Files
fall-fever/src/Entity.cpp
2021-07-08 21:34:18 +02:00

185 lines
4.4 KiB
C++

#include "Entity.h"
#include "Mesh.h"
#include "Model.h"
#include "ShaderProgram.h"
#include "VertexArray.h"
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/matrix_transform.hpp>
uint32_t Entity::s_idCounter = 0;
Entity::Entity(Prototype prototype, Model *model, ShaderProgram *shaderProgram)
: m_uniqueName(prototype.name), m_model(model), m_shaderProgram(shaderProgram), m_id(s_idCounter++)
{
setPosition(prototype.position);
setRotation(prototype.rotation);
setScale(prototype.scale);
}
void Entity::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition)
{
m_shaderProgram->bind();
glm::mat4 modelViewProj = viewProjMatrix * m_modelMatrix;
m_shaderProgram->setUniform("u_modelViewProjMatrix", modelViewProj);
m_shaderProgram->setUniform("u_modelMatrix", m_modelMatrix);
glm::mat3 normalMatrix = glm::mat3(m_modelMatrix);
normalMatrix = glm::transpose(glm::inverse(normalMatrix));
m_shaderProgram->setUniform("u_normalMatrix", normalMatrix);
m_shaderProgram->setUniform("u_viewPosition", viewPosition);
// Draw the model
m_model->draw(m_shaderProgram);
m_shaderProgram->unbind();
}
void Entity::drawDirectionalShadows(glm::mat4 viewProjMatrix, ShaderProgram *p_shaderProgram)
{
p_shaderProgram->bind();
glm::mat4 modelViewProj = viewProjMatrix * m_modelMatrix;
p_shaderProgram->setUniform("u_modelViewProjMatrix", modelViewProj);
// Draw the model
m_model->drawWithoutTextures();
p_shaderProgram->unbind();
}
void Entity::drawPointShadows(ShaderProgram *p_shaderProgram)
{
p_shaderProgram->bind();
p_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;
}
Skybox::Skybox(Model *cubeModel, ShaderProgram *shaderProgram, const char *texturePseudoPath)
: m_cubeModel(cubeModel), m_shaderProgram(shaderProgram), m_cubeMap(texturePseudoPath),
m_vertexArray(cubeModel->getMesh(0)->getVertexArray())
{
// Empty
}
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);
m_cubeMap.bind(m_shaderProgram);
m_cubeModel->getMesh(0)->drawWithoutTextures();
m_cubeMap.unbind();
m_shaderProgram->unbind();
glDepthMask(GL_TRUE);
// Restore face culling
if (active) {
glEnable(GL_CULL_FACE);
} else {
glDisable(GL_CULL_FACE);
}
}