Raster render updates
This commit is contained in:
parent
543534bf61
commit
0b279163de
10 changed files with 121 additions and 39 deletions
|
|
@ -7,5 +7,6 @@ uniform mat4 Basis;
|
|||
uniform mat4 Camera;
|
||||
|
||||
void main() {
|
||||
gl_Position = Camera * vec4(Point.xyz, 1.0);
|
||||
vec4 transformed = (Basis * vec4(Point.xyz, 1.0)) + Origin;
|
||||
gl_Position = Camera * transformed;
|
||||
}
|
||||
7
3DEditor/rsc/shaders/solid.frag
Normal file
7
3DEditor/rsc/shaders/solid.frag
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main() {
|
||||
FragColor = vec4(1, 0, 0, 1.f);
|
||||
}
|
||||
|
|
@ -117,16 +117,20 @@ void Camera::rotate(halnf angleX, halnf angleY) {
|
|||
Vec3F wup(0, 0, 1);
|
||||
mPos -= mTarget;
|
||||
|
||||
mat3f rotZ = mat3f::rotatorDir(wup, angleX);
|
||||
Mat3F rotZ = Mat3F::rotatorDir(wup, angleX);
|
||||
mPos = rotZ * mPos;
|
||||
mUp = rotZ * mUp;
|
||||
|
||||
Vec3F f = mPos.unitV();
|
||||
Vec3F s = mUp * f;
|
||||
|
||||
mPos = mat3f::rotatorDir(s, -angleY) * mPos;
|
||||
mPos = Mat3F::rotatorDir(s, -angleY) * mPos;
|
||||
|
||||
mPos += mTarget;
|
||||
|
||||
lookAtPoint(mTarget, mPos, mUp);
|
||||
}
|
||||
|
||||
void Camera::setPos(Vec3F pos) {
|
||||
mPos = pos;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -18,6 +18,7 @@ namespace tp {
|
|||
void setRatio(halnf ratio);
|
||||
void setFOV(halnf fov);
|
||||
void setFar(halnf far);
|
||||
void setPos(Vec3F pos);
|
||||
|
||||
[[nodiscard]] const Vec3F& getPos() const;
|
||||
[[nodiscard]] const Vec3F& getTarget() const;
|
||||
|
|
|
|||
|
|
@ -495,8 +495,8 @@ namespace tp {
|
|||
};
|
||||
|
||||
template <typename Type>
|
||||
using mat3 = Mat<Type, 3, 3>;
|
||||
using mat3f = mat3<halnf>;
|
||||
using Mat3 = Mat<Type, 3, 3>;
|
||||
using Mat3F = Mat3<halnf>;
|
||||
|
||||
template <typename Type>
|
||||
class Mat<Type, 3, 3> {
|
||||
|
|
@ -647,22 +647,22 @@ namespace tp {
|
|||
|
||||
Mat inv() { return cofactors() /= det(); }
|
||||
|
||||
Mat rotatorX(alnf angle) {
|
||||
Mat rotatorX(alnf angle) const {
|
||||
alnf cosA = (alnf) cos(angle);
|
||||
alnf sinA = (alnf) sin(angle);
|
||||
return { { 1, 0, 0 }, { 0, cosA, -sinA }, { 0, sinA, cosA } };
|
||||
}
|
||||
|
||||
Mat rotatorY(alnf angle) {
|
||||
Mat rotatorY(alnf angle) const {
|
||||
alnf cosA = (alnf) cos(angle);
|
||||
alnf sinA = (alnf) sin(angle);
|
||||
return { { cosA, 0, sinA }, { 0, 1, 0 }, { -sinA, 0, cosA } };
|
||||
}
|
||||
|
||||
Mat rotatorZ(alnf angle) {
|
||||
alnf cosA = (alnf) cos(angle);
|
||||
alnf sinA = (alnf) sin(angle);
|
||||
return { { cosA, -sinA, 0 }, { sinA, cosA, 0 }, { 0, 0, 1 } };
|
||||
static Mat rotatorZ(alnf angle) {
|
||||
Type cosA = (Type) cos(angle);
|
||||
Type sinA = (Type) sin(angle);
|
||||
return { vec{ cosA, -sinA, 0 }, vec{ sinA, cosA, 0 }, vec{ 0, 0, 1 } };
|
||||
}
|
||||
|
||||
static Mat rotatorDir(vec dir, alnf angle) {
|
||||
|
|
@ -707,4 +707,14 @@ namespace tp {
|
|||
|
||||
Type det() { return Type(); }
|
||||
};
|
||||
|
||||
template<typename Type>
|
||||
Mat<Type, 4, 4> toMat4(const Mat<Type, 3, 3>& in) {
