Merge branch 'master' into NDK-ShadowMapping
Former-commit-id: 83435ab51753299b30a102871fbcd5558d2ac4f1
This commit is contained in:
@@ -30,22 +30,22 @@ namespace Ndk
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// On récupère la position et la rotation pour les affecter au listener
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const NodeComponent& node = entity->GetComponent<NodeComponent>();
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NzAudio::SetListenerPosition(node.GetPosition(nzCoordSys_Global));
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NzAudio::SetListenerRotation(node.GetRotation(nzCoordSys_Global));
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Nz::Audio::SetListenerPosition(node.GetPosition(Nz::CoordSys_Global));
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Nz::Audio::SetListenerRotation(node.GetRotation(Nz::CoordSys_Global));
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// On vérifie la présence d'une donnée de vitesse, et on l'affecte
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// (La vitesse du listener Audio ne le fait pas se déplacer, mais affecte par exemple l'effet Doppler)
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if (entity->HasComponent<VelocityComponent>())
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{
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const VelocityComponent& velocity = entity->GetComponent<VelocityComponent>();
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NzAudio::SetListenerVelocity(velocity.linearVelocity);
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Nz::Audio::SetListenerVelocity(velocity.linearVelocity);
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}
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activeListenerCount++;
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}
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if (activeListenerCount > 1)
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NazaraWarning(NzString::Number(activeListenerCount) + " listeners were active in the same update loop");
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NazaraWarning(Nz::String::Number(activeListenerCount) + " listeners were active in the same update loop");
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}
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SystemIndex ListenerSystem::systemIndex;
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@@ -45,9 +45,9 @@ namespace Ndk
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NodeComponent& node = entity->GetComponent<NodeComponent>();
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PhysicsComponent& phys = entity->GetComponent<PhysicsComponent>();
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NzPhysObject& physObj = phys.GetPhysObject();
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node.SetRotation(physObj.GetRotation(), nzCoordSys_Global);
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node.SetPosition(physObj.GetPosition(), nzCoordSys_Global);
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Nz::PhysObject& physObj = phys.GetPhysObject();
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node.SetRotation(physObj.GetRotation(), Nz::CoordSys_Global);
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node.SetPosition(physObj.GetPosition(), Nz::CoordSys_Global);
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}
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float invElapsedTime = 1.f / elapsedTime;
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@@ -56,12 +56,12 @@ namespace Ndk
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CollisionComponent& collision = entity->GetComponent<CollisionComponent>();
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NodeComponent& node = entity->GetComponent<NodeComponent>();
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NzPhysObject* physObj = collision.GetStaticBody();
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Nz::PhysObject* physObj = collision.GetStaticBody();
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NzQuaternionf oldRotation = physObj->GetRotation();
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NzVector3f oldPosition = physObj->GetPosition();
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NzQuaternionf newRotation = node.GetRotation(nzCoordSys_Global);
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NzVector3f newPosition = node.GetPosition(nzCoordSys_Global);
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Nz::Quaternionf oldRotation = physObj->GetRotation();
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Nz::Vector3f oldPosition = physObj->GetPosition();
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Nz::Quaternionf newRotation = node.GetRotation(Nz::CoordSys_Global);
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Nz::Vector3f newPosition = node.GetPosition(Nz::CoordSys_Global);
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// Pour déplacer des objets statiques et assurer les collisions, il faut leur définir une vitesse
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// (note importante: le moteur physique n'applique pas la vitesse sur les objets statiques)
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@@ -71,21 +71,21 @@ namespace Ndk
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physObj->SetVelocity((newPosition - oldPosition) * invElapsedTime);
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}
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else
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physObj->SetVelocity(NzVector3f::Zero());
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physObj->SetVelocity(Nz::Vector3f::Zero());
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if (newRotation != oldRotation)
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{
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NzQuaternionf transition = newRotation * oldRotation.GetConjugate();
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NzEulerAnglesf angles = transition.ToEulerAngles();
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NzVector3f angularVelocity(NzToRadians(angles.pitch * invElapsedTime),
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NzToRadians(angles.yaw * invElapsedTime),
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NzToRadians(angles.roll * invElapsedTime));
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Nz::Quaternionf transition = newRotation * oldRotation.GetConjugate();
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Nz::EulerAnglesf angles = transition.ToEulerAngles();
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Nz::Vector3f angularVelocity(Nz::ToRadians(angles.pitch * invElapsedTime),
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Nz::ToRadians(angles.yaw * invElapsedTime),
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Nz::ToRadians(angles.roll * invElapsedTime));
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physObj->SetRotation(oldRotation);
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physObj->SetAngularVelocity(angularVelocity);
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}
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else
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physObj->SetAngularVelocity(NzVector3f::Zero());
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physObj->SetAngularVelocity(Nz::Vector3f::Zero());
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}
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}
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@@ -13,10 +13,10 @@
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namespace Ndk
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{
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RenderSystem::RenderSystem() :
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m_coordinateSystemMatrix(NzMatrix4f::Identity()),
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m_coordinateSystemMatrix(Nz::Matrix4f::Identity()),
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m_coordinateSystemInvalidated(true)
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{
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SetDefaultBackground(NzColorBackground::New());
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SetDefaultBackground(Nz::ColorBackground::New());
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SetUpdateRate(0.f);
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}
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@@ -50,7 +50,7 @@ namespace Ndk
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if (entity->HasComponent<LightComponent>() && entity->HasComponent<NodeComponent>())
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{
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LightComponent& lightComponent = entity->GetComponent<LightComponent>();
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if (lightComponent.GetLightType() == nzLightType_Directional)
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if (lightComponent.GetLightType() == Nz::LightType_Directional)
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{
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m_directionalLights.Insert(entity);
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m_pointSpotLights.Remove(entity);
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@@ -95,7 +95,7 @@ namespace Ndk
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//UpdateDirectionalShadowMaps(camComponent);
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NzAbstractRenderQueue* renderQueue = m_renderTechnique.GetRenderQueue();
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Nz::AbstractRenderQueue* renderQueue = m_renderTechnique.GetRenderQueue();
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renderQueue->Clear();
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//TODO: Culling
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@@ -113,13 +113,13 @@ namespace Ndk
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NodeComponent& lightNode = light->GetComponent<NodeComponent>();
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///TODO: Cache somehow?
