feat: entt library
This commit is contained in:
55
src/main.cpp
55
src/main.cpp
@ -16,26 +16,31 @@
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#include "renderer/wavefront.h"
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#include "renderer/engine.h"
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#include "renderer/renderer.h"
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#include "ecs/entity.h"
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#include "IO/file_manager.h"
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#include "components/transform.h"
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#include "components/light.h"
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#include "components/camera.h"
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#include "components/mesh.h"
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class Game : public IApplication {
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public:
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Game()
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: m_light(ecs::Entity(ecs::Mesh(Object::LoadFile("./assets/cube.obj")))),
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m_camera(ecs::Entity(ecs::Mesh(nullptr))),
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m_target(ecs::Entity(ecs::Mesh(Object::LoadFile("./assets/monkey.obj")))),
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m_renderer(m_light, m_camera) {
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// Object* lightObj = Object::LoadFile("./assets/cube.obj");
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// ecs::Mesh lightMesh = ecs::Mesh(lightObj);
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// m_light = ecs::Entity(lightMesh);
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m_light.transform.pos = glm::vec3(-5.f, 5.f, 5.f);
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Game() {
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Object* lightObj = Object::LoadFile("./assets/cube.obj");
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const auto lightEntity = m_registry.create();
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m_registry.emplace<transform>(lightEntity, glm::vec3(-5.f, 5.f, 5.f), glm::vec3(0.f));
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m_registry.emplace<light>(lightEntity);
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m_registry.emplace<mesh>(lightEntity, std::unique_ptr<Object>(lightObj));
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// Object* cameraObj = nullptr;
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// ecs::Mesh cameraMesh = ecs::Mesh(cameraObj);
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// m_camera = ecs::Entity(cameraMesh);
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m_camera.transform.pos = glm::vec3(0.f, 0.f, 2.f);
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const auto cameraEntity = m_registry.create();
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m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 0.f, 2.f));
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m_registry.emplace<camera>(cameraEntity, glm::vec3(0.f, 0.f, 2.f));
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Object* targetObj = Object::LoadFile("./assets/monkey.obj");
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const auto targetEntity = m_registry.create();
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m_registry.emplace<transform>(targetEntity, glm::vec3(0.f));
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m_registry.emplace<mesh>(targetEntity, std::unique_ptr<Object>(targetObj));
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}
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~Game() override {}
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@ -100,8 +105,11 @@ public:
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if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
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if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
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m_camera.transform.pos += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
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m_camera.transform.rot = cameraViewDirection;
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auto view = m_registry.view<camera, transform>();
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for (auto [cam, camTransform] : view.each()) {
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camTransform.position += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
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camTransform.rotation = cameraViewDirection;
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}
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// update rotation
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if (!m_paused) {
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@ -111,12 +119,17 @@ public:
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}
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}
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m_target.transform.rot.y = m_angle;
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auto rotateEntts = m_registry.view<transform, const mesh>();
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for (auto [entity, transform, mesh] : rotateEntts.each()) {
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// auto targetTransform = rotateEntts.get<transform>(entity);
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if (!m_registry.all_of<light>(entity)) {
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transform.rotation.y = m_angle;
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}
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}
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}
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void OnRender() override {
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m_renderer.RenderLight();
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m_renderer.RenderEntity(m_target);
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m_renderer.Render(m_registry);
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m_frameCount++;
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m_currentTicks = SDL_GetTicks();
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@ -131,9 +144,7 @@ public:
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}
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private:
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Renderer m_renderer;
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ecs::Entity m_target;
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ecs::Entity m_light;
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ecs::Entity m_camera;
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entt::registry m_registry;
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float m_angle;
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Uint64 m_lastTicks;
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@ -7,8 +7,12 @@
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#include "window/window.h"
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#include "IO/file_manager.h"
