From 4e86d929871334ee995d46b203b14dd0646ce2d1 Mon Sep 17 00:00:00 2001 From: admin Date: Tue, 7 Oct 2025 21:36:23 +0200 Subject: [PATCH] feat: basic ecs start + renderer class --- CMakeLists.txt | 1 + include/ecs/camera.h | 14 ++++ include/ecs/component.h | 9 +++ include/ecs/components/mesh.h | 16 +++++ include/ecs/components/transform.h | 18 +++++ include/ecs/entity.h | 18 +++++ include/renderer/renderer.h | 28 ++++++++ src/main.cpp | 105 ++++++++--------------------- src/renderer/renderer.cpp | 86 +++++++++++++++++++++++ 9 files changed, 218 insertions(+), 77 deletions(-) create mode 100644 include/ecs/camera.h create mode 100644 include/ecs/component.h create mode 100644 include/ecs/components/mesh.h create mode 100644 include/ecs/components/transform.h create mode 100644 include/ecs/entity.h create mode 100644 include/renderer/renderer.h create mode 100644 src/renderer/renderer.cpp diff --git a/CMakeLists.txt b/CMakeLists.txt index ed3086f..bbcc6f2 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -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 ) diff --git a/include/ecs/camera.h b/include/ecs/camera.h new file mode 100644 index 0000000..4adac75 --- /dev/null +++ b/include/ecs/camera.h @@ -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_ \ No newline at end of file diff --git a/include/ecs/component.h b/include/ecs/component.h new file mode 100644 index 0000000..8b1576f --- /dev/null +++ b/include/ecs/component.h @@ -0,0 +1,9 @@ +#ifndef ECS_COMPONENT_H_ +#define ECS_COMPONENT_H_ + +namespace ecs { + class Component { + }; +} + +#endif // ECS_COMPONENT_H_ \ No newline at end of file diff --git a/include/ecs/components/mesh.h b/include/ecs/components/mesh.h new file mode 100644 index 0000000..3ab4760 --- /dev/null +++ b/include/ecs/components/mesh.h @@ -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_ \ No newline at end of file diff --git a/include/ecs/components/transform.h b/include/ecs/components/transform.h new file mode 100644 index 0000000..9c92a12 --- /dev/null +++ b/include/ecs/components/transform.h @@ -0,0 +1,18 @@ +#ifndef ECS_COMP_TRANSFORM_H_ +#define ECS_COMP_TRANSFORM_H_ + +#include +#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_ \ No newline at end of file diff --git a/include/ecs/entity.h b/include/ecs/entity.h new file mode 100644 index 0000000..d8e8366 --- /dev/null +++ b/include/ecs/entity.h @@ -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_ \ No newline at end of file diff --git a/include/renderer/renderer.h b/include/renderer/renderer.h new file mode 100644 index 0000000..2854cff --- /dev/null +++ b/include/renderer/renderer.h @@ -0,0 +1,28 @@ +#ifndef RENDERER_H_ +#define RENDERER_H_ + +#include +#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_ \ No newline at end of file diff --git a/src/main.cpp b/src/main.cpp index aff3079..2de4f38 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -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(M_PI_2), - static_cast(Window::GetWidth()) / static_cast(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::LoadFile("./assets/cube.obj")); - m_target = std::unique_ptr(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(M_PI_2), - static_cast(event.w) / static_cast(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(); // 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 m_sun = nullptr; - std::unique_ptr m_target = nullptr; - bool m_paused = false; float m_yaw = -90.0f; // looking along -Z initially diff --git a/src/renderer/renderer.cpp b/src/renderer/renderer.cpp new file mode 100644 index 0000000..0f5b8f0 --- /dev/null +++ b/src/renderer/renderer.cpp @@ -0,0 +1,86 @@ +#include +#include +#include +#include + +#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(M_PI_2), + static_cast(Window::GetWidth()) / static_cast(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(M_PI_2), + static_cast(w) / static_cast(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); +} \ No newline at end of file