Introduce new scene loading system

This commit is contained in:
2023-07-02 20:05:57 +02:00
parent 1f89ca59f0
commit e373badf39
26 changed files with 538 additions and 329 deletions

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@@ -8,6 +8,10 @@ project(
LANGUAGES C CXX LANGUAGES C CXX
) )
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON) set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
include(FetchContent) include(FetchContent)
@@ -15,7 +19,7 @@ include(FetchContent)
# EnTT # EnTT
FetchContent_Declare( FetchContent_Declare(
entt entt
URL https://github.com/skypjack/entt/archive/refs/tags/v3.11.1.tar.gz URL https://github.com/skypjack/entt/archive/refs/tags/v3.12.0.tar.gz
) )
FetchContent_MakeAvailable(entt) FetchContent_MakeAvailable(entt)
@@ -27,6 +31,8 @@ FetchContent_Declare(
) )
option(GLFW_BUILD_DOCS "" OFF) option(GLFW_BUILD_DOCS "" OFF)
option(GLFW_BUILD_EXAMPLES "" OFF)
option(GLFW_BUILD_TESTS "" OFF)
option(GLFW_INSTALL "" OFF) option(GLFW_INSTALL "" OFF)
FetchContent_MakeAvailable(glfw) FetchContent_MakeAvailable(glfw)

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@@ -28,7 +28,7 @@
}, },
{ {
"name": "dev", "name": "dev",
"generator": "Unix Makefiles", "generator": "Ninja",
"binaryDir": "${sourceDir}/build", "binaryDir": "${sourceDir}/build",
"inherits": [ "inherits": [
"std" "std"

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@@ -1 +0,0 @@
build/src/Fall-Fever

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@@ -5,14 +5,15 @@ add_library(fever_engine
core/graphics/material.cpp core/graphics/material.cpp
core/graphics/mesh.cpp core/graphics/mesh.cpp
core/camera.cpp core/camera.cpp
core/game_loop.cpp
core/glad.cpp core/glad.cpp
core/light.cpp core/light.cpp
core/render.cpp core/render.cpp
core/shader.cpp core/shader.cpp
core/time.cpp core/time.cpp
input/input.cpp input/input.cpp
scene/gltf.cpp
scene/gltf_loader.cpp scene/gltf_loader.cpp
scene/scene.cpp
util/log.cpp util/log.cpp
window/window.cpp window/window.cpp
) )
@@ -35,7 +36,7 @@ target_link_libraries(
add_executable(Fall-Fever add_executable(Fall-Fever
bin/main.cpp bin/main.cpp
bin/Controller.cpp bin/controller.cpp
) )
target_link_libraries(Fall-Fever PRIVATE fever_engine) target_link_libraries(Fall-Fever PRIVATE fever_engine)

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@@ -1,104 +0,0 @@
#include "Controller.h"
#include "core/light.h"
#include "core/render.h"
#include "core/shader.h"
#include "core/time.h"
#include "input/input.h"
#include "scene/scene.h"
#include "window/window.h"
#include <GLFW/glfw3.h>
#include <array>
#include <chrono>
#include <filesystem>
#include <fx/gltf.h>
#include <glad/gl.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <iostream>
#include <spdlog/spdlog.h>
#include <thread>
#include <utility>
using namespace entt::literals;
Controller::Controller() :
m_gameWindow(std::make_shared<Window>(event_dispatcher)),
post_processing_framebuffer(m_gameWindow->physical_dimensions()),
m_gltf_loader{.image_cache = m_image_cache,
.material_cache = m_material_cache,
.mesh_cache = m_mesh_cache,
.shader_cache = m_shader_cache,
.scene_cache = m_scene_cache,
.gltf_mesh_cache = m_gltf_mesh_cache,
.gltf_node_cache = m_gltf_node_cache,
.registry = registry},
m_gltf_cache(m_gltf_loader),
key_listener{.registry = registry},
cursor_listener{.registry = registry}
{
std::filesystem::path document_path("WaterBottle/glTF-Binary/WaterBottle.glb");
entt::hashed_string document_hash(document_path.c_str());
entt::resource<Gltf> gltf_document =
m_gltf_cache.load(document_hash, document_path).first->second;
m_scene = gltf_document->default_scene.value_or(gltf_document->scenes.at(0)).handle();
Input::State<Input::KeyCode>::init_state(registry);
event_dispatcher.sink<Window::ResizeEvent>().connect<&Controller::recreate_framebuffer>(this);
event_dispatcher.sink<Input::KeyInput>().connect<&Input::KeyListener::key_event>(key_listener);
event_dispatcher.sink<Input::MouseMotion>().connect<&Input::CursorListener::cursor_event>(cursor_listener);
}
void Controller::run()
{
entt::hashed_string shader_hash(Material::SHADER_NAME.data());
auto standard_material_shader =
m_shader_cache.load(shader_hash, Material::SHADER_NAME).first->second;
spdlog::info("Startup complete. Enter game loop.");
// This is the game loop
while (glfwWindowShouldClose(&m_gameWindow->handle()) == GLFW_FALSE) {
// --- Timing ---
Time::update_delta_time(registry);
// --- Check events, handle input ---
// m_gameWindow->clear_mouse_cursor_input();
glfwPollEvents();
// --- Update game state ---
event_dispatcher.update();
m_gameWindow->update_descriptor(registry);
m_gameWindow->mouse_catching(registry);
m_gameWindow->close_on_esc(registry);
m_scene->update();
Input::State<Input::KeyCode>::update_state(registry);
Input::reset_mouse_motion(registry);
// --- Render and buffer swap ---
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
post_processing_framebuffer.bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Light::update_lights(registry, standard_material_shader);
Render::render(registry);
Framebuffer::unbind();
post_processing_framebuffer.draw(post_processing_shader);
glfwSwapBuffers(&m_gameWindow->handle());
}
}
void Controller::recreate_framebuffer()
{
auto dimensions = m_gameWindow->physical_dimensions();
post_processing_framebuffer = Framebuffer(dimensions);
}

