Tesseract-Engine/src/Windows/RenderWindow.cpp

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// RenderWindow.cpp
#include "RenderWindow.h"
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#include <vector> // Added as per your inclusion
#include <GL/glew.h> // Ensure GLEW is initialized before using OpenGL functions
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "imgui.h"
#include "gcml.h"
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#include "Componenets/GameObject.h" // Corrected typo: "Componenets" -> "Components"
#include "Componenets/Mesh.h" // Corrected typo: "mesh.h" -> "Mesh.h"
#include "Componenets/Transform.h" // Corrected typo: "transform.h" -> "Transform.h"
#include "Engine/AssetManager.h"
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#include "Icons.h"
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// External References
extern std::vector<std::shared_ptr<GameObject>> g_GameObjects;
extern AssetManager g_AssetManager;
extern std::shared_ptr<CameraComponent> g_RuntimeCameraObject;
extern int g_GPU_Triangles_drawn_to_screen;
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// Example cube data (position + UVs)
static float g_CubeVertices[] =
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{
// Positions // UVs
// Front Face
-1.f, -1.f, 1.f, 0.f, 0.f,
-1.f, 1.f, 1.f, 0.f, 1.f,
1.f, 1.f, 1.f, 1.f, 1.f,
1.f, -1.f, 1.f, 1.f, 0.f,
// Back Face
-1.f, -1.f, -1.f, 1.f, 0.f,
-1.f, 1.f, -1.f, 1.f, 1.f,
1.f, 1.f, -1.f, 0.f, 1.f,
1.f, -1.f, -1.f, 0.f, 0.f,
// Left Face
-1.f, -1.f, -1.f, 0.f, 0.f,
-1.f, 1.f, -1.f, 0.f, 1.f,
-1.f, 1.f, 1.f, 1.f, 1.f,
-1.f, -1.f, 1.f, 1.f, 0.f,
// Right Face
1.f, -1.f, -1.f, 1.f, 0.f,
1.f, 1.f, -1.f, 1.f, 1.f,
1.f, 1.f, 1.f, 0.f, 1.f,
1.f, -1.f, 1.f, 0.f, 0.f,
// Top Face
-1.f, 1.f, -1.f, 0.f, 1.f,
-1.f, 1.f, 1.f, 0.f, 0.f,
1.f, 1.f, 1.f, 1.f, 0.f,
1.f, 1.f, -1.f, 1.f, 1.f,
// Bottom Face
-1.f, -1.f, -1.f, 1.f, 1.f,
-1.f, -1.f, 1.f, 1.f, 0.f,
1.f, -1.f, 1.f, 0.f, 0.f,
1.f, -1.f, -1.f, 0.f, 1.f,
};
static unsigned int g_CubeIndices[] =
{
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// Front
0, 1, 2, 2, 3, 0,
// Back
4, 5, 6, 6, 7, 4,
// Left
8, 9,10, 10,11, 8,
// Right
12,13,14, 14,15,12,
// Top
16,17,18, 18,19,16,
// Bottom
20,21,22, 22,23,20
};
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// Play/Pause Button Implementation
bool PlayPauseButton(const char* label, bool* isPlaying, ImVec2 Size)
{
// Begin the button
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if (ImGui::Button(label, Size))
{
// Toggle the state
*isPlaying = !(*isPlaying);
return true; // Indicate that the state was toggled
}
// Add tooltip
if (ImGui::IsItemHovered())
{
ImGui::SetTooltip(*isPlaying ? "Pause (Space)" : "Play (Space)");
}
// Get the current window's draw list
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
// Get the position of the button
ImVec2 button_pos = ImGui::GetItemRectMin();
ImVec2 button_size = ImGui::GetItemRectSize();
ImVec2 center = ImVec2(button_pos.x + button_size.x * 0.5f, button_pos.y + button_size.y * 0.5f);
// Define icon size
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float icon_size = 0.4f * Size.x;
float half_icon_size = icon_size / 2.0f;
// Define colors
ImU32 icon_color = ImGui::GetColorU32(ImGuiCol_Text);
if (*isPlaying)
{
// Draw Pause Icon (two vertical bars)
float bar_width = 4.0f;
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float spacing = 0.1f * Size.x;
// Left bar
ImVec2 left_bar_p1 = ImVec2(center.x - spacing - bar_width, center.y - half_icon_size);
ImVec2 left_bar_p2 = ImVec2(center.x - spacing, center.y + half_icon_size);
draw_list->AddRectFilled(left_bar_p1, left_bar_p2, icon_color, 2.0f);
// Right bar
ImVec2 right_bar_p1 = ImVec2(center.x + spacing, center.y - half_icon_size);
ImVec2 right_bar_p2 = ImVec2(center.x + spacing + bar_width, center.y + half_icon_size);
draw_list->AddRectFilled(right_bar_p1, right_bar_p2, icon_color, 2.0f);
}
else
{
// Draw Play Icon (triangle)
ImVec2 p1 = ImVec2(center.x - half_icon_size, center.y - half_icon_size);
ImVec2 p2 = ImVec2(center.x - half_icon_size, center.y + half_icon_size);
