We got GameObjects / Components and shit

This commit is contained in:
2026-01-10 06:09:50 +01:00
parent 10b00b0525
commit 0bfc5e0705
35 changed files with 1546 additions and 331 deletions

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@@ -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() {

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@@ -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);
}
}

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@@ -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
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@@ -0,0 +1 @@
#include <destrum/Event.h>

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@@ -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

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@@ -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;

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@@ -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();
}

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@@ -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) {

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@@ -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; }

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@@ -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) {
}

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@@ -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();
});
}

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@@ -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)) {
}

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@@ -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
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@@ -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");
}
}

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#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;
}