MODEL LOADING BABY WORKS
This commit is contained in:
@@ -11,3 +11,15 @@ endif()
|
||||
add_subdirectory(destrum)
|
||||
add_subdirectory(lightkeeper)
|
||||
add_subdirectory(TheChef)
|
||||
|
||||
add_custom_target(CleanupAssets)
|
||||
add_dependencies(CleanupAssets
|
||||
_internal_clean_game_assets
|
||||
_internal_clean_engine_assets
|
||||
)
|
||||
|
||||
add_custom_target(CookAssets)
|
||||
add_dependencies(CookAssets
|
||||
_internal_cook_game_assets
|
||||
_internal_cook_engine_assets
|
||||
)
|
||||
1
TheChef
Submodule
1
TheChef
Submodule
Submodule TheChef added at faaf7fa120
@@ -6,6 +6,8 @@ set(SRC_FILES
|
||||
|
||||
"src/Components/MeshRendererComponent.cpp"
|
||||
"src/Components/Rotator.cpp"
|
||||
"src/Components/Spinner.cpp"
|
||||
"src/Components/OrbitAndSpin.cpp"
|
||||
|
||||
"src/Graphics/BindlessSetManager.cpp"
|
||||
"src/Graphics/Camera.cpp"
|
||||
@@ -38,6 +40,7 @@ set(SRC_FILES
|
||||
|
||||
|
||||
"src/FS/AssetFS.cpp"
|
||||
"src/FS/Manifest.cpp"
|
||||
)
|
||||
|
||||
add_library(destrum ${SRC_FILES})
|
||||
@@ -63,6 +66,7 @@ target_link_libraries(destrum
|
||||
nlohmann_json::nlohmann_json
|
||||
spdlog::spdlog
|
||||
stb::image
|
||||
tinygltf
|
||||
|
||||
PRIVATE
|
||||
freetype::freetype
|
||||
@@ -98,15 +102,23 @@ target_compile_definitions(destrum
|
||||
|
||||
set(ASSETS_SRC_DIR "${CMAKE_CURRENT_LIST_DIR}/assets_src")
|
||||
set(ASSETS_RUNTIME_DIR "${CMAKE_CURRENT_LIST_DIR}/assets_runtime")
|
||||
set(OUTPUT_ENGINE_ASSETS_DIR "${CMAKE_BINARY_DIR}/assets/engine")
|
||||
|
||||
add_custom_target(cook_assets_clean
|
||||
add_custom_command(TARGET destrum POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E rm -rf "${OUTPUT_ENGINE_ASSETS_DIR}"
|
||||
COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_BINARY_DIR}/assets"
|
||||
COMMAND ${CMAKE_COMMAND} -E create_symlink "${ASSETS_RUNTIME_DIR}" "${OUTPUT_ENGINE_ASSETS_DIR}"
|
||||
VERBATIM
|
||||
)
|
||||
|
||||
add_custom_target(_internal_clean_engine_assets
|
||||
COMMAND TheChef
|
||||
--input "${ASSETS_SRC_DIR}"
|
||||
--output "${ASSETS_RUNTIME_DIR}"
|
||||
--clean
|
||||
)
|
||||
|
||||
add_custom_target(cook_assets ALL
|
||||
add_custom_target(_internal_cook_engine_assets ALL
|
||||
COMMAND TheChef
|
||||
--input "${ASSETS_SRC_DIR}"
|
||||
--output "${ASSETS_RUNTIME_DIR}"
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
Hello world!
|
||||
48
destrum/include/destrum/Components/OrbitAndSpin.h
Normal file
48
destrum/include/destrum/Components/OrbitAndSpin.h
Normal file
@@ -0,0 +1,48 @@
|
||||
#ifndef ORBITANDSPIN_H
|
||||
#define ORBITANDSPIN_H
|
||||
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
class OrbitAndSpin final : public Component {
|
||||
public:
|
||||
OrbitAndSpin(
|
||||
GameObject& parent,
|
||||
float radius,
|
||||
glm::vec3 center = glm::vec3(0.0f)
|
||||
)
|
||||
: Component(parent, "OrbitAndSpin")
|
||||
, m_Radius(radius)
|
||||
, m_Center(center)
|
||||
{}
|
||||
|
||||
// Call after constructing if you want deterministic randomness per object
|
||||
void Randomize(uint32_t seed);
|
||||
|
||||
void Update() override;
|
||||
|
||||
// optional setters
|
||||
void SetRadius(float r) { m_Radius = r; }
|
||||
void SetCenter(glm::vec3 c) { m_Center = c; }
|
||||
|
||||
private:
|
||||
void BuildOrbitBasis(); // builds m_U/m_V from m_OrbitAxis
|
||||
|
||||
float m_Radius = 5.0f;
|
||||
glm::vec3 m_Center{0.0f};
|
||||
|
||||
// orbit
|
||||
glm::vec3 m_OrbitAxis{0,1,0}; // normal of the orbit plane
|
||||
float m_OrbitSpeed = 1.0f; // rad/sec
|
||||
float m_OrbitAngle = 0.0f; // current angle
|
||||
float m_OrbitPhase = 0.0f; // starting offset
|
||||
glm::vec3 m_U{1,0,0}; // orbit basis axis 1
|
||||
glm::vec3 m_V{0,0,1}; // orbit basis axis 2
|
||||
|
||||
// self spin
|
||||
glm::vec3 m_SpinAxis{0,1,0};
|
||||
float m_SpinSpeed = 2.0f; // rad/sec
|
||||
};
|
||||
|
||||
#endif //ORBITANDSPIN_H
|
||||
@@ -4,6 +4,8 @@
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
#include <destrum/ObjectModel/Transform.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class Rotator final : public Component {
|
||||
public:
|
||||
explicit Rotator(GameObject& parent, float distance, float speed);
|
||||
@@ -15,15 +17,29 @@ public:
|
||||
|
||||
void Update() override;
|
||||
|
||||
void SetDistance(float distance) { m_Distance = distance; }
|
||||
void SetDistance(float distance);
|
||||
void SetSpeed(float speed) { m_Speed = speed; }
|
||||
void SetRotatePosition(const glm::vec3& position) { GetTransform().SetLocalPosition(position); }
|
||||
|
||||
// Pivot (the point you orbit around) in LOCAL space
|
||||
void SetPivotPosition(const glm::vec3& pivot);
|
||||
|
||||
// Axis to orbit around (in LOCAL space)
|
||||
void SetAxis(const glm::vec3& axis);
|
||||
|
||||
// Backwards-compatible name if you were using this already
|
||||
void SetRotatePosition(const glm::vec3& pivot) { SetPivotPosition(pivot); }
|
||||
|
||||
private:
|
||||
static glm::vec3 MakePerpendicularUnitVector(const glm::vec3& axis);
|
||||
|
||||
private:
|
||||
float m_Distance{};
|
||||
float m_Speed{};
|
||||
float m_CurrentAngle{};
|
||||
glm::vec3 m_OriginalPosition{};
|
||||
|
||||
glm::vec3 m_Pivot{}; // center of rotation (local)
|
||||
glm::vec3 m_Axis{0, 0, 1}; // rotation axis (local, normalized)
|
||||
glm::vec3 m_InitialOffset{}; // from pivot -> object at angle 0 (local)
|
||||
};
|
||||
|
||||
#endif //ROTATOR_H
|
||||
#endif // ROTATOR_H
|
||||
|
||||
25
destrum/include/destrum/Components/Spinner.h
Normal file
25
destrum/include/destrum/Components/Spinner.h
Normal file
@@ -0,0 +1,25 @@
|
||||
#ifndef SPINNER_H
|
||||
#define SPINNER_H
|
||||
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class Spinner final : public Component {
|
||||
public:
|
||||
explicit Spinner(GameObject& parent, glm::vec3 axis, float speedRadPerSec)
|
||||
: Component(parent, "Spinner")
|
||||
, m_Axis(glm::normalize(axis))
|
||||
, m_Speed(speedRadPerSec) {}
|
||||
|
||||
void Update() override;
|
||||
|
||||
void SetAxis(const glm::vec3& axis) { m_Axis = glm::normalize(axis); }
|
||||
void SetSpeed(float speedRadPerSec) { m_Speed = speedRadPerSec; }
|
||||
|
||||
private:
|
||||
glm::vec3 m_Axis{0,1,0};
|
||||
float m_Speed = 1.0f;
|
||||
float m_Angle = 0.0f;
|
||||
};
|
||||
|
||||
#endif //SPINNER_H
|
||||
@@ -7,9 +7,14 @@
|
||||
|
||||
#include <destrum/Singleton.h>
|
||||
|
||||
