mirror of
https://github.com/MadeOfJelly/MushMachine.git
synced 2025-07-15 05:16:45 +02:00
remove old transform and velocity components and replace with new decomposed components
focus on 2D for now
This commit is contained in:
@ -1,7 +1,5 @@
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#include "./batched_spritesheet.hpp"
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#include <memory>
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#include <mm/opengl/shader.hpp>
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#include <mm/opengl/buffer.hpp>
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#include <mm/opengl/vertex_array_object.hpp>
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@ -13,11 +11,9 @@
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#include <mm/services/scene_service_interface.hpp>
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#include <entt/entity/registry.hpp>
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#include <mm/components/transform2d.hpp>
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#include <mm/components/transform4x4.hpp>
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#include <mm/components/color.hpp>
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#include "./spritesheet_renderable.hpp"
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#include <mm/services/opengl_renderer.hpp>
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#include <tracy/Tracy.hpp>
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#ifndef MM_OPENGL_3_GLES
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@ -67,18 +63,17 @@ BatchedSpriteSheet::~BatchedSpriteSheet(void) {
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void BatchedSpriteSheet::render(Services::OpenGLRenderer& rs, Engine& engine) {
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ZoneScopedN("MM::OpenGL::RenderTasks::BatchedSpriteSheet::render");
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auto* scene_ss = engine.tryService<MM::Services::SceneServiceInterface>();
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// no scene
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if (scene_ss == nullptr) {
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return;
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auto* ssi = engine.tryService<MM::Services::SceneServiceInterface>();
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if (ssi == nullptr) {
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return; // nothing to draw
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}
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auto& scene = scene_ss->getScene();
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auto& scene = ssi->getScene();
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struct sp_data {
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SpriteSheet sp;
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struct instance_data {
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MM::Components::Transform2D* trans = nullptr;
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const MM::Components::Transform4x4* trans = nullptr;
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glm::vec4* color = nullptr;
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uint32_t tile_index = 0;
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};
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@ -87,13 +82,11 @@ void BatchedSpriteSheet::render(Services::OpenGLRenderer& rs, Engine& engine) {
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// HACK: assume same sp for same texture
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std::unordered_map<MM::OpenGL::Texture::handle_t, sp_data> batch_map;
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auto view = scene.view<Components::Transform2D, SpriteSheetRenderable>();
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view.each([&](auto e, Components::Transform2D& t, SpriteSheetRenderable& spr) {
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// if off screen, early out
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if (false) { // TODO:
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return;
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}
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scene.view<const Components::Transform4x4, SpriteSheetRenderable>().each([this, &scene, &batch_map](entt::entity e, const auto& t, auto& spr) {
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//// if off screen, early out
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//if (false) { // TODO:
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//return;
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//}
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assert(spr.sp.tex); // debug
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@ -139,7 +132,8 @@ void BatchedSpriteSheet::render(Services::OpenGLRenderer& rs, Engine& engine) {
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auto* inst_memory = gl_inst_buffer->map(sp_ent.second.instances.size(), GL_DYNAMIC_DRAW);
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for (auto& inst : sp_ent.second.instances) {
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inst_memory->pos_trans = inst.trans->getTransform4(inst.trans->position.y/10.f + 500.f);
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//inst_memory->pos_trans = inst.trans->getTransform4(inst.trans->position.y/10.f + 500.f);
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inst_memory->pos_trans = inst.trans->trans; // TODO: this is ugly
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inst_memory->color = *inst.color;
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inst_memory->tile_index = inst.tile_index;
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@ -149,6 +143,8 @@ void BatchedSpriteSheet::render(Services::OpenGLRenderer& rs, Engine& engine) {
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static_assert(std::is_standard_layout<gl_instance_data>::value); // check if offsetof() is usable
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// TODO: optimize, dont call attrib pointer each draw
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// mat4, oof
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// attptr 1-4
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for (size_t i = 0; i < 4; i++) {
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@ -11,7 +11,7 @@
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#include <mm/services/scene_service_interface.hpp>
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#include <entt/entity/registry.hpp>
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#include <mm/components/transform2d.hpp>
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#include <mm/components/transform4x4.hpp>
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#include <mm/components/color.hpp>
