feat: registry refactoring + batch impl

This commit is contained in:
2025-10-16 14:06:46 +02:00
parent b991a85b6b
commit ec92a3310e

View File

@ -1,4 +1,5 @@
#include <iostream> #include <iostream>
#include <cassert>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/ext/matrix_clip_space.hpp> #include <glm/ext/matrix_clip_space.hpp>
#ifdef WIN32 #ifdef WIN32
@ -16,8 +17,9 @@
#include "components/camera.h" #include "components/camera.h"
#include "components/light.h" #include "components/light.h"
#include "components/mesh.h" #include "components/mesh.h"
#include "components/batch.h"
Renderer::Renderer() Renderer::Renderer(entt::registry& registry) : m_registry(registry)
{ {
m_proj = glm::perspective( m_proj = glm::perspective(
static_cast<float>(M_PI_2), static_cast<float>(M_PI_2),
@ -27,7 +29,7 @@ Renderer::Renderer()
); );
m_shader.init( m_shader.init(
FileManager::read("./src/shaders/simple.vs"), FileManager::read("./src/shaders/main.vs"),
FileManager::read("./src/shaders/pbr.fs") FileManager::read("./src/shaders/pbr.fs")
); );
@ -42,6 +44,18 @@ Renderer::Renderer()
m_shader.setMat4("u_projection", m_proj); m_shader.setMat4("u_projection", m_proj);
} }
void Renderer::Init() {
// auto view = m_registry.view<batch, mesh>();
// for (auto [_, b, m] : m_registry.view<batch, mesh>().each()) {
// unsigned int items = 0;
// for (auto [entt, item] : m_registry.view<batch::item>().each()) {
// if (item.batchId == b.id()) ++items;
// }
// b.prepare()
// m.object->EnableBatch(b.m_instance_vbo);
// }
}
void Renderer::OnWindowResized(int w, int h) { void Renderer::OnWindowResized(int w, int h) {
m_proj = glm::perspective( m_proj = glm::perspective(
static_cast<float>(M_PI_2), static_cast<float>(M_PI_2),
@ -49,18 +63,16 @@ void Renderer::OnWindowResized(int w, int h) {
0.01f, 0.01f,
100.0f 100.0f
); );
m_shader.setMat4("u_projection", m_proj);
m_depthShader.setMat4("u_projection", m_proj);
} }
void Renderer::ApplyLights(entt::registry& registry, Shader &shader) { void Renderer::ApplyLights(Shader &shader) {
auto lights = registry.view<light>(); auto lights = m_registry.view<light>();
// TODO: Pass Lights Data to depth shader as well // TODO: Pass Lights Data to depth shader as well
shader.setInt("lightsCount", static_cast<int>(lights.size())); shader.setInt("lightsCount", static_cast<int>(lights.size()));
size_t lightIndex = 0; size_t lightIndex = 0;
for (auto entity : lights) { for (auto entity : lights) {
auto &l = registry.get<light>(entity); auto &l = m_registry.get<light>(entity);
auto &transf = registry.get<transform>(entity); auto &transf = m_registry.get<transform>(entity);
shader.setInt("lights[" + std::to_string(lightIndex) + "].type", static_cast<int>(l.type)); shader.setInt("lights[" + std::to_string(lightIndex) + "].type", static_cast<int>(l.type));
shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position); shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
@ -75,32 +87,68 @@ void Renderer::ApplyLights(entt::registry& registry, Shader &shader) {
} }
} }
void Renderer::UpdateView(entt::registry& registry, Shader &shader) { void Renderer::UpdateView() {
auto cam = registry.view<transform, camera>().back(); auto cam = m_registry.view<transform, camera>().back();
auto camTransform = registry.get<transform>(cam); auto camTransform = m_registry.get<transform>(cam);
m_view = glm::lookAt( m_view = glm::lookAt(
camTransform.position, camTransform.position,
camTransform.position + camTransform.rotation, camTransform.position + camTransform.rotation,
glm::vec3(0.f, 1.f, 0.f) glm::vec3(0.f, 1.f, 0.f)
); );
shader.setMat4("u_view", m_view); m_shader.setMat4("u_view", m_view);
shader.setMat4("u_projection", m_proj); m_shader.setMat4("u_projection", m_proj);
shader.setVec3("viewPos", camTransform.position); m_shader.setVec3("viewPos", camTransform.position);
} }
void Renderer::RenderScene(entt::registry& registry, Shader &shader) { void Renderer::RenderScene(Shader &shader) {
