/* This file is part of Daydream Engine. Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung Daydream Engine is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Daydream Engine is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with Daydream Engine. If not, see . */ #include #include #include "ResourceManager.h" #include "OBJ.h" #include "Model.h" #include "Texture.h" #include "EventBroker.h" #include "RenderQueue.h" #include "Renderer.h" #include "InputManager.h" //TODO: Remove includes that are only here for the temporary draw solution. #include "World.h" #include "CTransform.h" #include "Rendering/CModel.h" #include "Rendering/CSprite.h" #include "CTemplate.h" #include "Transform/TransformSystem.h" #include "Physics/PhysicsSystem.h" #include "Physics/CPhysics.h" #include "CBoxShape.h" namespace dd { class Engine { public: Engine(int argc, char* argv[]) { m_EventBroker = std::make_shared(); m_Renderer = std::make_shared(); m_Renderer->SetFullscreen(false); m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080)); m_Renderer->Initialize(); m_InputManager = std::make_shared(m_Renderer->Window(), m_EventBroker); m_World = std::make_shared(m_EventBroker); //TODO: Move this out of engine.h m_World->ComponentFactory.Register(); m_World->SystemFactory.Register([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); }); m_World->AddSystem(); <<<<<<< HEAD m_World->ComponentFactory.Register(); m_World->ComponentFactory.Register(); m_World->SystemFactory.Register([this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); }); m_World->AddSystem(); m_World->ComponentFactory.Register(); m_World->ComponentFactory.Register(); m_World->Initialize(); auto ent = m_World->CreateEntity(); std::shared_ptr transform = m_World->AddComponent(ent); transform->Position = glm::vec3(0.f, 0.f, -10.f); std::shared_ptr model = m_World->AddComponent(ent); model->ModelFile = "Models/Core/UnitSphere.obj"; std::shared_ptr boxShape = m_World->AddComponent(ent); boxShape->x = 5.f; boxShape->y = 5.f; std::shared_ptr physics = m_World->AddComponent(ent); physics->Static = true; m_World->CommitEntity(ent); ======= m_World->ComponentFactory.Register(); m_World->ComponentFactory.Register(); m_World->ComponentFactory.Register(); m_World->Initialize(); // { // auto ent = m_World->CreateEntity(); // std::shared_ptr transform = m_World->AddComponent(ent); // transform->Position = glm::vec3(0.f, 0.f, -10.f); // auto sprite = m_World->AddComponent(ent); // sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; // } >>>>>>> origin/master m_LastTime = glfwGetTime(); } bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); } void Tick() { double currentTime = glfwGetTime(); double dt = currentTime - m_LastTime; m_LastTime = currentTime; ResourceManager::Update(); <<<<<<< HEAD // // Update input m_InputManager->Update(dt); m_World->Update(dt); // // if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) { // ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl"); // } //TODO Fill up the renderQueue with models (Temp fix) // TEMPAddToRenderQueue(); ======= // Update input m_InputManager->Update(dt); m_World->Update(dt); if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) { ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl"); } //TODO Fill up the renderQueue with models (Temp fix) TEMPAddToRenderQueue(); >>>>>>> origin/master // Render scene //TODO send renderqueue to draw. m_Renderer->Draw(m_RendererQueue); // Swap event queues m_EventBroker->Clear(); glfwPollEvents(); } std::shared_ptr m_TransformSystem; //TODO: Get this out of engine.h void TEMPAddToRenderQueue() { if (!m_TransformSystem) m_TransformSystem = m_World->GetSystem(); m_RendererQueue.Clear(); for (auto &pair : *m_World->GetEntities()) { EntityID entity = pair.first; auto templateComponent = m_World->GetComponent(entity); if (templateComponent) continue; auto transform = m_World->GetComponent(entity); if (!transform) continue; auto modelComponent = m_World->GetComponent(entity); if (modelComponent) { Model* modelAsset = nullptr; modelAsset = ResourceManager::Load(modelComponent->ModelFile); if (modelAsset) { Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity); glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position) * glm::toMat4(absoluteTransform.Orientation) * glm::scale(absoluteTransform.Scale); EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color); } } auto spriteComponent = m_World->GetComponent(entity); if (spriteComponent) { auto textureAsset = ResourceManager::Load(spriteComponent->SpriteFile); if (textureAsset) { Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity); glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1)); glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position) * glm::toMat4(orientation2D) * glm::scale(absoluteTransform.Scale); EnqueueSprite(textureAsset, modelMatrix, spriteComponent->Color); } } } m_RendererQueue.Sort(); } //TODO: Get this out of engine.h void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color) { for (auto texGroup : model->TextureGroups) { ModelJob job; job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0; job.DiffuseTexture = (texGroup.Texture) ? *texGroup.Texture : 0; job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0; job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0; job.VAO = model->VAO; job.ElementBuffer = model->ElementBuffer; job.StartIndex = texGroup.StartIndex; job.EndIndex = texGroup.EndIndex; job.ModelMatrix = modelMatrix; job.Color = color; m_RendererQueue.Deferred.Add(job); } } // TODO: Get this out of engine.h void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix, glm::vec4 color) { SpriteJob job; job.TextureID = texture->ResourceID; job.Texture = *texture; job.ModelMatrix = modelMatrix; job.Color = color; m_RendererQueue.Forward.Add(job); } private: std::shared_ptr m_ResourceManager; std::shared_ptr m_EventBroker; std::shared_ptr m_Renderer; RenderQueueCollection m_RendererQueue; std::shared_ptr m_InputManager; std::shared_ptr m_World; double m_LastTime; }; }