feat(rendering): wedge part
This commit is contained in:
parent
31aa28909e
commit
bb3132d4ba
3 changed files with 41 additions and 68 deletions
|
@ -19,7 +19,7 @@
|
|||
#include <memory>
|
||||
#include <optional>
|
||||
|
||||
BasePart::BasePart(const InstanceType* type): BasePart(type, PartConstructParams { .size = glm::vec3(2, 1.2, 4), .color = Color3(0.639216f, 0.635294f, 0.647059f) }) {
|
||||
BasePart::BasePart(const InstanceType* type): BasePart(type, PartConstructParams { .size = glm::vec3(4, 1.2, 2), .color = Color3(0.639216f, 0.635294f, 0.647059f) }) {
|
||||
}
|
||||
|
||||
BasePart::BasePart(const InstanceType* type, PartConstructParams params): PVInstance(type), cframe(CFrame::FromEulerAnglesXYZ((Vector3)params.rotation) + params.position),
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#include "mesh.h"
|
||||
|
||||
extern Mesh* CUBE_MESH;
|
||||
extern Mesh* WEDGE_MESH;
|
||||
extern Mesh* SPHERE_MESH;
|
||||
extern Mesh* ARROW_MESH;
|
||||
extern Mesh* OUTLINE_MESH;
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
#include "math_helper.h"
|
||||
#include "objects/hint.h"
|
||||
#include "objects/message.h"
|
||||
#include "objects/part/wedgepart.h"
|
||||
#include "objects/service/selection.h"
|
||||
#include "partassembly.h"
|
||||
#include "rendering/font.h"
|
||||
|
@ -121,30 +122,54 @@ void renderInit(int width, int height) {
|
|||
sansSerif = loadFont("LiberationSans-Regular.ttf");
|
||||
}
|
||||
|
||||
static void renderPart(std::shared_ptr<BasePart> part) {
|
||||
glm::mat4 model = part->cframe;
|
||||
// if (part->name == "camera") model = camera.getLookAt();
|
||||
model = glm::scale(model, (glm::vec3)part->size);
|
||||
shader->set("model", model);
|
||||
shader->set("material", Material {
|
||||
.diffuse = part->color,
|
||||
.specular = glm::vec3(0.5f, 0.5f, 0.5f),
|
||||
.shininess = 16.0f,
|
||||
});
|
||||
glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model)));
|
||||
shader->set("normalMatrix", normalMatrix);
|
||||
shader->set("texScale", part->size);
|
||||
shader->set("transparency", part->transparency);
|
||||
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Right) + "]", (int)part->rightSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Top) + "]", (int)part->topSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Back) + "]", (int)part->backSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Left) + "]", (int)part->leftSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Bottom) + "]", (int)part->bottomSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Front) + "]", (int)part->frontSurface);
|
||||
|
||||
if (part->IsA<WedgePart>()) {
|
||||
glFrontFace(GL_CCW);
|
||||
WEDGE_MESH->bind();
|
||||
glDrawArrays(GL_TRIANGLES, 0, WEDGE_MESH->vertexCount);
|
||||
} else {
|
||||
glFrontFace(GL_CW);
|
||||
CUBE_MESH->bind();
|
||||
glDrawArrays(GL_TRIANGLES, 0, CUBE_MESH->vertexCount);
|
||||
}
|
||||
}
|
||||
|
||||
void renderParts() {
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glFrontFace(GL_CW);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Use shader
|
||||
shader->use();
|
||||
// shader->set("objectColor", glm::vec3(1.0f, 0.5f, 0.31f));
|
||||
// shader->set("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
// view/projection transformations
|
||||
glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f);
|
||||
glm::mat4 view = camera.getLookAt();
|
||||
shader->set("projection", projection);
|
||||
shader->set("view", view);
|
||||
// shader->set("material", Material {
|
||||
// // .ambient = glm::vec3(1.0f, 0.5f, 0.31f),
|
||||
// .diffuse = glm::vec3(0.639216f, 0.635294f, 0.647059f),
|
||||
// .specular = glm::vec3(0.5f, 0.5f, 0.5f),
|
||||
// .shininess = 16.0f,
|
||||
// });
|
||||
shader->set("sunLight", DirLight {
|
||||
.direction = glm::vec3(-0.2f, -1.0f, -0.3f),
|
||||
.ambient = glm::vec3(0.2f, 0.2f, 0.2f),
|
||||
|
@ -152,15 +177,6 @@ void renderParts() {
|
|||
.specular = glm::vec3(1.0f, 1.0f, 1.0f),
|
||||
});
|
||||
