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