Compare commits
1
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
08a6df4e68 |
@@ -44,7 +44,6 @@
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[submodule "destrum/third_party/imgui"]
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path = destrum/third_party/imgui
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url = https://github.com/ocornut/imgui.git
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branch = docking
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[submodule "destrum/third_party/jolt"]
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path = destrum/third_party/jolt
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url = https://github.com/jrouwe/JoltPhysics.git
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@@ -119,7 +119,7 @@ cmake --install build --config Release
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## Demo app
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`lightkeeper` is the current demo application. It creates an SDL window, initializes the Destrum app, loads assets, sets up a scene, renders meshes, skyboxes, and a skinned animated character.
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`lightkeeper` is the current game application. It launches **Star Catcher**, a small playable loop built from the engine's scene and rendering systems. Move the blue catcher with `A`/`D` or the arrow keys, catch orange stars, and press `R` to restart after three misses. Press `Escape` to quit.
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## Development notes
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+1
-1
Submodule TheChef updated: 38230f5092...14f7dd9423
@@ -37,16 +37,12 @@ set(SRC_FILES
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"src/Graphics/Managers/MemoryManager.cpp"
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"src/Graphics/Managers/FrameManager.cpp"
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"src/Graphics/Managers/ImageManager.cpp"
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"src/Graphics/Managers/LineRenderingManager.cpp"
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"src/Graphics/Managers/QuadRenderingManager.cpp"
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"src/Graphics/Resources/GPUImage.cpp"
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"src/Graphics/Resources/NBuffer.cpp"
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"src/Graphics/Resources/Cubemap.cpp"
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"src/Graphics/Pipelines/MeshPipeline.cpp"
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"src/Graphics/Pipelines/LineRenderingPass.cpp"
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"src/Graphics/Pipelines/QuadRendererPass.cpp"
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"src/Graphics/Pipelines/SkyboxPipeline.cpp"
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"src/Graphics/Pipelines/SkinningPipeline.cpp"
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"src/Graphics/Pipelines/ImguiPass.cpp"
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@@ -1,9 +0,0 @@
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#version 460
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layout (location = 0) in vec4 inColor;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = inColor;
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}
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@@ -1,16 +0,0 @@
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#version 460
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layout (location = 0) in vec4 inPosition;
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layout (location = 1) in vec4 inColor;
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layout (location = 0) out vec4 outColor;
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layout (push_constant) uniform LinePushConstants {
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mat4 viewProjection;
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} pcs;
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void main()
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{
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gl_Position = pcs.viewProjection * inPosition;
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outColor = inColor;
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}
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@@ -1,16 +0,0 @@
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#version 460
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#extension GL_GOOGLE_include_directive : require
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#extension GL_EXT_nonuniform_qualifier : enable
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#include "bindless.glsl"
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layout(location = 0) in vec2 inUV;
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layout(location = 1) in vec4 inColor;
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layout(location = 2) flat in uint inTexId;
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layout(location = 0) out vec4 outFragColor;
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void main() {
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vec4 texColor = sampleTexture2DLinear(inTexId, inUV);
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outFragColor = texColor * inColor;
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}
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@@ -1,22 +0,0 @@
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#version 460
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#extension GL_GOOGLE_include_directive : require
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layout(location = 0) in vec2 inPosition;
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layout(location = 1) in vec2 inUV;
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layout(location = 2) in vec4 inColor;
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layout(location = 3) in uint inTexId;
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layout(location = 0) out vec2 outUV;
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layout(location = 1) out vec4 outColor;
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layout(location = 2) flat out uint outTexId;
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layout(push_constant) uniform QuadPushConstants {
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mat4 viewProjection;
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} pcs;
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void main() {
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gl_Position = pcs.viewProjection * vec4(inPosition, 0.0, 1.0);
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outUV = inUV;
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outColor = inColor;
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outTexId = inTexId;
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}
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@@ -1,37 +0,0 @@
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#ifndef DESTRUM_LINERENDERINGMANAGER_H
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#define DESTRUM_LINERENDERINGMANAGER_H
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#include <vector>
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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#include <destrum/Singleton.h>
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struct Line {
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glm::vec3 start{};
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glm::vec3 end{};
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glm::vec4 color{1.0f};
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};
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class LineRenderingManager final : public Singleton<LineRenderingManager> {
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public:
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friend class Singleton<LineRenderingManager>;
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void SubmitLine(const Line& line);
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void SubmitLine(
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const glm::vec3& start,
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const glm::vec3& end,
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const glm::vec4& color = glm::vec4{1.0f});
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[[nodiscard]] const std::vector<Line>& GetLines() const { return lines; }
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void ClearLines();
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private:
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LineRenderingManager() = default;
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std::vector<Line> lines;
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};
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#endif // DESTRUM_LINERENDERINGMANAGER_H
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@@ -1,45 +0,0 @@
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#ifndef DESTRUM_QUADRENDERINGMANAGER_H
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#define DESTRUM_QUADRENDERINGMANAGER_H
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#include <vector>
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#include <glm/glm.hpp>
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#include <destrum/Graphics/ids.h>
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#include <destrum/Singleton.h>
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struct QuadSubmission {
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glm::vec2 position;
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glm::vec2 size;
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float rotation;
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glm::vec4 color;
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ImageID textureId;
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};
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class QuadRenderingManager final : public Singleton<QuadRenderingManager> {
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public:
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friend class Singleton<QuadRenderingManager>;
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void SubmitQuad(
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const glm::vec2& position,
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const glm::vec2& size,
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const glm::vec4& color = glm::vec4{1.0f},
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ImageID textureId = NULL_IMAGE_ID);
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void SubmitQuad(
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const glm::vec2& position,
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const glm::vec2& size,
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float rotation,
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const glm::vec4& color = glm::vec4{1.0f},
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ImageID textureId = NULL_IMAGE_ID);
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[[nodiscard]] const std::vector<QuadSubmission>& GetQuads() const { return quads; }
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void ClearQuads();
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private:
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QuadRenderingManager() = default;
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std::vector<QuadSubmission> quads;
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};
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#endif // DESTRUM_QUADRENDERINGMANAGER_H
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@@ -1,42 +0,0 @@
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#ifndef DESTRUM_LINERENDERINGPASS_H
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#define DESTRUM_LINERENDERINGPASS_H
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#include <cstddef>
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#include <memory>
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#include <vulkan/vulkan.h>
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#include <destrum/Graphics/Managers/LineRenderingManager.h>
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#include <destrum/Graphics/Resources/NBuffer.h>
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class Camera;
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class GfxDevice;
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struct GPUImage;
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class Pipeline;
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class LineRenderingPass final {
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public:
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void init(GfxDevice& gfxDevice, VkFormat drawImageFormat);
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void draw(
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VkCommandBuffer cmd,
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GfxDevice& gfxDevice,
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const GPUImage& target,
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const Camera& camera,
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LineRenderingManager& lineManager);
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void cleanup(GfxDevice& gfxDevice);
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private:
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struct LineVertex {
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glm::vec4 position;
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glm::vec4 color;
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};
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void ensureVertexCapacity(GfxDevice& gfxDevice, std::size_t requiredVertices);
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VkPipelineLayout pipelineLayout{VK_NULL_HANDLE};
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std::unique_ptr<Pipeline> pipeline;
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NBuffer vertexBuffer;
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std::size_t vertexCapacity{0};
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};
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#endif // DESTRUM_LINERENDERINGPASS_H
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@@ -1,47 +0,0 @@
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#ifndef DESTRUM_QUADRENDERERPASS_H
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#define DESTRUM_QUADRENDERERPASS_H
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#include <cstddef>
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#include <memory>
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#include <glm/glm.hpp>
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#include <vulkan/vulkan.h>
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#include <destrum/Graphics/Resources/Buffer.h>
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class GfxDevice;
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class Pipeline;
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struct GPUImage;
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class RenderResources;
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class QuadRendererPass final {
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public:
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void init(GfxDevice& gfxDevice, RenderResources& resources, VkFormat drawImageFormat);
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void draw(
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VkCommandBuffer cmd,
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GfxDevice& gfxDevice,
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RenderResources& resources,
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const GPUImage& target,
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const glm::mat4& projection);
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void cleanup(GfxDevice& gfxDevice);
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private:
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struct QuadVertex {
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glm::vec2 position;
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glm::vec2 uv;
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glm::vec4 color;
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std::uint32_t textureId;
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};
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void ensureCapacity(GfxDevice& gfxDevice, std::size_t requiredQuads);
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VkPipelineLayout pipelineLayout{VK_NULL_HANDLE};
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std::unique_ptr<Pipeline> pipeline;
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GPUBuffer vertexBuffer{};
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GPUBuffer indexBuffer{};
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std::size_t quadCapacity{0};
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};
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#endif // DESTRUM_QUADRENDERERPASS_H
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@@ -1,13 +1,10 @@
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#ifndef RENDERER_H
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#define RENDERER_H
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#include <glm/mat4x4.hpp>
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#include <glm/vec3.hpp>
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#include <destrum/Graphics/Camera.h>
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#include <destrum/Graphics/Pipelines/LineRenderingPass.h>
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#include <destrum/Graphics/Pipelines/MeshPipeline.h>
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#include <destrum/Graphics/Pipelines/QuadRendererPass.h>
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#include <destrum/Graphics/ids.h>
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#include <destrum/Graphics/MeshDrawCommand.h>
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#include <destrum/Graphics/Resources/NBuffer.h>
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@@ -71,11 +68,6 @@ public:
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return resources;
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}
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void drawQuads(
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VkCommandBuffer cmd,
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GfxDevice& gfxDevice,
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const glm::mat4& projection);
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private:
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void createDrawImage(GfxDevice& gfxDevice, const glm::ivec2& drawImageSize, bool firstCreate);
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@@ -119,8 +111,6 @@ private:
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std::unique_ptr<MeshPipeline> meshPipeline;
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std::unique_ptr<SkyboxPipeline> skyboxPipeline;
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std::unique_ptr<LineRenderingPass> lineRenderingPass;
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std::unique_ptr<QuadRendererPass> quadRendererPass;
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std::unique_ptr<SkinningPipeline> skinningPipeline;
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bool initialized{false};
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@@ -30,8 +30,8 @@ public:
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int MouseX() const { return m_mouseX; }
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int MouseY() const { return m_mouseY; }
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int MouseDeltaX() const { return m_mouseRelDX; }
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int MouseDeltaY() const { return m_mouseRelDY; }
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int MouseDeltaX() const { return m_mouseDX; }
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int MouseDeltaY() const { return m_mouseDY; }
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int WheelX() const { return m_wheelX; }
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int WheelY() const { return m_wheelY; }
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@@ -81,9 +81,6 @@ public:
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void SetAxisDeadzone(int deadzone) { m_axisDeadzone = deadzone; } // 0..32767
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void SetMouseCaptured(bool captured);
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[[nodiscard]] bool IsMouseCaptured() const { return m_MouseCaptured; }
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private:
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// Key states
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std::unordered_set<SDL_Scancode> m_keysDown;
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@@ -95,9 +92,10 @@ private:
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std::unordered_set<Uint8> m_mousePressed;
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std::unordered_set<Uint8> m_mouseReleased;
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// Mouse position + relative delta (accumulated from SDL xrel/yrel)
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// Mouse position + delta
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int m_mouseX = 0, m_mouseY = 0;
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int m_mouseRelDX = 0, m_mouseRelDY = 0;
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int m_prevMouseX = 0, m_prevMouseY = 0;
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int m_mouseDX = 0, m_mouseDY = 0;
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||||
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int m_wheelX = 0, m_wheelY = 0;
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@@ -127,8 +125,6 @@ private:
|
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int m_axisDeadzone = 8000; // typical deadzone
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||||
|
||||
bool m_MouseCaptured = false;
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||||
private:
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||||
bool QueryBinding(const Binding& b, ButtonState state) const;
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||||
|
||||
|
||||
@@ -59,16 +59,6 @@ public:
|
||||
virtual void ResolveReferences(const ObjectMap&) {
|
||||
}
|
||||
|
||||
// Trigger callbacks called when this component's owner overlaps a sensor.
|
||||
// Only called when the owner has a Collider set as a trigger (or overlaps one).
|
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virtual void OnTriggerEnter(GameObject* other) {
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(void)other;
|
||||
}
|
||||
|
||||
virtual void OnTriggerExit(GameObject* other) {
|
||||
(void)other;
|
||||
}
|
||||
|
||||
bool HasStarted{false};
|
||||
|
||||
protected:
|
||||
|
||||
@@ -55,8 +55,6 @@ public:
|
||||
float maxDistance,
|
||||
PhysicsRaycastHit& hit) const override;
|
||||
|
||||
std::vector<TriggerEvent> ConsumeTriggerEvents() override;
|
||||
|
||||
private:
|
||||
class Impl;
|
||||
std::unique_ptr<Impl> m_Impl;
|
||||
|
||||
@@ -21,7 +21,6 @@ class PhysicsSceneBridge final {
|
||||
public:
|
||||
explicit PhysicsSceneBridge(std::unique_ptr<PhysicsWorld> world);
|
||||
|
||||
[[nodiscard]] bool IsValid() const { return m_World != nullptr; }
|
||||
[[nodiscard]] PhysicsWorld& GetWorld() { return *m_World; }
|
||||
[[nodiscard]] const PhysicsWorld& GetWorld() const { return *m_World; }
|
||||
|
||||
|
||||
@@ -116,9 +116,3 @@ struct PhysicsBodyDesc {
|
||||
bool useGravity{true};
|
||||
bool allowSleep{true};
|
||||
};
|
||||
|
||||
struct TriggerEvent {
|
||||
GameObject* owner{nullptr};
|
||||
GameObject* other{nullptr};
|
||||
bool entered{true};
|
||||
};
|
||||
|
||||
@@ -1,7 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <unordered_set>
|
||||
@@ -51,9 +49,6 @@ public:
|
||||
float maxDistance,
|
||||
PhysicsRaycastHit& hit) const = 0;
|
||||
|
||||
// Trigger events accumulated during the last Step().
|
||||
virtual std::vector<TriggerEvent> ConsumeTriggerEvents() { return {}; }
|
||||
|
||||
private:
|
||||
std::unordered_set<Rigidbody*> m_RegisteredRigidbodies;
|
||||
};
|
||||
|
||||
@@ -3,8 +3,6 @@
|
||||
|
||||
#include <functional>
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include <destrum/Event.h>
|
||||
#include <destrum/ObjectModel/ObjectId.h>
|
||||
#include <destrum/Scene/SceneManager.h>
|
||||
@@ -14,7 +12,6 @@
|
||||
|
||||
class GameObject;
|
||||
class SceneSerializer;
|
||||
class PhysicsWorld;
|
||||
|
||||
class Scene final {
|
||||
friend Scene& SceneManager::CreateScene(const std::string& name);
|
||||
@@ -107,7 +104,6 @@ public:
|
||||
PhysicsSceneBridge& GetPhysics() { return m_Physics; }
|
||||
private:
|
||||
explicit Scene(const std::string& name);
|
||||
explicit Scene(const std::string& name, std::unique_ptr<PhysicsWorld> physicsWorld);
|
||||
|
||||
PhysicsSceneBridge m_Physics{std::make_unique<JoltPhysicsWorld>()};
|
||||
|
||||
|
||||
@@ -16,7 +16,6 @@ public:
|
||||
Scene& CreateScene(const std::string& name);
|
||||
|
||||
Scene& GetCurrentScene() const;
|
||||
const std::vector<std::shared_ptr<Scene>>& GetActiveScenes() const { return m_activeScenes; }
|
||||
|
||||
void Update(float dt);
|
||||
void FixedUpdate(float dt);
|
||||
@@ -35,9 +34,7 @@ public:
|
||||
void Destroy();
|
||||
|
||||
void SwitchScene(int index);
|
||||
void AddActiveScene(int index);
|
||||
void RemoveActiveScene(int index);
|
||||
int GetActiveSceneId() const;
|
||||
int GetActiveSceneId() const { return m_scenes.empty() ? -1 : m_ActiveSceneIndex; }
|
||||
|
||||
[[nodiscard]] const std::vector<std::shared_ptr<Scene>>& GetScenes() const { return m_scenes; }
|
||||
|
||||
@@ -50,7 +47,8 @@ private:
|
||||
|
||||
SceneManager() = default;
|
||||
|
||||
std::vector<std::shared_ptr<Scene>> m_activeScenes;
|
||||
int m_ActiveSceneIndex{0};
|
||||
|
||||
std::vector<std::shared_ptr<Scene>> m_scenes;
|
||||
};
|
||||
|
||||
|
||||
@@ -22,6 +22,6 @@
|
||||
X(Rigidbody) \
|
||||
X(BoxCollider) \
|
||||
X(SphereCollider) \
|
||||
X(CapsuleCollider) \
|
||||
X(CapsuleCollider)
|
||||
|
||||
#endif // DESTRUM_ENGINECOMPONENTLIST_H
|
||||
|
||||
@@ -2,37 +2,13 @@
|
||||
#define DESTRUM_SCENESERIALIZER_H
|
||||
|
||||
#include <filesystem>
|
||||
#include <functional>
|
||||
#include <future>
|
||||
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
class Scene;
|
||||
|
||||
class SceneSerializer final {
|
||||
public:
|
||||
struct LoadResult {
|
||||
bool success{false};
|
||||
std::string errorMessage;
|
||||
nlohmann::json root;
|
||||
};
|
||||
|
||||
static bool Save(Scene& scene, const std::filesystem::path& path);
|
||||
|
||||
static bool Load(Scene& scene, const std::filesystem::path& path,
|
||||
std::function<void(float)> progressCallback = nullptr);
|
||||
|
||||
// Thread-safe: parse and validate a scene file on any thread.
|
||||
// No engine state is touched during parsing.
|
||||
static LoadResult LoadSceneFile(const std::filesystem::path& path);
|
||||
|
||||
// Main-thread-only: construct a scene from pre-validated JSON.
|
||||
static bool ConstructScene(Scene& scene, LoadResult& result,
|
||||
std::function<void(float)> progressCallback = nullptr);
|
||||
|
||||
// Parse the scene file on a background thread. Call LoadFromJson on the
|
||||
// main thread once the future is ready.
