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2 Commits

Author SHA1 Message Date
99eb5282e5 Added a prepare step to the renderer , removed transform object and GPUBucket object, Added a mesh to the Render3DComponent
The renderer prepare uploads the necessary vertex data to the GPU
2022-10-23 14:02:13 +02:00
bc1254e427 Rendering a cube basics through ENTT 2022-10-23 12:57:58 +02:00
11 changed files with 120 additions and 115 deletions

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@ -1,36 +0,0 @@
#include "GPUBucket.h"
BarinkEngine::GPU_Bucket::GPU_Bucket() {
}
BarinkEngine::GPU_Bucket::~GPU_Bucket() {
}
void BarinkEngine::GPU_Bucket::Upload(const Mesh& renderable) {
// keep a ref to the origin in main memory
mesh = &renderable;
// Upload gpu
vertexarray.Create();
vertexarray.Bind();
vertexBuffer.createBuffer();
vertexBuffer.Bind(false);
vertexBuffer.setBufferData((void*)&renderable.vertices[0], renderable.vertices.size() * sizeof(BarinkEngine::Vertex), false);
elementBuffer.createBuffer();
elementBuffer.Bind(true);
elementBuffer.setBufferData((void*)&renderable.elements[0], renderable.elements.size() * sizeof(unsigned int), true);
vertexarray.AttachAttribute(0, 3, sizeof(Vertex));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex), (void*)0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
vertexBuffer.Unbind(false);
vertexarray.Unbind();
}

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@ -1,32 +0,0 @@
#pragma once
#include "Memory/VertexArray.h"
#include "Memory/Buffer.h"
#include "Primitives/Mesh.h"
#include "Primitives/Material.h"
#include <glm/glm.hpp>
namespace BarinkEngine {
class GPU_Bucket {
public:
GPU_Bucket();
~GPU_Bucket();
void Upload(const Mesh& renderable);
GpuBuffer vertexBuffer;
GpuBuffer elementBuffer;
VertexArray vertexarray;
const Mesh* mesh;
const Material* material;
private :
unsigned int uv_id;
};
};

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@ -10,6 +10,8 @@ void Create();
void Bind(); void Bind();
void Unbind(); void Unbind();
unsigned int getID() { return id; }
void Delete(); void Delete();
void AttachAttribute(unsigned int index, int size, int stride); void AttachAttribute(unsigned int index, int size, int stride);

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@ -1,23 +1,73 @@
#include "Renderer.h" #include "Renderer.h"
#include "../Scene/Components.h"
#include <glad/glad.h>
float Angle = 0.0; float Angle = 0.0;
Camera cam = Camera(glm::vec3(16.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f); Camera cam = Camera(glm::vec3(16.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f); glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
BarinkEngine::Renderer::Renderer() BarinkEngine::Renderer::Renderer(){}
{
}
BarinkEngine::Renderer::~Renderer() BarinkEngine::Renderer::~Renderer(){}
{
}
void BarinkEngine::Renderer::Prepare(Scene& scene ) {
auto group = scene.getReg().view<BarinkEngine::Render3DComponent>();
group.each([](auto enity, BarinkEngine::Render3DComponent& renderComponent) {
VertexArray va = VertexArray();
GpuBuffer vertexBuffer = GpuBuffer();
GpuBuffer elementBuffer = GpuBuffer();
va.Create();
va.Bind();
vertexBuffer.createBuffer();
vertexBuffer.Bind(false);
vertexBuffer.setBufferData((void*)&renderComponent.mesh.vertices[0], renderComponent.mesh.vertices.size() * sizeof(BarinkEngine::Vertex), false);
elementBuffer.createBuffer();
elementBuffer.Bind(true);
elementBuffer.setBufferData((void*)&renderComponent.mesh.elements[0], renderComponent.mesh.elements.size() * sizeof(unsigned int), true);
va.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex), (void*)0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
va.Unbind();
vertexBuffer.Unbind(false);
elementBuffer.Unbind(true);
renderComponent.VAO = va.getID();
renderComponent.IBO = elementBuffer.getBufferID();
});
}
void BarinkEngine::Renderer::Render(Scene& scene) void BarinkEngine::Renderer::Render(Scene& scene)
{} {
auto group = scene.getReg().view<TransformComponent, Render3DComponent>();
group.each([](auto entity , TransformComponent& trans, Render3DComponent& renderComponent)
{
glBindVertexArray(renderComponent.VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, renderComponent.IBO);
renderComponent.shader.Use();
renderComponent.shader.setUniformVec3("Color", renderComponent.color);
renderComponent.shader.setUniformMat4("M", glm::mat4(1.0f));
renderComponent.shader.setUniformMat4("V", cam.GetViewMatrix());
renderComponent.shader.setUniformMat4("P", projection);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(renderComponent.mesh.elements.size()) ,
GL_UNSIGNED_INT, NULL);
void Render(Framebuffer& framebuffer) { glBindVertexArray(0);
});
} }
void Render(Framebuffer& framebuffer)
{}

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@ -20,7 +20,9 @@ namespace BarinkEngine {
Renderer(); Renderer();
~Renderer(); ~Renderer();
void Prepare(Scene& scene);
void Render(Scene& scene ); void Render(Scene& scene );
void Render(Framebuffer& framebuffer); void Render(Framebuffer& framebuffer);
}; };
} }

