feat: improve fps controller / add fog and ambient light to the scene
This commit is contained in:
+166
-33
@@ -7,10 +7,12 @@
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#include <destrum/Graphics/Managers/LineRenderingManager.h>
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#include <destrum/Graphics/Managers/QuadRenderingManager.h>
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#include "glm/gtc/constants.hpp"
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#include "glm/gtc/quaternion.hpp"
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#include "glm/gtx/transform.hpp"
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#include "spdlog/spdlog.h"
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#include <destrum/Components/Physics/Rigidbody.h>
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#include <destrum/Components/Physics/BoxCollider.h>
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#include <destrum/Components/Physics/CapsuleCollider.h>
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#include <destrum/Scene/Scene.h>
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#include <destrum/Serialization/SceneSerializer.h>
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@@ -53,6 +55,55 @@ namespace {
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const std::filesystem::path path{value};
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return path.is_absolute() ? path : exeDir / path;
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}
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// Box centered on the origin. UVs are in meters, so tiling textures keep the same size on every box
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CPUMesh MakeBoxMesh(const glm::vec3& size)
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{
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struct Face {
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glm::vec3 normal;
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glm::vec3 tangent;
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};
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constexpr std::array<Face, 6> faces{{
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{{1.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}},
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{{-1.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
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{{0.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
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{{0.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
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{{0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
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{{0.0f, 0.0f, -1.0f}, {-1.0f, 0.0f, 0.0f}},
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}};
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constexpr std::array<glm::vec2, 4> corners{{
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{-1.0f, -1.0f}, {1.0f, -1.0f}, {1.0f, 1.0f}, {-1.0f, 1.0f},
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}};
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CPUMesh mesh{};
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mesh.name = "Box";
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mesh.minPos = -size * 0.5f;
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mesh.maxPos = size * 0.5f;
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for (const Face& face : faces) {
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const glm::vec3 bitangent = glm::cross(face.normal, face.tangent);
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const float width = glm::dot(glm::abs(face.tangent), size);
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const float height = glm::dot(glm::abs(bitangent), size);
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const auto first = static_cast<std::uint32_t>(mesh.vertices.size());
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for (const glm::vec2& corner : corners) {
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// v runs against the bitangent so images are upright on the side faces (w = -1 to match)
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mesh.vertices.push_back(CPUMesh::Vertex{
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.position = (face.normal + face.tangent * corner.x + bitangent * corner.y) * size * 0.5f,
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.uv_x = (corner.x + 1.0f) * 0.5f * width,
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.normal = face.normal,
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.uv_y = (1.0f - corner.y) * 0.5f * height,
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.tangent = glm::vec4{face.tangent, -1.0f},
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});
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}
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for (const std::uint32_t index : {0u, 1u, 2u, 0u, 2u, 3u}) {
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mesh.indices.push_back(first + index);
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}
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}
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return mesh;
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}
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}
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LightKeeper::LightKeeper() : App()
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@@ -88,12 +139,25 @@ void LightKeeper::customInit()
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camera.SetRotation(glm::radians(glm::vec2(90.f, 0.f)));
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auto& scene = SceneManager::GetInstance().CreateScene("Main");
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scene.GetEnvironment().fogDensity = 0.01f;
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// Directional lights shine down their local -Z: tilt it 50 degrees down, then turn it around the up axis
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const auto sunObj = scene.CreateGameObject("Sun");
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sunObj->GetTransform().SetWorldPosition(glm::vec3(0.f, 10.f, 0.f));
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sunObj->GetTransform().SetWorldRotation(
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glm::angleAxis(glm::radians(35.f), glm::vec3{0.f, 1.f, 0.f}) *
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glm::angleAxis(glm::radians(-50.f), glm::vec3{1.f, 0.f, 0.f}));
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auto* sun = sunObj->AddComponent<LightComponent>(LightType::Directional);
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sun->SetColor(glm::vec3{1.0f, 0.95f, 0.85f});
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sun->SetIntensity(3.0f);
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sun->SetCastShadows(true);
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// scene.Add(testCube);
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// const auto skyboxID = AssetFS::GetInstance().GetFullPath("engine://textures/skybox.jpg");
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// const auto skyboxID = AssetFS::GetInstance().GetFullPath("engine://textures/mars.jpg");
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const auto skyboxID = AssetFS::GetInstance().GetCookedPathForFile("game://starmap_2020_4k.exr");
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// const auto skyboxID = AssetFS::GetInstance().GetCookedPathForFile("game://starmap_2020_4k.exr");
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const auto skyboxID = AssetFS::GetInstance().GetCookedPathForFile("engine://DJI_0001_stitch.jpg");
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//
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// const auto skyboxID = AssetFS::GetInstance().GetFullPath("engine://textures/test-skybox.png");
