Refactoring...

This commit is contained in:
2021-07-25 21:21:54 +02:00
parent 87c60187bf
commit 4927720c29
27 changed files with 320 additions and 336 deletions

View File

@@ -9,15 +9,95 @@
uint32_t Entity::s_idCounter = 0;
Entity::Entity(Prototype prototype, Model *model, ShaderProgram *shaderProgram)
: m_id(s_idCounter++), m_uniqueName(prototype.name), m_model(model), m_shaderProgram(shaderProgram)
Entity::Entity(const std::string &name) : m_id(s_idCounter++), m_uniqueName(name)
{}
Entity::~Entity()
{}
uint32_t Entity::getId() const
{
return m_id;
}
const std::string &Entity::getUniqueName() const
{
return m_uniqueName;
}
void Entity::translate(glm::vec3 vector)
{
m_position += vector;
updateModelMatrix();
}
void Entity::rotate(glm::vec3 axis, float radians)
{
glm::quat rotation = glm::angleAxis(radians, axis);
m_quaternion = rotation * m_quaternion;
updateModelMatrix();
}
void Entity::setPosition(glm::vec3 position)
{
m_position = position;
updateModelMatrix();
}
void Entity::setRotation(glm::vec3 eulerAngles)
{
m_quaternion = glm::quat(eulerAngles);
updateModelMatrix();
}
void Entity::setRotation(glm::vec3 axis, float radians)
{
m_quaternion = glm::angleAxis(radians, axis);
updateModelMatrix();
}
void Entity::setScale(float scale)
{
m_scale = scale;
updateModelMatrix();
}
void Entity::updateModelMatrix()
{
// Translate * Rotate * Scale * vertex_vec;
// First scaling, then rotation, then translation
// Translate
glm::mat4 translationMatrix = glm::translate(glm::mat4(1.0f), m_position);
// Rotate
glm::mat4 rotationMatrix = glm::toMat4(m_quaternion);
// Scale
glm::mat4 scaleMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(m_scale, m_scale, m_scale));
m_modelMatrix = translationMatrix * rotationMatrix * scaleMatrix;
}
glm::vec3 Entity::getPosition() const
{
return m_position;
}
glm::mat4 Entity::getModelMatrix() const
{
return m_modelMatrix;
}
ModelEntity::ModelEntity(Prototype prototype, Model *model, ShaderProgram *shaderProgram)
: Entity(prototype.name), m_model(model), m_shaderProgram(shaderProgram)
{
setPosition(prototype.position);
setRotation(prototype.rotation);
setScale(prototype.scale);
}
void Entity::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition)
void ModelEntity::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition)
{
m_shaderProgram->bind();
@@ -37,113 +117,29 @@ void Entity::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition)
m_shaderProgram->unbind();
}
void Entity::drawDirectionalShadows(glm::mat4 viewProjMatrix, ShaderProgram *p_shaderProgram)
void ModelEntity::drawDirectionalShadows(glm::mat4 viewProjMatrix, ShaderProgram *shaderProgram)
{
p_shaderProgram->bind();
shaderProgram->bind();
glm::mat4 modelViewProj = viewProjMatrix * m_modelMatrix;
p_shaderProgram->setUniform("u_modelViewProjMatrix", modelViewProj);
shaderProgram->setUniform("u_modelViewProjMatrix", modelViewProj);
// Draw the model
m_model->drawWithoutTextures();
p_shaderProgram->unbind();
shaderProgram->unbind();
}
void Entity::drawPointShadows(ShaderProgram *p_shaderProgram)
void ModelEntity::drawPointShadows(ShaderProgram *shaderProgram)
{
p_shaderProgram->bind();
shaderProgram->bind();
p_shaderProgram->setUniform("u_modelMatrix", m_modelMatrix);
shaderProgram->setUniform("u_modelMatrix", m_modelMatrix);
// Draw the model
m_model->drawWithoutTextures();
p_shaderProgram->unbind();
}
void Entity::translate(glm::vec3 vector)
{
m_position += vector;
updateModelMatrix();
}
void Entity::rotate(glm::vec3 axis, float radians)
{
glm::quat rotation = glm::angleAxis(radians, axis);
m_quaternion = rotation * m_quaternion;
updateModelMatrix();
}
void Entity::setPosition(glm::vec3 position)
{
this->m_position = position;
updateModelMatrix();
}
void Entity::setRotation(glm::vec3 eulerAngles)
{
m_quaternion = glm::quat(eulerAngles);
updateModelMatrix();
}
void Entity::setRotation(glm::vec3 axis, float radians)
{
m_quaternion = glm::angleAxis(radians, axis);
updateModelMatrix();
}
void Entity::setScale(float scaleFactor)
{
m_modelScale = scaleFactor;
updateModelMatrix();
}
void Entity::updateModelMatrix()
{
// Translate * Rotate * Scale * vertex_vec;
// First scaling, then rotation, then translation
// Translate
glm::mat4 translationMatrix = glm::translate(glm::mat4(1.0f), m_position);
// Rotate
glm::mat4 rotationMatrix = glm::toMat4(m_quaternion);
// Scale
glm::mat4 scaleMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(m_modelScale, m_modelScale, m_modelScale));
m_modelMatrix = translationMatrix * rotationMatrix * scaleMatrix;
}
void Entity::setIsLightSource(bool temp)
{
m_isLightSource = temp;
}
uint32_t Entity::getId()
{
return m_id;
}
std::string Entity::getUniqueName()
{
return m_uniqueName;
}
glm::vec3 Entity::getPosition()
{
return m_position;
}
glm::mat4 Entity::getModelMatrix()
{
return m_modelMatrix;
}
bool Entity::getIsLightSource()
{
return m_isLightSource;
shaderProgram->unbind();
}
Skybox::Skybox(Prototype prototype, Model *cubeModel, ShaderProgram *shaderProgram)