This commit is contained in:
Confideo-IOM
2026-09-04 22:07:16 +01:00
parent 18ec2d5394
commit d76df7f61b
18 changed files with 44 additions and 58 deletions
+1 -1
View File
@@ -62,7 +62,7 @@ bool HydraGame::Initialise()
m_player_actor_id = GetEngine()->ActorManager()->CreateActor<HydraPlayerActor>(); m_player_actor_id = GetEngine()->ActorManager()->CreateActor<HydraPlayerActor>();
GetEngine()->ActorManager()->InitialiseActor(m_player_actor_id); GetEngine()->ActorManager()->InitialiseActor(m_player_actor_id);
GetEngine()->ActorManager()->SetPosition(m_player_actor_id, glm::dvec3(0, 2, 10000)); GetEngine()->ActorManager()->SetPosition(m_player_actor_id, glm::dvec3(0, 0, 1100));
GetEngine()->PossessPlayer(m_player_actor_id); GetEngine()->PossessPlayer(m_player_actor_id);
GetEngine()->Camera()->AttachToActor(m_player_actor_id); GetEngine()->Camera()->AttachToActor(m_player_actor_id);
@@ -561,6 +561,7 @@ void main()
float ao = 1; float ao = 1;
vec3 ambient = vec3(0.05) * diffuse.xyz * ao; vec3 ambient = vec3(0.05) * diffuse.xyz * ao;
vec3 Lo = ambient; vec3 Lo = ambient;
if(metal_rough[0] > 0) if(metal_rough[0] > 0)
{ {
uFragColor = vec4(diffuse.xyz * metal_rough[0], diffuse.a); uFragColor = vec4(diffuse.xyz * metal_rough[0], diffuse.a);
@@ -655,7 +656,7 @@ void main()
uFragColor = vec4(output_color, 1.0); uFragColor = vec4(output_color, 1.0);
} }
//uFragColor = vec4(normal,1);
// float light = dot(lights[0].light_direction, normal); // float light = dot(lights[0].light_direction, normal);
// uFragColor = vec4(diffuse.xyz * light,1); // uFragColor = vec4(diffuse.xyz * light,1);
@@ -214,7 +214,7 @@ void HydraPlanetActor::_CreateQuads()
{ {
m_quads[0] = GetEngine()->ActorManager()->CreateActor<HydraPlanetQuadActor>(); m_quads[0] = GetEngine()->ActorManager()->CreateActor<HydraPlanetQuadActor>();
HydraPlanetQuadActor* quad0 = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(m_quads[0])); HydraPlanetQuadActor* quad0 = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(m_quads[0]));
quad0->InitialiseQuad(10000.0f, 10000.0f, 100, glm::vec3(0,0,0)); quad0->InitialiseQuad(1000.0f, 1000.0f, 4, glm::vec3(0,0,0));
GetEngine()->ActorManager()->InitialiseActor(m_quads[0]); GetEngine()->ActorManager()->InitialiseActor(m_quads[0]);
GetEngine()->ActorManager()->SetPosition(m_quads[0], glm::dvec3(-5000, -5000 , 5000)); GetEngine()->ActorManager()->SetPosition(m_quads[0], glm::dvec3(0, 0 , 0));
} }
@@ -52,32 +52,29 @@ void HydraPlanetQuadActor::_CreateMesh()
HydraMesh *mesh = mesh_manager->GetMesh(mesh_id); HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID()); HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
uint32_t vert_counts = m_divisions * m_divisions; uint32_t vert_counts = m_divisions * m_divisions;
uint32_t index_counts = ((m_divisions - 1) * (m_divisions -1)) * 6; uint32_t index_counts = ((m_divisions - 1) * (m_divisions -1)) * 6;
mesh->vertexes.resize(vert_counts); mesh->vertexes.resize(vert_counts);
mesh->indexes.resize(index_counts); mesh->indexes.resize(index_counts);
float scale_x = 10000.0f;
float scale_y = 10000.0f;
float scale_z = 10000.0f;
