesh>{ObjMesh("Resources/Monkey.obj",ObjMesh::Settings(0.0, 8.0, 0.4, 0.6)),
ObjMesh("Resources/Monkey.obj", ObjMesh::Settings(0.0, 8.0, 0.4, 0.6)), ObjMesh("Resources/MonkeySimple.obj", ObjMesh::Settings(8.0, 100.0, 0.4, 0.6))});
ObjMesh("Resources/MonkeySimple.obj", ObjMesh::Settings(8.0, 100.0, 0.4, 0.6))});
monkey->assign<Texture>("Resources/Marble010_2K_Color.jpg", Texture::Settings(true), false); monkey->assign<Texture>("Resources/Marble010_2K_Color.jpg", Texture::Settings(true), false);
monkey->get<Texture>()->addNormalmap("Resources/Marble010_2K_Normal.jpg", monkey->get<Texture>()->addNormalmap("Resources/Marble010_2K_Normal.jpg", Texture::Settings(true));
Texture::Settings(true));
monkey->assign<SineAnimation>(glm::vec3(0.0, 0.3, 0.0), 0.5); monkey->assign<SineAnimation>(glm::vec3(0.0, 0.3, 0.0), 0.5);
monkey->assign<Material>(0.6, 0.6); monkey->assign<Material>(0.6, 0.6);
monkey->get<Transform>()->set_origin(glm::vec3(0.0f, 2.0f, -6.0f)); monkey->get<Transform>()->set_origin(glm::vec3(0.0f, 2.0f, -6.0f));
@ -133,8 +138,7 @@ int main(int argc, char **argv) {
wall1->assign<Transform>(); wall1->assign<Transform>();
wall1->assign<ObjMesh>(ObjMesh("Resources/Wall.obj", ObjMesh::Settings())); wall1->assign<ObjMesh>(ObjMesh("Resources/Wall.obj", ObjMesh::Settings()));
wall1->assign<Texture>("Resources/Facade001_2K_Color.png", Texture::Settings(true), true); wall1->assign<Texture>("Resources/Facade001_2K_Color.png", Texture::Settings(true), true);
wall1->get<Texture>()->addNormalmap("Resources/Facade001_2K_Normal.jpg", wall1->get<Texture>()->addNormalmap("Resources/Facade001_2K_Normal.jpg", Texture::Settings(true));
Texture::Settings(true));
wall1->assign<Material>(0.2, 0.8); wall1->assign<Material>(0.2, 0.8);
wall1->get<Transform>()->set_origin(glm::vec3(0.0f, 0.0f, -2.0f)); wall1->get<Transform>()->set_origin(glm::vec3(0.0f, 0.0f, -2.0f));
@ -142,8 +146,7 @@ int main(int argc, char **argv) {
wall2->assign<Transform>(); wall2->assign<Transform>();
wall2->assign<ObjMesh>(ObjMesh("Resources/Wall.obj", ObjMesh::Settings())); wall2->assign<ObjMesh>(ObjMesh("Resources/Wall.obj", ObjMesh::Settings()));
wall2->assign<Texture>("Resources/Facade001_2K_Color.png", Texture::Settings(true), true); wall2->assign<Texture>("Resources/Facade001_2K_Color.png", Texture::Settings(true), true);
wall2->get<Texture>()->addNormalmap("Resources/Facade001_2K_Normal.jpg", wall2->get<Texture>()->addNormalmap("Resources/Facade001_2K_Normal.jpg", Texture::Settings(true));
Texture::Settings(true));
wall2->assign<Material>(0.2, 0.8); wall2->assign<Material>(0.2, 0.8);
wall2->get<Transform>()->set_origin(glm::vec3(0.0f, 0.0f, -10.0f)); wall2->get<Transform>()->set_origin(glm::vec3(0.0f, 0.0f, -10.0f));
@ -151,8 +154,7 @@ int main(int argc, char **argv) {
wall3->assign<Transform>(); wall3->assign<Transform>();
wall3->assign<ObjMesh>(ObjMesh("Resources/Wall.obj", ObjMesh::Settings())); wall3->assign<ObjMesh>(ObjMesh("Resources/Wall.obj", ObjMesh::Settings()));
wall3->assign<Texture>("Resources/Facade001_2K_Color.png", Texture::Settings(true), true); wall3->assign<Texture>("Resources/Facade001_2K_Color.png", Texture::Settings(true), true);
wall3->get<Texture>()->addNormalmap("Resources/Facade001_2K_Normal.jpg", wall3->get<Texture>()->addNormalmap("Resources/Facade001_2K_Normal.jpg", Texture::Settings(true));