#include <destrum/FS/Manifest.h>
|
||||
|
||||
|
||||
struct FSMount {
|
||||
std::string scheme; // "engine", "game"
|
||||
std::filesystem::path root;
|
||||
std::optional<AssetManifest> manifest;
|
||||
|
||||
};
|
||||
|
||||
class AssetFS final: public Singleton<AssetFS> {
|
||||
@@ -21,6 +26,8 @@ public:
|
||||
|
||||
[[nodiscard]] std::filesystem::path GetFullPath(std::string_view vpath) const;
|
||||
|
||||
[[nodiscard]] std::filesystem::path GetCookedPathForFile(std::string_view vpath) const;
|
||||
|
||||
private:
|
||||
static std::vector<uint8_t> ReadFile(const std::filesystem::path& fullPath);
|
||||
|
||||
|
||||
32
destrum/include/destrum/FS/Manifest.h
Normal file
32
destrum/include/destrum/FS/Manifest.h
Normal file
@@ -0,0 +1,32 @@
|
||||
#ifndef MANIFEST_H
|
||||
#define MANIFEST_H
|
||||
|
||||
#include <string>
|
||||
#include <optional>
|
||||
#include <unordered_map>
|
||||
|
||||
struct ManifestAsset {
|
||||
std::string src; // "shaders/mesh.frag"
|
||||
std::optional<std::string> out; // "shaders/mesh.frag.spv" or null
|
||||
std::string type; // "shader_spirv", "texture", etc
|
||||
int64_t mtime_epoch_ns = 0;
|
||||
uint64_t size_bytes = 0;
|
||||
};
|
||||
|
||||
struct AssetManifest {
|
||||
uint32_t version = 0;
|
||||
|
||||
// Fast lookup by src path
|
||||
std::unordered_map<std::string, ManifestAsset> assetsBySrc;
|
||||
|
||||
const ManifestAsset* FindBySrc(std::string_view src) const {
|
||||
auto it = assetsBySrc.find(std::string(src));
|
||||
return it != assetsBySrc.end() ? &it->second : nullptr;
|
||||
}
|
||||
};
|
||||
|
||||
namespace FS {
|
||||
AssetManifest LoadAssetManifest(const std::filesystem::path& manifestPath);
|
||||
}
|
||||
|
||||
#endif //MANIFEST_H
|
||||
@@ -94,12 +94,23 @@ static std::vector<CPUMesh::Vertex> vertices = {
|
||||
};
|
||||
|
||||
static std::vector<uint32_t> indices = {
|
||||
0, 1, 2, 2, 3, 0, // Front (+Z)
|
||||
4, 5, 6, 6, 7, 4, // Back (-Z) <-- fixed
|
||||
8, 9,10, 10,11, 8, // Right (+X)
|
||||
12,13,14, 14,15,12, // Left (-X)
|
||||
16,17,18, 18,19,16, // Top (+Y)
|
||||
20,21,22, 22,23,20 // Bottom(-Y)
|
||||
// Front (+Z)
|
||||
0, 2, 1, 0, 3, 2,
|
||||
|
||||
// Back (-Z)
|
||||
4, 6, 5, 4, 7, 6,
|
||||
|
||||
// Right (+X)
|
||||
8,10, 9, 8,11,10,
|
||||
|
||||
// Left (-X)
|
||||
12,14,13, 12,15,14,
|
||||
|
||||
// Top (+Y)
|
||||
16,18,17, 16,19,18,
|
||||
|
||||
// Bottom (-Y)
|
||||
20,22,21, 20,23,22
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -1,15 +1,28 @@
|
||||
#ifndef MODELLOADER_H
|
||||
#define MODELLOADER_H
|
||||
|
||||
namespace ModelLoader {
|
||||
// CPUMesh loader with tinygltf
|
||||
// - Loads first scene (or default scene), iterates nodes, extracts mesh primitives.
|
||||
// - Handles POSITION/NORMAL/TANGENT/TEXCOORD_0 and indices.
|
||||
// - Computes minPos/maxPos.
|
||||
// - Optionally merges primitives into a single CPUMesh per glTF mesh.
|
||||
// CPUMesh loader with tinygltf
|
||||
// - Loads first scene (or default scene), iterates nodes, extracts mesh primitives.
|
||||
// - Handles POSITION/NORMAL/TANGENT/TEXCOORD_0 and indices.
|
||||
// - Computes minPos/maxPos.
|
||||
// - Can return per-primitive meshes, or merged-per-gltf-mesh meshes.
|
||||
// - IMPORTANT FIX: Applies node transforms (TRS / matrix) so models don't appear flipped/rotated.
|
||||
//
|
||||
// NOTE: Defining TINYGLTF_IMPLEMENTATION in a header can cause ODR / multiple-definition issues
|
||||
// if included in more than one translation unit. Best practice: put the TINYGLTF_IMPLEMENTATION
|
||||
// define in exactly one .cpp. I keep it here because your original file did, but you may want
|
||||
// to move it.
|
||||
|
||||
#define TINYGLTF_IMPLEMENTATION
|
||||
#define TINYGLTF_NO_STB_IMAGE_WRITE
|
||||
#include <tiny_gltf.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp> // translate/scale
|
||||
#include <glm/gtc/quaternion.hpp> // quat
|
||||
#include <glm/gtx/quaternion.hpp> // mat4_cast
|
||||
|
||||
#include <destrum/Graphics/Resources/Mesh.h>
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
@@ -20,25 +33,9 @@ namespace ModelLoader {
|
||||
#include <vector>
|
||||
#include <stdexcept>
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
|
||||
struct CPUMesh {
|
||||
std::vector<std::uint32_t> indices;
|
||||
|
||||
struct Vertex {
|
||||
glm::vec3 position;
|
||||
float uv_x{};
|
||||
glm::vec3 normal;
|
||||
float uv_y{};
|
||||
glm::vec4 tangent;
|
||||
};
|
||||
|
||||
std::vector<Vertex> vertices;
|
||||
|
||||
std::string name;
|
||||
|
||||
glm::vec3 minPos;
|
||||
glm::vec3 maxPos;
|
||||
};
|
||||
namespace ModelLoader {
|
||||
|
||||
// -------------------- helpers --------------------
|
||||
|
||||
@@ -84,13 +81,10 @@ namespace ModelLoader {
|
||||
|
||||
size_t stride = bv.byteStride ? size_t(bv.byteStride) : packedStride;
|
||||
|
||||
const size_t start =
|
||||
size_t(bv.byteOffset) + size_t(accessor.byteOffset);
|
||||
|
||||
if (start + accessor.count * stride > buf.data.size() + 0ull) {
|
||||
// Note: This check is conservative; stride can be larger than packed.
|
||||
// Still useful to catch obvious corrupt files.
|
||||
// If you want strict validation, check per-element.
|
||||
const size_t start = size_t(bv.byteOffset) + size_t(accessor.byteOffset);
|
||||
// Conservative bounds check; don't hard-fail on weird stride but catches obvious issues.
|
||||
if (start > buf.data.size()) {
|
||||
throw std::runtime_error("Accessor start is out of buffer bounds");
|
||||
}
|
||||
|
||||
const std::uint8_t* ptr = buf.data.data() + start;
|
||||
@@ -104,8 +98,6 @@ namespace ModelLoader {
|
||||
return v;
|
||||
}
|
||||
|
||||
// Reads VEC3 float accessor element i into glm::vec3.
|
||||
// Allows input component type float only for simplicity (common in glTF).
|
||||
static glm::vec3 ReadVec3Float(const std::uint8_t* base, size_t stride, size_t i) {
|
||||
const std::uint8_t* p = base + i * stride;
|
||||
const float x = ReadAs<float>(p + 0);
|
||||
@@ -155,15 +147,62 @@ namespace ModelLoader {
|
||||
mx.z = std::max(mx.z, p.z);
|
||||
}
|
||||
|
||||
// Build a node local matrix from either node.matrix or TRS.
|
||||
// glTF stores rotation as quaternion [x,y,z,w].
|
||||
static glm::mat4 NodeLocalMatrix(const tinygltf::Node& node) {
|
||||
if (node.matrix.size() == 16) {
|
||||
glm::mat4 m(1.0f);
|
||||
// glTF is column-major; GLM is column-major -> fill columns.
