feat: basic ecs start + renderer class
This commit is contained in:
@ -39,6 +39,7 @@ add_executable(CodingGame
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src/renderer/texture.cpp
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src/renderer/wavefront.cpp
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src/renderer/engine.cpp
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src/renderer/renderer.cpp
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src/main.cpp
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)
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14
include/ecs/camera.h
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14
include/ecs/camera.h
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@ -0,0 +1,14 @@
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#ifndef ECS_ENTITY_CAMERA_H_
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#define ECS_ENTITY_CAMERA_H
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#include "ecs/entity.h"
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namespace ecs {
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class Camera : Entity {
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public:
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Camera() = default;
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~Camera() = default;
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};
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}
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#endif // ECS_ENTITY_CAMERA_H_
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9
include/ecs/component.h
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9
include/ecs/component.h
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@ -0,0 +1,9 @@
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#ifndef ECS_COMPONENT_H_
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#define ECS_COMPONENT_H_
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namespace ecs {
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class Component {
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};
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}
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#endif // ECS_COMPONENT_H_
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16
include/ecs/components/mesh.h
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16
include/ecs/components/mesh.h
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@ -0,0 +1,16 @@
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#ifndef ECS_COMP_MESH_H_
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#define ECS_COMP_MESH_H_
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#include "renderer/wavefront.h"
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#include "ecs/component.h"
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namespace ecs {
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class Mesh : Component {
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public:
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Object* object;
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Mesh(Object* model) : object(model) {}
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};
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}
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#endif // ECS_COMP_MESH_H_
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18
include/ecs/components/transform.h
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18
include/ecs/components/transform.h
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@ -0,0 +1,18 @@
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#ifndef ECS_COMP_TRANSFORM_H_
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#define ECS_COMP_TRANSFORM_H_
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#include <glm/glm.hpp>
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#include "ecs/component.h"
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namespace ecs {
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class Transform : Component {
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public:
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Transform() = default;
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public:
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glm::vec3 pos;
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glm::vec3 rot;
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glm::vec3 scale;
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};
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}
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#endif // ECS_COMP_TRANSFORM_H_
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18
include/ecs/entity.h
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18
include/ecs/entity.h
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@ -0,0 +1,18 @@
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#ifndef ECS_ENTITY_H_
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#define ECS_ENTITY_H_
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#include "ecs/components/transform.h"
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#include "ecs/components/mesh.h"
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namespace ecs {
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class Entity {
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public:
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Transform transform;
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Mesh mesh;
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Entity(Mesh m) : mesh(m) {}
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~Entity() = default;
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};
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}
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#endif // ECS_ENTITY_H_
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28
include/renderer/renderer.h
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28
include/renderer/renderer.h
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@ -0,0 +1,28 @@
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#ifndef RENDERER_H_
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#define RENDERER_H_
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#include <glm/glm.hpp>
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#include "renderer/shader.h"
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#include "ecs/entity.h"
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// TODO: make static or singleton
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class Renderer {
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public:
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Renderer(ecs::Entity& light, ecs::Entity& camera);
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void RenderLight();
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void RenderEntity(const ecs::Entity& entity);
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void OnWindowResized(int w, int h);
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private:
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Shader m_shader;
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glm::mat4 m_model;
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glm::mat4 m_proj;
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glm::mat4 m_view;
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ecs::Entity& m_light;
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ecs::Entity& m_camera;
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};
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#endif // RENDERER_H_
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105
src/main.cpp
105
src/main.cpp
@ -15,45 +15,36 @@
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#include "renderer/shader.h"
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#include "renderer/wavefront.h"
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#include "renderer/engine.h"
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#include "renderer/renderer.h"
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#include "ecs/entity.h"
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#include "IO/file_manager.h"
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class Game : public IApplication {
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public:
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Game() {}
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Game()
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: m_light(ecs::Entity(ecs::Mesh(Object::LoadFile("./assets/cube.obj")))),
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m_camera(ecs::Entity(ecs::Mesh(nullptr))),
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m_target(ecs::Entity(ecs::Mesh(Object::LoadFile("./assets/monkey.obj")))),
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m_renderer(m_light, m_camera) {
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// Object* lightObj = Object::LoadFile("./assets/cube.obj");
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// ecs::Mesh lightMesh = ecs::Mesh(lightObj);
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// m_light = ecs::Entity(lightMesh);
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m_light.transform.pos = glm::vec3(-5.f, 5.f, 5.f);
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// Object* cameraObj = nullptr;
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// ecs::Mesh cameraMesh = ecs::Mesh(cameraObj);
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// m_camera = ecs::Entity(cameraMesh);
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m_camera.transform.pos = glm::vec3(0.f, 0.f, 2.f);
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}
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~Game() override {}
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void OnInit() override {
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std::cout << "Game initialized" << std::endl;
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m_proj = glm::perspective(
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static_cast<float>(M_PI_2),
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static_cast<float>(Window::GetWidth()) / static_cast<float>(Window::GetHeight()),
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0.01f,
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100.0f
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);
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m_shader.init(
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FileManager::read("./src/shaders/simple.vs"),
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FileManager::read("./src/shaders/simple.fs")
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);
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m_camPos = glm::vec3(0.f, 0.f, 2.f);
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// glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
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// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
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m_lightPos = glm::vec3(-5.f, 5.f, 5.f);
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m_model = glm::mat4(1.f);
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m_angle = 3.45f;
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m_lastTicks = SDL_GetTicks();
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// m_sun = Object::LoadFile("./assets/cube.obj");
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// m_target = Object::LoadFile("./assets/monkey.obj");
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m_sun = std::unique_ptr<Object>(Object::LoadFile("./assets/cube.obj"));