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//
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@@ -136,11 +200,71 @@ void LightKeeper::customInit()
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planeMeshComp->SetMaterialID(planeMaterialID);
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planeObj->GetTransform().SetWorldPosition(glm::vec3(0.f, -1.0f, 0.f));
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planeObj->GetTransform().SetWorldScale(glm::vec3(10.f, 1.f, 10.f));
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planeObj->AddComponent<BoxCollider>(glm::vec3{10.0f, 0.5f, 10.0f});
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auto* floorRb = planeObj->AddComponent<Rigidbody>();
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floorRb->SetType(RigidbodyType::Static);
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scene.GetPhysics().RegisterGameObject(*planeObj);
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// Kenney prototype textures, texture_01 is a 1 x 1 meter grid
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const auto addPrototypeMaterial = [&](const std::string& color, float roughness)
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{
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Material material = Material::SimpleColor(glm::vec3{1.0f}, "Prototype" + color);
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material.roughnessFactor = roughness;
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material.textureFilteringMode = TextureFilteringMode::Anisotropic;
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material.diffuseTexture = resources.loadImageFromFile(
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gfxDevice, AssetFS::GetInstance().GetFullPath("engine://kenny/" + color + "/texture_01.png"));
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return resources.materials().addMaterial(std::move(material));
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};
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const auto createBox = [&](const std::string& name, const glm::vec3& position, const glm::vec3& size,
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MaterialID materialID, RigidbodyType type)
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{
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const auto box = scene.CreateGameObject(name);
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box->GetTransform().SetWorldPosition(position);
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const auto boxMeshComp = box->AddComponent<MeshRendererComponent>();
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boxMeshComp->SetMeshID(resources.meshes().addMesh(gfxDevice, MakeBoxMesh(size)));
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boxMeshComp->SetMaterialID(materialID);
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box->AddComponent<BoxCollider>(size * 0.5f);
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auto* boxRb = box->AddComponent<Rigidbody>();
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boxRb->SetType(type);
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boxRb->SetMass(10.0f);
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scene.GetPhysics().RegisterGameObject(*box);
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return box;
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};
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// The plane mesh is flat at y = 0, so the floor collider sits right below it
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const auto groundObj = scene.CreateGameObject("GroundCollider");
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groundObj->GetTransform().SetWorldPosition(glm::vec3(0.f, -1.5f, 0.f));
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groundObj->AddComponent<BoxCollider>(glm::vec3{10.0f, 0.5f, 10.0f});
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groundObj->AddComponent<Rigidbody>()->SetType(RigidbodyType::Static);
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scene.GetPhysics().RegisterGameObject(*groundObj);
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// Parkour course, every platform is reachable with a jump from the previous one
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const MaterialID platformMaterial = addPrototypeMaterial("Orange", 0.6f);
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const MaterialID goalMaterial = addPrototypeMaterial("Green", 0.6f);
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const MaterialID wallMaterial = addPrototypeMaterial("Dark", 0.9f);
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const MaterialID crateMaterial = addPrototypeMaterial("Purple", 0.35f);
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const auto createPlatform = [&](const std::string& name, const glm::vec3& center, float top, const glm::vec3& size,
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MaterialID materialID)
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{
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const float height = top - (-1.0f);
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createBox(name, glm::vec3{center.x, top - height * 0.5f, center.z}, glm::vec3{size.x, height, size.z},
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materialID, RigidbodyType::Static);
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};
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createPlatform("Parkour_Step", {0.0f, 0.0f, 4.0f}, -0.5f, {2.0f, 0.0f, 2.0f}, platformMaterial);
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createPlatform("Parkour_Block", {0.0f, 0.0f, 7.0f}, 0.4f, {2.0f, 0.0f, 2.0f}, platformMaterial);
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createPlatform("Parkour_Pillar1", {3.5f, 0.0f, 8.5f}, 1.2f, {1.5f, 0.0f, 1.5f}, platformMaterial);
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createPlatform("Parkour_Pillar2", {6.5f, 0.0f, 7.5f}, 2.0f, {1.2f, 0.0f, 1.2f}, platformMaterial);
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createBox("Parkour_Beam", {6.5f, 1.85f, 4.0f}, {0.6f, 0.3f, 5.0f}, platformMaterial, RigidbodyType::Static);
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createPlatform("Parkour_Goal", {6.5f, 0.0f, -0.5f}, 2.8f, {2.5f, 0.0f, 2.5f}, goalMaterial);
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createBox("Wall", {-5.0f, 0.5f, 0.0f}, {0.5f, 3.0f, 8.0f}, wallMaterial, RigidbodyType::Static);
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createBox("LowWall", {-2.5f, -0.6f, -4.0f}, {4.0f, 0.8f, 0.4f}, wallMaterial, RigidbodyType::Static);
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for (int i = 0; i < 4; ++i)
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{
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createBox("Crate" + std::to_string(i),
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{-2.5f, -0.6f + 0.81f * static_cast<float>(i), 2.0f},
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glm::vec3{0.8f}, crateMaterial, RigidbodyType::Dynamic);
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}
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const auto helmetObj = scene.CreateGameObject("FlightHelmet");
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helmetObj->GetTransform().SetWorldPosition(glm::vec3(2.f, -1.f, 0.f));
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@@ -521,12 +645,15 @@ void LightKeeper::customInit()
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// orbit->SetPivotPosition(glm::vec3{0.0f, -0.25f, 0.0f});
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// }
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// auto playerObj = scene.CreateGameObject("Player");
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// playerObj->GetTransform().SetWorldPosition(glm::vec3(0.0f, 2.0f, -5.0f));
