We got GameObjects / Components and shit
This commit is contained in:
@@ -2,6 +2,10 @@ add_subdirectory(third_party)
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set(SRC_FILES
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"src/App.cpp"
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"src/Event.cpp"
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"src/Components/MeshRendererComponent.cpp"
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"src/Components/Rotator.cpp"
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"src/Graphics/BindlessSetManager.cpp"
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"src/Graphics/Camera.cpp"
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@@ -24,6 +28,14 @@ set(SRC_FILES
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"src/Input/InputManager.cpp"
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"src/ObjectModel/Component.cpp"
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"src/ObjectModel/GameObject.cpp"
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"src/ObjectModel/Object.cpp"
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"src/ObjectModel/Transform.cpp"
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"src/Scene/Scene.cpp"
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"src/Scene/SceneManager.cpp"
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"src/FS/AssetFS.cpp"
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)
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@@ -28,16 +28,18 @@ public:
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void run();
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void cleanup();
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virtual void customInit() = 0;
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virtual void customUpdate(float dt) = 0;
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virtual void customDraw() = 0;
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virtual void customCleanup() = 0;
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virtual void onWindowResize(int newWidth, int newHeight) {};
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protected:
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SDL_Window* window{nullptr};
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AppParams m_params{};
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CPUMesh testMesh{};
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MeshID testMeshID;
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MaterialID testMaterialID;
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GfxDevice gfxDevice;
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GameRenderer renderer;
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Camera camera{glm::vec3(0.f, 0.f, -5.f), glm::vec3(0, 1, 0)};
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@@ -47,10 +49,9 @@ protected:
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bool isRunning{false};
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bool gamePaused{false};
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bool frameLimit{true};
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bool frameLimit{false};
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float frameTime{0.f};
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float avgFPS{0.f};
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};
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26
destrum/include/destrum/Components/MeshRendererComponent.h
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26
destrum/include/destrum/Components/MeshRendererComponent.h
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@@ -0,0 +1,26 @@
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#ifndef MESHRENDERERCOMPONENT_H
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#define MESHRENDERERCOMPONENT_H
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#include <destrum/ObjectModel/Component.h>
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#include <destrum/Graphics/ids.h>
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class MeshRendererComponent final: public Component {
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public:
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explicit MeshRendererComponent(GameObject &parent);
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void Start() override;
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void Update() override;
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void Render(const RenderContext& ctx) override;
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void SetMeshID(MeshID id) { meshID = id; }
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MeshID GetMeshID() const { return meshID; }
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void SetMaterialID(MaterialID id) { materialID = id; }
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MaterialID GetMaterialID() const { return materialID; }
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private:
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MeshID meshID{NULL_MESH_ID};
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MaterialID materialID{NULL_MATERIAL_ID};
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};
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#endif //MESHRENDERERCOMPONENT_H
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29
destrum/include/destrum/Components/Rotator.h
Normal file
29
destrum/include/destrum/Components/Rotator.h
Normal file
@@ -0,0 +1,29 @@
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#ifndef ROTATOR_H
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#define ROTATOR_H
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#include <destrum/ObjectModel/Component.h>
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#include <destrum/ObjectModel/Transform.h>
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class Rotator final : public Component {
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public:
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explicit Rotator(GameObject& parent, float distance, float speed);
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Rotator(const Rotator& other) = delete;
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Rotator(Rotator&& other) noexcept = delete;
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Rotator& operator=(const Rotator& other) = delete;
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Rotator& operator=(Rotator&& other) noexcept = delete;
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void Update() override;
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void SetDistance(float distance) { m_Distance = distance; }
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void SetSpeed(float speed) { m_Speed = speed; }
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void SetRotatePosition(const glm::vec3& position) { GetTransform().SetLocalPosition(position); }
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private:
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float m_Distance{};
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float m_Speed{};
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float m_CurrentAngle{};
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glm::vec3 m_OriginalPosition{};
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};
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#endif //ROTATOR_H
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104
destrum/include/destrum/Event.h
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104
destrum/include/destrum/Event.h
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@@ -0,0 +1,104 @@
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#ifndef EVENT_H
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#define EVENT_H
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#include <functional>
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#include <unordered_set>
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class EventListener;
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class BaseEvent {
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public:
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BaseEvent() = default;
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virtual ~BaseEvent() = default;
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virtual void RemoveListener(EventListener* listener) = 0;
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};
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class EventListener {
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template <typename... EventArgs>
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friend class Event;
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public:
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virtual ~EventListener() {
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for (auto* event: m_Events)
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event->RemoveListener(this);
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}
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EventListener(EventListener&&) = delete;
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EventListener(const EventListener&) = delete;
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EventListener& operator=(EventListener&&) = delete;
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EventListener& operator=(const EventListener&) = delete;
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protected:
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EventListener() = default;
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private:
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void AddEvent(BaseEvent* event) { m_Events.insert(event); }