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@ -1,11 +0,0 @@
#pragma once
#include <glm/glm.hpp>
struct Transform {
glm::vec3 Position;
glm::vec3 Rotation;
glm::vec3 Scale;
glm::mat4 ModelMatrix;
};

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@ -1,7 +1,11 @@
#pragma once #pragma once
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include "../Graphics/Primitives/Shader.h"
#include "../Graphics/Primitives/Mesh.h"
namespace BarinkEngine { namespace BarinkEngine {
struct IdentifierComponent {
std::string name;
};
struct TransformComponent { struct TransformComponent {
glm::mat4& transform = glm::mat4(1.0f); glm::mat4& transform = glm::mat4(1.0f);
@ -15,9 +19,19 @@ namespace BarinkEngine {
}; };
struct Render3DComponent { struct Render3DComponent {
unsigned int VAO; unsigned int VAO = 0;
unsigned int IBO; unsigned int IBO = 0;
Mesh mesh;
// TODO: becomes a material
glm::vec3 color;
Shader shader;
Render3DComponent()
: shader(Shader("build/Debug/test.vs", "build/Debug/test.fs")),
color(glm::vec3(1.0f, 0.0f, 0.0f))
{
}
}; };
struct Render2DComponent { struct Render2DComponent {

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@ -10,10 +10,15 @@ public:
template<class T > template<class T >
T AddComponent() { T& AddComponent() {
return m_scene->m_registry.emplace<T>(m_entity); return m_scene->m_registry.emplace<T>(m_entity);
} }
template<class T>
T* GetComponent() {
return m_scene->m_registry.try_get<T>(m_entity);
}
private: private:
entt::entity m_entity; entt::entity m_entity;
Scene* m_scene; Scene* m_scene;

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@ -1,5 +1,6 @@
#include "Scene.h" #include "Scene.h"
#include "Entity.h" #include "Entity.h"
#include "Components.h"
Scene::Scene() Scene::Scene()
{ {
} }
@ -9,6 +10,12 @@ Scene::~Scene()
Entity Scene::AddEntity(std::string& name) Entity Scene::AddEntity(std::string& name)
{ {
return { m_registry.create(), this }; Entity entity = { m_registry.create(), this };
entity.AddComponent<BarinkEngine::IdentifierComponent>();
entity.AddComponent<BarinkEngine::TransformComponent>();
return entity;
} }

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@ -7,5 +7,5 @@ uniform sampler2D Texture;
void main(){ void main(){
FragColor = vec4(1.0f, 0.0f, 0.0f , 1.0f); // mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 1.0f); FragColor = vec4(color , 1.0f); // mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 1.0f);
} }

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@ -2,43 +2,36 @@
#include "../../BarinkEngine/src/Scene/Components.h" #include "../../BarinkEngine/src/Scene/Components.h"
#include "../../BarinkEngine/src/Scene/Scene.h" #include "../../BarinkEngine/src/Scene/Scene.h"
#include "../../BarinkEngine/src/Scene/Entity.h" #include "../../BarinkEngine/src/Scene/Entity.h"
#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
#include <imgui.h> #include <imgui.h>
#include "GUI.h" #include "GUI.h"
#include "Util.h" #include "Util.h"
#include <entt/entt.hpp> #include <entt/entt.hpp>
/* /*
* Define globals * Define globals
*/ */
//Shader* shader;
const std::string vertexShaderSource = "build/Debug/test.vs";
const std::string fragmentShaderSource = "build/Debug/test.fs";
Scene scene; Scene scene;
BarinkEngine::Renderable* renderable;
BarinkEngine::SceneObject* object;
Entity cube;
/* /*
* Runs once at startup * Runs once at startup
* - USe to initialize the game/sandbox/demo * - USe to initialize the game/sandbox/demo
*/ */
void Start() { void Start() {
// shader = new Shader(vertexShaderSource, fragmentShaderSource);
auto cube = scene.AddEntity((std::string&)"cube"); cube = scene.AddEntity((std::string&)"cube");
auto transform = cube.AddComponent<BarinkEngine::TransformComponent>(); auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
auto render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>(); auto importer = BarinkEngine::ModelImporter();
auto cube2 = scene.AddEntity((std::string&)"cube1"); object = importer.Import("build/Debug/Models/Cube.obj");
renderable = object->renderable;
auto cube3 = scene.AddEntity((std::string&)"cube2"); render3DComponent.mesh = *renderable->mesh;
auto Transform2 = cube3.AddComponent<BarinkEngine::TransformComponent>();
auto render3DComponent2 = cube3.AddComponent<BarinkEngine::Render3DComponent>();
renderer.Prepare(scene);
// Run over every transform component
auto view = scene.getReg().view<BarinkEngine::TransformComponent, BarinkEngine::Render3DComponent>();
view.each([](auto entity, auto& transform) {
std::cout << "Found a transform !" << std::endl;
});
} }
/* /*
@ -49,6 +42,18 @@ void ImmediateGraphicsDraw()
{ {
// Show internal BarinkEngine stats // Show internal BarinkEngine stats
ShowStats(); ShowStats();
ImGui::Begin("Render edit");
auto a = cube.GetComponent<BarinkEngine::Render3DComponent>();
ImGui::DragFloat3("Color", &a->color[0], 0.01f, 0.0f, 1.0f);
ImGui::End();
} }
/* /*
@ -57,7 +62,6 @@ void ImmediateGraphicsDraw()
*/ */
void Update() void Update()
{ {
renderer.Render(scene); renderer.Render(scene);
} }