mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-17 23:39:18 +02:00
WIP
This commit is contained in:
@@ -38,6 +38,7 @@ set(VERSION_STRING "${VERSION_YEAR}.${VERSION_MONTH}.${VERSION_DAY}")
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set(CMAKE_CXX_STANDARD 20)
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file(GLOB HEADERS "*.h"
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"DevConsole/*.h"
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"Console/*.h"
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"McZapkie/*.h"
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"gl/*.h"
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@@ -200,6 +201,8 @@ set(SOURCES
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"network/manager.cpp"
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"network/backend/asio.cpp"
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"DevConsole/devconsole.cpp"
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"widgets/vehiclelist.cpp"
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"widgets/map.cpp"
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"widgets/map_objects.cpp"
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@@ -410,7 +413,25 @@ configure_file(${CMAKE_SOURCE_DIR}/eu07.rc.in
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if (${CMAKE_CXX_COMPILER_ID} STREQUAL MSVC)
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set(SOURCES ${SOURCES} ${CMAKE_BINARY_DIR}/eu07.rc)
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set(SOURCES ${SOURCES} eu07.ico)
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set(SOURCES ${SOURCES} eu07.ico
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entitysystem/systems/ParticlesSystem.cpp
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entitysystem/systems/ParticlesSystem.h
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entitysystem/systems/MeshRenderSystem.cpp
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entitysystem/systems/MeshRenderSystem.h
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entitysystem/systems/LODSystem.cpp
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entitysystem/systems/LODSystem.h
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entitysystem/systems/SoundSystem.cpp
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entitysystem/systems/SoundSystem.h
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entitysystem/systems/LightSystem.cpp
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entitysystem/systems/LightSystem.h
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entitysystem/systems/HierarchySystem.cpp
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entitysystem/systems/HierarchySystem.h
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entitysystem/systems/LineSystem.cpp
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entitysystem/systems/LineSystem.h
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entitysystem/systems/VehicleSyncSystem.cpp
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entitysystem/systems/VehicleSyncSystem.h
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entitysystem/systems/BillboardSystem.cpp
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entitysystem/systems/BillboardSystem.h)
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add_compile_options("/utf-8")
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endif()
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379
DevConsole/devconsole.cpp
Normal file
379
DevConsole/devconsole.cpp
Normal file
@@ -0,0 +1,379 @@
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "DevConsole/devconsole.h"
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#include <sstream>
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#include <algorithm>
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#include <cctype>
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#include "utilities/Globals.h"
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#include "utilities/Logs.h"
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namespace dev {
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// -----------------------------------------------------------------------
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// Global singleton
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// -----------------------------------------------------------------------
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console_panel Console;
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// -----------------------------------------------------------------------
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// helpers
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// -----------------------------------------------------------------------
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static std::string str_tolower(std::string s)
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{
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std::transform(s.begin(), s.end(), s.begin(),
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[](unsigned char c) { return std::tolower(c); });
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return s;
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}
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// Tokenise a command line. Handles "quoted tokens" as a single arg.
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static args_t tokenise(const std::string &line)
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{
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args_t tokens;
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std::istringstream ss(line);
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std::string tok;
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while (ss >> std::quoted(tok))
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tokens.push_back(tok);
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return tokens;
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}
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// -----------------------------------------------------------------------
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// console_panel
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// -----------------------------------------------------------------------
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console_panel::console_panel()
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: ui_panel("DevConsole", false)
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{
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title = "Developer Console";
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register_builtins();
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}
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void console_panel::register_builtins()
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{
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register_command("help", "List all commands, or describe one: help [command]",
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[this](const args_t &args) {
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if (args.size() >= 2) {
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auto it = m_commands.find(str_tolower(args[1]));
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if (it == m_commands.end()) {
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print_error("Unknown command: " + args[1]);
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} else {
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print_ok(it->second.name + " — " + it->second.description);
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}
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return;
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}
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print_info("Available commands:");
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std::vector<std::string> names;
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names.reserve(m_commands.size());
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for (auto &kv : m_commands)
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names.push_back(kv.first);
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std::sort(names.begin(), names.end());
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for (auto &n : names) {
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std::string line = " " + n;
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auto desc = m_commands[n].description;
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if (!desc.empty())
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line += " — " + desc;
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print(line);
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}
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});
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register_command("clear", "Clear the console output",
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[this](const args_t &) {
