feat: entt library
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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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