42 lines
No EOL
1.2 KiB
C++
42 lines
No EOL
1.2 KiB
C++
#include "skinned_renderer.hpp"
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#include "chunk.hpp"
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namespace app {
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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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.addVertexBindingf(2, 2, 24) // uvs
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.addVertexBindingi(3, 1, 32) // texture
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.setVertexSize(36)
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.addPushConstant(sizeof(PushConstant))
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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 SkinnedRenderer::render(std::vector<xe::GameObject> &gameObjects, xe::Camera &xeCamera) {
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xeRenderSystem->start();
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UniformBuffer ubo{};
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ubo.projectionView = xeCamera.getProjection() * xeCamera.getView();
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xeRenderSystem->loadUniformObject(0, &ubo);
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for(auto &obj : gameObjects) {
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if(obj.model == nullptr) continue;
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PushConstant pc{};
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pc.modelMatrix = obj.transform.mat4();
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pc.normalMatrix = obj.transform.normalMatrix();
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xeRenderSystem->loadPushConstant(&pc);
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xeRenderSystem->render(obj);
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}
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xeRenderSystem->stop();
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}
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} |