|
||||
static std::future<LoadResult> LoadSceneFileAsync(const std::filesystem::path& path);
|
||||
static bool Load(Scene& scene, const std::filesystem::path& path);
|
||||
};
|
||||
|
||||
#endif //DESTRUM_SCENESERIALIZER_H
|
||||
|
||||
+8
-8
@@ -131,12 +131,6 @@ void App::run()
|
||||
|
||||
imguiPass.handleEvent(event);
|
||||
|
||||
const bool mouseEvent =
|
||||
event.type == SDL_MOUSEBUTTONDOWN ||
|
||||
event.type == SDL_MOUSEBUTTONUP ||
|
||||
event.type == SDL_MOUSEMOTION ||
|
||||
event.type == SDL_MOUSEWHEEL;
|
||||
|
||||
if (event.type == SDL_QUIT)
|
||||
{
|
||||
isRunning = false;
|
||||
@@ -155,13 +149,19 @@ void App::run()
|
||||
}
|
||||
}
|
||||
|
||||
const bool mouseEvent =
|
||||
event.type == SDL_MOUSEBUTTONDOWN ||
|
||||
event.type == SDL_MOUSEBUTTONUP ||
|
||||
event.type == SDL_MOUSEMOTION ||
|
||||
event.type == SDL_MOUSEWHEEL;
|
||||
|
||||
const bool keyboardEvent =
|
||||
event.type == SDL_KEYDOWN ||
|
||||
event.type == SDL_KEYUP ||
|
||||
event.type == SDL_TEXTINPUT;
|
||||
|
||||
const bool capturedByImgui =
|
||||
(mouseEvent && !InputManager::GetInstance().IsMouseCaptured() && imguiPass.wantsMouse()) ||
|
||||
(mouseEvent && imguiPass.wantsMouse()) ||
|
||||
(keyboardEvent && imguiPass.wantsKeyboard());
|
||||
|
||||
if (!capturedByImgui)
|
||||
@@ -176,7 +176,7 @@ void App::run()
|
||||
}
|
||||
}
|
||||
|
||||
if (!isRunning) break;
|
||||
if (!isRunning) break;
|
||||
|
||||
// Consume SDL events before updating the base camera so held and
|
||||
// newly pressed inputs are applied in the same frame.
|
||||
|
||||
@@ -114,7 +114,7 @@ void Camera::SetRotation(const glm::vec2& yawPitchRadians) {
|
||||
SetRotation(yawPitchRadians.x, yawPitchRadians.y);
|
||||
}
|
||||
|
||||
void Camera::SetTarget(const glm::vec3&) {
|
||||
void Camera::SetTarget(const glm::vec3& target) {
|
||||
}
|
||||
|
||||
void Camera::ClearTarget() {
|
||||
|
||||
@@ -1,23 +0,0 @@
|
||||
#include <destrum/Graphics/Managers/LineRenderingManager.h>
|
||||
|
||||
void LineRenderingManager::SubmitLine(const Line& line)
|
||||
{
|
||||
lines.push_back(line);
|
||||
}
|
||||
|
||||
void LineRenderingManager::SubmitLine(
|
||||
const glm::vec3& start,
|
||||
const glm::vec3& end,
|
||||
const glm::vec4& color)
|
||||
{
|
||||
SubmitLine(Line{
|
||||
.start = start,
|
||||
.end = end,
|
||||
.color = color,
|
||||
});
|
||||
}
|
||||
|
||||
void LineRenderingManager::ClearLines()
|
||||
{
|
||||
lines.clear();
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
#include <destrum/Graphics/Managers/QuadRenderingManager.h>
|
||||
|
||||
void QuadRenderingManager::SubmitQuad(
|
||||
const glm::vec2& position,
|
||||
const glm::vec2& size,
|
||||
const glm::vec4& color,
|
||||
ImageID textureId)
|
||||
{
|
||||
SubmitQuad(position, size, 0.0f, color, textureId);
|
||||
}
|
||||
|
||||
void QuadRenderingManager::SubmitQuad(
|
||||
const glm::vec2& position,
|
||||
const glm::vec2& size,
|
||||
float rotation,
|
||||
const glm::vec4& color,
|
||||
ImageID textureId)
|
||||
{
|
||||
quads.push_back(QuadSubmission{
|
||||
.position = position,
|
||||
.size = size,
|
||||
.rotation = rotation,
|
||||
.color = color,
|
||||
.textureId = textureId,
|
||||
});
|
||||
}
|
||||
|
||||
void QuadRenderingManager::ClearQuads()
|
||||
{
|
||||
quads.clear();
|
||||
}
|
||||
@@ -124,11 +124,6 @@ void ImguiPass::beginFrame() {
|
||||
|
||||
ImGui_ImplVulkan_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
|
||||
if (SDL_GetRelativeMouseMode() == SDL_TRUE) {
|
||||
ImGui::GetIO().MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
ImGui::NewFrame();
|
||||
|
||||
frameBegun = true;
|
||||
|
||||
@@ -1,232 +0,0 @@
|
||||
#include <destrum/Graphics/Pipelines/LineRenderingPass.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdint>
|
||||
#include <limits>
|
||||
#include <stdexcept>
|
||||
|
||||
#include <destrum/FS/AssetFS.h>
|
||||
#include <destrum/Graphics/Camera.h>
|
||||
#include <destrum/Graphics/GPUImage.h>
|
||||
#include <destrum/Graphics/GfxDevice.h>
|
||||
#include <destrum/Graphics/Pipeline.h>
|
||||
#include <destrum/Graphics/Util.h>
|
||||
|
||||
#include "volk.h"
|
||||
|
||||
namespace {
|
||||
constexpr std::size_t InitialVertexCapacity = 256;
|
||||
}
|
||||
|
||||
void LineRenderingPass::init(GfxDevice& gfxDevice, VkFormat drawImageFormat)
|
||||
{
|
||||
try {
|
||||
vertexBuffer.init(
|
||||
gfxDevice,
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
|
||||
InitialVertexCapacity * sizeof(LineVertex),
|
||||
"line vertices");
|
||||
vertexCapacity = InitialVertexCapacity;
|
||||
|
||||
const auto vertexShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/line.vert");
|
||||
const auto fragmentShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/line.frag");
|
||||
|
||||
const auto pushConstantRange = VkPushConstantRange{
|
||||
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(glm::mat4),
|
||||
};
|
||||
|
||||
const auto pipelineLayoutInfo = VkPipelineLayoutCreateInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
|
||||
.pushConstantRangeCount = 1,
|
||||
.pPushConstantRanges = &pushConstantRange,
|
||||
};
|
||||
|
||||
VK_CHECK(vkCreatePipelineLayout(
|
||||
gfxDevice.getDevice(),
|
||||
&pipelineLayoutInfo,
|
||||
nullptr,
|
||||
&pipelineLayout));
|
||||
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
pipelineConfig.name = "Line Rendering Pipeline";
|
||||
pipelineConfig.pipelineLayout = pipelineLayout;
|
||||
pipelineConfig.inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST;
|
||||
pipelineConfig.rasterizationInfo.cullMode = VK_CULL_MODE_NONE;
|
||||
pipelineConfig.depthStencilInfo.depthTestEnable = VK_FALSE;
|
||||
pipelineConfig.depthStencilInfo.depthWriteEnable = VK_FALSE;
|
||||
pipelineConfig.depthStencilInfo.depthCompareOp = VK_COMPARE_OP_ALWAYS;
|
||||
pipelineConfig.colorAttachments = {drawImageFormat};
|
||||
pipelineConfig.depthAttachment = VK_FORMAT_UNDEFINED;
|
||||
|
||||
pipelineConfig.vertexBindingDescriptions = {
|
||||
VkVertexInputBindingDescription{
|
||||
.binding = 0,
|
||||
.stride = sizeof(LineVertex),
|
||||
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX,
|
||||
}
|
||||
};
|
||||
pipelineConfig.vertexAttributeDescriptions = {
|
||||
VkVertexInputAttributeDescription{
|
||||
.location = 0,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
|
||||
.offset = offsetof(LineVertex, position),
|
||||
},
|
||||
VkVertexInputAttributeDescription{
|
||||
.location = 1,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
|
||||
.offset = offsetof(LineVertex, color),
|
||||
},
|
||||
};
|
||||
|
||||
pipelineConfig.colorBlendAttachment.blendEnable = VK_TRUE;
|
||||
pipelineConfig.colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
|
||||
pipelineConfig.colorBlendAttachment.dstColorBlendFactor =
|
||||
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
pipelineConfig.colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
|
||||
pipelineConfig.colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
|
||||
pipelineConfig.colorBlendAttachment.dstAlphaBlendFactor =
|
||||
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
pipelineConfig.colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
|
||||
|
||||
pipeline = std::make_unique<Pipeline>(
|
||||
gfxDevice,
|
||||
vertexShader.string(),
|
||||
fragmentShader.string(),
|
||||
pipelineConfig);
|
||||
} catch (...) {
|
||||
cleanup(gfxDevice);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
void LineRenderingPass::draw(
|
||||
VkCommandBuffer cmd,
|
||||
GfxDevice& gfxDevice,
|
||||
const GPUImage& target,
|
||||
const Camera& camera,
|
||||
LineRenderingManager& lineManager)
|
||||
{
|
||||
const auto& lines = lineManager.GetLines();
|
||||
if (!pipeline || lines.empty()) {
|
||||
lineManager.ClearLines();
|
||||
return;
|
||||
}
|
||||
|
||||
if (lines.size() > std::numeric_limits<std::size_t>::max() / 2) {
|
||||
throw std::overflow_error("Too many lines submitted for rendering");
|
||||
}
|
||||
|
||||
std::vector<LineVertex> vertices;
|
||||
vertices.reserve(lines.size() * 2);
|
||||
for (const Line& line : lines) {
|
||||
vertices.push_back(LineVertex{
|
||||
.position = glm::vec4{line.start, 1.0f},
|
||||
.color = line.color,
|
||||
});
|
||||
vertices.push_back(LineVertex{
|
||||
.position = glm::vec4{line.end, 1.0f},
|
||||
.color = line.color,
|
||||
});
|
||||
}
|
||||
|
||||
if (vertices.size() > std::numeric_limits<std::uint32_t>::max()) {
|
||||
throw std::overflow_error("Too many line vertices submitted for rendering");
|
||||
}
|
||||
|
||||
ensureVertexCapacity(gfxDevice, vertices.size());
|
||||
vertexBuffer.uploadNewData(
|
||||
cmd,
|
||||
gfxDevice.getCurrentFrameIndex(),
|
||||
vertices.data(),
|
||||
vertices.size() * sizeof(LineVertex));
|
||||
|
||||
auto renderInfo = vkutil::createRenderingInfo({
|
||||
.renderExtent = target.getExtent2D(),
|
||||
.colorImageView = target.imageView,
|
||||
});
|
||||
|
||||
vkCmdBeginRendering(cmd, &renderInfo.renderingInfo);
|
||||
|
||||
pipeline->bind(cmd);
|
||||
|
||||
const auto viewport = VkViewport{
|
||||
.x = 0.0f,
|
||||
.y = 0.0f,
|
||||
.width = static_cast<float>(target.extent.width),
|
||||
.height = static_cast<float>(target.extent.height),
|
||||
.minDepth = 0.0f,
|
||||
.maxDepth = 1.0f,
|
||||
};
|
||||
vkCmdSetViewport(cmd, 0, 1, &viewport);
|
||||
|
||||
const auto scissor = VkRect2D{
|
||||
.offset = {},
|
||||
.extent = target.getExtent2D(),
|
||||
};
|
||||
vkCmdSetScissor(cmd, 0, 1, &scissor);
|
||||
vkCmdSetPolygonModeEXT(cmd, VK_POLYGON_MODE_FILL);
|
||||
|
||||
const glm::mat4 viewProjection = camera.GetViewProjectionMatrix();
|
||||
vkCmdPushConstants(
|
||||
cmd,
|
||||
pipelineLayout,
|
||||
VK_SHADER_STAGE_VERTEX_BIT,
|
||||
0,
|
||||
sizeof(viewProjection),
|
||||
&viewProjection);
|
||||
|
||||
const VkBuffer vertexBufferHandle = vertexBuffer.getBuffer().buffer;
|
||||
const VkDeviceSize vertexBufferOffset = 0;
|
||||
vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBufferHandle, &vertexBufferOffset);
|
||||
vkCmdDraw(cmd, static_cast<std::uint32_t>(vertices.size()), 1, 0, 0);
|
||||
|
||||
vkCmdEndRendering(cmd);
|
||||
lineManager.ClearLines();
|
||||
}
|
||||
|
||||
void LineRenderingPass::cleanup(GfxDevice& gfxDevice)
|
||||
{
|
||||
pipeline.reset();
|
||||
|
||||
if (pipelineLayout != VK_NULL_HANDLE && gfxDevice.getDevice() != VK_NULL_HANDLE) {
|
||||
vkDestroyPipelineLayout(gfxDevice.getDevice(), pipelineLayout, nullptr);
|
||||
}
|
||||
pipelineLayout = VK_NULL_HANDLE;
|
||||
|
||||
vertexBuffer.cleanup(gfxDevice);
|
||||
vertexCapacity = 0;
|
||||
}
|
||||
|
||||
void LineRenderingPass::ensureVertexCapacity(
|
||||
GfxDevice& gfxDevice,
|
||||
std::size_t requiredVertices)
|
||||
{
|
||||
if (requiredVertices <= vertexCapacity) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::size_t newCapacity = std::max(vertexCapacity, InitialVertexCapacity);
|
||||
while (newCapacity < requiredVertices) {
|
||||
if (newCapacity > std::numeric_limits<std::size_t>::max() / 2) {
|
||||
newCapacity = requiredVertices;
|
||||
break;
|
||||
}
|
||||
newCapacity *= 2;
|
||||
}
|
||||
|
||||
gfxDevice.waitIdle();
|
||||
vertexBuffer.cleanup(gfxDevice);
|
||||
vertexBuffer.init(
|
||||
gfxDevice,
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
|
||||
newCapacity * sizeof(LineVertex),
|
||||
"line vertices");
|
||||
vertexCapacity = newCapacity;
|
||||
}
|
||||
@@ -1,334 +0,0 @@
|
||||
#include <destrum/Graphics/Pipelines/QuadRendererPass.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <cmath>
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
#include <limits>
|
||||
#include <stdexcept>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <destrum/FS/AssetFS.h>
|
||||
#include <destrum/Graphics/GfxDevice.h>
|
||||
#include <destrum/Graphics/GPUImage.h>
|
||||
#include <destrum/Graphics/Pipeline.h>
|
||||
#include <destrum/Graphics/RenderResources.h>
|
||||
#include <destrum/Graphics/Util.h>
|
||||
#include <destrum/Graphics/Managers/QuadRenderingManager.h>
|
||||
|
||||
#include "volk.h"
|
||||
|
||||
namespace {
|
||||
constexpr std::size_t InitialQuadCapacity = 256;
|
||||
constexpr std::size_t VerticesPerQuad = 4;
|
||||
constexpr std::size_t IndicesPerQuad = 6;
|
||||
|
||||
glm::vec2 rotatePoint(const glm::vec2& point, float cosA, float sinA) {
|
||||
return glm::vec2{
|
||||
point.x * cosA - point.y * sinA,
|
||||
point.x * sinA + point.y * cosA,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
void QuadRendererPass::init(GfxDevice& gfxDevice, RenderResources& resources, VkFormat drawImageFormat)
|
||||
{
|
||||
try {
|
||||
const std::size_t vertexBytes = InitialQuadCapacity * VerticesPerQuad * sizeof(QuadVertex);
|
||||
vertexBuffer = gfxDevice.createBuffer(
|
||||
vertexBytes,
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
|
||||
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
|
||||
|
||||
const std::size_t indexBytes = InitialQuadCapacity * IndicesPerQuad * sizeof(std::uint32_t);
|
||||
indexBuffer = gfxDevice.createBuffer(
|
||||
indexBytes,
|
||||
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
|
||||
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
|
||||
|
||||
quadCapacity = InitialQuadCapacity;
|
||||
|
||||
const auto vertexShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/quad.vert");
|
||||
const auto fragmentShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/quad.frag");
|
||||
|
||||
const auto pushConstantRange = VkPushConstantRange{
|
||||
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(glm::mat4),
|
||||
};
|
||||
|
||||
const auto layouts = std::array{
