Add Scene with systems
- Add Scene class which populates the engine with Systems which handles all logic in the game - Add Systems to ecs
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@@ -48,20 +48,18 @@ namespace Copium
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{
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EventDispatcher::AddEventHandler(this);
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InitializeFrameBuffer();
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InitializeRenderer();
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InitializeGraphicsPipeline();
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InitializeTextureSampler();
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InitializeDescriptorSets();
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InitializeMesh();
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InitializeCommandBuffer();
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InitializeScene();
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}
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Application::~Application()
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{
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vkDeviceWaitIdle(Vulkan::GetDevice());
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AssetManager::UnloadAsset(texture2D);
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AssetManager::UnloadAsset(texture2D2);
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AssetManager::UnloadAsset(font);
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AssetManager::UnloadAsset(graphicsPipeline);
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AssetManager::UnloadAsset(graphicsPipelinePassthrough);
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AssetManager::UnloadAsset(framebuffer);
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@@ -92,6 +90,7 @@ namespace Copium
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EventResult Application::OnEvent(const Event& event)
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{
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scene->OnEvent(event);
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switch (event.GetType())
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{
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case EventType::WindowResize:
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@@ -150,16 +149,14 @@ namespace Copium
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framebuffer = AssetManager::LoadAsset<Framebuffer>("framebuffer.meta");
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}
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void Application::InitializeRenderer()
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void Application::InitializeScene()
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{
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renderer = std::make_unique<Renderer>();
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scene = std::make_unique<Scene>(*commandBuffer, *descriptorPool);
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}
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void Application::InitializeTextureSampler()
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{
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texture2D = AssetManager::LoadAsset<Texture2D>("fox.meta");
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texture2D2 = AssetManager::LoadAsset<Texture2D>("fox2.meta");
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font = AssetManager::LoadAsset<Font>("font.meta");
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}
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void Application::InitializeDescriptorSets()
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@@ -171,8 +168,6 @@ namespace Copium
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descriptorSetPassthrough = AssetManager::GetAsset<Pipeline>(graphicsPipelinePassthrough).CreateDescriptorSet(*descriptorPool, 0);
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descriptorSetPassthrough->SetSampler(AssetManager::GetAsset<Framebuffer>(framebuffer).GetColorAttachment(), 0);
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descriptorSetRenderer = renderer->GetGraphicsPipeline().CreateDescriptorSet(*descriptorPool, 1);
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}
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void Application::InitializeGraphicsPipeline()
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@@ -209,25 +204,7 @@ namespace Copium
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mesh->Bind(*commandBuffer);
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mesh->Render(*commandBuffer);
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renderer->SetDescriptorSet(*descriptorSetRenderer);
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renderer->Begin(*commandBuffer);
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for (int y = 0; y < 10; y++)
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{
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for (int x = 0; x < 10; x++)
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{
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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});
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}
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}
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float aspect = fb.GetWidth() / (float)fb.GetHeight();
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renderer->Quad(glm::vec2{-0.8, -0.4}, glm::vec2{0.8, 0.8}, AssetManager::GetAsset<Texture2D>(texture2D));
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renderer->Quad(glm::vec2{ 0.1, -0.4}, glm::vec2{0.8, 0.8}, AssetManager::GetAsset<Font>(font));
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renderer->Quad(mousePos - glm::vec2(0.1), glm::vec2{0.2}, AssetManager::GetAsset<Texture2D>(texture2D2));
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std::string s = std::to_string(fps) + " fps";
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BoundingBox boundingBox = AssetManager::GetAsset<Font>(font).GetTextBoundingBox(s, 0.06);
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glm::vec2 pos = glm::vec2{-aspect + 0.01, 0.94};
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renderer->Quad(pos + boundingBox.lb, boundingBox.GetSize());
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renderer->Text(s, pos, AssetManager::GetAsset<Font>(font), 0.06, glm::vec3{0.0f});
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renderer->End();
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scene->Update();
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fb.Unbind(*commandBuffer);
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@@ -252,7 +229,6 @@ namespace Copium
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float time = startTimer.Elapsed();
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Framebuffer& fb = AssetManager::GetAsset<Framebuffer>(framebuffer);
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float aspect = fb.GetWidth() / (float)fb.GetHeight();
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time = 0;
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{
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 10.0f);
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@@ -265,13 +241,5 @@ namespace Copium
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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}));
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uniformBuffer.Update();
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}
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{
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UniformBuffer& uniformBuffer = descriptorSetRenderer->GetUniformBuffer("ubo");
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uniformBuffer.Set("projection", glm::ortho(-aspect, aspect, 1.0f, -1.0f));
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// uniformBuffer.Set("view", glm::translate(glm::mat4(1), glm::vec3(0.1 * glm::sin(4 * time), 0.1 * glm::cos(4 * time), 0.0)));
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uniformBuffer.Set("view", glm::mat4(1));
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uniformBuffer.Update();
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}
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}
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}
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