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@@ -1,53 +0,0 @@
#pragma once
#include "core/graphics/framebuffer.h"
#include "core/shader.h"
#include "entt/entity/fwd.hpp"
#include "scene/gltf_loader.h"
#include "input/input.h"
#include <entt/entt.hpp>
#include <glm/glm.hpp>
#include <memory>
#include <unordered_map>
#include <vector>
class Scene;
class Camera;
class Window;
class Framebuffer;
class Controller
{
public:
Controller();
void run();
private:
void recreate_framebuffer();
std::shared_ptr<Window> m_gameWindow;
std::shared_ptr<Scene> m_scene;
Shader post_processing_shader{"post_processing", "data/shaders"};
Framebuffer post_processing_framebuffer;
entt::registry registry;
entt::dispatcher event_dispatcher{};
Input::KeyListener key_listener;
Input::CursorListener cursor_listener;
// Resource caches
entt::resource_cache<Image> m_image_cache;
entt::resource_cache<Material> m_material_cache;
entt::resource_cache<Mesh> m_mesh_cache;
entt::resource_cache<Scene> m_scene_cache;
entt::resource_cache<Shader, ShaderLoader> m_shader_cache;
entt::resource_cache<GltfMesh> m_gltf_mesh_cache;
entt::resource_cache<GltfNode> m_gltf_node_cache;
GltfLoader m_gltf_loader;
entt::resource_cache<Gltf, GltfLoader> m_gltf_cache;
};

65
src/bin/controller.cpp Normal file
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@@ -0,0 +1,65 @@
#include "controller.h"
#include "components/name.h"
#include "components/transform.h"
#include "core/camera.h"
#include "core/light.h"
#include "window/window.h"
using namespace entt::literals;
Controller::Controller()
{
std::filesystem::path document_path("WaterBottle/glTF-Binary/WaterBottle.glb");
entt::hashed_string document_hash(document_path.c_str());
entt::resource<Gltf> gltf_document =
gltf_cache.load(document_hash, document_path).first->second;
gltf_document->spawn_default_scene(registry(), gltf_node_cache);
// Convert meshes
auto mesh_view = registry().view<entt::resource<Mesh>>();
for (auto [entity, mesh] : mesh_view.each()) {
registry().emplace<GpuMesh>(entity, GpuMesh(mesh));
// Remove Mesh resource as it is no longer needed.
registry().erase<entt::resource<Mesh>>(entity);
}
// Convert materials
auto material_view = registry().view<entt::resource<Material>>();
for (auto [entity, material] : material_view.each()) {
registry().emplace<GpuMaterial>(entity, GpuMaterial(material));
// Remove Material resource as it is no longer needed.
registry().erase<entt::resource<Material>>(entity);
}
// Spawn default lights
auto directional_light = registry().create();
registry().emplace<Name>(directional_light, "Directional Light");
registry().emplace<Transform>(
directional_light,
Transform{.orientation = glm::toQuat(
glm::lookAt({}, DirectionalLight::DEFAULT_DIRECTION, Camera::UP_VECTOR))});
registry().emplace<GlobalTransform>(directional_light, GlobalTransform{});
registry().emplace<DirectionalLight>(
directional_light, DirectionalLight{.illuminance = DirectionalLight::DEFAULT_ILLUMINANCE});
auto point_light = registry().create();
registry().emplace<Name>(point_light, "Point Light");
registry().emplace<Transform>(point_light,
Transform{.translation = PointLight::DEFAULT_POSITION});
registry().emplace<GlobalTransform>(point_light, GlobalTransform{});
registry().emplace<PointLight>(point_light,
PointLight{.intensity = PointLight::DEFAULT_INTENSITY});
}
void Controller::update()
{
Camera::keyboard_movement(registry());
if (registry().ctx().get<Window::MouseCatched>().catched) {
Camera::mouse_orientation(registry());
}
}

16
src/bin/controller.h Normal file
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@@ -0,0 +1,16 @@
#pragma once
#include "core/game_loop.h"
#include <entt/entt.hpp>
#include <glm/glm.hpp>
#include <memory>
#include <unordered_map>
#include <vector>
class Controller : public GameLoop
{
public:
Controller();
void update() override;
};

1
src/bin/debug.cpp Normal file
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@@ -0,0 +1 @@
// todo camera movement here ...