|
||||
resources.getBindlessDescSetLayout()
|
||||
};
|
||||
|
||||
const auto pipelineLayoutInfo = VkPipelineLayoutCreateInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
|
||||
.setLayoutCount = static_cast<std::uint32_t>(layouts.size()),
|
||||
.pSetLayouts = layouts.data(),
|
||||
.pushConstantRangeCount = 1,
|
||||
.pPushConstantRanges = &pushConstantRange,
|
||||
};
|
||||
|
||||
VK_CHECK(vkCreatePipelineLayout(
|
||||
gfxDevice.getDevice(),
|
||||
&pipelineLayoutInfo,
|
||||
nullptr,
|
||||
&pipelineLayout));
|
||||
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
pipelineConfig.name = "Quad Rendering Pipeline";
|
||||
pipelineConfig.pipelineLayout = pipelineLayout;
|
||||
pipelineConfig.inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
||||
pipelineConfig.rasterizationInfo.cullMode = VK_CULL_MODE_NONE;
|
||||
pipelineConfig.depthStencilInfo.depthTestEnable = VK_FALSE;
|
||||
pipelineConfig.depthStencilInfo.depthWriteEnable = VK_FALSE;
|
||||
pipelineConfig.depthStencilInfo.depthCompareOp = VK_COMPARE_OP_ALWAYS;
|
||||
pipelineConfig.colorAttachments = {drawImageFormat};
|
||||
pipelineConfig.depthAttachment = VK_FORMAT_UNDEFINED;
|
||||
|
||||
pipelineConfig.vertexBindingDescriptions = {
|
||||
VkVertexInputBindingDescription{
|
||||
.binding = 0,
|
||||
.stride = sizeof(QuadVertex),
|
||||
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX,
|
||||
}
|
||||
};
|
||||
pipelineConfig.vertexAttributeDescriptions = {
|
||||
VkVertexInputAttributeDescription{
|
||||
.location = 0,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32_SFLOAT,
|
||||
.offset = offsetof(QuadVertex, position),
|
||||
},
|
||||
VkVertexInputAttributeDescription{
|
||||
.location = 1,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32_SFLOAT,
|
||||
.offset = offsetof(QuadVertex, uv),
|
||||
},
|
||||
VkVertexInputAttributeDescription{
|
||||
.location = 2,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
|
||||
.offset = offsetof(QuadVertex, color),
|
||||
},
|
||||
VkVertexInputAttributeDescription{
|
||||
.location = 3,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32_UINT,
|
||||
.offset = offsetof(QuadVertex, textureId),
|
||||
},
|
||||
};
|
||||
|
||||
pipelineConfig.colorBlendAttachment.blendEnable = VK_TRUE;
|
||||
pipelineConfig.colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
|
||||
pipelineConfig.colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
pipelineConfig.colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
|
||||
pipelineConfig.colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
|
||||
pipelineConfig.colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
pipelineConfig.colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
|
||||
|
||||
pipeline = std::make_unique<Pipeline>(
|
||||
gfxDevice,
|
||||
vertexShader.string(),
|
||||
fragmentShader.string(),
|
||||
pipelineConfig);
|
||||
} catch (...) {
|
||||
cleanup(gfxDevice);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
void QuadRendererPass::draw(
|
||||
VkCommandBuffer cmd,
|
||||
GfxDevice& gfxDevice,
|
||||
RenderResources& resources,
|
||||
const GPUImage& target,
|
||||
const glm::mat4& projection)
|
||||
{
|
||||
auto& quadManager = QuadRenderingManager::GetInstance();
|
||||
const auto& quads = quadManager.GetQuads();
|
||||
if (!pipeline || quads.empty()) {
|
||||
quadManager.ClearQuads();
|
||||
return;
|
||||
}
|
||||
|
||||
const std::size_t numQuads = quads.size();
|
||||
if (numQuads > std::numeric_limits<std::size_t>::max() / VerticesPerQuad) {
|
||||
throw std::overflow_error("Too many quads submitted for rendering");
|
||||
}
|
||||
|
||||
const std::size_t numVertices = numQuads * VerticesPerQuad;
|
||||
const std::size_t numIndices = numQuads * IndicesPerQuad;
|
||||
|
||||
if (numVertices > std::numeric_limits<std::uint32_t>::max()) {
|
||||
throw std::overflow_error("Too many quad vertices submitted for rendering");
|
||||
}
|
||||
|
||||
ensureCapacity(gfxDevice, numQuads);
|
||||
|
||||
const ImageID whiteTextureId = resources.getWhiteTextureID();
|
||||
|
||||
auto* vertexMapped = reinterpret_cast<std::uint8_t*>(vertexBuffer.info.pMappedData);
|
||||
auto* indexMapped = reinterpret_cast<std::uint8_t*>(indexBuffer.info.pMappedData);
|
||||
|
||||
constexpr std::array<glm::vec2, 4> localCorners = {{
|
||||
glm::vec2{-0.5f, -0.5f},
|
||||
glm::vec2{ 0.5f, -0.5f},
|
||||
glm::vec2{ 0.5f, 0.5f},
|
||||
glm::vec2{-0.5f, 0.5f},
|
||||
}};
|
||||
|
||||
constexpr std::array<glm::vec2, 4> uvs = {{
|
||||
glm::vec2{0.0f, 1.0f},
|
||||
glm::vec2{1.0f, 1.0f},
|
||||
glm::vec2{1.0f, 0.0f},
|
||||
glm::vec2{0.0f, 0.0f},
|
||||
}};
|
||||
|
||||
auto* vertWrite = reinterpret_cast<QuadVertex*>(vertexMapped);
|
||||
auto* idxWrite = reinterpret_cast<std::uint32_t*>(indexMapped);
|
||||
std::uint32_t vertexBase = 0;
|
||||
|
||||
for (const auto& quad : quads) {
|
||||
const float cosA = std::cos(quad.rotation);
|
||||
const float sinA = std::sin(quad.rotation);
|
||||
const glm::vec2 halfSize = quad.size * 0.5f;
|
||||
const ImageID texId = (quad.textureId == NULL_IMAGE_ID) ? whiteTextureId : quad.textureId;
|
||||
|
||||
for (std::size_t v = 0; v < VerticesPerQuad; ++v) {
|
||||
glm::vec2 localPos = localCorners[v] * halfSize;
|
||||
glm::vec2 rotatedPos = rotatePoint(localPos, cosA, sinA);
|
||||
glm::vec2 worldPos = quad.position + rotatedPos;
|
||||
|
||||
vertWrite[vertexBase + v] = QuadVertex{
|
||||
.position = worldPos,
|
||||
.uv = uvs[v],
|
||||
.color = quad.color,
|
||||
.textureId = static_cast<std::uint32_t>(texId),
|
||||
};
|
||||
}
|
||||
|
||||
const std::uint32_t idxOffset = vertexBase / 4 * 6;
|
||||
idxWrite[idxOffset + 0] = vertexBase + 0;
|
||||
idxWrite[idxOffset + 1] = vertexBase + 1;
|
||||
idxWrite[idxOffset + 2] = vertexBase + 2;
|
||||
idxWrite[idxOffset + 3] = vertexBase + 0;
|
||||
idxWrite[idxOffset + 4] = vertexBase + 2;
|
||||
idxWrite[idxOffset + 5] = vertexBase + 3;
|
||||
vertexBase += VerticesPerQuad;
|
||||
}
|
||||
|
||||
auto& memMgr = gfxDevice.getMemoryManager();
|
||||
memMgr.flushAllocation(vertexBuffer, 0, numVertices * sizeof(QuadVertex));
|
||||
memMgr.flushAllocation(indexBuffer, 0, numIndices * sizeof(std::uint32_t));
|
||||
|
||||
auto renderInfo = vkutil::createRenderingInfo({
|
||||
.renderExtent = target.getExtent2D(),
|
||||
.colorImageView = target.imageView,
|
||||
});
|
||||
|
||||
vkCmdBeginRendering(cmd, &renderInfo.renderingInfo);
|
||||
|
||||
pipeline->bind(cmd);
|
||||
resources.bindBindlessDescSet(cmd, pipelineLayout);
|
||||
|
||||
const auto viewport = VkViewport{
|
||||
.x = 0.0f,
|
||||
.y = 0.0f,
|
||||
.width = static_cast<float>(target.extent.width),
|
||||
.height = static_cast<float>(target.extent.height),
|
||||
.minDepth = 0.0f,
|
||||
.maxDepth = 1.0f,
|
||||
};
|
||||
vkCmdSetViewport(cmd, 0, 1, &viewport);
|
||||
|
||||
const auto scissor = VkRect2D{
|
||||
.offset = {},
|
||||
.extent = target.getExtent2D(),
|
||||
};
|
||||
vkCmdSetScissor(cmd, 0, 1, &scissor);
|
||||
vkCmdSetPolygonModeEXT(cmd, VK_POLYGON_MODE_FILL);
|
||||
|
||||
vkCmdPushConstants(
|
||||
cmd,
|
||||
pipelineLayout,
|
||||
VK_SHADER_STAGE_VERTEX_BIT,
|
||||
0,
|
||||
sizeof(glm::mat4),
|
||||
&projection);
|
||||
|
||||
const VkBuffer vertexBufferHandle = vertexBuffer.buffer;
|
||||
const VkDeviceSize vertexBufferOffset = 0;
|
||||
vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBufferHandle, &vertexBufferOffset);
|
||||
|
||||
const VkBuffer indexBufferHandle = indexBuffer.buffer;
|
||||
vkCmdBindIndexBuffer(cmd, indexBufferHandle, 0, VK_INDEX_TYPE_UINT32);
|
||||
|
||||
vkCmdDrawIndexed(cmd, static_cast<std::uint32_t>(numIndices), 1, 0, 0, 0);
|
||||
|
||||
vkCmdEndRendering(cmd);
|
||||
quadManager.ClearQuads();
|
||||
}
|
||||
|
||||
void QuadRendererPass::cleanup(GfxDevice& gfxDevice)
|
||||
{
|
||||
pipeline.reset();
|
||||
|
||||
if (pipelineLayout != VK_NULL_HANDLE && gfxDevice.getDevice() != VK_NULL_HANDLE) {
|
||||
vkDestroyPipelineLayout(gfxDevice.getDevice(), pipelineLayout, nullptr);
|
||||
}
|
||||
pipelineLayout = VK_NULL_HANDLE;
|
||||
|
||||
if (vertexBuffer.buffer != VK_NULL_HANDLE) {
|
||||
gfxDevice.destroyBuffer(vertexBuffer);
|
||||
}
|
||||
if (indexBuffer.buffer != VK_NULL_HANDLE) {
|
||||
gfxDevice.destroyBuffer(indexBuffer);
|
||||
}
|
||||
quadCapacity = 0;
|
||||
}
|
||||
|
||||
void QuadRendererPass::ensureCapacity(
|
||||
GfxDevice& gfxDevice,
|
||||
std::size_t requiredQuads)
|
||||
{
|
||||
if (requiredQuads <= quadCapacity) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::size_t newCapacity = std::max(quadCapacity, InitialQuadCapacity);
|
||||
while (newCapacity < requiredQuads) {
|
||||
if (newCapacity > std::numeric_limits<std::size_t>::max() / 2) {
|
||||
newCapacity = requiredQuads;
|
||||
break;
|
||||
}
|
||||
newCapacity *= 2;
|
||||
}
|
||||
|
||||
gfxDevice.waitIdle();
|
||||
|
||||
if (vertexBuffer.buffer != VK_NULL_HANDLE) {
|
||||
gfxDevice.destroyBuffer(vertexBuffer);
|
||||
}
|
||||
vertexBuffer = gfxDevice.createBuffer(
|
||||
newCapacity * VerticesPerQuad * sizeof(QuadVertex),
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
|
||||
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
|
||||
|
||||
if (indexBuffer.buffer != VK_NULL_HANDLE) {
|
||||
gfxDevice.destroyBuffer(indexBuffer);
|
||||
}
|
||||
indexBuffer = gfxDevice.createBuffer(
|
||||
newCapacity * IndicesPerQuad * sizeof(std::uint32_t),
|
||||
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
|
||||
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
|
||||
|
||||
quadCapacity = newCapacity;
|
||||
}
|
||||
@@ -1,14 +1,10 @@
|
||||
#include <destrum/Graphics/Renderer.h>
|
||||
|
||||
#include <destrum/Graphics/Managers/LineRenderingManager.h>
|
||||
#include <destrum/Graphics/Managers/QuadRenderingManager.h>
|
||||
#include <destrum/Graphics/Util.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <numeric>
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include "volk.h"
|
||||
#include "destrum/Util/GameState.h"
|
||||
#include "spdlog/spdlog.h"
|
||||
@@ -34,18 +30,12 @@ void GameRenderer::init(GfxDevice& gfxDevice, RenderResources& _resources, glm::
|
||||
meshPipeline = std::make_unique<MeshPipeline>();
|
||||
meshPipeline->init(gfxDevice, _resources, drawImageFormat, depthImageFormat);
|
||||
|
||||
skyboxPipeline = std::make_unique<SkyboxPipeline>();
|
||||
skyboxPipeline = std::make_unique<SkyboxPipeline>();
|
||||
skyboxPipeline->init(gfxDevice, _resources, drawImageFormat, depthImageFormat);
|
||||
|
||||
skinningPipeline = std::make_unique<SkinningPipeline>();
|
||||
skinningPipeline->init(gfxDevice);
|
||||
|
||||
lineRenderingPass = std::make_unique<LineRenderingPass>();
|
||||
lineRenderingPass->init(gfxDevice, drawImageFormat);
|
||||
|
||||
quadRendererPass = std::make_unique<QuadRendererPass>();
|
||||
quadRendererPass->init(gfxDevice, _resources, drawImageFormat);
|
||||
|
||||
GameState::GetInstance().SetRenderer(this);
|
||||
initialized = true;
|
||||
} catch (...) {
|
||||
@@ -59,7 +49,6 @@ void GameRenderer::beginDrawing(GfxDevice& gfxDevice)
|
||||
flushMaterialUpdates(gfxDevice);
|
||||
meshDrawCommands.clear();
|
||||
skinningPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
|
||||
QuadRenderingManager::GetInstance().ClearQuads();
|
||||
}
|
||||
|
||||
void GameRenderer::endDrawing()
|
||||
@@ -205,41 +194,7 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
|
||||
vkCmdEndRendering(cmd);
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "LineRenderingPass::draw");
|
||||
|
||||
lineRenderingPass->draw(
|
||||
cmd,
|
||||
gfxDevice,
|
||||
drawImage,
|
||||
camera,
|
||||
LineRenderingManager::GetInstance());
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "QuadRendererPass::draw");
|
||||
|
||||
quadRendererPass->draw(
|
||||
cmd,
|
||||
gfxDevice,
|
||||
*resources,
|
||||
drawImage,
|
||||
glm::ortho(0.0f,
|
||||
static_cast<float>(drawImage.extent.width),
|
||||
static_cast<float>(drawImage.extent.height),
|
||||
0.0f, -1.0f, 1.0f));
|
||||
}
|
||||
// vkutil::cmdEndLabel(cmd);
|
||||
}
|
||||
|
||||
void GameRenderer::drawQuads(
|
||||
VkCommandBuffer cmd,
|
||||
GfxDevice& gfxDevice,
|
||||
const glm::mat4& projection)
|
||||
{
|
||||
const auto& drawImage = resources->getImage(drawImageId);
|
||||
quadRendererPass->draw(cmd, gfxDevice, *resources, drawImage, projection);
|
||||
// vkutil::cmdEndLabel(cmd);
|
||||
}
|
||||
|
||||
void GameRenderer::cleanup(GfxDevice& gfxDevice)
|
||||
@@ -250,15 +205,9 @@ void GameRenderer::cleanup(GfxDevice& gfxDevice)
|
||||
vkDeviceWaitIdle(device);
|
||||
}
|
||||
|
||||
if (skinningPipeline)
|
||||
if (skinningPipeline)
|
||||
skinningPipeline->cleanup(gfxDevice);
|
||||
|
||||
if (lineRenderingPass)
|
||||
lineRenderingPass->cleanup(gfxDevice);
|
||||
|
||||
if (quadRendererPass)
|
||||
quadRendererPass->cleanup(gfxDevice);
|
||||
|
||||
if (skyboxPipeline)
|
||||
skyboxPipeline->cleanup(device);
|
||||
|
||||
@@ -279,8 +228,6 @@ if (skinningPipeline)
|
||||
meshPipeline.reset();
|
||||
skyboxPipeline.reset();
|
||||
skinningPipeline.reset();
|
||||
lineRenderingPass.reset();
|
||||
quadRendererPass.reset();
|
||||
pendingMaterialUploads.clear();
|
||||
meshDrawCommands.clear();
|
||||
sortedMeshDrawCommands.clear();
|
||||
|
||||
@@ -46,11 +46,11 @@ void InputManager::BeginFrame() {
|
||||
|
||||
m_textInput.clear();
|
||||
|
||||
// Relative mouse accumulators are filled during SDL event processing
|
||||
// and consumed by game code each frame. Reset them here (before events
|
||||
// are processed) so this frame accumulates fresh deltas.