shader->set("numPointLights", 0);
|
||||
// shader->set("pointLights[0]", PointLight {
|
||||
// .position = lightPos,
|
||||
// .ambient = glm::vec3(0.4f, 0.4f, 0.4f),
|
||||
// .diffuse = glm::vec3(1.0f, 1.0f, 1.0f),
|
||||
// .specular = glm::vec3(1.0f, 1.0f, 1.0f),
|
||||
// .constant = 1.0,
|
||||
// .linear = 0.9,
|
||||
// .quadratic = 0.32,
|
||||
// });
|
||||
studsTexture->activate(0);
|
||||
shader->set("studs", 0);
|
||||
|
||||
|
@ -172,36 +188,14 @@ void renderParts() {
|
|||
// Sort by nearest
|
||||
std::map<float, std::shared_ptr<BasePart>> sorted;
|
||||
for (auto it = gWorkspace()->GetDescendantsStart(); it != gWorkspace()->GetDescendantsEnd(); it++) {
|
||||
std::shared_ptr<Instance> inst = *it;
|
||||
if (inst->GetClass()->className != "Part") continue;
|
||||
std::shared_ptr<BasePart> part = std::dynamic_pointer_cast<BasePart>(inst);
|
||||
if (!it->IsA<BasePart>()) continue;
|
||||
std::shared_ptr<BasePart> part = std::dynamic_pointer_cast<BasePart>(*it);
|
||||
|
||||
if (part->transparency > 0.00001) {
|
||||
float distance = glm::length(glm::vec3(Vector3(camera.cameraPos) - part->position()));
|
||||
sorted[distance] = part;
|
||||
} else {
|
||||
glm::mat4 model = part->cframe;
|
||||
// if (part->name == "camera") model = camera.getLookAt();
|
||||
model = glm::scale(model, (glm::vec3)part->size);
|
||||
shader->set("model", model);
|
||||
shader->set("material", Material {
|
||||
.diffuse = part->color,
|
||||
.specular = glm::vec3(0.5f, 0.5f, 0.5f),
|
||||
.shininess = 16.0f,
|
||||
});
|
||||
glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model)));
|
||||
shader->set("normalMatrix", normalMatrix);
|
||||
shader->set("texScale", part->size);
|
||||
shader->set("transparency", part->transparency);
|
||||
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Right) + "]", (int)part->rightSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Top) + "]", (int)part->topSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Back) + "]", (int)part->backSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Left) + "]", (int)part->leftSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Bottom) + "]", (int)part->bottomSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Front) + "]", (int)part->frontSurface);
|
||||
|
||||
CUBE_MESH->bind();
|
||||
glDrawArrays(GL_TRIANGLES, 0, CUBE_MESH->vertexCount);
|
||||
renderPart(part);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -209,29 +203,7 @@ void renderParts() {
|
|||
// According to LearnOpenGL, std::map automatically sorts its contents.
|
||||
for (std::map<float, std::shared_ptr<BasePart>>::reverse_iterator it = sorted.rbegin(); it != sorted.rend(); it++) {
|
||||
std::shared_ptr<BasePart> part = it->second;
|
||||
glm::mat4 model = part->cframe;
|
||||
// if (part->name == "camera") model = camera.getLookAt();
|
||||
model = glm::scale(model, (glm::vec3)part->size);
|
||||
shader->set("model", model);
|
||||
shader->set("material", Material {
|
||||
.diffuse = part->color,
|
||||
.specular = glm::vec3(0.5f, 0.5f, 0.5f),
|
||||
.shininess = 16.0f,
|
||||
});
|
||||
glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model)));
|
||||
shader->set("normalMatrix", normalMatrix);
|
||||
shader->set("texScale", part->size);
|
||||
shader->set("transparency", part->transparency);
|
||||
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Right) + "]", (int)part->rightSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Top) + "]", (int)part->topSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Back) + "]", (int)part->backSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Left) + "]", (int)part->leftSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Bottom) + "]", (int)part->bottomSurface);
|
||||
shader->set("surfaces[" + std::to_string(NormalId::Front) + "]", (int)part->frontSurface);
|
||||
|
||||
CUBE_MESH->bind();
|
||||
glDrawArrays(GL_TRIANGLES, 0, CUBE_MESH->vertexCount);
|
||||
renderPart(part);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue