mouse picking
This commit is contained in:
parent
4f83af1857
commit
1701aa5a61
12 changed files with 100 additions and 19 deletions
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@ -170,6 +170,7 @@ void Device::createLogicalDevice() {
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VkPhysicalDeviceFeatures deviceFeatures = {};
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deviceFeatures.samplerAnisotropy = VK_TRUE;
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deviceFeatures.fillModeNonSolid = VK_TRUE;
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VkDeviceCreateInfo createInfo = {};
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createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
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@ -10,6 +10,7 @@ RenderSystem::RenderSystem(
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std::map<uint32_t, std::vector<Image*>> imageArrayBindings,
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uint32_t pushCunstantDataSize,
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bool cullingEnabled,
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bool wireframeEnabled,
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std::vector<VkVertexInputAttributeDescription> attributeDescptions,
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uint32_t vertexSize
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) : xeDevice{Engine::getInstance()->xeDevice},
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@ -23,7 +24,7 @@ RenderSystem::RenderSystem(
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createUniformBuffers();
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createDescriptorSets();
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createPipelineLayout();
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createPipeline(xeRenderer.getSwapChainRenderPass(), vert, frag, cullingEnabled, attributeDescptions, vertexSize);
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createPipeline(xeRenderer.getSwapChainRenderPass(), vert, frag, cullingEnabled, wireframeEnabled, attributeDescptions, vertexSize);
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}
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RenderSystem::~RenderSystem() {
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@ -155,7 +156,7 @@ void RenderSystem::createPipelineLayout() {
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}
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void RenderSystem::createPipeline(VkRenderPass renderPass, std::string vert, std::string frag, bool cullingEnabled, std::vector<VkVertexInputAttributeDescription> attributeDescptions, uint32_t vertexSize) {
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void RenderSystem::createPipeline(VkRenderPass renderPass, std::string vert, std::string frag, bool cullingEnabled, bool wireframeEnabled, std::vector<VkVertexInputAttributeDescription> attributeDescptions, uint32_t vertexSize) {
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assert(pipelineLayout != nullptr && "Cannot create pipeline before pipeline layout");
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PipelineConfigInfo pipelineConfig{};
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@ -163,6 +164,9 @@ void RenderSystem::createPipeline(VkRenderPass renderPass, std::string vert, std
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if (cullingEnabled) {
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pipelineConfig.rasterizationInfo.cullMode = VK_CULL_MODE_BACK_BIT;
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}
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if(wireframeEnabled) {
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pipelineConfig.rasterizationInfo.polygonMode = VK_POLYGON_MODE_LINE;
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}
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pipelineConfig.renderPass = renderPass;
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pipelineConfig.pipelineLayout = pipelineLayout;
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xePipeline = std::make_unique<Pipeline>(
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@ -74,8 +74,24 @@ class RenderSystem {
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return *this;
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}
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Builder& setWireframe(bool enabled) {
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wireframeEnabled = enabled;
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return *this;
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}
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std::unique_ptr<RenderSystem> build() {
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return std::make_unique<RenderSystem>(std::move(vert), std::move(frag), std::move(uniformBindings), std::move(imageBindings), std::move(imageArrayBindings), std::move(pushCunstantDataSize), std::move(cullingEnabled), std::move(attributeDescptions), std::move(vertexSize));
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return std::make_unique<RenderSystem>(
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std::move(vert),
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std::move(frag),
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std::move(uniformBindings),
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std::move(imageBindings),
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std::move(imageArrayBindings),
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std::move(pushCunstantDataSize),
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std::move(cullingEnabled),
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std::move(wireframeEnabled),
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std::move(attributeDescptions),
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std::move(vertexSize)
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);
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}
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private:
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@ -92,6 +108,7 @@ class RenderSystem {
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std::string frag;
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bool cullingEnabled{false};
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bool wireframeEnabled{false};
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};
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RenderSystem(
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@ -102,6 +119,7 @@ class RenderSystem {
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std::map<uint32_t, std::vector<Image*>> imageArrayBindings,
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uint32_t pushCunstantDataSize,
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bool cullingEnabled,
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bool wireframeEnabled,
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std::vector<VkVertexInputAttributeDescription> attributeDescptions,
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uint32_t vertexSize
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);
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@ -127,7 +145,7 @@ class RenderSystem {
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void createDescriptorSets();
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void updateDescriptorSet(int frameIndex, bool allocate);
