feat: entt library

This commit is contained in:
2025-10-08 18:17:47 +02:00
parent 4e86d92987
commit 99f5cd3715
15 changed files with 129 additions and 143 deletions

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@ -0,0 +1,6 @@
#ifndef COMPONENTS_PLAYER_H_
#define COMPONENTS_PLAYER_H_
struct camera {};
#endif // COMPONENTS_PLAYER_H_

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@ -0,0 +1,6 @@
#ifndef COMPONENTS_LIGHT_H_
#define COMPONENTS_LIGHT_H_
struct light {};
#endif // COMPONENTS_LIGHT_H_

11
include/components/mesh.h Normal file
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@ -0,0 +1,11 @@
#ifndef COMPONENTS_MESH_H_
#define COMPONENTS_MESH_H_
#include <memory>
#include "renderer/wavefront.h"
struct mesh {
std::unique_ptr<Object> object;
};
#endif // COMPONENTS_MESH_H_

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@ -0,0 +1,12 @@
#ifndef COMPONENTS_TRANSFORM_H_
#define COMPONENTS_TRANSFORM_H_
#include <glm/glm.hpp>
struct transform {
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
};
#endif // COMPONENTS_TRANSFORM_H_

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@ -1,14 +0,0 @@
#ifndef ECS_ENTITY_CAMERA_H_
#define ECS_ENTITY_CAMERA_H
#include "ecs/entity.h"
namespace ecs {
class Camera : Entity {
public:
Camera() = default;
~Camera() = default;
};
}
#endif // ECS_ENTITY_CAMERA_H_

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@ -1,9 +0,0 @@
#ifndef ECS_COMPONENT_H_
#define ECS_COMPONENT_H_
namespace ecs {
class Component {
};
}
#endif // ECS_COMPONENT_H_

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@ -1,16 +0,0 @@
#ifndef ECS_COMP_MESH_H_
#define ECS_COMP_MESH_H_
#include "renderer/wavefront.h"
#include "ecs/component.h"
namespace ecs {
class Mesh : Component {
public:
Object* object;
Mesh(Object* model) : object(model) {}
};
}
#endif // ECS_COMP_MESH_H_

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@ -1,18 +0,0 @@
#ifndef ECS_COMP_TRANSFORM_H_
#define ECS_COMP_TRANSFORM_H_
#include <glm/glm.hpp>
#include "ecs/component.h"
namespace ecs {
class Transform : Component {
public:
Transform() = default;
public:
glm::vec3 pos;
glm::vec3 rot;
glm::vec3 scale;
};
}
#endif // ECS_COMP_TRANSFORM_H_

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@ -1,18 +0,0 @@
#ifndef ECS_ENTITY_H_
#define ECS_ENTITY_H_
#include "ecs/components/transform.h"
#include "ecs/components/mesh.h"
namespace ecs {
class Entity {
public:
Transform transform;
Mesh mesh;
Entity(Mesh m) : mesh(m) {}
~Entity() = default;
};
}
#endif // ECS_ENTITY_H_

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@ -2,16 +2,16 @@
#define RENDERER_H_
#include <glm/glm.hpp>
#include <entt/entity/registry.hpp>
#include "renderer/shader.h"
#include "ecs/entity.h"
// TODO: make static or singleton
class Renderer {
public:
Renderer(ecs::Entity& light, ecs::Entity& camera);
Renderer();
void RenderLight();
void RenderEntity(const ecs::Entity& entity);
void Render(entt::registry& registry);
void OnWindowResized(int w, int h);
private:
@ -20,9 +20,6 @@ private:
glm::mat4 m_model;
glm::mat4 m_proj;
glm::mat4 m_view;
ecs::Entity& m_light;
ecs::Entity& m_camera;
};
#endif // RENDERER_H_

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@ -35,6 +35,7 @@ private:
void CreateNewMesh(const std::string& materialName);
public:
void Render(Shader& shader);
[[nodiscard]] inline const std::string Name() const { return m_name; }
private:
std::string m_name;
std::vector<glm::vec3> m_vertices;