|
||||
for (int c = 0; c < 4; ++c)
|
||||
for (int r = 0; r < 4; ++r)
|
||||
m[c][r] = static_cast<float>(node.matrix[c * 4 + r]);
|
||||
return m;
|
||||
}
|
||||
|
||||
glm::vec3 t(0.0f);
|
||||
if (node.translation.size() == 3) {
|
||||
t = glm::vec3(
|
||||
static_cast<float>(node.translation[0]),
|
||||
static_cast<float>(node.translation[1]),
|
||||
static_cast<float>(node.translation[2])
|
||||
);
|
||||
}
|
||||
|
||||
glm::quat q(1.0f, 0.0f, 0.0f, 0.0f); // w,x,y,z
|
||||
if (node.rotation.size() == 4) {
|
||||
q = glm::quat(
|
||||
static_cast<float>(node.rotation[3]), // w
|
||||
static_cast<float>(node.rotation[0]), // x
|
||||
static_cast<float>(node.rotation[1]), // y
|
||||
static_cast<float>(node.rotation[2]) // z
|
||||
);
|
||||
}
|
||||
|
||||
glm::vec3 s(1.0f);
|
||||
if (node.scale.size() == 3) {
|
||||
s = glm::vec3(
|
||||
static_cast<float>(node.scale[0]),
|
||||
static_cast<float>(node.scale[1]),
|
||||
static_cast<float>(node.scale[2])
|
||||
);
|
||||
}
|
||||
|
||||
const glm::mat4 T = glm::translate(glm::mat4(1.0f), t);
|
||||
const glm::mat4 R = glm::toMat4(q);
|
||||
const glm::mat4 S = glm::scale(glm::mat4(1.0f), s);
|
||||
return T * R * S;
|
||||
}
|
||||
|
||||
// -------------------- primitive extraction --------------------
|
||||
|
||||
static CPUMesh LoadPrimitiveIntoCPUMesh(const tinygltf::Model& model,
|
||||
const tinygltf::Primitive& prim,
|
||||
const std::string& nameForMesh) {
|
||||
const tinygltf::Primitive& prim,
|
||||
const std::string& nameForMesh,
|
||||
const glm::mat4& world) {
|
||||
CPUMesh out{};
|
||||
out.name = nameForMesh;
|
||||
|
||||
// POSITION is required for our vertex buffer
|
||||
// POSITION is required
|
||||
auto itPos = prim.attributes.find("POSITION");
|
||||
if (itPos == prim.attributes.end()) {
|
||||
throw std::runtime_error("Primitive has no POSITION attribute");
|
||||
@@ -184,7 +223,7 @@ namespace ModelLoader {
|
||||
if (auto it = prim.attributes.find("NORMAL"); it != prim.attributes.end()) {
|
||||
accNormal = &model.accessors.at(it->second);
|
||||
if (accNormal->componentType != TINYGLTF_COMPONENT_TYPE_FLOAT || accNormal->type != TINYGLTF_TYPE_VEC3)
|
||||
accNormal = nullptr; // ignore unsupported
|
||||
accNormal = nullptr;
|
||||
}
|
||||
if (auto it = prim.attributes.find("TANGENT"); it != prim.attributes.end()) {
|
||||
accTangent = &model.accessors.at(it->second);
|
||||
@@ -211,7 +250,7 @@ namespace ModelLoader {
|
||||
auto p = GetAccessorDataPtrAndStride(model, *accNormal);
|
||||
nrmBase = p.first;
|
||||
nrmStride = p.second;
|
||||
if (size_t(accNormal->count) != vertexCount) accNormal = nullptr; // mismatch -> ignore
|
||||
if (size_t(accNormal->count) != vertexCount) accNormal = nullptr;
|
||||
}
|
||||
if (accTangent) {
|
||||
auto p = GetAccessorDataPtrAndStride(model, *accTangent);
|
||||
@@ -229,23 +268,31 @@ namespace ModelLoader {
|
||||
// Allocate vertices
|
||||
out.vertices.resize(vertexCount);
|
||||
|
||||
// Bounds init
|
||||
// Bounds init (in world space, because we transform positions)
|
||||
glm::vec3 mn{std::numeric_limits<float>::infinity()};
|
||||
glm::vec3 mx{-std::numeric_limits<float>::infinity()};
|
||||
|
||||
// Fill vertices
|
||||
// Normal matrix
|
||||
const glm::mat3 nrmMat = glm::transpose(glm::inverse(glm::mat3(world)));
|
||||
const glm::mat3 tanMat = glm::mat3(world);
|
||||
|
||||
for (size_t i = 0; i < vertexCount; ++i) {
|
||||
CPUMesh::Vertex v{};
|
||||
|
||||
v.position = ReadVec3Float(posBase, posStride, i);
|
||||
// Position
|
||||
const glm::vec3 pLocal = ReadVec3Float(posBase, posStride, i);
|
||||
v.position = glm::vec3(world * glm::vec4(pLocal, 1.0f));
|
||||
UpdateBounds(mn, mx, v.position);
|
||||
|
||||
// Normal
|
||||
if (accNormal) {
|
||||
v.normal = ReadVec3Float(nrmBase, nrmStride, i);
|
||||
const glm::vec3 nLocal = ReadVec3Float(nrmBase, nrmStride, i);
|
||||
v.normal = glm::normalize(nrmMat * nLocal);
|
||||
} else {
|
||||
v.normal = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
// UV
|
||||
if (accUV0) {
|
||||
glm::vec2 uv = ReadVec2Float(uvBase, uvStride, i);
|
||||
v.uv_x = uv.x;
|
||||
@@ -255,8 +302,11 @@ namespace ModelLoader {
|
||||
v.uv_y = 0.0f;
|
||||
}
|
||||
|
||||
// Tangent
|
||||
if (accTangent) {
|
||||
v.tangent = ReadVec4Float(tanBase, tanStride, i);
|
||||
glm::vec4 t = ReadVec4Float(tanBase, tanStride, i);
|
||||
glm::vec3 t3 = glm::normalize(tanMat * glm::vec3(t));
|
||||
v.tangent = glm::vec4(t3, t.w); // keep handedness in w
|
||||
} else {
|
||||
v.tangent = glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
@@ -267,7 +317,7 @@ namespace ModelLoader {
|
||||
out.minPos = (vertexCount > 0) ? mn : glm::vec3(0.0f);
|
||||
out.maxPos = (vertexCount > 0) ? mx : glm::vec3(0.0f);
|
||||
|
||||
// Indices (optional; if absent, build linear indices)
|
||||
// Indices
|
||||
if (prim.indices >= 0) {
|
||||
const tinygltf::Accessor& accIdx = model.accessors.at(prim.indices);
|
||||
if (accIdx.type != TINYGLTF_TYPE_SCALAR) {
|
||||
@@ -279,11 +329,16 @@ namespace ModelLoader {
|
||||
out.indices[i] = ReadIndexAsU32(model, accIdx, i);
|
||||
}
|
||||
} else {
|
||||
// Non-indexed primitive: make it indexed
|
||||
out.indices.resize(vertexCount);
|
||||
for (size_t i = 0; i < vertexCount; ++i) out.indices[i] = static_cast<std::uint32_t>(i);
|
||||
}
|
||||
|
||||
// If your renderer expects opposite winding vs glTF, you can flip triangle order.
|
||||
// Keep what you had:
|
||||
// for (size_t i = 0; i + 2 < out.indices.size(); i += 3) {
|
||||
// std::swap(out.indices[i + 1], out.indices[i + 2]);
|
||||
// }
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
@@ -293,7 +348,7 @@ namespace ModelLoader {
|
||||
dst.vertices.insert(dst.vertices.end(), src.vertices.begin(), src.vertices.end());
|
||||
|
||||
dst.indices.reserve(dst.indices.size() + src.indices.size());
|
||||
for (std::uint32_t idx: src.indices) {
|
||||
for (std::uint32_t idx : src.indices) {
|
||||
dst.indices.push_back(baseVertex + idx);
|
||||
}
|
||||
|
||||
@@ -301,7 +356,6 @@ namespace ModelLoader {
|
||||
dst.minPos = src.minPos;
|
||||
dst.maxPos = src.maxPos;
|
||||
} else {
|
||||
// update bounds using src bounds (cheap)
|
||||
dst.minPos = glm::vec3(
|
||||
std::min(dst.minPos.x, src.minPos.x),
|
||||
std::min(dst.minPos.y, src.minPos.y),
|
||||
@@ -317,6 +371,11 @@ namespace ModelLoader {
|
||||
|
||||
// -------------------- public API --------------------
|
||||
|
||||
struct NodeStackItem {
|
||||
int nodeIdx;
|
||||
glm::mat4 parentWorld;
|
||||
};
|
||||
|
||||
// Option A: return one CPUMesh per *primitive* encountered in the scene
|
||||
static std::vector<CPUMesh> LoadGLTF_CPUMeshes_PerPrimitive(const std::string& path) {
|
||||
tinygltf::TinyGLTF loader;
|
||||
@@ -339,22 +398,31 @@ namespace ModelLoader {
|
||||
std::vector<CPUMesh> result;
|
||||
const tinygltf::Scene& scene = model.scenes.at(sceneIndex);
|
||||
|
||||
// Traverse nodes and pull mesh primitives (ignoring node transforms in this basic example)
|
||||
std::vector<int> stack(scene.nodes.begin(), scene.nodes.end());
|
||||
while (!stack.empty()) {
|
||||
int nodeIdx = stack.back();
|
||||
stack.pop_back();
|
||||
const tinygltf::Node& node = model.nodes.at(nodeIdx);
|
||||
std::vector<NodeStackItem> stack;
|
||||
stack.reserve(scene.nodes.size());
|
||||
for (int n : scene.nodes) stack.push_back({n, glm::mat4(1.0f)});
|
||||
|
||||
for (int child: node.children) stack.push_back(child);
|
||||
while (!stack.empty()) {
|
||||
NodeStackItem it = stack.back();
|
||||
stack.pop_back();
|
||||
|
||||
const tinygltf::Node& node = model.nodes.at(it.nodeIdx);
|
||||
const glm::mat4 local = NodeLocalMatrix(node);
|
||||
const glm::mat4 world = it.parentWorld * local;
|
||||
|
||||
for (int child : node.children) stack.push_back({child, world});
|
||||
|
||||
if (node.mesh < 0) continue;
|
||||
const tinygltf::Mesh& mesh = model.meshes.at(node.mesh);
|
||||
|
||||
for (size_t p = 0; p < mesh.primitives.size(); ++p) {
|
||||
const tinygltf::Primitive& prim = mesh.primitives[p];
|
||||
CPUMesh cpu = LoadPrimitiveIntoCPUMesh(model, prim, mesh.name.empty() ? ("mesh_" + std::to_string(node.mesh)) : mesh.name);
|
||||
// Optionally make name unique per primitive
|
||||
CPUMesh cpu = LoadPrimitiveIntoCPUMesh(
|
||||
model,
|
||||
prim,
|
||||
mesh.name.empty() ? ("mesh_" + std::to_string(node.mesh)) : mesh.name,
|
||||
world
|
||||
);
|
||||
cpu.name += "_prim" + std::to_string(p);
|
||||
result.push_back(std::move(cpu));
|
||||
}
|
||||
@@ -363,7 +431,8 @@ namespace ModelLoader {
|
||||
return result;
|
||||
}
|
||||
|
||||
// Option B: return one CPUMesh per *glTF mesh*, merging all primitives of that mesh into one CPUMesh
|
||||
// Option B: return one CPUMesh per *glTF mesh instance*, merging all primitives of that mesh into one CPUMesh.