float min_x = -m_quad_dimension / 2.0f; float min_x = -m_quad_dimension / 2.0f;
float min_y = m_quad_dimension / 2.0f; float min_y = -m_quad_dimension / 2.0f;
float min_z = 0.0f; float min_z = 0.0f;
float max_x = -m_quad_dimension / 2.0f; float max_x = m_quad_dimension / 2.0f;
float max_y = m_quad_dimension / 2.0f; float max_y = m_quad_dimension / 2.0f;
float max_z = 0.0f; float max_z = 0.0f;
float min_u = 100; float min_u = 0;
float min_v = 100; float min_v = 1;
float max_u = 0; float max_u = 1;
float max_v = 0; float max_v = 0;
float xy_inc = m_quad_dimension / m_divisions; float xy_inc = m_quad_dimension / m_divisions;
float uv_inc = -min_u / m_divisions; float u_inc = max_u / (m_divisions-1);
float v_inc = -min_v / (m_divisions-1);
// 1---2 // 1---2
// | / | // | / |
@@ -89,45 +86,48 @@ void HydraPlanetQuadActor::_CreateMesh()
float u = min_u; float u = min_u;
float v = min_v; float v = min_v;
uint32_t vert_idx =0; uint32_t vert_idx = 0;
uint32_t index_idx = 0; uint32_t index_idx = 0;
for(uint32_t y_count = 0; y_count < m_divisions - 1; y_count ++) for(uint32_t y_count = 0; y_count < m_divisions - 1; y_count ++)
{ {
for(uint32_t x_count = 0; x_count < m_divisions - 1; x_count ++) for(uint32_t x_count = 0; x_count < m_divisions - 1; x_count ++)
{ {
//Create Vertex //Create Vertex
mesh->vertexes[vert_idx] = {x, y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0}; mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0};
uint32_t ind0 = vert_idx + m_divisions; uint32_t ind0 = vert_idx;
uint32_t ind1 = vert_idx; uint32_t ind1 = vert_idx + m_divisions;
uint32_t ind2 = vert_idx + 1; uint32_t ind2 = vert_idx + m_divisions + 1;
uint32_t ind3 = vert_idx + m_divisions + 1; uint32_t ind3 = vert_idx + 1;
mesh->indexes[index_idx + 0] = ind0; mesh->indexes[index_idx + 0] = ind0;
mesh->indexes[index_idx + 1] = ind1; mesh->indexes[index_idx + 1] = ind2;
mesh->indexes[index_idx + 2] = ind2; mesh->indexes[index_idx + 2] = ind1;
mesh->indexes[index_idx + 3] = ind0; mesh->indexes[index_idx + 3] = ind0;
mesh->indexes[index_idx + 4] = ind2; mesh->indexes[index_idx + 4] = ind3;
mesh->indexes[index_idx + 5] = ind3; mesh->indexes[index_idx + 5] = ind2;
x += xy_inc; x += xy_inc;
u += uv_inc; u += u_inc;
vert_idx++; vert_idx++;
index_idx ++; index_idx += 6;
} }
//Add the end vert but no indexes //Add the end vert but no indexes
mesh->vertexes[vert_idx] = {x, y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0}; mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0};
vert_idx++;
y += xy_inc; y += xy_inc;
v += uv_inc; v += v_inc;
x = min_x; x = min_x;
u = min_u; u = min_u;
} }
//the last row //the last row
for(uint32_t x_count = 0; x_count < m_divisions - 1; x_count ++) for(uint32_t x_count = 0; x_count < m_divisions; x_count ++)
{ {
mesh->vertexes[vert_idx] = {x, y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0}; mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0};
x += xy_inc; x += xy_inc;
u += uv_inc; u += u_inc;
vert_idx++; vert_idx++;
} }
+8 -23
View File
@@ -57,7 +57,6 @@ void HydraMeshManager::DeleteMesh(HydraID mesh_id)
