feat: rename engine.h to core.h + remove main.cpp file including in cmake
This commit is contained in:
@ -11,10 +11,10 @@ add_library(${ENGINE_TARGET} STATIC
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src/renderer/shader.cpp
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src/renderer/texture.cpp
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src/renderer/wavefront.cpp
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src/renderer/engine.cpp
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src/renderer/core.cpp
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src/renderer/renderer.cpp
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src/main.cpp
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# src/main.cpp
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)
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set_target_properties(${ENGINE_TARGET} PROPERTIES
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@ -1,238 +0,0 @@
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#ifndef WIN32
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#define GLEW_STATIC
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#endif
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#include <iostream>
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#include <memory>
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#ifdef WIN32
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#include <corecrt_math_defines.h>
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#endif
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#include <glm/glm.hpp>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include "engine/renderer/shader.h"
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#include "engine/renderer/wavefront.h"
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#include "engine/renderer/engine.h"
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#include "engine/renderer/renderer.h"
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#include "engine/IO/file_manager.h"
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#include "engine/components/transform.h"
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#include "engine/components/light.h"
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#include "engine/components/camera.h"
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#include "engine/components/mesh.h"
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#include "engine/components/rotate.h"
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#include "engine/components/batch.h"
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class Game : public IApplication {
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public:
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Game() : m_renderer(m_registry) {
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Object* lightObj = Object::LoadFile("./assets/sphere.obj");
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const auto lght = m_registry.create();
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m_registry.emplace<transform>(lght, glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
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m_registry.emplace<light>(lght, light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
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m_registry.emplace<mesh>(lght, std::shared_ptr<Object>(lightObj));
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const auto cameraEntity = m_registry.create();
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m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
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m_registry.emplace<camera>(cameraEntity);
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Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
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const auto targetEntity = m_registry.create();
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m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.0f, 0.f));
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m_registry.emplace<mesh>(targetEntity, std::shared_ptr<Object>(targetObj));
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Object* grass = Object::LoadFile("./assets/grass_block/grass_block.obj");
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const auto cubeEntity = m_registry.create();
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m_registry.emplace<transform>(cubeEntity, glm::vec3(-1.5f, 0.4f, 0.f));
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m_registry.emplace<mesh>(cubeEntity, std::shared_ptr<Object>(grass));
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// Cube template (use shared object to avoid reloading 1000 times)
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std::shared_ptr<Object> cubeObj = std::shared_ptr<Object>(Object::LoadFile("./assets/grass_block/grass_block.obj"));
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const auto batchEntt = m_registry.create();
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m_registry.emplace<batch>(batchEntt);
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m_registry.emplace<mesh>(batchEntt, cubeObj);
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auto cubeBatch = m_registry.get<batch>(batchEntt);
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// Generate 1000 random cubes
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for (int i = 0; i < 1000; ++i) {
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const auto cubeEntity = m_registry.create();
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float x = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
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float y = static_cast<float>(rand()) / RAND_MAX * 10.f; // range [0, 10]
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float z = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
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m_registry.emplace<transform>(cubeEntity, glm::vec3(x, y, z));
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m_registry.emplace<rotate>(cubeEntity);
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m_registry.emplace<batch::item>(cubeEntity, cubeBatch.id());
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}
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Object* floorObj = Object::LoadFile("./assets/plane.obj");
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const auto floorEntt = m_registry.create();