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Renderer::Renderer(ecs::Entity& light, ecs::Entity& camera)
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: m_light(light), m_camera(camera)
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#include "components/transform.h"
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#include "components/camera.h"
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#include "components/light.h"
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#include "components/mesh.h"
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Renderer::Renderer()
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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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@ -25,6 +29,8 @@ Renderer::Renderer(ecs::Entity& light, ecs::Entity& camera)
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m_model = glm::mat4(1.f);
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m_shader.use();
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m_shader.setMat4("u_projection", m_proj);
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}
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void Renderer::OnWindowResized(int w, int h) {
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@ -34,53 +40,53 @@ void Renderer::OnWindowResized(int w, int h) {
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0.01f,
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100.0f
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);
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m_shader.setMat4("u_projection", m_proj);
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}
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void Renderer::RenderLight() {
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void Renderer::Render(entt::registry& registry) {
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auto view = registry.view<transform, mesh>();
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auto cam = registry.view<transform, camera>().back();
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auto camTransform = registry.get<transform>(cam);
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auto lightEntt = registry.view<transform, light>().back();
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auto lightTransform = registry.get<transform>(lightEntt);
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m_view = glm::lookAt(
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m_camera.transform.pos,
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m_camera.transform.pos + m_camera.transform.rot,
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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("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
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m_shader.setVec3("lightPos", m_light.transform.pos);
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m_shader.setVec3("viewPos", m_camera.transform.pos);
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m_shader.setVec3("lightPos", lightTransform.position);
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m_shader.setVec3("viewPos", camTransform.position);
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m_model = glm::mat4(1.f);
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m_model = glm::translate(m_model, m_light.transform.pos);
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// std::cout << "cam pos: " << "vec(" << camTransform.position.x << ", " << camTransform.position.y << ", " << camTransform.position.z << ")" << std::endl;
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// std::cout << "cam rot: " << "vec(" << camTransform.rotation.x << ", " << camTransform.rotation.y << ", " << camTransform.rotation.z << ")" << std::endl;
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m_shader.setMat4("u_model", m_model);
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// std::cout << "light pos: " << "vec(" << lightTransform.position.x << ", " << lightTransform.position.y << ", " << lightTransform.position.z << ")" << std::endl;
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// std::cout << "light rot: " << "vec(" << lightTransform.rotation.x << ", " << lightTransform.rotation.y << ", " << lightTransform.rotation.z << ")" << std::endl;
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m_light.mesh.object->Render(m_shader);
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}
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for (auto [entity, transf, mesh] : view.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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void Renderer::RenderEntity(const ecs::Entity& entity) {
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if (entity.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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m_model = glm::mat4(1.0f);
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// Apply translation
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m_model = glm::translate(m_model, transf.position);
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// Apply rotations (order matters!)
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m_model = glm::rotate(m_model, transf.rotation.x, glm::vec3(1, 0, 0)); // pitch
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m_model = glm::rotate(m_model, transf.rotation.y, glm::vec3(0, 1, 0)); // yaw
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m_model = glm::rotate(m_model, transf.rotation.z, glm::vec3(0, 0, 1)); // roll
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m_shader.setMat4("u_model", m_model);
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mesh.object->Render(m_shader);
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}
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m_view = glm::lookAt(
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m_camera.transform.pos,
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m_camera.transform.pos + m_camera.transform.rot,
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glm::vec3(0.f, 1.f, 0.f)
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);
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m_model = glm::mat4(1.0f);
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// Apply translation
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m_model = glm::translate(m_model, entity.transform.pos);
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// Apply rotations (order matters!)
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m_model = glm::rotate(m_model, entity.transform.rot.x, glm::vec3(1, 0, 0)); // pitch
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m_model = glm::rotate(m_model, entity.transform.rot.y, glm::vec3(0, 1, 0)); // yaw
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m_model = glm::rotate(m_model, entity.transform.rot.z, glm::vec3(0, 0, 1)); // roll
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m_shader.setMat4("u_model", m_model);
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entity.mesh.object->Render(m_shader);
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}
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