This commit is contained in:
2022-10-19 22:59:48 -07:00
parent acc9d798cb
commit 0033785251
20 changed files with 502 additions and 15 deletions

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@ -10,9 +10,11 @@ using namespace Dawn;
SceneItem::SceneItem(Scene &scene, sceneitemid_t id) :
scene(scene),
id(id)
id(id),
transform(1.0f)
{
this->id = id;
this->transform = glm::translate(this->transform, glm::vec3(0, 0, 0));
}
void SceneItem::init() {

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@ -18,6 +18,7 @@ namespace Dawn {
public:
Scene &scene;
sceneitemid_t id;
glm::mat4 transform;
/**
* Constructor for a SceneItem. Scene Items should only be called and

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@ -6,4 +6,5 @@
#pragma once
#include "scene/components/DummyComponent.hpp"
#include "scene/components/display/Camera.hpp"
#include "scene/components/display/MeshRenderer.hpp"
#include "scene/components/display/MeshRenderer.hpp"
#include "scene/components/display/Material.hpp"

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@ -7,5 +7,6 @@
target_sources(${DAWN_TARGET_NAME}
PRIVATE
Camera.cpp
Material.cpp
MeshRenderer.cpp
)

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@ -12,6 +12,7 @@ using namespace Dawn;
Camera::Camera(SceneItem &item) :
SceneItemComponent(item)
{
this->updateProjection();
}
void Camera::updateProjection() {
@ -38,6 +39,14 @@ void Camera::updateProjection() {
}
}
void Camera::lookAt(glm::vec3 pos, glm::vec3 look) {
this->lookAt(pos, look, glm::vec3(0, 1, 0));
}
void Camera::lookAt(glm::vec3 pos, glm::vec3 look, glm::vec3 up) {
this->item.transform = glm::lookAt(pos, look, up);
}
RenderTarget & Camera::getRenderTarget() {
if(this->target == nullptr) {
return this->getGame().renderManager.getBackBuffer();

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@ -44,6 +44,16 @@ namespace Dawn {
*/
void updateProjection();
void lookAt(glm::vec3 position, glm::vec3 look);
void lookAt(glm::vec3 position, glm::vec3 look, glm::vec3 up);
/**
* Returns the intended render target for this camera to render to, will
* automatically revert to the back buffer if no frame buffer is provided.
*
* @return The target render target framebuffer.
*/
RenderTarget & getRenderTarget();
/**

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@ -0,0 +1,68 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Material.hpp"
#include "scene/Scene.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
Material::Material(SceneItem &item) :
SceneItemComponent(item),
shader(item.scene.game.renderManager.getDefaultShader())
{
this->updateShaderParameters();
}
void Material::updateShaderParameters() {
std::cout << "Updating params" << std::endl;
this->colorValues.clear();
this->boolValues.clear();
this->parameters = this->shader->getParameters();
this->shader->setDefaultParameters(*this);
// We do need to validate these params at some point to make sure that the
// shader has actually bound them.
}
void Material::setShaderParameters() {
auto it = this->parameters.begin();
while(it != this->parameters.end()) {
switch(it->second) {
case SHADER_PARAMETER_TYPE_COLOR:
this->shader->setColor(it->first, this->colorValues[it->first]);
break;
case SHADER_PARAMETER_TYPE_MATRIX:
this->shader->setMatrix(it->first, this->matrixValues[it->first]);
break;
case SHADER_PARAMETER_TYPE_BOOLEAN:
this->shader->setBoolean(it->first, this->boolValues[it->first]);
break;
case SHADER_PARAMETER_TYPE_VECTOR3:
this->shader->setVector3(it->first, this->vec3Values[it->first]);
break;
default:
throw "An unsupported or invalid shader parameter type was supplied.";
}
++it;
}
}
std::shared_ptr<Shader> Material::getShader() {
return this->shader;
}
void Material::setShader(std::shared_ptr<Shader> shader) {
this->shader = shader;
this->updateShaderParameters();
}
void Material::start() {
}

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@ -0,0 +1,39 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "display/shader/Shader.hpp"
namespace Dawn {
class Shader;
class Material : public SceneItemComponent {
friend class RenderPipeline;
private:
std::shared_ptr<Shader> shader;
void updateShaderParameters();
public:
std::map<shaderparameter_t, enum ShaderParameterType> parameters;
std::map<shaderparameter_t, struct Color> colorValues;
std::map<shaderparameter_t, bool_t> boolValues;
std::map<shaderparameter_t, glm::mat4> matrixValues;
std::map<shaderparameter_t, glm::vec3> vec3Values;
Material(SceneItem &item);
std::shared_ptr<Shader> getShader();
void setShader(std::shared_ptr<Shader> shader);
void setShaderParameters();
void start() override;
};
}