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m_registry.emplace<transform>(floorEntt, glm::vec3(0.f));
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m_registry.emplace<mesh>(floorEntt, std::shared_ptr<Object>(floorObj));
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}
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~Game() override {}
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void OnInit() override {
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std::cout << "Game initialized" << std::endl;
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m_angle = 3.45f;
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m_lastTicks = SDL_GetTicks();
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m_paused = false;
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m_yaw = -90.0f; // looking along -Z initially
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m_pitch = 0.0f; // no vertical tilt
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// FPS tracking
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m_startTicks = SDL_GetTicks();
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m_frameCount = 0;
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m_renderer.Init();
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m_renderer.GenerateShadowMaps();
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}
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void OnWindowResized(const WindowResized& event) override {
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m_renderer.OnWindowResized(event.w, event.h);
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}
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void OnUpdate() override {
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m_currentTicks = SDL_GetTicks();
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float deltaTime = static_cast<float>(m_currentTicks - m_lastTicks) / 1000.0f; // seconds
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m_lastTicks = m_currentTicks;
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float mouseXRel, mouseYRel;
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SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
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float sensitivity = 0.1f; // tweak as needed
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m_yaw += mouseXRel * sensitivity;
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m_pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
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// clamp pitch to avoid flipping
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// if (pitch > 89.0f) pitch = 89.0f;
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// if (pitch < -89.0f) pitch = -89.0f;
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m_pitch = glm::clamp(m_pitch, -89.0f, 89.0f);
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// convert to direction vector
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glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
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cameraViewDirection.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
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cameraViewDirection.y = sin(glm::radians(m_pitch));
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cameraViewDirection.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
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cameraViewDirection = glm::normalize(cameraViewDirection);
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glm::vec3 velocity(0.f);
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const bool* state = SDL_GetKeyboardState(nullptr);
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if (state[SDL_SCANCODE_P]) m_paused = !m_paused;
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glm::vec3 front = glm::normalize(glm::vec3(cameraViewDirection.x, 0.f, cameraViewDirection.z));
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glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0.f, 1.f, 0.f)));
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if (state[SDL_SCANCODE_W]) velocity += front;
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if (state[SDL_SCANCODE_S]) velocity -= front;
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if (state[SDL_SCANCODE_A]) velocity -= right;
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if (state[SDL_SCANCODE_D]) velocity += right;
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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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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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m_angle += glm::radians(45.0f) * deltaTime; // 72° per second
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if (m_angle > glm::two_pi<float>()) {
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m_angle -= glm::two_pi<float>(); // keep value small
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}
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}
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// ---- Day-night simulation ----
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m_dayTime += deltaTime;
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if (m_dayTime > m_dayLength)
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m_dayTime -= m_dayLength; // loop every "day"
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float dayProgress = m_dayTime / m_dayLength; // 0.0 -> 1.0
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float sunAngle = dayProgress * glm::two_pi<float>(); // radians through the sky
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// Compute sun direction (rotating around X axis)
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// At t=0.0 sun at east horizon, at π/2 overhead, at π west horizon
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glm::vec3 sunDir = glm::normalize(glm::vec3(0.0f, sin(sunAngle), cos(sunAngle)));
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// Compute intensity: bright at noon, dim at dusk/dawn, dark at night
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float intensity = glm::max(sin(sunAngle), (double)0.0f); // 0 at night, 1 at noon
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intensity = glm::mix(0.05f, 1.5f, intensity); // keep some ambient even at night
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// Optional: tint color (warm at sunrise/sunset)
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glm::vec3 dayColor = glm::vec3(1.0f, 0.95f, 0.9f);
