ecsgame/main.cpp

257 lines
8.3 KiB
C++

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "Shader.h"
#include "ECS.h"
using namespace ECS;
World *world = World::createWorld();
struct Position {
Position(float x, float y, float z) : x(x), y(y), z(z) {}
Position() : x(0.f), y(0.f), z(0.f) {}
float x;
float y;
float z;
};
struct Movement {
Movement(float speedX, float speedY, float speedZ) : speedX(speedX), speedY(speedY), speedZ(speedZ) {}
float speedX;
float speedY;
float speedZ;
int movingX = 0;
int movingY = 0;
int movingZ = 0;
float velocityX = 0.0f;
float velocityY = 0.0f;
float velocityZ = 0.0f;
};
struct InputEvent {
int key;
int action;
};
class GravitySystem : public EntitySystem {
public:
explicit GravitySystem(float amount) {
gravityAmount = amount;
}
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Position>([&](Entity *ent, ComponentHandle<Position> position) {
position->y += gravityAmount * deltaTime;
});
}
private:
float gravityAmount;
};
class PositionDebugOutputSystem : public EntitySystem {
public:
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Position>([&](Entity *ent, ComponentHandle<Position> position) {
std::cout << ent->getEntityId() << ": "
<< position->x << ", "
<< position->y << ", "
<< position->z
<< std::endl;
});
}
};
class KeyboardMovementSystem : public EntitySystem, public EventSubscriber<InputEvent> {
void configure(World *pWorld) override {
pWorld->subscribe<InputEvent>(this);
}
void receive(World *pWorld, const InputEvent &event) override {
if (event.key == GLFW_KEY_W) {
world->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingZ = -1;
} else if (event.action == GLFW_RELEASE) {
movement->movingZ = 0;
}
});
} else if (event.key == GLFW_KEY_S) {
world->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingZ = 1;
} else if (event.action == GLFW_RELEASE) {
movement->movingZ = 0;
}
});
} else if (event.key == GLFW_KEY_A) {
world->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingX = 1;
} else if (event.action == GLFW_RELEASE) {
movement->movingX = 0;
}
});
} else if (event.key == GLFW_KEY_D) {
world->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingX = -1;
} else if (event.action == GLFW_RELEASE) {
movement->movingX = 0;
}
});
}
std::cout << "MyEvent was emitted!" << std::endl;
}
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Position, Movement>(
[&](Entity *ent, ComponentHandle<Position> position, ComponentHandle<Movement> movement) {
position->x += movement->movingX * movement->speedX * deltaTime;
position->y += movement->movingY * movement->speedY * deltaTime;
position->z += movement->movingZ * movement->speedZ * deltaTime;
});
}
void unconfigure(World *pWorld) override {
pWorld->unsubscribeAll(this);
}
};
static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
world->emit<InputEvent>({key, action});
}
int main() {
world->registerSystem(new GravitySystem(-9.8f));
world->registerSystem(new PositionDebugOutputSystem());
world->registerSystem(new KeyboardMovementSystem());
Entity *ent = world->create();
ent->assign<Position>(0.f, 0.f, 0.f);
ent->assign<Movement>(1.f, 1.f, 1.f);
ComponentHandle<Position> pos = ent->get<Position>();
GLFWwindow *window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, key_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Shader defaultShader("Shaders/default-vertex.vs", "Shaders/default-fragment.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
// positions // colors
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
};
unsigned int indices[] = { // note that we start from 0!
0, 1, 2 // first Triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3* sizeof(float)));
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
double timeInLastFrame = glfwGetTime();
double elapsed_time = 0.0;
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window)) {
// Delta time handling
double delta = glfwGetTime() - timeInLastFrame;
timeInLastFrame = glfwGetTime();
elapsed_time += delta;
std::cout << "Elapsed time: " << elapsed_time << std::endl;
world->tick(delta);
/* Render here */
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle
defaultShader.use();
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 3);
// glBindVertexArray(0); // no need to unbind it every time
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}