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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#include "copium/core/Scene.h"
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#include "copium/asset/AssetManager.h"
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#include "copium/asset/AssetMeta.h"
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#include "copium/asset/AssetRef.h"
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#include "copium/core/Vulkan.h"
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#include "copium/ecs/Entity.h"
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#include "copium/ecs/System.h"
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#include "copium/event/MouseMoveEvent.h"
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#include "copium/example/FrameCountSystem.h"
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#include "copium/example/MouseFollowSystem.h"
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#include "copium/example/RenderSystem.h"
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#include "copium/example/Components.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <string>
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namespace Copium
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{
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Scene::Scene(CommandBuffer& commandBuffer, DescriptorPool& descriptorPool)
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{
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renderer = std::make_unique<Renderer>();
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descriptorSetRenderer = renderer->GetGraphicsPipeline().CreateDescriptorSet(descriptorPool, 1);
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ecs = std::make_unique<ECSManager>();
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ecs->AddSystem<FrameCountSystem>();
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ecs->AddSystem<RenderSystem>(renderer.get(), descriptorSetRenderer.get(), &commandBuffer); // better way to store the RenderSystem data?
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// TODO: Load from scene file
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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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Entity entity = Entity::Create(ecs.get());
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entity.AddComponent<TransformC>(glm::vec2{-1 + x * 0.2 + 0.05, -1 + y * 0.2 + 0.05}, glm::vec2{0.1, 0.1});
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entity.AddComponent<ColorC>(glm::vec3{x * 0.1f, y * 0.1f, 1.0f});
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}
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}
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float aspect = Vulkan::GetSwapChain().GetExtent().width / (float)Vulkan::GetSwapChain().GetExtent().height;
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Entity entityFox = Entity::Create(ecs.get());
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entityFox.AddComponent<TransformC>(glm::vec2{-0.9f, -0.4f}, glm::vec2{0.8f, 0.8f});
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entityFox.AddComponent<TextureC>(AssetRef{AssetManager::LoadAsset("fox.meta")}, glm::vec2{0.0f, 0.0f}, glm::vec2{1.0f, 1.0f});
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Entity entityFontAtlas = Entity::Create(ecs.get());
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entityFontAtlas.AddComponent<TransformC>(glm::vec2{0.1f, -0.4f}, glm::vec2{0.8, 0.8});
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entityFontAtlas.AddComponent<TextureC>(AssetRef{AssetManager::LoadAsset("font.meta")}, glm::vec2{0.0f, 0.0f}, glm::vec2{1.0f, 1.0f});
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Entity entityMouse = Entity::Create(ecs.get());
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entityMouse.AddComponent<TransformC>(glm::vec2(0.1), glm::vec2{0.2});
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entityMouse.AddComponent<TextureC>(AssetRef{AssetManager::LoadAsset("fox2.meta")}, glm::vec2{0.0f, 0.0f}, glm::vec2{1.0f, 1.0f});
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entityMouse.AddComponent<MouseFollowC>();
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glm::vec2 pos = glm::vec2{-aspect + 0.01, 0.94};
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Entity entityText = Entity::Create(ecs.get());
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entityText.AddComponent<TransformC>(glm::vec2{-aspect + 0.01, 0.94}, glm::vec2{1.0});
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entityText.AddComponent<TextC>(AssetRef{AssetManager::LoadAsset("font.meta")}, std::to_string(0) + " fps", 0.06f);
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entityText.AddComponent<FrameCountC>();
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}
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void Scene::Update()
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{
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ecs->UpdateSystems();
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}
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EventResult Scene::OnEvent(const Event& event)
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{
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// ecs->UpdateEventSystems(event);
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MouseFollowSystem{ecs.get(), event}.Run(); // TODO: Remove when I figure out how to handle events in systems
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return EventResult::Continue;
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}
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}
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