|
||||
// Note: If the same glTF mesh is instanced by multiple nodes, you'll get one merged CPUMesh PER NODE instance.
|
||||
static std::vector<CPUMesh> LoadGLTF_CPUMeshes_MergedPerMesh(const std::string& path) {
|
||||
tinygltf::TinyGLTF loader;
|
||||
tinygltf::Model model;
|
||||
@@ -385,14 +454,19 @@ namespace ModelLoader {
|
||||
std::vector<CPUMesh> result;
|
||||
|
||||
const tinygltf::Scene& scene = model.scenes.at(sceneIndex);
|
||||
std::vector<int> stack(scene.nodes.begin(), scene.nodes.end());
|
||||
std::vector<NodeStackItem> stack;
|
||||
stack.reserve(scene.nodes.size());
|
||||
for (int n : scene.nodes) stack.push_back({n, glm::mat4(1.0f)});
|
||||
|
||||
while (!stack.empty()) {
|
||||
int nodeIdx = stack.back();
|
||||
NodeStackItem it = stack.back();
|
||||
stack.pop_back();
|
||||
const tinygltf::Node& node = model.nodes.at(nodeIdx);
|
||||
|
||||
for (int child: node.children) stack.push_back(child);
|
||||
const tinygltf::Node& node = model.nodes.at(it.nodeIdx);
|
||||
const glm::mat4 local = NodeLocalMatrix(node);
|
||||
const glm::mat4 world = it.parentWorld * local;
|
||||
|
||||
for (int child : node.children) stack.push_back({child, world});
|
||||
|
||||
if (node.mesh < 0) continue;
|
||||
const tinygltf::Mesh& mesh = model.meshes.at(node.mesh);
|
||||
@@ -403,10 +477,10 @@ namespace ModelLoader {
|
||||
merged.maxPos = glm::vec3(-std::numeric_limits<float>::infinity());
|
||||
|
||||
bool any = false;
|
||||
for (const tinygltf::Primitive& prim: mesh.primitives) {
|
||||
CPUMesh part = LoadPrimitiveIntoCPUMesh(model, prim, merged.name);
|
||||
for (const tinygltf::Primitive& prim : mesh.primitives) {
|
||||
CPUMesh part = LoadPrimitiveIntoCPUMesh(model, prim, merged.name, world);
|
||||
if (!any) {
|
||||
merged = part;
|
||||
merged = std::move(part);
|
||||
any = true;
|
||||
} else {
|
||||
AppendMesh(merged, part);
|
||||
@@ -418,6 +492,7 @@ namespace ModelLoader {
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
#endif //MODELLOADER_H
|
||||
} // namespace ModelLoader
|
||||
|
||||
#endif // MODELLOADER_H
|
||||
|
||||
@@ -153,4 +153,5 @@ void App::run() {
|
||||
}
|
||||
|
||||
void App::cleanup() {
|
||||
customCleanup();
|
||||
}
|
||||
|
||||
69
destrum/src/Components/OrbitAndSpin.cpp
Normal file
69
destrum/src/Components/OrbitAndSpin.cpp
Normal file
@@ -0,0 +1,69 @@
|
||||
#include <destrum/Components/OrbitAndSpin.h>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/norm.hpp>
|
||||
#include <random>
|
||||
#include <cmath>
|
||||
|
||||
#include "destrum/ObjectModel/Transform.h"
|
||||
|
||||
static glm::vec3 RandomUnitVector(std::mt19937& rng)
|
||||
{
|
||||
// uniform on sphere
|
||||
std::uniform_real_distribution<float> dist(0.0f, 1.0f);
|
||||
float z = dist(rng) * 2.0f - 1.0f; // -1..1
|
||||
float a = dist(rng) * 6.28318530718f; // 0..2pi
|
||||
float r = std::sqrt(std::max(0.0f, 1.0f - z*z));
|
||||
return glm::normalize(glm::vec3(r*std::cos(a), z, r*std::sin(a)));
|
||||
}
|
||||
|
||||
void OrbitAndSpin::Randomize(uint32_t seed)
|
||||
{
|
||||
std::mt19937 rng(seed);
|
||||
|
||||
// speeds + phase
|
||||
std::uniform_real_distribution<float> orbitSpeedDist(0.2f, 1.5f);
|
||||
std::uniform_real_distribution<float> spinSpeedDist(0.5f, 6.0f);
|
||||
std::uniform_real_distribution<float> phaseDist(0.0f, 6.28318530718f);
|
||||
|
||||
m_OrbitAxis = RandomUnitVector(rng);
|
||||
m_SpinAxis = RandomUnitVector(rng);
|
||||
|
||||
m_OrbitSpeed = orbitSpeedDist(rng);
|
||||
m_SpinSpeed = spinSpeedDist(rng);
|
||||
m_OrbitPhase = phaseDist(rng);
|
||||
|
||||
BuildOrbitBasis();
|
||||
}
|
||||
|
||||
void OrbitAndSpin::BuildOrbitBasis()
|
||||
{
|
||||
m_OrbitAxis = glm::normalize(m_OrbitAxis);
|
||||
|
||||
// pick any vector not parallel to axis
|
||||
glm::vec3 any = (std::abs(m_OrbitAxis.y) < 0.99f) ? glm::vec3(0,1,0) : glm::vec3(1,0,0);
|
||||
|
||||
m_U = glm::normalize(glm::cross(any, m_OrbitAxis));
|
||||
m_V = glm::normalize(glm::cross(m_OrbitAxis, m_U));
|
||||
}
|
||||
|
||||
void OrbitAndSpin::Update()
|
||||
{
|
||||
// If your engine provides dt via a global/time service, use that instead.
|
||||
// Since your Spinner takes dt indirectly, I'm assuming Component::Update()
|
||||
// is called once per frame and you can access dt somewhere globally.
|
||||
//
|
||||
// If you CAN pass dt into Update, change signature to Update(float dt).
|
||||
float dt = 1.0f / 60.0f;
|
||||
|
||||
// orbit
|
||||
m_OrbitAngle += m_OrbitSpeed * dt;
|
||||
float a = m_OrbitAngle + m_OrbitPhase;
|
||||
|
||||
glm::vec3 offset = (m_U * std::cos(a) + m_V * std::sin(a)) * m_Radius;
|
||||
GetTransform().SetWorldPosition(m_Center + offset);
|
||||
|
||||
// self spin (local rotation)
|
||||
glm::quat dq = glm::angleAxis(m_SpinSpeed * dt, glm::normalize(m_SpinAxis));
|
||||
auto current = GetTransform().GetLocalRotation(); // adapt to your API
|
||||
GetTransform().SetLocalRotation(glm::normalize(dq * current));
|
||||
}
|
||||
@@ -1,17 +1,95 @@
|
||||
#include <destrum/Components/Rotator.h>
|
||||
|
||||
Rotator::Rotator(GameObject& parent, float distance, float speed):
|
||||
Component(parent, "Rotator"),
|
||||
m_Distance(distance),
|
||||
m_Speed(speed),
|
||||
m_CurrentAngle(0),
|
||||
m_OriginalPosition(GetTransform().GetWorldPosition())
|
||||
{}
|
||||
#include <glm/gtx/rotate_vector.hpp> // glm::rotate(vec3, angle, axis)
|
||||
#include <glm/gtc/epsilon.hpp>
|
||||
#include <cmath>
|
||||
#include <glm/gtc/quaternion.hpp> // glm::quat, glm::angleAxis
|
||||
#include <glm/gtx/quaternion.hpp> // operator*(quat, vec3)
|
||||
|
||||
void Rotator::Update() {
|
||||
m_CurrentAngle += m_Speed * static_cast<float>(0.001);
|
||||
const float x = cos(m_CurrentAngle) * m_Distance;
|
||||
const float y = sin(m_CurrentAngle) * m_Distance;
|
||||
GetTransform().SetLocalPosition(m_OriginalPosition + glm::vec3(x, y, 0));
|
||||
glm::vec3 Rotator::MakePerpendicularUnitVector(const glm::vec3& axis)
|
||||
{
|
||||
// Pick any vector that is not parallel to axis, then cross to get perpendicular.
