feat: refactor and move out the renderer with entt registry + better event system

This commit is contained in:
2025-10-22 11:02:37 +02:00
parent ce0904ebec
commit 66e2531eb7
15 changed files with 175 additions and 104 deletions

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@ -3,18 +3,21 @@ option(ENGINE_BUILD_SHARED "Build the Engine library as a shared library" ON)
set(SOURCES
src/IO/parser.cpp
src/IO/file_manager.cpp
src/renderer/debug.cpp
src/window/window.cpp
src/components/batch.cpp
src/scene/scene.cpp
src/renderer/debug.cpp
src/components/batch.cpp
src/renderer/mesh.cpp
src/renderer/shader.cpp
src/renderer/texture.cpp
src/renderer/core.cpp
src/renderer/renderer.cpp
src/renderer/wavefront.cpp
src/renderer/core.cpp
)
if(ENGINE_BUILD_SHARED)

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@ -1,20 +1,19 @@
#ifndef APPLICATION_H_
#define APPLICATION_H_
#include "engine/window/events/window.h"
#include "engine/scene/scene.h"
#include "engine/window/event.h"
#include "engine/export.h"
class ENGINE_API IApplication {
public:
virtual ~IApplication() = default;
virtual void OnInit() {};
virtual void OnInit(std::shared_ptr<Scene> scene) {};
virtual void OnUpdate() {};
virtual void OnRender() {};
virtual void OnShutdown() {};
virtual void OnEvent() {};
virtual void OnWindowResized(const WindowResized& e) {};
virtual void OnEvent(const Event& event) {};
};
#endif // APPLICATION_H_

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@ -1,7 +1,7 @@
#ifndef COMPONENT_BATCH_H_
#define COMPONENT_BATCH_H_
#include "engine/renderer/renderer.h"
#include <glm/mat4x4.hpp>
#include "engine/export.h"
// requires mesh component

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@ -3,8 +3,6 @@
#include <glm/glm.hpp>
#include "engine/renderer/mesh.h"
class Vertex {
friend class Mesh;
private:
@ -14,8 +12,6 @@ private:
public:
Vertex(glm::vec3 position, glm::vec3 normal, glm::vec2 texCoord)
: m_position(position), m_normal(normal), m_texCoord(texCoord) {}
public:
static void DefineAttrib();
};
#endif // RENDERER_BASICS_H

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@ -7,6 +7,9 @@
#include "engine/window/window.h"
#include "engine/window/events/window.h"
#include "engine/renderer/renderer.h"
#include "engine/scene/scene.h"
#include "engine/app/app.h"
#include "engine/export.h"
@ -16,6 +19,8 @@ public:
private:
static std::unique_ptr<IApplication> s_app;
static std::shared_ptr<Window> s_window;
static std::unique_ptr<Renderer> s_renderer;
static std::shared_ptr<Scene> s_scene;
static bool s_running;
};

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@ -2,8 +2,8 @@
#define RENDERER_H_
#include <glm/glm.hpp>
#include <entt/entity/registry.hpp>
#include "engine/scene/scene.h"
#include "engine/renderer/shader.h"
#include "engine/export.h"
#include "engine/components/light.h"
@ -11,23 +11,23 @@
// TODO: make static or singleton
class ENGINE_API Renderer {
public:
Renderer(entt::registry& registry);
Renderer(std::shared_ptr<Scene> scene);
void Render();
void Init();
void GenerateShadowMaps();
void OnWindowResized(int w, int h);
private:
void ApplyLights(Shader &shader);
void UpdateView();
void RenderScene(Shader &shader);
void GenerateShadowMaps();
void EnsureShadowResources(light& l);
private:
Shader m_shader;
Shader m_depthShader;
entt::registry& m_registry;
std::shared_ptr<Scene> m_scene;
// unsigned int m_depth_fbo;
// unsigned int m_depthMap;

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@ -0,0 +1,15 @@
#ifndef ENGINE_SCENE_H_
#define ENGINE_SCENE_H_
#include <entt/entt.hpp>
class Scene {
public:
Scene();
private:
entt::registry m_registry;
friend class Renderer;
friend class Game;
};
#endif // ENGINE_SCENE_H_

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@ -7,6 +7,30 @@
#include <unordered_map>
#include <vector>
enum class EventType {
WINDOW_RESIZE,
WINDOW_CLOSE,
};
class Event {
public:
enum EventCategory {
WINDOW,
// KEYBOARD ...
};
Event(EventCategory category) : m_category(category) {}
virtual ~Event() {}
Event(const Event& event) = default;
inline const EventCategory GetCategory() const { return m_category; }
inline const virtual EventType GetType() const = 0;
private:
EventCategory m_category;
};
class EventDispatcher {
using Type = std::type_index;
using RawFn = std::function<void(const void*)>;

