NazaraEngine/SDK/src/NDK/Systems/RenderSystem.cpp

166 lines
5.1 KiB
C++

// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/Systems/RenderSystem.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/ColorBackground.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <NDK/Components/CameraComponent.hpp>
#include <NDK/Components/GraphicsComponent.hpp>
#include <NDK/Components/LightComponent.hpp>
#include <NDK/Components/NodeComponent.hpp>
namespace Ndk
{
RenderSystem::RenderSystem()
{
}
void RenderSystem::OnEntityRemoved(Entity* entity)
{
m_cameras.Remove(entity);
m_drawables.Remove(entity);
m_lights.Remove(entity);
}
void RenderSystem::OnEntityValidation(Entity* entity, bool justAdded)
{
if (entity->HasComponent<CameraComponent>() && entity->HasComponent<NodeComponent>())
{
m_cameras.Insert(entity);
std::sort(m_cameras.begin(), m_cameras.end(), [](const EntityHandle& handle1, const EntityHandle& handle2)
{
return handle1->GetComponent<CameraComponent>().GetLayer() < handle2->GetComponent<CameraComponent>().GetLayer();
});
}
else
m_cameras.Remove(entity);
if (entity->HasComponent<GraphicsComponent>() && entity->HasComponent<NodeComponent>())
m_drawables.Insert(entity);
else
m_drawables.Remove(entity);
if (entity->HasComponent<LightComponent>() && entity->HasComponent<NodeComponent>())
m_lights.Insert(entity);
else
m_lights.Remove(entity);
}
void RenderSystem::OnEntityRemoved(Entity* entity)
{
m_cameras.Remove(entity);
m_drawables.Remove(entity);
m_lights.Remove(entity);
}
void RenderSystem::OnEntityValidation(Entity* entity, bool justAdded)
{
if (entity->HasComponent<CameraComponent>() && entity->HasComponent<NodeComponent>())
{
m_cameras.Insert(entity);
std::sort(m_cameras.begin(), m_cameras.end(), [](const EntityHandle& handle1, const EntityHandle& handle2)
{
return handle1->GetComponent<CameraComponent>().GetLayer() < handle2->GetComponent<CameraComponent>().GetLayer();
});
}
else
m_cameras.Remove(entity);
if (entity->HasComponent<GraphicsComponent>() && entity->HasComponent<NodeComponent>())
m_drawables.Insert(entity);
else
m_drawables.Remove(entity);
if (entity->HasComponent<LightComponent>() && entity->HasComponent<NodeComponent>())
m_lights.Insert(entity);
else
m_lights.Remove(entity);
}
void RenderSystem::OnUpdate(float elapsedTime)
{
UpdateShadowMaps();
for (const Ndk::EntityHandle& camera : m_cameras)
{
CameraComponent& camComponent = camera->GetComponent<CameraComponent>();
camComponent.ApplyView();
NzAbstractRenderQueue* renderQueue = m_renderTechnique.GetRenderQueue();
renderQueue->Clear();
for (const Ndk::EntityHandle& drawable : m_drawables)
{
GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
graphicsComponent.AddToRenderQueue(renderQueue);
}
for (const Ndk::EntityHandle& light : m_lights)
{
LightComponent& lightComponent = light->GetComponent<LightComponent>();
NodeComponent& lightNode = light->GetComponent<NodeComponent>();
lightComponent.AddToRenderQueue(renderQueue, lightNode.GetTransformMatrix());
}
NzColorBackground background;
NzSceneData sceneData;
sceneData.ambientColor = NzColor(25, 25, 25);
sceneData.background = &background;
sceneData.viewer = &camComponent;
m_renderTechnique.Draw(sceneData);
}
}
void RenderSystem::UpdateShadowMaps()
{
if (!m_shadowRT.IsValid())
m_shadowRT.Create();
for (const Ndk::EntityHandle& light : m_lights)
{
LightComponent& lightComponent = light->GetComponent<LightComponent>();
NodeComponent& lightNode = light->GetComponent<NodeComponent>();
if (!lightComponent.IsShadowCastingEnabled() || lightComponent.GetLightType() != nzLightType_Spot)
continue;
NzVector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
m_shadowRT.AttachTexture(nzAttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
///TODO: Cache the matrices in the light?
NzRenderer::SetMatrix(nzMatrixType_Projection, NzMatrix4f::Perspective(lightComponent.GetOuterAngle(), 1.f, 1.f, 1000.f));
NzRenderer::SetMatrix(nzMatrixType_View, NzMatrix4f::ViewMatrix(lightNode.GetPosition(), lightNode.GetRotation()));
NzRenderer::SetTarget(&m_shadowRT);
NzRenderer::SetViewport(NzRecti(0, 0, shadowMapSize.x, shadowMapSize.y));
NzAbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
renderQueue->Clear();
for (const Ndk::EntityHandle& drawable : m_drawables)
{
GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
graphicsComponent.AddToRenderQueue(renderQueue);
}
NzSceneData sceneData;
sceneData.ambientColor = NzColor(0, 0, 0);
sceneData.background = nullptr;
sceneData.viewer = nullptr; //< Depth technique doesn't require any viewer
m_shadowTechnique.Draw(sceneData);
}
}
SystemIndex RenderSystem::systemIndex;
}