auto view = registry.view<transform, mesh>(); std::unordered_map<unsigned int, std::vector<entt::entity>> batches;
for (auto [entity, transf, mesh] : view.each()) { for (auto [entt, item] : m_registry.view<batch::item>().each()) {
if (batches.find(item.batchId) == batches.end())
batches.insert(std::make_pair(item.batchId, std::vector<entt::entity>()));
batches[item.batchId].push_back(entt);
}
shader.setBool("u_isInstanced", true);
shader.setBool("isLight", false);
shader.setVec3("currentLightColor", glm::vec3(0.f));
for (auto [entt, b, m] : m_registry.view<batch, mesh>().each()) {
// check if have items for batch render
if (batches.find(b.id()) == batches.end()) continue;
auto &batchItems = batches[b.id()];
std::vector<glm::mat4> models;
models.reserve(batchItems.size());
for (auto item : batchItems) {
auto &t = m_registry.get<transform>(item);
glm::mat4 rotation = glm::yawPitchRoll(t.rotation.y, t.rotation.x, t.rotation.z);
auto itemModel = glm::translate(glm::mat4(1.f), t.position) * rotation;
models.push_back(itemModel);
}
auto prevInstanceVBO = b.m_instance_vbo;
b.prepare(models.data(), models.size());
if (prevInstanceVBO <= 0) {
std::cout << "[DEBUG] enabling batch"<<std::endl;
m.object->EnableBatch(b.m_instance_vbo);
}
m.object->Render(shader, batchItems.size());
}
shader.setBool("u_isInstanced", false);
for (auto [entity, transf, mesh] : m_registry.view<transform, mesh>(entt::exclude<batch, batch::item>).each()) {
if (mesh.object == nullptr) { if (mesh.object == nullptr) {
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl; std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
return; return;
} }
if (registry.all_of<light>(entity)) { if (m_registry.all_of<light>(entity)) {
auto &l = registry.get<light>(entity); auto &l = m_registry.get<light>(entity);
shader.setBool("isLight", true); shader.setBool("isLight", true);
shader.setVec3("currentLightColor", l.color); shader.setVec3("currentLightColor", l.color);
} else { } else {
@ -113,16 +161,16 @@ void Renderer::RenderScene(entt::registry& registry, Shader &shader) {
shader.setMat4("u_model", m_model); shader.setMat4("u_model", m_model);
mesh.object->Render(shader); mesh.object->Render(shader, 1);
} }
} }
void Renderer::GenerateShadowMaps(entt::registry& registry) { void Renderer::GenerateShadowMaps() {
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024; const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
m_depthShader.use(); m_depthShader.use();
auto lights = registry.view<light>(); auto lights = m_registry.view<light>();
for (auto [lEntt, l] : lights.each()) { for (auto [lEntt, l] : lights.each()) {
// TODO: support other light types when ready // TODO: support other light types when ready
@ -150,12 +198,12 @@ void Renderer::GenerateShadowMaps(entt::registry& registry) {
} }
} }
void Renderer::Render(entt::registry& registry) { void Renderer::Render() {
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024; const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
m_depthShader.use(); m_depthShader.use();
auto lights = registry.view<light, transform>(); auto lights = m_registry.view<light, transform>();
for (auto [lEntt, l, t] : lights.each()) { for (auto [lEntt, l, t] : lights.each()) {
// TODO: support other light types when ready // TODO: support other light types when ready
@ -177,7 +225,7 @@ void Renderer::Render(entt::registry& registry) {
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, l.fbo); glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
glClear(GL_DEPTH_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT);
RenderScene(registry, m_depthShader); RenderScene(m_depthShader);
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
glCullFace(GL_BACK); glCullFace(GL_BACK);
} }
@ -191,8 +239,8 @@ void Renderer::Render(entt::registry& registry) {
m_shader.use(); m_shader.use();
ApplyLights(registry, m_shader); ApplyLights(m_shader);
UpdateView(registry, m_shader); UpdateView();
RenderScene(registry, m_shader); RenderScene(m_shader);
} }