feat: refactoring

This commit is contained in:
2025-10-22 14:25:02 +02:00
parent 71f1b2c6d2
commit ea593feb8d
36 changed files with 220 additions and 71 deletions

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@ -3,6 +3,8 @@
#include <string>
namespace Engine {
class FileManager
{
public:
@ -12,4 +14,6 @@ public:
static std::string read(const std::string &filename);
};
}
#endif // FILE_MANAGER_H

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@ -1,6 +1,8 @@
#ifndef PARSER_H_
#define PARSER_H_
namespace Engine {
// Very fast OBJ/MTL line parser
class Parser {
private:
@ -17,4 +19,6 @@ public:
int TakeIndex(int baseCount);
};
}
#endif // PARSER_H_

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@ -9,10 +9,10 @@
#include "engine/app/app.h"
#include "engine/renderer/core.h"
extern IApplication* CreateApplication();
extern Engine::IApplication* CreateApplication();
int main() {
auto engine = Engine::GetInstance();
engine->Run(std::unique_ptr<IApplication>(CreateApplication()));
auto engine = Engine::Engine::GetInstance();
engine->Run(std::unique_ptr<Engine::IApplication>(CreateApplication()));
return 0;
}

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@ -5,8 +5,9 @@
#include "engine/window/event.hpp"
#include "engine/export.h"
class ENGINE_API IApplication {
public:
namespace Engine {
class ENGINE_API IApplication {
public:
virtual ~IApplication() = default;
virtual void OnInit(std::shared_ptr<Scene> scene) {};
@ -14,6 +15,7 @@ public:
virtual void OnShutdown() {};
virtual void OnEvent(const Event& event) {};
};
};
}
#endif // APPLICATION_H_

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@ -4,6 +4,7 @@
#include <glm/mat4x4.hpp>
#include "engine/export.h"
namespace Engine {
// requires mesh component
struct ENGINE_API batch {
friend class Renderer;
@ -25,5 +26,6 @@ private:
private:
void prepare(glm::mat4 *instances, unsigned int count);
};
}
#endif // COMPONENT_BATCH_H_

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@ -3,6 +3,8 @@
#include "engine/export.h"
namespace Engine {
struct ENGINE_API camera {};
}
#endif // COMPONENTS_PLAYER_H_

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@ -6,6 +6,7 @@
#include "engine/renderer/renderer.h"
#include "engine/export.h"
namespace Engine {
struct ENGINE_API light {
friend class Renderer;
public:
@ -25,5 +26,6 @@ private:
glm::mat4 lightSpace;
int shadowRes{1024};
};
}
#endif // COMPONENTS_LIGHT_H_

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@ -6,8 +6,10 @@
#include "engine/renderer/wavefront.h"
#include "engine/export.h"
namespace Engine {
struct ENGINE_API mesh {
std::shared_ptr<Object> object;
};
}
#endif // COMPONENTS_MESH_H_

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@ -3,6 +3,8 @@
#include "engine/export.h"
namespace Engine {
struct ENGINE_API rotate {};
}
#endif // COMPONENT_ROTATE_H_

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@ -4,10 +4,12 @@
#include <glm/glm.hpp>
#include "engine/export.h"
namespace Engine {
struct ENGINE_API transform {
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
};
}
#endif // COMPONENTS_TRANSFORM_H_

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@ -3,6 +3,8 @@
#include <glm/glm.hpp>
namespace Engine {
class Vertex {
friend class Mesh;
private:
@ -14,4 +16,6 @@ public:
: m_position(position), m_normal(normal), m_texCoord(texCoord) {}
};
}
#endif // RENDERER_BASICS_H

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@ -13,6 +13,8 @@
#include "engine/app/app.h"
#include "engine/export.h"
namespace Engine {
class ENGINE_API Engine : public EventHandler {
public:
static Engine* GetInstance();
@ -31,5 +33,6 @@ private:
bool m_running;
};
}
#endif // ENGINE_H_

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@ -3,6 +3,8 @@
#include <GL/glew.h>
namespace Engine {
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
@ -11,4 +13,6 @@ void MessageCallback(GLenum source,
const GLchar* message,
const void* userParam);
}
#endif // RENDERER_DEBUG_

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@ -6,6 +6,8 @@
#include "engine/renderer/texture.h"
namespace Engine {
class Material {
private:
glm::vec3 m_ambient { 0.2f, 0.2f, 0.2f };
@ -39,4 +41,6 @@ public:
inline void SetIllumination(float illum) { m_illum = illum; }
};
}
#endif // MATERIAL_H_

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@ -7,6 +7,8 @@
#include "engine/renderer/basics.h"
namespace Engine {
class Mesh {
public: // TODO: abstract away
unsigned int m_vao, m_vbo, m_ebo;
@ -24,4 +26,6 @@ public:
void Render(unsigned int count);
};
}
#endif // MESH_H_