|
||||
m_mouseRelDX = 0;
|
||||
m_mouseRelDY = 0;
|
||||
// Update mouse delta based on last known position
|
||||
m_mouseDX = m_mouseX - m_prevMouseX;
|
||||
m_mouseDY = m_mouseY - m_prevMouseY;
|
||||
m_prevMouseX = m_mouseX;
|
||||
m_prevMouseY = m_mouseY;
|
||||
|
||||
// Clear controller "edge" sets + snapshot axes
|
||||
for (auto& [id, pad]: m_pads) {
|
||||
@@ -60,12 +60,6 @@ void InputManager::BeginFrame() {
|
||||
}
|
||||
}
|
||||
|
||||
void InputManager::SetMouseCaptured(bool captured) {
|
||||
if (captured == m_MouseCaptured) return;
|
||||
m_MouseCaptured = captured;
|
||||
SDL_SetRelativeMouseMode(captured ? SDL_TRUE : SDL_FALSE);
|
||||
}
|
||||
|
||||
void InputManager::AddController(int deviceIndex) {
|
||||
if (!SDL_IsGameController(deviceIndex)) return;
|
||||
|
||||
@@ -140,8 +134,6 @@ bool InputManager::ProcessEvent(const SDL_Event& e) {
|
||||
case SDL_MOUSEMOTION: {
|
||||
m_mouseX = e.motion.x;
|
||||
m_mouseY = e.motion.y;
|
||||
m_mouseRelDX += e.motion.xrel;
|
||||
m_mouseRelDY += e.motion.yrel;
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
@@ -26,12 +26,9 @@
|
||||
#include <cstdarg>
|
||||
#include <cstdio>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <stdexcept>
|
||||
#include <thread>
|
||||
#include <unordered_map>
|
||||
#include <unordered_set>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
@@ -279,84 +276,6 @@ namespace
|
||||
throw std::runtime_error("Cannot create Jolt body without a valid shape.");
|
||||
}
|
||||
}
|
||||
|
||||
class SensorContactListener final : public ContactListener
|
||||
{
|
||||
public:
|
||||
using BodyPair = std::pair<BodyID, BodyID>;
|
||||
|
||||
struct PairHash {
|
||||
std::size_t operator()(const BodyPair& p) const {
|
||||
return std::hash<uint32_t>{}(
|
||||
p.first.GetIndexAndSequenceNumber() ^
|
||||
(p.second.GetIndexAndSequenceNumber() << 7));
|
||||
}
|
||||
};
|
||||
|
||||
struct PairData {
|
||||
GameObject* objA{nullptr};
|
||||
GameObject* objB{nullptr};
|
||||
bool sensorA{false};
|
||||
bool sensorB{false};
|
||||
};
|
||||
|
||||
ValidateResult OnContactValidate(const Body&, const Body&, RVec3Arg,
|
||||
const CollideShapeResult&) override
|
||||
{
|
||||
return ValidateResult::AcceptAllContactsForThisBodyPair;
|
||||
}
|
||||
|
||||
void OnContactAdded(const Body& body1, const Body& body2,
|
||||
const ContactManifold&, ContactSettings& ioSettings) override
|
||||
{
|
||||
if (body1.IsSensor() || body2.IsSensor())
|
||||
{
|
||||
PairData data;
|
||||
data.objA = reinterpret_cast<GameObject*>(body1.GetUserData());
|
||||
data.objB = reinterpret_cast<GameObject*>(body2.GetUserData());
|
||||
data.sensorA = body1.IsSensor();
|
||||
data.sensorB = body2.IsSensor();
|
||||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
m_Overlaps.insert_or_assign(MakePair(body1.GetID(), body2.GetID()), data);
|
||||
}
|
||||
}
|
||||
|
||||
void OnContactPersisted(const Body& body1, const Body& body2,
|
||||
const ContactManifold&, ContactSettings&) override
|
||||
{
|
||||
}
|
||||
|
||||
void OnContactRemoved(const SubShapeIDPair& subShapePair) override
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
m_Overlaps.erase(MakePair(subShapePair.GetBody1ID(), subShapePair.GetBody2ID()));
|
||||
}
|
||||
|
||||
void Clear()
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
m_Overlaps.clear();
|
||||
}
|
||||
|
||||
std::unordered_map<BodyPair, PairData, PairHash> SwapOverlaps()
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
return std::move(m_Overlaps);
|
||||
}
|
||||
|
||||
private:
|
||||
static BodyPair MakePair(BodyID a, BodyID b)
|
||||
{
|
||||
if (a.GetIndexAndSequenceNumber() < b.GetIndexAndSequenceNumber())
|
||||
{
|
||||
return {a, b};
|
||||
}
|
||||
return {b, a};
|
||||
}
|
||||
|
||||
std::mutex m_Mutex;
|
||||
std::unordered_map<BodyPair, PairData, PairHash> m_Overlaps;
|
||||
};
|
||||
} // namespace
|
||||
|
||||
class JoltPhysicsWorld::Impl
|
||||
@@ -388,7 +307,6 @@ public:
|
||||
m_ObjectVsBroadPhaseLayerFilter,
|
||||
m_ObjectLayerPairFilter);
|
||||
|
||||
m_PhysicsSystem.SetContactListener(&m_SensorListener);
|
||||
m_PhysicsSystem.SetGravity(ToJoltVec3(settings.gravity));
|
||||
}
|
||||
|
||||
@@ -508,15 +426,6 @@ public:
|
||||
collisionSteps,
|
||||
m_TempAllocator.get(),
|
||||
m_JobSystem.get());
|
||||
|
||||
ProcessSensorOverlaps();
|
||||
}
|
||||
|
||||
std::vector<TriggerEvent> ConsumeTriggerEvents()
|
||||
{
|
||||
std::vector<TriggerEvent> events;
|
||||
m_TriggerEvents.swap(events);
|
||||
return events;
|
||||
}
|
||||
|
||||
void SyncKinematicBodiesToPhysics()
|
||||
@@ -717,43 +626,6 @@ private:
|
||||
return {};
|
||||
}
|
||||
|
||||
void ProcessSensorOverlaps()
|
||||
{
|
||||
const auto currentOverlaps = m_SensorListener.SwapOverlaps();
|
||||
|
||||
for (const auto& [pair, data] : currentOverlaps)
|
||||
{
|
||||
if (m_PreviousSensorOverlaps.find(pair) == m_PreviousSensorOverlaps.end())
|
||||
{
|
||||
if (data.sensorA && data.objA)
|
||||
{
|
||||
m_TriggerEvents.push_back({data.objA, data.objB, true});
|
||||
}
|
||||
if (data.sensorB && data.objB)
|
||||
{
|
||||
m_TriggerEvents.push_back({data.objB, data.objA, true});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& [pair, data] : m_PreviousSensorOverlaps)
|
||||
{
|
||||
if (currentOverlaps.find(pair) == currentOverlaps.end())
|
||||
{
|
||||
if (data.sensorA && data.objA)
|
||||
{
|
||||
m_TriggerEvents.push_back({data.objA, data.objB, false});
|
||||
}
|
||||
if (data.sensorB && data.objB)
|
||||
{
|
||||
m_TriggerEvents.push_back({data.objB, data.objA, false});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_PreviousSensorOverlaps = std::move(currentOverlaps);
|
||||
}
|
||||
|
||||
Settings m_Settings{};
|
||||
|
||||
BPLayerInterfaceImpl m_BPLayerInterface{};
|
||||
@@ -767,10 +639,6 @@ private:
|
||||
|
||||
std::unordered_map<std::uint32_t, BodyRecord> m_Bodies;
|
||||
std::uint32_t m_NextHandle{0};
|
||||
|
||||
SensorContactListener m_SensorListener;
|
||||
std::unordered_map<SensorContactListener::BodyPair, SensorContactListener::PairData, SensorContactListener::PairHash> m_PreviousSensorOverlaps;
|
||||
std::vector<TriggerEvent> m_TriggerEvents;
|
||||
};
|
||||
|
||||
JoltPhysicsWorld::JoltPhysicsWorld(const Settings& settings)
|
||||
@@ -842,8 +710,3 @@ bool JoltPhysicsWorld::Raycast(const glm::vec3& origin,
|
||||
{
|
||||
return m_Impl->Raycast(origin, direction, maxDistance, hit);
|
||||
}
|
||||
|
||||
std::vector<TriggerEvent> JoltPhysicsWorld::ConsumeTriggerEvents()
|
||||
{
|
||||
return m_Impl->ConsumeTriggerEvents();
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
#include <destrum/Physics/PhysicsSceneBridge.h>
|
||||
|
||||
#include <destrum/Components/Physics/Rigidbody.h>
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
|
||||
PhysicsSceneBridge::PhysicsSceneBridge(std::unique_ptr<PhysicsWorld> world)
|
||||
@@ -9,16 +8,14 @@ PhysicsSceneBridge::PhysicsSceneBridge(std::unique_ptr<PhysicsWorld> world)
|
||||
}
|
||||
|
||||
void PhysicsSceneBridge::RegisterGameObject(GameObject& object) {
|
||||
if (!m_World) return;
|
||||
if (auto* rb = object.GetComponent<Rigidbody>()) {
|
||||
if (!rb->HasPhysicsBody() || rb->GetPhysicsWorld() != m_World.get()) {
|
||||
if (!rb->HasPhysicsBody() || rb->GetPhysicsWorld() != &GetWorld()) {
|
||||
m_World->RegisterRigidbody(*rb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsSceneBridge::UnregisterGameObject(GameObject& object) {
|
||||
if (!m_World) return;
|
||||
if (auto* rb = object.GetComponent<Rigidbody>()) {
|
||||
if (rb->GetPhysicsWorld() == m_World.get()) {
|
||||
m_World->UnregisterRigidbody(*rb);
|
||||
@@ -27,29 +24,13 @@ void PhysicsSceneBridge::UnregisterGameObject(GameObject& object) {
|
||||
}
|
||||
|
||||
void PhysicsSceneBridge::RefreshGameObject(GameObject& object) {
|
||||
if (!m_World) return;
|
||||
if (auto* rb = object.GetComponent<Rigidbody>()) {
|
||||
m_World->RefreshRigidbody(*rb);
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsSceneBridge::FixedUpdate(float fixedDt) {
|
||||
if (!m_World) return;
|
||||
m_World->SyncKinematicBodiesToPhysics();
|
||||
m_World->Step(fixedDt);
|
||||
|
||||
for (const auto& event : m_World->ConsumeTriggerEvents()) {
|
||||
if (event.owner == nullptr) continue;
|
||||
for (const auto& component : event.owner->GetComponents()) {
|
||||
if (component && !component->IsBeingDestroyed() && component->isEnabled()) {
|
||||
if (event.entered) {
|
||||
component->OnTriggerEnter(event.other);
|
||||
} else {
|
||||
component->OnTriggerExit(event.other);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_World->SyncDynamicBodiesToTransforms();
|
||||
}
|
||||
|
||||
@@ -23,12 +23,7 @@ namespace {
|
||||
}
|
||||
|
||||
Scene::Scene(const std::string& name)
|
||||
: Scene(name, std::make_unique<JoltPhysicsWorld>()) {
|
||||
}
|
||||
|
||||
Scene::Scene(const std::string& name, std::unique_ptr<PhysicsWorld> physicsWorld)
|
||||
: m_Physics(std::move(physicsWorld)),
|
||||
m_name(name),
|
||||
: m_name(name),
|
||||
m_id(++m_idCounter) {
|
||||
}
|
||||
|
||||
|
||||
@@ -8,40 +8,50 @@
|
||||
#include <destrum/Util/DeltaTime.h>
|
||||
|
||||
Scene& SceneManager::GetCurrentScene() const {
|
||||
if (m_activeScenes.empty()) {
|
||||
throw std::out_of_range("No active scenes are available");
|
||||
if (m_scenes.empty()) {
|
||||
throw std::out_of_range("No scenes are available");
|
||||
}
|
||||
return *m_activeScenes.front();
|
||||
|
||||
if (m_ActiveSceneIndex < 0 || m_ActiveSceneIndex >= static_cast<int>(m_scenes.size())) {
|
||||
throw std::out_of_range("Active scene index is invalid");
|
||||
}
|
||||
|
||||
return *m_scenes[static_cast<std::size_t>(m_ActiveSceneIndex)];
|
||||
}
|
||||
|
||||
void SceneManager::Update(float dt) {
|
||||
for (const auto& scene : m_activeScenes) {
|
||||
if (m_scenes.empty()) return;
|
||||
(void)GetCurrentScene();
|
||||
const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
|
||||
scene->Update(dt);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::FixedUpdate(float dt) {
|
||||
for (const auto& scene : m_activeScenes) {
|
||||
if (m_scenes.empty()) return;
|
||||
(void)GetCurrentScene();
|
||||
const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
|
||||
scene->FixedUpdate(dt);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::LateUpdate(float dt) {
|
||||
for (const auto& scene : m_activeScenes) {
|
||||
if (m_scenes.empty()) return;
|
||||
(void)GetCurrentScene();
|
||||
const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
|
||||
scene->LateUpdate(dt);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::Render(const RenderContext& ctx) {
|
||||
for (const auto& scene : m_activeScenes) {
|
||||
if (m_scenes.empty()) return;
|
||||
(void)GetCurrentScene();
|
||||
const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
|
||||
scene->Render(ctx);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::RenderImgui() {
|
||||
for (const auto& scene : m_activeScenes) {
|
||||
if (m_scenes.empty()) return;
|
||||
(void)GetCurrentScene();
|
||||
const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
|
||||
scene->RenderImgui();
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::HandleGameObjectDestroy() {
|
||||
@@ -51,7 +61,7 @@ void SceneManager::HandleGameObjectDestroy() {
|
||||
}
|
||||
|
||||
void SceneManager::DestroyGameObjects() {
|
||||
for (const auto& scene : m_scenes) {
|
||||
for (const auto& scene: m_scenes) {
|
||||
scene->DestroyGameObjects();
|
||||
}
|
||||
}
|
||||
@@ -63,22 +73,37 @@ void SceneManager::UnloadAllScenes() {
|
||||
}
|
||||
|
||||
void SceneManager::HandleSceneDestroy() {
|
||||
const std::shared_ptr<Scene> activeScene =
|
||||
m_ActiveSceneIndex >= 0 &&
|
||||
m_ActiveSceneIndex < static_cast<int>(m_scenes.size())
|
||||
? m_scenes[static_cast<std::size_t>(m_ActiveSceneIndex)]
|
||||
: nullptr;
|
||||
|
||||
for (auto it = m_scenes.begin(); it != m_scenes.end();) {
|
||||
if ((*it)->IsBeingUnloaded()) {
|
||||
const auto activeIt = std::find(m_activeScenes.begin(), m_activeScenes.end(), *it);
|
||||
if (activeIt != m_activeScenes.end()) {
|
||||
m_activeScenes.erase(activeIt);
|
||||
}
|
||||
it = m_scenes.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
// Remove any stale active scenes that are no longer in the scene list.
|
||||
std::erase_if(m_activeScenes, [this](const auto& scene) {
|
||||
return std::find(m_scenes.begin(), m_scenes.end(), scene) == m_scenes.end();
|
||||
});
|
||||
if (m_scenes.empty()) {
|
||||
m_ActiveSceneIndex = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (activeScene != nullptr) {
|
||||
const auto activeIt = std::find(m_scenes.begin(), m_scenes.end(), activeScene);
|
||||
if (activeIt != m_scenes.end()) {
|
||||
m_ActiveSceneIndex = static_cast<int>(std::distance(m_scenes.begin(), activeIt));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
m_ActiveSceneIndex = std::clamp(
|
||||
m_ActiveSceneIndex,
|
||||
0,
|
||||
static_cast<int>(m_scenes.size()) - 1);
|
||||
}
|
||||
|
||||
void SceneManager::HandleScene() {
|
||||
@@ -88,6 +113,7 @@ void SceneManager::HandleScene() {
|
||||
|
||||
void SceneManager::Destroy() {
|
||||
if (m_scenes.empty()) {
|
||||
m_ActiveSceneIndex = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -98,60 +124,25 @@ void SceneManager::Destroy() {
|
||||
}
|
||||
|
||||
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");
|
||||
}
|
||||
|
||||
for (const auto& scene : m_activeScenes) {
|
||||
scene->UnloadBindings();
|
||||
if (index == m_ActiveSceneIndex) {
|
||||
return;
|
||||
}
|
||||
m_activeScenes.clear();
|
||||
m_activeScenes.push_back(m_scenes[static_cast<std::size_t>(index)]);
|
||||
m_activeScenes.back()->LoadBindings();
|
||||
|
||||
m_scenes[static_cast<std::size_t>(m_ActiveSceneIndex)]->UnloadBindings();
|
||||
m_ActiveSceneIndex = index;
|
||||
m_scenes[static_cast<std::size_t>(m_ActiveSceneIndex)]->LoadBindings();
|
||||
}
|
||||
|
||||
void SceneManager::AddActiveScene(int index) {
|
||||
if (index < 0 || index >= static_cast<int>(m_scenes.size())) {
|
||||
throw std::out_of_range("Scene index out of range");
|
||||
}
|
||||
|
||||
const auto& scene = m_scenes[static_cast<std::size_t>(index)];
|
||||
if (std::find(m_activeScenes.begin(), m_activeScenes.end(), scene) == m_activeScenes.end()) {
|
||||
scene->LoadBindings();
|
||||
m_activeScenes.push_back(scene);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::RemoveActiveScene(int index) {
|
||||
if (index < 0 || index >= static_cast<int>(m_scenes.size())) {
|
||||
throw std::out_of_range("Scene index out of range");
|
||||
}
|
||||
|
||||
const auto& scene = m_scenes[static_cast<std::size_t>(index)];
|
||||
const auto it = std::find(m_activeScenes.begin(), m_activeScenes.end(), scene);
|
||||
if (it != m_activeScenes.end()) {
|
||||
(*it)->UnloadBindings();
|
||||
m_activeScenes.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
int SceneManager::GetActiveSceneId() const {
|
||||
if (m_scenes.empty() || m_activeScenes.empty()) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
const auto it = std::find(m_scenes.begin(), m_scenes.end(), m_activeScenes.front());
|
||||
if (it == m_scenes.end()) {
|
||||
return -1;
|
||||
}
|
||||
return static_cast<int>(std::distance(m_scenes.begin(), it));
|
||||
}
|
||||
|
||||
Scene& SceneManager::CreateScene(const std::string& name) {
|
||||
Scene &SceneManager::CreateScene(const std::string &name) {
|
||||
const auto scene = std::shared_ptr<Scene>(new Scene(name));
|
||||
m_scenes.push_back(scene);
|
||||
if (m_scenes.size() == 1) {
|
||||
m_activeScenes.push_back(scene);
|
||||
m_ActiveSceneIndex = 0;
|
||||
}
|
||||
return *scene;
|
||||
}
|
||||
@@ -16,10 +16,8 @@
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
#include <destrum/ObjectModel/ObjectId.h>
|
||||
#include <destrum/ObjectModel/Transform.h>
|
||||
#include <destrum/Assets/AssetReference.h>
|
||||
#include <destrum/Components/Physics/Collider.h>
|
||||
#include <destrum/Components/Physics/Rigidbody.h>
|
||||
#include <destrum/FS/AssetFS.h>
|
||||
#include <destrum/Serialization/ComponentFactory.h>
|
||||
#include <destrum/Serialization/ComponentRegistry.h>
|
||||
|
||||
@@ -203,78 +201,6 @@ namespace {
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[[nodiscard]] bool AssetFileExists(const std::string& path) {
|
||||
if (path.empty()) {
|
||||
return true;
|
||||
}
|
||||
|
||||
std::filesystem::path fullPath;
|
||||
if (path.find("://") != std::string::npos) {
|
||||
try {
|
||||
fullPath = AssetFS::GetInstance().GetFullPath(path);
|
||||
} catch (const std::exception&) {
|
||||
return false;
|
||||
}
|
||||
} else {
|
||||
fullPath = path;
|
||||
}
|
||||
|
||||
return std::filesystem::exists(fullPath);
|
||||
}
|
||||
|
||||
void ValidateAssetReferences(const json& root, const std::filesystem::path& scenePath) {
|
||||
const auto report = [&](const std::string& objectName, const std::string& detail) {
|
||||
std::cerr << "Scene asset warning (" << scenePath << "): " << objectName
|
||||
<< " references \"" << detail << "\" which could not be found\n";
|
||||
};
|
||||
|
||||
for (const auto& objectJson : root.at("objects")) {
|
||||
const std::string objectName = objectJson.value("name", "GameObject");
|
||||
if (!objectJson.contains("components")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (const auto& componentJson : objectJson.at("components")) {
|
||||
if (!componentJson.contains("data")) {
|
||||
continue;
|
||||
}
|
||||
const auto& data = componentJson.at("data");
|
||||
|
||||
// MeshRendererComponent: meshKey / materialKey are asset cache keys.
|
||||
for (const char* key : {"meshKey", "materialKey"}) {
|
||||
if (data.contains(key) && data.at(key).is_string()) {
|
||||
const std::string cacheKey = data.at(key).get<std::string>();
|
||||
if (cacheKey.empty()) continue;
|
||||
const auto asset = AssetReference::fromCacheKey(cacheKey);
|
||||
if (asset && !AssetFileExists(asset->path)) {
|
||||
report(objectName, cacheKey);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Generic: any nested object with a "path" field is an AssetReference.
|
||||
std::function<void(const json&)> walk = [&](const json& node) {
|
||||
if (node.is_object()) {
|
||||
if (node.contains("path") && node.at("path").is_string()) {
|
||||
const std::string path = node.at("path").get<std::string>();
|
||||
if (!path.empty() && !AssetFileExists(path)) {
|
||||
report(objectName, path);
|
||||
}
|
||||
}
|
||||
for (auto it = node.begin(); it != node.end(); ++it) {
|
||||
walk(it.value());
|
||||
}
|
||||
} else if (node.is_array()) {
|
||||
for (const auto& element : node) {
|
||||
walk(element);
|
||||
}
|
||||
}
|
||||
};
|
||||
walk(data);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool SceneSerializer::Save(Scene& scene, const std::filesystem::path& path) {
|
||||
@@ -364,45 +290,30 @@ bool SceneSerializer::Save(Scene& scene, const std::filesystem::path& path) {
|
||||
return true;
|
||||
}
|
||||
|
||||
SceneSerializer::LoadResult SceneSerializer::LoadSceneFile(const std::filesystem::path& path) {
|
||||
LoadResult result;
|
||||
|
||||
std::ifstream file(path);
|
||||
if (!file.is_open()) {
|
||||
result.errorMessage = "Failed to open scene file for reading: " + path.string();
|
||||
std::cerr << result.errorMessage << '\n';
|
||||
return result;
|
||||
}
|
||||
|
||||
try {
|
||||
file >> result.root;
|
||||
if (!ValidateSceneJson(result.root)) {
|
||||
result.errorMessage = "Invalid scene data: " + path.string();
|
||||
std::cerr << result.errorMessage << '\n';
|
||||
return result;
|
||||
}
|
||||
} catch (const std::exception& exception) {
|
||||
result.errorMessage = "Failed to parse scene file: " + std::string(exception.what());
|
||||
std::cerr << result.errorMessage << '\n';
|
||||
return result;
|
||||
}
|
||||
|
||||
ValidateAssetReferences(result.root, path);
|
||||
result.success = true;
|
||||
return result;
|
||||
}
|
||||
|
||||
bool SceneSerializer::ConstructScene(Scene& scene, LoadResult& result,
|
||||
std::function<void(float)> progressCallback) {
|
||||
bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path) {
|
||||
if (scene.IsIterating()) {
|
||||
std::cerr << "Cannot load a scene during an update or render phase: "
|
||||
<< scene.GetName() << '\n';
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!result.success) {
|
||||
std::cerr << "Cannot construct scene from a failed load result: "
|
||||
<< result.errorMessage << '\n';
|
||||
RegisterEngineComponents();
|
||||
|
||||
std::ifstream file(path);
|
||||
if (!file.is_open()) {
|
||||
std::cerr << "Failed to open scene file for reading: " << path << '\n';
|
||||
return false;
|
||||
}
|
||||
|
||||
json root;
|
||||
try {
|
||||
file >> root;
|
||||
if (!ValidateSceneJson(root)) {
|
||||
std::cerr << "Invalid scene data: " << path << '\n';
|
||||
return false;
|
||||
}
|
||||
} catch (const std::exception& exception) {
|
||||
std::cerr << "Failed to parse scene file: " << exception.what() << '\n';
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -411,16 +322,9 @@ bool SceneSerializer::ConstructScene(Scene& scene, LoadResult& result,
|
||||
return false;
|
||||
}
|
||||
|
||||
RegisterEngineComponents();
|
||||
if (progressCallback) progressCallback(0.35f);
|
||||
|
||||
const json& root = result.root;
|
||||
|
||||
// Build the replacement separately. The current scene is not touched
|
||||
// until all objects, transforms, and components have loaded successfully.