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// auto* fps = playerObj->AddComponent<FirstPersonController>();
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// m_Player = playerObj;
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// m_FPSController = fps;
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// scene.GetPhysics().RegisterGameObject(*playerObj);
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auto playerObj = scene.CreateGameObject("Player");
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playerObj->GetTransform().SetWorldPosition(glm::vec3(0.0f, 0.0f, -6.0f));
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playerObj->AddComponent<CapsuleCollider>(0.4f, 1.8f);
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playerObj->AddComponent<Rigidbody>();
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auto* fps = playerObj->AddComponent<FirstPersonController>();
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fps->SetYaw(glm::half_pi<float>());
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m_Player = playerObj;
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m_FPSController = fps;
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scene.GetPhysics().RegisterGameObject(*playerObj);
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const auto texPath = AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png");
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texID = resources.loadImageFromFile(gfxDevice, texPath);
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@@ -540,16 +667,7 @@ void LightKeeper::customUpdate(float dt)
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{
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// LightKeeper owns a camera that hides App::camera; update this instance
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// after SDL events have been consumed.
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if (m_FPSController != nullptr && m_FPSController->IsMouseCaptured())
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{
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auto& playerTransform = m_Player->GetTransform();
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const glm::vec3 playerPos = playerTransform.GetWorldPosition();
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camera.SetRotation(m_FPSController->GetYaw(), m_FPSController->GetPitch());
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camera.m_position = playerPos + glm::vec3(0.0f, m_FPSController->GetEyeHeight(), 0.0f);
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camera.CalculateViewMatrix();
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camera.CalculateProjectionMatrix();
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}
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else if (getSceneCamera() == nullptr)
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if (!isPlayerViewActive() && getSceneCamera() == nullptr)
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{
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camera.Update(dt);
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}
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@@ -591,6 +709,11 @@ void LightKeeper::customUpdate(float dt)
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}
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bool LightKeeper::isPlayerViewActive() const
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{
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return m_FPSController != nullptr && m_FPSController->IsMouseCaptured();
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}
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CameraComponent* LightKeeper::getSceneCamera() const
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{
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const auto& activeScenes = SceneManager::GetInstance().GetActiveScenes();
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@@ -809,19 +932,32 @@ void LightKeeper::customDraw()
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glm::vec2{100.0f, 100.0f}, glm::vec2{200.0f, 200.0f}, 0.0f,
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glm::vec4{1.0f}, texID);
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CameraComponent* sceneCamera = getSceneCamera();
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// The player camera is placed here, after the fixed steps, so it can be interpolated between them
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if (isPlayerViewActive())
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{
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camera.SetRotation(m_FPSController->GetYaw(), m_FPSController->GetPitch());
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camera.m_position = m_FPSController->GetEyePosition();
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camera.CalculateViewMatrix();
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camera.CalculateProjectionMatrix();
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}
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CameraComponent* sceneCamera = isPlayerViewActive() ? nullptr : getSceneCamera();
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Camera& viewCamera = sceneCamera != nullptr ? sceneCamera->GetCamera(camera.GetAspectRatio()) : camera;
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const SceneEnvironment& environment = SceneManager::GetInstance().GetCurrentScene().GetEnvironment();
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const GameRenderer::SceneData sceneData{
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.camera = viewCamera,
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.ambientColor = environment.ambientColor,
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.ambientIntensity = environment.ambientIntensity,
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.fogColor = environment.fogColor,
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.fogDensity = environment.fogDensity,
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.skyboxRotation = environment.skyboxRotation,
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};
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const RenderContext ctx{
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.renderer = renderer,
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.camera = viewCamera,
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.sceneData = {
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.camera = viewCamera,
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.ambientColor = glm::vec3(0.1f),
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.ambientIntensity = 0.5f,
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.fogColor = glm::vec3(0.5f),
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.fogDensity = 0.01f
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}
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.sceneData = sceneData,
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};
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SceneManager::GetInstance().Render(ctx);
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@@ -829,10 +965,7 @@ void LightKeeper::customDraw()
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const auto& drawImage = renderer.getDrawImage();
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renderer.draw(
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cmd, gfxDevice, viewCamera, GameRenderer::SceneData{
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viewCamera, glm::vec3(0.1f), 0.5f, glm::vec3(0.5f), 0.01f
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});
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renderer.draw(cmd, gfxDevice, viewCamera, sceneData);
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gfxDevice.endFrame(
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cmd, drawImage, {
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