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@ -1,7 +1,30 @@
#ifndef WINDOW_EVENTS_H_
#define WINDOW_EVENTS_H_
struct WindowResized { int w, h; };
struct WindowCloseRequested {};
#include "engine/window/event.h"
class WindowEvent : public Event {
public:
WindowEvent() : Event(Event::EventCategory::WINDOW) {}
inline const EventType GetType() const override { return EventType::WINDOW_CLOSE; }
};
class WindowResizeEvent : public WindowEvent {
public:
WindowResizeEvent(unsigned int w, unsigned int h) : m_width(w), m_height(h) {}
inline const EventType GetType() const override { return EventType::WINDOW_RESIZE; }
inline const unsigned int GetWidth() const { return m_width; }
inline const unsigned int GetHeight() const { return m_height; }
private:
unsigned int m_width, m_height;
};
class WindowCloseEvent : public WindowEvent {
public:
WindowCloseEvent() {}
};
#endif // WINDOW_EVENTS_H_

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@ -1,27 +1,34 @@
#include <memory>
#include "engine/renderer/core.h"
#include "engine/window/event.h"
#include "engine/window/event.h"
#include "engine/renderer/wavefront.h"
std::unique_ptr<IApplication> Engine::s_app = nullptr;
std::shared_ptr<Window> Engine::s_window = nullptr;
std::unique_ptr<Renderer> Engine::s_renderer = nullptr;
std::shared_ptr<Scene> Engine::s_scene = nullptr;
bool Engine::s_running = false;
void Engine::Run(std::unique_ptr<IApplication> app) {
s_app = std::move(app);
s_scene = std::make_shared<Scene>();
s_renderer = std::make_unique<Renderer>(s_scene);
s_window = Window::GetInstance();
s_app = std::move(app);
s_running = true;
s_app->OnInit();
s_app->OnInit(s_scene);
s_renderer->Init();
s_window->Subscribe<WindowCloseRequested>([](const WindowCloseRequested& e) {
Engine::s_running = false;
s_window->Subscribe<WindowCloseEvent>([&](const WindowCloseEvent& e) {
s_running = false;
s_app->OnEvent(e);
});
s_window->Subscribe<WindowResized>([](const WindowResized& e) {
Engine::s_app->OnWindowResized(e);
s_window->Subscribe<WindowResizeEvent>([&](const WindowResizeEvent& e) {
s_renderer->OnWindowResized(e.GetWidth(), e.GetHeight());
s_app->OnEvent(e);
});
while (s_running) {
@ -29,7 +36,7 @@ void Engine::Run(std::unique_ptr<IApplication> app) {
s_app->OnUpdate();
s_app->OnRender();
s_renderer->Render();
s_window->SwapBuffers();
}