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#include <tracy/Tracy.hpp>
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@ -56,6 +56,13 @@ SimpleRect::~SimpleRect(void) {
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void SimpleRect::render(Services::OpenGLRenderer& rs, Engine& engine) {
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ZoneScopedN("MM::OpenGL::RenderTasks::SimpleRect::render");
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auto* ssi = engine.tryService<MM::Services::SceneServiceInterface>();
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if (ssi == nullptr) {
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return; // nothing to draw
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}
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auto& scene = ssi->getScene();
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rs.targets[target_fbo]->bind(FrameBufferObject::RW);
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glEnable(GL_DEPTH_TEST);
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@ -64,8 +71,6 @@ void SimpleRect::render(Services::OpenGLRenderer& rs, Engine& engine) {
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_shader->bind();
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_vao->bind();
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auto& scene = engine.tryService<MM::Services::SceneServiceInterface>()->getScene();
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Camera3D* cam = scene.try_ctx<Camera3D>();
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if (!cam) {
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cam = &default_cam;
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@ -73,12 +78,8 @@ void SimpleRect::render(Services::OpenGLRenderer& rs, Engine& engine) {
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auto vp = cam->getViewProjection();
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auto view = scene.view<MM::Components::Transform2D>();
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for (auto& e : view) {
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auto& t = view.get<Components::Transform2D>(e);
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_shader->setUniformMat4f("_WVP", vp * t.getTransform4(t.position.y/10.f + 500.f));
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scene.view<const Components::Transform4x4>().each([this, &scene, &vp](entt::entity e, const auto& t) {
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_shader->setUniformMat4f("_WVP", vp * t.trans);
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if (scene.all_of<Components::Color>(e)) {
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_shader->setUniform4f("_color", scene.get<Components::Color>(e).color);
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@ -86,9 +87,8 @@ void SimpleRect::render(Services::OpenGLRenderer& rs, Engine& engine) {
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_shader->setUniform4f("_color", default_color);
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}
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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});
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_vao->unbind();
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_shader->unbind();
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@ -106,7 +106,7 @@ in vec2 _vertexPosition;
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uniform mat4 _WVP;
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void main() {
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gl_Position = _WVP * vec4(_vertexPosition, 0, 1);
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gl_Position = _WVP * vec4(_vertexPosition, 0.0, 1.0);
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})")
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FS_CONST_MOUNT_FILE(fragmentPath,
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@ -11,7 +11,7 @@
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#include <mm/services/scene_service_interface.hpp>
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#include <entt/entity/registry.hpp>
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#include <mm/components/transform2d.hpp>
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#include <mm/components/transform4x4.hpp>
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#include <mm/opengl/components/texture.hpp>
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#include <mm/components/color.hpp>
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@ -62,6 +62,13 @@ SimpleSprite::~SimpleSprite(void) {
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void SimpleSprite::render(Services::OpenGLRenderer& rs, Engine& engine) {
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ZoneScopedN("MM::OpenGL::RenderTasks::SimpleSprite::render");
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auto* ssi = engine.tryService<MM::Services::SceneServiceInterface>();
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if (ssi == nullptr) {
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return; // nothing to draw
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}
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auto& scene = ssi->getScene();
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rs.targets[target_fbo]->bind(FrameBufferObject::W);
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glEnable(GL_DEPTH_TEST);
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@ -72,8 +79,6 @@ void SimpleSprite::render(Services::OpenGLRenderer& rs, Engine& engine) {
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_vao->bind();
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auto& scene = engine.tryService<MM::Services::SceneServiceInterface>()->getScene();
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auto* cam = scene.try_ctx<Camera3D>();
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if (!cam) {
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cam = &default_cam;
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@ -81,14 +86,12 @@ void SimpleSprite::render(Services::OpenGLRenderer& rs, Engine& engine) {
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auto vp = cam->getViewProjection();
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auto view = scene.view<Components::Transform2D, Components::OpenGL::Texture>();
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view.each([&](auto e, Components::Transform2D& t, Components::OpenGL::Texture& tex) {
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scene.view<const Components::Transform4x4, Components::OpenGL::Texture>().each([this, &scene, &vp](entt::entity e, const auto& t, auto& tex) {
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assert(tex.tex); // debug
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tex.tex->bind(0);
