Files
fall-fever/src/bin/controller.cpp
2024-10-19 10:20:37 +02:00

68 lines
2.4 KiB
C++

#include "controller.h"
#include "components/name.h"
#include "components/transform.h"
#include "core/camera.h"
#include "core/light.h"
#include "spdlog/spdlog.h"
#include "window/window.h"
using namespace entt::literals;
Controller::Controller(std::string_view path)
{
spdlog::info("Open {}", path);
std::filesystem::path document_path(path);
entt::hashed_string document_hash(document_path.string().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());
}
}