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@ -8,6 +8,8 @@
#include "engine/export.h"
#include "engine/components/light.h"
namespace Engine {
// TODO: make static or singleton
class ENGINE_API Renderer {
public:
@ -37,4 +39,6 @@ private:
glm::mat4 m_view;
};
}
#endif // RENDERER_H_

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@ -7,6 +7,8 @@
#include "engine/export.h"
namespace Engine {
class ENGINE_API Shader
{
public:
@ -45,4 +47,6 @@ private:
void checkLinkingError();
};
}
#endif // SHADER_H

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@ -3,6 +3,8 @@
#include <string>
#include <memory>
namespace Engine {
class Texture {
public:
Texture() : m_id(0) {}
@ -13,4 +15,6 @@ private:
unsigned int m_id;
};
}
#endif // TEXTURE_H_

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@ -14,6 +14,8 @@
#include "engine/export.h"
namespace Engine {
enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
@ -53,4 +55,6 @@ private:
std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
};
}
#endif // MODEL_H_

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@ -2,14 +2,45 @@
#define ENGINE_SCENE_H_
#include <entt/entt.hpp>
#include <memory>
namespace Engine {
class Scene;
class Entity {
friend class Scene;
private:
Entity(entt::entity entity, Scene* scene) : m_entity(entity), m_scene(scene) {}
public:
template<typename Type, typename... Args>
inline auto AddComponent(Args &&...args) {
assert(this->m_scene != nullptr && "Scene has not been assigned to the entity");
return m_scene->m_registry.emplace<Type>(m_entity, std::forward<Args>(args)...);
}
template<typename Type>
[[nodiscard]] inline auto GetComponent() {
assert(this->m_scene != nullptr && "Scene has not been assigned to the entity");
return m_scene->m_registry.get<Type>(m_entity);
}
private:
entt::entity m_entity;
Scene *m_scene;
};
class Scene {
private:
friend class Entity;
public:
Scene();
std::unique_ptr<Entity> CreateEntity();
private:
entt::registry m_registry;
friend class Renderer;
friend class Game;
};
} // namespace Engine
#endif // ENGINE_SCENE_H_

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@ -7,6 +7,8 @@
#include <unordered_map>
#include <vector>
namespace Engine {
enum class EventType {
WINDOW_RESIZE,
WINDOW_CLOSE,
@ -71,4 +73,6 @@ private:
std::size_t m_next_id = 1;
};
}
#endif // EVENT_H_

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@ -3,6 +3,8 @@
#include "engine/window/event.hpp"
namespace Engine {
class WindowEvent : public Event {
public:
WindowEvent() : Event(Event::EventCategory::WINDOW) {}
@ -27,4 +29,6 @@ public:
WindowCloseEvent() {}
};
}
#endif // WINDOW_EVENTS_H_

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@ -13,6 +13,8 @@
#define DEFAULT_WIDTH 1024
#define DEFAULT_HEIGHT 768
namespace Engine {
class Window : public EventEmitter {
friend class Engine;
private:
@ -48,4 +50,6 @@ private:
int m_height;
};
}
#endif //WINDOW_H_

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@ -4,6 +4,8 @@
#include <iostream>
#include <sstream>
namespace Engine {
FileManager::FileManager()
{
}
@ -31,3 +33,5 @@ std::string FileManager::read(const std::string &filename)
return fileStream.str();
}
}

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@ -4,6 +4,8 @@
#include "engine/IO/parser.h"
namespace Engine {
// Skip whitespace
void Parser::SkipSpaces() {
while (*m_sv == ' ' || *m_sv == '\t') ++m_sv;
@ -121,3 +123,5 @@ bool Parser::TakeFaceIndices(int &vi, int &ti, int &ni) {
// Do NOT mutate indices (leave them raw). Let NormalizeIndex handle conversion.
return true;
}
}

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@ -2,6 +2,8 @@
#include "engine/components/batch.h"
namespace Engine {
unsigned int batch::LastID = 0;
batch::batch() {
@ -28,3 +30,5 @@ void batch::prepare(glm::mat4 *instances, unsigned int count) {
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(glm::mat4) * count, instances);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}

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@ -5,6 +5,8 @@
#include "engine/window/event.hpp"
#include "engine/renderer/wavefront.h"
namespace Engine {
Engine* Engine::s_instance = nullptr;
void Engine::Run(std::unique_ptr<IApplication> app) {
@ -66,3 +68,4 @@ Engine* Engine::GetInstance() {
return s_instance;
}
}

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@ -2,6 +2,8 @@
#include <iostream>
namespace Engine {
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
@ -59,3 +61,5 @@ void MessageCallback(GLenum source,
// (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
// type, severity, message);
}
}