|
||||
Mat<Type, 4, 4> out;
|
||||
out[0] = { in[0][0], in[0][1], in[0][2], 0 };
|
||||
out[1] = { in[1][0], in[1][1], in[1][2], 0 };
|
||||
out[2] = { in[2][0], in[2][1], in[2][2], 0 };
|
||||
out[3] = Type(1);
|
||||
return out;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -30,7 +30,7 @@ namespace tp {
|
|||
|
||||
struct Topology {
|
||||
Vec3F Origin = { 0, 0, 0 };
|
||||
mat3f Basis = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 } };
|
||||
Mat3F Basis = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 } };
|
||||
|
||||
Buffer<Vec3F> Points;
|
||||
Buffer<Vec3F> Normals;
|
||||
|
|
|
|||
|
|
@ -110,6 +110,13 @@ namespace tp {
|
|||
return *this;
|
||||
}
|
||||
|
||||
Vec& operator=(Type val) {
|
||||
for (ualni i = 0; i < tSize; i++) {
|
||||
get(i) = val;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
void assign(Type val) {
|
||||
for (ualni i = 0; i < tSize; i++) {
|
||||
get(i) = val;
|
||||
|
|
@ -576,4 +583,14 @@ namespace tp {
|
|||
|
||||
using Vec4F = Vec4<halnf>;
|
||||
using Vec4I = Vec4<halni>;
|
||||
|
||||
template <typename Type>
|
||||
Vec<Type, 4> toVec4(const Vec<Type, 3>& in) {
|
||||
Vec<Type, 4> out;
|
||||
out[0] = in[0];
|
||||
out[1] = in[1];
|
||||
out[2] = in[2];
|
||||
out[3] = 0;
|
||||
return out;
|
||||
}
|
||||
}
|
||||
|
|
@ -102,7 +102,7 @@ void RenderBuffer::setViewport(const RectF& viewport) {
|
|||
|
||||
void RenderBuffer::clear() {
|
||||
AssertGL(glClearColor(mClearCol.r, mClearCol.g, mClearCol.b, mClearCol.a));
|
||||
AssertGL(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
|
||||
AssertGL(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
|
||||
}
|
||||
|
||||
void RenderBuffer::endDraw() {
|
||||
|
|
|
|||
|
|
@ -7,6 +7,7 @@ RasterRender::RasterRender() :
|
|||
mRenderBuffer({ 100, 100 })
|
||||
{
|
||||
mDefaultShader.load("rsc/shaders/default.vert", nullptr, "rsc/shaders/default.frag", true);
|
||||
mSolidShader.load("rsc/shaders/default.vert", nullptr, "rsc/shaders/solid.frag", true);
|
||||
}
|
||||
|
||||
RasterRender::~RasterRender() {}
|
||||
|
|
@ -15,6 +16,62 @@ uint4 RasterRender::getRenderBufferID() { return mRenderBuffer.texId(); }
|
|||
|
||||
Vec2F RasterRender::getBufferSize() { return mRenderBuffer.getSize(); }
|
||||
|
||||
void RasterRender::bindCameraShaderAttributes(Mat4F cameraMat) {
|
||||
static auto camera = (GLint) mDefaultShader.getu("Camera");
|
||||
glUniformMatrix4fv(camera, 1, true, &cameraMat[0][0]);
|
||||
}
|
||||
|
||||
void RasterRender::bindObjectShaderAttributes(const Object& object) {
|
||||
static auto origin = (GLint) mDefaultShader.getu("Origin");
|
||||
static auto basis = (GLint) mDefaultShader.getu("Basis");
|
||||
|
||||
Mat4F basisMat = toMat4(object.mTopology.Basis);
|
||||
Vec4F originPoint = toVec4(object.mTopology.Origin);
|
||||
|
||||
glUniform4fv(origin, 1, &originPoint[0]);
|
||||
glUniformMatrix4fv(basis, 1, false, &basisMat[0][0]);
|
||||
}
|
||||
|
||||
void RasterRender::renderDefault(const Scene& geometry) {
|
||||
mDefaultShader.bind();
|
||||
|
||||
