feat: basic ecs start + renderer class

This commit is contained in:
2025-10-07 21:36:23 +02:00
parent 6cef3efbbc
commit 4e86d92987
9 changed files with 218 additions and 77 deletions

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@ -39,6 +39,7 @@ add_executable(CodingGame
src/renderer/texture.cpp
src/renderer/wavefront.cpp
src/renderer/engine.cpp
src/renderer/renderer.cpp
src/main.cpp
)

14
include/ecs/camera.h Normal file
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@ -0,0 +1,14 @@
#ifndef ECS_ENTITY_CAMERA_H_
#define ECS_ENTITY_CAMERA_H
#include "ecs/entity.h"
namespace ecs {
class Camera : Entity {
public:
Camera() = default;
~Camera() = default;
};
}
#endif // ECS_ENTITY_CAMERA_H_

9
include/ecs/component.h Normal file
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@ -0,0 +1,9 @@
#ifndef ECS_COMPONENT_H_
#define ECS_COMPONENT_H_
namespace ecs {
class Component {
};
}
#endif // ECS_COMPONENT_H_

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@ -0,0 +1,16 @@
#ifndef ECS_COMP_MESH_H_
#define ECS_COMP_MESH_H_
#include "renderer/wavefront.h"
#include "ecs/component.h"
namespace ecs {
class Mesh : Component {
public:
Object* object;
Mesh(Object* model) : object(model) {}
};
}
#endif // ECS_COMP_MESH_H_

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@ -0,0 +1,18 @@
#ifndef ECS_COMP_TRANSFORM_H_
#define ECS_COMP_TRANSFORM_H_
#include <glm/glm.hpp>
#include "ecs/component.h"
namespace ecs {
class Transform : Component {
public:
Transform() = default;
public:
glm::vec3 pos;
glm::vec3 rot;
glm::vec3 scale;
};
}
#endif // ECS_COMP_TRANSFORM_H_

18
include/ecs/entity.h Normal file
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@ -0,0 +1,18 @@
#ifndef ECS_ENTITY_H_
#define ECS_ENTITY_H_
#include "ecs/components/transform.h"
#include "ecs/components/mesh.h"
namespace ecs {
class Entity {
public:
Transform transform;
Mesh mesh;
Entity(Mesh m) : mesh(m) {}
~Entity() = default;
};
}
#endif // ECS_ENTITY_H_

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@ -0,0 +1,28 @@
#ifndef RENDERER_H_
#define RENDERER_H_
#include <glm/glm.hpp>
#include "renderer/shader.h"
#include "ecs/entity.h"
// TODO: make static or singleton
class Renderer {
public:
Renderer(ecs::Entity& light, ecs::Entity& camera);
void RenderLight();
void RenderEntity(const ecs::Entity& entity);
void OnWindowResized(int w, int h);
private:
Shader m_shader;
glm::mat4 m_model;
glm::mat4 m_proj;
glm::mat4 m_view;
ecs::Entity& m_light;
ecs::Entity& m_camera;
};
#endif // RENDERER_H_