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@@ -1,4 +1,4 @@
#include "Controller.h" #include "controller.h"
#include "util/log.h" #include "util/log.h"
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>

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@@ -6,8 +6,8 @@
struct Transform struct Transform
{ {
glm::vec3 translation; glm::vec3 translation{};
glm::quat orientation; glm::quat orientation{};
glm::vec3 scale{1.0, 1.0, 1.0}; glm::vec3 scale{1.0, 1.0, 1.0};
}; };

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@@ -6,6 +6,7 @@
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <algorithm> #include <algorithm>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <spdlog/spdlog.h>
auto Camera::projection_matrix() const -> glm::mat4 auto Camera::projection_matrix() const -> glm::mat4
{ {
@@ -45,14 +46,20 @@ void Camera::keyboard_movement(entt::registry& registry)
auto camera_view = registry.view<Camera const, Transform, GlobalTransform const>(); auto camera_view = registry.view<Camera const, Transform, GlobalTransform const>();
auto camera_entity = camera_view.front(); auto camera_entity = camera_view.front();
if (camera_entity == entt::null) {
spdlog::debug("No camera entity found");
return;
}
auto [camera, camera_transform, camera_global_transform] = camera_view.get(camera_entity); auto [camera, camera_transform, camera_global_transform] = camera_view.get(camera_entity);
glm::vec3 front_vec = front_vector(camera_global_transform); glm::vec3 front_vec = front_vector(camera_global_transform);
front_vec.y = 0; front_vec.y = 0;
glm::vec3 delta_pos = glm::vec3(0., 0., 0.); glm::vec3 delta_pos = glm::vec3(0., 0., 0.);
float delta_factor = float acceleration = movement_context.accelerate ? ACCELERATION : 1.0F;
SPEED * delta_time.delta.count() * (movement_context.accelerate ? ACCELERATION : 1.0F); float delta_factor = static_cast<float>(delta_time.delta.count()) * SPEED * acceleration;
movement_context.accelerate = false; movement_context.accelerate = false;
if (key_state.pressed(Input::KeyCode{GLFW_KEY_W})) { if (key_state.pressed(Input::KeyCode{GLFW_KEY_W})) {
@@ -84,6 +91,12 @@ void Camera::mouse_orientation(entt::registry& registry)
{ {
auto camera_view = registry.view<Camera, Transform>(); auto camera_view = registry.view<Camera, Transform>();
auto camera_entity = camera_view.front(); auto camera_entity = camera_view.front();
if (camera_entity == entt::null) {
spdlog::debug("No camera entity found");
return;
}
auto [camera, camera_transform] = camera_view.get(camera_entity); auto [camera, camera_transform] = camera_view.get(camera_entity);
auto const& mouse_cursor_input = registry.ctx().get<Input::MouseMotion>(); auto const& mouse_cursor_input = registry.ctx().get<Input::MouseMotion>();
@@ -113,6 +126,12 @@ void Camera::aspect_ratio_update(entt::registry& registry)
auto camera_view = registry.view<Camera>(); auto camera_view = registry.view<Camera>();
auto camera_entity = camera_view.front(); auto camera_entity = camera_view.front();
if (camera_entity == entt::null) {
spdlog::debug("No camera entity found");
return;
}
auto [camera] = camera_view.get(camera_entity); auto [camera] = camera_view.get(camera_entity);
// Orthographic projection currently unsupported // Orthographic projection currently unsupported