Texture::Settings(true));
wall3->assign<Material>(0.2, 0.8); wall3->assign<Material>(0.2, 0.8);
wall3->get<Transform>()->set_origin(glm::vec3(4.0f, 0.0f, -6.0f)); wall3->get<Transform>()->set_origin(glm::vec3(4.0f, 0.0f, -6.0f));
wall3->get<Transform>()->rotate(90.0, glm::vec3(0.0, 1.0, 0.0)); wall3->get<Transform>()->rotate(90.0, glm::vec3(0.0, 1.0, 0.0));
@ -161,8 +163,7 @@ int main(int argc, char **argv) {
wall4->assign<Transform>(); wall4->assign<Transform>();
wall4->assign<ObjMesh>(ObjMesh("Resources/Wall.obj", ObjMesh::Settings())); wall4->assign<ObjMesh>(ObjMesh("Resources/Wall.obj", ObjMesh::Settings()));
wall4->assign<Texture>("Resources/Facade001_2K_Color.png", Texture::Settings(true), true); wall4->assign<Texture>("Resources/Facade001_2K_Color.png", Texture::Settings(true), true);
wall4->get<Texture>()->addNormalmap("Resources/Facade001_2K_Normal.jpg", wall4->get<Texture>()->addNormalmap("Resources/Facade001_2K_Normal.jpg", Texture::Settings(true));
Texture::Settings(true));
wall4->assign<Material>(0.2, 0.8); wall4->assign<Material>(0.2, 0.8);
wall4->get<Transform>()->set_origin(glm::vec3(-4.0f, 0.0f, -6.0f)); wall4->get<Transform>()->set_origin(glm::vec3(-4.0f, 0.0f, -6.0f));
wall4->get<Transform>()->rotate(90.0, glm::vec3(0.0, 1.0, 0.0)); wall4->get<Transform>()->rotate(90.0, glm::vec3(0.0, 1.0, 0.0));
@ -171,8 +172,7 @@ int main(int argc, char **argv) {
ground->assign<Transform>(); ground->assign<Transform>();
ground->assign<ObjMesh>(ObjMesh("Resources/Ground.obj", ObjMesh::Settings())); ground->assign<ObjMesh>(ObjMesh("Resources/Ground.obj", ObjMesh::Settings()));
ground->assign<Texture>("Resources/Ground003_2K_Color.jpg", Texture::Settings(true), false); ground->assign<Texture>("Resources/Ground003_2K_Color.jpg", Texture::Settings(true), false);
ground->get<Texture>()->addNormalmap("Resources/Ground003_2K_Normal.jpg", ground->get<Texture>()->addNormalmap("Resources/Ground003_2K_Normal.jpg", Texture::Settings(true));
Texture::Settings(true));
ground->assign<Material>(1.0, 0.0); ground->assign<Material>(1.0, 0.0);
ground->get<Transform>()->set_origin(glm::vec3(0.0f, 0.0f, 0.0f)); ground->get<Transform>()->set_origin(glm::vec3(0.0f, 0.0f, 0.0f));
@ -196,9 +196,6 @@ 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)));
// We're done loading geometry -> build the collision structure
collision_system->build();
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");
@ -217,9 +214,7 @@ int main(int argc, char **argv) {
renderSystem->render(world, defaultShader, shadowShader, debugShader); 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(glm::rotate(glm::mat4(1), (float)elapsed_time * 0.5f, glm::vec3(0.0, 1.0, 0.0)) * glm::vec4(1.0, 1.0, 1.0, 0.0)));
glm::rotate(glm::mat4(1), (float)elapsed_time * 0.5f, glm::vec3(0.0, 1.0, 0.0)) *
glm::vec4(1.0, 1.0, 1.0, 0.0)));
/* Swap front and back buffers */ /* Swap front and back buffers */
glfwSwapBuffers(window); glfwSwapBuffers(window);

View File

@ -1,13 +0,0 @@
#!/bin/bash
if [[ "$OSTYPE" == "darwin"* ]]; then
clang_format_command="clang-format"
clang_tidy_command="run-clang-tidy"
fi
if [[ "$OSTYPE" == "linux"* ]]; then
clang_format_command="clang-format-11"
clang_tidy_command="run-clang-tidy-11"
fi
eval "$clang_format_command -i *.h *.cpp -style=file"
eval "$clang_tidy_command -fix"