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m_log.clear();
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});
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register_command("ping", "Responds with pong",
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[this](const args_t &) {
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print_ok("pong");
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});
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register_command("echo", "Print arguments back: echo [text...]",
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[this](const args_t &args) {
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std::string msg;
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for (std::size_t i = 1; i < args.size(); ++i) {
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if (i > 1) msg += ' ';
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msg += args[i];
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}
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print(msg);
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});
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register_command("history", "Show command history",
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[this](const args_t &) {
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if (m_history.empty()) {
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print_info("(history is empty)");
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return;
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}
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int idx = 0;
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for (auto &h : m_history)
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print(" " + std::to_string(idx++) + ": " + h);
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});
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}
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// -----------------------------------------------------------------------
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// Public API
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// -----------------------------------------------------------------------
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void console_panel::register_command(std::string name, std::string description,
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command_handler_t handler)
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{
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std::string key = str_tolower(name);
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m_commands[key] = console_command{ std::move(name), std::move(description),
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std::move(handler) };
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}
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void console_panel::print(const std::string &text, glm::vec4 color)
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{
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// Split multi-line strings into separate entries
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std::istringstream ss(text);
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std::string line;
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while (std::getline(ss, line))
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m_log.push_back({ line, color });
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while (m_log.size() > MAX_LOG)
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m_log.pop_front();
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m_scroll_to_bottom = true;
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}
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void console_panel::print_info(const std::string &text)
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{
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print("[info] " + text, { 0.6f, 0.8f, 1.0f, 1.0f });
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}
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void console_panel::print_ok(const std::string &text)
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{
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print("[ok] " + text, { 0.42f, 0.80f, 0.23f, 1.0f });
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}
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void console_panel::print_error(const std::string &text)
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{
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print("[error] " + text, { 1.0f, 0.35f, 0.35f, 1.0f });
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}
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void console_panel::print_warn(const std::string &text)
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{
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print("[warn] " + text, { 1.0f, 0.80f, 0.20f, 1.0f });
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}
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void console_panel::execute(const std::string &input)
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{
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std::string trimmed = input;
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// ltrim / rtrim
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trimmed.erase(0, trimmed.find_first_not_of(" \t\r\n"));
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trimmed.erase(trimmed.find_last_not_of(" \t\r\n") + 1);
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if (trimmed.empty())
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return;
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// Echo the input
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print("> " + trimmed, { 0.42f, 0.64f, 0.23f, 1.0f });
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// Save to history (no duplicates at the end)
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if (m_history.empty() || m_history.back() != trimmed)
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m_history.push_back(trimmed);
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if (m_history.size() > MAX_HIST)
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m_history.pop_front();
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m_history_pos = -1;
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auto tokens = tokenise(trimmed);
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if (tokens.empty())
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return;
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std::string cmd_name = str_tolower(tokens[0]);
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execute_command(cmd_name, tokens);
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}
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void console_panel::execute_command(const std::string &name, const args_t &args)
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{
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auto it = m_commands.find(name);
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if (it == m_commands.end()) {
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print_error("Unknown command '" + name + "'. Type 'help' for a list.");
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return;
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}
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try {
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it->second.handler(args);
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}
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catch (const std::exception &e) {
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print_error(std::string("Exception: ") + e.what());
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}
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}
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std::vector<std::string> console_panel::completions_for(const std::string &prefix) const
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{
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std::string lp = str_tolower(prefix);
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std::vector<std::string> result;
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for (auto &kv : m_commands)
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if (kv.first.substr(0, lp.size()) == lp)
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result.push_back(kv.first);
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std::sort(result.begin(), result.end());
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return result;
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}
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// -----------------------------------------------------------------------
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// ImGui InputText callback
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// -----------------------------------------------------------------------
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struct CallbackUserData {