104
src/core/game_loop.cpp Normal file
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@@ -0,0 +1,104 @@
#include "game_loop.h"
#include "core/camera.h"
#include "core/light.h"
#include "core/render.h"
#include "core/shader.h"
#include "core/time.h"
#include "input/input.h"
#include "scene/scene.h"
#include "window/window.h"
#include <GLFW/glfw3.h>
#include <array>
#include <chrono>
#include <filesystem>
#include <fx/gltf.h>
#include <glad/gl.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <iostream>
#include <spdlog/spdlog.h>
#include <thread>
#include <utility>
GameLoop::~GameLoop() = default;
GameLoop::GameLoop() :
game_window(std::make_shared<Window>(event_dispatcher)),
post_processing_framebuffer(game_window->physical_dimensions()),
key_listener{.registry = entt_registry},
cursor_listener{.registry = entt_registry},
gltf_loader{.image_cache = image_cache,
.material_cache = material_cache,
.mesh_cache = mesh_cache,
.shader_cache = shader_cache,
.gltf_mesh_cache = gltf_mesh_cache,
.gltf_node_cache = gltf_node_cache},
gltf_cache(gltf_loader)
{
register_context_variables();
event_dispatcher.sink<Window::ResizeEvent>().connect<&GameLoop::recreate_framebuffer>(this);
event_dispatcher.sink<Input::KeyInput>().connect<&Input::KeyListener::key_event>(key_listener);
event_dispatcher.sink<Input::MouseMotion>().connect<&Input::CursorListener::cursor_event>(
cursor_listener);
}
void GameLoop::run()
{
entt::hashed_string shader_hash(Material::SHADER_NAME.data());
auto standard_material_shader =
shader_cache.load(shader_hash, Material::SHADER_NAME).first->second;
spdlog::info("Startup complete. Enter game loop.");
// This is the game loop
while (glfwWindowShouldClose(&game_window->handle()) == GLFW_FALSE) {
// --- Timing ---
Time::update_delta_time(entt_registry);
// --- Check events, handle input ---
glfwPollEvents();
// --- Update game state ---
event_dispatcher.update();
game_window->update_descriptor(entt_registry);
game_window->mouse_catching(entt_registry);
game_window->close_on_esc(entt_registry);
GlobalTransform::update(entt_registry);
Camera::aspect_ratio_update(entt_registry);
update();
Input::State<Input::KeyCode>::update_state(entt_registry);
Input::reset_mouse_motion(entt_registry);
// --- Render and buffer swap ---
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
post_processing_framebuffer.bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Light::update_lights(entt_registry, standard_material_shader);
Render::render(entt_registry);
Framebuffer::unbind();
post_processing_framebuffer.draw(post_processing_shader);
glfwSwapBuffers(&game_window->handle());
}
}
void GameLoop::register_context_variables()
{
entt_registry.ctx().emplace<Input::State<Input::KeyCode>>();
entt_registry.ctx().emplace<Input::MouseMotion>();
}
void GameLoop::recreate_framebuffer()
{
auto dimensions = game_window->physical_dimensions();
post_processing_framebuffer = Framebuffer(dimensions);
}

65
src/core/game_loop.h Normal file
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@@ -0,0 +1,65 @@
#pragma once
#include "core/graphics/framebuffer.h"
#include "core/shader.h"
#include "entt/entity/fwd.hpp"
#include "entt/signal/fwd.hpp"
#include "input/input.h"
#include "scene/gltf_loader.h"
#include <entt/entt.hpp>
#include <glm/glm.hpp>
#include <memory>
#include <unordered_map>
#include <vector>
class Camera;
class Window;
class GameLoop
{
public:
GameLoop();
virtual ~GameLoop();
GameLoop(GameLoop const&) = delete;
GameLoop(GameLoop&&) = delete;
auto operator=(GameLoop const&) -> GameLoop& = delete;
auto operator=(GameLoop&&) -> GameLoop& = delete;
auto registry() -> entt::registry& { return entt_registry; }
auto registry() const -> entt::registry const& { return entt_registry; }
auto dispatcher() -> entt::dispatcher& { return event_dispatcher; }
auto dispatcher() const -> entt::dispatcher const& { return event_dispatcher; }
void run();
virtual void update() = 0;
protected:
virtual void register_context_variables();
void recreate_framebuffer();
std::shared_ptr<Window> game_window;
Shader post_processing_shader{"post_processing", "data/shaders"};
Framebuffer post_processing_framebuffer;
entt::registry entt_registry;
entt::dispatcher event_dispatcher{};
Input::KeyListener key_listener;
Input::CursorListener cursor_listener;
// Resource caches
entt::resource_cache<Image> image_cache;
entt::resource_cache<Material> material_cache;
entt::resource_cache<Mesh> mesh_cache;
entt::resource_cache<Shader, ShaderLoader> shader_cache;
entt::resource_cache<GltfMesh> gltf_mesh_cache;
entt::resource_cache<GltfNode> gltf_node_cache;
GltfLoader gltf_loader;
entt::resource_cache<Gltf, GltfLoader> gltf_cache;
};

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@@ -53,6 +53,8 @@ struct GpuMesh
auto operator=(GpuMesh &&other) noexcept -> GpuMesh & auto operator=(GpuMesh &&other) noexcept -> GpuMesh &
{ {
glDeleteVertexArrays(1, &vao);
vao = other.vao; vao = other.vao;
indices_count = other.indices_count; indices_count = other.indices_count;
indices_type = other.indices_type; indices_type = other.indices_type;

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@@ -4,11 +4,19 @@
#include "core/graphics/mesh.h" #include "core/graphics/mesh.h"
#include "core/shader.h" #include "core/shader.h"
#include <spdlog/spdlog.h>
void Render::render(entt::registry& registry) void Render::render(entt::registry& registry)
{ {
auto mesh_view = registry.view<GpuMesh const, GpuMaterial const, GlobalTransform const>(); auto mesh_view = registry.view<GpuMesh const, GpuMaterial const, GlobalTransform const>();
auto camera_view = registry.view<Camera const, GlobalTransform const>(); auto camera_view = registry.view<Camera const, GlobalTransform const>();
auto camera_entity = camera_view.front(); auto camera_entity = camera_view.front();
if (camera_entity == entt::null) {
spdlog::debug("No camera entity found");
return;
}
auto [camera, camera_transform] = camera_view.get(camera_entity); auto [camera, camera_transform] = camera_view.get(camera_entity);
glm::mat4 view_projection_matrix = glm::mat4 view_projection_matrix =
camera.projection_matrix() * Camera::view_matrix(camera_transform); camera.projection_matrix() * Camera::view_matrix(camera_transform);