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@ -15,45 +15,36 @@
#include "renderer/shader.h"
#include "renderer/wavefront.h"
#include "renderer/engine.h"
#include "renderer/renderer.h"
#include "ecs/entity.h"
#include "IO/file_manager.h"
class Game : public IApplication {
public:
Game() {}
Game()
: m_light(ecs::Entity(ecs::Mesh(Object::LoadFile("./assets/cube.obj")))),
m_camera(ecs::Entity(ecs::Mesh(nullptr))),
m_target(ecs::Entity(ecs::Mesh(Object::LoadFile("./assets/monkey.obj")))),
m_renderer(m_light, m_camera) {
// Object* lightObj = Object::LoadFile("./assets/cube.obj");
// ecs::Mesh lightMesh = ecs::Mesh(lightObj);
// m_light = ecs::Entity(lightMesh);
m_light.transform.pos = glm::vec3(-5.f, 5.f, 5.f);
// Object* cameraObj = nullptr;
// ecs::Mesh cameraMesh = ecs::Mesh(cameraObj);
// m_camera = ecs::Entity(cameraMesh);
m_camera.transform.pos = glm::vec3(0.f, 0.f, 2.f);
}
~Game() override {}
void OnInit() override {
std::cout << "Game initialized" << std::endl;
m_proj = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(Window::GetWidth()) / static_cast<float>(Window::GetHeight()),
0.01f,
100.0f
);
m_shader.init(
FileManager::read("./src/shaders/simple.vs"),
FileManager::read("./src/shaders/simple.fs")
);
m_camPos = glm::vec3(0.f, 0.f, 2.f);
// glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
m_lightPos = glm::vec3(-5.f, 5.f, 5.f);
m_model = glm::mat4(1.f);
m_angle = 3.45f;
m_lastTicks = SDL_GetTicks();
// m_sun = Object::LoadFile("./assets/cube.obj");
// m_target = Object::LoadFile("./assets/monkey.obj");
m_sun = std::unique_ptr<Object>(Object::LoadFile("./assets/cube.obj"));
m_target = std::unique_ptr<Object>(Object::LoadFile("./assets/monkey.obj"));
m_paused = false;
m_yaw = -90.0f; // looking along -Z initially
@ -65,12 +56,7 @@ public:
}
void OnWindowResized(const WindowResized& event) override {
m_proj = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(event.w) / static_cast<float>(event.h),
0.01f,
100.0f
);
m_renderer.OnWindowResized(event.w, event.h);
}
void OnUpdate() override {
@ -114,13 +100,8 @@ public:
if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
m_camPos += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
m_view = glm::lookAt(
m_camPos,
m_camPos + cameraViewDirection,
glm::vec3(0.f, 1.f, 0.f)
);
m_camera.transform.pos += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
m_camera.transform.rot = cameraViewDirection;
// update rotation
if (!m_paused) {
@ -129,36 +110,13 @@ public:
m_angle -= glm::two_pi<float>(); // keep value small
}
}
m_target.transform.rot.y = m_angle;
}
void OnRender() override {
m_shader.use();
m_shader.setMat4("u_view", m_view);
m_shader.setMat4("u_projection", m_proj);
m_shader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
m_shader.setVec3("lightPos", m_lightPos);
m_shader.setVec3("viewPos", m_camPos);
m_model = glm::mat4(1.f);
m_model = glm::translate(m_model, m_lightPos);
m_shader.setMat4("u_model", m_model);
m_sun->Render(m_shader);
// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
m_model = glm::rotate(
glm::mat4(1.f),
m_angle,
glm::vec3(0.f, -0.5f, 0.0f)
) * 0.5f;
m_shader.setMat4("u_model", m_model);
m_target->Render(m_shader);
m_renderer.RenderLight();
m_renderer.RenderEntity(m_target);
m_frameCount++;
m_currentTicks = SDL_GetTicks();
@ -172,21 +130,14 @@ public:
}
}
private:
Shader m_shader;
glm::mat4 m_model;
glm::mat4 m_proj;
glm::mat4 m_view;
glm::vec3 m_camPos;
glm::vec3 m_lightPos;
Renderer m_renderer;
ecs::Entity m_target;
ecs::Entity m_light;
ecs::Entity m_camera;
float m_angle;
Uint64 m_lastTicks;
std::unique_ptr<Object> m_sun = nullptr;
std::unique_ptr<Object> m_target = nullptr;
bool m_paused = false;
float m_yaw = -90.0f; // looking along -Z initially

86
src/renderer/renderer.cpp Normal file
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@ -0,0 +1,86 @@
#include <iostream>
#include <glm/glm.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include "renderer/renderer.h"
#include "window/window.h"
#include "IO/file_manager.h"
Renderer::Renderer(ecs::Entity& light, ecs::Entity& camera)
: m_light(light), m_camera(camera)
{
m_proj = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(Window::GetWidth()) / static_cast<float>(Window::GetHeight()),
0.01f,
100.0f
);
m_shader.init(
FileManager::read("./src/shaders/simple.vs"),
FileManager::read("./src/shaders/simple.fs")
);
m_model = glm::mat4(1.f);
m_shader.use();
}
void Renderer::OnWindowResized(int w, int h) {
m_proj = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(w) / static_cast<float>(h),
0.01f,
100.0f
);
}
void Renderer::RenderLight() {
m_view = glm::lookAt(
m_camera.transform.pos,
m_camera.transform.pos + m_camera.transform.rot,
glm::vec3(0.f, 1.f, 0.f)
);
m_shader.setMat4("u_view", m_view);
m_shader.setMat4("u_projection", m_proj);
m_shader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
m_shader.setVec3("lightPos", m_light.transform.pos);
m_shader.setVec3("viewPos", m_camera.transform.pos);
m_model = glm::mat4(1.f);
m_model = glm::translate(m_model, m_light.transform.pos);
m_shader.setMat4("u_model", m_model);
m_light.mesh.object->Render(m_shader);
}
void Renderer::RenderEntity(const ecs::Entity& entity) {
if (entity.mesh.object == nullptr) {
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
return;
}
m_view = glm::lookAt(
m_camera.transform.pos,
m_camera.transform.pos + m_camera.transform.rot,
glm::vec3(0.f, 1.f, 0.f)
);
m_model = glm::mat4(1.0f);
// Apply translation
m_model = glm::translate(m_model, entity.transform.pos);
// Apply rotations (order matters!)
m_model = glm::rotate(m_model, entity.transform.rot.x, glm::vec3(1, 0, 0)); // pitch
m_model = glm::rotate(m_model, entity.transform.rot.y, glm::vec3(0, 1, 0)); // yaw
m_model = glm::rotate(m_model, entity.transform.rot.z, glm::vec3(0, 0, 1)); // roll
m_shader.setMat4("u_model", m_model);
entity.mesh.object->Render(m_shader);
}