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lightComponent.AddToRenderQueue(renderQueue, NzMatrix4f::ConcatenateAffine(m_coordinateSystemMatrix, lightNode.GetTransformMatrix()));
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lightComponent.AddToRenderQueue(renderQueue, Nz::Matrix4f::ConcatenateAffine(m_coordinateSystemMatrix, lightNode.GetTransformMatrix()));
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}
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camComponent.ApplyView();
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NzSceneData sceneData;
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sceneData.ambientColor = NzColor(25, 25, 25);
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Nz::SceneData sceneData;
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sceneData.ambientColor = Nz::Color(25, 25, 25);
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sceneData.background = m_background;
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sceneData.viewer = &camComponent;
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@@ -127,13 +127,13 @@ namespace Ndk
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}
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}
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void RenderSystem::UpdateDirectionalShadowMaps(const NzAbstractViewer& viewer)
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void RenderSystem::UpdateDirectionalShadowMaps(const Nz::AbstractViewer& viewer)
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{
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if (!m_shadowRT.IsValid())
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m_shadowRT.Create();
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NzSceneData dummySceneData;
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dummySceneData.ambientColor = NzColor(0, 0, 0);
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Nz::SceneData dummySceneData;
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dummySceneData.ambientColor = Nz::Color(0, 0, 0);
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dummySceneData.background = nullptr;
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dummySceneData.viewer = nullptr; //< Depth technique doesn't require any viewer
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@@ -145,13 +145,13 @@ namespace Ndk
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if (!lightComponent.IsShadowCastingEnabled())
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continue;
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NzVector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
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Nz::Vector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
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m_shadowRT.AttachTexture(nzAttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
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NzRenderer::SetTarget(&m_shadowRT);
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NzRenderer::SetViewport(NzRecti(0, 0, shadowMapSize.x, shadowMapSize.y));
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m_shadowRT.AttachTexture(Nz::AttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
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Nz::Renderer::SetTarget(&m_shadowRT);
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Nz::Renderer::SetViewport(Nz::Recti(0, 0, shadowMapSize.x, shadowMapSize.y));
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NzAbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
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Nz::AbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
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renderQueue->Clear();
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///TODO: Culling
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@@ -164,8 +164,8 @@ namespace Ndk
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}
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///TODO: Cache the matrices in the light?
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NzRenderer::SetMatrix(nzMatrixType_Projection, NzMatrix4f::Ortho(0.f, 100.f, 100.f, 0.f, 1.f, 100.f));
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NzRenderer::SetMatrix(nzMatrixType_View, NzMatrix4f::ViewMatrix(lightNode.GetRotation() * NzVector3f::Forward() * 100.f, lightNode.GetRotation()));
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Nz::Renderer::SetMatrix(Nz::MatrixType_Projection, Nz::Matrix4f::Ortho(0.f, 100.f, 100.f, 0.f, 1.f, 100.f));
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Nz::Renderer::SetMatrix(Nz::MatrixType_View, Nz::Matrix4f::ViewMatrix(lightNode.GetRotation() * Nz::Vector3f::Forward() * 100.f, lightNode.GetRotation()));
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m_shadowTechnique.Draw(dummySceneData);
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}
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@@ -176,8 +176,8 @@ namespace Ndk
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if (!m_shadowRT.IsValid())
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m_shadowRT.Create();
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NzSceneData dummySceneData;
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dummySceneData.ambientColor = NzColor(0, 0, 0);
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Nz::SceneData dummySceneData;
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dummySceneData.ambientColor = Nz::Color(0, 0, 0);
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dummySceneData.background = nullptr;
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dummySceneData.viewer = nullptr; //< Depth technique doesn't require any viewer
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@@ -189,37 +189,37 @@ namespace Ndk
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if (!lightComponent.IsShadowCastingEnabled())
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continue;
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NzVector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
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Nz::Vector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
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switch (lightComponent.GetLightType())
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{
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case nzLightType_Directional:
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case Nz::LightType_Directional:
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NazaraInternalError("Directional lights included in point/spot light list");
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break;
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case nzLightType_Point:
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case Nz::LightType_Point:
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{
