Rendering a cube basics through ENTT

This commit is contained in:
2022-10-23 12:57:58 +02:00
parent 7458254b2d
commit bc1254e427
7 changed files with 103 additions and 26 deletions

View File

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

View File

@ -1,4 +1,6 @@
#include "Renderer.h"
#include "../Scene/Components.h"
#include <glad/glad.h>
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);
@ -14,7 +16,29 @@ BarinkEngine::Renderer::~Renderer()
void BarinkEngine::Renderer::Render(Scene& scene)
{}
{
auto group = scene.getReg().view<TransformComponent, Render3DComponent>();
group.each([](auto entity , TransformComponent& trans, Render3DComponent& render)
{
glBindVertexArray(render.VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, render.IBO);
render.shader.Use();
render.shader.setUniformVec3("Color", render.color);
render.shader.setUniformMat4("M", glm::mat4(1.0f));
render.shader.setUniformMat4("V", cam.GetViewMatrix());
render.shader.setUniformMat4("P", projection);
glDrawElements(GL_TRIANGLES, render.ElementCount,
GL_UNSIGNED_INT, NULL);
glBindVertexArray(0);
});
}

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@ -1,7 +1,11 @@
#pragma once
#include <glm/glm.hpp>
#include "../Graphics/Primitives/Shader.h"
namespace BarinkEngine {
struct IdentifierComponent {
std::string name;
};
struct TransformComponent {
glm::mat4& transform = glm::mat4(1.0f);
@ -17,7 +21,13 @@ namespace BarinkEngine {
struct Render3DComponent {
unsigned int VAO;
unsigned int IBO;
unsigned int ElementCount;
glm::vec3 color;
Shader shader;
Render3DComponent()
: shader(Shader("build/Debug/test.vs", "build/Debug/test.fs") )
{
}
};
struct Render2DComponent {

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@ -10,10 +10,15 @@ public:
template<class T >
T AddComponent() {
T& AddComponent() {
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:
entt::entity m_entity;
Scene* m_scene;

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@ -1,5 +1,6 @@
#include "Scene.h"
#include "Entity.h"
#include "Components.h"
Scene::Scene()
{
}
@ -9,6 +10,12 @@ Scene::~Scene()
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(){
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);
}