diff --git a/.clang-tidy b/.clang-tidy index adcf3e8..593434a 100644 --- a/.clang-tidy +++ b/.clang-tidy @@ -1,5 +1,6 @@ --- -Checks: "clang-diagnostic-*,clang-analyzer-*,cppcoreguidelines-*,modernize-*,-modernize-use-trailing-return-type" +Checks: "clang-diagnostic-*,clang-analyzer-*,cppcoreguidelines-*,modernize-*,-modernize-use-trailing-return-type, + -*-non-private-member-variables-in-classes,-*-magic-numbers" WarningsAsErrors: true HeaderFilterRegex: "" AnalyzeTemporaryDtors: false @@ -11,8 +12,6 @@ CheckOptions: value: "0" - key: cppcoreguidelines-explicit-virtual-functions.IgnoreDestructors value: "1" - - key: cppcoreguidelines-non-private-member-variables-in-classes.IgnoreClassesWithAllMemberVariablesBeingPublic - value: "1" - key: google-readability-braces-around-statements.ShortStatementLines value: "1" - key: google-readability-function-size.StatementThreshold @@ -23,21 +22,4 @@ CheckOptions: value: "2" - key: modernize-loop-convert.MaxCopySize value: "16" - - key: modernize-loop-convert.MinConfidence - value: reasonable - - key: modernize-loop-convert.NamingStyle - value: CamelCase - - key: modernize-pass-by-value.IncludeStyle - value: llvm - - key: modernize-replace-auto-ptr.IncludeStyle - value: llvm - - key: modernize-use-nullptr.NullMacros - value: "NULL" - - key: readability-magic-numbers - value: "0" - - key: cppcoreguidelines-avoid-magic-numbers - value: "0" - - key: cppcoreguidelines-non-private-member-variables-in-classes - value: "0" --- - diff --git a/examples/dev_testing/src/main.cpp b/examples/dev_testing/src/main.cpp index e87abfe..c53be1e 100644 --- a/examples/dev_testing/src/main.cpp +++ b/examples/dev_testing/src/main.cpp @@ -65,7 +65,7 @@ int main(int argc, char *argv[]) { se::gfx::shaders::Core3dShader core_shader; auto camera = std::make_shared(game.get_window(), core_shader, 70, glm::vec3(0, 0, 0)); - game.add_event(camera); + //game.add_event(camera); // Create a renderer auto renderer = std::make_shared(game.get_window(), core_shader, camera); @@ -73,11 +73,11 @@ int main(int argc, char *argv[]) { //game.add_renderable(renderer); // Create a Scene and give it the renderer - auto scene = std::make_shared(renderer); + auto scene = std::make_shared(renderer, camera); //game.add_event(scene); game.add_renderable(scene); - se::ecs::Entity other_e = scene->create_entity(); + /* se::ecs::Entity other_e = scene->create_entity(); other_e.add_component("examples/dev_testing/resources/transparent_window.fbx", se::gfx::ModelProcessingFlags::MdlProcFlag_TRANSPARENT); auto &other_transform = other_e.add_component(); @@ -86,13 +86,11 @@ int main(int argc, char *argv[]) { // Create an Entity in the Scene and add components to it. se::ecs::Entity entity = scene->create_entity(); - // entity.add_component("examples/dev_testing/resources/planks/planks.fbx", simpleengine::gfx::ModelProcessingFlags::MdlProcFlag_CALCULATE_TANGENT_SPACE); - //entity.add_component("examples/dev_testing/resources/bricks/bricks.fbx", simpleengine::gfx::ModelProcessingFlags::MdlProcFlag_CALCULATE_TANGENT_SPACE); entity.add_component("examples/dev_testing/resources/transparent_window.fbx", se::gfx::ModelProcessingFlags::MdlProcFlag_TRANSPARENT); auto &transform_comp = entity.add_component(); - transform_comp.translate(4.f, 0.f, 0.f); + transform_comp.translate(4.f, 0.f, 0.f); */ se::ecs::Entity brick_e = scene->create_entity(); brick_e.add_component("examples/dev_testing/resources/bricks/bricks.fbx"); diff --git a/include/simpleengine/camera.h b/include/simpleengine/camera.h index bf7c3a5..e2ffe2d 100644 --- a/include/simpleengine/camera.h +++ b/include/simpleengine/camera.h @@ -5,24 +5,12 @@ #include -#include -#include #include namespace simpleengine { - namespace gfx { - class Renderer; - } - class Camera : public simpleengine::Event { - friend gfx::Renderer; private: GLFWwindow* window; - - glm::vec3 last_position; - glm::vec3 last_rotation; - glm::mat4 last_view_matrix; - glm::vec3 last_camera_front; public: glm::vec3 position; @@ -40,13 +28,12 @@ namespace simpleengine { float movement_speed = 2.5f; Camera(GLFWwindow* window, gfx::Shader shader, float fov = 70, glm::vec3 position = glm::vec3(0.f), glm::vec3 rotation = glm::vec3(0.f), - float near_plane = 0.1f, float far_plane = 1000.f, glm::vec3 world_up = glm::vec3(0.f, 1.f, 0.f), - glm::vec3 cam_front = glm::vec3(0.f, 0.f, -1.f)); + float near_plane = 0.1f, float