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@@ -6,7 +6,7 @@ namespace Input {
void KeyListener::key_event(KeyInput const& key_input_event) void KeyListener::key_event(KeyInput const& key_input_event)
{ {
auto& key_state = registry.ctx().emplace<State<KeyCode>>(); auto& key_state = registry.ctx().get<State<KeyCode>>();
if (key_input_event.action == static_cast<Action>(GLFW_PRESS)) { if (key_input_event.action == static_cast<Action>(GLFW_PRESS)) {
key_state.press(key_input_event.key_code); key_state.press(key_input_event.key_code);
@@ -17,21 +17,16 @@ void KeyListener::key_event(KeyInput const& key_input_event)
void CursorListener::cursor_event(MouseMotion const& mouse_motion_event) void CursorListener::cursor_event(MouseMotion const& mouse_motion_event)
{ {
auto& mouse_motion = registry.ctx().emplace<MouseMotion>(); auto& mouse_motion = registry.ctx().get<MouseMotion>();
mouse_motion.delta += mouse_motion_event.delta; mouse_motion.delta += mouse_motion_event.delta;
} }
void reset_mouse_motion(entt::registry& registry) void reset_mouse_motion(entt::registry& registry)
{ {
auto& mouse_motion = registry.ctx().emplace<MouseMotion>(); auto& mouse_motion = registry.ctx().get<MouseMotion>();
mouse_motion = {}; mouse_motion = {};
} }
template <typename T> void State<T>::init_state(entt::registry& registry)
{
registry.ctx().emplace<State<T>>();
}
template <typename T> void State<T>::update_state(entt::registry& registry) template <typename T> void State<T>::update_state(entt::registry& registry)
{ {
auto& state = registry.ctx().get<State<T>>(); auto& state = registry.ctx().get<State<T>>();

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@@ -34,7 +34,6 @@ public:
auto just_pressed(T input) const -> bool { return just_pressed_keys.contains(input); } auto just_pressed(T input) const -> bool { return just_pressed_keys.contains(input); }
auto just_released(T input) const -> bool { return just_pressed_keys.contains(input); } auto just_released(T input) const -> bool { return just_pressed_keys.contains(input); }
static void init_state(entt::registry& registry);
static void update_state(entt::registry& registry); static void update_state(entt::registry& registry);
private: private:

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@@ -0,0 +1,2 @@
#pragma once

124
src/scene/gltf.cpp Normal file
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@@ -0,0 +1,124 @@
#include "gltf.h"
#include "components/name.h"
#include "components/relationship.h"
#include "core/camera.h"
#include <spdlog/spdlog.h>
auto Gltf::spawn_scene(std::size_t index,
entt::registry& registry,
entt::resource_cache<GltfNode>& node_cache) -> entt::entity
{
if (document.scenes.size() <= index) {
return entt::null;
}
auto& gltf_scene = document.scenes.at(index);
entt::entity scene_entity = registry.create();
registry.emplace<Transform>(scene_entity, Transform{});
registry.emplace<GlobalTransform>(scene_entity, GlobalTransform{});
registry.emplace<Children>(scene_entity, Children{});
std::vector<entt::resource<GltfNode>> nodes;
nodes.reserve(gltf_scene.nodes.size());
for (auto node_id : gltf_scene.nodes) {
auto const& node = document.nodes.at(node_id);
entt::hashed_string node_hash(node.name.c_str());
nodes.push_back(node_cache[node_hash]);
}
if (gltf_scene.name.empty()) {
spdlog::warn("glTF scene has no name.");
}
// Spawn an entity for every node in scene
for (auto const& node : nodes) {
std::function<entt::entity(GltfNode const&, entt::entity)> spawn_node =
[&registry, &spawn_node](GltfNode const& node, entt::entity parent) {
auto entity = registry.create();
registry.emplace<Name>(entity, node.name);
registry.emplace<Transform>(entity, node.transform);
registry.emplace<GlobalTransform>(entity, GlobalTransform{});
registry.emplace<Parent>(entity, Parent{.parent = parent});
std::vector<entt::entity> child_entities;
auto mesh = node.mesh;
if (mesh.has_value()) {
for (auto const& primitive : mesh.value()->primitives) {
auto mesh_entity = registry.create();
registry.emplace<Parent>(mesh_entity, Parent{.parent = entity});
registry.emplace<Transform>(mesh_entity, Transform{});
registry.emplace<GlobalTransform>(mesh_entity, GlobalTransform{});
registry.emplace<entt::resource<Mesh>>(mesh_entity, primitive.mesh);
registry.emplace<entt::resource<Material>>(mesh_entity, primitive.material);
child_entities.push_back(mesh_entity);
}
}
auto camera = node.camera;
if (camera.has_value()) {
auto perspective =
std::get<fx::gltf::Camera::Perspective>(camera.value().projection);
Camera::Perspective camera_perspective{.fov = perspective.yfov,
.aspect_ratio = perspective.aspectRatio,
.near = perspective.znear,
.far = perspective.zfar};
registry.emplace<Camera>(entity, Camera{.projection = camera_perspective});
}
// Spawn child nodes
for (auto const& child : node.children) {
auto child_entity = spawn_node(child, entity);
child_entities.push_back(child_entity);
}
registry.emplace<Children>(entity, Children{.children = child_entities});
return entity;
};
auto node_entity = spawn_node(node, scene_entity);
registry.get<Children>(scene_entity).children.push_back(node_entity);
}
auto camera_view = registry.view<Camera const>();
if (camera_view.empty()) {
// Spawn default camera
auto entity = registry.create();
registry.emplace<Name>(entity, "Camera");
registry.emplace<Transform>(entity, Transform{.translation = Camera::DEFAULT_POSITION});
registry.emplace<GlobalTransform>(entity, GlobalTransform{});
registry.emplace<Camera>(entity, Camera{.projection = Camera::Perspective{}});
}
return scene_entity;
}
auto Gltf::spawn_scene(std::string_view name,
entt::registry& registry,
entt::resource_cache<GltfNode>& node_cache) -> entt::entity
{
auto it = std::find_if(document.scenes.cbegin(), document.scenes.cend(), [name](auto& scene) {
return scene.name == name;
});
if (it != document.scenes.cend()) {
auto index = std::distance(document.scenes.cbegin(), it);
return spawn_scene(index, registry, node_cache);
}
return entt::null;
}
auto Gltf::spawn_default_scene(entt::registry& registry, entt::resource_cache<GltfNode>& node_cache)
-> entt::entity
{
if (document.scene != -1) {
return spawn_scene(document.scene, registry, node_cache);
}
return entt::null;
}