Mat4F cameraMat = geometry.mCamera.calculateTransformationMatrix();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// glPolygonMode(GL_FRONT, GL_LINE);
|
||||
// glPolygonMode(GL_BACK, GL_LINE);
|
||||
|
||||
// auto rotator = Mat3F::rotatorZ(alnf(0.001));
|
||||
|
||||
bindCameraShaderAttributes(cameraMat);
|
||||
|
||||
for (auto object : geometry.mObjects) {
|
||||
// object->mTopology.Origin += 0.01;
|
||||
// object->mTopology.Basis = rotator * object->mTopology.Basis;
|
||||
|
||||
bindObjectShaderAttributes(object.data());
|
||||
object->mGUPBuffers->drawCall();
|
||||
}
|
||||
|
||||
mDefaultShader.unbind();
|
||||
}
|
||||
|
||||
void RasterRender::renderOutline(const Camera& camera, const Object& object) {
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
|
||||
mSolidShader.bind();
|
||||
|
||||
bindCameraShaderAttributes(camera.calculateTransformationMatrix());
|
||||
bindObjectShaderAttributes(object);
|
||||
|
||||
object.mGUPBuffers->drawCall();
|
||||
|
||||
mSolidShader.unbind();
|
||||
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
}
|
||||
|
||||
void RasterRender::render(const Scene& geometry, const Vec2<ualni>& size) {
|
||||
|
||||
for (auto object : geometry.mObjects) {
|
||||
|
|
@ -28,33 +85,9 @@ void RasterRender::render(const Scene& geometry, const Vec2<ualni>& size) {
|
|||
mRenderBuffer.beginDraw();
|
||||
mRenderBuffer.clear();
|
||||
|
||||
mDefaultShader.bind();
|
||||
|
||||
Mat4F cameraMat = geometry.mCamera.calculateTransformationMatrix();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// glPolygonMode(GL_FRONT, GL_LINE);
|
||||
// glPolygonMode(GL_BACK, GL_LINE);
|
||||
|
||||
for (auto object : geometry.mObjects) {
|
||||
|
||||
static auto origin = (GLint) mDefaultShader.getu("Origin");
|
||||
static auto basis = (GLint) mDefaultShader.getu("Basis");
|
||||
static auto camera = (GLint) mDefaultShader.getu("Camera");
|
||||
|
||||
Mat4F basisMat;
|
||||
Vec4F originPoint;
|
||||
|
||||
glUniform4fv(origin, 1, &originPoint[0]);
|
||||
glUniformMatrix4fv(basis, 1, false, &basisMat[0][0]);
|
||||
glUniformMatrix4fv(camera, 1, true, &cameraMat[0][0]);
|
||||
|
||||
object->mGUPBuffers->drawCall();
|
||||
}
|
||||
|
||||
mDefaultShader.unbind();
|
||||
renderDefault(geometry);
|
||||
|
||||
// if (geometry.mObjects.size()) renderOutline(geometry.mCamera, geometry.mObjects.first());
|
||||
|
||||
// glPolygonMode(GL_FRONT, GL_FILL);
|
||||
// glPolygonMode(GL_BACK, GL_FILL);
|
||||
|
|
|
|||
|
|
@ -17,8 +17,17 @@ namespace tp {
|
|||
RenderBuffer* getRenderBuffer();
|
||||
Vec2F getBufferSize();
|
||||
|
||||
private:
|
||||
void renderDefault(const Scene& geometry);
|
||||
void renderOutline(const Camera& camera, const Object& object);
|
||||
|
||||
void bindObjectShaderAttributes(const Object& object);
|
||||
void bindCameraShaderAttributes(Mat4F cameraMat);
|
||||
|
||||
private:
|
||||
RenderBuffer mRenderBuffer;
|
||||
|
||||
RenderShader mDefaultShader;
|
||||
RenderShader mSolidShader;
|
||||
};
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue