Basic Entity Components implementation

This commit is contained in:
2022-10-23 00:14:47 +02:00
parent b359a940ba
commit 7458254b2d
40 changed files with 160 additions and 344 deletions

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@ -1,6 +0,0 @@
#pragma once
#include "../../BarinkEngine/src/BarinkEngine.h"
void PrintSceneTree(Node& node, int depth);
glm::mat4 CalculateModelMat(Transform& transform);

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@ -24,10 +24,10 @@ includedirs{
"./../libs/glew/include",
"./../libs/glm",
"./../libs/ImGui",
"../libs/entt/src",
"./include"
}
libdirs {
@ -35,6 +35,6 @@ libdirs {
}
files {
"./include/*.h",
"./src/*.h",
"./src/*.cpp"
}

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@ -68,8 +68,8 @@ void SceneView(Framebuffer& framebuffer ) {
ImGui::End();
}
void transformWindow(Transform& transform, std::string PanelName) {
/*
* void transformWindow(Transform& transform, std::string PanelName) {
ImGui::Begin(PanelName.c_str());
ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
@ -78,6 +78,8 @@ void transformWindow(Transform& transform, std::string PanelName) {
}
*/
void materialWindow(Material& material, std::string PanelName) {
ImGui::Begin(PanelName.c_str());
ImGui::ColorPicker3("Color:", &material.Color[0]);

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@ -1,11 +1,11 @@
#pragma once
#include "imgui.h"
#include "../../BarinkEngine/src/BarinkEngine.h"
#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
#include "../../BarinkEngine/src/Graphics/Memory/Framebuffer.h"
void CameraTool();
void ScriptingTool(char* code);
void transformWindow(Transform& transform, std::string PanelName);
///void transformWindow(Transform& transform, std::string PanelName);
void materialWindow(Material& material, std::string PanelName);
void SceneExplorer(const std::string& PanelName);
void SceneView(Framebuffer& framebuffer);

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@ -1,57 +1,44 @@
#include "../../BarinkEngine/src/BarinkEngine.h"
#include "../../BarinkEngine/src/Scene/SceneManager.h"
#include "../../BarinkEngine/src/Scene/SceneNodeTypes.h"
#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
#include "../../BarinkEngine/src/Scene/Components.h"
#include "../../BarinkEngine/src/Scene/Scene.h"
#include "../../BarinkEngine/src/Scene/Entity.h"
#include <imgui.h>
#include "GUI.h"
#include "Util.h"
#include <entt/entt.hpp>
/*
* Define globals
*/
Shader* shader;
char* code = new char[254];
//Shader* shader;
const std::string vertexShaderSource = "build/Debug/test.vs";
const std::string fragmentShaderSource = "build/Debug/test.fs";
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
Scene* Level1;
BarinkEngine::SceneObject* cube;
Scene scene;
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
*/
void Start() {
// shader = new Shader(vertexShaderSource, fragmentShaderSource);
auto cube = scene.AddEntity((std::string&)"cube");
auto transform = cube.AddComponent<BarinkEngine::TransformComponent>();
auto render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
auto cube2 = scene.AddEntity((std::string&)"cube1");
auto cube3 = scene.AddEntity((std::string&)"cube2");
auto Transform2 = cube3.AddComponent<BarinkEngine::TransformComponent>();
auto render3DComponent2 = cube3.AddComponent<BarinkEngine::Render3DComponent>();
// Create a level and load it as the current level
std::string levelName("Test Level");
Level1 = SceneManager::CreateScene(levelName);
SceneManager::LoadScene(*Level1);
shader = new Shader(vertexShaderSource, fragmentShaderSource);
// Create a cube node
cube = MI->Import("build/Debug/Models/cube.obj");
cube->renderable->material = new Material(*shader);
cube->renderable->material->Color = glm::vec3(1.0f, 0.0f, 0.0f);
// What is in cube now ??
std::cout << "mesh vertices: " << cube->renderable->mesh->vertices.size() << std::endl;
std::cout << "mesh elements: " << cube->renderable->mesh->elements.size() << std::endl;
Level1->GetRoot().addChild(*cube);
memset(code, '\0', 254);
// TODO: Move to runtime/ Engine
// NOTE: Submits should later be done through walking the sceneTree
renderer.Submit(cube->renderable);
// 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;
});
}
/*
@ -71,7 +58,7 @@ void ImmediateGraphicsDraw()
void Update()
{
renderer.Render();
renderer.Render(scene);
}
@ -81,6 +68,4 @@ void Update()
*/
void Stop()
{
delete MI;
delete shader;
}

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@ -1,6 +1,7 @@
#include "Util.h"
void PrintSceneTree(Node& node, int depth) {
/*
* void PrintSceneTree(Node& node, int depth) {
// Indent name based on depth
std::cout << " ";
for (int i = 0; i < depth; i++) {
@ -30,3 +31,5 @@ glm::mat4 CalculateModelMat(Transform& transform) {
return tran * rot * scale;
}
*/

6
SandboxApp/src/Util.h Normal file
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@ -0,0 +1,6 @@
#pragma once
#include "../../BarinkEngine/src/BarinkEngine.h"
//void PrintSceneTree(Node& node, int depth);
//glm::mat4 CalculateModelMat(Transform& transform);