ImVec2 p3 = ImVec2(center.x + half_icon_size, center.y);
draw_list->AddTriangleFilled(p1, p2, p3, icon_color);
}
return false; // No toggle occurred
}
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// Constructor
RenderWindow::RenderWindow()
{
}
// Destructor
RenderWindow::~RenderWindow()
{
// Delete main FBO
if (m_FBO != 0)
{
glDeleteFramebuffers(1, &m_FBO);
}
// Delete shadow FBO and shadow map
if (m_ShadowFBO != 0)
{
glDeleteFramebuffers(1, &m_ShadowFBO);
}
if (m_ShadowMap)
{
glDeleteTextures(1, &m_ShadowMap);
}
// Delete VAO, VBO, EBO
if (m_VAO != 0)
glDeleteVertexArrays(1, &m_VAO);
if (m_VBO != 0)
glDeleteBuffers(1, &m_VBO);
if (m_EBO != 0)
glDeleteBuffers(1, &m_EBO);
// Delete quad VAO and VBO
if (m_QuadVAO != 0)
glDeleteVertexArrays(1, &m_QuadVAO);
if (m_QuadVBO != 0)
glDeleteBuffers(1, &m_QuadVBO);
// Delete textures
if (m_TextureIDLoaded != 0)
glDeleteTextures(1, &m_TextureIDLoaded);
if (m_TextureID != 0)
glDeleteTextures(1, &m_TextureID);
// Delete shaders
if (m_ShaderPtr)
{
delete m_ShaderPtr;
m_ShaderPtr = nullptr;
}
if (m_ShadowShaderPtr)
{
delete m_ShadowShaderPtr;
m_ShadowShaderPtr = nullptr;
}
if (m_VisualizeShaderPtr)
{
delete m_VisualizeShaderPtr;
m_VisualizeShaderPtr = nullptr;
}
}
// Example implementation of RenderShadowMapPreview
void RenderWindow::RenderShadowMapPreview()
{
// Begin ImGui window
ImGui::Begin("Shadow Map Preview");
// Light Camera Controls
ImGui::Text("Light Camera Controls");
ImGui::Separator();
// Position Controls
ImGui::DragFloat3("Position", glm::value_ptr(m_LightPosition), 0.1f, -20.0f, 20.0f);
// Rotation Controls (Euler angles in degrees)
ImGui::DragFloat3("Rotation", glm::value_ptr(m_LightRotation), 1.0f, -180.0f, 180.0f);
// Update Light View Matrix based on Position and Rotation
// Convert Euler angles to radians
glm::vec3 rotationRad = glm::radians(m_LightRotation);
// Create rotation matrices
glm::mat4 rotX = glm::rotate(glm::mat4(1.0f), rotationRad.x, glm::vec3(1.0f, 0.0f, 0.0f));
glm::mat4 rotY = glm::rotate(glm::mat4(1.0f), rotationRad.y, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 rotZ = glm::rotate(glm::mat4(1.0f), rotationRad.z, glm::vec3(0.0f, 0.0f, 1.0f));
// Combined rotation
glm::mat4 rotation = rotZ * rotY * rotX;
// Update Light View Matrix
m_LightViewMatrix = glm::lookAt(m_LightPosition, glm::vec3(0.0f), glm::vec3(0.0f, 1.0f, 0.0f)) * rotation;
// Shadow Map Rendering
if (1)
{
// Define the size of the preview image
ImVec2 imageSize = ImVec2(256, 256); // Adjust as needed
// Configure OpenGL state for rendering the quad
glDisable(GL_DEPTH_TEST); // Disable depth test so quad renders over everything
m_VisualizeShaderPtr->Use();
m_VisualizeShaderPtr->SetInt("depthMap", 0); // Texture unit 0
// Bind the depth map texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_ShadowMap);
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// Render the quad
glBindVertexArray(m_QuadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
// Re-enable depth testing
glEnable(GL_DEPTH_TEST);
// Display the shadow map texture in ImGui
ImGui::Image((intptr_t)m_ShadowMap, imageSize, ImVec2(0, 1), ImVec2(1, 0));
}
else
{
ImGui::Text("Shadow map not available.");
}
ImGui::End();
}
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void RenderWindow::Show(bool* GameRunning)
{
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ImGui::Begin(ICON_FA_GAMEPAD " Editor##EditorWindow");
if (!m_Initialized)
{
InitGLResources();
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m_LightProjMatrix = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, 1.0f, 20.0f);
m_LightViewMatrix = glm::mat4(1.0f); // Will be updated based on position and rotation
m_Initialized = true;
}
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ImVec2 size = ImGui::GetContentRegionAvail();
int w = static_cast<int>(size.x);
int h = static_cast<int>(size.y);
// If there's space, render to the FBO, then show it as an ImGui image
if (w > 0 && h > 0)
{
if (w != m_LastWidth || h != m_LastHeight)
{
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// Since m_FBO is a GLuint, you cannot call Create() on it directly.
