fix: alot of stuff changed. Mostly bugfixxes / architechture changes

This commit is contained in:
2026-08-09 02:24:17 +02:00
parent 4b6f773c0c
commit 05384debbf
98 changed files with 5461 additions and 1751 deletions
@@ -5,6 +5,7 @@
#include "destrum/ObjectModel/GameObject.h"
#include "destrum/Util/GameState.h"
#include <stdexcept>
MeshRendererComponent::MeshRendererComponent(GameObject& parent): Component(parent, "MeshRendererComponent") {
@@ -12,7 +13,11 @@ MeshRendererComponent::MeshRendererComponent(GameObject& parent): Component(pare
void MeshRendererComponent::Start() {
Component::Start();
if (auto* animator = GetGameObject()->GetComponent<Animator>()) {
ResolveReferences(ObjectMap{});
if (GetGameObject()->GetComponent<Animator>() &&
meshID != NULL_MESH_ID &&
GameState::GetInstance().HasGfxDevice() &&
GameState::GetInstance().HasRenderer()) {
const auto& gfxDevice = GameState::GetInstance().Gfx();
const auto& mesh = GameState::GetInstance().Renderer().getResources()->meshes().getMesh(meshID);
@@ -26,14 +31,101 @@ void MeshRendererComponent::Start() {
}
}
void MeshRendererComponent::Update() {
void MeshRendererComponent::Destroy()
{
if (m_skinnedMesh && GameState::GetInstance().HasGfxDevice()) {
auto& gfxDevice = GameState::GetInstance().Gfx();
gfxDevice.waitIdle();
gfxDevice.destroyBuffer(m_skinnedMesh->skinnedVertexBuffer);
}
m_skinnedMesh.reset();
Component::Destroy();
}
void MeshRendererComponent::Update(float) {
}
nlohmann::json MeshRendererComponent::Serialize() const {
return {
{"meshId", meshID},
{"materialId", materialID},
{"meshKey", meshKey},
{"materialKey", materialKey}
};
}
void MeshRendererComponent::Deserialize(const nlohmann::json& data) {
if (data.contains("meshId")) {
meshID = data.at("meshId").get<MeshID>();
}
if (data.contains("materialId")) {
materialID = data.at("materialId").get<MaterialID>();
}
if (data.contains("meshKey")) {
meshKey = data.at("meshKey").get<std::string>();
}
if (data.contains("materialKey")) {
materialKey = data.at("materialKey").get<std::string>();
}
}
void MeshRendererComponent::ResolveReferences(const ObjectMap&) {
if (!GameState::GetInstance().HasRenderer()) {
return;
}
RenderResources* resources = GameState::GetInstance().Renderer().getResources();
if (resources == nullptr) {
return;
}
if (!meshKey.empty()) {
const auto resolved = resources->meshes().findMeshByKey(meshKey);
if (!resolved) {
throw std::runtime_error("Mesh resource not found: " + meshKey);
}
meshID = *resolved;
}
if (!materialKey.empty()) {
const auto resolved = resources->materials().findMaterialByKey(materialKey);
if (!resolved) {
throw std::runtime_error("Material resource not found: " + materialKey);
}
materialID = *resolved;
}
if (meshID != NULL_MESH_ID && meshKey.empty()) {
(void)resources->meshes().getMesh(meshID);
}
if (materialID != NULL_MATERIAL_ID && materialKey.empty()) {
(void)resources->materials().getMaterial(materialID);
}
}
void MeshRendererComponent::SetMeshID(MeshID id) {
meshID = id;
meshKey.clear();
if (id != NULL_MESH_ID && GameState::GetInstance().HasRenderer()) {
if (auto* resources = GameState::GetInstance().Renderer().getResources()) {
meshKey = resources->meshes().getMeshKey(id);
}
}
}
void MeshRendererComponent::SetMaterialID(MaterialID id) {
materialID = id;
materialKey.clear();
if (id != NULL_MATERIAL_ID && GameState::GetInstance().HasRenderer()) {
if (auto* resources = GameState::GetInstance().Renderer().getResources()) {
materialKey = resources->materials().getMaterialKey(id);
}
}
}
void MeshRendererComponent::Render(const RenderContext& ctx) {
if (meshID == NULL_MESH_ID || materialID == NULL_MATERIAL_ID) return;
if (auto* animator = GetGameObject()->GetComponent<Animator>(); animator && m_skinnedMesh) {
const auto& mesh = ctx.renderer.getResources()->meshes().getCPUMesh(meshID);
const auto skeleton = GetGameObject()->GetComponent<Animator>()->getSkeleton();
std::uint32_t frameIdx = GameState::GetInstance().Gfx().getCurrentFrameIndex();