|
||||
// No physics world is created for the staging scene - physics bodies are
|
||||
// registered directly in the live scene's world once loading succeeds.
|
||||
Scene stagingScene(scene.GetName(), nullptr);
|
||||
Scene stagingScene(scene.GetName());
|
||||
std::unordered_map<ObjectId, GameObject*> idMap;
|
||||
std::vector<const json*> objectJsonList;
|
||||
std::vector<GameObject*> registeredObjects;
|
||||
@@ -439,16 +343,7 @@ bool SceneSerializer::ConstructScene(Scene& scene, LoadResult& result,
|
||||
objectJsonList.push_back(&objectJson);
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(0.4f);
|
||||
|
||||
// Move objects from pending to objects list without physics registration
|
||||
// (staging scene has no physics world).
|
||||
for (auto& pending : stagingScene.m_pendingAdditions) {
|
||||
if (pending) {
|
||||
stagingScene.m_objects.emplace_back(std::move(pending));
|
||||
}
|
||||
}
|
||||
stagingScene.m_pendingAdditions.clear();
|
||||
stagingScene.CommitPendingAdditions();
|
||||
|
||||
for (const json* objectJson : objectJsonList) {
|
||||
const ObjectId id = objectJson->at("id").get<ObjectId>();
|
||||
@@ -497,8 +392,6 @@ bool SceneSerializer::ConstructScene(Scene& scene, LoadResult& result,
|
||||
}
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(0.5f);
|
||||
|
||||
for (const json* objectJson : objectJsonList) {
|
||||
GameObject* object = idMap.at(objectJson->at("id").get<ObjectId>());
|
||||
if (!objectJson->contains("components")) {
|
||||
@@ -519,8 +412,6 @@ bool SceneSerializer::ConstructScene(Scene& scene, LoadResult& result,
|
||||
}
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(0.6f);
|
||||
|
||||
for (const auto& objectPtr : stagingScene.GetObjects()) {
|
||||
if (!objectPtr) {
|
||||
continue;
|
||||
@@ -533,8 +424,6 @@ bool SceneSerializer::ConstructScene(Scene& scene, LoadResult& result,
|
||||
}
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(0.7f);
|
||||
|
||||
// Register the replacement bodies in the live physics world before
|
||||
// touching the current scene. If any body fails, the old scene and
|
||||
// its physics state can remain intact.
|
||||
@@ -549,8 +438,6 @@ bool SceneSerializer::ConstructScene(Scene& scene, LoadResult& result,
|
||||
registeredObjects.push_back(objectPtr.get());
|
||||
}
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(0.8f);
|
||||
} catch (const std::exception& exception) {
|
||||
std::cerr << "Failed to load scene: " << exception.what() << '\n';
|
||||
for (GameObject* object : registeredObjects) {
|
||||
@@ -562,7 +449,6 @@ bool SceneSerializer::ConstructScene(Scene& scene, LoadResult& result,
|
||||
return false;
|
||||
}
|
||||
|
||||
scene.UnloadBindings();
|
||||
scene.RemoveAll();
|
||||
scene.m_objects = std::move(stagingScene.m_objects);
|
||||
scene.m_pendingAdditions = std::move(stagingScene.m_pendingAdditions);
|
||||
@@ -570,8 +456,6 @@ bool SceneSerializer::ConstructScene(Scene& scene, LoadResult& result,
|
||||
scene.m_name = root.at("name").get<std::string>();
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(0.9f);
|
||||
|
||||
for (const auto& object : scene.m_objects) {
|
||||
if (object) {
|
||||
object->SetScene(&scene);
|
||||
@@ -583,27 +467,5 @@ bool SceneSerializer::ConstructScene(Scene& scene, LoadResult& result,
|
||||
}
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(1.0f);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path,
|
||||
std::function<void(float)> progressCallback) {
|
||||
if (progressCallback) progressCallback(0.0f);
|
||||
|
||||
auto result = LoadSceneFile(path);
|
||||
if (!result.success) {
|
||||
if (progressCallback) progressCallback(1.0f);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(0.3f);
|
||||
return ConstructScene(scene, result, std::move(progressCallback));
|
||||
}
|
||||
|
||||
std::future<SceneSerializer::LoadResult> SceneSerializer::LoadSceneFileAsync(
|
||||
const std::filesystem::path& path) {
|
||||
return std::async(std::launch::async, [path]() {
|
||||
return LoadSceneFile(path);
|
||||
});
|
||||
}
|
||||
|
||||
Vendored
+1
-1
Submodule destrum/third_party/imgui updated: 7e1b65d26d...d15966ff6c
@@ -6,11 +6,6 @@ set(GAME_SRC
|
||||
src/main.cpp
|
||||
|
||||
src/Lightkeeper.cpp
|
||||
|
||||
src/components/GameComponentRegistry.cpp
|
||||
src/components/FirstPersonController.cpp
|
||||
src/components/PrintComponent.cpp
|
||||
src/components/TriggerLoggerComponent.cpp
|
||||
)
|
||||
|
||||
add_executable(lightkeeper ${GAME_SRC})
|
||||
|
||||
@@ -1,16 +1,15 @@
|
||||
#ifndef LIGHTKEEPER_H
|
||||
#define LIGHTKEEPER_H
|
||||
|
||||
#include <string>
|
||||
#include <random>
|
||||
#include <vector>
|
||||
|
||||
#include <destrum/App.h>
|
||||
#include <destrum/Scene/SceneManager.h>
|
||||
#include <destrum/Graphics/RenderResources.h>
|
||||
|
||||
#include "destrum/Graphics/Resources/Cubemap.h"
|
||||
#include "destrum/ObjectModel/GameObject.h"
|
||||
|
||||
class FirstPersonController;
|
||||
class LightKeeper final : public App {
|
||||
public:
|
||||
LightKeeper();
|
||||
@@ -24,31 +23,33 @@ public:
|
||||
void onWindowResize(int newWidth, int newHeight) override;
|
||||
|
||||
private:
|
||||
void drawDebugMenuBar();
|
||||
void saveCurrentScene();
|
||||
void loadScene();
|
||||
void createEmptyScene();
|
||||
void submitBoxColliderDebugLines();
|
||||
struct FallingStar {
|
||||
GameObject* object{};
|
||||
float speed{};
|
||||
};
|
||||
|
||||
void resetGame();
|
||||
void respawnStar(FallingStar& star, float minimumHeight);
|
||||
void drawHud();
|
||||
|
||||
Camera camera{glm::vec3(0.f, 0.f, -5.f), glm::vec3(0, 1, 0)};
|
||||
|
||||
MeshID sphereMesh;
|
||||
MaterialID sphereMaterial;
|
||||
|
||||
ImageID texID;
|
||||
MeshID sphereMesh{NULL_MESH_ID};
|
||||
MaterialID playerMaterial{NULL_MATERIAL_ID};
|
||||
MaterialID starMaterial{NULL_MATERIAL_ID};
|
||||
|
||||
std::unique_ptr<CubeMap> skyboxCubemap;
|
||||
|
||||
GameObject* capybara = nullptr;
|
||||
GameObject* m_Player = nullptr;
|
||||
FirstPersonController* m_FPSController = nullptr;
|
||||
GameObject* player{nullptr};
|
||||
std::vector<FallingStar> stars;
|
||||
std::mt19937 randomEngine{0xD35A1234u};
|
||||
std::uniform_real_distribution<float> spawnX{-5.5f, 5.5f};
|
||||
std::uniform_real_distribution<float> spawnHeight{0.0f, 2.0f};
|
||||
std::uniform_real_distribution<float> spawnSpeed{2.8f, 4.2f};
|
||||
|
||||
char scenePath[512]{"scenes/debug_scene.json"};
|
||||
char newSceneName[128]{"EmptyScene"};
|
||||
std::string sceneStatus;
|
||||
bool renderBoxColliders{false};
|
||||
bool renderQuads{true};
|
||||
bool renderDebugLines{true};
|
||||
int score{0};
|
||||
int misses{0};
|
||||
bool gameOver{false};
|
||||
};
|
||||
|
||||
#endif //LIGHTKEEPER_H
|
||||
|
||||
@@ -1,48 +0,0 @@
|
||||
#ifndef LIGHTKEEPER_FIRSTPERSONCONTROLLER_H
|
||||
#define LIGHTKEEPER_FIRSTPERSONCONTROLLER_H
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <destrum/Input/InputManager.h>
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
|
||||
class Rigidbody;
|
||||
class CapsuleCollider;
|
||||
|
||||
class FirstPersonController final : public Component {
|
||||
public:
|
||||
explicit FirstPersonController(GameObject& parent);
|
||||
|
||||
std::string GetTypeName() const override { return "FirstPersonController"; }
|
||||
|
||||
void Start() override;
|
||||
void Update(float dt) override;
|
||||
void FixedUpdate(float fixedDt) override;
|
||||
void ImGuiInspector() override;
|
||||
nlohmann::json Serialize() const override;
|
||||
void Deserialize(const nlohmann::json& data) override;
|
||||
|
||||
[[nodiscard]] float GetYaw() const { return m_Yaw; }
|
||||
[[nodiscard]] float GetPitch() const { return m_Pitch; }
|
||||
[[nodiscard]] float GetEyeHeight() const { return m_EyeHeight; }
|
||||
|
||||
void SetMovementSpeed(float speed) { m_MovementSpeed = speed; }
|
||||
[[nodiscard]] float GetMovementSpeed() const { return m_MovementSpeed; }
|
||||
|
||||
void SetMouseSensitivity(float sens) { m_MouseSensitivity = sens; }
|
||||
[[nodiscard]] float GetMouseSensitivity() const { return m_MouseSensitivity; }
|
||||
|
||||
[[nodiscard]] bool IsMouseCaptured() const { return InputManager::GetInstance().IsMouseCaptured(); }
|
||||
void SetMouseCaptured(bool captured);
|
||||
|
||||
private:
|
||||
Rigidbody* m_Rigidbody{nullptr};
|
||||
CapsuleCollider* m_Capsule{nullptr};
|
||||
|
||||
float m_Yaw{0.0f};
|
||||
float m_Pitch{0.0f};
|
||||
float m_MovementSpeed{5.0f};
|
||||
float m_MouseSensitivity{0.002f};
|
||||
float m_EyeHeight{1.6f};
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,13 +0,0 @@
|
||||
#ifndef LIGHTKEEPER_GAMECOMPONENTLIST_H
|
||||
#define LIGHTKEEPER_GAMECOMPONENTLIST_H
|
||||
|
||||
#include <components/FirstPersonController.h>
|
||||
#include <components/PrintComponent.h>
|
||||
#include <components/TriggerLoggerComponent.h>
|
||||
|
||||
#define LIGHTKEEPER_GAME_COMPONENTS(X) \
|
||||
X(FirstPersonController) \
|
||||
X(PrintComponent) \
|
||||
X(TriggerLoggerComponent)
|
||||
|
||||
#endif // LIGHTKEEPER_GAMECOMPONENTLIST_H
|
||||
@@ -1,6 +0,0 @@
|
||||
#ifndef LIGHTKEEPER_GAMECOMPONENTREGISTRY_H
|
||||
#define LIGHTKEEPER_GAMECOMPONENTREGISTRY_H
|
||||
|
||||
void RegisterGameComponents();
|
||||
|
||||
#endif // LIGHTKEEPER_GAMECOMPONENTREGISTRY_H
|
||||
@@ -1,28 +0,0 @@
|
||||
#ifndef DESTRUM_PRINTCOMPONENT_H
|
||||
#define DESTRUM_PRINTCOMPONENT_H
|
||||
#include "destrum/ObjectModel/Component.h"
|
||||
|
||||
class PrintComponent: public Component {
|
||||
public:
|
||||
|
||||
PrintComponent(GameObject& parent);
|
||||
|
||||
std::string GetTypeName() const override { return "PrintComponent"; }
|
||||
void Start() override;
|
||||
void Update(float dt) override;
|
||||
void ImGuiInspector() override;
|
||||
nlohmann::json Serialize() const override;
|
||||
void Deserialize(const nlohmann::json&) override;
|
||||
|
||||
void SetMessage(std::string_view message)
|
||||
{
|
||||
m_message = message;
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
std::string m_message{};
|
||||
|
||||
};
|
||||
|
||||
#endif //DESTRUM_PRINTCOMPONENT_H
|
||||
@@ -1,22 +0,0 @@
|
||||
#ifndef DESTRUM_TRIGGERLOGGERCOMPONENT_H
|
||||
#define DESTRUM_TRIGGERLOGGERCOMPONENT_H
|
||||
#include "destrum/ObjectModel/Component.h"
|
||||
|
||||
class TriggerLoggerComponent: public Component {
|
||||
public:
|
||||
TriggerLoggerComponent(GameObject& parent);
|
||||
|
||||
std::string GetTypeName() const override { return "TriggerLoggerComponent"; }
|
||||
|
||||
void OnTriggerEnter(GameObject* other) override;
|
||||
void OnTriggerExit(GameObject* other) override;
|
||||
|
||||
nlohmann::json Serialize() const override;
|
||||
void Deserialize(const nlohmann::json&) override;
|
||||
|
||||
int triggerEnterCount{0};
|
||||
int triggerExitCount{0};
|
||||
std::string lastOtherName;
|
||||
};
|
||||
|
||||
#endif //DESTRUM_TRIGGERLOGGERCOMPONENT_H
|
||||
+196
-663
@@ -1,60 +1,35 @@
|
||||
#include "Lightkeeper.h"
|
||||
|
||||
#include <array>
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <destrum/FS/AssetFS.h>
|
||||
#include <destrum/Assets/AssetManager.h>
|
||||
#include <destrum/Graphics/Managers/LineRenderingManager.h>
|
||||
#include <destrum/Graphics/Managers/QuadRenderingManager.h>
|
||||
#include "glm/gtx/transform.hpp"
|
||||
#include "spdlog/spdlog.h"
|
||||
#include <destrum/Components/Physics/Rigidbody.h>
|
||||
#include <destrum/Components/Physics/BoxCollider.h>
|
||||
#include <destrum/Scene/Scene.h>
|
||||
#include <destrum/Serialization/SceneSerializer.h>
|
||||
|
||||
#include "destrum/Components/MeshRendererComponent.h"
|
||||
#include "destrum/Components/Rotator.h"
|
||||
#include "destrum/Components/Spinner.h"
|
||||
#include "destrum/Components/OrbitAndSpin.h"
|
||||
#include "destrum/ObjectModel/GameObject.h"
|
||||
#include "destrum/Util/ModelDoc.h"
|
||||
#include "destrum/Components/Animator.h"
|
||||
#include <components/FirstPersonController.h>
|
||||
#include <components/TriggerLoggerComponent.h>
|
||||
|
||||
|
||||
#include <filesystem>
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
#include <string_view>
|
||||
|
||||
#include "imgui.h"
|
||||
#include "components/GameComponentRegistry.h"
|
||||
#include "components/PrintComponent.h"
|
||||
#include "destrum/Components/Physics/SphereCollider.h"
|
||||
#include "destrum/Util/ModelDocUtils.h"
|
||||
#include <SDL.h>
|
||||
#include <glm/gtc/constants.hpp>
|
||||
#include <glm/gtx/transform.hpp>
|
||||
#include <imgui.h>
|
||||
|
||||
#include <destrum/Assets/AssetManager.h>
|
||||
#include <destrum/Components/MeshRendererComponent.h>
|
||||
#include <destrum/FS/AssetFS.h>
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
#include <destrum/Scene/Scene.h>
|
||||
#include <destrum/Scene/SceneManager.h>
|
||||
#include <destrum/Util/ModelDoc.h>
|
||||
#include <destrum/Util/ModelDocUtils.h>
|
||||
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
namespace {
|
||||
std::filesystem::path ResolveScenePath(
|
||||
std::string_view value,
|
||||
const std::filesystem::path& exeDir) {
|
||||
if (value.empty()) {
|
||||
throw std::invalid_argument("Scene path cannot be empty");
|
||||
}
|
||||
|
||||
if (value.find("://") != std::string_view::npos) {
|
||||
return AssetFS::GetInstance().GetFullPath(value);
|
||||
}
|
||||
|
||||
const std::filesystem::path path{value};
|
||||
return path.is_absolute() ? path : exeDir / path;
|
||||
}
|
||||
constexpr int kStarCount = 3;
|
||||
constexpr int kMaxMisses = 3;
|
||||
constexpr float kPlayerY = -5.0f;
|
||||
constexpr float kCatchY = -4.25f;
|
||||
constexpr float kPlayerSpeed = 7.0f;
|
||||
constexpr float kPlayerHalfWidth = 1.15f;
|
||||
}
|
||||
|
||||
LightKeeper::LightKeeper() : App()
|
||||
{
|
||||
}
|
||||
LightKeeper::LightKeeper() = default;
|
||||
|
||||
LightKeeper::~LightKeeper()
|
||||
{
|
||||
@@ -68,613 +43,185 @@ LightKeeper::~LightKeeper()
|
||||
|
||||
void LightKeeper::customInit()
|
||||
{
|
||||
RegisterGameComponents();
|
||||
|
||||
resources.init(gfxDevice);
|
||||
renderer.init(gfxDevice, resources, m_params.renderSize);
|
||||
|
||||
const float aspectRatio = static_cast<float>(m_params.renderSize.x) / static_cast<float>(m_params.renderSize.y);
|
||||
camera.setAspectRatio(aspectRatio);
|
||||
camera.m_position = glm::vec3{0.0f, 0.0f, -10.0f};
|
||||
camera.SetRotation(glm::radians(90.0f), 0.0f);
|
||||
camera.setAspectRatio(
|
||||
static_cast<float>(m_params.renderSize.x) /
|
||||
static_cast<float>(m_params.renderSize.y));
|
||||
|
||||
ModelDoc::LoadOptions staticModelOptions{};
|
||||
staticModelOptions.meshImportMode = ModelDoc::MeshImportMode::MergedPerNode;
|
||||
staticModelOptions.loadMaterials = true;
|
||||
staticModelOptions.loadSkeleton = false;
|
||||
staticModelOptions.loadAnimations = false;
|
||||
const auto skyboxID =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("game://starmap_2020_4k.exr");
|
||||
const auto vertShaderPath =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/cubemap.vert");
|
||||
const auto fragShaderPath =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/cubemap.frag");
|
||||
|
||||
camera.SetRotation(glm::radians(glm::vec2(90.f, 0.f)));
|
||||
|
||||
auto& scene = SceneManager::GetInstance().CreateScene("Main");
|
||||
|
||||
// scene.Add(testCube);
|
||||
|
||||
// const auto skyboxID = AssetFS::GetInstance().GetFullPath("engine://textures/skybox.jpg");
|
||||
// const auto skyboxID = AssetFS::GetInstance().GetFullPath("engine://textures/mars.jpg");