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static NzQuaternionf rotations[6] =
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static Nz::Quaternionf rotations[6] =
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{
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NzQuaternionf::RotationBetween(NzVector3f::Forward(), NzVector3f::UnitX()), // nzCubemapFace_PositiveX
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NzQuaternionf::RotationBetween(NzVector3f::Forward(), -NzVector3f::UnitX()), // nzCubemapFace_NegativeX
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NzQuaternionf::RotationBetween(NzVector3f::Forward(), -NzVector3f::UnitY()), // nzCubemapFace_PositiveY
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NzQuaternionf::RotationBetween(NzVector3f::Forward(), NzVector3f::UnitY()), // nzCubemapFace_NegativeY
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NzQuaternionf::RotationBetween(NzVector3f::Forward(), -NzVector3f::UnitZ()), // nzCubemapFace_PositiveZ
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NzQuaternionf::RotationBetween(NzVector3f::Forward(), NzVector3f::UnitZ()) // nzCubemapFace_NegativeZ
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Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), Nz::Vector3f::UnitX()), // nzCubemapFace_PositiveX
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Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), -Nz::Vector3f::UnitX()), // nzCubemapFace_NegativeX
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Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), -Nz::Vector3f::UnitY()), // nzCubemapFace_PositiveY
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Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), Nz::Vector3f::UnitY()), // nzCubemapFace_NegativeY
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Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), -Nz::Vector3f::UnitZ()), // nzCubemapFace_PositiveZ
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Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), Nz::Vector3f::UnitZ()) // nzCubemapFace_NegativeZ
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};
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for (unsigned int face = 0; face < 6; ++face)
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{
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m_shadowRT.AttachTexture(nzAttachmentPoint_Depth, 0, lightComponent.GetShadowMap(), face);
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NzRenderer::SetTarget(&m_shadowRT);
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NzRenderer::SetViewport(NzRecti(0, 0, shadowMapSize.x, shadowMapSize.y));
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m_shadowRT.AttachTexture(Nz::AttachmentPoint_Depth, 0, lightComponent.GetShadowMap(), face);
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Nz::Renderer::SetTarget(&m_shadowRT);
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Nz::Renderer::SetViewport(Nz::Recti(0, 0, shadowMapSize.x, shadowMapSize.y));
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///TODO: Cache the matrices in the light?
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NzRenderer::SetMatrix(nzMatrixType_Projection, NzMatrix4f::Perspective(NzFromDegrees(90.f), 1.f, 0.1f, lightComponent.GetRadius()));
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NzRenderer::SetMatrix(nzMatrixType_View, NzMatrix4f::ViewMatrix(lightNode.GetPosition(), rotations[face]));
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Nz::Renderer::SetMatrix(Nz::MatrixType_Projection, Nz::Matrix4f::Perspective(Nz::FromDegrees(90.f), 1.f, 0.1f, lightComponent.GetRadius()));
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Nz::Renderer::SetMatrix(Nz::MatrixType_View, Nz::Matrix4f::ViewMatrix(lightNode.GetPosition(), rotations[face]));
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NzAbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
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Nz::AbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
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renderQueue->Clear();
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///TODO: Culling
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@@ -236,16 +236,17 @@ namespace Ndk
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break;
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}
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case nzLightType_Spot:
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m_shadowRT.AttachTexture(nzAttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
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NzRenderer::SetTarget(&m_shadowRT);
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NzRenderer::SetViewport(NzRecti(0, 0, shadowMapSize.x, shadowMapSize.y));
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case Nz::LightType_Spot:
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{
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m_shadowRT.AttachTexture(Nz::AttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
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Nz::Renderer::SetTarget(&m_shadowRT);
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Nz::Renderer::SetViewport(Nz::Recti(0, 0, shadowMapSize.x, shadowMapSize.y));
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///TODO: Cache the matrices in the light?
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NzRenderer::SetMatrix(nzMatrixType_Projection, NzMatrix4f::Perspective(lightComponent.GetOuterAngle()*2.f, 1.f, 0.1f, lightComponent.GetRadius()));
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NzRenderer::SetMatrix(nzMatrixType_View, NzMatrix4f::ViewMatrix(lightNode.GetPosition(), lightNode.GetRotation()));
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Nz::Renderer::SetMatrix(Nz::MatrixType_Projection, Nz::Matrix4f::Perspective(lightComponent.GetOuterAngle()*2.f, 1.f, 0.1f, lightComponent.GetRadius()));
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Nz::Renderer::SetMatrix(Nz::MatrixType_View, Nz::Matrix4f::ViewMatrix(lightNode.GetPosition(), lightNode.GetRotation()));
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NzAbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
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Nz::AbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
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renderQueue->Clear();
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///TODO: Culling
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@@ -259,6 +260,7 @@ namespace Ndk
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m_shadowTechnique.Draw(dummySceneData);
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break;
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}
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}
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}
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}
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