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@ -18,7 +18,7 @@
#include "engine/components/mesh.h"
#include "engine/components/batch.h"
Renderer::Renderer(entt::registry& registry) : m_registry(registry)
Renderer::Renderer(std::shared_ptr<Scene> scene) : m_scene(scene)
{
m_proj = glm::perspective(
static_cast<float>(M_PI_2),
@ -44,15 +44,7 @@ Renderer::Renderer(entt::registry& registry) : m_registry(registry)
}
void Renderer::Init() {
// auto view = m_registry.view<batch, mesh>();
// for (auto [_, b, m] : m_registry.view<batch, mesh>().each()) {
// unsigned int items = 0;
// for (auto [entt, item] : m_registry.view<batch::item>().each()) {
// if (item.batchId == b.id()) ++items;
// }
// b.prepare()
// m.object->EnableBatch(b.m_instance_vbo);
// }
GenerateShadowMaps();
}
void Renderer::OnWindowResized(int w, int h) {
@ -65,13 +57,13 @@ void Renderer::OnWindowResized(int w, int h) {
}
void Renderer::ApplyLights(Shader &shader) {
auto lights = m_registry.view<light>();
auto lights = m_scene->m_registry.view<light>();
// TODO: Pass Lights Data to depth shader as well
shader.setInt("lightsCount", static_cast<int>(lights.size()));
size_t lightIndex = 0;
for (auto entity : lights) {
auto &l = m_registry.get<light>(entity);
auto &transf = m_registry.get<transform>(entity);
auto &l = m_scene->m_registry.get<light>(entity);
auto &transf = m_scene->m_registry.get<transform>(entity);
shader.setInt("lights[" + std::to_string(lightIndex) + "].type", static_cast<int>(l.type));
shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
@ -113,24 +105,27 @@ void Renderer::EnsureShadowResources(light& l) {
}
void Renderer::UpdateView() {
auto cam = m_registry.view<transform, camera>().back();
auto camTransform = m_registry.get<transform>(cam);
auto camView = m_scene->m_registry.view<camera>();
auto camTransform = camView.size() > 0 ?
m_scene->m_registry.get<transform>(camView.back()) :
transform {glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 0.f, 0.f)};
m_view = glm::lookAt(
camTransform.position,
camTransform.position + camTransform.rotation,
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("viewPos", camTransform.position);
m_shader.setMat4("u_view", m_view);
m_shader.setMat4("u_projection", m_proj);
}
void Renderer::RenderScene(Shader &shader) {
std::unordered_map<unsigned int, std::vector<entt::entity>> batches;
for (auto [entt, item] : m_registry.view<batch::item>().each()) {
for (auto [entt, item] : m_scene->m_registry.view<batch::item>().each()) {
if (batches.find(item.batchId) == batches.end())
batches.insert(std::make_pair(item.batchId, std::vector<entt::entity>()));
@ -140,7 +135,7 @@ void Renderer::RenderScene(Shader &shader) {
shader.setBool("u_isInstanced", true);
shader.setBool("isLight", false);
shader.setVec3("currentLightColor", glm::vec3(0.f));
for (auto [entt, b, m] : m_registry.view<batch, mesh>().each()) {
for (auto [entt, b, m] : m_scene->m_registry.view<batch, mesh>().each()) {
// check if have items for batch render
if (batches.find(b.id()) == batches.end()) continue;
@ -150,7 +145,7 @@ void Renderer::RenderScene(Shader &shader) {
models.reserve(batchItems.size());
for (auto item : batchItems) {
auto &t = m_registry.get<transform>(item);
auto &t = m_scene->m_registry.get<transform>(item);
glm::mat4 rotation = glm::yawPitchRoll(t.rotation.y, t.rotation.x, t.rotation.z);
auto itemModel = glm::translate(glm::mat4(1.f), t.position) * rotation;
models.push_back(itemModel);
@ -166,14 +161,14 @@ void Renderer::RenderScene(Shader &shader) {
}
shader.setBool("u_isInstanced", false);
for (auto [entity, transf, mesh] : m_registry.view<transform, mesh>(entt::exclude<batch, batch::item>).each()) {
for (auto [entity, transf, mesh] : m_scene->m_registry.view<transform, mesh>(entt::exclude<batch, batch::item>).each()) {
if (mesh.object == nullptr) {
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
return;
}
if (m_registry.all_of<light>(entity)) {
auto &l = m_registry.get<light>(entity);
if (m_scene->m_registry.all_of<light>(entity)) {
auto &l = m_scene->m_registry.get<light>(entity);
shader.setBool("isLight", true);
shader.setVec3("currentLightColor", l.color);
} else {
@ -193,7 +188,7 @@ void Renderer::RenderScene(Shader &shader) {
void Renderer::GenerateShadowMaps() {
m_depthShader.use();
auto lights = m_registry.view<light>();
auto lights = m_scene->m_registry.view<light>();
for (auto [_, l] : lights.each()) {
// TODO: support other light types when ready
@ -207,7 +202,7 @@ void Renderer::Render() {
glCullFace(GL_FRONT);
const auto lights = m_registry.view<light, transform>();
const auto lights = m_scene->m_registry.view<light, transform>();
for (auto [_, l, t] : lights.each()) {
// TODO: support other light types when ready

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@ -5,9 +5,10 @@
#include <filesystem>
#include <GL/glew.h>
#include "engine/renderer/wavefront.h"
#include "engine/IO/parser.h"
#include "engine/renderer/mesh.h"
#include "engine/renderer/wavefront.h"
#define DEFAULT_MATERIAL_NAME "default"

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@ -0,0 +1,4 @@
#include "engine/scene/scene.h"
Scene::Scene() : m_registry() {
}

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@ -100,11 +100,11 @@ void Window::ProcessEvents() {
switch (event.type) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
Dispatch(WindowCloseRequested());
Dispatch(WindowCloseEvent());
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
Dispatch(WindowCloseRequested());
Dispatch(WindowCloseEvent());
}
if (event.key.scancode == SDL_SCANCODE_F11) {
bool isFullscreen = SDL_GetWindowFlags(m_handle) & SDL_WINDOW_FULLSCREEN;
@ -122,7 +122,7 @@ void Window::ProcessEvents() {
0,
width,
height);
Dispatch(WindowResized{ m_width, m_height });
Dispatch(WindowResizeEvent(static_cast<unsigned int>(m_width), static_cast<unsigned int>(m_height)));
SDL_SetWindowRelativeMouseMode(m_handle, true);
SDL_Rect boundaries = {0, 0, m_width, m_height};
SDL_SetWindowMouseRect(m_handle, &boundaries);