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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@ -58,6 +58,9 @@
"typeinfo": "cpp", "typeinfo": "cpp",
"variant": "cpp", "variant": "cpp",
"codecvt": "cpp", "codecvt": "cpp",
"typeindex": "cpp" "typeindex": "cpp",
"ranges": "cpp",
"list": "cpp",
"unordered_set": "cpp"
} }
} }

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@ -16,6 +16,13 @@ if (UNIX)
) )
FetchContent_MakeAvailable(glm) FetchContent_MakeAvailable(glm)
FetchContent_Declare(
EnTT
GIT_REPOSITORY https://github.com/skypjack/entt.git
GIT_TAG d4014c74dc3793aba95ae354d6e23a026c2796db
)
FetchContent_MakeAvailable(EnTT)
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared) find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared)
find_package(OpenGL REQUIRED) find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED) find_package(GLEW REQUIRED)
@ -58,6 +65,7 @@ target_link_libraries(CodingGame PRIVATE
OpenGL::GL OpenGL::GL
GLEW::GLEW GLEW::GLEW
glm::glm glm::glm
EnTT::EnTT
) )
# ---------- Visibility (helps optimizer & smaller binaries on Release) ---------- # ---------- Visibility (helps optimizer & smaller binaries on Release) ----------

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

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

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@ -16,26 +16,31 @@
#include "renderer/wavefront.h" #include "renderer/wavefront.h"
#include "renderer/engine.h" #include "renderer/engine.h"
#include "renderer/renderer.h" #include "renderer/renderer.h"
#include "ecs/entity.h"
#include "IO/file_manager.h" #include "IO/file_manager.h"
#include "components/transform.h"
#include "components/light.h"
#include "components/camera.h"
#include "components/mesh.h"
class Game : public IApplication { class Game : public IApplication {
public: public:
Game() Game() {
: m_light(ecs::Entity(ecs::Mesh(Object::LoadFile("./assets/cube.obj")))), Object* lightObj = Object::LoadFile("./assets/cube.obj");
m_camera(ecs::Entity(ecs::Mesh(nullptr))), const auto lightEntity = m_registry.create();
m_target(ecs::Entity(ecs::Mesh(Object::LoadFile("./assets/monkey.obj")))), m_registry.emplace<transform>(lightEntity, glm::vec3(-5.f, 5.f, 5.f), glm::vec3(0.f));
m_renderer(m_light, m_camera) { m_registry.emplace<light>(lightEntity);
// Object* lightObj = Object::LoadFile("./assets/cube.obj"); m_registry.emplace<mesh>(lightEntity, std::unique_ptr<Object>(lightObj));
// ecs::Mesh lightMesh = ecs::Mesh(lightObj);
// m_light = ecs::Entity(lightMesh);
m_light.transform.pos = glm::vec3(-5.f, 5.f, 5.f);
// Object* cameraObj = nullptr; const auto cameraEntity = m_registry.create();
// ecs::Mesh cameraMesh = ecs::Mesh(cameraObj); m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 0.f, 2.f));
// m_camera = ecs::Entity(cameraMesh); m_registry.emplace<camera>(cameraEntity, glm::vec3(0.f, 0.f, 2.f));
m_camera.transform.pos = glm::vec3(0.f, 0.f, 2.f);
Object* targetObj = Object::LoadFile("./assets/monkey.obj");
const auto targetEntity = m_registry.create();
m_registry.emplace<transform>(targetEntity, glm::vec3(0.f));
m_registry.emplace<mesh>(targetEntity, std::unique_ptr<Object>(targetObj));
} }
~Game() override {} ~Game() override {}
@ -100,8 +105,11 @@ public:
if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f; if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f; if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
m_camera.transform.pos += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f auto view = m_registry.view<camera, transform>();
m_camera.transform.rot = cameraViewDirection; for (auto [cam, camTransform] : view.each()) {
camTransform.position += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
camTransform.rotation = cameraViewDirection;
}
// update rotation // update rotation
if (!m_paused) { if (!m_paused) {
@ -111,12 +119,17 @@ public:
} }
} }
m_target.transform.rot.y = m_angle; auto rotateEntts = m_registry.view<transform, const mesh>();
for (auto [entity, transform, mesh] : rotateEntts.each()) {
// auto targetTransform = rotateEntts.get<transform>(entity);
if (!m_registry.all_of<light>(entity)) {
transform.rotation.y = m_angle;
}
}
} }
void OnRender() override { void OnRender() override {
m_renderer.RenderLight(); m_renderer.Render(m_registry);
m_renderer.RenderEntity(m_target);
m_frameCount++; m_frameCount++;
m_currentTicks = SDL_GetTicks(); m_currentTicks = SDL_GetTicks();
@ -131,9 +144,7 @@ public:
} }
private: private:
Renderer m_renderer; Renderer m_renderer;
ecs::Entity m_target; entt::registry m_registry;
ecs::Entity m_light;
ecs::Entity m_camera;
float m_angle; float m_angle;
Uint64 m_lastTicks; Uint64 m_lastTicks;

