Files
squidout/include/Core/Engine.h
T
2015-09-10 18:12:15 +01:00

254 lines
8.2 KiB
C++

/*
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 <http://www.gnu.org/licenses/>.
*/
#include <string>
#include <sstream>
#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<EventBroker>();
m_Renderer = std::make_shared<Renderer>();
m_Renderer->SetFullscreen(false);
m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
m_Renderer->Initialize();
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
m_World = std::make_shared<World>(m_EventBroker);
//TODO: Move this out of engine.h
m_World->ComponentFactory.Register<Components::Transform>();
m_World->SystemFactory.Register<Systems::TransformSystem>(
[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TransformSystem>();
// m_World->ComponentFactory.Register<Components::Model>();
// m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::Sprite>();
m_World->ComponentFactory.Register<Components::RectangleShape>();
m_World->ComponentFactory.Register<Components::Physics>();
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->Initialize();
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(ent);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
physics->Static = false;
m_World->CommitEntity(ent);
}
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.f, -3.f, -9.f);
transform->Scale = glm::vec3(2.f, 0.5f, 1.f);
transform->Orientation = glm::rotate(transform->Orientation, glm::radians(45.f), glm::vec3(0, 0, -1));
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(ent);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
physics->Static = true;
m_World->CommitEntity(ent);
}
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();
// 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();
// Render scene
//TODO send renderqueue to draw.
m_Renderer->Draw(m_RendererQueue);
// Swap event queues
m_EventBroker->Clear();
glfwPollEvents();
}
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
//TODO: Get this out of engine.h
void TEMPAddToRenderQueue()
{
if (!m_TransformSystem)
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
m_RendererQueue.Clear();
for (auto &pair : *m_World->GetEntities())
{
EntityID entity = pair.first;
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
if (templateComponent)
continue;
auto transform = m_World->GetComponent<Components::Transform>(entity);
if (!transform)
continue;
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
if (modelComponent)
{
Model* modelAsset = nullptr;
modelAsset = ResourceManager::Load<Model>(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<Components::Sprite>(entity);
if (spriteComponent)
{
auto textureAsset = ResourceManager::Load<Texture>(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<ResourceManager> m_ResourceManager;
std::shared_ptr<EventBroker> m_EventBroker;
std::shared_ptr<Renderer> m_Renderer;
RenderQueueCollection m_RendererQueue;
std::shared_ptr<InputManager> m_InputManager;
std::shared_ptr<World> m_World;
double m_LastTime;
};
}