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_shader->setUniformMat4f("_WVP", vp * t.getTransform4(t.position.y/10.f + 500.f));
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_shader->setUniformMat4f("_WVP", vp * t.trans);
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if (scene.all_of<Components::Color>(e)) {
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_shader->setUniform4f("_color", scene.get<Components::Color>(e).color);
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@ -11,7 +11,7 @@
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#include <mm/services/scene_service_interface.hpp>
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#include <entt/entity/registry.hpp>
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#include <mm/components/transform2d.hpp>
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#include <mm/components/transform4x4.hpp>
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#include <mm/components/color.hpp>
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#include "./spritesheet_renderable.hpp"
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@ -69,6 +69,13 @@ SimpleSpriteSheet::~SimpleSpriteSheet(void) {
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void SimpleSpriteSheet::render(Services::OpenGLRenderer& rs, Engine& engine) {
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ZoneScopedN("MM::OpenGL::RenderTasks::SimpleSpriteSheet::render");
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auto* ssi = engine.tryService<MM::Services::SceneServiceInterface>();
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if (ssi == nullptr) {
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return; // nothing to draw
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}
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auto& scene = ssi->getScene();
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rs.targets[target_fbo]->bind(FrameBufferObject::W);
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glEnable(GL_DEPTH_TEST);
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@ -78,9 +85,6 @@ void SimpleSpriteSheet::render(Services::OpenGLRenderer& rs, Engine& engine) {
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_vertexBuffer->bind(GL_ARRAY_BUFFER);
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_vao->bind();
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auto& scene = engine.tryService<MM::Services::SceneServiceInterface>()->getScene();
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auto* cam = scene.try_ctx<Camera3D>();
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if (!cam) {
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cam = &default_cam;
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@ -88,16 +92,14 @@ void SimpleSpriteSheet::render(Services::OpenGLRenderer& rs, Engine& engine) {
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auto vp = cam->getViewProjection();
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auto view = scene.view<Components::Transform2D, SpriteSheetRenderable>();
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view.each([&](auto e, Components::Transform2D& t, SpriteSheetRenderable& spr) {
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scene.view<const Components::Transform4x4, SpriteSheetRenderable>().each([this, &scene, &vp](entt::entity e, const auto& t, auto& spr) {
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assert(spr.sp.tex); // debug
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TracyGpuZone("MM::OpenGL::Renderers::SimpleSpriteSheetRenderer::render.each");
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spr.sp.tex->bind(0);
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_shader->setUniformMat4f("_WVP", vp * t.getTransform4(t.position.y/10.f + 500.f));
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_shader->setUniformMat4f("_WVP", vp * t.trans);
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_shader->setUniform2ui("_tileCount", spr.sp.tile_count.x, spr.sp.tile_count.y);
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_shader->setUniform1ui("_atlasIndex", spr.tile_index);
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@ -1,3 +1,5 @@
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#pragma once
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#include <mm/opengl/spritesheet.hpp>
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namespace MM::OpenGL {
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@ -11,7 +11,7 @@
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#include <mm/services/scene_service_interface.hpp>
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#include <entt/entity/registry.hpp>
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#include <mm/components/transform2d.hpp>
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#include <mm/components/transform4x4.hpp>
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#include <mm/opengl/components/texture.hpp>
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#include <mm/components/color.hpp>
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@ -87,9 +87,10 @@ void Tilemap::render(MM::Services::OpenGLRenderer& rs, MM::Engine& engine) {
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_shader->setUniform3f("_ambient_color", ambient_color);
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auto view = scene.view<MM::Components::Transform2D, OpenGL::TilemapRenderable>();
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view.each([&](auto, MM::Components::Transform2D& t, OpenGL::TilemapRenderable& tilemap) {
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_shader->setUniformMat4f("_WVP", vp * t.getTransform4(tilemap.z + 500.f));
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scene.view<MM::Components::Transform4x4, OpenGL::TilemapRenderable>()
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.each([&](auto, MM::Components::Transform4x4& t, OpenGL::TilemapRenderable& tilemap) {
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//_shader->setUniformMat4f("_WVP", vp * t.getTransform4(tilemap.z + 500.f));
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_shader->setUniformMat4f("_WVP", vp * t.trans);
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// for each sprite layer
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for (auto& sp_layer : tilemap.sprite_layer) {
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@ -42,7 +42,7 @@ struct TilemapRenderable {
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};
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std::vector<SpriteLayer> sprite_layer;
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float z = 0.f;
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//float z = 0.f; // TODO: use Components::Position2D_ZOffset instead
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};
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} // MM::OpenGL
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