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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@ -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_