// Instead, you need to delete the existing FBO and recreate it with the new size.
// Delete existing FBO and its attachments
if (m_FBO != 0)
{
glDeleteFramebuffers(1, &m_FBO);
glDeleteTextures(1, &m_TextureID);
}
// Recreate the main FBO with the new size
glGenFramebuffers(1, &m_FBO);
glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
// Create a new color attachment texture
glGenTextures(1, &m_TextureID);
glBindTexture(GL_TEXTURE_2D, m_TextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TextureID, 0);
// Create a renderbuffer object for depth and stencil attachment
GLuint rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
// Check if framebuffer is complete
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cerr << "[RenderWindow] Main FBO is not complete after resizing." << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
m_LastWidth = w;
m_LastHeight = h;
}
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// Render the scene to the FBO with shadow mapping
RenderSceneToFBO(GameRunning);
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// Display the main FBO's color texture in ImGui
ImGui::Image((intptr_t)m_TextureID, size, ImVec2(0, 0), ImVec2(1, 1));
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// Calculate button position to place it slightly right and down from the top-left of the image
ImVec2 imagePos = ImGui::GetItemRectMin();
// Add an offset to position the button
ImVec2 buttonOffset(10.0f, 10.0f); // Adjust these values as needed for the desired offset
ImVec2 buttonPos = ImVec2(imagePos.x + buttonOffset.x, imagePos.y + buttonOffset.y);
// Set cursor position for the button
ImGui::SetCursorScreenPos(buttonPos);
// Dynamically calculate button size based on window size
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float buttonWidth = size.x * 0.03f; // 3% of the window width
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ImVec2 buttonSize = ImVec2(buttonWidth, buttonWidth);
// Render the Play/Pause button with the calculated size
PlayPauseButton("##PlayPauseButton", GameRunning, buttonSize);
}
ImGui::End();
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RenderShadowMapPreview();
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}
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void RenderWindow::InitGLResources()
{
// ----------------------------------------------------
// 1) Load SHADER from the asset manager
// ----------------------------------------------------
{
std::shared_ptr<Shader> shaderAsset = g_AssetManager.loadAsset<Shader>(AssetType::SHADER, "assets/shaders/UnlitMaterial");
if (!shaderAsset)
{
fprintf(stderr, "[RenderWindow] Failed to load shader via AssetManager.\n");
return;
}
// Cast back to your Shader class
m_ShaderPtr = shaderAsset.get();
}
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{
std::shared_ptr<Shader> shaderAsset = g_AssetManager.loadAsset<Shader>(AssetType::SHADER, "assets/shaders/Depth");
if (!shaderAsset)
{
fprintf(stderr, "[RenderWindow] Failed to load shadow shader via AssetManager.\n");
return;
}
// Cast back to your Shader class
m_ShadowShaderPtr = shaderAsset.get();
}
{
std::shared_ptr<Shader> shaderAsset = g_AssetManager.loadAsset<Shader>(AssetType::SHADER, "assets/shaders/DepthVisualize");
if (!shaderAsset)
{
fprintf(stderr, "[RenderWindow] Failed to load visualization shader via AssetManager.\n");
return;
}
// Cast back to your Shader class
m_VisualizeShaderPtr = shaderAsset.get();
}
// ----------------------------------------------------
// 2) Create VAO/VBO/EBO for the cube
// ----------------------------------------------------
glGenVertexArrays(1, &m_VAO);
glBindVertexArray(m_VAO);
glGenBuffers(1, &m_VBO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_CubeVertices), g_CubeVertices, GL_STATIC_DRAW);
glGenBuffers(1, &m_EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(g_CubeIndices), g_CubeIndices, GL_STATIC_DRAW);
// Position = location 0, UV = location 1
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
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5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
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5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
// ----------------------------------------------------
// 3) Load TEXTURE from the asset manager
// ----------------------------------------------------
{
std::shared_ptr<GLuint> texAsset = g_AssetManager.loadAsset<GLuint>(AssetType::TEXTURE, "assets/textures/wood.png");