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@ -2,6 +2,8 @@
#include "engine/renderer/mesh.h"
namespace Engine {
Mesh::Mesh() {
m_vao = 0;
m_vbo = 0;
@ -58,3 +60,5 @@ void Mesh::Render(unsigned int count)
}
Unbind();
}
}

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@ -18,6 +18,8 @@
#include "engine/components/mesh.h"
#include "engine/components/batch.h"
namespace Engine {
Renderer::Renderer(std::shared_ptr<Scene> scene) : m_scene(scene)
{
m_proj = glm::perspective(
@ -246,3 +248,5 @@ void Renderer::Render() {
UpdateView();
RenderScene(m_shader);
}
}

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@ -2,6 +2,8 @@
#include <GL/glew.h>
#include "engine/renderer/shader.h"
namespace Engine {
Shader::Shader()
{
}
@ -133,3 +135,5 @@ void Shader::checkLinkingError()
<< std::endl;
}
}
}

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@ -7,6 +7,8 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
namespace Engine {
std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
auto texture = std::make_unique<Texture>();
@ -34,3 +36,5 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
return std::move(texture);
}
}

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@ -12,6 +12,8 @@
#define DEFAULT_MATERIAL_NAME "default"
namespace Engine {
// ObjElement toElement(const std::string &s) {
// if (s == "#") return ObjElement::OHASH;
// if (s == "mtllib") return ObjElement::MTLLIB;
@ -509,4 +511,4 @@ void Object::Render(Shader& shader, unsigned int count)
}
}
}

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@ -1,4 +1,11 @@
#include "engine/scene/scene.h"
Scene::Scene() : m_registry() {
namespace Engine {
Scene::Scene() = default;
std::unique_ptr<Entity> Scene::CreateEntity() {
return std::unique_ptr<Entity>(new Entity(m_registry.create(), this));
}
} // namespace Engine

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@ -8,6 +8,8 @@
#include "engine/renderer/debug.h"
namespace Engine {
std::shared_ptr<Window> Window::s_instance = nullptr;
Window::Window(const char* title, int width, int height) {
@ -100,12 +102,10 @@ void Window::ProcessEvents() {
switch (event.type) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
Dispatch(WindowCloseEvent());
EmitEvent(WindowCloseEvent{});
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
Dispatch(WindowCloseEvent());
EmitEvent(WindowCloseEvent{});
}
if (event.key.scancode == SDL_SCANCODE_F11) {
@ -125,7 +125,6 @@ void Window::ProcessEvents() {
width,
height);
auto event = WindowResizeEvent(static_cast<unsigned int>(m_width), static_cast<unsigned int>(m_height));
Dispatch(event);
EmitEvent(event);
SDL_SetWindowRelativeMouseMode(m_handle, true);
SDL_Rect boundaries = {0, 0, m_width, m_height};
@ -152,3 +151,4 @@ void Window::Destroy() const {
SDL_DestroyWindow(m_handle);
}
}

