fix: make new entity system wrapper work

This commit is contained in:
2025-10-23 15:29:04 +02:00
parent 37d35f990d
commit a427fb7099
36 changed files with 70 additions and 66 deletions

View File

@ -4,7 +4,7 @@
#include <iostream>
#include <sstream>
namespace Engine {
namespace Core {
FileManager::FileManager()
{

View File

@ -4,7 +4,7 @@
#include "engine/IO/parser.h"
namespace Engine {
namespace Core {
// Skip whitespace
void Parser::SkipSpaces() {

View File

@ -2,7 +2,7 @@
#include "engine/components/batch.h"
namespace Engine {
namespace Core {
unsigned int batch::LastID = 0;

View File

@ -5,7 +5,7 @@
#include "engine/window/event.hpp"
#include "engine/renderer/wavefront.h"
namespace Engine {
namespace Core {
Engine* Engine::s_instance = nullptr;
@ -19,17 +19,7 @@ void Engine::Run(std::unique_ptr<IApplication> app) {
m_app->OnInit(m_scene);
m_renderer->Init();
// m_window->Subscribe<WindowCloseEvent>([&](const WindowCloseEvent& e) {
// m_app->OnEvent(e);
// });
// m_window->Subscribe<WindowResizeEvent>([&](const WindowResizeEvent& e) {
// m_renderer->OnWindowResized(e.GetWidth(), e.GetHeight());
// m_app->OnEvent(e);
// });
m_window->Subscribe2(this);
m_window->Subscribe(this);
while (m_running) {
m_window->ProcessEvents();

View File

@ -2,7 +2,7 @@
#include <iostream>
namespace Engine {
namespace Core {
void MessageCallback(GLenum source,
GLenum type,

View File

@ -2,7 +2,7 @@
#include "engine/renderer/mesh.h"
namespace Engine {
namespace Core {
Mesh::Mesh() {
m_vao = 0;

View File

@ -8,6 +8,8 @@
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtx/string_cast.hpp>
#include "engine/renderer/renderer.h"
#include "engine/window/window.h"
#include "engine/IO/file_manager.h"
@ -18,7 +20,7 @@
#include "engine/components/mesh.h"
#include "engine/components/batch.h"
namespace Engine {
namespace Core {
Renderer::Renderer(std::shared_ptr<Scene> scene) : m_scene(scene)
{
@ -117,7 +119,7 @@ void Renderer::UpdateView() {
camTransform.position + camTransform.rotation,
glm::vec3(0.f, 1.f, 0.f)
);
m_shader.setVec3("viewPos", camTransform.position);
m_shader.setMat4("u_view", m_view);
@ -156,7 +158,7 @@ void Renderer::RenderScene(Shader &shader) {
auto prevInstanceVBO = b.m_instance_vbo;
b.prepare(models.data(), models.size());
if (prevInstanceVBO <= 0) {
std::cout << "[DEBUG] enabling batch"<<std::endl;
std::cout << "[DEBUG] enabling batch" << std::endl;
m.object->EnableBatch(b.m_instance_vbo);
}
m.object->Render(shader, batchItems.size());

View File

@ -2,7 +2,7 @@
#include <GL/glew.h>
#include "engine/renderer/shader.h"
namespace Engine {
namespace Core {
Shader::Shader()
{

View File

@ -7,7 +7,7 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
namespace Engine {
namespace Core {
std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
auto texture = std::make_unique<Texture>();

View File

@ -12,7 +12,7 @@
#define DEFAULT_MATERIAL_NAME "default"
namespace Engine {
namespace Core {
// ObjElement toElement(const std::string &s) {
// if (s == "#") return ObjElement::OHASH;

View File

@ -2,7 +2,7 @@
#include <iostream>
namespace Engine {
namespace Core {
Entity Scene::CreateEntity() {
Entity entity = { m_registry.create(), this };

View File

@ -8,7 +8,7 @@
#include "engine/renderer/debug.h"
namespace Engine {
namespace Core {
std::shared_ptr<Window> Window::s_instance = nullptr;