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void RemoveEvent(BaseEvent* event) { m_Events.erase(event); }
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std::unordered_set<BaseEvent*> m_Events{};
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};
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template <typename... EventArgs>
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class Event final: public BaseEvent {
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using EventFunction = std::pair<void*, std::function<void(EventArgs...)>>;
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public:
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Event() = default;
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~Event() override {
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for (auto* eventListener: m_EventListeners)
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eventListener->RemoveEvent(this);
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}
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Event(Event&&) = delete;
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Event(const Event&) = delete;
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Event& operator=(Event&&) = delete;
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Event& operator=(const Event&) = delete;
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//This is to allow any member function of a EventListener to be bound as a event callback
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template <typename ObjectType>
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requires std::derived_from<ObjectType, EventListener>
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void AddListener(ObjectType* object, void (ObjectType::*memberFunction)(EventArgs...)) {
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auto* listener = static_cast<EventListener*>(object);
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listener->AddEvent(this);
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m_EventListeners.insert(listener);
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m_FunctionBinds.emplace_back(
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listener, [object, memberFunction] (EventArgs... args) { (object->*memberFunction)(args...); });
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}
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template <typename Function>
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void AddListener(Function function) {
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m_FunctionBinds.emplace_back(nullptr, [function] (EventArgs... args) { function(args...); });
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}
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template <typename... Args>
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void Invoke(Args&&... args) {
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m_Invoking = true;
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for (auto&& listenerFunction: m_FunctionBinds)
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listenerFunction.second(args...);
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m_Invoking = false;
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}
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void RemoveListener(EventListener* listener) override {
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m_EventListeners.erase(listener);
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for (auto it = m_FunctionBinds.begin(); it != m_FunctionBinds.end();) {
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if (it->first == static_cast<void*>(listener)) {
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it = m_FunctionBinds.erase(it);
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} else {
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++it;
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}
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}
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}
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private:
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bool m_Invoking{false};
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std::vector<EventFunction> m_FunctionBinds{};
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std::unordered_set<EventListener*> m_EventListeners{};
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};
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#endif //EVENT_H
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@@ -27,6 +27,8 @@ public:
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const std::vector<MeshDrawCommand>& drawCommands,
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const std::vector<std::size_t>& sortedDrawCommands);
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void cleanup(VkDevice device);
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private:
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VkPipelineLayout m_pipelineLayout;
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12
destrum/include/destrum/Graphics/RenderContext.h
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12
destrum/include/destrum/Graphics/RenderContext.h
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@@ -0,0 +1,12 @@
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#ifndef RENDERCONTEXT_H
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#define RENDERCONTEXT_H
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#include <destrum/Graphics/Renderer.h>
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struct RenderContext {
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GameRenderer& renderer;
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const Camera& camera;
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const GameRenderer::SceneData& sceneData;
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};
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#endif //RENDERCONTEXT_H
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@@ -30,7 +30,7 @@ public:
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void endDrawing();
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void draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera& camera, const SceneData& sceneData);
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void cleanup();
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void cleanup(VkDevice device);
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void drawMesh(MeshID id, const glm::mat4& transform, MaterialID materialId);
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const GPUImage& getDrawImage(const GfxDevice& gfx_device) const;
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@@ -95,7 +95,7 @@ static std::vector<CPUMesh::Vertex> vertices = {
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static std::vector<uint32_t> indices = {
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0, 1, 2, 2, 3, 0, // Front (+Z)
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4, 7, 6, 6, 5, 4, // Back (-Z)
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4, 5, 6, 6, 7, 4, // Back (-Z) <-- fixed
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8, 9,10, 10,11, 8, // Right (+X)
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12,13,14, 14,15,12, // Left (-X)
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16,17,18, 18,19,16, // Top (+Y)
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@@ -17,7 +17,7 @@ public:
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void Init();
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void BeginFrame();
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void ProcessEvent(const SDL_Event& e);
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bool ProcessEvent(const SDL_Event& e);
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void EndFrame() {}
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bool IsKeyDown(SDL_Scancode sc) const;
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48
destrum/include/destrum/ObjectModel/Component.h
Normal file
48
destrum/include/destrum/ObjectModel/Component.h
Normal file
@@ -0,0 +1,48 @@
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#ifndef COMPONENT_H
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#define COMPONENT_H
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#include <destrum/Graphics/RenderContext.h>
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#include <destrum/ObjectModel/Object.h>
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class GameObject;
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class Transform;
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class Component: public Object {
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public:
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~Component() override = default;
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Component(const Component& other) = delete;
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Component(Component&& other) noexcept = delete;
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Component& operator=(const Component& other) = delete;
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Component& operator=(Component&& other) noexcept = delete;
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[[nodiscard]] bool isEnabled() const { return m_IsEnabled; }
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[[nodiscard]] GameObject *GetGameObject() const { return m_ParentGameObjectPtr; }
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[[nodiscard]] Transform& GetTransform() const;
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void Destroy() override;
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virtual void Start();
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virtual void SetEnabled(bool enabled);