|
||||
const glm::vec3 a = glm::normalize(axis);
|
||||
const glm::vec3 ref = (std::abs(a.y) < 0.99f) ? glm::vec3(0, 1, 0) : glm::vec3(1, 0, 0);
|
||||
glm::vec3 perp = glm::cross(a, ref);
|
||||
|
||||
const float len2 = glm::dot(perp, perp);
|
||||
if (len2 < 1e-8f)
|
||||
return glm::vec3(1, 0, 0); // fallback
|
||||
|
||||
return perp / std::sqrt(len2);
|
||||
}
|
||||
|
||||
Rotator::Rotator(GameObject& parent, float distance, float speed)
|
||||
: Component(parent, "Rotator")
|
||||
, m_Distance(distance)
|
||||
, m_Speed(speed)
|
||||
, m_CurrentAngle(0.0f)
|
||||
{
|
||||
// Orbit around where we started (LOCAL), similar to your old behavior.
|
||||
m_Pivot = GetTransform().GetLocalPosition();
|
||||
|
||||
// Default axis is Z (so this behaves like your old XY circle by default).
|
||||
m_Axis = glm::vec3(0, 0, 1);
|
||||
|
||||
// Choose an initial offset that is perpendicular to the axis, with the requested radius.
|
||||
const glm::vec3 perp = MakePerpendicularUnitVector(m_Axis);
|
||||
m_InitialOffset = perp * m_Distance;
|
||||
|
||||
// Optional: if you'd rather keep the *current* position as the starting point on the orbit:
|
||||
// m_InitialOffset = GetTransform().GetLocalPosition() - m_Pivot;
|
||||
// m_Distance = glm::length(m_InitialOffset);
|
||||
}
|
||||
|
||||
void Rotator::SetPivotPosition(const glm::vec3& pivot)
|
||||
{
|
||||
m_Pivot = pivot;
|
||||
|
||||
// Recompute offset based on current position so it doesn't “jump”.
|
||||
m_InitialOffset = GetTransform().GetLocalPosition() - m_Pivot;
|
||||
const float len = glm::length(m_InitialOffset);
|
||||
|
||||
if (len > 1e-6f)
|
||||
m_Distance = len;
|
||||
else
|
||||
m_InitialOffset = MakePerpendicularUnitVector(m_Axis) * m_Distance;
|
||||
}
|
||||
|
||||
void Rotator::SetAxis(const glm::vec3& axis)
|
||||
{
|
||||
const float len2 = glm::dot(axis, axis);
|
||||
if (len2 < 1e-8f)
|
||||
return; // ignore invalid axis
|
||||
|
||||
m_Axis = glm::normalize(axis);
|
||||
|
||||
// Ensure the offset is perpendicular to the axis (remove any parallel component).
|
||||
m_InitialOffset -= m_Axis * glm::dot(m_Axis, m_InitialOffset);
|
||||
|
||||
const float offLen = glm::length(m_InitialOffset);
|
||||
if (offLen > 1e-6f)
|
||||
m_InitialOffset = (m_InitialOffset / offLen) * m_Distance;
|
||||
else
|
||||
m_InitialOffset = MakePerpendicularUnitVector(m_Axis) * m_Distance;
|
||||
}
|
||||
|
||||
void Rotator::SetDistance(float distance)
|
||||
{
|
||||
m_Distance = distance;
|
||||
|
||||
const float offLen = glm::length(m_InitialOffset);
|
||||
if (offLen > 1e-6f)
|
||||
m_InitialOffset = (m_InitialOffset / offLen) * m_Distance;
|
||||
else
|
||||
m_InitialOffset = MakePerpendicularUnitVector(m_Axis) * m_Distance;
|
||||
}
|
||||
|
||||
void Rotator::Update()
|
||||
{
|
||||
// Replace 0.001f with your engine delta time if you have one.
|
||||
m_CurrentAngle += m_Speed * 0.001f;
|
||||
|
||||
const glm::quat q = glm::angleAxis(m_CurrentAngle, glm::normalize(m_Axis));
|
||||
const glm::vec3 rotatedOffset = q * m_InitialOffset;
|
||||
GetTransform().SetLocalPosition(m_Pivot + rotatedOffset);
|
||||
}
|
||||
|
||||
26
destrum/src/Components/Spinner.cpp
Normal file
26
destrum/src/Components/Spinner.cpp
Normal file
@@ -0,0 +1,26 @@
|
||||
#include <destrum/Components/Spinner.h>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include "destrum/ObjectModel/Transform.h"
|
||||
|
||||
void Spinner::Update()
|
||||
{
|
||||
// Replace with your engine dt if you have it available in Component.
|
||||
const float dt = 1.0f / 60.0f;
|
||||
|
||||
|
||||
m_Angle += m_Speed * dt;
|
||||
|
||||
// If you already have SetLocalRotation / SetWorldRotation, use that.
|
||||
// Here I'm assuming you can set rotation as a quaternion or Euler somewhere.
|
||||
// If not, tell me your Transform rotation API and I’ll adjust.
|
||||
|
||||
const glm::quat q = glm::angleAxis(m_Angle, m_Axis);
|
||||
|
||||
// Example APIs you might have:
|
||||
// GetTransform().SetLocalRotation(q);
|
||||
// or GetTransform().SetWorldRotation(q);
|
||||
|
||||
GetTransform().SetLocalRotation(q);
|
||||
}
|
||||
@@ -12,7 +12,17 @@ void AssetFS::Init(std::filesystem::path exeDir) {
|
||||
|
||||
void AssetFS::Mount(std::string scheme, std::filesystem::path root) {
|
||||
spdlog::debug("Mounting assetfs scheme '{}' to root '{}'", scheme, root.string());
|
||||
mounts.push_back({std::move(scheme), std::move(root)});
|
||||
|
||||
FSMount m;
|
||||
m.scheme = std::move(scheme);
|
||||
m.root = std::move(root);
|
||||
|
||||
const auto manifestPath = m.root / "manifest.json";
|
||||
if (std::filesystem::exists(manifestPath)) {
|
||||
m.manifest = FS::LoadAssetManifest(manifestPath);
|
||||
}
|
||||
|
||||
mounts.push_back(std::move(m));
|
||||
}
|
||||
|
||||
std::vector<uint8_t> AssetFS::ReadBytes(std::string_view vpath) {
|
||||
@@ -51,6 +61,37 @@ std::filesystem::path AssetFS::GetFullPath(std::string_view vpath) const {
|
||||
throw std::runtime_error("mount not found");
|
||||
}
|
||||
|
||||
std::filesystem::path AssetFS::GetCookedPathForFile(std::string_view vpath) const {
|
||||
assert(initialized && "AssetFS not initialized");
|
||||
|
||||
const auto pos = vpath.find("://");
|
||||
if (pos == std::string_view::npos)
|
||||
throw std::runtime_error("bad vpath");
|
||||
|
||||
const std::string scheme(vpath.substr(0, pos));
|
||||
const std::filesystem::path rel(std::string(vpath.substr(pos + 3)));
|
||||
const std::string relStr = rel.generic_string();
|
||||
|
||||
for (const auto& m : mounts) {
|
||||
if (m.scheme != scheme) continue;
|
||||
|
||||
// If we have a manifest, consult it
|
||||
if (m.manifest) {
|
||||
if (const ManifestAsset* asset = m.manifest->FindBySrc(relStr)) {
|
||||
if (asset->out) {
|
||||
return m.root / *asset->out;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback to raw file
|
||||
return m.root / rel;
|
||||
}
|
||||
|
||||
throw std::runtime_error("mount not found");
|
||||
return {};
|
||||
}
|
||||
|
||||
std::vector<uint8_t> AssetFS::ReadFile(const std::filesystem::path& fullPath) {
|
||||
std::ifstream file(fullPath, std::ios::binary);
|
||||
if (!file) {
|
||||
|
||||
43
destrum/src/FS/Manifest.cpp
Normal file
43
destrum/src/FS/Manifest.cpp
Normal file
@@ -0,0 +1,43 @@
|
||||
#include <filesystem>
|
||||
#include <destrum/FS/Manifest.h>
|
||||
|
||||
#include <fstream>
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
|
||||
AssetManifest FS::LoadAssetManifest(const std::filesystem::path& manifestPath) {
|
||||
std::ifstream f(manifestPath);
|
||||
if (!f) {
|
||||
throw std::runtime_error("Failed to open manifest: " + manifestPath.string());
|
||||
}
|
||||
|
||||
nlohmann::json j;
|
||||
f >> j;
|
||||
|
||||
AssetManifest manifest;
|
||||
manifest.version = j.value("version", 0);
|
||||
|
||||
if (!j.contains("assets") || !j["assets"].is_array()) {
|
||||
throw std::runtime_error("Invalid manifest format: missing assets array");
|
||||
}
|
||||
|
||||
for (const auto& a : j["assets"]) {
|
||||
ManifestAsset asset;
|
||||
asset.src = a.at("src").get<std::string>();
|
||||
asset.type = a.at("type").get<std::string>();
|
||||
asset.mtime_epoch_ns = a.value("mtime_epoch_ns", 0);
|
||||
asset.size_bytes = a.value("size_bytes", 0);
|
||||
|
||||
if (a.contains("out") && !a["out"].is_null()) {
