This commit is contained in:
2026-03-07 07:48:16 +03:00
parent a998771486
commit 95daf12fc5
48 changed files with 4613 additions and 66 deletions

View File

@@ -14,9 +14,13 @@
#include "texturesmanager.h"
#include "iqm.h"
#include "debugrender.h"
#include "scenemanager.h"
#include "camera.h"
extern Shader* g_unlitShader;
extern Shader* g_unlitSkinnedShader;
extern Shader* g_litShader;
extern Shader* g_litSkinnedShader;
static std::string getFileNameWithoutExtension(const std::string& filename)
{
@@ -285,7 +289,7 @@ void Model::LoadIqm(const char* filename)
//mesh.m_indices = indices;
mesh.vb = g_renderDevice->CreateVertexBuffer(vertices.data(), pMesh->num_vertexes * sizeof(SkinnedMeshVertex), true);
mesh.vbcount = pMesh->num_vertexes;
mesh.ib = g_renderDevice->CreateIndexBuffer(indices.data(), pMesh->num_triangles * sizeof(iqmtriangle), false);
mesh.ib = g_renderDevice->CreateIndexBuffer(indices.data(), pMesh->num_triangles * 3 * sizeof(uint), false);
mesh.ibcount = pMesh->num_triangles * 3;
@@ -611,8 +615,28 @@ void Model::Draw(const glm::mat4& model, SkeletonInstance* instance /*= nullptr*
{
SDL_assert(g_unlitShader);
glm::vec3 pos = model[3];
Shader* shader = instance ? g_unlitSkinnedShader : g_unlitShader;
DLight* light = nullptr;
float lastDistSq = FLT_MAX;
for (int i = 0; i < DLightManager::GetInstance()->GetNumLights(); i++)
{
float distSq = glm::length2(pos - DLightManager::GetInstance()->GetDLight(i)->position );
if (distSq <= lastDistSq)
{
lastDistSq = distSq;
light = DLightManager::GetInstance()->GetDLight(i);
}
}
if (light)
shader = instance ? g_litSkinnedShader : g_litShader;
for (int i = 0; i < m_meshes.size(); i++)
{
ModelData_t& m_data = m_meshes[i];
@@ -624,23 +648,7 @@ void Model::Draw(const glm::mat4& model, SkeletonInstance* instance /*= nullptr*
g_renderDevice->SetDepthTest(true);
g_renderDevice->SetDepthWrite(true);
bool isTransparent = false;
if (isTransparent)
{
// Enable blending
g_renderDevice->SetBlending(true);
g_renderDevice->SetBlendingFunction(BF_SRC_ALPHA, BF_ONE_MINUS_SRC_ALPHA);
glm::vec4 color = glm::vec4(1.f, 1.f, 1.f, .5f);
g_shaderSystem->SetUniformFloat4(shader, UNIFORM_CUSTOM_COLOR, glm::value_ptr(color));
}
else
{
g_renderDevice->SetBlending(false);
//glm::vec4 color = glm::vec4(1.f, 1.f, 1.f, 1.f);
//g_shaderSystem->SetUniformFloat4(shader, UNIFORM_CUSTOM_COLOR, glm::value_ptr(color));
}
g_renderDevice->SetBlending(false);
g_renderDevice->SetVerticesBuffer(m_data.vb);
if (m_data.ib)
@@ -657,6 +665,37 @@ void Model::Draw(const glm::mat4& model, SkeletonInstance* instance /*= nullptr*
g_shaderSystem->SetUniformMatrix(shader, UNIFORM_MVP_MATRIX, &mvp[0]);
Camera* camera = g_cameraManager.GetActiveCamera();
if (camera && shader->HasUniform(UNIFORM_CAMERA_POS))
{
glm::vec4 campos = glm::vec4(camera->GetPosition(), 1.0f);
g_shaderSystem->SetUniformFloat4(shader, UNIFORM_CAMERA_POS, &campos);
}
if (shader->HasUniform(UNIFORM_SUN_DIRECTION))
{
glm::vec4 lightPos = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
if (light)
lightPos = glm::vec4(light->position, light->radius);
g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_DIRECTION, &lightPos);
}
if (shader->HasUniform(UNIFORM_SUN_COLOR))
{
glm::vec4 lightColor = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
if (light)
lightColor = glm::vec4(light->color, 1.0f);
g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_COLOR, &lightColor);
}
if (shader->HasUniform(UNIFORM_SUN_AMBIENT))
{
glm::vec4 lightColor = glm::vec4(0.1f);
g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_AMBIENT, &lightColor);
}
if (!m_data.m_AlbedoTexture)
m_data.m_AlbedoTexture = g_texturesManager->LoadTexture2D("MustBeEvilHackButDontCare");