Files
fall-fever/src/Entity.cpp

162 lines
3.9 KiB
C++

#include "Entity.h"
#include "Mesh.h"
#include "ShaderProgram.h"
#include "VertexArray.h"
#include "resources/Model.h"
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/matrix_transform.hpp>
uint32_t Entity::s_idCounter = 0;
Entity::Entity(const std::string &name) : m_id(s_idCounter++), m_uniqueName(name)
{
}
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(Entity::Prototype prototype, Model const &model, ShaderProgram const &shaderProgram)
: Entity(prototype.name), m_model(model), m_shaderProgram(shaderProgram)
{
setPosition(prototype.position);
setRotation(prototype.rotation);
setScale(prototype.scale);
}
void ModelEntity::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition) const
{
m_shaderProgram.bind();
glm::mat4 modelViewProj = viewProjMatrix * m_modelMatrix;
m_shaderProgram.setUniform("u_modelViewProjMatrix", modelViewProj);
m_shaderProgram.setUniform("u_modelMatrix", m_modelMatrix);
m_shaderProgram.setUniform("u_viewPosition", viewPosition);
// Draw the model
m_model.draw(m_shaderProgram);
m_shaderProgram.unbind();
}
Skybox::Skybox(Prototype prototype, Model *cubeModel, ShaderProgram *shaderProgram)
: m_cubeModel(cubeModel), m_shaderProgram(shaderProgram), m_vertexArray(cubeModel->getMesh(0)->getVertexArray())
{
// m_cubeMap =
// ResourceHandler::instance().registerResource<TextureCubeMap>(TextureCubeMapDescriptor{prototype.texturePath});
}
Skybox::~Skybox()
{
// delete m_cubeMap;
}
void Skybox::initializeOnGPU()
{
// m_cubeMap->initializeOnGPU();
}
void Skybox::draw(glm::mat4 viewMatrix, glm::mat4 projectionMatrix)
{
// To disable face culling first get current state
GLboolean active;
glGetBooleanv(GL_CULL_FACE_MODE, &active);
glDisable(GL_CULL_FACE);
glDepthMask(GL_FALSE);
m_shaderProgram->bind();
// Delete any translation from the skybox cube
glm::mat4 viewProjectionMatrix = projectionMatrix * glm::mat4(glm::mat3(viewMatrix));
m_shaderProgram->setUniform("u_viewProjectionMatrix", viewProjectionMatrix);
// auto cubeMap = std::static_pointer_cast<TextureCubeMap>(ResourceHandler::instance().resource(m_cubeMap));
// cubeMap->bind(m_shaderProgram);
// m_cubeModel->getMesh(0)->drawWithoutTextures();
// cubeMap->unbind();
m_shaderProgram->unbind();
glDepthMask(GL_TRUE);
// Restore face culling
if (active) {
glEnable(GL_CULL_FACE);
} else {
glDisable(GL_CULL_FACE);
}
}