|
||||
asset.out = a["out"].get<std::string>();
|
||||
}
|
||||
|
||||
// Normalize to forward slashes for cross-platform matching
|
||||
std::filesystem::path p(asset.src);
|
||||
asset.src = p.generic_string();
|
||||
|
||||
manifest.assetsBySrc.emplace(asset.src, std::move(asset));
|
||||
}
|
||||
|
||||
return manifest;
|
||||
}
|
||||
@@ -6,11 +6,13 @@
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtx/string_cast.hpp>
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
#include "glm/gtx/norm.hpp"
|
||||
|
||||
|
||||
Camera::Camera(const glm::vec3& position, const glm::vec3& up): m_position{position}, m_up{up} {
|
||||
Camera::Camera(const glm::vec3& position, const glm::vec3& up)
|
||||
: m_position{position}, m_up{up} {
|
||||
// Initialize yaw to -90 degrees so the camera faces -Z by default
|
||||
m_yaw = -glm::half_pi<float>();
|
||||
m_pitch = 0.0f;
|
||||
}
|
||||
|
||||
void Camera::Update(float deltaTime) {
|
||||
@@ -22,166 +24,126 @@ void Camera::Update(float deltaTime) {
|
||||
moveSpeed *= 2.0f;
|
||||
}
|
||||
|
||||
// Controller speed boost (pad0 LB)
|
||||
const SDL_JoystickID pad0 = input.GetPadInstanceId(0);
|
||||
if (pad0 >= 0 && input.IsPadButtonDown(pad0, SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) {
|
||||
moveSpeed *= 3.0f;
|
||||
}
|
||||
|
||||
// Clamp pitch like your old code
|
||||
m_pitch = glm::clamp(m_pitch, -glm::half_pi<float>() + 0.01f, glm::half_pi<float>() - 0.01f);
|
||||
|
||||
// =========================
|
||||
// Movement (Keyboard)
|
||||
// Look Input (Keyboard & Controller)
|
||||
// =========================
|
||||
glm::vec3 move(0.0f);
|
||||
|
||||
if (input.IsKeyDown(SDL_SCANCODE_W)) move += m_forward;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_S)) move -= m_forward;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_D)) move += m_right;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_A)) move -= m_right;
|
||||
|
||||
if (input.IsKeyDown(SDL_SCANCODE_Q)) move += m_up;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_E)) move -= m_up;
|
||||
|
||||
if (glm::length2(move) > 0.0f) {
|
||||
move = glm::normalize(move);
|
||||
m_position += move * (moveSpeed * deltaTime);
|
||||
}
|
||||
|
||||
// =========================
|
||||
// Movement (Controller)
|
||||
// =========================
|
||||
if (pad0 >= 0) {
|
||||
const float lx = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_LEFTX); // [-1..1]
|
||||
const float ly = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_LEFTY); // [-1..1]
|
||||
|
||||
// SDL Y is typically +down, so invert for "forward"
|
||||
glm::vec3 padMove(0.0f);
|
||||
padMove += m_forward * (-ly);
|
||||
padMove += m_right * ( lx);
|
||||
|
||||
// Triggers for vertical movement (optional)
|
||||
// SDL controller triggers are axes too: 0..1-ish after normalization in our helper, but signless.
|
||||
// With our NormalizeAxis, triggers will sit near 0 until pressed (depending on mapping).
|
||||
// If your NormalizeAxis maps triggers weirdly, swap to raw event value approach.
|
||||
const float lt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
|
||||
const float rt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
|
||||
const float vertical = (rt - lt);
|
||||
padMove += m_up * vertical;
|
||||
|
||||
if (glm::length2(padMove) > 0.0001f) {
|
||||
// do NOT normalize: preserve analog magnitude for smooth movement
|
||||
m_position += padMove * (moveSpeed * deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
// =========================
|
||||
// Look (Keyboard arrows only)
|
||||
// =========================
|
||||
// Use radians/sec so framerate-independent
|
||||
const float keyLookSpeed = glm::radians(120.0f); // degrees per second
|
||||
|
||||
const float keyLookSpeed = glm::radians(120.0f);
|
||||
if (input.IsKeyDown(SDL_SCANCODE_UP)) m_pitch += keyLookSpeed * deltaTime;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_DOWN)) m_pitch -= keyLookSpeed * deltaTime;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_LEFT)) m_yaw -= keyLookSpeed * deltaTime;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_RIGHT)) m_yaw += keyLookSpeed * deltaTime;
|
||||
|
||||
// =========================
|
||||
// Look (Controller right stick)
|
||||
// =========================
|
||||
if (pad0 >= 0) {
|
||||
const float rx = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_RIGHTX);
|
||||
const float ry = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_RIGHTY);
|
||||
|
||||
const float padLookSpeed = 2.2f; // radians/sec at full deflection
|
||||
const float padLookSpeed = 2.2f;
|
||||
m_yaw += rx * padLookSpeed * deltaTime;
|
||||
m_pitch += ry * padLookSpeed * deltaTime;
|
||||
m_pitch -= ry * padLookSpeed * deltaTime; // Inverted to match stick convention
|
||||
}
|
||||
|
||||
// Clamp pitch again after modifications
|
||||
// Clamp pitch to prevent flipping over the top
|
||||
m_pitch = glm::clamp(m_pitch, -glm::half_pi<float>() + 0.01f, glm::half_pi<float>() - 0.01f);
|
||||
|
||||
// Recompute basis from yaw/pitch (same convention you used)
|
||||
const glm::mat4 yawMatrix = glm::rotate(glm::mat4(1.0f), -m_yaw, glm::vec3(0, 1, 0));
|
||||
const glm::mat4 pitchMatrix = glm::rotate(glm::mat4(1.0f), m_pitch, glm::vec3(0, 0, 1));
|
||||
const glm::mat4 rotation = yawMatrix * pitchMatrix;
|
||||
// =========================
|
||||
// Update Basis Vectors
|
||||
// =========================
|
||||
// Standard Spherical to Cartesian coordinates (Y-Up, Right-Handed)
|
||||
glm::vec3 front;
|
||||
front.x = cos(m_yaw) * cos(m_pitch);
|
||||
front.y = sin(m_pitch);
|
||||
front.z = sin(m_yaw) * cos(m_pitch);
|
||||
|
||||
m_forward = glm::normalize(glm::vec3(rotation * glm::vec4(1, 0, 0, 0))); // +X forward
|
||||
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
|
||||
m_forward = glm::normalize(front);
|
||||
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0))); // World Up
|
||||
m_up = glm::normalize(glm::cross(m_right, m_forward));
|
||||
|
||||
// keep target mode off when manually controlled
|
||||
m_useTarget = false;
|
||||
// =========================
|
||||
// Movement Input
|
||||
// =========================
|
||||
glm::vec3 move(0.0f);
|
||||
if (input.IsKeyDown(SDL_SCANCODE_W)) move += m_forward;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_S)) move -= m_forward;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_D)) move += m_right;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_A)) move -= m_right;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_Q)) move += glm::vec3(0, 1, 0); // Absolute Up
|
||||
if (input.IsKeyDown(SDL_SCANCODE_E)) move -= glm::vec3(0, 1, 0); // Absolute Down
|
||||
|
||||
if (glm::length2(move) > 0.0f) {
|
||||
m_position += glm::normalize(move) * (moveSpeed * deltaTime);
|
||||
}
|
||||
|
||||
// Controller Movement
|
||||
if (pad0 >= 0) {
|
||||
const float lx = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_LEFTX);
|
||||
const float ly = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_LEFTY);
|
||||
const float lt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
|
||||
const float rt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
|
||||
|
||||
glm::vec3 padMove = (m_forward * -ly) + (m_right * lx) + (glm::vec3(0, 1, 0) * (lt - rt));
