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

@ -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