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glm::vec3 sunsetColor= glm::vec3(1.0f, 0.6f, 0.3f);
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float sunsetFactor = glm::clamp(1.0f - abs(sin(sunAngle)) * 2.0f, 0.0f, 1.0f);
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glm::vec3 sunColor = glm::mix(dayColor, sunsetColor, sunsetFactor);
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// Update the directional light in the registry
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auto lightsView = m_registry.view<light, transform>();
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for (auto [entity, l, t] : lightsView.each()) {
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if (l.type == light::LightType::DIRECTIONAL) {
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// "position" for directional light often stores direction vector
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// If your system instead uses transform.rotation, adjust accordingly
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t.position = sunDir * 15.f; // use this as light direction
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l.color = sunColor;
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l.intensity = intensity;
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}
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}
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auto rotateEntts = m_registry.view<transform, rotate>();
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for (auto [entity, t] : 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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t.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.Render();
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m_frameCount++;
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m_currentTicks = SDL_GetTicks();
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Uint64 elapsed = m_currentTicks - m_startTicks;
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if (elapsed >= 1000) { // one second passed
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double fps = static_cast<double>(m_frameCount) / (static_cast<double>(elapsed) / 1000.0);
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std::cout << "FPS: " << fps << std::endl;
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m_frameCount = 0;
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m_startTicks = m_currentTicks;
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}
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}
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private:
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Renderer m_renderer;
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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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float m_dayTime = 0.0f; // accumulates time for day-night cycle
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float m_dayLength = 60.0f; // seconds per full day cycle
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bool m_paused = false;
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float m_yaw = -90.0f; // looking along -Z initially
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float m_pitch = 0.0f; // no vertical tilt
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// FPS tracking
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Uint64 m_startTicks;
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int m_frameCount;
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Uint64 m_currentTicks;
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};
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int main() {
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Engine::Run(std::make_unique<Game>());
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return 0;
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}
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@ -1,6 +1,6 @@
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#include <memory>
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#include "engine/renderer/engine.h"
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#include "engine/renderer/core.h"
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#include "engine/window/event.h"
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#include "engine/renderer/wavefront.h"
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@ -29,13 +29,13 @@ Renderer::Renderer(entt::registry& registry) : m_registry(registry)
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);
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m_shader.init(
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FileManager::read("./src/shaders/main.vs"),
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FileManager::read("./src/shaders/pbr.fs")
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FileManager::read("./engine/src/shaders/main.vs"),
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FileManager::read("./engine/src/shaders/pbr.fs")
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);
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m_depthShader.init(
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FileManager::read("./src/shaders/depth.vs"),
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FileManager::read("./src/shaders/depth.fs")
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FileManager::read("./engine/src/shaders/depth.vs"),
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FileManager::read("./engine/src/shaders/depth.fs")
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);
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m_model = glm::mat4(1.f);
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@ -1,6 +1,238 @@
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#include <iostream>
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#include "engine/renderer/engine.h"
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#ifndef WIN32
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#define GLEW_STATIC
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#endif
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int main(int argc, char **argv) {
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#include <iostream>
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#include <memory>
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#ifdef WIN32
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#include <corecrt_math_defines.h>