far_plane = 1000.f); Camera(GLFWwindow* window, GLuint shader_prog, float fov = 70, glm::vec3 position = glm::vec3(0.f), - glm::vec3 rotation = glm::vec3(0.f), float near_plane = 0.1f, float far_plane = 1000.f, glm::vec3 world_up = glm::vec3(0.f, 1.f, 0.f), - glm::vec3 cam_front = glm::vec3(0.f, 0.f, -1.f)); - + glm::vec3 rotation = glm::vec3(0.f), float near_plane = 0.1f, float far_plane = 1000.f); + virtual void update(const float& delta_time) override; + virtual void input_update(const float& delta_time) override; }; } \ No newline at end of file diff --git a/include/simpleengine/event/event.h b/include/simpleengine/event/event.h index 9010083..35d09b7 100644 --- a/include/simpleengine/event/event.h +++ b/include/simpleengine/event/event.h @@ -10,6 +10,22 @@ namespace simpleengine { Event() = default; virtual ~Event() = default; + /** + * @brief The update function with fixed-timestep. + * + * Since this is fixed timestep, this function is primarily for game-logic and physics updates. + * + * @param delta_time + */ virtual void update(const float& delta_time) = 0; + + /** + * @brief The update function with varying-timestep. + * + * Since this has a varying timestep, this function is primarily for input related updates. + * + * @param delta_time + */ + virtual void input_update(const float& delta_time) {} }; } \ No newline at end of file diff --git a/include/simpleengine/game.h b/include/simpleengine/game.h index ce6bd95..0078a61 100644 --- a/include/simpleengine/game.h +++ b/include/simpleengine/game.h @@ -41,7 +41,7 @@ namespace simpleengine { void set_enable_vsync(const bool& enabled); void update(const float& delta_time); - void handle_input(const float& delta_time); + void input_update(const float& delta_time); void render_window(const float& interpolate_alpha, const float& delta_time); void render_items(const float& interpolate_alpha, const float& delta_time); void exit(); diff --git a/include/simpleengine/scene.h b/include/simpleengine/scene.h index bda0945..56820dd 100644 --- a/include/simpleengine/scene.h +++ b/include/simpleengine/scene.h @@ -1,5 +1,6 @@ #pragma once +#include "camera.h" #include "entt/entity/fwd.hpp" #include "gfx/mesh.h" #include "event/event.h" @@ -27,12 +28,15 @@ namespace simpleengine { // Last transform matrixes for all entities. std::unordered_map last_transforms; + + std::shared_ptr camera; public: - Scene(std::shared_ptr renderer); + Scene(std::shared_ptr renderer, std::shared_ptr camera); ecs::Entity create_entity(); virtual void update(const float& delta_time) override; + virtual void input_update(const float& delta_time) override; virtual void render(const float& interpolate_alpha, const float& frame_time) override; virtual void destroy() override; diff --git a/src/camera.cpp b/src/camera.cpp index 5f07904..d4572bf 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -1,29 +1,34 @@ #include "camera.h" #include +#include #include +#include +#include #include namespace simpleengine { Camera::Camera(GLFWwindow* window, gfx::Shader shader, float fov, glm::vec3 position, glm::vec3 rotation, - float near_plane, float far_plane, glm::vec3 world_up, glm::vec3 cam_front) : window(window), shader(shader), - projection_matrix(1.f), view_matrix(1.f), fov(fov), position(position), rotation(rotation), near_plane(near_plane), far_plane(far_plane) { + float near_plane, float far_plane) : window(window), shader(shader), + projection_matrix(1.f), fov(fov), position(position), rotation(rotation), near_plane(near_plane), far_plane(far_plane) { // TODO: Update width and height on window resize. int width, height; glfwGetFramebufferSize(window, &width, &height); projection_matrix = glm::perspective(glm::radians(fov), ((float) width) / height, near_plane, far_plane); - - //rotation = glm::vec3(0.f, 0.f, -1.f); } Camera::Camera(GLFWwindow* window, GLuint shader_prog, float fov, glm::vec3 position, glm::vec3 rotation, - float near_plane, float far_plane, glm::vec3 world_up, glm::vec3 cam_front) : Camera(window, gfx::Shader(shader_prog), fov, position, - rotation, near_plane, far_plane, world_up, cam_front) { + float near_plane, float far_plane) : Camera(window, gfx::Shader(shader_prog), fov, position, + rotation, near_plane, far_plane) { } void Camera::update(const float& delta_time) { + + } + + void Camera::input_update(const float& delta_time) { if (glfwGetKey(window, GLFW_KEY_MINUS) == GLFW_PRESS) { movement_speed -= abs(movement_speed - .2f); } @@ -94,11 +99,5 @@ namespace simpleengine { camera_front = glm::normalize(direction); view_matrix = glm::lookAt(position, position + camera_front, camera_up); - - shader.use(); - shader.set_uniform_float_vec3("u_view_pos", position); - shader.set_uniform_matrix_4f("u_view_matrix", view_matrix); - shader.set_uniform_matrix_4f("u_projection_matrix", projection_matrix); - shader.unuse(); } } \ No newline at end of file diff --git a/src/game.cpp b/src/game.cpp index f158503..22a6573 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -107,13 +107,15 @@ void simpleengine::Game::update_enabled_vsync() const { } } -void simpleengine::Game::handle_input(const float& delta_time) { +void simpleengine::Game::input_update(const float& delta_time) { // TODO + + for (const std::shared_ptr& event : events) { + event->input_update(delta_time); + } } void simpleengine::Game::update(const float& delta_time) { - handle_input(delta_time); - // Update items for (const std::shared_ptr& event : events) { event->update(delta_time); @@ -162,10 +164,12 @@ int simpleengine::Game::run() { // Poll input events glfwPollEvents(); - const double max_delta_time = 0.5; + const double max_delta_time = 0.25; tps_accumulator += delta_time; + input_update(delta_time); + while (tps_accumulator >= max_delta_time) { update(max_delta_time); diff --git a/src/gfx/renderer.cpp b/src/gfx/renderer.cpp index 764e07a..9ab6c81 100644 --- a/src/gfx/renderer.cpp +++ b/src/gfx/renderer.cpp @@ -14,6 +14,7 @@ #include #include +#include namespace simpleengine::gfx { void create_mesh_buffers(simpleengine::gfx::Mesh &mesh); @@ -47,9 +48,7 @@ namespace simpleengine::gfx { } void Renderer::sort_jobs() { - // Sort transparents - - // std::sort() + } void Renderer::queue_job(RenderingType rendering_type, gfx::Mesh &mesh, glm::mat4 last_position, glm::mat4 position) { @@ -63,8 +62,6 @@ namespace simpleengine::gfx { switch (job.rendering_type) { case RenderingType::RendType_TRANSPARENT: { - /* glm::vec3 pos = job.transform_mat[3]; - float distance = glm::distance(pos, camera->position); */ this->transparent_render_queue.emplace(job); break; } @@ -131,24 +128,21 @@ namespace simpleengine::gfx { std::cout << "Destroying renderer..." << std::endl; shader.delete_program(); - - /* for (auto& [handle, rendering] : rendering_models) { - rendering.destroy_buffers(); - } */ } - glm::mat4 lerp(glm::mat4 a, glm::mat4 b, float alpha) { + glm::mat4 lerp(glm::mat4 to, glm::mat4 from, float alpha) { //return a * (1.f - alpha) + b * alpha; - glm::quat rot0 = glm::quat_cast(a); - glm::quat rot1= glm::quat_cast(b); + glm::quat rot0 = glm::quat_cast(to); + glm::quat rot1 = glm::quat_cast(from); - glm::quat finalRot = glm::slerp(rot0, rot1, alpha); + glm::quat final_rot = glm::slerp(rot0, rot1, alpha); - glm::mat4 finalMat = glm::mat4_cast(finalRot); + glm::mat4 final_mat = glm::mat4_cast(final_rot); - finalMat[3] = a[3] * (1 - alpha) + b[3] * alpha; + // Interpolate position + final_mat[3] = glm::mix(to[3], from[3], alpha); - return finalMat; + return final_mat; } bool Renderer::render_job(const float& interpolate_alpha, const RenderingJob &job) { @@ -240,6 +234,11 @@ namespace simpleengine::gfx { void Renderer::render(const float& interpolate_alpha, const float& frame_time) { check_if_initialized(); + // Set camera related uniforms + shader.set_uniform_float_vec3("u_view_pos", camera->position); + shader.set_uniform_matrix_4f("u_view_matrix", camera->view_matrix); + shader.set_uniform_matrix_4f("u_projection_matrix", camera->projection_matrix); + // Render other (opaque) objects first render_job_queue(interpolate_alpha, other_render_queue); diff --git a/src/scene.cpp b/src/scene.cpp index 20630ff..2ecb694 100644 --- a/src/scene.cpp +++ b/src/scene.cpp @@ -10,7 +10,7 @@ #include namespace simpleengine { - Scene::Scene(std::shared_ptr renderer) : renderer(renderer) { + Scene::Scene(std::shared_ptr renderer, std::shared_ptr camera) : renderer(renderer), camera(camera) { } @@ -18,6 +18,10 @@ namespace simpleengine { return ecs::Entity(registry, registry.create()); } + void Scene::input_update(const float& delta_time) { + camera->input_update(delta_time); // Update camera input + } + void Scene::update(const float& delta_time) { // Update the last transform matrix registry.view().each([this, &delta_time](TransformComponent& transform) {