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virtual void Update() = 0;
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virtual void LateUpdate();
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virtual void FixedUpdate();
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virtual void ImGuiInspector(); //Specifically for the inspector
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virtual void ImGuiRender();
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virtual void Render(const RenderContext& ctx);
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bool HasStarted{false};
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protected:
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explicit Component(GameObject& pParent, const std::string& name = "Component");
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private:
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GameObject* m_ParentGameObjectPtr{};
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bool m_IsEnabled{true};
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};
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#endif //COMPONENT_H
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121
destrum/include/destrum/ObjectModel/GameObject.h
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121
destrum/include/destrum/ObjectModel/GameObject.h
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@@ -0,0 +1,121 @@
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#pragma once
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#include <memory>
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#include <vector>
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#include <destrum/ObjectModel/Component.h>
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#include <destrum/ObjectModel/Object.h>
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#include <destrum/ObjectModel/Transform.h>
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class GameObject final: public Object {
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public:
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friend class Scene;
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void Update();
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void LateUpdate();
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void FixedUpdate();
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void Render(const RenderContext& ctx) const;
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void Destroy() override;
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void CleanupComponents();
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void SetActive(bool active) {
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if (active == m_Active) {
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return;
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}
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m_Active = active;
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SetActiveDirty();
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}
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[[nodiscard]] std::vector<std::unique_ptr<Component>>& GetComponents() { return m_Components; }
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[[nodiscard]] Transform& GetTransform() { return m_TransformPtr; }
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[[nodiscard]] bool IsActiveInHierarchy();
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[[nodiscard]] bool IsActive() const { return m_Active; }
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explicit GameObject(const std::string& name = "GameObject");
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~GameObject() override;
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GameObject(const GameObject& other) = delete;
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GameObject(GameObject&& other) = delete;
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GameObject& operator=(const GameObject& other) = delete;
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GameObject& operator=(GameObject&& other) = delete;
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template <typename Component, typename... Args>
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requires std::constructible_from<Component, GameObject&, Args...>
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Component *AddComponent(Args&&... args) {
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auto& addedComponent = m_Components.emplace_back(
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std::make_unique<Component>(*this, std::forward<Args>(args)...));
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return reinterpret_cast<Component*>(addedComponent.get());
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}
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template <typename Component>
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[[nodiscard]] Component *GetComponent() {
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for (const auto& component: m_Components) {
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if (auto casted = dynamic_cast<Component*>(component.get())) {
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return casted;
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}
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}
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return nullptr;
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}
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template <typename Component>
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Component *DestroyComponent() {
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for (const auto& component: m_Components) {
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if (auto casted = dynamic_cast<Component*>(component.get())) {
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casted->Destroy();
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return casted;
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}
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}
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return nullptr;
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}
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template <typename Component>
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[[nodiscard]] bool HasComponent() {
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for (const auto& component: m_Components) {
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if (auto casted = dynamic_cast<Component*>(component.get())) {
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return true;
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}
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}
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return false;
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}
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template <typename Component>
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Component *GetComponentInChildren() {
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return GetComponentInChildrenRecursive<Component>(&GetTransform());
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}
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private:
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template <typename Component>
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static Component *GetComponentInChildrenRecursive(Transform* transform) {
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if (!transform) return nullptr;
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GameObject* owner = transform->GetOwner();
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if (owner) {
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if (Component* comp = owner->GetComponent<Component>()) {
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return comp;
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}
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}
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for (Transform* child: transform->GetChildren()) {
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if (Component* found = GetComponentInChildrenRecursive<Component>(child)) {
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return found;
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}
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}
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return nullptr;
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}
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void SetActiveDirty();
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bool m_Active{true};
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Scene* m_Scene{};
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Transform m_TransformPtr{this};
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std::vector<std::unique_ptr<Component>> m_Components{};
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bool m_ActiveDirty{true};
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bool m_ActiveInHierarchy{true}; //Derived
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void UpdateActiveState();
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};
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31
destrum/include/destrum/ObjectModel/Object.h
Normal file
31
destrum/include/destrum/ObjectModel/Object.h
Normal file
@@ -0,0 +1,31 @@
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#ifndef OBJECT_H
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#define OBJECT_H
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#include <string>
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class Object {
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public:
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Object(const Object& other) = delete;