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@@ -9,11 +9,6 @@
#include <optional> #include <optional>
#include <vector> #include <vector>
class Mesh;
class Scene;
class Material;
class Image;
struct GltfPrimitive struct GltfPrimitive
{ {
entt::resource<Mesh> mesh; entt::resource<Mesh> mesh;
@@ -44,8 +39,17 @@ struct Gltf
std::vector<entt::resource<Material>> materials; std::vector<entt::resource<Material>> materials;
std::vector<entt::resource<GltfMesh>> meshes; std::vector<entt::resource<GltfMesh>> meshes;
std::vector<entt::resource<GltfNode>> nodes; std::vector<entt::resource<GltfNode>> nodes;
std::vector<entt::resource<Scene>> scenes;
std::optional<entt::resource<Scene>> default_scene;
fx::gltf::Document document; fx::gltf::Document document;
auto spawn_scene(std::size_t index,
entt::registry& registry,
entt::resource_cache<GltfNode>& node_cache) -> entt::entity;
auto spawn_scene(std::string_view name,
entt::registry& registry,
entt::resource_cache<GltfNode>& node_cache) -> entt::entity;
auto spawn_default_scene(entt::registry& registry, entt::resource_cache<GltfNode>& node_cache)
-> entt::entity;
}; };

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@@ -2,6 +2,7 @@
#include "components/name.h" #include "components/name.h"
#include "components/relationship.h" #include "components/relationship.h"
#include "core/camera.h" #include "core/camera.h"
#include "entt/entity/fwd.hpp"
#include "scene.h" #include "scene.h"
#include <iterator> #include <iterator>
@@ -388,107 +389,105 @@ auto GltfLoader::operator()(std::filesystem::path const& document_path) -> resul
nodes.push_back(node.second); nodes.push_back(node.second);
} }
// Load scenes // // Load scenes
std::vector<entt::resource<Scene>> scenes; // std::vector<entt::resource<Scene>> scenes;
for (auto const& gltf_scene : gltf.scenes) { // for (auto const& gltf_scene : gltf.scenes) {
// Get nodes by hash // // Get nodes by hash
std::vector<entt::resource<GltfNode>> nodes; // std::vector<entt::resource<GltfNode>> nodes;
nodes.reserve(gltf_scene.nodes.size()); // nodes.reserve(gltf_scene.nodes.size());
for (auto node_id : gltf_scene.nodes) { // for (auto node_id : gltf_scene.nodes) {
auto const& node = gltf.nodes.at(node_id); // auto const& node = gltf.nodes.at(node_id);
entt::hashed_string node_hash(node.name.c_str()); // entt::hashed_string node_hash(node.name.c_str());
nodes.push_back(gltf_node_cache[node_hash]); // nodes.push_back(gltf_node_cache[node_hash]);
} // }
if (gltf_scene.name.empty()) { // if (gltf_scene.name.empty()) {
spdlog::warn("glTF scene has no name."); // spdlog::warn("glTF scene has no name.");
} // }
// Spawn an entity for every node in scene // // Spawn an entity for every node in scene
for (auto const& node : nodes) { // for (auto const& node : nodes) {
std::function<entt::entity(GltfNode const&, std::optional<entt::entity>)> spawn_node = // std::function<entt::entity(GltfNode const&, std::optional<entt::entity>)> spawn_node =
[this, &spawn_node](GltfNode const& node, std::optional<entt::entity> parent) { // [this, &spawn_node](GltfNode const& node, std::optional<entt::entity> parent) {
auto entity = registry.create(); // auto entity = registry.create();
registry.emplace<Name>(entity, node.name); // registry.emplace<Name>(entity, node.name);
registry.emplace<Transform>(entity, node.transform); // registry.emplace<Transform>(entity, node.transform);
registry.emplace<GlobalTransform>(entity, GlobalTransform{}); // registry.emplace<GlobalTransform>(entity, GlobalTransform{});
if (parent.has_value()) { // if (parent.has_value()) {
registry.emplace<Parent>(entity, Parent{.parent = parent.value()}); // registry.emplace<Parent>(entity, Parent{.parent = parent.value()});
} // }
std::vector<entt::entity> child_entities; // std::vector<entt::entity> child_entities;
auto mesh = node.mesh; // auto mesh = node.mesh;
if (mesh.has_value()) { // if (mesh.has_value()) {
for (auto const& primitive : mesh.value()->primitives) { // for (auto const& primitive : mesh.value()->primitives) {
auto mesh_entity = registry.create(); // auto mesh_entity = registry.create();
