188 lines
6.8 KiB
C++
188 lines
6.8 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include "Rendering/Shader.h"
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#include "ECS/ECS.h"
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#include "ECS/Events/InputEvent.h"
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#include "ECS/Events/MouseMoveEvent.h"
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#include "ECS/Systems/GravitySystem.h"
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#include "ECS/Systems/PositionDebugSystem.h"
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#include "ECS/Systems/KeyboardMovementSystem.h"
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#include "ECS/Systems/RenderSystem.h"
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#include "ECS/Systems/MouseLookSystem.h"
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#include "ECS/Systems/PathMoveSystem.h"
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#include "ECS/Components/ObjMesh.h"
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#include "ECS/Components/Texture.h"
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#include "ECS/Components/SineAnimation.h"
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#include "ECS/Systems/SineAnimationSystem.h"
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#include "ECS/Components/DirectionalLight.h"
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#include "ECS/Components/PathMove.h"
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using namespace ECS;
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World *world = World::createWorld();
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static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) {
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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world->emit<InputEvent>({key, action});
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}
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static void mouse_callback(GLFWwindow* window, double xpos, double ypos) {
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world->emit<MouseMoveEvent>({xpos, ypos});
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}
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int main() {
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// TODO: Move this to RenderSystem?
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GLFWwindow *window;
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/* Initialize the library */
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if (!glfwInit())
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return -1;
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/* Create a windowed mode window and its OpenGL context */
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window = glfwCreateWindow(1280, 720, "ECSGame", NULL, NULL);
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if (!window) {
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glfwTerminate();
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return -1;
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}
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/* Make the window's context current */
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glfwMakeContextCurrent(window);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetKeyCallback(window, key_callback);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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glEnable(GL_DEPTH_TEST);
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// Transparency
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// TODO: Could be automated by getting all classes within 'ECS/Systems'
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// world->registerSystem(new GravitySystem(-9.8f));
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// world->registerSystem(new PositionDebugOutputSystem());
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world->registerSystem(new KeyboardMovementSystem());
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world->registerSystem(new MouseLookSystem(1280, 720));
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world->registerSystem(new PathMoveSystem());
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world->registerSystem(new SineAnimationSystem());
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RenderSystem* renderSystem = new RenderSystem();
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world->registerSystem(renderSystem);
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Entity *player = world->create();
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player->assign<Transform>();
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//player->assign<Movement>(glm::vec3(2.f, 2.f, 2.f));
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//player->assign<MouseLook>(0.1);
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player->assign<Camera>(70.0f, 1280, 720, 0.1f, 100.0f);
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player->assign<PathMove>(10.0, PathMove::Path(std::vector<glm::vec3>{
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glm::vec3(0.0, 2.0, 0.0),
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glm::vec3(-2.0, 2.0, -1.0),
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glm::vec3(-1.0, 2.0, -2.0),
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glm::vec3(4.0, 3.0, -3.0),
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glm::vec3(2.0, 2.0, -4.0),
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glm::vec3(1.0, 2.0, -4.0),
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glm::vec3(0.0, 2.0, -10.0)
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}),
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PathMove::Views(std::vector<glm::quat>{
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glm::angleAxis(glm::radians(0.f), glm::vec3(0.f, 1.f, 0.f)),
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glm::angleAxis(glm::radians(10.f), glm::vec3(0.f, 1.f, 0.f)),
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glm::angleAxis(glm::radians(20.f), glm::vec3(0.f, 1.f, 0.f)),
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glm::angleAxis(glm::radians(40.f), glm::vec3(0.f, 1.f, 0.f)),