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@ -7,8 +7,12 @@
#include "window/window.h" #include "window/window.h"
#include "IO/file_manager.h" #include "IO/file_manager.h"
Renderer::Renderer(ecs::Entity& light, ecs::Entity& camera) #include "components/transform.h"
: m_light(light), m_camera(camera) #include "components/camera.h"
#include "components/light.h"
#include "components/mesh.h"
Renderer::Renderer()
{ {
m_proj = glm::perspective( m_proj = glm::perspective(
static_cast<float>(M_PI_2), static_cast<float>(M_PI_2),
@ -25,6 +29,8 @@ Renderer::Renderer(ecs::Entity& light, ecs::Entity& camera)
m_model = glm::mat4(1.f); m_model = glm::mat4(1.f);
m_shader.use(); m_shader.use();
m_shader.setMat4("u_projection", m_proj);
} }
void Renderer::OnWindowResized(int w, int h) { void Renderer::OnWindowResized(int w, int h) {
@ -34,53 +40,53 @@ void Renderer::OnWindowResized(int w, int h) {
0.01f, 0.01f,
100.0f 100.0f
); );
m_shader.setMat4("u_projection", m_proj);
} }
void Renderer::RenderLight() { void Renderer::Render(entt::registry& registry) {
auto view = registry.view<transform, mesh>();
auto cam = registry.view<transform, camera>().back();
auto camTransform = registry.get<transform>(cam);
auto lightEntt = registry.view<transform, light>().back();
auto lightTransform = registry.get<transform>(lightEntt);
m_view = glm::lookAt( m_view = glm::lookAt(
m_camera.transform.pos, camTransform.position,
m_camera.transform.pos + m_camera.transform.rot, camTransform.position + camTransform.rotation,
glm::vec3(0.f, 1.f, 0.f) glm::vec3(0.f, 1.f, 0.f)
); );
m_shader.setMat4("u_view", m_view); m_shader.setMat4("u_view", m_view);
m_shader.setMat4("u_projection", m_proj);
m_shader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f)); m_shader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
m_shader.setVec3("lightPos", m_light.transform.pos); m_shader.setVec3("lightPos", lightTransform.position);
m_shader.setVec3("viewPos", m_camera.transform.pos); m_shader.setVec3("viewPos", camTransform.position);
m_model = glm::mat4(1.f); // std::cout << "cam pos: " << "vec(" << camTransform.position.x << ", " << camTransform.position.y << ", " << camTransform.position.z << ")" << std::endl;
m_model = glm::translate(m_model, m_light.transform.pos); // std::cout << "cam rot: " << "vec(" << camTransform.rotation.x << ", " << camTransform.rotation.y << ", " << camTransform.rotation.z << ")" << std::endl;
m_shader.setMat4("u_model", m_model); // std::cout << "light pos: " << "vec(" << lightTransform.position.x << ", " << lightTransform.position.y << ", " << lightTransform.position.z << ")" << std::endl;
// std::cout << "light rot: " << "vec(" << lightTransform.rotation.x << ", " << lightTransform.rotation.y << ", " << lightTransform.rotation.z << ")" << std::endl;
m_light.mesh.object->Render(m_shader); for (auto [entity, transf, mesh] : view.each()) {
} if (mesh.object == nullptr) {
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
return;
}
void Renderer::RenderEntity(const ecs::Entity& entity) { m_model = glm::mat4(1.0f);
if (entity.mesh.object == nullptr) {
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl; // Apply translation
return; m_model = glm::translate(m_model, transf.position);
// Apply rotations (order matters!)
m_model = glm::rotate(m_model, transf.rotation.x, glm::vec3(1, 0, 0)); // pitch
m_model = glm::rotate(m_model, transf.rotation.y, glm::vec3(0, 1, 0)); // yaw
m_model = glm::rotate(m_model, transf.rotation.z, glm::vec3(0, 0, 1)); // roll
m_shader.setMat4("u_model", m_model);
mesh.object->Render(m_shader);
} }
m_view = glm::lookAt(
m_camera.transform.pos,
m_camera.transform.pos + m_camera.transform.rot,
glm::vec3(0.f, 1.f, 0.f)
);
m_model = glm::mat4(1.0f);
// Apply translation
m_model = glm::translate(m_model, entity.transform.pos);
// Apply rotations (order matters!)
m_model = glm::rotate(m_model, entity.transform.rot.x, glm::vec3(1, 0, 0)); // pitch
m_model = glm::rotate(m_model, entity.transform.rot.y, glm::vec3(0, 1, 0)); // yaw
m_model = glm::rotate(m_model, entity.transform.rot.z, glm::vec3(0, 0, 1)); // roll
m_shader.setMat4("u_model", m_model);
entity.mesh.object->Render(m_shader);
} }