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

View File

@ -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();
}

View File

@ -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

View File

@ -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() {
}

View File

@ -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);