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@ -19,8 +19,12 @@
#include "engine/components/rotate.h"
#include "engine/components/batch.h"
#include "engine/scene/scene.h"
#include "engine/api.h"
using namespace Engine;
class Game : public IApplication {
public:
Game() {}
@ -30,49 +34,49 @@ public:
m_scene = scene;
Object* lightObj = Object::LoadFile("./assets/common/sphere/sphere.obj");
const auto lght = scene->m_registry.create();
scene->m_registry.emplace<transform>(lght, glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
scene->m_registry.emplace<light>(lght, light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
scene->m_registry.emplace<mesh>(lght, std::shared_ptr<Object>(lightObj));
lightEntity = scene->CreateEntity();
lightEntity->AddComponent<transform>(glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
lightEntity->AddComponent<light>(light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
lightEntity->AddComponent<mesh>(std::shared_ptr<Object>(lightObj));
const auto cameraEntity = scene->m_registry.create();
scene->m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
scene->m_registry.emplace<camera>(cameraEntity);
cameraEntity = scene->CreateEntity();
cameraEntity->AddComponent<camera>();
cameraEntity->AddComponent<transform>(glm::vec3(0.f, 2.f, 2.f));
Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
const auto targetEntity = scene->m_registry.create();
scene->m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.0f, 0.f));
scene->m_registry.emplace<mesh>(targetEntity, std::shared_ptr<Object>(targetObj));
scene->m_registry.emplace<rotate>(targetEntity);
modelEntity = scene->CreateEntity();
modelEntity->AddComponent<transform>(glm::vec3(0.f, 0.0f, 0.f));
modelEntity->AddComponent<mesh>(std::shared_ptr<Object>(targetObj));
modelEntity->AddComponent<rotate>();
Object* grass = Object::LoadFile("./assets/common/cube/cube.obj");
const auto cubeEntity = scene->m_registry.create();
scene->m_registry.emplace<transform>(cubeEntity, glm::vec3(-1.5f, 0.4f, 0.f));
scene->m_registry.emplace<mesh>(cubeEntity, std::shared_ptr<Object>(grass));
// Object* grass = Object::LoadFile("./assets/common/cube/cube.obj");
// const auto cubeEntity = scene->m_registry.create();
// scene->m_registry.emplace<transform>(cubeEntity, glm::vec3(-1.5f, 0.4f, 0.f));
// scene->m_registry.emplace<mesh>(cubeEntity, std::shared_ptr<Object>(grass));
// Cube template (use shared object to avoid reloading 1000 times)
std::shared_ptr<Object> cubeObj = std::shared_ptr<Object>(Object::LoadFile("./assets/grass_block/grass_block.obj"));
const auto batchEntt = scene->m_registry.create();
scene->m_registry.emplace<batch>(batchEntt);
scene->m_registry.emplace<mesh>(batchEntt, cubeObj);
auto cubeBatch = scene->m_registry.get<batch>(batchEntt);
const auto batchEntt = scene->CreateEntity();
auto cubeBatch = batchEntt->AddComponent<batch>();
batchEntt->AddComponent<mesh>(cubeObj);
// auto cubeBatch = scene->m_registry.get<batch>(batchEntt);
// Generate 1000 random cubes
for (int i = 0; i < 1000; ++i) {
const auto cubeEntity = scene->m_registry.create();
const auto cubeEntity = scene->CreateEntity();
float x = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
float y = static_cast<float>(rand()) / RAND_MAX * 10.f; // range [0, 10]
float z = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
scene->m_registry.emplace<transform>(cubeEntity, glm::vec3(x, y, z));
scene->m_registry.emplace<rotate>(cubeEntity);
scene->m_registry.emplace<batch::item>(cubeEntity, cubeBatch.id());
cubeEntity->AddComponent<transform>(glm::vec3(x, y, z));
cubeEntity->AddComponent<rotate>();
cubeEntity->AddComponent<batch::item>(cubeBatch.id());
}
Object* floorObj = Object::LoadFile("./assets/common/plane/plane.obj");
const auto floorEntt = scene->m_registry.create();
scene->m_registry.emplace<transform>(floorEntt, glm::vec3(0.f));
scene->m_registry.emplace<mesh>(floorEntt, std::shared_ptr<Object>(floorObj));
const auto floorEntt = scene->CreateEntity();
floorEntt->AddComponent<transform>(glm::vec3(0.f));
floorEntt->AddComponent<mesh>(std::shared_ptr<Object>(floorObj));
std::cout << "Game initialized" << std::endl;
@ -130,11 +134,9 @@ public:
if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
auto view = m_scene->m_registry.view<camera, transform>();
for (auto [cam, camTransform] : view.each()) {
auto camTransform = cameraEntity->GetComponent<transform>();
camTransform.position += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
camTransform.rotation = cameraViewDirection;
}
// update rotation
if (!m_paused) {
@ -167,8 +169,8 @@ public:
glm::vec3 sunColor = glm::mix(dayColor, sunsetColor, sunsetFactor);
// Update the directional light in the registry
auto lightsView = m_scene->m_registry.view<light, transform>();
for (auto [entity, l, t] : lightsView.each()) {
auto l = lightEntity->GetComponent<light>();
auto t = lightEntity->GetComponent<transform>();
if (l.type == light::LightType::DIRECTIONAL) {
// "position" for directional light often stores direction vector
// If your system instead uses transform.rotation, adjust accordingly
@ -176,15 +178,14 @@ public:
l.color = sunColor;
l.intensity = intensity;
}
}
auto rotateEntts = m_scene->m_registry.view<transform, rotate>();
for (auto [entity, t] : rotateEntts.each()) {
// auto targetTransform = rotateEntts.get<transform>(entity);
if (!m_scene->m_registry.all_of<light>(entity)) {
t.rotation.y = m_angle;
}
}
// auto rotateEntts = m_scene->m_registry.view<transform, rotate>();
// for (auto [entity, t] : rotateEntts.each()) {
// // auto targetTransform = rotateEntts.get<transform>(entity);
// if (!m_scene->m_registry.all_of<light>(entity)) {
// t.rotation.y = m_angle;
// }
// }
m_frameCount++;
m_currentTicks = SDL_GetTicks();
@ -210,6 +211,10 @@ public:
private:
std::shared_ptr<Scene> m_scene;
std::unique_ptr<Entity> lightEntity;
std::unique_ptr<Entity> cameraEntity;
std::unique_ptr<Entity> modelEntity;
float m_angle;
Uint64 m_lastTicks;