if (!texAsset)
{
fprintf(stderr, "[RenderWindow] Failed to load texture.\n");
}
else
{
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// Cast from shared_ptr<GLuint> to GLuint
m_TextureIDLoaded = *texAsset; // Assign the GLuint value
}
}
// ----------------------------------------------------
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// 4) Setup Visualization Quad
// ----------------------------------------------------
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{
float quadVertices[] = {
// positions // texCoords
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
glGenVertexArrays(1, &m_QuadVAO);
glGenBuffers(1, &m_QuadVBO);
glBindVertexArray(m_QuadVAO);
glBindBuffer(GL_ARRAY_BUFFER, m_QuadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
glBindVertexArray(0);
}
m_Initialized = true;
}
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void CheckOpenGLError(const std::string& location)
{
GLenum err;
bool hasError = false;
while ((err = glGetError()) != GL_NO_ERROR)
{
std::cerr << "[OpenGL Error] (" << err << ") at " << location << std::endl;
hasError = true;
}
if (hasError)
{
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// Optionally, handle the error (e.g., throw an exception, assert, etc.)
}
}
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// RenderWindow.cpp
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void RenderWindow::RenderSceneToFBO(bool* GameRunning)
{
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if (!m_Initialized) {
std::cerr << "[RenderWindow] OpenGL resources not initialized." << std::endl;
return;
}
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m_RotationAngle += 0.001f; // Spin per frame
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// 1. Shadow Pass: Render the scene from the light's perspective to create the shadow map
glViewport(0, 0, 1024, 1024); // Shadow map resolution
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFBO);
glClear(GL_DEPTH_BUFFER_BIT);
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m_ShadowShaderPtr->Use();
m_ShadowShaderPtr->SetMat4("uLightView", m_LightViewMatrix);
m_ShadowShaderPtr->SetMat4("uLightProj", m_LightProjMatrix);
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// Render all objects to the shadow map
for (auto& obj : g_GameObjects)
{
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std::shared_ptr<TransformComponent> transform = obj->GetComponent<TransformComponent>();
std::shared_ptr<MeshComponent> mesh = obj->GetComponent<MeshComponent>();
if (transform && mesh)
{
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, transform->position);
model = glm::rotate(model, glm::radians(transform->rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians(transform->rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::rotate(model, glm::radians(transform->rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
model = glm::scale(model, transform->scale);
m_ShadowShaderPtr->SetMat4("uModel", model);
for (const auto& submesh : mesh->submeshes)
{
if (submesh.vao == 0)
{
std::cerr << "[RenderWindow] Warning: Submesh VAO is not initialized." << std::endl;
continue;
}
glBindVertexArray(submesh.vao);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(submesh.indices.size()), GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
}
}
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glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind shadow FBO
// 2. Render Pass: Render the scene from the camera's perspective using the shadow map
glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
glViewport(0, 0, m_LastWidth, m_LastHeight);
glEnable(GL_DEPTH_TEST);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_ShaderPtr->Use();
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// Define view and projection matrices
std::shared_ptr<CameraComponent> activeCamera = nullptr;
glm::mat4 view;
glm::mat4 proj;
if (*GameRunning && g_RuntimeCameraObject)
{
activeCamera = g_RuntimeCameraObject;
}
if (activeCamera)
{
view = activeCamera->GetViewMatrix();
proj = activeCamera->GetProjectionMatrix();
}
else
{
view = glm::translate(glm::mat4(1.f), glm::vec3(0.f, 0.f, -5.f));
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float aspect = (m_LastHeight != 0) ? static_cast<float>(m_LastWidth) / static_cast<float>(m_LastHeight) : 1.0f;
proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f); // Replace with your CAM_FOV, CAM_NEAR_PLAIN, CAM_FAR_PLAIN
