Add Scene with systems

- Add Scene class which populates the engine with Systems which handles
  all logic in the game
- Add Systems to ecs
This commit is contained in:
Thraix
2023-05-20 19:45:15 +02:00
parent 05d2c2940b
commit 84b24457a0
20 changed files with 626 additions and 42 deletions
+5 -37
View File
@@ -48,20 +48,18 @@ namespace Copium
{
EventDispatcher::AddEventHandler(this);
InitializeFrameBuffer();
InitializeRenderer();
InitializeGraphicsPipeline();
InitializeTextureSampler();
InitializeDescriptorSets();
InitializeMesh();
InitializeCommandBuffer();
InitializeScene();
}
Application::~Application()
{
vkDeviceWaitIdle(Vulkan::GetDevice());
AssetManager::UnloadAsset(texture2D);
AssetManager::UnloadAsset(texture2D2);
AssetManager::UnloadAsset(font);
AssetManager::UnloadAsset(graphicsPipeline);
AssetManager::UnloadAsset(graphicsPipelinePassthrough);
AssetManager::UnloadAsset(framebuffer);
@@ -92,6 +90,7 @@ namespace Copium
EventResult Application::OnEvent(const Event& event)
{
scene->OnEvent(event);
switch (event.GetType())
{
case EventType::WindowResize:
@@ -150,16 +149,14 @@ namespace Copium
framebuffer = AssetManager::LoadAsset<Framebuffer>("framebuffer.meta");
}
void Application::InitializeRenderer()
void Application::InitializeScene()
{
renderer = std::make_unique<Renderer>();
scene = std::make_unique<Scene>(*commandBuffer, *descriptorPool);
}
void Application::InitializeTextureSampler()
{
texture2D = AssetManager::LoadAsset<Texture2D>("fox.meta");
texture2D2 = AssetManager::LoadAsset<Texture2D>("fox2.meta");
font = AssetManager::LoadAsset<Font>("font.meta");
}
void Application::InitializeDescriptorSets()
@@ -171,8 +168,6 @@ namespace Copium
descriptorSetPassthrough = AssetManager::GetAsset<Pipeline>(graphicsPipelinePassthrough).CreateDescriptorSet(*descriptorPool, 0);
descriptorSetPassthrough->SetSampler(AssetManager::GetAsset<Framebuffer>(framebuffer).GetColorAttachment(), 0);
descriptorSetRenderer = renderer->GetGraphicsPipeline().CreateDescriptorSet(*descriptorPool, 1);
}
void Application::InitializeGraphicsPipeline()
@@ -209,25 +204,7 @@ namespace Copium
mesh->Bind(*commandBuffer);
mesh->Render(*commandBuffer);
renderer->SetDescriptorSet(*descriptorSetRenderer);
renderer->Begin(*commandBuffer);
for (int y = 0; y < 10; y++)
{
for (int x = 0; x < 10; x++)
{
renderer->Quad(glm::vec2{-1 + x * 0.2 + 0.05, -1 + y * 0.2 + 0.05}, glm::vec2{0.1, 0.1}, glm::vec3{x * 0.1, y * 0.1, 1.0});
}
}
float aspect = fb.GetWidth() / (float)fb.GetHeight();
renderer->Quad(glm::vec2{-0.8, -0.4}, glm::vec2{0.8, 0.8}, AssetManager::GetAsset<Texture2D>(texture2D));
renderer->Quad(glm::vec2{ 0.1, -0.4}, glm::vec2{0.8, 0.8}, AssetManager::GetAsset<Font>(font));
renderer->Quad(mousePos - glm::vec2(0.1), glm::vec2{0.2}, AssetManager::GetAsset<Texture2D>(texture2D2));
std::string s = std::to_string(fps) + " fps";
BoundingBox boundingBox = AssetManager::GetAsset<Font>(font).GetTextBoundingBox(s, 0.06);
glm::vec2 pos = glm::vec2{-aspect + 0.01, 0.94};
renderer->Quad(pos + boundingBox.lb, boundingBox.GetSize());
renderer->Text(s, pos, AssetManager::GetAsset<Font>(font), 0.06, glm::vec3{0.0f});
renderer->End();
scene->Update();
fb.Unbind(*commandBuffer);
@@ -252,7 +229,6 @@ namespace Copium
float time = startTimer.Elapsed();
Framebuffer& fb = AssetManager::GetAsset<Framebuffer>(framebuffer);
float aspect = fb.GetWidth() / (float)fb.GetHeight();
time = 0;
{
glm::mat4 projection = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 10.0f);
@@ -265,13 +241,5 @@ namespace Copium
uniformBuffer.Set("lightPos", (glm::vec3)(glm::rotate(glm::mat4{1.0f}, time * glm::radians(45.0f), glm::vec3(0, 1, 0)) * glm::vec4{0.3, 0.1, 0, 1}));
uniformBuffer.Update();
}
{
UniformBuffer& uniformBuffer = descriptorSetRenderer->GetUniformBuffer("ubo");
uniformBuffer.Set("projection", glm::ortho(-aspect, aspect, 1.0f, -1.0f));
// uniformBuffer.Set("view", glm::translate(glm::mat4(1), glm::vec3(0.1 * glm::sin(4 * time), 0.1 * glm::cos(4 * time), 0.0)));
uniformBuffer.Set("view", glm::mat4(1));
uniformBuffer.Update();
}
}
}
+3 -3
View File
@@ -1,6 +1,7 @@
#pragma once
#include "copium/asset/AssetMeta.h"
#include "copium/core/Scene.h"
#include "copium/buffer/Framebuffer.h"
#include "copium/event/EventHandler.h"
#include "copium/mesh/Mesh.h"
@@ -15,7 +16,6 @@ namespace Copium
