Inferno Game Engine
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

126 lines
3.6 KiB

#include "inferno/assert.h"
#include "inferno/components/cameracomponent.h"
#include "inferno/components/luascriptcomponent.h"
#include "inferno/components/nativescriptcomponent.h"
#include "inferno/components/spritecomponent.h"
#include "inferno/components/tagcomponent.h"
#include "inferno/scene/scene.h"
#include "inferno/script/cameracontroller.h"
#include "inferno/script/nativescript.h"
#include "inferno/systems/camera.h"
#include "inferno/systems/render.h"
#include "inferno/systems/script.h"
#include "inferno/systems/transform.h"
namespace Inferno {
void Scene::initialize()
{
// Initialize
// ---------------------------------
m_registry = std::make_shared<entt::registry>();
TransformSystem* transformSystem = new TransformSystem();
transformSystem->initialize();
TransformSystem::the().setRegistry(m_registry);
CameraSystem* cameraSystem = new CameraSystem();
cameraSystem->initialize();
CameraSystem::the().setRegistry(m_registry);
RenderSystem* renderSystem = new RenderSystem();
renderSystem->initialize();
RenderSystem::the().setRegistry(m_registry);
ScriptSystem* scriptSystem = new ScriptSystem();
scriptSystem->initialize();
ScriptSystem::the().setScene(this);
// Load assets
// ---------------------------------
m_texture = TextureManager::the().load("assets/gfx/test.png");
m_texture2 = TextureManager::the().load("assets/gfx/test-inverted.png");
// Construct entities
// ---------------------------------
uint32_t camera = createEntity("Camera Entity");
auto& cameraTransform = getComponent<TransformComponent>(camera);
cameraTransform.rotate.z = -1.0f;
cameraTransform.translate.z = 1.0f;
addComponent<CameraComponent>(camera, CameraType::Perspective);
// addComponent<NativeScriptComponent>(camera).bind<CameraController>();
addComponent<LuaScriptComponent>(camera, "assets/lua/cameracontroller.lua");
uint32_t quad = createEntity("Quad");
addComponent<SpriteComponent>(quad, glm::vec4 { 1.0f, 1.0f, 1.0f, 1.0f }, m_texture);
uint32_t quad2 = createEntity("Quad 2");
auto& quad2Transform = getComponent<TransformComponent>(quad2);
quad2Transform.translate.x = 1.1f;
addComponent<SpriteComponent>(quad2, glm::vec4 { 0.5f, 0.6f, 0.8f, 1.0f }, m_texture);
uint32_t quad3 = createEntity("Quad 3");
auto& quad3Transform = getComponent<TransformComponent>(quad3);
quad3Transform.translate.x = 2.2f;
addComponent<SpriteComponent>(quad3, glm::vec4 { 1.0f, 1.0f, 1.0f, 1.0f }, m_texture2);
dbg(Log::Info) << "Scene initialized";
}
void Scene::update(float deltaTime)
{
ScriptSystem::the().update(deltaTime);
TransformSystem::the().update();
CameraSystem::the().update();
}
void Scene::render()
{
RenderSystem::the().render();
}
void Scene::destroy()
{
ScriptSystem::the().destroy();
RenderSystem::the().destroy();
CameraSystem::the().destroy();
TransformSystem::the().destroy();
}
uint32_t Scene::createEntity(const std::string& name)
{
uint32_t entity = static_cast<uint32_t>(m_registry->create());
addComponent<TagComponent>(entity, name.empty() ? "Unnamed Entity" : name);
addComponent<TransformComponent>(entity);
return entity;
}
void Scene::destroyEntity(uint32_t entity)
{
ScriptSystem::the().cleanup(entity);
m_registry->destroy(entt::entity { entity });
}
glm::mat4 Scene::cameraProjectionView()
{
return CameraSystem::the().projectionView();
}
void Scene::validEntity(uint32_t entity) const
{
ASSERT(m_registry->valid(entt::entity {entity}), "Entity is not valid");
}
// ----------------------------------------
const LogStream& operator<<(const LogStream& stream, entt::entity entity)
{
return stream << static_cast<uint32_t>(entity);
}
}