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void createPipelineLayout();
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void createPipeline(VkRenderPass renderPass, std::string vert, std::string frag, bool cullingEnabled, std::vector<VkVertexInputAttributeDescription> attributeDescptions, uint32_t vertexSize);
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void createPipeline(VkRenderPass renderPass, std::string vert, std::string frag, bool cullingEnabled, bool wireframeEnabled, std::vector<VkVertexInputAttributeDescription> attributeDescptions, uint32_t vertexSize);
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bool boundPipeline{false};
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bool boundDescriptor{false};
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@ -22,8 +22,8 @@ layout (push_constant) uniform Push {
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const float AMBIENT = 0.02;
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void main() {
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gl_Position = ubo.projectionViewMatrix * push.modelMatrix * vec4(position, 1.0);
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gl_Position = ubo.projectionViewMatrix * push.modelMatrix * vec4(position, 1.0);
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vec3 normalWorldSpace = normalize(mat3(push.normalMatrix) * normal);
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float lightIntensity = AMBIENT + max(dot(normalWorldSpace, ubo.directionToLight), 0);
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@ -391,6 +391,29 @@ void Chunk::setBlock(int32_t x, int32_t y, int32_t z, uint8_t block) {
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cubes[index] = block;
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}
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uint8_t Chunk::getGlobalBlock(int32_t x, int32_t y, int32_t z) {
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if(y >= CHUNK_SIZE.y) return AIR;
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if(y < 0) return INVALID;
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int gridX = static_cast<int>(floor(x / Chunk::CHUNK_SIZE.x));
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int gridZ = static_cast<int>(floor(z / Chunk::CHUNK_SIZE.z));
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Chunk* chunk = getChunk(gridX, gridZ);
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if(chunk == nullptr) return INVALID;
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int localX = x - gridX * CHUNK_SIZE.x;
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int localZ = z - gridZ * CHUNK_SIZE.z;
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return chunk->getBlock(localX, y, localZ);
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}
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void Chunk::setGlobalBlock(int32_t x, int32_t y, int32_t z, uint8_t block) {
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if(y < 0 || y >= CHUNK_SIZE.y) return;
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int gridX = static_cast<int>(x % Chunk::CHUNK_SIZE.x);
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int gridZ = static_cast<int>(floor(z / Chunk::CHUNK_SIZE.z));
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Chunk* chunk = getChunk(gridX, gridZ);
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if(chunk == nullptr) return;
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int localX = x - gridX * CHUNK_SIZE.x;
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int localZ = z - gridZ * CHUNK_SIZE.z;
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chunk->setBlock(localX, y, localZ, block);
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}
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bool Chunk::isGenerated(int32_t gridX, int32_t gridZ) {
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Chunk* chunk = Chunk::getChunk(gridX, gridZ);
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if(chunk == nullptr) return false;
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@ -68,6 +68,8 @@ class Chunk {
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xe::Model* getMesh();
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uint8_t getBlock(int32_t x, int32_t y, int32_t z);
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void setBlock(int32_t x, int32_t y, int32_t z, uint8_t block);
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static uint8_t getGlobalBlock(int32_t x, int32_t y, int32_t z);
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static void setGlobalBlock(int32_t x, int32_t y, int32_t z, uint8_t block);
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static bool isGenerated(int32_t gridX, int32_t gridZ);
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static bool isMeshed(int32_t gridX, int32_t gridZ);
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@ -24,7 +24,7 @@ void PlayerController::update(float dt) {
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float yaw = viewerObject.transform.rotation.y;
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const glm::vec3 forwardDir{sin(yaw), 0.f, cos(yaw)};
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const glm::vec3 rightDir{forwardDir.z, 0.f, -forwardDir.x};
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const glm::vec3 upDir{0.f, 01.f, 0.f};
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const glm::vec3 upDir{0.f, 1.f, 0.f};
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glm::vec3 moveDir{0};
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if(input.isKeyPressed(keys.moveForward)) moveDir += forwardDir;
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@ -3,6 +3,7 @@
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#include "xe_game_object.hpp"
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#include "xe_input.hpp"
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#define GLM_FORCE_RADIANS
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#include <glm/common.hpp>
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#include <glm/fwd.hpp>
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#include <glm/geometric.hpp>
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@ -36,7 +37,7 @@ namespace app {
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xe::GameObject &viewerObject;
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KeyMappings keys{};
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float moveSpeed{250.f};
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float moveSpeed{100.f};
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float lookSpeed{1.5f};
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};
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@ -1,9 +1,9 @@
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#include "chunk_renderer.hpp"
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#include "skinned_renderer.hpp"
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#include "chunk.hpp"
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namespace app {
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ChunkRenderer::ChunkRenderer(std::vector<xe::Image*> &images) {
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SkinnedRenderer::SkinnedRenderer(std::vector<xe::Image*> &images) {
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xeRenderSystem = xe::RenderSystem::Builder("res/shaders/simple_shader.vert.spv", "res/shaders/simple_shader.frag.spv")
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.addVertexBindingf(0, 3, 0) // position