|
||||
const auto skyboxID = AssetFS::GetInstance().GetCookedPathForFile("game://starmap_2020_4k.exr");
|
||||
//
|
||||
// const auto skyboxID = AssetFS::GetInstance().GetFullPath("engine://textures/test-skybox.png");
|
||||
//
|
||||
const auto vertShaderPath = AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/cubemap.vert");
|
||||
const auto fragShaderPath = AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/cubemap.frag");
|
||||
//
|
||||
skyboxCubemap = std::make_unique<CubeMap>();
|
||||
skyboxCubemap->LoadCubeMap(gfxDevice, resources, skyboxID.generic_string());
|
||||
skyboxCubemap->InitCubemapPipeline(gfxDevice, resources, vertShaderPath.generic_string(), fragShaderPath.generic_string());
|
||||
skyboxCubemap->LoadCubeMap(gfxDevice, resources, skyboxID);
|
||||
skyboxCubemap->InitCubemapPipeline(
|
||||
gfxDevice,
|
||||
resources,
|
||||
vertShaderPath.generic_string(),
|
||||
fragShaderPath.generic_string());
|
||||
skyboxCubemap->CreateCubeMap(gfxDevice, resources);
|
||||
|
||||
renderer.setSkyboxTexture(skyboxCubemap->GetCubeMapImageID());
|
||||
|
||||
const auto planeObj = scene.CreateGameObject("GroundPlane");
|
||||
const auto planeMeshComp = planeObj->AddComponent<MeshRendererComponent>();
|
||||
ModelDoc::LoadOptions modelOptions{};
|
||||
modelOptions.meshImportMode = ModelDoc::MeshImportMode::MergedPerNode;
|
||||
modelOptions.loadMaterials = true;
|
||||
modelOptions.loadSkeleton = false;
|
||||
modelOptions.loadAnimations = false;
|
||||
|
||||
auto planeModel = ModelDoc::LoadModel(
|
||||
AssetFS::GetInstance().GetFullPath("game://plane.glb").generic_string(),
|
||||
staticModelOptions
|
||||
);
|
||||
ModelDocUtils::LogModelDocSummary(planeModel, "plane.glb");
|
||||
|
||||
const auto& planePrimitive = ModelDocUtils::GetFirstPrimitiveOrThrow(planeModel, "game://plane.glb");
|
||||
const auto planeMeshID = resources.meshes().addMesh(gfxDevice, planePrimitive.mesh);
|
||||
|
||||
const auto planeTexturePath = ModelDocUtils::PickTexturePath(
|
||||
planeModel,
|
||||
planePrimitive,
|
||||
AssetFS::GetInstance().GetFullPath("game://grass.png")
|
||||
);
|
||||
|
||||
const auto planeTextureID = resources.loadImageFromFile(gfxDevice, planeTexturePath);
|
||||
const auto planeMaterialID = resources.materials().addMaterial({
|
||||
.baseColor = ModelDocUtils::GetImportedBaseColor(
|
||||
planeModel, planePrimitive),
|
||||
.textureFilteringMode = TextureFilteringMode::Nearest,
|
||||
.diffuseTexture = planeTextureID,
|
||||
.name = ModelDocUtils::GetImportedMaterialName(
|
||||
planeModel, planePrimitive, "GroundPlaneMaterial"),
|
||||
});
|
||||
|
||||
planeMeshComp->SetMeshID(planeMeshID);
|
||||
planeMeshComp->SetMaterialID(planeMaterialID);
|
||||
planeObj->GetTransform().SetWorldPosition(glm::vec3(0.f, -1.0f, 0.f));
|
||||
planeObj->GetTransform().SetWorldScale(glm::vec3(10.f, 1.f, 10.f));
|
||||
planeObj->AddComponent<BoxCollider>(glm::vec3{10.0f, 0.5f, 10.0f});
|
||||
|
||||
auto* floorRb = planeObj->AddComponent<Rigidbody>();
|
||||
floorRb->SetType(RigidbodyType::Static);
|
||||
scene.GetPhysics().RegisterGameObject(*planeObj);
|
||||
|
||||
const auto CharObj = scene.CreateGameObject("Character");
|
||||
capybara = CharObj;
|
||||
|
||||
ModelDoc::LoadOptions characterModelOptions{};
|
||||
characterModelOptions.meshImportMode = ModelDoc::MeshImportMode::MergedPerNode;
|
||||
characterModelOptions.loadMaterials = true;
|
||||
characterModelOptions.loadSkeleton = true;
|
||||
characterModelOptions.loadAnimations = true;
|
||||
|
||||
// auto charModel = ModelDoc::LoadModel(
|
||||
// AssetFS::GetInstance().GetFullPath("engine://cotw-capybara-male/source/capybara.fbx").generic_string(),
|
||||
// characterModelOptions
|
||||
// );
|
||||
// ModelDocUtils::LogModelDocSummary(charModel, "capybara.fbx");
|
||||
//
|
||||
// const auto& charPrimitive = ModelDocUtils::GetFirstSkinnedPrimitiveOrFirstOrThrow(
|
||||
// charModel,
|
||||
// "engine://cotw-capybara-male/source/capybara.fbx"
|
||||
// );
|
||||
//
|
||||
// const auto charMeshID = resources.meshes().addMesh(gfxDevice, charPrimitive.mesh);
|
||||
//
|
||||
// const auto charTexturePath = ModelDocUtils::PickTexturePath(
|
||||
// charModel,
|
||||
// charPrimitive,
|
||||
// AssetFS::GetInstance().GetFullPath(
|
||||
// "engine://cotw-capybara-male/textures/capybara_male_light_brown_dif.ddsc.DECA.RE.pngballs")
|
||||
// );
|
||||
//
|
||||
// const auto charTextureID = resources.loadImageFromFile(gfxDevice, charTexturePath);
|
||||
// // const auto charTextureID = gfxDevice.loadImageFromFile(AssetFS::GetInstance().GetFullPath("engine://char.jpg"));
|
||||
// const auto charMaterialID = resources.materials().addMaterial({
|
||||
// .baseColor = ModelDocUtils::GetImportedBaseColor(
|
||||
// charModel, charPrimitive),
|
||||
// .diffuseTexture = charTextureID,
|
||||
// .name = ModelDocUtils::GetImportedMaterialName(
|
||||
// charModel, charPrimitive, "CharacterMaterial"),
|
||||
// });
|
||||
//
|
||||
// const auto charMeshComp = CharObj->AddComponent<MeshRendererComponent>();
|
||||
// charMeshComp->SetMeshID(charMeshID);
|
||||
// charMeshComp->SetMaterialID(charMaterialID);
|
||||
//
|
||||
// const auto animator = CharObj->AddComponent<Animator>();
|
||||
// animator->setSkeleton(std::move(charModel.skeleton));
|
||||
//
|
||||
// std::string firstAnimationName;
|
||||
//
|
||||
// for (auto& clip : charModel.animations)
|
||||
// {
|
||||
// spdlog::info("Loaded animation: '{}' ({:.2f}s)", clip.name, clip.duration);
|
||||
//
|
||||
// if (firstAnimationName.empty())
|
||||
// firstAnimationName = clip.name;
|
||||
//
|
||||
// animator->addClip(std::make_shared<SkeletalAnimation>(std::move(clip)));
|
||||
// }
|
||||
//
|
||||
// if (!firstAnimationName.empty())
|
||||
// {
|
||||
// spdlog::info("Playing animation: '{}'", firstAnimationName);
|
||||
// animator->play(firstAnimationName);
|
||||
// }
|
||||
//
|
||||
// animator->play("capybara_canter_fwd_01|capybara_canter_fwd_01|run");
|
||||
//
|
||||
// CharObj->GetTransform().SetWorldPosition(glm::vec3(0.f, 0.f, 0.f));
|
||||
// CharObj->GetTransform().SetWorldScale(0.01f, 0.01f, 0.01f);
|
||||
|
||||
// ModelDoc::LoadOptions options{};
|
||||
// options.meshImportMode = ModelDoc::MeshImportMode::MergedPerNode;
|
||||
//
|
||||
// auto model = ModelDoc::LoadModel(
|
||||
// AssetFS::GetInstance()
|
||||
// .GetFullPath("engine://multiple_object_test.fbx")
|
||||
// .generic_string(),
|
||||
// options
|
||||
// );
|
||||
//
|
||||
// ModelDocUtils::LogModelDocSummary(model, "engine://multiple_object_test.fbx");
|
||||
//
|
||||
// auto root = std::make_shared<GameObject>("MultiMeshModel");
|
||||
// root->GetTransform().SetWorldPosition(glm::vec3(0.1f, 0.1f, 0.1f));
|
||||
// scene.Add(root);
|
||||
//
|
||||
// for (std::size_t i = 0; i < model.primitives.size(); ++i) {
|
||||
// const auto &primitive = model.primitives[i];
|
||||
//
|
||||
// const auto meshID = meshCache.addMesh(gfxDevice, primitive.mesh);
|
||||
//
|
||||
// const auto texturePath = ModelDocUtils::PickTexturePath(
|
||||
// model,
|
||||
// primitive,
|
||||
// AssetFS::GetInstance().GetFullPath("engine://textures/white.png")
|
||||
// );
|
||||
//
|
||||
// const auto textureID = gfxDevice.loadImageFromFile(texturePath);
|
||||
//
|
||||
// const auto materialID = materialCache.addMaterial(gfxDevice, {
|
||||
// .baseColor = ModelDocUtils::GetImportedBaseColor(
|
||||
// model, primitive),
|
||||
// .diffuseTexture = textureID,
|
||||
// .name = ModelDocUtils::GetImportedMaterialName(
|
||||
// model,
|
||||
// primitive,
|
||||
// primitive.mesh.name + "_Material"
|
||||
// ),
|
||||
// });
|
||||
//
|
||||
// auto part = std::make_shared<GameObject>(
|
||||
// primitive.mesh.name.empty()
|
||||
// ? "Primitive_" + std::to_string(i)
|
||||
// : primitive.mesh.name
|
||||
// );
|
||||
//
|
||||
// auto meshComp = part->AddComponent<MeshRendererComponent>();
|
||||
// meshComp->SetMeshID(meshID);
|
||||
// meshComp->SetMaterialID(materialID);
|
||||
//
|
||||
// scene.Add(part);
|
||||
// }
|
||||
|
||||
|
||||
// {
|
||||
// const auto CharObj = scene.CreateGameObject("Character");
|
||||
//
|
||||
// ModelDoc::LoadOptions characterOptions{};
|
||||
// characterOptions.meshImportMode = ModelDoc::MeshImportMode::MergedPerNode;
|
||||
// characterOptions.loadMaterials = true;
|
||||
// characterOptions.loadSkeleton = true;
|
||||
// characterOptions.loadAnimations = false;
|
||||
//
|
||||
// auto charModel = AssetManager::GetInstance().LoadModel("engine://characterMedium.fbx", characterOptions);
|
||||
//
|
||||
// const auto& charPrimitive =
|
||||
// ModelDocUtils::GetFirstSkinnedPrimitiveOrFirstOrThrow(
|
||||
// charModel,
|
||||
// "engine://characterMedium.fbx"
|
||||
// );
|
||||
//
|
||||
// const auto charMeshID = resources.meshes().addMesh(gfxDevice, charPrimitive.mesh);
|
||||
//
|
||||
// const auto charTextureID = resources.loadImageFromFile(gfxDevice,
|
||||
// AssetFS::GetInstance().GetFullPath("engine://textures/criminalMaleA.png")
|
||||
// );
|
||||
//
|
||||
// const auto charMaterialID = resources.materials().addMaterial({
|
||||
// .baseColor = ModelDocUtils::GetImportedBaseColor(
|
||||
// charModel, charPrimitive),
|
||||
// .diffuseTexture = charTextureID,
|
||||
// .name = ModelDocUtils::GetImportedMaterialName(
|
||||
// charModel,
|
||||
// charPrimitive,
|
||||
// "CharacterMaterial"
|
||||
// ),
|
||||
// });
|
||||
//
|
||||
// const auto charMeshComp = CharObj->AddComponent<MeshRendererComponent>();
|
||||
// charMeshComp->SetMeshID(charMeshID);
|
||||
// charMeshComp->SetMaterialID(charMaterialID);
|
||||
//
|
||||
// const auto animator = CharObj->AddComponent<Animator>();
|
||||
// animator->setSkeleton(charModel.skeleton);
|
||||
//
|
||||
// auto runClips = AssetManager::GetInstance().LoadAnimationClips(
|
||||
// "engine://run.fbx",
|
||||
// charModel.skeleton
|
||||
// );
|
||||
//
|
||||
// for (auto& clip : runClips)
|
||||
// {
|
||||
// spdlog::info("Loaded animation: '{}' ({:.2f}s)", clip.name, clip.duration);
|
||||
// animator->addClip(std::make_shared<SkeletalAnimation>(std::move(clip)));
|
||||
// }
|
||||
//
|
||||
// if (!runClips.empty())
|
||||
// {
|
||||
// animator->play("Root|Run");
|
||||
// }
|
||||
//
|
||||
// CharObj->GetTransform().SetWorldPosition(glm::vec3(0.f));
|
||||
// CharObj->GetTransform().SetWorldPosition(glm::vec3(5, 0, 0));
|
||||
// }
|
||||
//
|
||||
// auto cubeModel = ModelDoc::LoadModel(
|
||||
// AssetFS::GetInstance()
|
||||
// .GetFullPath("engine://cube.fbx")
|
||||
// .generic_string(),
|
||||
// staticModelOptions
|
||||
// );
|
||||
// ModelDocUtils::LogModelDocSummary(cubeModel, "cube.fbx");
|
||||
//
|
||||
// const auto& cubePrimitive = ModelDocUtils::GetFirstPrimitiveOrThrow(cubeModel, "game://cube.fbx");
|
||||
//
|
||||
//
|
||||
// const auto eliasTextuerPath = ModelDocUtils::PickTexturePath(
|
||||
// cubeModel,
|
||||
// cubePrimitive,
|
||||
// AssetFS::GetInstance().GetFullPath("game://grass.png")
|
||||
// );
|
||||
//
|
||||
// const auto eliasTextueID = resources.loadImageFromFile(gfxDevice, eliasTextuerPath);
|
||||
// const auto eliasMaterialID = resources.materials().addMaterial({
|
||||
// .baseColor = ModelDocUtils::GetImportedBaseColor(
|
||||
// planeModel, planePrimitive),
|
||||
// .textureFilteringMode =
|
||||
// TextureFilteringMode::Anisotropic,
|
||||
// .diffuseTexture = eliasTextueID,
|
||||
// .name = ModelDocUtils::GetImportedMaterialName(
|
||||
// planeModel, planePrimitive, "GroundPlaneMaterial"),
|
||||
// });
|
||||
//
|
||||
// const auto cubeMeshID = resources.meshes().addMesh(gfxDevice, cubePrimitive.mesh);
|
||||
// //
|
||||
// // for (int i{0}; i < 100; i++)
|
||||
// // {
|
||||
// // auto cube = std::make_shared<GameObject>("Cube");
|
||||
// //
|
||||
// // cube->AddComponent<BoxCollider>(glm::vec3{0.5f});
|
||||
// // cube->AddComponent<Rigidbody>();
|
||||
// //
|
||||
// // auto meshComp = cube->AddComponent<MeshRendererComponent>();
|
||||
// // meshComp->SetMeshID(cubeMeshID);
|
||||
// // meshComp->SetMaterialID(eliasMaterialID);
|
||||
// //
|
||||
// // cube->GetTransform().SetWorldPosition(glm::vec3(0.0f, i, 0.0f));
|
||||
// // cube->GetTransform().SetWorldScale(glm::vec3(0.005f));
|
||||
// //
|
||||
// // scene.Add(cube);
|
||||
// // scene.GetPhysics().RegisterGameObject(*cube);
|
||||
// // }
|
||||
//
|
||||
// // const int cubeCount = 10;
|
||||
// // const float spacing = 1.0f;
|
||||
// //
|
||||
// // for (int x = 0; x < cubeCount; x++)
|
||||
// // {
|
||||
// // for (int y = 0; y < 3; y++)
|
||||
// // {
|
||||
// // for (int z = 0; z < cubeCount; z++)
|
||||
// // {
|
||||
// // auto cube = std::make_shared<GameObject>("Cube");
|
||||
// //
|
||||
// // cube->AddComponent<BoxCollider>(glm::vec3{0.5f});
|
||||
// // cube->AddComponent<Rigidbody>();
|
||||
// //
|
||||
// // auto meshComp = cube->AddComponent<MeshRendererComponent>();
|
||||
// // meshComp->SetMeshID(cubeMeshID);
|
||||
// // meshComp->SetMaterialID(eliasMaterialID);
|
||||
// //
|
||||
// // cube->GetTransform().SetWorldPosition(glm::vec3(
|
||||
// // (x - cubeCount / 2.0f) * spacing,
|
||||
// // y * spacing + 0,
|
||||
// // (z - cubeCount / 2.0f) * spacing
|
||||
// // ));
|
||||
// //
|
||||
// // cube->GetTransform().SetWorldScale(glm::vec3(0.005f));
|
||||
// //
|
||||
// // scene.Add(cube);
|
||||
// // scene.GetPhysics().RegisterGameObject(*cube);
|
||||
// // }
|
||||
// // }
|
||||
// // }
|
||||
|
||||
|
||||
// {
|
||||
auto sphereModel = AssetManager::GetInstance().LoadModel("engine://sphere.fbx", staticModelOptions);
|
||||
ModelDocUtils::LogModelDocSummary(sphereModel, "sphere.fbx");
|
||||
//
|
||||
const auto& spherePrimitive = ModelDocUtils::GetFirstPrimitiveOrThrow(sphereModel, "game://sphere.fbx");
|
||||
//
|
||||
//
|
||||
// const auto sphereTexturePath = ModelDocUtils::PickTexturePath(
|
||||
// sphereModel,
|
||||
// spherePrimitive,
|
||||
// AssetFS::GetInstance().GetFullPath("game://238882.png")
|
||||
// );
|
||||
//
|
||||
// const auto sphereTextureID = resources.loadImageFromFile(gfxDevice, sphereTexturePath);
|
||||
// sphereMaterial = resources.materials().addMaterial({
|
||||
// .baseColor = ModelDocUtils::GetImportedBaseColor(planeModel, planePrimitive),
|
||||
// .textureFilteringMode =TextureFilteringMode::Anisotropic,
|
||||
// .diffuseTexture = sphereTextureID,
|
||||
// .name = ModelDocUtils::GetImportedMaterialName(
|
||||
// planeModel, planePrimitive,
|
||||
// "GroundPlaneMaterial"),
|
||||
// });
|
||||
//
|
||||
const auto sphereModel = AssetManager::GetInstance().LoadModel(
|
||||
"engine://sphere.fbx",
|
||||
modelOptions);
|
||||
const auto& spherePrimitive = ModelDocUtils::GetFirstPrimitiveOrThrow(
|
||||
sphereModel,
|
||||
"engine://sphere.fbx");
|
||||
sphereMesh = resources.meshes().addMesh(gfxDevice, spherePrimitive.mesh);
|
||||
//
|
||||
// }
|
||||
|
||||
sphereMaterial = resources.materials().addSimpleColorMaterial({0.5f, 0.3f, 0.8f}, "Blue");
|
||||
playerMaterial = resources.materials().addSimpleColorMaterial(
|
||||
{0.08f, 0.75f, 1.0f},
|
||||
"Catcher Blue");
|
||||
starMaterial = resources.materials().addSimpleColorMaterial(
|
||||
{1.0f, 0.55f, 0.05f},
|
||||
"Falling Star Orange");
|
||||
|
||||
auto& scene = SceneManager::GetInstance().CreateScene("Star Catcher");
|
||||
|
||||
// Trigger zone: a static box with a TriggerLoggerComponent.