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#endif
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#include <glm/glm.hpp>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include "engine/renderer/shader.h"
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#include "engine/renderer/wavefront.h"
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#include "engine/renderer/core.h"
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#include "engine/renderer/renderer.h"
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#include "engine/IO/file_manager.h"
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#include "engine/components/transform.h"
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#include "engine/components/light.h"
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#include "engine/components/camera.h"
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#include "engine/components/mesh.h"
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#include "engine/components/rotate.h"
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#include "engine/components/batch.h"
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class Game : public IApplication {
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public:
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Game() : m_renderer(m_registry) {
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Object* lightObj = Object::LoadFile("./assets/sphere.obj");
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const auto lght = m_registry.create();
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m_registry.emplace<transform>(lght, glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
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m_registry.emplace<light>(lght, light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
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m_registry.emplace<mesh>(lght, std::shared_ptr<Object>(lightObj));
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const auto cameraEntity = m_registry.create();
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m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
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m_registry.emplace<camera>(cameraEntity);
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Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
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const auto targetEntity = m_registry.create();
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m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.0f, 0.f));
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m_registry.emplace<mesh>(targetEntity, std::shared_ptr<Object>(targetObj));
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Object* grass = Object::LoadFile("./assets/grass_block/grass_block.obj");
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const auto cubeEntity = m_registry.create();
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m_registry.emplace<transform>(cubeEntity, glm::vec3(-1.5f, 0.4f, 0.f));
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m_registry.emplace<mesh>(cubeEntity, std::shared_ptr<Object>(grass));
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// Cube template (use shared object to avoid reloading 1000 times)
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std::shared_ptr<Object> cubeObj = std::shared_ptr<Object>(Object::LoadFile("./assets/grass_block/grass_block.obj"));
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const auto batchEntt = m_registry.create();
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m_registry.emplace<batch>(batchEntt);
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m_registry.emplace<mesh>(batchEntt, cubeObj);
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auto cubeBatch = m_registry.get<batch>(batchEntt);
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// Generate 1000 random cubes
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for (int i = 0; i < 1000; ++i) {
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const auto cubeEntity = m_registry.create();
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float x = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
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float y = static_cast<float>(rand()) / RAND_MAX * 10.f; // range [0, 10]
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float z = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
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m_registry.emplace<transform>(cubeEntity, glm::vec3(x, y, z));
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m_registry.emplace<rotate>(cubeEntity);
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m_registry.emplace<batch::item>(cubeEntity, cubeBatch.id());
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}
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Object* floorObj = Object::LoadFile("./assets/plane.obj");
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const auto floorEntt = m_registry.create();
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m_registry.emplace<transform>(floorEntt, glm::vec3(0.f));
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m_registry.emplace<mesh>(floorEntt, std::shared_ptr<Object>(floorObj));
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}
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~Game() override {}
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void OnInit() override {
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std::cout << "Game initialized" << std::endl;
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m_angle = 3.45f;
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m_lastTicks = SDL_GetTicks();
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m_paused = false;
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m_yaw = -90.0f; // looking along -Z initially
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m_pitch = 0.0f; // no vertical tilt
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// FPS tracking
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m_startTicks = SDL_GetTicks();
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m_frameCount = 0;
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m_renderer.Init();
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m_renderer.GenerateShadowMaps();
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}
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void OnWindowResized(const WindowResized& event) override {