registry.emplace<Parent>(mesh_entity, Parent{.parent = entity}); // registry.emplace<Parent>(mesh_entity, Parent{.parent = entity});
registry.emplace<Transform>(mesh_entity, Transform{}); // registry.emplace<Transform>(mesh_entity, Transform{});
registry.emplace<GlobalTransform>(mesh_entity, GlobalTransform{}); // registry.emplace<GlobalTransform>(mesh_entity, GlobalTransform{});
registry.emplace<entt::resource<Mesh>>(mesh_entity, primitive.mesh); // registry.emplace<entt::resource<Mesh>>(mesh_entity, primitive.mesh);
registry.emplace<entt::resource<Material>>(mesh_entity, // registry.emplace<entt::resource<Material>>(mesh_entity,
primitive.material); // primitive.material);
child_entities.push_back(mesh_entity); // child_entities.push_back(mesh_entity);
} // }
} // }
auto camera = node.camera; // auto camera = node.camera;
if (camera.has_value()) { // if (camera.has_value()) {
auto perspective = // auto perspective =
std::get<fx::gltf::Camera::Perspective>(camera.value().projection); // std::get<fx::gltf::Camera::Perspective>(camera.value().projection);
Camera::Perspective camera_perspective{.fov = perspective.yfov, // Camera::Perspective camera_perspective{.fov = perspective.yfov,
.aspect_ratio = // .aspect_ratio =
perspective.aspectRatio, // perspective.aspectRatio,
.near = perspective.znear, // .near = perspective.znear,
.far = perspective.zfar}; // .far = perspective.zfar};
registry.emplace<Camera>(entity, Camera{.projection = camera_perspective}); // registry.emplace<Camera>(entity, Camera{.projection = camera_perspective});
} // }
// Spawn child nodes // // Spawn child nodes
for (auto const& child : node.children) { // for (auto const& child : node.children) {
auto child_entity = spawn_node(child, entity); // auto child_entity = spawn_node(child, entity);
child_entities.push_back(child_entity); // child_entities.push_back(child_entity);
} // }
registry.emplace<Children>(entity, Children{.children = child_entities}); // registry.emplace<Children>(entity, Children{.children = child_entities});
return entity; // return entity;
}; // };
spawn_node(node, {}); // spawn_node(node, {});
} // }
auto camera_view = registry.view<Camera const>(); // auto camera_view = registry.view<Camera const>();
if (camera_view.empty()) { // if (camera_view.empty()) {
// Spawn default camera // // Spawn default camera
auto entity = registry.create(); // auto entity = registry.create();
registry.emplace<Name>(entity, "Camera"); // registry.emplace<Name>(entity, "Camera");
registry.emplace<Transform>(entity, Transform{.translation = Camera::DEFAULT_POSITION}); // registry.emplace<Transform>(entity, Transform{.translation = Camera::DEFAULT_POSITION});
registry.emplace<GlobalTransform>(entity, GlobalTransform{}); // registry.emplace<GlobalTransform>(entity, GlobalTransform{});
registry.emplace<Camera>(entity, Camera{.projection = Camera::Perspective{}}); // registry.emplace<Camera>(entity, Camera{.projection = Camera::Perspective{}});
} // }
entt::hashed_string scene_hash(gltf_scene.name.c_str()); // entt::hashed_string scene_hash(gltf_scene.name.c_str());
entt::resource<Scene> scene_resource = // entt::resource<Scene> scene_resource =
scene_cache.load(scene_hash, Scene{registry}).first->second; // scene_cache.load(scene_hash, Scene{}).first->second;
scenes.push_back(scene_resource); // scenes.push_back(scene_resource);
} // }
// Default scene // // Default scene
auto default_scene = [&gltf, &scenes]() -> std::optional<entt::resource<Scene>> { // auto default_scene = [&gltf, &scenes]() -> std::optional<entt::resource<Scene>> {
if (gltf.scene != -1) { // if (gltf.scene != -1) {
return scenes.at(gltf.scene); // return scenes.at(gltf.scene);
} // }
return {}; // return {};
}(); // }();
return std::make_shared<Gltf>(Gltf{.materials = std::move(materials), return std::make_shared<Gltf>(Gltf{.materials = std::move(materials),
.meshes = std::move(gltf_meshes), .meshes = std::move(gltf_meshes),
.nodes = std::move(nodes), .nodes = std::move(nodes),
.scenes = std::move(scenes),
.default_scene = default_scene,
.document = std::move(gltf)}); .document = std::move(gltf)});
} }