|
||||
if (glm::length2(padMove) > 0.0001f) {
|
||||
m_position += padMove * (moveSpeed * deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
m_useTarget = false;
|
||||
CalculateProjectionMatrix();
|
||||
CalculateViewMatrix();
|
||||
}
|
||||
|
||||
void Camera::CalculateViewMatrix() {
|
||||
if (m_useTarget) {
|
||||
m_forward = glm::normalize(m_target - m_position);
|
||||
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
|
||||
m_up = glm::normalize(glm::cross(m_right, m_forward));
|
||||
m_viewMatrix = glm::lookAt(m_position, m_target, m_up);
|
||||
m_viewMatrix = glm::lookAt(m_position, m_target, glm::vec3(0, 1, 0));
|
||||
} else {
|
||||
m_viewMatrix = glm::lookAt(m_position, m_position + m_forward, m_up);
|
||||
}
|
||||
|
||||
m_invMatrix = glm::inverse(m_viewMatrix);
|
||||
}
|
||||
|
||||
void Camera::CalculateProjectionMatrix() {
|
||||
// RH_ZO: Right-Handed, Zero-to-One depth (Vulkan/D3D standard)
|
||||
m_projectionMatrix = glm::perspectiveRH_ZO(glm::radians(fovAngle), m_aspectRatio, m_zNear, m_zFar);
|
||||
|
||||
// CRITICAL VULKAN FIX: Flip Y-axis
|
||||
// This keeps the world upright and fixes winding order issues
|
||||
m_projectionMatrix[1][1] *= -1;
|
||||
}
|
||||
|
||||
void Camera::ClearTarget() {
|
||||
m_useTarget = false;
|
||||
m_forward = glm::normalize(m_target - m_position);
|
||||
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
|
||||
m_up = glm::normalize(glm::cross(m_right, m_forward));
|
||||
}
|
||||
|
||||
void Camera::SetTarget(const glm::vec3& target) {
|
||||
m_target = target;
|
||||
m_useTarget = true;
|
||||
// m_forward = glm::normalize(m_target - m_position);
|
||||
// m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
|
||||
// m_up = glm::normalize(glm::cross(m_right, m_forward));
|
||||
}
|
||||
|
||||
void Camera::Target(const glm::vec3& target) {
|
||||
glm::vec3 directionToTarget = glm::normalize(target - m_position);
|
||||
|
||||
m_forward = glm::normalize(target - m_position);
|
||||
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
|
||||
m_up = glm::normalize(glm::cross(m_right, m_forward));
|
||||
|
||||
m_viewMatrix = glm::lookAt(m_position, m_position + m_forward, m_up);
|
||||
m_invMatrix = glm::inverse(m_viewMatrix);
|
||||
}
|
||||
// ---------------------------------------------------------
|
||||
// Helpers to keep orientation consistent
|
||||
// ---------------------------------------------------------
|
||||
|
||||
void Camera::SetRotation(float yawRadians, float pitchRadians) {
|
||||
m_yaw = yawRadians;
|
||||
m_pitch = glm::clamp(
|
||||
pitchRadians,
|
||||
-glm::half_pi<float>() + 0.001f,
|
||||
glm::half_pi<float>() - 0.001f
|
||||
);
|
||||
m_pitch = glm::clamp(pitchRadians, -glm::half_pi<float>() + 0.001f, glm::half_pi<float>() - 0.001f);
|
||||
|
||||
// Yaw around world Y, pitch around local Z (same convention you used)
|
||||
const glm::mat4 yawMatrix = glm::rotate(glm::mat4(1.0f), -m_yaw, glm::vec3(0, 1, 0));
|
||||
const glm::mat4 pitchMatrix = glm::rotate(glm::mat4(1.0f), m_pitch, glm::vec3(0, 0, 1));
|
||||
const glm::mat4 rotation = yawMatrix * pitchMatrix;
|
||||
|
||||
// Forward is +X in your camera space
|
||||
m_forward = glm::normalize(glm::vec3(rotation * glm::vec4(1, 0, 0, 0)));
|
||||
glm::vec3 front;
|
||||
front.x = cos(m_yaw) * cos(m_pitch);
|
||||
front.y = sin(m_pitch);
|
||||
front.z = sin(m_yaw) * cos(m_pitch);
|
||||
m_forward = glm::normalize(front);
|
||||
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
|
||||
m_up = glm::normalize(glm::cross(m_right, m_forward));
|
||||
|
||||
m_useTarget = false; // rotation overrides target mode
|
||||
}
|
||||
|
||||
void Camera::SetRotation(const glm::vec2& yawPitchRadians) {
|
||||
SetRotation(yawPitchRadians.x, yawPitchRadians.y);
|
||||
}
|
||||
|
||||
void Camera::SetTarget(const glm::vec3& target) {
|
||||
}
|
||||
|
||||
void Camera::ClearTarget() {
|
||||
}
|
||||
|
||||
void Camera::Target(const glm::vec3& target) {
|
||||
m_target = target;
|
||||
m_useTarget = true;
|
||||
m_forward = glm::normalize(target - m_position);
|
||||
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
|
||||
m_up = glm::normalize(glm::cross(m_right, m_forward));
|
||||
}
|
||||
|
||||
@@ -147,7 +147,7 @@ void GfxDevice::init(SDL_Window* window, const std::string& appName, bool vSync)
|
||||
void GfxDevice::recreateSwapchain(int width, int height) {
|
||||
assert(width != 0 && height != 0);
|
||||
waitIdle();
|
||||
swapchain.recreateSwapchain(*this, swapchainFormat, width, height, false);
|
||||
swapchain.recreateSwapchain(*this, swapchainFormat, width, height, true);
|
||||
}
|
||||
|
||||
VkCommandBuffer GfxDevice::beginFrame() {
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <stb_image.h>
|
||||
#include <tiny_gltf.h>
|
||||
|
||||
ImageData::~ImageData()
|
||||
{
|
||||
|
||||
@@ -134,6 +134,12 @@ void Pipeline::CreateGraphicsPipeline(const std::string& vertPath, const std::st
|
||||
|
||||
CreateShaderModule(vertCode, &m_vertShaderModule);
|
||||
|
||||
// vkutil::addDebugLabel(
|
||||
// m_device.getDevice(),
|
||||
// m_fragShaderModule,
|
||||
// VertFileName.c_str()
|
||||
// );
|
||||
|
||||
VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
|
||||
vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
@@ -155,6 +161,13 @@ void Pipeline::CreateGraphicsPipeline(const std::string& vertPath, const std::st
|
||||
|
||||
CreateShaderModule(fragCode, &m_fragShaderModule);
|
||||
|
||||
// vkutil::addDebugLabel(
|
||||
// m_device.getDevice(),
|
||||
// m_fragShaderModule,
|
||||
// FragFileName.c_str()
|
||||
// );
|
||||
|
||||
|
||||
VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
|
||||
fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
|
||||
@@ -10,17 +10,10 @@ MeshPipeline::~MeshPipeline() {
|
||||
void MeshPipeline::init(GfxDevice& gfxDevice, VkFormat drawImageFormat, VkFormat depthImageFormat) {
|
||||
const auto& device = gfxDevice.getDevice();
|
||||
|
||||
// const auto vertexShader = vkutil::loadShaderModule(AssetFS::GetInstance().GetFullPath("engine://shaders/mesh.vert.spv"), device);
|
||||
// const auto fragShader = vkutil::loadShaderModule(AssetFS::GetInstance().GetFullPath("engine://shaders/mesh.frag.spv"), device);
|
||||
const auto vertexShader = AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.vert");
|
||||
const auto fragShader = AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.frag");
|
||||
|
||||
|
||||
const auto vertexShader = AssetFS::GetInstance().GetFullPath("engine://shaders/mesh.vert.spv");
|
||||
const auto fragShader = AssetFS::GetInstance().GetFullPath("engine://shaders/mesh.frag.spv");
|
||||
|
||||
|
||||
// vkutil::addDebugLabel(device, vertexShader, "mesh.vert");
|
||||
// vkutil::addDebugLabel(device, vertexShader, "mesh.frag");
|
||||
|
||||
const auto bufferRange = VkPushConstantRange{
|
||||
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
.offset = 0,
|
||||
|
||||
@@ -91,6 +91,16 @@ void vkutil::addDebugLabel(VkDevice device, VkImage image, const char* label) {
|
||||
vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkShaderModule shaderModule, const char* label) {
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
.objectType = VK_OBJECT_TYPE_SHADER_MODULE,
|
||||
.objectHandle = (std::uint64_t)shaderModule,