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Object(Object&& other) noexcept = delete;
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Object& operator=(const Object& other) = delete;
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Object& operator=(Object&& other) noexcept = delete;
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[[nodiscard]] const std::string& GetName() const { return m_Name; }
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[[nodiscard]] bool IsBeingDestroyed() const { return m_BeingDestroyed; }
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void SetName(const std::string& newName){ m_Name = newName; }
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virtual ~Object();
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virtual void Destroy();
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protected:
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explicit Object(std::string name = "Object");
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private:
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bool m_BeingDestroyed{false};
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std::string m_Name{};
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};
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#endif //OBJECT_H
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96
destrum/include/destrum/ObjectModel/Transform.h
Normal file
96
destrum/include/destrum/ObjectModel/Transform.h
Normal file
@@ -0,0 +1,96 @@
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#pragma once
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#include <vector>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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class GameObject;
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class Transform final {
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public:
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explicit Transform(GameObject* owner);
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~Transform();
|
||||
Transform(const Transform&) = delete;
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Transform(Transform&&) noexcept = delete;
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Transform& operator=(const Transform&) = delete;
|
||||
Transform& operator=(Transform&&) noexcept = delete;
|
||||
|
||||
[[nodiscard]] const glm::vec3& GetWorldPosition();
|
||||
[[nodiscard]] const glm::quat& GetWorldRotation();
|
||||
[[nodiscard]] const glm::vec3& GetWorldScale();
|
||||
[[nodiscard]] const glm::mat4& GetWorldMatrix();
|
||||
|
||||
|
||||
void Move(const glm::vec3& move);
|
||||
void Move(double x, double y, double z);
|
||||
|
||||
|
||||
[[nodiscard]] const glm::vec3& GetLocalPosition() const { return m_LocalPosition; }
|
||||
[[nodiscard]] const glm::quat& GetLocalRotation() const { return m_LocalRotation; }
|
||||
[[nodiscard]] const glm::vec3& GetLocalScale() const { return m_LocalScale; }
|
||||
|
||||
|
||||
void SetLocalPosition(const glm::vec3& position);
|
||||
void SetLocalPosition(float x, float y, float z);
|
||||
|
||||
void SetLocalRotation(float x, float y, float z);
|
||||
void SetLocalRotation(const glm::vec3& rotation);
|
||||
void SetLocalRotation(const glm::quat& rotation);
|
||||
|
||||
void SetLocalScale(float x, float y, float z);
|
||||
void SetLocalScale(const glm::vec3& scale);
|
||||
|
||||
void SetWorldPosition(const glm::vec3& position);
|
||||
void SetWorldPosition(float x, float y, float z);
|
||||
void SetWorldRotation(const glm::quat& rotation);
|
||||
void SetWorldRotation(const glm::vec3& rotation);
|
||||
void SetWorldRotation(float x, float y, float z);
|
||||
void SetWorldScale(double x, double y, double z);
|
||||
void SetWorldScale(const glm::vec3& scale);
|
||||
|
||||
[[nodiscard]] Transform* GetParent() const { return m_Parent; }
|
||||
|
||||
|
||||
void SetParent(Transform* parent, bool useWorldPosition = true);
|
||||
|
||||
[[nodiscard]] bool IsChild(Transform* child) const;
|
||||
|
||||
[[nodiscard]] int GetChildCount() const { return static_cast<int>(m_Children.size()); }
|
||||
[[nodiscard]] const std::vector<Transform*>& GetChildren() const;
|
||||
[[nodiscard]] GameObject* GetOwner() const;
|
||||
|
||||
private:
|
||||
void AddChild(Transform* transform);
|
||||
void RemoveChild(Transform* transform);
|
||||
|
||||
|
||||
void UpdateWorldPosition();
|
||||
void UpdateWorldRotation();
|
||||
void UpdateWorldScale();
|
||||
void UpdateWorldMatrix();
|
||||
|
||||
void SetPositionDirty();
|
||||
void SetRotationDirty();
|
||||
void SetScaleDirty();
|
||||
|
||||
glm::vec3 m_LocalPosition{};
|
||||
glm::quat m_LocalRotation{ glm::mat4{ 1.0f }};
|
||||
glm::vec3 m_LocalScale{ 1, 1, 1 };
|
||||
|
||||
bool m_PositionDirty{true};
|
||||
bool m_RotationDirty{true};
|
||||
bool m_ScaleDirty{true};
|
||||
bool m_MatrixDirty{true};
|
||||
|
||||
glm::vec3 m_WorldPosition{};
|
||||
glm::quat m_WorldRotation{ glm::mat4{ 1.0f }};
|
||||
glm::vec3 m_WorldScale{ 1, 1, 1 };
|
||||
|
||||
glm::mat4 m_WorldMatrix{};
|
||||
|
||||
|
||||
Transform* m_Parent{};
|
||||
std::vector<Transform*> m_Children{};
|
||||
|
||||
GameObject* m_Owner{};
|
||||
};
|
||||
84
destrum/include/destrum/Scene/Scene.h
Normal file
84
destrum/include/destrum/Scene/Scene.h
Normal file
@@ -0,0 +1,84 @@
|
||||
#ifndef SCENE_H
|
||||
#define SCENE_H
|
||||
|
||||
#include <functional>
|
||||
|
||||
#include <destrum/Event.h>
|
||||
#include <destrum/Scene/SceneManager.h>
|
||||
|
||||
class GameObject;
|
||||
|
||||
class Scene final {
|
||||
friend Scene& SceneManager::CreateScene(const std::string& name);
|
||||
|
||||
public:
|
||||
void Add(std::shared_ptr<GameObject> object);
|
||||
void Remove(const std::shared_ptr<GameObject>& object);
|
||||
void RemoveAll();
|
||||
|
||||
void Load();
|
||||
|
||||
void Update();
|
||||
void FixedUpdate();
|
||||
void LateUpdate();
|
||||
void Render(const RenderContext& ctx) const;
|
||||
void RenderImgui();
|
||||
|
||||
void CleanupDestroyedGameObjects();
|
||||
void Unload();
|
||||
void DestroyGameObjects();
|
||||
|
||||
[[nodiscard]] bool IsBeingUnloaded() const { return m_BeingUnloaded; }
|
||||
|
||||
void SetRegisterBindings(std::function<void()> registerBindings) {
|
||||
m_registerBindings = std::move(registerBindings);
|
||||
}
|
||||
|
||||
void SetUnregisterBindings(std::function<void()> unregisterBindings) {
|
||||
m_unregisterBindings = std::move(unregisterBindings);
|
||||
}
|
||||
|
||||
void UnloadBindings() {
|
||||
if (m_unregisterBindings) {
|
||||
m_unregisterBindings();
|
||||
}
|
||||
}
|
||||
|
||||
void LoadBindings() {
|
||||
OnSceneLoaded.Invoke();
|
||||
if (m_registerBindings) {
|
||||
m_registerBindings();
|
||||
}
|
||||
}
|
||||
|
||||
[[nodiscard]] const std::string& GetName() const { return m_name; }
|
||||
[[nodiscard]] unsigned int GetId() const { return m_idCounter++; }
|
||||
|
||||
~Scene();
|
||||
Scene(const Scene& other) = delete;
|
||||
Scene(Scene&& other) = delete;
|
||||
Scene& operator=(const Scene& other) = delete;
|
||||
Scene& operator=(Scene&& other) = delete;
|
||||
|
||||
Event<> OnSceneLoaded;
|
||||
|
||||
private:
|
||||
explicit Scene(const std::string& name);
|
||||
|
||||
std::string m_name;
|
||||
std::vector<std::shared_ptr<GameObject>> m_objects{};
|
||||
std::vector<std::shared_ptr<GameObject>> m_pendingAdditions{};
|
||||
bool m_BeingUnloaded{false};
|
||||
|
||||
static unsigned int m_idCounter;
|
||||
|
||||
bool m_renderImgui{false};
|
||||
|
||||
//Imgui vars
|
||||
bool m_ShowDemoWindow{false};
|
||||
|
||||
std::function<void()> m_registerBindings;
|
||||
std::function<void()> m_unregisterBindings;
|
||||
};
|
||||
|
||||
#endif // SCENE_H
|
||||
56
destrum/include/destrum/Scene/SceneManager.h
Normal file
56
destrum/include/destrum/Scene/SceneManager.h
Normal file
@@ -0,0 +1,56 @@
|
||||
#ifndef SCENEMANAGER_H
|
||||
#define SCENEMANAGER_H
|
||||
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <destrum/Singleton.h>
|
||||
|
||||
#include <destrum/Graphics/RenderContext.h>
|
||||
|
||||
class Scene;
|
||||
|
||||
class SceneManager final: public Singleton<SceneManager> {
|
||||
public:
|
||||
Scene& CreateScene(const std::string& name);
|
||||
|
||||
//TODO: Verry bad fix
|
||||
Scene& GetCurrentScene() const { return *m_scenes[m_ActiveSceneIndex]; }
|
||||
|
||||
void Update();
|
||||
void FixedUpdate();
|
||||
void LateUpdate();
|
||||
|
||||
void Render(const RenderContext& ctx);
|
||||
void RenderImgui();
|
||||
|
||||
void HandleGameObjectDestroy();
|
||||
void DestroyGameObjects();
|
||||
void UnloadAllScenes();
|
||||
void HandleSceneDestroy();
|
||||
|
||||
void HandleScene();
|
||||
|
||||
void Destroy();
|
||||
|
||||
void SwitchScene(int index);
|
||||
int GetActiveSceneId() const { return m_ActiveSceneIndex; }
|
||||
|
||||
[[nodiscard]] const std::vector<std::shared_ptr<Scene>>& GetScenes() const { return m_scenes; }
|
||||
|
||||
int GetSceneCount() const {
|
||||
return static_cast<int>(m_scenes.size());
|
||||
}
|
||||
|
||||
private:
|
||||
friend class Singleton<SceneManager>;
|
||||
|
||||
SceneManager() = default;
|
||||
|
||||
int m_ActiveSceneIndex{0};
|
||||
|
||||
std::vector<std::shared_ptr<Scene>> m_scenes;
|
||||
};
|
||||
|
||||
#endif //SCENEMANAGER_H
|
||||
@@ -7,8 +7,7 @@
|
||||
#include "glm/gtx/transform.hpp"
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
App::App(): renderer{meshCache, materialCache} {
|
||||
}
|
||||
App::App() {}
|
||||
|
||||
void App::init(const AppParams& params) {
|
||||
m_params = params;
|
||||
@@ -34,132 +33,122 @@ void App::init(const AppParams& params) {
|
||||
}
|
||||
|
||||
gfxDevice.init(window, params.appName, false);
|
||||
materialCache.init(gfxDevice);
|
||||
renderer.init(gfxDevice, params.renderSize);
|
||||
|
||||
//Read whole file
|
||||
auto file = AssetFS::GetInstance().ReadBytes("engine://assetfstest.txt");
|
||||