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m_target = std::unique_ptr<Object>(Object::LoadFile("./assets/monkey.obj"));
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m_paused = false;
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m_yaw = -90.0f; // looking along -Z initially
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@ -65,12 +56,7 @@ public:
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}
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void OnWindowResized(const WindowResized& event) override {
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m_proj = glm::perspective(
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static_cast<float>(M_PI_2),
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static_cast<float>(event.w) / static_cast<float>(event.h),
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0.01f,
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100.0f
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);
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m_renderer.OnWindowResized(event.w, event.h);
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}
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void OnUpdate() override {
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@ -114,13 +100,8 @@ public:
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if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
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if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
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m_camPos += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
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m_view = glm::lookAt(
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m_camPos,
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m_camPos + cameraViewDirection,
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glm::vec3(0.f, 1.f, 0.f)
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);
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m_camera.transform.pos += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
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m_camera.transform.rot = cameraViewDirection;
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// update rotation
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if (!m_paused) {
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@ -129,36 +110,13 @@ public:
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m_angle -= glm::two_pi<float>(); // keep value small
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}
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}
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m_target.transform.rot.y = m_angle;
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}
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void OnRender() override {
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m_shader.use();
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m_shader.setMat4("u_view", m_view);
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m_shader.setMat4("u_projection", m_proj);
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m_shader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
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m_shader.setVec3("lightPos", m_lightPos);
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m_shader.setVec3("viewPos", m_camPos);
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m_model = glm::mat4(1.f);
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m_model = glm::translate(m_model, m_lightPos);
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m_shader.setMat4("u_model", m_model);
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m_sun->Render(m_shader);
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// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
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m_model = glm::rotate(
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glm::mat4(1.f),
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m_angle,
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glm::vec3(0.f, -0.5f, 0.0f)
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) * 0.5f;
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m_shader.setMat4("u_model", m_model);
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m_target->Render(m_shader);
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m_renderer.RenderLight();
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m_renderer.RenderEntity(m_target);
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m_frameCount++;
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m_currentTicks = SDL_GetTicks();
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@ -172,21 +130,14 @@ public:
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}
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}
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private:
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Shader m_shader;
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glm::mat4 m_model;
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glm::mat4 m_proj;
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glm::mat4 m_view;
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glm::vec3 m_camPos;
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glm::vec3 m_lightPos;
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Renderer m_renderer;
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ecs::Entity m_target;
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ecs::Entity m_light;
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ecs::Entity m_camera;
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float m_angle;
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Uint64 m_lastTicks;
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std::unique_ptr<Object> m_sun = nullptr;
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std::unique_ptr<Object> m_target = nullptr;
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bool m_paused = false;
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float m_yaw = -90.0f; // looking along -Z initially
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86
src/renderer/renderer.cpp
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86
src/renderer/renderer.cpp
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@ -0,0 +1,86 @@
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#include <iostream>
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#include <glm/glm.hpp>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include "renderer/renderer.h"
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#include "window/window.h"
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#include "IO/file_manager.h"
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Renderer::Renderer(ecs::Entity& light, ecs::Entity& camera)
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: m_light(light), m_camera(camera)
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{
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m_proj = glm::perspective(
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static_cast<float>(M_PI_2),
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static_cast<float>(Window::GetWidth()) / static_cast<float>(Window::GetHeight()),
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0.01f,
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100.0f
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);
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m_shader.init(
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FileManager::read("./src/shaders/simple.vs"),
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FileManager::read("./src/shaders/simple.fs")
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);
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m_model = glm::mat4(1.f);
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m_shader.use();
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}
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void Renderer::OnWindowResized(int w, int h) {
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m_proj = glm::perspective(
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static_cast<float>(M_PI_2),
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static_cast<float>(w) / static_cast<float>(h),
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0.01f,
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100.0f
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);
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}
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void Renderer::RenderLight() {
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m_view = glm::lookAt(
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m_camera.transform.pos,
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m_camera.transform.pos + m_camera.transform.rot,
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glm::vec3(0.f, 1.f, 0.f)
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);
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m_shader.setMat4("u_view", m_view);
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m_shader.setMat4("u_projection", m_proj);
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m_shader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
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m_shader.setVec3("lightPos", m_light.transform.pos);
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m_shader.setVec3("viewPos", m_camera.transform.pos);
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m_model = glm::mat4(1.f);
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m_model = glm::translate(m_model, m_light.transform.pos);
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m_shader.setMat4("u_model", m_model);
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m_light.mesh.object->Render(m_shader);
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}
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void Renderer::RenderEntity(const ecs::Entity& entity) {
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if (entity.mesh.object == nullptr) {
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std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
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return;
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}
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m_view = glm::lookAt(
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m_camera.transform.pos,
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m_camera.transform.pos + m_camera.transform.rot,
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glm::vec3(0.f, 1.f, 0.f)
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);
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m_model = glm::mat4(1.0f);
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// Apply translation
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m_model = glm::translate(m_model, entity.transform.pos);
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// Apply rotations (order matters!)
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m_model = glm::rotate(m_model, entity.transform.rot.x, glm::vec3(1, 0, 0)); // pitch
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m_model = glm::rotate(m_model, entity.transform.rot.y, glm::vec3(0, 1, 0)); // yaw
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m_model = glm::rotate(m_model, entity.transform.rot.z, glm::vec3(0, 0, 1)); // roll
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m_shader.setMat4("u_model", m_model);
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entity.mesh.object->Render(m_shader);
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}
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