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m_renderer.OnWindowResized(event.w, event.h);
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}
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void OnUpdate() override {
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m_currentTicks = SDL_GetTicks();
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float deltaTime = static_cast<float>(m_currentTicks - m_lastTicks) / 1000.0f; // seconds
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m_lastTicks = m_currentTicks;
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float mouseXRel, mouseYRel;
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SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
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float sensitivity = 0.1f; // tweak as needed
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m_yaw += mouseXRel * sensitivity;
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m_pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
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// clamp pitch to avoid flipping
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// if (pitch > 89.0f) pitch = 89.0f;
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// if (pitch < -89.0f) pitch = -89.0f;
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m_pitch = glm::clamp(m_pitch, -89.0f, 89.0f);
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// convert to direction vector
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glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
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cameraViewDirection.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
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cameraViewDirection.y = sin(glm::radians(m_pitch));
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cameraViewDirection.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
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cameraViewDirection = glm::normalize(cameraViewDirection);
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glm::vec3 velocity(0.f);
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const bool* state = SDL_GetKeyboardState(nullptr);
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if (state[SDL_SCANCODE_P]) m_paused = !m_paused;
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glm::vec3 front = glm::normalize(glm::vec3(cameraViewDirection.x, 0.f, cameraViewDirection.z));
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glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0.f, 1.f, 0.f)));
|
||||
|
||||
if (state[SDL_SCANCODE_W]) velocity += front;
|
||||
if (state[SDL_SCANCODE_S]) velocity -= front;
|
||||
if (state[SDL_SCANCODE_A]) velocity -= right;
|
||||
if (state[SDL_SCANCODE_D]) velocity += right;
|
||||
if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
|
||||
if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
|
||||
|
||||
auto view = m_registry.view<camera, transform>();
|
||||
for (auto [cam, camTransform] : view.each()) {
|
||||
camTransform.position += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
|
||||
camTransform.rotation = cameraViewDirection;
|
||||
}
|
||||
|
||||
// update rotation
|
||||
if (!m_paused) {
|
||||
m_angle += glm::radians(45.0f) * deltaTime; // 72° per second
|
||||
if (m_angle > glm::two_pi<float>()) {
|
||||
m_angle -= glm::two_pi<float>(); // keep value small
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Day-night simulation ----
|
||||
m_dayTime += deltaTime;
|
||||
if (m_dayTime > m_dayLength)
|
||||
m_dayTime -= m_dayLength; // loop every "day"
|
||||
|
||||
float dayProgress = m_dayTime / m_dayLength; // 0.0 -> 1.0
|
||||
float sunAngle = dayProgress * glm::two_pi<float>(); // radians through the sky
|
||||
|
||||
// Compute sun direction (rotating around X axis)
|
||||
// At t=0.0 sun at east horizon, at π/2 overhead, at π west horizon
|
||||
glm::vec3 sunDir = glm::normalize(glm::vec3(0.0f, sin(sunAngle), cos(sunAngle)));
|
||||
|
||||
// Compute intensity: bright at noon, dim at dusk/dawn, dark at night
|
||||
float intensity = glm::max(sin(sunAngle), (double)0.0f); // 0 at night, 1 at noon
|
||||
intensity = glm::mix(0.05f, 1.5f, intensity); // keep some ambient even at night
|
||||
|
||||
// Optional: tint color (warm at sunrise/sunset)
|
||||
glm::vec3 dayColor = glm::vec3(1.0f, 0.95f, 0.9f);
|
||||
glm::vec3 sunsetColor= glm::vec3(1.0f, 0.6f, 0.3f);
|
||||
float sunsetFactor = glm::clamp(1.0f - abs(sin(sunAngle)) * 2.0f, 0.0f, 1.0f);
|
||||
glm::vec3 sunColor = glm::mix(dayColor, sunsetColor, sunsetFactor);
|
||||
|
||||
// Update the directional light in the registry
|
||||
auto lightsView = m_registry.view<light, transform>();
|
||||
for (auto [entity, l, t] : lightsView.each()) {
|
||||
if (l.type == light::LightType::DIRECTIONAL) {
|
||||
// "position" for directional light often stores direction vector
|
||||
// If your system instead uses transform.rotation, adjust accordingly
|
||||
t.position = sunDir * 15.f; // use this as light direction
|
||||
l.color = sunColor;
|
||||
l.intensity = intensity;
|
||||
}
|
||||
}
|
||||
|
||||
auto rotateEntts = m_registry.view<transform, rotate>();
|
||||
for (auto [entity, t] : rotateEntts.each()) {
|
||||
// auto targetTransform = rotateEntts.get<transform>(entity);
|
||||
if (!m_registry.all_of<light>(entity)) {
|
||||
t.rotation.y = m_angle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnRender() override {
|
||||
m_renderer.Render();
|
||||
|
||||
m_frameCount++;
|
||||
m_currentTicks = SDL_GetTicks();
|
||||
Uint64 elapsed = m_currentTicks - m_startTicks;
|
||||
|
||||
if (elapsed >= 1000) { // one second passed
|
||||
double fps = static_cast<double>(m_frameCount) / (static_cast<double>(elapsed) / 1000.0);
|
||||
std::cout << "FPS: " << fps << std::endl;
|
||||
m_frameCount = 0;
|
||||
m_startTicks = m_currentTicks;
|
||||
}
|
||||
}
|
||||
private:
|
||||
Renderer m_renderer;
|
||||
entt::registry m_registry;
|
||||
|
||||
float m_angle;
|
||||
Uint64 m_lastTicks;
|
||||
|
||||
float m_dayTime = 0.0f; // accumulates time for day-night cycle
|
||||
float m_dayLength = 60.0f; // seconds per full day cycle
|
||||
|
||||
bool m_paused = false;
|
||||
|
||||
float m_yaw = -90.0f; // looking along -Z initially
|
||||
float m_pitch = 0.0f; // no vertical tilt
|
||||
|
||||
// FPS tracking
|
||||
Uint64 m_startTicks;
|
||||
int m_frameCount;
|
||||
|
||||
Uint64 m_currentTicks;
|
||||
};
|
||||
|
||||
int main() {
|
||||
Engine::Run(std::make_unique<Game>());
|
||||
return 0;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user