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glm::angleAxis(glm::radians(90.f), glm::vec3(0.f, 1.f, 0.f)),
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glm::angleAxis(glm::radians(120.f), glm::vec3(0.f, 1.f, 0.f)),
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glm::angleAxis(glm::radians(180.f), glm::vec3(0.f, 1.f, 0.f))
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})
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);
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Entity *monkey = world->create();
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monkey->assign<Transform>();
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monkey->assign<LODObjMesh>(std::vector{ObjMesh("Resources/Monkey.obj",ObjMesh::Settings(0.0, 8.0, 0.4, 0.6)),
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ObjMesh("Resources/MonkeySimple.obj", ObjMesh::Settings(8.0, 100.0, 0.4, 0.6))});
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monkey->assign<Texture>("Resources/Marble.jpg", Texture::Settings(true, false));
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monkey->assign<SineAnimation>(glm::vec3(0.0, 0.3, 0.0), 0.5);
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monkey->assign<Material>(0.6, 0.6);
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monkey->get<Transform>()->set_origin(glm::vec3(0.0f, 2.0f, -6.0f));
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Entity *wall1 = world->create();
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wall1->assign<Transform>();
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wall1->assign<ObjMesh>(ObjMesh("Resources/Wall.obj", ObjMesh::Settings()));
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wall1->assign<Texture>("Resources/Glass.png", Texture::Settings(true, true));
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wall1->assign<Material>(0.2, 0.8);
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wall1->get<Transform>()->set_origin(glm::vec3(0.0f, 0.0f, -2.0f));
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Entity *wall2 = world->create();
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wall2->assign<Transform>();
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wall2->assign<ObjMesh>(ObjMesh("Resources/Wall.obj", ObjMesh::Settings()));
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wall2->assign<Texture>("Resources/Glass.png", Texture::Settings(true, true));
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wall2->assign<Material>(0.2, 0.8);
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wall2->get<Transform>()->set_origin(glm::vec3(0.0f, 0.0f, -10.0f));
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Entity *wall3 = world->create();
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wall3->assign<Transform>();
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wall3->assign<ObjMesh>(ObjMesh("Resources/Wall.obj", ObjMesh::Settings()));
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wall3->assign<Texture>("Resources/Glass.png", Texture::Settings(true, true));
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wall3->assign<Material>(0.2, 0.8);
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wall3->get<Transform>()->set_origin(glm::vec3(4.0f, 0.0f, -6.0f));
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wall3->get<Transform>()->rotate(90.0, glm::vec3(0.0, 1.0, 0.0));
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Entity *wall4 = world->create();
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wall4->assign<Transform>();
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wall4->assign<ObjMesh>(ObjMesh("Resources/Wall.obj", ObjMesh::Settings()));
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wall4->assign<Texture>("Resources/Glass.png", Texture::Settings(true, true));
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wall4->assign<Material>(0.2, 0.8);
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wall4->get<Transform>()->set_origin(glm::vec3(-4.0f, 0.0f, -6.0f));
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wall4->get<Transform>()->rotate(90.0, glm::vec3(0.0, 1.0, 0.0));
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Entity *ground = world->create();
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ground->assign<Transform>();
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ground->assign<ObjMesh>(ObjMesh("Resources/Ground.obj", ObjMesh::Settings()));
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ground->assign<Texture>("Resources/Grass.jpg", Texture::Settings(true, false));
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ground->assign<Material>(1.0, 0.0);
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ground->get<Transform>()->set_origin(glm::vec3(0.0f, 0.0f, 0.0f));
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Entity *sun = world->create();
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sun->assign<DirectionalLight>(glm::normalize(glm::vec3(1.0, 1.0, 1.0)));
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Shader defaultShader("Shaders/default-vertex.vs", "Shaders/default-fragment.fs");
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double timeInLastFrame = glfwGetTime();
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double elapsed_time = 0.0;
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/* Loop until the user closes the window */
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while (!glfwWindowShouldClose(window)) {
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// Delta time handling
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double delta = glfwGetTime() - timeInLastFrame;
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timeInLastFrame = glfwGetTime();
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elapsed_time += delta;
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world->tick(delta);
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renderSystem->render(world, defaultShader);
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/* Swap front and back buffers */
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glfwSwapBuffers(window);
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/* Poll for and process events */
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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