std::string fileStr(file.begin(), file.end());
|
||||
spdlog::info("Read from assetfstest.txt: {}", fileStr);
|
||||
testMesh.name = "Test Mesh";
|
||||
testMesh.vertices = vertices;
|
||||
testMesh.indices = indices;
|
||||
|
||||
testMeshID = meshCache.addMesh(gfxDevice, testMesh);
|
||||
spdlog::info("TestMesh uploaded with id: {}", testMeshID);
|
||||
|
||||
const auto testimgpath = AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png");
|
||||
auto testimgID = gfxDevice.loadImageFromFile(testimgpath);
|
||||
spdlog::info("Test image loaded with id: {}", testimgID);
|
||||
testMaterialID = materialCache.addMaterial(gfxDevice, {
|
||||
.baseColor = glm::vec3(1.f),
|
||||
.diffuseTexture = testimgID,
|
||||
});
|
||||
spdlog::info("Test material created with id: {}", testMaterialID);
|
||||
|
||||
float aspectRatio = static_cast<float>(params.renderSize.x) / static_cast<float>(params.renderSize.y);
|
||||
camera.setAspectRatio(aspectRatio);
|
||||
|
||||
//Look 90 deg to the right
|
||||
camera.SetRotation(glm::radians(glm::vec2(90.f, 0.f)));
|
||||
|
||||
InputManager::GetInstance().Init();
|
||||
|
||||
customInit();
|
||||
}
|
||||
|
||||
void App::run() {
|
||||
const float FPS = 30.f;
|
||||
const float dt = 1.f / FPS;
|
||||
using clock = std::chrono::steady_clock;
|
||||
|
||||
auto prevTime = std::chrono::high_resolution_clock::now();
|
||||
float accumulator = dt; // so that we get at least 1 update before render
|
||||
const float targetHz = 60.0f;
|
||||
const float dt = 1.0f / targetHz;
|
||||
const float maxFrameTime = 0.25f; // clamp big hitches
|
||||
const int maxSteps = 5; // prevent spiral of death
|
||||
|
||||
auto prevTime = clock::now();
|
||||
float accumulator = 0.0f;
|
||||
|
||||
isRunning = true;
|
||||
while (isRunning) {
|
||||
const auto newTime = std::chrono::high_resolution_clock::now();
|
||||
frameTime = std::chrono::duration<float>(newTime - prevTime).count();
|
||||
const auto frameStart = clock::now();
|
||||
float frameTimeSec = std::chrono::duration<float>(frameStart - prevTime).count();
|
||||
prevTime = frameStart;
|
||||
|
||||
if (frameTime > 0.07f && frameTime < 5.f) {
|
||||
// if >=5.f - debugging?
|
||||
spdlog::warn("Frame drop detected, time: {:.4f}s", frameTime);
|
||||
if (frameTimeSec > 0.07f && frameTimeSec < 5.f) {
|
||||
spdlog::warn("Frame drop detected, time: {:.4f}s", frameTimeSec);
|
||||
}
|
||||
|
||||
accumulator += frameTime;
|
||||
prevTime = newTime;
|
||||
if (frameTimeSec > maxFrameTime) frameTimeSec = maxFrameTime;
|
||||
if (frameTimeSec < 0.0f) frameTimeSec = 0.0f;
|
||||
|
||||
float newFPS = 1.f / frameTime;
|
||||
if (newFPS == std::numeric_limits<float>::infinity()) {
|
||||
// can happen when frameTime == 0
|
||||
newFPS = 0;
|
||||
}
|
||||
avgFPS = std::lerp(avgFPS, newFPS, 0.1f);
|
||||
accumulator += frameTimeSec;
|
||||
|
||||
if (accumulator > 10 * dt) {
|
||||
// game stopped for debug
|
||||
accumulator = dt;
|
||||
if (frameTimeSec > 0.0f) {
|
||||
const float newFPS = 1.0f / frameTimeSec;
|
||||
avgFPS = std::lerp(avgFPS, newFPS, 0.1f);
|
||||
}
|
||||
|
||||
while (accumulator >= dt) {
|
||||
InputManager::GetInstance().BeginFrame();
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_QUIT) {
|
||||
isRunning = false;
|
||||
return;
|
||||
}
|
||||
if (event.type == SDL_WINDOWEVENT) {
|
||||
switch (event.window.event) {
|
||||
case SDL_WINDOWEVENT_SIZE_CHANGED:
|
||||
/* fallthrough */
|
||||
case SDL_WINDOWEVENT_RESIZED:
|
||||
m_params.windowSize = {event.window.data1, event.window.data2};
|
||||
break;
|
||||
}
|
||||
}
|
||||
InputManager::GetInstance().ProcessEvent(event);
|
||||
|
||||
InputManager::GetInstance().BeginFrame();
|
||||
camera.Update(dt);
|
||||
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_QUIT) {
|
||||
isRunning = false;
|
||||
break;
|
||||
}
|
||||
|
||||
camera.Update(dt);
|
||||
if (gfxDevice.needsSwapchainRecreate()) {
|
||||
spdlog::info("Recreating swapchain to size: {}x{}", m_params.windowSize.x, m_params.windowSize.y);
|
||||
gfxDevice.recreateSwapchain(m_params.windowSize.x, m_params.windowSize.y);
|
||||
renderer.resize(gfxDevice, { m_params.windowSize.x, m_params.windowSize.y });
|
||||
float aspectRatio = float(m_params.windowSize.x) / float(m_params.windowSize.y);
|
||||
camera.setAspectRatio(aspectRatio);
|
||||
if (event.type == SDL_WINDOWEVENT) {
|
||||
switch (event.window.event) {
|
||||
case SDL_WINDOWEVENT_SIZE_CHANGED:
|
||||
case SDL_WINDOWEVENT_RESIZED:
|
||||
m_params.windowSize = { event.window.data1, event.window.data2 };
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (InputManager::GetInstance().ProcessEvent(event)) {
|
||||
isRunning = false;
|
||||
}
|
||||
}
|
||||
if (!isRunning) break;
|
||||
customUpdate(dt);
|
||||
|
||||
// ---- Swapchain resize check once per frame ----
|
||||
if (gfxDevice.needsSwapchainRecreate()) {
|
||||
spdlog::info("Recreating swapchain to size: {}x{}", m_params.windowSize.x, m_params.windowSize.y);
|
||||
gfxDevice.recreateSwapchain(m_params.windowSize.x, m_params.windowSize.y);
|
||||
onWindowResize(m_params.windowSize.x, m_params.windowSize.y);
|
||||
}
|
||||
|
||||
// ---- Fixed updates (no event polling inside) ----
|
||||
int steps = 0;
|
||||
while (accumulator >= dt && steps < maxSteps) {
|
||||
//Set window title to fps
|
||||
SDL_SetWindowTitle(
|
||||
window,
|
||||
fmt::format("{} - FPS: {:.2f}", m_params.windowTitle, avgFPS).c_str());
|
||||
accumulator -= dt;
|
||||
steps++;
|
||||
}
|
||||
// If we hit the step cap, drop leftover time to recover smoothly
|
||||
if (steps == maxSteps) accumulator = 0.0f;
|
||||
|
||||
// Optional interpolation factor for rendering
|
||||
const float alpha = accumulator / dt;
|
||||
|
||||
// ---- Render ----
|
||||
if (!gfxDevice.needsSwapchainRecreate()) {
|
||||
glm::mat4 objMatrix = glm::mat4(1.f);
|
||||
objMatrix = glm::translate(objMatrix, glm::vec3(0.f, -3.0f, 0.f));
|
||||
renderer.beginDrawing(gfxDevice);
|
||||
renderer.drawMesh(testMeshID, glm::mat4(1.f), testMaterialID);
|
||||
renderer.drawMesh(testMeshID, objMatrix, 0);
|
||||
renderer.endDrawing();
|
||||
|
||||
|
||||
auto cmd = gfxDevice.beginFrame();
|
||||
const auto& drawImage = renderer.getDrawImage(gfxDevice);
|
||||
renderer.draw(cmd, gfxDevice, camera, GameRenderer::SceneData{
|
||||
camera, glm::vec3(0.1f), 0.5f, glm::vec3(0.5f), 0.01f
|
||||
});
|
||||
gfxDevice.endFrame(cmd, drawImage, {
|
||||
.clearColor = {{0.f, 0.f, 0.5f, 1.f}},
|
||||
.drawImageBlitRect = glm::ivec4{}}
|
||||
);
|
||||
// glm::mat4 objMatrix = glm::translate(glm::mat4(1.f), glm::vec3(0.f, -3.0f, 0.f));
|
||||
//
|
||||
// renderer.beginDrawing(gfxDevice);
|
||||
// renderer.drawMesh(testMeshID, glm::mat4(1.f), testMaterialID);
|
||||
// renderer.drawMesh(testMeshID, objMatrix, 0);
|
||||
// renderer.endDrawing();
|
||||
//
|
||||
// const auto cmd = gfxDevice.beginFrame();
|
||||
// const auto& drawImage = renderer.getDrawImage(gfxDevice);
|
||||
//
|
||||
// renderer.draw(cmd, gfxDevice, camera, GameRenderer::SceneData{
|
||||
// camera, glm::vec3(0.1f), 0.5f, glm::vec3(0.5f), 0.01f
|
||||
// });
|
||||
//
|
||||
// gfxDevice.endFrame(cmd, drawImage, {
|
||||
// .clearColor = {{0.f, 0.f, 0.5f, 1.f}},
|
||||
// .drawImageBlitRect = glm::ivec4{}
|
||||
// });
|
||||
customDraw();
|
||||
}
|
||||
|
||||
// ---- Frame cap (if you still want it) ----
|
||||
if (frameLimit) {
|
||||
// Delay to not overload the CPU
|
||||
const auto now = std::chrono::high_resolution_clock::now();
|
||||
const auto frameTime = std::chrono::duration<float>(now - prevTime).count();
|
||||
if (dt > frameTime) {
|
||||
SDL_Delay(static_cast<std::uint32_t>(dt - frameTime));
|
||||
}
|
||||
const auto targetEnd = frameStart + std::chrono::duration_cast<clock::duration>(
|
||||
std::chrono::duration<float>(dt)
|
||||
);
|
||||
std::this_thread::sleep_until(targetEnd);
|
||||
}
|
||||
}
|
||||
gfxDevice.waitIdle();
|
||||
}
|
||||
|
||||
void App::cleanup() {
|
||||
|
||||
19
destrum/src/Components/MeshRendererComponent.cpp
Normal file
19
destrum/src/Components/MeshRendererComponent.cpp
Normal file
@@ -0,0 +1,19 @@
|
||||
#include <destrum/Components/MeshRendererComponent.h>
|
||||
#include <destrum/ObjectModel/Transform.h>
|
||||
|
||||
|
||||
MeshRendererComponent::MeshRendererComponent(GameObject& parent): Component(parent, "MeshRendererComponent") {
|
||||
}
|
||||
|
||||
void MeshRendererComponent::Start() {
|
||||
Component::Start();
|
||||
}
|
||||
|
||||
void MeshRendererComponent::Update() {
|
||||
}
|
||||
|
||||
void MeshRendererComponent::Render(const RenderContext& ctx) {
|
||||
if (meshID != NULL_MESH_ID && materialID != NULL_MATERIAL_ID) {
|
||||
ctx.renderer.drawMesh(meshID, GetTransform().GetWorldMatrix(), materialID);
|
||||
}
|
||||
}
|
||||
17
destrum/src/Components/Rotator.cpp
Normal file
17
destrum/src/Components/Rotator.cpp
Normal file
@@ -0,0 +1,17 @@
|
||||
#include <destrum/Components/Rotator.h>
|
||||
|
||||
Rotator::Rotator(GameObject& parent, float distance, float speed):
|
||||
Component(parent, "Rotator"),
|
||||
m_Distance(distance),
|
||||
m_Speed(speed),
|
||||
m_CurrentAngle(0),
|
||||
m_OriginalPosition(GetTransform().GetWorldPosition())
|
||||
{}
|
||||
|
||||
void Rotator::Update() {
|
||||
m_CurrentAngle += m_Speed * static_cast<float>(0.001);
|
||||
const float x = cos(m_CurrentAngle) * m_Distance;
|
||||
const float y = sin(m_CurrentAngle) * m_Distance;
|
||||
GetTransform().SetLocalPosition(m_OriginalPosition + glm::vec3(x, y, 0));
|
||||
|
||||
}
|
||||
1
destrum/src/Event.cpp
Normal file
1
destrum/src/Event.cpp
Normal file
@@ -0,0 +1 @@
|
||||
#include <destrum/Event.h>
|
||||
@@ -65,8 +65,8 @@ void Camera::Update(float deltaTime) {
|
||||
// SDL controller triggers are axes too: 0..1-ish after normalization in our helper, but signless.
|
||||
// With our NormalizeAxis, triggers will sit near 0 until pressed (depending on mapping).
|
||||
// If your NormalizeAxis maps triggers weirdly, swap to raw event value approach.
