textures loading

This commit is contained in:
2026-04-01 00:36:43 -03:00
parent 25d53c4322
commit 2ef670283d
7 changed files with 8217 additions and 46 deletions

View File

@@ -11,16 +11,13 @@
namespace {
[[nodiscard]] auto load_scene_to_renderer(trb::render::renderer &renderer,
trb::game::scene &scene) {
const auto is_mesh_node = [](const auto &v) {
return std::holds_alternative<trb::game::mesh_node>(v);
const auto upload_mesh_node = [&](const auto &mesh) {
return renderer.register_mesh(
mesh,
scene.textures[scene.materials[mesh.material_index].albedo_texture]);
};
const auto upload_mesh_node = [&](const auto &v) {
return renderer.register_mesh(std::get<trb::game::mesh_node>(v));
};
return scene.nodes | std::views::filter(is_mesh_node) |
std::views::transform(upload_mesh_node) |
return scene.meshes | std::views::transform(upload_mesh_node) |
std::ranges::to<std::vector<std::uint32_t>>();
}
@@ -33,8 +30,7 @@ bounds_of(const trb::game::scene &scene) {
return std::holds_alternative<trb::game::mesh_node>(v);
};
for (const auto &v : scene.nodes | std::views::filter(is_mesh_node)) {
const auto &mesh = std::get<trb::game::mesh_node>(v);
for (const auto &mesh : scene.meshes) {
for (const auto [position, normal, uv] : mesh.vertices) {
min = glm::min(min, position);
max = glm::max(max, position);
@@ -51,22 +47,14 @@ struct level_view {
[[nodiscard]] level_view calculate_camera_matrices(glm::vec3 min, glm::vec3 max,
float aspectRatio,
float zoom = 1.0f) {
// 1. Calculate the X/Z center. We ignore the Y center per your requirement.
glm::vec3 center =
glm::vec3((min.x + max.x) * 0.5f, 0.0f, (min.z + max.z) * 0.5f);
// 2. Position the camera.
// For 45 degrees in Y-up: we move 'distance' up (Y) and 'distance' back (Z).
float distance = 100.0f;
glm::vec3 cameraPos = center + glm::vec3(0.0f, distance, distance);
// 3. View Matrix
// Up is (0, 1, 0). Camera looks at the X/Z center.
glm::mat4 view = glm::lookAt(cameraPos, center, glm::vec3(0.0f, 1.0f, 0.0f));
// 4. Determine Ortho Bounds
// We must check all corners because at 45 degrees, the Y-height
// of objects affects their projected X/Y position on screen.
glm::vec3 corners[8] = {{min.x, min.y, min.z}, {max.x, min.y, min.z},
{min.x, max.y, min.z}, {max.x, max.y, min.z},
{min.x, min.y, max.z}, {max.x, min.y, max.z},
@@ -83,7 +71,6 @@ struct level_view {
vMaxY = glm::max(vMaxY, vSpace.y);
}
// 5. Apply Zoom and Aspect Ratio
float width = (vMaxX - vMinX) / zoom;
float height = (vMaxY - vMinY) / zoom;
float midX = (vMinX + vMaxX) * 0.5f;