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.addVertexBindingf(1, 3, 12) // normal
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@ -14,10 +14,11 @@ ChunkRenderer::ChunkRenderer(std::vector<xe::Image*> &images) {
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.addUniformBinding(0, sizeof(UniformBuffer))
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.addTextureArrayBinding(1, images)
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.setCulling(true)
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.setWireframe(false)
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.build();
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}
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void ChunkRenderer::render(std::vector<xe::GameObject> &gameObjects, xe::Camera &xeCamera) {
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void SkinnedRenderer::render(std::vector<xe::GameObject> &gameObjects, xe::Camera &xeCamera) {
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xeRenderSystem->start();
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@ -16,16 +16,16 @@ struct PushConstant {
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alignas(16) glm::mat4 normalMatrix{1.f};
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};
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class ChunkRenderer {
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class SkinnedRenderer {
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public:
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ChunkRenderer(std::vector<xe::Image*> &images);
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SkinnedRenderer(std::vector<xe::Image*> &images);
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~ChunkRenderer() {};
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~SkinnedRenderer() {};
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ChunkRenderer(const ChunkRenderer&) = delete;
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ChunkRenderer operator=(const ChunkRenderer&) = delete;
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SkinnedRenderer(const SkinnedRenderer&) = delete;
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SkinnedRenderer operator=(const SkinnedRenderer&) = delete;
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void render(std::vector<xe::GameObject> &gameObjects, xe::Camera &xeCamera);
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@ -6,7 +6,7 @@ World::World(xe::GameObject& viewer, int renderDistance, int worldSeed)
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: viewer{viewer},
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renderDistance{renderDistance},
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worldSeed{worldSeed},
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chunkRenderer{Chunk::getTextures()} {
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skinnedRenderer{Chunk::getTextures()} {
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reloadChunks(renderDistance);
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}
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@ -92,7 +92,26 @@ void World::updateChunkMeshs() {
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void World::render(xe::Camera& camera) {
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camera.setViewYXZ(viewer.transform.translation, viewer.transform.rotation);
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chunkRenderer.render(loadedChunks, camera);
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// World::Ray ray = raycast(7, 100);
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skinnedRenderer.render(loadedChunks, camera);
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}
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World::Ray World::raycast(float distance, int steps) {
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glm::vec3 position = glm::vec3(viewer.transform.translation);
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float pitch = viewer.transform.rotation.x;
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float yaw = viewer.transform.rotation.y;
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float clamp = 1-fabs(sin(-pitch));
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const glm::vec3 step = glm::normalize(glm::vec3(sin(yaw)*clamp, sin(-pitch), cos(yaw)*clamp)) * (distance/steps);
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for(int i = 0; i < steps; i++) {
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position += step;
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int hit = Chunk::getGlobalBlock(position.x, position.y, position.z);
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if(hit == AIR) continue;
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return World::Ray{position, hit};
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}
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return World::Ray{position, INVALID};
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}
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}
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@ -1,9 +1,14 @@
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#pragma once
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#include "xe_game_object.hpp"
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#include "chunk_renderer.hpp"
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#include "skinned_renderer.hpp"
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#include "chunk.hpp"
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#define GLM_FORCE_RADIANS
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#include <glm/common.hpp>
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#include <glm/fwd.hpp>
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#include <glm/geometric.hpp>
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#include <vector>
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namespace app {
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@ -12,6 +17,11 @@ class World {
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public:
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struct Ray {
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glm::ivec3 pos;
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int hit;
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};
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World(xe::GameObject& viewer, int renderDistance, int worldSeed);
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~World();
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@ -20,6 +30,8 @@ class World {
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void render(xe::Camera& camera);
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Ray raycast(float distance, int steps);
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private:
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void resetChunks();
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@ -36,7 +48,7 @@ class World {
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const xe::GameObject& viewer;
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std::vector<xe::GameObject> loadedChunks;
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ChunkRenderer chunkRenderer;
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SkinnedRenderer skinnedRenderer;
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};
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