|
||||
const float lt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
|
||||
const float rt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
|
||||
const float lt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
|
||||
const float rt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
|
||||
const float vertical = (rt - lt);
|
||||
padMove += m_up * vertical;
|
||||
|
||||
@@ -96,7 +96,7 @@ void Camera::Update(float deltaTime) {
|
||||
|
||||
const float padLookSpeed = 2.2f; // radians/sec at full deflection
|
||||
m_yaw += rx * padLookSpeed * deltaTime;
|
||||
m_pitch -= ry * padLookSpeed * deltaTime;
|
||||
m_pitch += ry * padLookSpeed * deltaTime;
|
||||
}
|
||||
|
||||
// Clamp pitch again after modifications
|
||||
|
||||
@@ -68,6 +68,7 @@ void GfxDevice::init(SDL_Window* window, const std::string& appName, bool vSync)
|
||||
.set_required_features_12(features12)
|
||||
.set_required_features_13(features13)
|
||||
.set_surface(surface)
|
||||
.prefer_gpu_device_type(vkb::PreferredDeviceType::discrete)
|
||||
.select()
|
||||
.value();
|
||||
|
||||
@@ -177,7 +178,7 @@ void GfxDevice::endFrame(VkCommandBuffer cmd, const GPUImage& drawImage, const E
|
||||
auto swapchainLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
|
||||
{
|
||||
VkImageSubresourceRange clearRange =vkinit::imageSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT);
|
||||
const VkImageSubresourceRange clearRange = vkinit::imageSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT);
|
||||
vkutil::transitionImage(cmd, swapchainImage, swapchainLayout, VK_IMAGE_LAYOUT_GENERAL);
|
||||
swapchainLayout = VK_IMAGE_LAYOUT_GENERAL;
|
||||
|
||||
|
||||
@@ -127,3 +127,9 @@ void MeshPipeline::draw(VkCommandBuffer cmd,
|
||||
vkCmdDrawIndexed(cmd, mesh.numIndices, 1, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void MeshPipeline::cleanup(VkDevice device) {
|
||||
vkDestroyPipelineLayout(device, m_pipelineLayout, nullptr);
|
||||
m_pipeline.reset();
|
||||
}
|
||||
|
||||
|
||||
@@ -86,7 +86,8 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
|
||||
}
|
||||
|
||||
void GameRenderer::cleanup() {
|
||||
void GameRenderer::cleanup(VkDevice device) {
|
||||
meshPipeline->cleanup(device);
|
||||
}
|
||||
|
||||
void GameRenderer::drawMesh(MeshID id, const glm::mat4& transform, MaterialID materialId) {
|
||||
|
||||
@@ -97,8 +97,11 @@ void InputManager::RemoveController(SDL_JoystickID instanceId) {
|
||||
);
|
||||
}
|
||||
|
||||
void InputManager::ProcessEvent(const SDL_Event& e) {
|
||||
bool InputManager::ProcessEvent(const SDL_Event& e) {
|
||||
switch (e.type) {
|
||||
case SDL_QUIT: {
|
||||
return true;
|
||||
}
|
||||
case SDL_KEYDOWN: {
|
||||
if (e.key.repeat) break;
|
||||
SDL_Scancode sc = e.key.keysym.scancode;
|
||||
@@ -196,6 +199,7 @@ void InputManager::ProcessEvent(const SDL_Event& e) {
|
||||
|
||||
default: break;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool InputManager::IsKeyDown(SDL_Scancode sc) const { return m_keysDown.count(sc) != 0; }
|
||||
|
||||
44
destrum/src/ObjectModel/Component.cpp
Normal file
44
destrum/src/ObjectModel/Component.cpp
Normal file
@@ -0,0 +1,44 @@
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
|
||||
#include <stdexcept>
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
// #include "imgui.h"
|
||||
|
||||
Component::Component(GameObject& pParent, const std::string& name): Object(name), m_ParentGameObjectPtr(&pParent) {
|
||||
// if (m_ParentGameObjectPtr == nullptr) {
|
||||
// //TODO: Change pParent ot be a reference
|
||||
// throw std::runtime_error("Component made with no GameObject??");
|
||||
// }
|
||||
}
|
||||
|
||||
Transform& Component::GetTransform() const {
|
||||
return m_ParentGameObjectPtr->GetTransform();
|
||||
}
|
||||
|
||||
void Component::Destroy() {
|
||||
// const bool isBeingDestroyed = GetIsBeingDestroyed();
|
||||
Object::Destroy();
|
||||
}
|
||||
|
||||
void Component::Start() {
|
||||
}
|
||||
|
||||
void Component::SetEnabled(bool enabled) {
|
||||
m_IsEnabled = enabled;
|
||||
}
|
||||
|
||||
void Component::LateUpdate() {
|
||||
}
|
||||
|
||||
void Component::FixedUpdate() {
|
||||
}
|
||||
|
||||
void Component::ImGuiInspector() {
|
||||
}
|
||||
|
||||
void Component::ImGuiRender() {
|
||||
}
|
||||
|
||||
void Component::Render(const RenderContext& ctx) {
|
||||
|
||||
}
|
||||
96
destrum/src/ObjectModel/GameObject.cpp
Normal file
96
destrum/src/ObjectModel/GameObject.cpp
Normal file
@@ -0,0 +1,96 @@
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
#include <string>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
// #include "Managers/ResourceManager.h"
|
||||
|
||||
GameObject::~GameObject() {
|
||||
spdlog::debug("GameObject destroyed: {}", GetName());
|
||||
}
|
||||
|
||||
void GameObject::SetActiveDirty() {
|
||||
m_ActiveDirty = true;
|
||||
for (const Transform* child : m_TransformPtr.GetChildren()) {
|
||||
child->GetOwner()->SetActiveDirty();
|
||||
}
|
||||
}
|
||||
|
||||
void GameObject::UpdateActiveState() {
|
||||
const auto* parentPtr = m_TransformPtr.GetParent();
|
||||
|
||||
if(parentPtr == nullptr) {
|
||||
m_ActiveInHierarchy = m_Active;
|
||||
} else {
|
||||
m_ActiveInHierarchy = m_Active && parentPtr->GetOwner()->IsActiveInHierarchy();
|
||||
}
|
||||
|
||||
m_ActiveDirty = false;
|
||||
}
|
||||
|
||||
bool GameObject::IsActiveInHierarchy() {
|
||||
if (m_ActiveDirty) {
|
||||
UpdateActiveState();
|
||||
}
|
||||
|
||||
return m_ActiveInHierarchy;
|
||||
}
|
||||
|
||||
GameObject::GameObject(const std::string& name): Object(name) {
|
||||
}
|
||||
|
||||
void GameObject::Update() {
|
||||
for (const auto& component: m_Components) {
|
||||
if (!component->HasStarted) {
|
||||
component->Start();
|
||||
component->HasStarted = true;
|
||||
}
|
||||
component->Update();
|
||||
}
|
||||
}
|
||||
|
||||
void GameObject::LateUpdate() {
|
||||
for (const auto& component: m_Components) {
|
||||
component->LateUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
void GameObject::FixedUpdate() {
|
||||
for (const auto& component: m_Components) {
|
||||
component->FixedUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
void GameObject::Render(const RenderContext& ctx) const {
|
||||
for (const auto& component: m_Components) {
|
||||
component->Render(ctx);
|
||||
}
|
||||
}
|
||||
|
||||
// void GameObject::ImGuiRender() {
|
||||
// for (const auto& component: m_Components) {
|
||||
// component->ImGuiRender();
|
||||
// }
|
||||
// }
|
||||
|
||||
void GameObject::Destroy() {
|
||||
Object::Destroy();
|
||||
|
||||
m_TransformPtr.SetParent(nullptr);
|
||||
|
||||
for (const auto& component: m_Components) {
|
||||
component->Destroy();
|
||||
}
|
||||
|
||||
for (const auto child : m_TransformPtr.GetChildren()) {
|
||||
child->GetOwner()->Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
void GameObject::CleanupComponents() {
|
||||
std::erase_if(m_Components, [](const std::unique_ptr<Component>& component) {
|
||||
return component->IsBeingDestroyed();
|
||||
});
|
||||
}
|
||||
22
destrum/src/ObjectModel/Object.cpp
Normal file
22
destrum/src/ObjectModel/Object.cpp
Normal file
@@ -0,0 +1,22 @@
|
||||
#include <destrum/ObjectModel/Object.h>
|
||||
|
||||
#include <cassert>
|
||||
#include <iostream>