void HydraMeshManager::CalculateNormals(HydraID mesh_id) void HydraMeshManager::CalculateNormals(HydraID mesh_id)
{ {
HydraMesh mesh = m_meshes[mesh_id]; HydraMesh mesh = m_meshes[mesh_id];
for (int i = 0; i < mesh.indexes.size(); i += 3) for (int i = 0; i < mesh.indexes.size(); i += 3)
{ {
@@ -65,9 +64,14 @@ void HydraMeshManager::CalculateNormals(HydraID mesh_id)
uint32_t idx1 = mesh.indexes[i+1]; uint32_t idx1 = mesh.indexes[i+1];
uint32_t idx2 = mesh.indexes[i+2]; uint32_t idx2 = mesh.indexes[i+2];
glm::vec3 vec0 = glm::normalize(glm::vec3(mesh.vertexes[idx0].position[0], mesh.vertexes[idx0].position[1], mesh.vertexes[idx0].position[2])); glm::vec3 vec0 = glm::vec3(mesh.vertexes[idx0].position[0], mesh.vertexes[idx0].position[1], mesh.vertexes[idx0].position[2]);
glm::vec3 vec1 = glm::normalize(glm::vec3(mesh.vertexes[idx1].position[0], mesh.vertexes[idx1].position[1], mesh.vertexes[idx1].position[2])); glm::vec3 vec1 = glm::vec3(mesh.vertexes[idx1].position[0], mesh.vertexes[idx1].position[1], mesh.vertexes[idx1].position[2]);
glm::vec3 vec2 = glm::normalize(glm::vec3(mesh.vertexes[idx2].position[0], mesh.vertexes[idx2].position[1], mesh.vertexes[idx2].position[2])); glm::vec3 vec2 = glm::vec3(mesh.vertexes[idx2].position[0], mesh.vertexes[idx2].position[1], mesh.vertexes[idx2].position[2]);
vec1= vec1 - vec0;
vec2 = vec2 - vec0;
vec0 = glm::vec3(0,0,0);
glm::vec3 normal = glm::triangleNormal(vec0, vec1, vec2); glm::vec3 normal = glm::triangleNormal(vec0, vec1, vec2);
@@ -82,25 +86,6 @@ void HydraMeshManager::CalculateNormals(HydraID mesh_id)
m_meshes[mesh_id].vertexes[idx2].normal[0] = normal[0]; m_meshes[mesh_id].vertexes[idx2].normal[0] = normal[0];
m_meshes[mesh_id].vertexes[idx2].normal[1] = normal[1]; m_meshes[mesh_id].vertexes[idx2].normal[1] = normal[1];
m_meshes[mesh_id].vertexes[idx2].normal[2] = normal[2]; m_meshes[mesh_id].vertexes[idx2].normal[2] = normal[2];
// glm::vec3 vec0 = glm::vec3(mesh.vertexes[mesh.indexes[i]], mesh.vertexes[mesh.indexes[i] + 1], mesh.vertexes[mesh.indexes[i] + 2]);
// glm::vec3 vec1 = glm::vec3(Vertexes[Indexes[i+1]], Vertexes[Indexes[i+1] + 1], Vertexes[Indexes[i+1] + 2]);
// glm::vec3 vec2 = glm::vec3(Vertexes[Indexes[i+2]], Vertexes[Indexes[i+2] + 1], Vertexes[Indexes[i+2] + 2]);
// glm::vec3 normal = glm::triangleNormal(vec0, vec1, vec2);
// Normals[Indexes[i]] = normal.x;
// Normals[Indexes[i]+1] = normal.y;
// Normals[Indexes[i]+2] = normal.z;
// Normals[Indexes[i+1]] = normal.x;
// Normals[Indexes[i+1] + 1] = normal.y;
// Normals[Indexes[i+1] + 2] = normal.z;
// Normals[Indexes[i + 2]] = normal.x;
// Normals[Indexes[i + 2] + 1] = normal.y;
// Normals[Indexes[i + 2] + 2] = normal.z;
} }
} }
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+2 -2
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@@ -2,11 +2,11 @@
Pos=60,60 Pos=60,60
Size=400,400 Size=400,400
Collapsed=0 Collapsed=0
LastUsed=20260903 LastUsed=20260904
[Window][Hello, world!] [Window][Hello, world!]
Pos=60,60 Pos=60,60
Size=338,157 Size=338,157
Collapsed=0 Collapsed=0
LastUsed=20260903 LastUsed=20260904
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