test: generate 1000 grass blocks + call renderer init
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52
src/main.cpp
52
src/main.cpp
@ -23,15 +23,17 @@
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#include "components/light.h"
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#include "components/camera.h"
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#include "components/mesh.h"
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#include "components/rotate.h"
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#include "components/batch.h"
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class Game : public IApplication {
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public:
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Game() {
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Game() : m_renderer(m_registry) {
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Object* lightObj = Object::LoadFile("./assets/sphere.obj");
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const auto lght = m_registry.create();
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m_registry.emplace<transform>(lght, glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
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m_registry.emplace<light>(lght, light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
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m_registry.emplace<mesh>(lght, std::unique_ptr<Object>(lightObj));
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m_registry.emplace<mesh>(lght, std::shared_ptr<Object>(lightObj));
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const auto cameraEntity = m_registry.create();
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m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
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@ -40,17 +42,36 @@ public:
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Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
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const auto targetEntity = m_registry.create();
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m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.0f, 0.f));
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m_registry.emplace<mesh>(targetEntity, std::unique_ptr<Object>(targetObj));
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m_registry.emplace<mesh>(targetEntity, std::shared_ptr<Object>(targetObj));
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Object* cubeObj = Object::LoadFile("./assets/grass_block/grass_block.obj");
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Object* grass = Object::LoadFile("./assets/grass_block/grass_block.obj");
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const auto cubeEntity = m_registry.create();
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m_registry.emplace<transform>(cubeEntity, glm::vec3(-1.5f, 0.4f, 0.f));
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m_registry.emplace<mesh>(cubeEntity, std::unique_ptr<Object>(cubeObj));
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m_registry.emplace<mesh>(cubeEntity, std::shared_ptr<Object>(grass));
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// Cube template (use shared object to avoid reloading 1000 times)
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std::shared_ptr<Object> cubeObj = std::shared_ptr<Object>(Object::LoadFile("./assets/grass_block/grass_block.obj"));
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const auto batchEntt = m_registry.create();
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m_registry.emplace<batch>(batchEntt);
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m_registry.emplace<mesh>(batchEntt, cubeObj);
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auto cubeBatch = m_registry.get<batch>(batchEntt);
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// Generate 1000 random cubes
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for (int i = 0; i < 1000; ++i) {
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const auto cubeEntity = m_registry.create();
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float x = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
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float y = static_cast<float>(rand()) / RAND_MAX * 10.f; // range [0, 10]
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float z = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
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m_registry.emplace<transform>(cubeEntity, glm::vec3(x, y, z));
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m_registry.emplace<rotate>(cubeEntity);
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m_registry.emplace<batch::item>(cubeEntity, cubeBatch.id());
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}
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Object* floorObj = Object::LoadFile("./assets/plane.obj");
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const auto floorEntt = m_registry.create();
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m_registry.emplace<transform>(floorEntt, glm::vec3(0.f));
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m_registry.emplace<mesh>(floorEntt, std::unique_ptr<Object>(floorObj));
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m_registry.emplace<mesh>(floorEntt, std::shared_ptr<Object>(floorObj));
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}
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~Game() override {}
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@ -69,7 +90,8 @@ public:
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m_startTicks = SDL_GetTicks();
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m_frameCount = 0;
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m_renderer.GenerateShadowMaps(m_registry);
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m_renderer.Init();
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m_renderer.GenerateShadowMaps();
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}
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void OnWindowResized(const WindowResized& event) override {
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@ -165,17 +187,17 @@ public:
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}
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}
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// auto rotateEntts = m_registry.view<transform, const mesh>();
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// for (auto [entity, transform, mesh] : rotateEntts.each()) {
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// // auto targetTransform = rotateEntts.get<transform>(entity);
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// if (!m_registry.all_of<light>(entity)) {
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// transform.rotation.y = m_angle;
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// }
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// }
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auto rotateEntts = m_registry.view<transform, rotate>();
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for (auto [entity, t] : rotateEntts.each()) {
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// auto targetTransform = rotateEntts.get<transform>(entity);
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if (!m_registry.all_of<light>(entity)) {
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t.rotation.y = m_angle;
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}
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}
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}
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void OnRender() override {
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m_renderer.Render(m_registry);
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m_renderer.Render();
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m_frameCount++;
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m_currentTicks = SDL_GetTicks();
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