Rendering a cube basics through ENTT
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@ -10,6 +10,8 @@ void Create();
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void Bind();
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void Unbind();
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unsigned int getID() { return id; }
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void Delete();
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void AttachAttribute(unsigned int index, int size, int stride);
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@ -1,4 +1,6 @@
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#include "Renderer.h"
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#include "../Scene/Components.h"
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#include <glad/glad.h>
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float Angle = 0.0;
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Camera cam = Camera(glm::vec3(16.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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@ -14,7 +16,29 @@ BarinkEngine::Renderer::~Renderer()
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void BarinkEngine::Renderer::Render(Scene& scene)
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{}
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{
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auto group = scene.getReg().view<TransformComponent, Render3DComponent>();
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group.each([](auto entity , TransformComponent& trans, Render3DComponent& render)
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{
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glBindVertexArray(render.VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, render.IBO);
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render.shader.Use();
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render.shader.setUniformVec3("Color", render.color);
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render.shader.setUniformMat4("M", glm::mat4(1.0f));
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render.shader.setUniformMat4("V", cam.GetViewMatrix());
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render.shader.setUniformMat4("P", projection);
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glDrawElements(GL_TRIANGLES, render.ElementCount,
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GL_UNSIGNED_INT, NULL);
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glBindVertexArray(0);
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});
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}
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@ -1,7 +1,11 @@
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#pragma once
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#include <glm/glm.hpp>
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#include "../Graphics/Primitives/Shader.h"
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namespace BarinkEngine {
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struct IdentifierComponent {
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std::string name;
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};
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struct TransformComponent {
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glm::mat4& transform = glm::mat4(1.0f);
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@ -17,7 +21,13 @@ namespace BarinkEngine {
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struct Render3DComponent {
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unsigned int VAO;
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unsigned int IBO;
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unsigned int ElementCount;
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glm::vec3 color;
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Shader shader;
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Render3DComponent()
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: shader(Shader("build/Debug/test.vs", "build/Debug/test.fs") )
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{
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}
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};
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struct Render2DComponent {
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@ -10,10 +10,15 @@ public:
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template<class T >
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T AddComponent() {
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T& AddComponent() {
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return m_scene->m_registry.emplace<T>(m_entity);
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}
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template<class T>
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T* GetComponent() {
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return m_scene->m_registry.try_get<T>(m_entity);
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}
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private:
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entt::entity m_entity;
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Scene* m_scene;
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@ -1,5 +1,6 @@
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#include "Scene.h"
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#include "Entity.h"
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#include "Components.h"
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Scene::Scene()
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{
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}
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@ -9,6 +10,12 @@ Scene::~Scene()
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Entity Scene::AddEntity(std::string& name)
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{
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return { m_registry.create(), this };
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Entity entity = { m_registry.create(), this };
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entity.AddComponent<BarinkEngine::IdentifierComponent>();
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entity.AddComponent<BarinkEngine::TransformComponent>();
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return entity;
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}
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@ -7,5 +7,5 @@ uniform sampler2D Texture;
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void main(){
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FragColor = vec4(1.0f, 0.0f, 0.0f , 1.0f); // mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 1.0f);
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FragColor = vec4(color , 1.0f); // mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 1.0f);
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}
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@ -2,43 +2,61 @@
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#include "../../BarinkEngine/src/Scene/Components.h"
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#include "../../BarinkEngine/src/Scene/Scene.h"
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#include "../../BarinkEngine/src/Scene/Entity.h"
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#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
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#include <imgui.h>
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#include "GUI.h"
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#include "Util.h"
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#include <entt/entt.hpp>
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/*
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* Define globals
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*/
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//Shader* shader;
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const std::string vertexShaderSource = "build/Debug/test.vs";
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const std::string fragmentShaderSource = "build/Debug/test.fs";
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Scene scene;
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VertexArray va = VertexArray();
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GpuBuffer vertexBuffer = GpuBuffer();
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GpuBuffer elementBuffer = GpuBuffer();
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BarinkEngine::Renderable* renderable;
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BarinkEngine::SceneObject* object;
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Entity cube;
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/*
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* Runs once at startup
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* - USe to initialize the game/sandbox/demo
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*/
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void Start() {
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// shader = new Shader(vertexShaderSource, fragmentShaderSource);
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auto cube = scene.AddEntity((std::string&)"cube");
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auto transform = cube.AddComponent<BarinkEngine::TransformComponent>();
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auto render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
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cube = scene.AddEntity((std::string&)"cube");
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auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
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auto importer = BarinkEngine::ModelImporter();
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auto cube2 = scene.AddEntity((std::string&)"cube1");
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va.Create();
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va.Bind();
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auto cube3 = scene.AddEntity((std::string&)"cube2");
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auto Transform2 = cube3.AddComponent<BarinkEngine::TransformComponent>();
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auto render3DComponent2 = cube3.AddComponent<BarinkEngine::Render3DComponent>();
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object = importer.Import("build/Debug/Models/Cube.obj");
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renderable = object->renderable;
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render3DComponent.ElementCount = static_cast<unsigned int>(renderable->mesh->elements.size());
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vertexBuffer.createBuffer();
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vertexBuffer.Bind(false);
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vertexBuffer.setBufferData((void*)&renderable->mesh->vertices[0], renderable->mesh->vertices.size() * sizeof(BarinkEngine::Vertex), false);
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// Run over every transform component
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auto view = scene.getReg().view<BarinkEngine::TransformComponent, BarinkEngine::Render3DComponent>();
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view.each([](auto entity, auto& transform) {
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std::cout << "Found a transform !" << std::endl;
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});
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elementBuffer.createBuffer();
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elementBuffer.Bind(true);
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elementBuffer.setBufferData((void*)&renderable->mesh->elements[0], renderable->mesh->elements.size() * sizeof(unsigned int), true);
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va.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex), (void*)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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va.Unbind();
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vertexBuffer.Unbind(false);
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elementBuffer.Unbind(true);
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render3DComponent.VAO = va.getID();
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render3DComponent.IBO = elementBuffer.getBufferID();
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render3DComponent.color = glm::vec3(1.0f, 0.0f, 0.0f);
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std::cout << render3DComponent.ElementCount << std::endl;
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}
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/*
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@ -49,6 +67,18 @@ void ImmediateGraphicsDraw()
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{
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// Show internal BarinkEngine stats
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ShowStats();
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ImGui::Begin("Render edit");
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auto a = cube.GetComponent<BarinkEngine::Render3DComponent>();
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ImGui::DragFloat3("Color", &a->color[0], 0.01f, 0.0f, 1.0f);
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ImGui::End();
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}
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/*
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@ -57,7 +87,6 @@ void ImmediateGraphicsDraw()
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*/
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void Update()
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{
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renderer.Render(scene);
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}
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