Point lights
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@@ -8,6 +8,7 @@
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#include "../../ecs/components/HydraRenderableComponent.h"
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#include "../../ecs/components/HydraMaterialComponent.h"
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#include "../../ecs/components/HydraPhysicsComponent.h"
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#include "../../ecs/components/HydraLightComponent.h"
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#include "../../buffer/HydraMaterialBufferManager.h"
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#include "../../buffer/HydraTextureBufferManager.h"
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#include "../../buffer/HydraMaterialBuffer.h"
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@@ -22,6 +23,7 @@ void HydraSpawnedLightActor::InitialiseComponents()
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_CreateMaterial();
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_CreateMesh();
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_CreateRenderableComponent();
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_CreateLightComponent();
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}
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void HydraSpawnedLightActor::DeferredInitialiseComponents()
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@@ -46,9 +48,9 @@ void HydraSpawnedLightActor::_CreateMesh()
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mesh->vertexes.resize(24);
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mesh->indexes.resize(36);
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float scale_x = 0.3f;
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float scale_y = 0.3f;
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float scale_z = 0.3f;
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float scale_x = 0.1f;
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float scale_y = 0.1f;
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float scale_z = 0.1f;
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float min_x = -0.5f * scale_x;
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float min_y = -0.5f * scale_y;
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@@ -158,26 +160,41 @@ void HydraSpawnedLightActor::_CreateMesh()
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mesh_comp.mesh_state = HYDRA_STATE::Waiting;
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ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
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}
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void HydraSpawnedLightActor::_CreateMaterial()
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{
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HydraEngine *engine = GetEngine();
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std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo.png");
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//std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo.png");
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HydraID tex_id = engine->TextureBufferManager()->LoadTexture(filename);
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//HydraID tex_id = engine->TextureBufferManager()->LoadTexture(filename);
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HydraMaterialBuffer material = {};
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std::srand(std::time({})); // use current time as seed for random generator
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const float red = static_cast<float>(std::rand() % 2) + 0.1f;
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const float green = static_cast<float>(std::rand() % 2)+ 0.1f;
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const float blue = static_cast<float>(std::rand() % 2)+ 0.1f;
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material.diffuse_texture_id = tex_id;
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material.diffuse_colour = glm::vec4(1, 1, 1, 1);
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material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
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//material.diffuse_texture_id = tex_id;
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material.diffuse_colour = glm::vec4(glm::normalize(glm::vec3(red, green, blue)), 1) * 10.0f;
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material.emmissive_metalic_rough = glm::vec4(10.0f, 0.5f, 0.2f, 1.0f);
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HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
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HydraMaterialComponent mat_comp = {};
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mat_comp.material_id = mat_id;
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engine->ECS()->AddComponent<HydraMaterialComponent>(GetID(), mat_comp);
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HydraLightComponent light_comp = {};
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HydraECS *ecs = GetEngine()->ECS();
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light_comp.diffuse = glm::vec4(glm::normalize(glm::vec3(red, green, blue)), 1);
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light_comp.intensity = 100.0f;
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light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_POINT);
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light_comp.entity_id = GetID();
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ecs->AddComponent<HydraLightComponent>(GetID(), light_comp);
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}
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void HydraSpawnedLightActor::_CreatePhysics()
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@@ -188,9 +205,9 @@ void HydraSpawnedLightActor::_CreatePhysics()
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phys_comp.phyics_type = HYDRA_PHYSICS_TYPE::HYDRA_RIGID_BODY;
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phys_comp.physics_shape = HYDRA_PHYSICS_SHAPE::HYDRA_PHYSICS_BOX;
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phys_comp.depth = 0.3f;
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phys_comp.height = 0.3f;
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phys_comp.width = 0.3f;
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phys_comp.depth = 0.1f;
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phys_comp.height = 0.1f;
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phys_comp.width = 0.1f;
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engine->ECS()->AddComponent<HydraPhysicsComponent>(GetID(), phys_comp);
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}
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@@ -198,6 +215,12 @@ void HydraSpawnedLightActor::_CreateRenderableComponent()
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{
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HydraRenderableComponent render_comp;
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HydraECS *ecs = GetEngine()->ECS();
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render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
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render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
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ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
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}
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void HydraSpawnedLightActor::_CreateLightComponent()
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{
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}
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