View File

@@ -1,6 +1,5 @@
#pragma once #pragma once
#include "entt/entity/fwd.hpp"
#include "gltf.h" #include "gltf.h"
#include <entt/entt.hpp> #include <entt/entt.hpp>
@@ -19,10 +18,7 @@ struct GltfLoader
entt::resource_cache<Material>& material_cache; entt::resource_cache<Material>& material_cache;
entt::resource_cache<Mesh>& mesh_cache; entt::resource_cache<Mesh>& mesh_cache;
entt::resource_cache<Shader, ShaderLoader>& shader_cache; entt::resource_cache<Shader, ShaderLoader>& shader_cache;
entt::resource_cache<Scene>& scene_cache;
entt::resource_cache<GltfMesh>& gltf_mesh_cache; entt::resource_cache<GltfMesh>& gltf_mesh_cache;
entt::resource_cache<GltfNode>& gltf_node_cache; entt::resource_cache<GltfNode>& gltf_node_cache;
entt::registry& registry;
}; };

View File

@@ -1,57 +1,21 @@
#include "scene.h" #include "scene.h"
#include "components/name.h"
#include "components/transform.h"
#include "core/camera.h"
#include "core/graphics/material.h"
#include "core/graphics/mesh.h"
#include "core/light.h"
#include "window/window.h"
Scene::Scene(entt::registry& registry) : registry(registry) // void Scene::spawn_scenes(entt::registry& registry)
{ // {
auto mesh_view = registry.view<entt::resource<Mesh>>(); // auto scene_view = registry.view<entt::resource<Scene>>();
for (auto [entity, mesh] : mesh_view.each()) { // for (auto [entity, scene] : scene_view.each()) {
registry.emplace<GpuMesh>(entity, GpuMesh(mesh)); // registry.erase<entt::resource<Scene>>(entity);
// Remove Mesh resource as it is no longer needed. // for (auto [id, storage] : scene->registry.storage()) {
registry.erase<entt::resource<Mesh>>(entity); // if (auto* other = registry.storage(id); other && storage.contains(entity)) {
} // other->push(copy, storage.value(entity));
// }
// }
// }
// }
auto material_view = registry.view<entt::resource<Material>>(); // Notes:
for (auto [entity, material] : material_view.each()) { // By loading a scene from disk, spawn it directly into the world.
registry.emplace<GpuMaterial>(entity, GpuMaterial(material)); // This is less flexible but easier to implement
// Remove Material resource as it is no longer needed. // Use bevy format: file.gltf#Scene0 otherwise default scene...
registry.erase<entt::resource<Material>>(entity);
}
// Spawn default lights
auto directional_light = registry.create();
registry.emplace<Name>(directional_light, "Directional Light");
registry.emplace<Transform>(
directional_light,
Transform{.orientation = glm::toQuat(
glm::lookAt({}, DirectionalLight::DEFAULT_DIRECTION, Camera::UP_VECTOR))});
registry.emplace<GlobalTransform>(directional_light, GlobalTransform{});
registry.emplace<DirectionalLight>(
directional_light, DirectionalLight{.illuminance = DirectionalLight::DEFAULT_ILLUMINANCE});
auto point_light = registry.create();
registry.emplace<Name>(point_light, "Point Light");
registry.emplace<Transform>(point_light,
Transform{.translation = PointLight::DEFAULT_POSITION});
registry.emplace<GlobalTransform>(point_light, GlobalTransform{});
registry.emplace<PointLight>(point_light,
PointLight{.intensity = PointLight::DEFAULT_INTENSITY});
}
void Scene::update()
{
GlobalTransform::update(registry);
Camera::aspect_ratio_update(registry);
Camera::keyboard_movement(registry);
if (registry.ctx().get<Window::MouseCatched>().catched) {
Camera::mouse_orientation(registry);
}
}

View File

@@ -3,13 +3,10 @@
#include <chrono> #include <chrono>
#include <entt/entt.hpp> #include <entt/entt.hpp>
class Scene struct Scene
{ {
public: // entt::registry registry;
Scene(entt::registry& registry);
void update(); // Spawns a scene for every entity having an entt:resource<Scene> component
// static void spawn_scenes(entt::registry& registry);
private:
entt::registry& registry;
}; };