{
CP_DELETE_COPY_AND_MOVE_CTOR(Application);
private:
std::unique_ptr<Renderer> renderer;
AssetHandle framebuffer;
AssetHandle texture2D;
AssetHandle texture2D2;
@@ -25,7 +25,7 @@ namespace Copium
std::unique_ptr<DescriptorPool> descriptorPool;
std::unique_ptr<DescriptorSet> descriptorSet;
std::unique_ptr<DescriptorSet> descriptorSetPassthrough;
std::unique_ptr<DescriptorSet> descriptorSetRenderer;
std::unique_ptr<Scene> scene;
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Mesh> meshPassthrough;
std::unique_ptr<CommandBuffer> commandBuffer;
@@ -42,7 +42,7 @@ namespace Copium
EventResult OnEvent(const Event& event) override;
private:
void InitializeFrameBuffer();
void InitializeRenderer();
void InitializeScene();
void InitializeTextureSampler();
void InitializeDescriptorSets();
void InitializeGraphicsPipeline();
+73
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@@ -0,0 +1,73 @@
#include "copium/core/Scene.h"
#include "copium/asset/AssetManager.h"
#include "copium/asset/AssetMeta.h"
#include "copium/asset/AssetRef.h"
#include "copium/core/Vulkan.h"
#include "copium/ecs/Entity.h"
#include "copium/ecs/System.h"
#include "copium/event/MouseMoveEvent.h"
#include "copium/example/FrameCountSystem.h"
#include "copium/example/MouseFollowSystem.h"
#include "copium/example/RenderSystem.h"
#include "copium/example/Components.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <string>
namespace Copium
{
Scene::Scene(CommandBuffer& commandBuffer, DescriptorPool& descriptorPool)
{
renderer = std::make_unique<Renderer>();
descriptorSetRenderer = renderer->GetGraphicsPipeline().CreateDescriptorSet(descriptorPool, 1);
ecs = std::make_unique<ECSManager>();
ecs->AddSystem<FrameCountSystem>();
ecs->AddSystem<RenderSystem>(renderer.get(), descriptorSetRenderer.get(), &commandBuffer); // better way to store the RenderSystem data?
// TODO: Load from scene file
for (int y = 0; y < 10; y++)
{
for (int x = 0; x < 10; x++)
{
Entity entity = Entity::Create(ecs.get());
entity.AddComponent<TransformC>(glm::vec2{-1 + x * 0.2 + 0.05, -1 + y * 0.2 + 0.05}, glm::vec2{0.1, 0.1});
entity.AddComponent<ColorC>(glm::vec3{x * 0.1f, y * 0.1f, 1.0f});
}
}
float aspect = Vulkan::GetSwapChain().GetExtent().width / (float)Vulkan::GetSwapChain().GetExtent().height;
Entity entityFox = Entity::Create(ecs.get());
entityFox.AddComponent<TransformC>(glm::vec2{-0.9f, -0.4f}, glm::vec2{0.8f, 0.8f});
entityFox.AddComponent<TextureC>(AssetRef{AssetManager::LoadAsset("fox.meta")}, glm::vec2{0.0f, 0.0f}, glm::vec2{1.0f, 1.0f});
Entity entityFontAtlas = Entity::Create(ecs.get());
entityFontAtlas.AddComponent<TransformC>(glm::vec2{0.1f, -0.4f}, glm::vec2{0.8, 0.8});
entityFontAtlas.AddComponent<TextureC>(AssetRef{AssetManager::LoadAsset("font.meta")}, glm::vec2{0.0f, 0.0f}, glm::vec2{1.0f, 1.0f});
Entity entityMouse = Entity::Create(ecs.get());
entityMouse.AddComponent<TransformC>(glm::vec2(0.1), glm::vec2{0.2});
entityMouse.AddComponent<TextureC>(AssetRef{AssetManager::LoadAsset("fox2.meta")}, glm::vec2{0.0f, 0.0f}, glm::vec2{1.0f, 1.0f});
entityMouse.AddComponent<MouseFollowC>();
glm::vec2 pos = glm::vec2{-aspect + 0.01, 0.94};
Entity entityText = Entity::Create(ecs.get());
entityText.AddComponent<TransformC>(glm::vec2{-aspect + 0.01, 0.94}, glm::vec2{1.0});
entityText.AddComponent<TextC>(AssetRef{AssetManager::LoadAsset("font.meta")}, std::to_string(0) + " fps", 0.06f);
entityText.AddComponent<FrameCountC>();
}
void Scene::Update()
{
ecs->UpdateSystems();
}
EventResult Scene::OnEvent(const Event& event)
{
// ecs->UpdateEventSystems(event);
MouseFollowSystem{ecs.get(), event}.Run(); // TODO: Remove when I figure out how to handle events in systems
return EventResult::Continue;
}
}
+25
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@@ -0,0 +1,25 @@
#pragma once
#include "copium/renderer/Renderer.h"
#include "copium/ecs/ECSManager.h"
#include "copium/event/Event.h"
#include "copium/event/EventResult.h"
#include <memory>
namespace Copium
{
class Scene
{
private:
std::unique_ptr<Renderer> renderer;
std::unique_ptr<ECSManager> ecs;
std::unique_ptr<DescriptorSet> descriptorSetRenderer;
int frameCounter = 0;
int fps = 0;
public:
Scene(CommandBuffer& commandBuffer, DescriptorPool& descriptorPool);
void Update();
EventResult OnEvent(const Event& event);
};
}