|
||||
// Spheres spawned via the "Spawn ball" button fall through it.
|
||||
auto triggerObj = scene.CreateGameObject("TriggerBox");
|
||||
auto triggerBox = triggerObj->AddComponent<BoxCollider>(glm::vec3{3.0f, 3.0f, 3.0f});
|
||||
triggerBox->SetTrigger(true);
|
||||
auto triggerRb = triggerObj->AddComponent<Rigidbody>();
|
||||
triggerRb->SetType(RigidbodyType::Static);
|
||||
triggerObj->AddComponent<TriggerLoggerComponent>();
|
||||
triggerObj->GetTransform().SetWorldPosition({0.0f, 0.0f, 0.0f});
|
||||
player = scene.CreateGameObject("Catcher");
|
||||
auto* playerRenderer = player->AddComponent<MeshRendererComponent>();
|
||||
playerRenderer->SetMeshID(sphereMesh);
|
||||
playerRenderer->SetMaterialID(playerMaterial);
|
||||
player->GetTransform().SetLocalPosition({0.0f, kPlayerY, 0.0f});
|
||||
player->GetTransform().SetLocalScale(glm::vec3{0.012f, 0.0035f, 0.009f});
|
||||
|
||||
auto playerObj = scene.CreateGameObject("Player");
|
||||
playerObj->GetTransform().SetWorldPosition(glm::vec3(0.0f, 2.0f, -5.0f));
|
||||
auto* fps = playerObj->AddComponent<FirstPersonController>();
|
||||
m_Player = playerObj;
|
||||
m_FPSController = fps;
|
||||
scene.GetPhysics().RegisterGameObject(*playerObj);
|
||||
stars.reserve(kStarCount);
|
||||
for (int index = 0; index < kStarCount; ++index) {
|
||||
auto* starObject = scene.CreateGameObject(
|
||||
"Star " + std::to_string(index + 1));
|
||||
auto* starRenderer = starObject->AddComponent<MeshRendererComponent>();
|
||||
starRenderer->SetMeshID(sphereMesh);
|
||||
starRenderer->SetMaterialID(starMaterial);
|
||||
starObject->GetTransform().SetLocalScale(glm::vec3{0.0045f});
|
||||
stars.push_back({starObject, 0.0f});
|
||||
}
|
||||
|
||||
const auto texPath = AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png");
|
||||
texID = resources.loadImageFromFile(gfxDevice, texPath);
|
||||
resetGame();
|
||||
}
|
||||
|
||||
void LightKeeper::respawnStar(FallingStar& star, float minimumHeight)
|
||||
{
|
||||
star.speed = spawnSpeed(randomEngine) + static_cast<float>(score) * 0.08f;
|
||||
star.object->SetActive(true);
|
||||
star.object->GetTransform().SetLocalPosition({
|
||||
spawnX(randomEngine),
|
||||
minimumHeight + spawnHeight(randomEngine),
|
||||
0.0f});
|
||||
}
|
||||
|
||||
void LightKeeper::resetGame()
|
||||
{
|
||||
score = 0;
|
||||
misses = 0;
|
||||
gameOver = false;
|
||||
|
||||
if (player != nullptr) {
|
||||
player->SetActive(true);
|
||||
player->GetTransform().SetLocalPosition({0.0f, kPlayerY, 0.0f});
|
||||
}
|
||||
|
||||
for (std::size_t index = 0; index < stars.size(); ++index) {
|
||||
respawnStar(stars[index], 6.5f + static_cast<float>(index) * 0.85f);
|
||||
}
|
||||
}
|
||||
|
||||
void LightKeeper::customUpdate(float dt)
|
||||
{
|
||||
// LightKeeper owns a camera that hides App::camera; update this instance
|
||||
// after SDL events have been consumed.
|
||||
if (m_FPSController != nullptr && m_FPSController->IsMouseCaptured())
|
||||
{
|
||||
auto& playerTransform = m_Player->GetTransform();
|
||||
const glm::vec3 playerPos = playerTransform.GetWorldPosition();
|
||||
camera.SetRotation(m_FPSController->GetYaw(), m_FPSController->GetPitch());
|
||||
camera.m_position = playerPos + glm::vec3(0.0f, m_FPSController->GetEyeHeight(), 0.0f);
|
||||
camera.CalculateViewMatrix();
|
||||
camera.CalculateProjectionMatrix();
|
||||
auto& input = InputManager::GetInstance();
|
||||
|
||||
if (input.WasKeyPressed(SDL_SCANCODE_ESCAPE)) {
|
||||
isRunning = false;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
camera.Update(dt);
|
||||
|
||||
if (input.WasKeyPressed(SDL_SCANCODE_R)) {
|
||||
resetGame();
|
||||
}
|
||||
|
||||
if (!gameOver) {
|
||||
float moveDirection = 0.0f;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_A) || input.IsKeyDown(SDL_SCANCODE_LEFT)) {
|
||||
moveDirection += 1.0f;
|
||||
}
|
||||
if (input.IsKeyDown(SDL_SCANCODE_D) || input.IsKeyDown(SDL_SCANCODE_RIGHT)) {
|
||||
moveDirection -= 1.0f;
|
||||
}
|
||||
|
||||
glm::vec3 playerPosition = player->GetTransform().GetLocalPosition();
|
||||
playerPosition.x = std::clamp(
|
||||
playerPosition.x + moveDirection * kPlayerSpeed * dt,
|
||||
-5.8f,
|
||||
5.8f);
|
||||
player->GetTransform().SetLocalPosition(playerPosition);
|
||||
|
||||
for (auto& star : stars) {
|
||||
glm::vec3 starPosition = star.object->GetTransform().GetLocalPosition();
|
||||
starPosition.y -= star.speed * dt;
|
||||
star.object->GetTransform().SetLocalPosition(starPosition);
|
||||
|
||||
if (starPosition.y > kCatchY) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const bool caught = std::abs(starPosition.x - playerPosition.x) <=
|
||||
kPlayerHalfWidth;
|
||||
if (caught) {
|
||||
++score;
|
||||
} else {
|
||||
++misses;
|
||||
if (misses >= kMaxMisses) {
|
||||
gameOver = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!gameOver) {
|
||||
respawnStar(star, 7.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SceneManager::GetInstance().Update(dt);
|
||||
SceneManager::GetInstance().LateUpdate(dt);
|
||||
drawHud();
|
||||
}
|
||||
|
||||
if (m_params.showDebugUi) {
|
||||
drawDebugMenuBar();
|
||||
}
|
||||
void LightKeeper::drawHud()
|
||||
{
|
||||
constexpr ImGuiWindowFlags flags =
|
||||
ImGuiWindowFlags_NoDecoration |
|
||||
ImGuiWindowFlags_AlwaysAutoResize |
|
||||
ImGuiWindowFlags_NoSavedSettings |
|
||||
ImGuiWindowFlags_NoNav;
|
||||
|
||||
LineRenderingManager::GetInstance().SubmitLine({0, 0, 0}, {0, 10, 0}, {255, 0, 0, 255});
|
||||
ImGui::SetNextWindowPos({24.0f, 24.0f}, ImGuiCond_Always);
|
||||
ImGui::SetNextWindowBgAlpha(0.65f);
|
||||
ImGui::Begin("Star Catcher HUD", nullptr, flags);
|
||||
ImGui::Text("STAR CATCHER");
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Score %03d", score);
|
||||
ImGui::Text("Lives %d", kMaxMisses - misses);
|
||||
ImGui::TextDisabled("A/D or arrow keys to move");
|
||||
|
||||
if (InputManager::GetInstance().WasKeyPressed(SDL_SCANCODE_1))
|
||||
{
|
||||
renderer.setRenderWireframe(!renderer.getRenderWireframe());
|
||||
}
|
||||
|
||||
if (m_params.showDebugUi) {
|
||||
ImGui::Begin("Test");
|
||||
if (ImGui::Button("SPawn ball"))
|
||||
{
|
||||
auto sphere = SceneManager::GetInstance().GetCurrentScene().CreateGameObject("Sphere");
|
||||
sphere->AddComponent<SphereCollider>(1.5f);
|
||||
auto rb = sphere->AddComponent<Rigidbody>();
|
||||
rb->SetMass(1000);
|
||||
|
||||
auto meshRenderComp = sphere->AddComponent<MeshRendererComponent>();
|
||||
meshRenderComp->SetMaterialID(sphereMaterial);
|
||||
meshRenderComp->SetMeshID(sphereMesh);
|
||||
|
||||
sphere->GetTransform().SetWorldPosition((std::rand() % 2) - 0.5f, 100, (std::rand() % 2) - 0.5f);
|
||||
sphere->GetTransform().SetWorldScale(glm::vec3{0.015f});
|
||||
|
||||
|
||||
SceneManager::GetInstance().GetCurrentScene().GetPhysics().RefreshGameObject(*sphere);
|
||||
if (gameOver) {
|
||||
ImGui::Separator();
|
||||
ImGui::Text("GAME OVER");
|
||||
ImGui::Text("Press R to play again");
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void LightKeeper::drawDebugMenuBar()
|
||||
{
|
||||
if (!ImGui::BeginMainMenuBar()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("File")) {
|
||||
ImGui::TextDisabled("Scene");
|
||||
|
||||
ImGui::SetNextItemWidth(320.0f);
|
||||
ImGui::InputText("Scene path", scenePath, sizeof(scenePath));
|
||||
|
||||
ImGui::SetNextItemWidth(320.0f);
|
||||
ImGui::InputText("New scene name", newSceneName, sizeof(newSceneName));
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::MenuItem("New Empty Scene")) {
|
||||
createEmptyScene();
|
||||
}
|
||||
if (ImGui::MenuItem("Load")) {
|
||||
loadScene();
|
||||
}
|
||||
if (ImGui::MenuItem("Save")) {
|
||||
saveCurrentScene();
|
||||
}
|
||||
|
||||
if (!sceneStatus.empty()) {
|
||||
ImGui::Separator();
|
||||
ImGui::TextWrapped("%s", sceneStatus.c_str());
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Render")) {
|
||||
ImGui::MenuItem("Box Colliders", nullptr, &renderBoxColliders);
|
||||
ImGui::MenuItem("2D Quads", nullptr, &renderQuads);
|
||||
ImGui::MenuItem("Debug Lines", nullptr, &renderDebugLines);
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
ImGui::EndMainMenuBar();
|
||||
}
|
||||
|
||||
void LightKeeper::saveCurrentScene()
|
||||
{
|
||||
try {
|
||||
const auto path = ResolveScenePath(scenePath, m_params.exeDir);
|
||||
const auto parent = path.parent_path();
|
||||
if (!parent.empty()) {
|
||||
std::filesystem::create_directories(parent);
|
||||
}
|
||||
|
||||
if (SceneSerializer::Save(
|
||||
SceneManager::GetInstance().GetCurrentScene(),
|
||||
path)) {
|
||||
sceneStatus = "Saved scene to " + path.string();
|
||||
} else {
|
||||
sceneStatus = "Failed to save scene to " + path.string();
|
||||
}
|
||||
} catch (const std::exception& exception) {
|
||||
sceneStatus = std::string{"Save failed: "} + exception.what();
|
||||
}
|
||||
}
|
||||
|
||||
void LightKeeper::loadScene()
|
||||
{
|
||||
try {
|
||||
const auto path = ResolveScenePath(scenePath, m_params.exeDir);
|
||||
if (SceneSerializer::Load(
|
||||
SceneManager::GetInstance().GetCurrentScene(),
|
||||
path)) {
|
||||
sceneStatus = "Loaded scene from " + path.string();
|
||||
} else {
|
||||
sceneStatus = "Failed to load scene from " + path.string();
|
||||
}
|
||||
} catch (const std::exception& exception) {
|
||||
sceneStatus = std::string{"Load failed: "} + exception.what();
|
||||
}
|
||||
}
|
||||
|
||||
void LightKeeper::createEmptyScene()
|
||||
{
|
||||
try {
|
||||
const std::string name = newSceneName[0] != '\0'
|
||||
? newSceneName
|
||||
: "EmptyScene";
|
||||
auto& sceneManager = SceneManager::GetInstance();
|
||||
const int newSceneIndex = sceneManager.GetSceneCount();
|
||||
sceneManager.CreateScene(name);
|
||||
sceneManager.SwitchScene(newSceneIndex);
|
||||
sceneStatus = "Created and switched to scene '" + name + "'";
|
||||
} catch (const std::exception& exception) {
|
||||
sceneStatus = std::string{"New scene failed: "} + exception.what();
|
||||
}
|
||||
}
|
||||
|
||||
void LightKeeper::submitBoxColliderDebugLines()
|
||||
{
|
||||
if (!renderBoxColliders) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto& sceneManager = SceneManager::GetInstance();
|
||||
if (sceneManager.GetSceneCount() == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
Scene& scene = sceneManager.GetCurrentScene();
|
||||
auto& lineManager = LineRenderingManager::GetInstance();
|
||||
constexpr std::array<std::array<std::size_t, 2>, 12> edges{{
|
||||
{{0, 1}}, {{1, 3}}, {{3, 2}}, {{2, 0}},
|
||||
{{4, 5}}, {{5, 7}}, {{7, 6}}, {{6, 4}},
|
||||
{{0, 4}}, {{1, 5}}, {{2, 6}}, {{3, 7}},
|
||||
}};
|
||||
|
||||
for (const auto& objectPtr : scene.GetObjects()) {
|
||||
if (!objectPtr || objectPtr->IsBeingDestroyed() ||
|
||||
!objectPtr->IsActiveInHierarchy()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const auto* boxCollider = objectPtr->GetComponent<BoxCollider>();
|
||||
if (boxCollider == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Collider dimensions are already in world units. Physics does not
|
||||
// apply the GameObject scale when constructing the shape.
