optimized rendering, fixed dff

This commit is contained in:
Sandro Sobczyński
2020-11-02 23:09:55 +01:00
parent 06a440243a
commit 5aa2a9bdb5
12 changed files with 466 additions and 469 deletions
+45 -56
View File
@@ -65,8 +65,8 @@ void calcSpiral(int X, int Y)
}
// TEST END
#include "models/mesh_frame.hpp"
#include <vector>
// TODO 1 - const & in parameters
// TODO 2 - Destructor mesh
void Ari::onInit()
{
@@ -76,62 +76,52 @@ void Ari::onInit()
engine.audio.init(0);
engine.audio.setVolume(40);
engine.audio.loadSong("MOV-CIRC.WAV");
engine.audio.play();
texRepo = engine.renderer->getTextureRepository();
// engine.audio.play();
// islandAddons = new Mesh();
// islandAddons->rotation.x = -1.6F;
// islandAddons->loadDff("sunnyisl/", "sunnyisl3.dff", islandPos, 0.1F);
// islandAddons->shouldBeFrustumCulled = false;
// TODO 1 - Refactor mesh, loaders
// TODO 2 - const & in parameters
// TODO 3 - Destructor mesh
// TODO 4 - Destructor RwClump in dff loader
// TODO 5 - Test mesh copy();
// test->shouldBeFrustumCulled = true;
test = new Mesh();
skybox = new Mesh();
island = new Mesh();
island->loadDff("sunnyisl/", "sunnyisl", 0.1F, false);
test->loadMD2("warrior/", "warrior", 0.2F, true);
skybox->loadObj("skybox/", "skybox", 80.0F, false); // po zamianie miejscami działa
test->rotation.x = -1.6F;
test->playAnimation(9, 15, 0);
skybox->position.set(0.0F, 10.0F, 0.0F);
island->rotation.x = -1.6F;
island->position.set(0.0F, 10.0F, 0.0F);
island->position.set(0.0F, 10.0F, 20.0F);
island->shouldBeFrustumCulled = false;
island->shouldBeBackfaceCulled = true;
islandAddons = new Mesh();
islandAddons->loadDff("sunnyisl/", "sunnyisl3", 0.1F, false);
islandAddons->rotation.x = -1.6F;
islandAddons->position.set(0.0F, 10.0F, 20.0F);
islandAddons->shouldBeFrustumCulled = false;
skybox = new Mesh();
skybox->loadObj("skybox/", "skybox", 100.0F, false);
waterFloors = new Mesh *[WATER_TILES_COUNT];
spirals = new Point[WATER_TILES_COUNT];
waterFloors[0] = new Mesh();
waterFloors[0]->loadObj("water/", "water", 5.0F, false);
waterFloors[0]->position.set(0.0F, 8.0F, 0.0F);
texRepo->addByMesh("water/", *waterFloors[0]);
for (u8 i = 0; i < WATER_TILES_COUNT; i++)
{
spirals[i].x = 1.0F;
spirals[i].y = 2.0F;
}
u32 spiralOffset = (u32)Math::sqrt(WATER_TILES_COUNT);
calcSpiral(spiralOffset, spiralOffset);
for (u8 i = 1; i < WATER_TILES_COUNT; i++)
{
waterFloors[i] = new Mesh();
waterFloors[i]->loadFrom(*waterFloors[0]);
waterFloors[i]->position.set(10.0F * spirals[i].x, 8.0F, 10.0F * spirals[i].y);
texRepo->getByMesh(waterFloors[0]->getId(), waterFloors[0]->getMaterial(0).getId())
->addLink(waterFloors[i]->getId(), waterFloors[i]->getMaterial(0).getId());
}
texRepo->addByMesh("warrior/", *test);
texRepo->addByMesh("skybox/", *skybox);
texRepo->addByMesh("sunnyisl/", *island);
// waterFloors = new Mesh *[WATER_TILES_COUNT];
// spirals = new Point[WATER_TILES_COUNT];
// Vector3 initPos = Vector3(0.0F, 8.0F, 0.0F);
// waterFloors[0] = new Mesh();
// // loadObj("water/", "water", initPos, 5.0F,12);
// // loadObj("water/", "water", initPos, 5.0F);
// waterFloors[0]->loadObj("water/", "water", initPos, 5.0F, 2);
// waterFloors[0]->shouldBeFrustumCulled = true;
// for (u8 i = 0; i < WATER_TILES_COUNT; i++)
// {
// spirals[i].x = 1.0F;
// spirals[i].y = 2.0F;
// }
// u32 spiralOffset = (u32)Math::sqrt(WATER_TILES_COUNT);
// calcSpiral(spiralOffset, spiralOffset);
// for (u8 i = 1; i < WATER_TILES_COUNT; i++)
// {
// waterFloors[i] = new Mesh();
// Vector3 nextPos = Vector3(10.0F * spirals[i].x, 8.0F, 10.0F * spirals[i].y);
// waterFloors[i]->setObj(nextPos, waterFloors[0]->obj, waterFloors[0]->spec);
// waterFloors[i]->shouldBeFrustumCulled = true;
// }
texRepo->addByMesh("sunnyisl/", *islandAddons);
texRepo->addByMesh("skybox/", *skybox);
texRepo->addByMesh("ari/", player->mesh);
}
void Ari::initBulb()
@@ -145,11 +135,10 @@ void Ari::onUpdate()
if (engine.pad.isCrossClicked)
printf("FPS:%f\n", engine.fps);
camera->update(engine.pad, player->mesh);
engine.renderer->draw(test);
engine.renderer->draw(skybox);
engine.renderer->draw(island);
// engine.renderer->draw(islandAddons);
// // engine.renderer->draw(&player->mesh);
// for (u8 i = 0; i < WATER_TILES_COUNT; i++)
// engine.renderer->draw(waterFloors[i]); // TODO
engine.renderer->draw(islandAddons);
engine.renderer->draw(&player->mesh);
for (u8 i = 0; i < WATER_TILES_COUNT; i++)
engine.renderer->draw(waterFloors[i]);
}