|
||||
.pObjectName = label,
|
||||
};
|
||||
vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkBuffer buffer, const char* label) {
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
// #include "Managers/ResourceManager.h"
|
||||
|
||||
GameObject::~GameObject() {
|
||||
spdlog::debug("GameObject destroyed: {}", GetName());
|
||||
// spdlog::debug("GameObject destroyed: {}", GetName());
|
||||
}
|
||||
|
||||
void GameObject::SetActiveDirty() {
|
||||
|
||||
@@ -9,12 +9,11 @@ Object::~Object() {
|
||||
if (!m_BeingDestroyed) {
|
||||
assert(false && "Objects destructor called before destroy");
|
||||
}
|
||||
spdlog::debug("Object Destroyed: {}", m_Name);
|
||||
// spdlog::debug("Object Destroyed: {}", m_Name);
|
||||
}
|
||||
|
||||
void Object::Destroy() {
|
||||
std::cout << "Marked Object for destruction: " << m_Name << std::endl;
|
||||
spdlog::debug("Object Destroyed: {}", m_Name);
|
||||
// spdlog::debug("Object marked for destruction: {}", m_Name);
|
||||
m_BeingDestroyed = true;
|
||||
}
|
||||
|
||||
|
||||
@@ -22,31 +22,28 @@ target_include_directories(lightkeeper PRIVATE "${CMAKE_CURRENT_LIST_DIR}/includ
|
||||
|
||||
target_link_libraries(lightkeeper PRIVATE destrum::destrum)
|
||||
|
||||
#symlink_assets(lightkeeper)
|
||||
|
||||
set(LK_SHADER_SRC "${CMAKE_CURRENT_LIST_DIR}/assets_src/shaders")
|
||||
set(LK_SHADER_OUT "${CMAKE_CURRENT_LIST_DIR}/assets_runtime/shaders")
|
||||
|
||||
include(../cmake/compile_shaders.cmake)
|
||||
compile_glsl_to_spv(lightkeeper "${LK_SHADER_SRC}" "${LK_SHADER_OUT}" LK_SPV)
|
||||
add_dependencies(lightkeeper lightkeeper_shaders)
|
||||
|
||||
set(ENGINE_ASSETS_SRC "${CMAKE_SOURCE_DIR}/destrum/assets_runtime")
|
||||
set(GAME_ASSETS_SRC "${CMAKE_SOURCE_DIR}/lightkeeper/assets_runtime")
|
||||
|
||||
set(ENGINE_ASSETS_DST "$<TARGET_FILE_DIR:lightkeeper>/assets/engine")
|
||||
set(GAME_ASSETS_DST "$<TARGET_FILE_DIR:lightkeeper>/assets/game")
|
||||
set(ASSETS_SRC_DIR "${CMAKE_CURRENT_LIST_DIR}/assets_src")
|
||||
set(ASSETS_RUNTIME_DIR "${CMAKE_CURRENT_LIST_DIR}/assets_runtime")
|
||||
set(OUTPUT_GAME_ASSETS_DIR "${CMAKE_BINARY_DIR}/assets/game")
|
||||
|
||||
add_custom_command(TARGET lightkeeper POST_BUILD
|
||||
# ensure parent dir exists
|
||||
COMMAND ${CMAKE_COMMAND} -E make_directory "$<TARGET_FILE_DIR:lightkeeper>/assets"
|
||||
|
||||
# remove destinations if they already exist (dir OR symlink)
|
||||
COMMAND ${CMAKE_COMMAND} -E rm -rf "${ENGINE_ASSETS_DST}"
|
||||
COMMAND ${CMAKE_COMMAND} -E rm -rf "${GAME_ASSETS_DST}"
|
||||
|
||||
# create symlinks
|
||||
COMMAND ${CMAKE_COMMAND} -E create_symlink "${ENGINE_ASSETS_SRC}" "${ENGINE_ASSETS_DST}"
|
||||
COMMAND ${CMAKE_COMMAND} -E create_symlink "${GAME_ASSETS_SRC}" "${GAME_ASSETS_DST}"
|
||||
COMMAND ${CMAKE_COMMAND} -E make_directory "${OUTPUT_GAME_ASSETS_DIR}"
|
||||
COMMAND ${CMAKE_COMMAND} -E rm -rf "${OUTPUT_GAME_ASSETS_DIR}"
|
||||
COMMAND ${CMAKE_COMMAND} -E create_symlink "${ASSETS_RUNTIME_DIR}" "${OUTPUT_GAME_ASSETS_DIR}"
|
||||
VERBATIM
|
||||
)
|
||||
|
||||
add_custom_target(_internal_clean_game_assets
|
||||
COMMAND TheChef
|
||||
--input "${ASSETS_SRC_DIR}"
|
||||
--output "${ASSETS_RUNTIME_DIR}"
|
||||
--clean
|
||||
)
|
||||
|
||||
add_custom_target(_internal_cook_game_assets ALL
|
||||
COMMAND TheChef
|
||||
--input "${ASSETS_SRC_DIR}"
|
||||
--output "${ASSETS_RUNTIME_DIR}"
|
||||
DEPENDS TheChef
|
||||
)
|
||||
|
||||
|
||||
BIN
lightkeeper/assets_src/kitty.glb
Normal file
BIN
lightkeeper/assets_src/kitty.glb
Normal file
Binary file not shown.
BIN
lightkeeper/assets_src/kitty.png
Normal file
BIN
lightkeeper/assets_src/kitty.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 45 KiB |
BIN
lightkeeper/assets_src/tano.png
Normal file
BIN
lightkeeper/assets_src/tano.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 132 KiB |
BIN
lightkeeper/assets_src/test.glb
Normal file
BIN
lightkeeper/assets_src/test.glb
Normal file
Binary file not shown.
@@ -7,10 +7,12 @@
|
||||
|
||||
#include "destrum/Components/MeshRendererComponent.h"
|
||||
#include "destrum/Components/Rotator.h"
|
||||
#include "destrum/Components/Spinner.h"
|
||||
#include "destrum/Components/OrbitAndSpin.h"
|
||||
#include "destrum/ObjectModel/GameObject.h"
|
||||
#include "destrum/Util/ModelLoader.h"
|
||||
|
||||
LightKeeper::LightKeeper(): App(), renderer(meshCache, materialCache) {
|
||||
|
||||
}
|
||||
|
||||
LightKeeper::~LightKeeper() {
|
||||
@@ -27,13 +29,15 @@ void LightKeeper::customInit() {
|
||||
std::string fileStr(file.begin(), file.end());
|
||||
spdlog::info("Read from assetfstest.txt: {}", fileStr);
|
||||
testMesh.name = "Test Mesh";
|
||||
testMesh.vertices = vertices;
|
||||
testMesh.indices = indices;
|
||||
// testMesh.vertices = vertices;
|
||||
// testMesh.indices = indices;
|
||||
|
||||
auto list_of_models = ModelLoader::LoadGLTF_CPUMeshes_MergedPerMesh(AssetFS::GetInstance().GetFullPath("game://kitty.glb").generic_string());
|
||||
testMesh = list_of_models[0];
|
||||
testMeshID = meshCache.addMesh(gfxDevice, testMesh);
|
||||
spdlog::info("TestMesh uploaded with id: {}", testMeshID);
|
||||
|
||||
const auto testimgpath = AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png");
|
||||
const auto testimgpath = AssetFS::GetInstance().GetFullPath("game://kitty.png");
|
||||
auto testimgID = gfxDevice.loadImageFromFile(testimgpath);
|
||||
spdlog::info("Test image loaded with id: {}", testimgID);
|
||||
testMaterialID = materialCache.addMaterial(gfxDevice, {
|
||||
@@ -50,6 +54,35 @@ void LightKeeper::customInit() {
|
||||
auto meshComp = testCube->AddComponent<MeshRendererComponent>();
|
||||
meshComp->SetMeshID(testMeshID);
|
||||
meshComp->SetMaterialID(testMaterialID);
|
||||
testCube->AddComponent<Spinner>(glm::vec3(0, 1, 0), glm::radians(10.0f)); // spin around Y, rad/sec
|
||||
//rotate 180 around X axis
|
||||
testCube->GetTransform().SetLocalRotation(glm::quat(glm::vec3(glm::radians(180.0f), 0.0f, 0.0f)));
|
||||
//
|
||||
auto globeRoot = std::make_shared<GameObject>("GlobeRoot");
|
||||
globeRoot->GetTransform().SetWorldPosition(glm::vec3(0.0f));
|
||||
globeRoot->AddComponent<Spinner>(glm::vec3(0, 1, 0), 1.0f); // spin around Y, rad/sec
|
||||
scene.Add(globeRoot);
|
||||
|
||||
const int count = 100;
|
||||
const float radius = 5.0f;
|
||||
|
||||
const float orbitRadius = 5.0f;
|
||||
|
||||
for (int i = 0; i < count; ++i) {
|
||||
auto childCube = std::make_shared<GameObject>(fmt::format("ChildCube{}", i));
|
||||
|
||||
auto childMeshComp = childCube->AddComponent<MeshRendererComponent>();
|
||||
childMeshComp->SetMeshID(testMeshID);
|
||||
childMeshComp->SetMaterialID(testMaterialID);
|
||||
|
||||
childCube->GetTransform().SetWorldScale(glm::vec3(0.1f));
|
||||
|
||||
// Add orbit + self spin
|
||||
auto orbit = childCube->AddComponent<OrbitAndSpin>(orbitRadius, glm::vec3(0.0f));
|
||||
orbit->Randomize(1337u + (uint32_t)i); // stable random per index
|
||||
|
||||
scene.Add(childCube);
|
||||
}
|
||||
|
||||
// testCube->AddComponent<Rotator>(10, 5);
|
||||
|
||||
@@ -63,7 +96,6 @@ void LightKeeper::customUpdate(float dt) {
|
||||
}
|
||||
|
||||
void LightKeeper::customDraw() {
|
||||
|
||||
renderer.beginDrawing(gfxDevice);
|
||||
|
||||
const RenderContext ctx{
|
||||
|
||||
Reference in New Issue
Block a user