}
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// Set uniforms for the main shader
glm::mat4 lightSpaceMatrix = m_LightProjMatrix * m_LightViewMatrix;
m_ShaderPtr->SetMat4("uLightSpaceMatrix", lightSpaceMatrix);
// Bind shadow map texture to texture unit 1
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_ShadowMap);
m_ShaderPtr->SetInt("uShadowMap", 1);
// Set light parameters
glm::vec3 lightDir = glm::normalize(glm::vec3(-2.0f, -4.0f, -1.0f));
m_ShaderPtr->SetVec3("light.direction", lightDir);
m_ShaderPtr->SetVec3("light.position", -lightDir * 10.0f); // Same as lightPos in shadow pass
// Set camera/view position
if (activeCamera && activeCamera->GetOwner())
{
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auto transformComp = activeCamera->GetOwner()->GetComponent<TransformComponent>();
if (transformComp)
m_ShaderPtr->SetVec3("viewPos", transformComp->position);
else
m_ShaderPtr->SetVec3("viewPos", glm::vec3(0.f, 0.f, 0.f));
}
else
{
m_ShaderPtr->SetVec3("viewPos", glm::vec3(0.f, 0.f, 0.f));
}
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// Render all objects
for (auto& obj : g_GameObjects)
{
std::shared_ptr<TransformComponent> transform = obj->GetComponent<TransformComponent>();
std::shared_ptr<MeshComponent> mesh = obj->GetComponent<MeshComponent>();
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if (transform && mesh)
{
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glm::mat4 model = glm::mat4(1.f);
model = glm::translate(model, transform->position);
model = glm::rotate(model, glm::radians(transform->rotation.x), glm::vec3(1.f, 0.f, 0.f));
model = glm::rotate(model, glm::radians(transform->rotation.y), glm::vec3(0.f, 1.f, 0.f));
model = glm::rotate(model, glm::radians(transform->rotation.z), glm::vec3(0.f, 0.f, 1.f));
model = glm::scale(model, transform->scale);
glm::mat4 mvp = proj * view * model;
m_ShaderPtr->SetMat4("uMVP", mvp);
m_ShaderPtr->SetMat4("uModel", model);
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for (const auto& submesh : mesh->submeshes)
{
if (submesh.vao == 0)
{
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std::cerr << "[RenderWindow] Warning: Submesh VAO is not initialized." << std::endl;
continue;
}
// Update triangle count
g_GPU_Triangles_drawn_to_screen += static_cast<int>(submesh.indices.size() / 3);
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// Bind diffuse textures
const int MAX_DIFFUSE = 32;
int textureUnit = 0;
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for (const auto& texture : submesh.textures)
{
if (texture.type == "texture_diffuse")
{
if (textureUnit >= MAX_DIFFUSE)
{
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std::cerr << "[RenderWindow] Warning: Exceeded maximum number of diffuse textures (" << MAX_DIFFUSE << ") for shader." << std::endl;
break;
}
glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(GL_TEXTURE_2D, texture.id); // Assuming texture.id is GLuint
std::string uniformName = "uTextures.texture_diffuse[" + std::to_string(textureUnit) + "]";
m_ShaderPtr->SetInt(uniformName, textureUnit);
textureUnit++;
}
}
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// Assign default texture to unused slots
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for (int i = textureUnit; i < MAX_DIFFUSE; ++i)
{
std::string uniformName = "uTextures.texture_diffuse[" + std::to_string(i) + "]";
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m_ShaderPtr->SetInt(uniformName, 0); // Texture unit 0 should have a default texture bound
}
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// Set number of active diffuse textures
m_ShaderPtr->SetInt("uNumDiffuseTextures", textureUnit);
// Draw the submesh
glBindVertexArray(submesh.vao);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(submesh.indices.size()), GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
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// Reset active texture
glActiveTexture(GL_TEXTURE0);
}
}
}
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// Unbind shader and framebuffer
glUseProgram(0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// 3. Render Shadow Map Preview (if not already rendered in Show)
// If you have integrated RenderShadowMapPreview into Show, you might not need to call it here
// Otherwise, uncomment the following line:
// RenderShadowMapPreview();
}
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