|
||||
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
Object::~Object() {
|
||||
if (!m_BeingDestroyed) {
|
||||
assert(false && "Objects destructor called before destroy");
|
||||
}
|
||||
spdlog::debug("Object Destroyed: {}", m_Name);
|
||||
}
|
||||
|
||||
void Object::Destroy() {
|
||||
std::cout << "Marked Object for destruction: " << m_Name << std::endl;
|
||||
spdlog::debug("Object Destroyed: {}", m_Name);
|
||||
m_BeingDestroyed = true;
|
||||
}
|
||||
|
||||
Object::Object(std::string name): m_Name(std::move(name)) {
|
||||
}
|
||||
253
destrum/src/ObjectModel/Transform.cpp
Normal file
253
destrum/src/ObjectModel/Transform.cpp
Normal file
@@ -0,0 +1,253 @@
|
||||
#include <destrum/ObjectModel/Transform.h>
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
|
||||
Transform::Transform(GameObject* owner): m_Owner(owner) {
|
||||
}
|
||||
|
||||
Transform::~Transform() {
|
||||
SetParent(nullptr);
|
||||
|
||||
for (auto it = m_Children.begin(); it != m_Children.end();) {
|
||||
Transform* child = *it;
|
||||
it = m_Children.erase(it);
|
||||
child->SetParent(nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
const glm::vec3& Transform::GetWorldPosition() {
|
||||
if (m_PositionDirty) {
|
||||
UpdateWorldPosition();
|
||||
}
|
||||
return m_WorldPosition;
|
||||
}
|
||||
|
||||
const glm::quat& Transform::GetWorldRotation() {
|
||||
if (m_RotationDirty) {
|
||||
UpdateWorldRotation();
|
||||
}
|
||||
return m_WorldRotation;
|
||||
}
|
||||
|
||||
const glm::vec3& Transform::GetWorldScale() {
|
||||
if (m_ScaleDirty) {
|
||||
UpdateWorldScale();
|
||||
}
|
||||
return m_WorldScale;
|
||||
}
|
||||
|
||||
const glm::mat4& Transform::GetWorldMatrix() {
|
||||
if (m_MatrixDirty) {
|
||||
UpdateWorldMatrix();
|
||||
}
|
||||
return m_WorldMatrix;
|
||||
}
|
||||
|
||||
void Transform::SetWorldPosition(const glm::vec3& position) {
|
||||
if (m_Parent == nullptr) {
|
||||
SetLocalPosition(position);
|
||||
} else {
|
||||
SetLocalPosition(position - m_Parent->GetWorldPosition());
|
||||
}
|
||||
}
|
||||
|
||||
void Transform::SetWorldPosition(float x, float y, float z) {
|
||||
SetWorldPosition(glm::vec3(x, y, z));
|
||||
}
|
||||
|
||||
void Transform::SetWorldRotation(const glm::quat& rotation) {
|
||||
if(m_Parent == nullptr) {
|
||||
SetLocalRotation(rotation);
|
||||
} else {
|
||||
SetLocalRotation(glm::inverse(m_Parent->GetWorldRotation()) * rotation);
|
||||
}
|
||||
}
|
||||
|
||||
void Transform::SetWorldRotation(const glm::vec3& rotation) {
|
||||
SetWorldRotation(glm::quat(glm::radians(rotation)));
|
||||
}
|
||||
|
||||
void Transform::SetWorldRotation(float x, float y, float z) {
|
||||
SetWorldRotation(glm::vec3{x, y, z});
|
||||
}
|
||||
|
||||
void Transform::SetWorldScale(double x, double y, double z) {
|
||||
SetWorldScale(glm::vec3{x, y, z});
|
||||
}
|
||||
|
||||
void Transform::SetWorldScale(const glm::vec3& scale) {
|
||||
if (m_Parent == nullptr) {
|
||||
SetLocalScale(scale);
|
||||
} else {
|
||||
SetLocalScale(scale - m_Parent->GetWorldScale());
|
||||
}
|
||||
}
|
||||
|
||||
void Transform::Move(const glm::vec3& move) {
|
||||
SetLocalPosition(m_LocalPosition + move);
|
||||
}
|
||||
|
||||
void Transform::Move(double x, double y, double z) {
|
||||
this->Move(glm::vec3(x, y, z));
|
||||
}
|
||||
|
||||
void Transform::SetLocalPosition(const glm::vec3& position) {
|
||||
m_LocalPosition = position;
|
||||
SetPositionDirty();
|
||||
}
|
||||
|
||||
void Transform::SetLocalPosition(float x, float y, float z) {
|
||||
SetLocalPosition(glm::vec3{x, y, z});
|
||||
}
|
||||
|
||||
void Transform::SetLocalRotation(float x, float y, float z) {
|
||||
SetLocalRotation(glm::vec3{x, y, z});
|
||||
}
|
||||
|
||||
void Transform::SetLocalRotation(const glm::vec3& rotation) {
|
||||
SetLocalRotation(glm::quat(glm::radians(rotation)));
|
||||
}
|
||||
|
||||
void Transform::SetLocalRotation(const glm::quat& rotation) {
|
||||
m_LocalRotation = rotation;
|
||||
SetRotationDirty();
|
||||
}
|
||||
|
||||
void Transform::SetLocalScale(float x, float y, float z) {
|
||||
SetLocalScale({x, y, z});
|
||||
}
|
||||
|
||||
void Transform::SetLocalScale(const glm::vec3& scale) {
|
||||
m_LocalScale = scale;
|
||||
SetScaleDirty();
|
||||
}
|
||||
|
||||
void Transform::RemoveChild(Transform* transform) {
|
||||
std::erase(m_Children, transform);
|
||||
}
|
||||
|
||||
void Transform::AddChild(Transform* transform) {
|
||||
// if (transform == this or transform == nullptr) {
|
||||
// return;
|
||||
// }
|
||||
//
|
||||
// if (transform->m_Parent) {
|
||||
// transform->m_Parent->RemoveChild(transform);
|
||||
// }
|
||||
//
|
||||
// transform->SetParent(this);
|
||||
m_Children.push_back(transform);
|
||||
//
|
||||
// transform->SetPositionDirty();
|
||||
}
|
||||
|
||||
void Transform::SetParent(Transform* parent, bool useWorldPosition) {
|
||||
if (parent == m_Parent or parent == this or IsChild(parent)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (parent == nullptr) {
|
||||
SetLocalPosition(GetWorldPosition());
|
||||
} else {
|
||||
if (useWorldPosition) {
|
||||
SetLocalPosition(GetWorldPosition() - parent->GetWorldPosition());
|
||||
}
|
||||
SetPositionDirty();
|
||||
}
|
||||
if (m_Parent) {
|
||||
m_Parent->RemoveChild(this);
|
||||
}
|
||||
m_Parent = parent;
|
||||
if (m_Parent) {
|
||||
m_Parent->AddChild(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool Transform::IsChild(Transform* child) const {
|
||||
return std::ranges::find(m_Children, child) != m_Children.end();
|
||||
}
|
||||
|
||||
const std::vector<Transform*>& Transform::GetChildren() const {
|
||||
// std::vector<Transform*> validChildren;
|
||||
// for (auto* child : m_Children) {
|
||||
// if (child && !child->GetOwner()->IsBeingDestroyed()) {
|
||||
// validChildren.push_back(child);
|
||||
// }
|
||||
// }
|
||||
// return validChildren;
|
||||
return m_Children;
|
||||
}
|
||||
|
||||
GameObject *Transform::GetOwner() const {
|
||||
return m_Owner;
|
||||
}
|
||||
|
||||
void Transform::SetPositionDirty() {
|
||||
m_PositionDirty = true;
|
||||
m_MatrixDirty = true;
|
||||
for (const auto child: m_Children) {
|
||||
child->SetPositionDirty();
|
||||
}
|
||||
}
|
||||
|
||||
void Transform::SetRotationDirty() {
|
||||
m_RotationDirty = true;
|
||||
m_MatrixDirty = true;
|
||||
|
||||
for(Transform* childPtr : m_Children) {
|
||||
if(not childPtr->m_RotationDirty) {
|
||||
childPtr->SetRotationDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Transform::SetScaleDirty() {
|
||||
m_ScaleDirty = true;
|
||||
m_MatrixDirty = true;
|
||||
|
||||
for(Transform* childPtr : m_Children) {
|
||||
if(not childPtr->m_ScaleDirty) {
|
||||
childPtr->SetScaleDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Transform::UpdateWorldPosition() {
|
||||
if (m_Parent) {
|
||||
m_WorldPosition = m_Parent->GetWorldPosition() + m_LocalPosition;
|
||||
} else {
|
||||
m_WorldPosition = m_LocalPosition;
|
||||
}
|
||||
m_PositionDirty = false;
|
||||
}
|
||||
|
||||
void Transform::UpdateWorldRotation() {
|
||||
if (m_Parent == nullptr) {
|
||||
m_WorldRotation = m_LocalRotation;
|
||||
} else {
|
||||
m_WorldRotation = m_LocalRotation * m_Parent->GetWorldRotation();
|
||||
}
|
||||
|
||||
m_RotationDirty = false;
|
||||
}
|