|
||||
const glm::vec3 center = boxCollider->GetCenterOffset();
|
||||
const glm::vec3 halfExtents = boxCollider->GetHalfExtents();
|
||||
const std::array<glm::vec3, 8> localCorners{
|
||||
center + glm::vec3{-halfExtents.x, -halfExtents.y, -halfExtents.z},
|
||||
center + glm::vec3{ halfExtents.x, -halfExtents.y, -halfExtents.z},
|
||||
center + glm::vec3{-halfExtents.x, halfExtents.y, -halfExtents.z},
|
||||
center + glm::vec3{ halfExtents.x, halfExtents.y, -halfExtents.z},
|
||||
center + glm::vec3{-halfExtents.x, -halfExtents.y, halfExtents.z},
|
||||
center + glm::vec3{ halfExtents.x, -halfExtents.y, halfExtents.z},
|
||||
center + glm::vec3{-halfExtents.x, halfExtents.y, halfExtents.z},
|
||||
center + glm::vec3{ halfExtents.x, halfExtents.y, halfExtents.z},
|
||||
};
|
||||
|
||||
Transform& transform = objectPtr->GetTransform();
|
||||
const glm::vec3 worldPosition = transform.GetWorldPosition();
|
||||
const glm::quat worldRotation = transform.GetWorldRotation();
|
||||
std::array<glm::vec3, 8> worldCorners{};
|
||||
for (std::size_t index = 0; index < localCorners.size(); ++index) {
|
||||
worldCorners[index] = worldPosition + worldRotation * localCorners[index];
|
||||
}
|
||||
|
||||
const glm::vec4 color = boxCollider->IsTrigger()
|
||||
? glm::vec4{1.0f, 0.75f, 0.1f, 1.0f}
|
||||
: glm::vec4{0.1f, 0.8f, 1.0f, 1.0f};
|
||||
for (const auto& edge : edges) {
|
||||
lineManager.SubmitLine(
|
||||
worldCorners[edge[0]],
|
||||
worldCorners[edge[1]],
|
||||
color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LightKeeper::customDraw()
|
||||
@@ -685,59 +232,42 @@ void LightKeeper::customDraw()
|
||||
}
|
||||
|
||||
renderer.beginDrawing(gfxDevice);
|
||||
submitBoxColliderDebugLines();
|
||||
|
||||
QuadRenderingManager::GetInstance().SubmitQuad(
|
||||
glm::vec2{100.0f, 100.0f}, glm::vec2{200.0f, 200.0f}, 0.0f,
|
||||
glm::vec4{1.0f}, texID);
|
||||
|
||||
const RenderContext ctx{
|
||||
const GameRenderer::SceneData sceneData{
|
||||
.camera = camera,
|
||||
.ambientColor = glm::vec3{0.1f},
|
||||
.ambientIntensity = 0.5f,
|
||||
.fogColor = glm::vec3{0.02f, 0.03f, 0.08f},
|
||||
.fogDensity = 0.01f};
|
||||
const RenderContext context{
|
||||
.renderer = renderer,
|
||||
.camera = camera,
|
||||
.sceneData = {
|
||||
.camera = camera,
|
||||
.ambientColor = glm::vec3(0.1f),
|
||||
.ambientIntensity = 0.5f,
|
||||
.fogColor = glm::vec3(0.5f),
|
||||
.fogDensity = 0.01f
|
||||
}
|
||||
};
|
||||
.sceneData = sceneData};
|
||||
|
||||
SceneManager::GetInstance().Render(ctx);
|
||||
SceneManager::GetInstance().Render(context);
|
||||
renderer.endDrawing();
|
||||
|
||||
const auto& drawImage = renderer.getDrawImage();
|
||||
|
||||
renderer.draw(
|
||||
cmd, gfxDevice, camera, GameRenderer::SceneData{
|
||||
camera, glm::vec3(0.1f), 0.5f, glm::vec3(0.5f), 0.01f
|
||||
});
|
||||
|
||||
renderer.draw(cmd, gfxDevice, camera, sceneData);
|
||||
gfxDevice.endFrame(
|
||||
cmd, drawImage, {
|
||||
.clearColor = {{0.f, 0.f, 0.5f, 1.f}},
|
||||
cmd,
|
||||
renderer.getDrawImage(),
|
||||
{
|
||||
.clearColor = {{0.005f, 0.008f, 0.03f, 1.0f}},
|
||||
.drawImageBlitRect = glm::ivec4{},
|
||||
.imguiPass = &imguiPass,
|
||||
});
|
||||
.imguiPass = &imguiPass});
|
||||
}
|
||||
|
||||
void LightKeeper::customCleanup()
|
||||
{
|
||||
// auto device = gfxDevice.getDevice().device;
|
||||
|
||||
// vkDeviceWaitIdle(device);
|
||||
|
||||
gfxDevice.waitIdle();
|
||||
|
||||
SceneManager::GetInstance().Destroy();
|
||||
stars.clear();
|
||||
player = nullptr;
|
||||
|
||||
if (skyboxCubemap)
|
||||
{
|
||||
if (skyboxCubemap) {
|
||||
skyboxCubemap->cleanup(gfxDevice);
|
||||
skyboxCubemap.reset();
|
||||
}
|
||||
|
||||
renderer.cleanup(gfxDevice);
|
||||
}
|
||||
|
||||
void LightKeeper::customFixedUpdate(float dt)
|
||||
@@ -747,7 +277,10 @@ void LightKeeper::customFixedUpdate(float dt)
|
||||
|
||||
void LightKeeper::onWindowResize(int newWidth, int newHeight)
|
||||
{
|
||||
renderer.resize(gfxDevice, glm::ivec2{newWidth, newHeight});
|
||||
const float aspectRatio = static_cast<float>(newWidth) / static_cast<float>(newHeight);
|
||||
camera.setAspectRatio(aspectRatio);
|
||||
if (newWidth <= 0 || newHeight <= 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
renderer.resize(gfxDevice, {newWidth, newHeight});
|
||||
camera.setAspectRatio(static_cast<float>(newWidth) / static_cast<float>(newHeight));
|
||||
}
|
||||
|
||||
@@ -1,140 +0,0 @@
|
||||
#include <components/FirstPersonController.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
#include <destrum/Components/Physics/CapsuleCollider.h>
|
||||
#include <destrum/Components/Physics/Rigidbody.h>
|
||||
#include <destrum/Input/InputManager.h>
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
#include <destrum/Physics/PhysicsWorld.h>
|
||||
#include <destrum/Scene/Scene.h>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
FirstPersonController::FirstPersonController(GameObject& parent)
|
||||
: Component(parent, "FirstPersonController")
|
||||
{
|
||||
}
|
||||
|
||||
void FirstPersonController::SetMouseCaptured(bool captured)
|
||||
{
|
||||
InputManager::GetInstance().SetMouseCaptured(captured);
|
||||
}
|
||||
|
||||
void FirstPersonController::Start()
|
||||
{
|
||||
auto* obj = GetGameObject();
|
||||
m_Capsule = obj->AddComponent<CapsuleCollider>(0.5f, 2.0f);
|
||||
m_Rigidbody = obj->AddComponent<Rigidbody>();
|
||||
m_Rigidbody->SetMass(80.0f);
|
||||
m_Rigidbody->SetAllowSleep(false);
|
||||
m_Rigidbody->SetUseGravity(true);
|
||||
}
|
||||
|
||||
void FirstPersonController::Update(float)
|
||||
{
|
||||
const auto& input = InputManager::GetInstance();
|
||||
|
||||
if (input.WasKeyPressed(SDL_SCANCODE_F5))
|
||||
{
|
||||
SetMouseCaptured(!IsMouseCaptured());
|
||||
}
|
||||
|
||||
if (!IsMouseCaptured())
|
||||
{
|
||||
if (input.WasMousePressed(SDL_BUTTON_LEFT) && !ImGui::GetIO().WantCaptureMouse)
|
||||
{
|
||||
SetMouseCaptured(true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (input.WasKeyPressed(SDL_SCANCODE_ESCAPE))
|
||||
{
|
||||
SetMouseCaptured(false);
|
||||
return;
|
||||
}
|
||||
|
||||
if (input.WasKeyPressed(SDL_SCANCODE_SPACE) && m_Rigidbody->HasPhysicsBody())
|
||||
{
|
||||
m_Rigidbody->AddImpulse(glm::vec3(0.0f, 400.0f, 0.0f));
|
||||
}
|
||||
|
||||
m_Yaw += static_cast<float>(input.MouseDeltaX()) * m_MouseSensitivity;
|
||||
m_Pitch -= static_cast<float>(input.MouseDeltaY()) * m_MouseSensitivity;
|
||||
m_Pitch = glm::clamp(m_Pitch, glm::radians(-89.0f), glm::radians(89.0f));
|
||||
}
|
||||
|
||||
void FirstPersonController::FixedUpdate(float)
|
||||
{
|
||||
if (!IsMouseCaptured() || m_Rigidbody == nullptr || !m_Rigidbody->HasPhysicsBody())
|
||||
return;
|
||||
|
||||
const auto& input = InputManager::GetInstance();
|
||||
|
||||
const float cosY = glm::cos(m_Yaw);
|
||||
const float sinY = glm::sin(m_Yaw);
|
||||
const glm::vec3 forward{cosY, 0.0f, sinY};
|
||||
const glm::vec3 right{-sinY, 0.0f, cosY};
|
||||
|
||||
glm::vec3 moveDir(0.0f);
|
||||
if (input.IsKeyDown(SDL_SCANCODE_W)) moveDir += forward;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_S)) moveDir -= forward;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_D)) moveDir += right;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_A)) moveDir -= right;
|
||||
|
||||
glm::vec3 velocity(0.0f);
|
||||
if (glm::length2(moveDir) > 0.0f)
|
||||
{
|
||||
moveDir = glm::normalize(moveDir);
|
||||
velocity = moveDir * m_MovementSpeed;
|
||||
}
|
||||
|
||||
velocity.y = m_Rigidbody->GetLinearVelocity().y;
|
||||
m_Rigidbody->SetLinearVelocity(velocity);
|
||||
|
||||
auto* world = m_Rigidbody->GetPhysicsWorld();
|
||||
if (world != nullptr)
|
||||
{
|
||||
PhysicsTransform xform = world->GetBodyTransform(m_Rigidbody->GetBody());
|
||||
xform.rotation = glm::quat(glm::vec3(0.0f, m_Yaw, 0.0f));
|
||||
world->SetBodyTransform(m_Rigidbody->GetBody(), xform);
|
||||
}
|
||||
}
|
||||
|
||||
void FirstPersonController::ImGuiInspector()
|
||||
{
|
||||
Component::ImGuiInspector();
|
||||
ImGui::DragFloat("Movement Speed", &m_MovementSpeed, 0.1f, 0.0f, 100.0f);
|
||||
ImGui::DragFloat("Mouse Sensitivity", &m_MouseSensitivity, 0.0001f, 0.0f, 0.1f);
|
||||
ImGui::DragFloat("Eye Height", &m_EyeHeight, 0.01f, 0.0f, 5.0f);
|
||||
ImGui::Text("Yaw: %.1f deg", glm::degrees(m_Yaw));
|
||||
ImGui::Text("Pitch: %.1f deg", glm::degrees(m_Pitch));
|
||||
bool captured = IsMouseCaptured();
|
||||
ImGui::Checkbox("Mouse Captured", &captured);
|
||||
if (captured != IsMouseCaptured()) {
|
||||
SetMouseCaptured(captured);
|
||||
}
|
||||
}
|
||||
|
||||
nlohmann::json FirstPersonController::Serialize() const
|
||||
{
|
||||
return {
|
||||
{"movementSpeed", m_MovementSpeed},
|
||||
{"mouseSensitivity", m_MouseSensitivity},
|
||||
{"eyeHeight", m_EyeHeight},
|
||||
{"yaw", m_Yaw},
|
||||
{"pitch", m_Pitch},
|
||||
};
|
||||
}
|
||||
|
||||
void FirstPersonController::Deserialize(const nlohmann::json& data)
|
||||
{
|
||||
if (data.contains("movementSpeed")) m_MovementSpeed = data.at("movementSpeed").get<float>();
|
||||
if (data.contains("mouseSensitivity")) m_MouseSensitivity = data.at("mouseSensitivity").get<float>();
|
||||
if (data.contains("eyeHeight")) m_EyeHeight = data.at("eyeHeight").get<float>();
|
||||
if (data.contains("yaw")) m_Yaw = data.at("yaw").get<float>();
|
||||
if (data.contains("pitch")) m_Pitch = data.at("pitch").get<float>();
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
#include <components/GameComponentRegistry.h>
|
||||
|
||||
#include <destrum/Serialization/ComponentFactory.h>
|
||||
|
||||
#include <components/GameComponentList.h>
|
||||
|
||||
void RegisterGameComponents()
|
||||
{
|
||||
static bool registered = false;
|
||||
if (registered) {
|
||||
return;
|
||||
}
|
||||
|
||||
registered = true;
|
||||
|
||||
#define LIGHTKEEPER_REGISTER_COMPONENT(ComponentType) \
|
||||
ComponentFactory::Register<ComponentType>(#ComponentType);
|
||||
LIGHTKEEPER_GAME_COMPONENTS(LIGHTKEEPER_REGISTER_COMPONENT)
|
||||
#undef LIGHTKEEPER_REGISTER_COMPONENT
|
||||
}
|
||||
@@ -1,34 +0,0 @@
|
||||
#include <components/PrintComponent.h>
|
||||
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
PrintComponent::PrintComponent(GameObject& parent) : Component(parent, "PrintComponent")
|
||||
{
|
||||
}
|
||||
|
||||
void PrintComponent::Start()
|
||||
{
|
||||
}
|
||||
|
||||
void PrintComponent::Update(float dt)
|
||||
{
|
||||
spdlog::debug(m_message);
|
||||
}
|
||||
|
||||
void PrintComponent::ImGuiInspector()
|
||||
{
|
||||
Component::ImGuiInspector();
|
||||
}
|
||||
|
||||
nlohmann::json PrintComponent::Serialize() const
|
||||
{
|
||||
return {"message", m_message};
|
||||
}
|
||||
|
||||
void PrintComponent::Deserialize(const nlohmann::json& basic_jsons)
|
||||
{
|
||||
if (basic_jsons.contains("message"))
|
||||
{
|
||||
m_message = basic_jsons.at("message").get<std::string>();
|
||||
}
|
||||
}
|
||||
@@ -1,45 +0,0 @@
|
||||
#include <components/TriggerLoggerComponent.h>
|
||||
|
||||
#include "spdlog/spdlog.h"
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
|
||||
TriggerLoggerComponent::TriggerLoggerComponent(GameObject& parent)
|
||||
: Component(parent, "TriggerLoggerComponent") {}
|
||||
|
||||
void TriggerLoggerComponent::OnTriggerEnter(GameObject* other) {
|
||||
++triggerEnterCount;
|
||||
lastOtherName = other ? other->GetName() : "null";
|
||||
spdlog::info(
|
||||
"TriggerLogger: ENTER {} -> {} (enters: {}, exits: {})",
|
||||
GetGameObject()->GetName(),
|
||||
lastOtherName,
|
||||
triggerEnterCount,
|
||||
triggerExitCount);
|
||||
}
|
||||
|
||||
void TriggerLoggerComponent::OnTriggerExit(GameObject* other) {
|
||||
++triggerExitCount;
|
||||
lastOtherName = other ? other->GetName() : "null";
|
||||
spdlog::info(
|
||||
"TriggerLogger: EXIT {} -> {} (enters: {}, exits: {})",
|
||||
GetGameObject()->GetName(),
|
||||
lastOtherName,
|
||||
triggerEnterCount,
|
||||
triggerExitCount);
|
||||
}
|
||||
|
||||
nlohmann::json TriggerLoggerComponent::Serialize() const {
|
||||
return {
|
||||
{"triggerEnterCount", triggerEnterCount},
|
||||
{"triggerExitCount", triggerExitCount}
|
||||
};
|
||||
}
|
||||
|
||||
void TriggerLoggerComponent::Deserialize(const nlohmann::json& data) {
|
||||
if (data.contains("triggerEnterCount")) {
|
||||
triggerEnterCount = data.at("triggerEnterCount").get<int>();
|
||||
}
|
||||
if (data.contains("triggerExitCount")) {
|
||||
triggerExitCount = data.at("triggerExitCount").get<int>();
|
||||
}
|
||||
}
|
||||
@@ -25,9 +25,10 @@ int main(int argc, char* argv[]) {
|
||||
app.init({
|
||||
.windowSize = {1200, 800},
|
||||
.renderSize = {1200, 800},
|
||||
.appName = "Destrum Engine",
|
||||
.windowTitle = "Lightkeeper",
|
||||
.appName = "Destrum Star Catcher",
|
||||
.windowTitle = "Star Catcher",
|
||||
.exeDir = exeDir,
|
||||
.showDebugUi = false,
|
||||
});
|
||||
app.run();
|
||||
app.cleanup();
|
||||
|
||||
@@ -20,11 +20,9 @@
|
||||
#include <destrum/Physics/JoltPhysicsWorld.h>
|
||||
#include <destrum/Components/Physics/SphereCollider.h>
|
||||
#include <destrum/Components/Physics/BoxCollider.h>
|
||||
#include <destrum/Components/Physics/Collider.h>
|
||||
#include <destrum/Components/Animator.h>
|
||||
#include <destrum/Components/Physics/Rigidbody.h>
|
||||
#include <destrum/Graphics/Material.h>
|
||||
#include <destrum/Graphics/Managers/LineRenderingManager.h>
|
||||
|
||||
namespace {
|
||||
class TestComponent final : public Component {
|
||||
@@ -191,29 +189,6 @@ namespace {
|
||||
"RigidBody legacy alias must not be registered");
|
||||
}
|
||||
|
||||
void testLineRenderingManager()
|
||||
{
|
||||
auto& lineManager = LineRenderingManager::GetInstance();
|
||||
lineManager.ClearLines();
|
||||
|
||||
lineManager.SubmitLine(
|
||||
glm::vec3{0.0f},
|
||||
glm::vec3{1.0f, 0.0f, 0.0f},
|
||||
glm::vec4{1.0f, 0.0f, 0.0f, 1.0f});
|
||||
lineManager.SubmitLine(Line{
|
||||
.start = glm::vec3{1.0f},
|
||||
.end = glm::vec3{2.0f},
|
||||
.color = glm::vec4{0.0f, 1.0f, 0.0f, 1.0f},
|
||||
});
|
||||
|
||||
check(lineManager.GetLines().size() == 2,
|
||||
"line rendering manager must retain submitted lines");
|
||||
|
||||
lineManager.ClearLines();
|
||||
check(lineManager.GetLines().empty(),
|
||||
"line rendering manager must clear transient lines");
|
||||
}
|
||||
|
||||
void testAssetPathValidation()
|
||||
{
|
||||
const auto root = std::filesystem::temp_directory_path() / "destrum_asset_test";
|
||||
@@ -484,65 +459,6 @@ namespace {
|
||||
check(!AssetReference::fromCacheKey("CharacterMedium.fbx").has_value(),
|
||||
"plain cache names must not be treated as file-backed assets");
|
||||
}
|
||||
|
||||
class TriggerTracker final : public Component {
|
||||
public:
|
||||
explicit TriggerTracker(GameObject& owner)
|
||||
: Component(owner, "TriggerTracker") {}
|
||||
|
||||
void Update(float) override {}
|
||||
std::string GetTypeName() const override { return "TriggerTracker"; }
|
||||
|
||||
void OnTriggerEnter(GameObject* other) override {
|
||||
++enterCount;
|
||||
lastOther = other;
|
||||
enterObjectName = other ? other->GetName() : "null";
|
||||
}
|
||||
|
||||
void OnTriggerExit(GameObject* other) override {
|
||||
++exitCount;
|
||||
}
|
||||
|
||||
int enterCount{0};
|
||||
int exitCount{0};
|
||||
GameObject* lastOther{nullptr};
|
||||
std::string enterObjectName;
|
||||
};
|
||||
|
||||
void testTriggerZone()
|
||||
{
|
||||
Scene& scene = SceneManager::GetInstance().CreateScene("trigger-test");
|
||||
|
||||
// Trigger box at origin (Static rigidbody + BoxCollider as trigger).
|
||||
GameObject* triggerObj = scene.CreateGameObject("TriggerZone");
|
||||
triggerObj->AddComponent<BoxCollider>(glm::vec3{3.0f, 3.0f, 3.0f});
|
||||
triggerObj->GetComponent<BoxCollider>()->SetTrigger(true);
|
||||
auto* triggerRb = triggerObj->AddComponent<Rigidbody>();
|
||||
triggerRb->SetType(RigidbodyType::Static);
|
||||
auto* tracker = triggerObj->AddComponent<TriggerTracker>();
|
||||
|
||||
// Falling sphere above the trigger.
|
||||
GameObject* sphere = scene.CreateGameObject("FallingSphere");
|
||||
sphere->AddComponent<SphereCollider>(0.5f);
|
||||
sphere->AddComponent<Rigidbody>();
|
||||
sphere->GetTransform().SetWorldPosition({0.0f, 8.0f, 0.0f});
|
||||
|
||||
scene.CommitPendingAdditions();
|
||||
|
||||
// Run physics for enough steps that the sphere falls into the trigger.
|
||||
for (int step = 0; step < 120; ++step) {
|
||||
scene.FixedUpdate(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
check(tracker->enterCount >= 1,
|
||||
"falling sphere must trigger OnTriggerEnter at least once");
|
||||
check(tracker->exitCount >= 1,
|
||||
"falling sphere passing through trigger must exit");
|
||||
check(tracker->enterObjectName == "FallingSphere",
|
||||
"OnTriggerEnter must report the correct entering object");
|
||||
|
||||
SceneManager::GetInstance().Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
int main()
|
||||
@@ -553,7 +469,6 @@ int main()
|
||||
testEventRemoval();
|
||||
testComponentRemoval();
|
||||
testEngineComponentRegistration();
|
||||
testLineRenderingManager();
|
||||
testAssetPathValidation();
|
||||
testLegacySceneLoad();
|
||||
testSceneLoadRollback();
|
||||
@@ -563,7 +478,6 @@ int main()
|
||||
testAnimatorAssetReferences();
|
||||
testSimpleColorMaterial();
|
||||
testAssetReferenceCacheKeys();
|
||||
testTriggerZone();
|
||||
std::cout << "destrum tests passed\n";
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user