||||
|
||||
void Transform::UpdateWorldScale() {
|
||||
if(m_Parent == nullptr) {
|
||||
m_WorldScale = m_LocalScale;
|
||||
} else {
|
||||
m_WorldScale = m_LocalScale * m_Parent->GetWorldScale();
|
||||
}
|
||||
|
||||
m_ScaleDirty = false;
|
||||
}
|
||||
|
||||
void Transform::UpdateWorldMatrix() {
|
||||
const glm::mat4 trans = glm::translate(glm::mat4(1.0f), GetWorldPosition());
|
||||
const glm::mat4 rot = glm::mat4_cast(GetWorldRotation());
|
||||
const glm::mat4 scale = glm::scale(glm::mat4(1.0f), GetWorldScale());
|
||||
|
||||
m_WorldMatrix = trans * rot * scale;
|
||||
m_MatrixDirty = false;
|
||||
}
|
||||
|
||||
|
||||
149
destrum/src/Scene/Scene.cpp
Normal file
149
destrum/src/Scene/Scene.cpp
Normal file
@@ -0,0 +1,149 @@
|
||||
#include <destrum/Scene/Scene.h>
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
#include <SDL_scancode.h>
|
||||
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// #include "ServiceLocator.h"
|
||||
// #include "Input/InputManager.h"
|
||||
// #include "Managers/Renderer.h"
|
||||
|
||||
|
||||
unsigned int Scene::m_idCounter = 0;
|
||||
|
||||
Scene::Scene(const std::string& name) : m_name(name) {
|
||||
}
|
||||
|
||||
Scene::~Scene() = default;
|
||||
|
||||
void Scene::Add(std::shared_ptr<GameObject> object) {
|
||||
// m_objects.emplace_back(std::move(object));
|
||||
m_pendingAdditions.emplace_back(std::move(object));
|
||||
}
|
||||
|
||||
void Scene::Remove(const std::shared_ptr<GameObject>& object) {
|
||||
std::erase(m_objects, object);
|
||||
}
|
||||
|
||||
void Scene::RemoveAll() {
|
||||
m_objects.clear();
|
||||
}
|
||||
|
||||
void Scene::Load() {
|
||||
OnSceneLoaded.Invoke();
|
||||
if (m_registerBindings) {
|
||||
m_registerBindings();
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::Update() {
|
||||
if (!m_pendingAdditions.empty()) {
|
||||
for (auto& obj : m_pendingAdditions) {
|
||||
m_objects.emplace_back(std::move(obj));
|
||||
}
|
||||
m_pendingAdditions.clear();
|
||||
}
|
||||
|
||||
|
||||
for (const auto& object: m_objects) {
|
||||
if (object->IsActiveInHierarchy()) {
|
||||
object->Update();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::FixedUpdate() {
|
||||
for (const auto& object: m_objects) {
|
||||
if (object->IsActiveInHierarchy()) {
|
||||
object->FixedUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::LateUpdate() {
|
||||
for (const auto& object: m_objects) {
|
||||
if (object->IsActiveInHierarchy()) {
|
||||
object->LateUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::Render(const RenderContext& ctx) const {
|
||||
for (const auto& object: m_objects) {
|
||||
if (object->IsActiveInHierarchy()) {
|
||||
object->Render(ctx);
|
||||
}
|
||||
}
|
||||
|
||||
// int width, height;
|
||||
// SDL_GetWindowSize(Renderer::GetInstance().GetSDLWindow(), &width, &height);
|
||||
//
|
||||
// Renderer::GetInstance().RenderLine(
|
||||
// static_cast<float>(width / 2), 0,
|
||||
// static_cast<float>(width / 2), static_cast<float>(height), SDL_Color(255, 0, 0, 255) // Red vertical line
|
||||
// );
|
||||
//
|
||||
// Renderer::GetInstance().RenderLine(
|
||||
// 0, static_cast<float>(height / 2), static_cast<float>(width), static_cast<float>(height / 2), SDL_Color(0, 255, 0, 255) // Green horizontal line
|
||||
// );
|
||||
}
|
||||
|
||||
void Scene::RenderImgui() {
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Scene::CleanupDestroyedGameObjects() {
|
||||
if (m_BeingUnloaded) {
|
||||
//Scene is gone anyways, kill everything
|
||||
m_objects.clear();
|
||||
return;
|
||||
}
|
||||
|
||||
for (const auto& gameObject: m_objects) {
|
||||
//First check if a gameobjects components needs to be destroyed
|
||||
gameObject->CleanupComponents();
|
||||
}
|
||||
|
||||
// //Strange for loop since im deleting during looping over it
|
||||
// for (auto it = m_objects.begin(); it != m_objects.end();) {
|
||||
// if ((*it)->IsBeingDestroyed()) {
|
||||
// it = m_objects.erase(it);
|
||||
// } else {
|
||||
// ++it;
|
||||
// }
|
||||
// }
|
||||
|
||||
std::erase_if(m_objects, [] (const std::shared_ptr<GameObject>& gameObject) {
|
||||
return gameObject->IsBeingDestroyed();
|
||||
});
|
||||
}
|
||||
|
||||
void Scene::Unload() {
|
||||
if (m_unregisterBindings) {
|
||||
m_unregisterBindings();
|
||||
}
|
||||
m_BeingUnloaded = true;
|
||||
}
|
||||
|
||||
void Scene::DestroyGameObjects() {
|
||||
if (m_BeingUnloaded) {
|
||||
|
||||
for (auto& obj : m_pendingAdditions) {
|
||||
m_objects.emplace_back(std::move(obj));
|
||||
}
|
||||
m_pendingAdditions.clear();
|
||||
|
||||
//Scene is gone anyways, kill everything
|
||||
for (const auto& gameObject: m_objects) {
|
||||
gameObject->Destroy();
|
||||
}
|
||||
} else {
|
||||
assert(true && "Scene is being cleared but not unloaded? Wierd");
|
||||
}
|
||||
}
|
||||
83
destrum/src/Scene/SceneManager.cpp
Normal file
83
destrum/src/Scene/SceneManager.cpp
Normal file
@@ -0,0 +1,83 @@
|
||||
#include <destrum/Scene/SceneManager.h>
|
||||
|
||||
#include <stdexcept>
|
||||
|
||||
#include <destrum/Scene/Scene.h>
|
||||
|
||||
void SceneManager::Update() {
|
||||
m_scenes[m_ActiveSceneIndex]->Update();
|
||||
}
|
||||
|
||||
void SceneManager::FixedUpdate() {
|
||||
m_scenes[m_ActiveSceneIndex]->FixedUpdate();
|
||||
}
|
||||
|
||||
void SceneManager::LateUpdate() {
|
||||
m_scenes[m_ActiveSceneIndex]->LateUpdate();
|
||||
}
|
||||
|
||||
void SceneManager::Render(const RenderContext& ctx) {
|
||||
m_scenes[m_ActiveSceneIndex]->Render(ctx);
|
||||
}
|
||||
|
||||
void SceneManager::RenderImgui() {
|
||||
m_scenes[m_ActiveSceneIndex]->RenderImgui();
|
||||
}
|
||||
|
||||
void SceneManager::HandleGameObjectDestroy() {
|
||||
for (const auto& scene : m_scenes) {
|
||||
scene->CleanupDestroyedGameObjects();
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::DestroyGameObjects() {
|
||||
for (const auto& scene: m_scenes) {
|
||||
scene->DestroyGameObjects();
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::UnloadAllScenes() {
|
||||
for (const auto& scene : m_scenes) {
|
||||
scene->Unload();
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::HandleSceneDestroy() {
|
||||
for (auto it = m_scenes.begin(); it != m_scenes.end();) {
|
||||
if ((*it)->IsBeingUnloaded()) {
|
||||
it = m_scenes.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::HandleScene() {
|
||||
DestroyGameObjects();
|
||||
HandleGameObjectDestroy();
|
||||
HandleSceneDestroy();
|
||||
}
|
||||
|
||||
void SceneManager::Destroy() {
|
||||
UnloadAllScenes();
|
||||
DestroyGameObjects();
|
||||
HandleGameObjectDestroy();
|
||||
HandleSceneDestroy();
|
||||
}
|
||||
|
||||
void SceneManager::SwitchScene(int index) {
|
||||
// InputManager::GetInstance().RemoveAllBindings();
|
||||
|
||||
if (index < 0 || index >= static_cast<int>(m_scenes.size())) {
|
||||
throw std::out_of_range("Scene index out of range");
|
||||
}
|
||||
m_scenes[m_ActiveSceneIndex]->UnloadBindings();
|
||||
m_ActiveSceneIndex = index;
|
||||
m_scenes[m_ActiveSceneIndex]->LoadBindings();
|
||||
}
|
||||
|
||||
Scene &SceneManager::CreateScene(const std::string &name) {
|
||||
const auto &scene = std::shared_ptr<Scene>(new Scene(name));
|
||||
m_scenes.push_back(scene);
|
||||
return *scene;
|
||||
}
|
||||
Reference in New Issue
Block a user