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console_panel *self;
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// current text in the buffer at callback time
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std::string completion_prefix;
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};
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int console_panel::input_callback(ImGuiInputTextCallbackData *data)
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{
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auto *ud = static_cast<CallbackUserData *>(data->UserData);
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console_panel *self = ud->self;
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if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) {
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// Collect the word being typed (last space-delimited token)
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const char *end = data->Buf + data->CursorPos;
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const char *begin = end;
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while (begin > data->Buf && *(begin - 1) != ' ')
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--begin;
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std::string prefix(begin, end);
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auto candidates = self->completions_for(prefix);
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if (candidates.empty()) {
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// nothing
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} else if (candidates.size() == 1) {
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// Replace the partial token with the full match + space
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data->DeleteChars(static_cast<int>(begin - data->Buf),
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static_cast<int>(end - begin));
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data->InsertChars(data->CursorPos, candidates[0].c_str());
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data->InsertChars(data->CursorPos, " ");
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} else {
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// Find common prefix among candidates
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std::string common = candidates[0];
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for (std::size_t i = 1; i < candidates.size(); ++i) {
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std::size_t j = 0;
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while (j < common.size() && j < candidates[i].size() &&
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common[j] == candidates[i][j])
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++j;
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common.resize(j);
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}
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if (common.size() > prefix.size()) {
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data->DeleteChars(static_cast<int>(begin - data->Buf),
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static_cast<int>(end - begin));
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data->InsertChars(data->CursorPos, common.c_str());
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}
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// Show all candidates
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self->print_info("Candidates:");
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for (auto &c : candidates)
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self->print(" " + c);
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}
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}
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else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) {
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const int prev_pos = self->m_history_pos;
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if (data->EventKey == ImGuiKey_UpArrow) {
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if (self->m_history_pos == -1)
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self->m_history_pos = static_cast<int>(self->m_history.size()) - 1;
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else if (self->m_history_pos > 0)
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--self->m_history_pos;
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} else if (data->EventKey == ImGuiKey_DownArrow) {
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if (self->m_history_pos != -1) {
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++self->m_history_pos;
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if (self->m_history_pos >= static_cast<int>(self->m_history.size()))
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||||
self->m_history_pos = -1;
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||||
}
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||||
}
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|
||||
if (prev_pos != self->m_history_pos) {
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||||
const char *entry = (self->m_history_pos >= 0)
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? self->m_history[self->m_history_pos].c_str()
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: "";
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data->DeleteChars(0, data->BufTextLen);
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data->InsertChars(0, entry);
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}
|
||||
}
|
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return 0;
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||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Rendering
|
||||
// -----------------------------------------------------------------------
|
||||
void console_panel::render()
|
||||
{
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||||
if (!is_open)
|
||||
return;
|
||||
|
||||
ImGui::SetNextWindowSize(ImVec2(700, 400), ImGuiCond_FirstUseEver);
|
||||
ImGui::SetNextWindowSizeConstraints(ImVec2(400, 200), ImVec2(FLT_MAX, FLT_MAX));
|
||||
|
||||
auto const panelname = (title.empty() ? m_name : title) + "###" + m_name;
|
||||
if (ImGui::Begin(panelname.c_str(), &is_open, ImGuiWindowFlags_NoCollapse))
|
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render_contents();
|
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ImGui::End();
|
||||
}
|
||||
|
||||
void console_panel::render_contents()
|
||||
{
|
||||
// --- Log area ---
|
||||
const float footer_height = ImGui::GetStyle().ItemSpacing.y
|
||||
+ ImGui::GetFrameHeightWithSpacing();
|
||||
ImGui::BeginChild("console_scrolling",
|
||||
ImVec2(0, -footer_height),
|
||||
false,
|
||||
ImGuiWindowFlags_HorizontalScrollbar);
|
||||
|
||||
ImGui::PushFont(ui_layer::font_mono);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1));
|
||||
|
||||
for (auto &entry : m_log) {
|
||||
ImGui::PushStyleColor(ImGuiCol_Text,
|
||||
ImVec4(entry.color.r, entry.color.g,
|
||||
entry.color.b, entry.color.a));
|
||||
ImGui::TextUnformatted(entry.text.c_str());
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
|
||||
if (m_scroll_to_bottom ||
|
||||
ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
|
||||
ImGui::SetScrollHereY(1.0f);
|
||||
m_scroll_to_bottom = false;
|
||||
|
||||
ImGui::PopStyleVar();
|
||||
ImGui::PopFont();
|
||||
ImGui::EndChild();
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
// --- Input line ---
|
||||
ImGui::PushFont(ui_layer::font_mono);
|
||||
|
||||
bool reclaim_focus = false;
|
||||
|
||||
ImGuiInputTextFlags input_flags =
|
||||
ImGuiInputTextFlags_EnterReturnsTrue |
|
||||
ImGuiInputTextFlags_CallbackCompletion |
|
||||
ImGuiInputTextFlags_CallbackHistory;
|
||||
|
||||
CallbackUserData cbud{ this, "" };
|
||||
|
||||
ImGui::SetNextItemWidth(-1.0f);
|
||||
if (ImGui::InputText("##console_input", m_input_buf, sizeof(m_input_buf),
|
||||
input_flags, &console_panel::input_callback, &cbud))
|
||||
{
|
||||
execute(m_input_buf);
|
||||
m_input_buf[0] = '\0';
|
||||
reclaim_focus = true;
|
||||
}
|
||||
|
||||
ImGui::PopFont();
|
||||
|
||||
// Auto-focus the input field when the window is shown
|
||||
ImGui::SetItemDefaultFocus();
|
||||
if (reclaim_focus || m_want_focus) {
|
||||
ImGui::SetKeyboardFocusHere(-1);
|
||||
m_want_focus = false;
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace dev
|
||||
100
DevConsole/devconsole.h
Normal file
100
DevConsole/devconsole.h
Normal file
@@ -0,0 +1,100 @@
|
||||
/*
|
||||
This Source Code Form is subject to the
|
||||
terms of the Mozilla Public License, v.
|
||||
2.0. If a copy of the MPL was not
|
||||
distributed with this file, You can
|
||||
obtain one at
|
||||
http://mozilla.org/MPL/2.0/.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <functional>
|
||||
#include <unordered_map>
|
||||
#include <deque>
|
||||
|
||||
#include "application/uilayer.h"
|
||||
|
||||
struct ImGuiInputTextCallbackData;
|
||||
|
||||
namespace dev {
|
||||
|
||||
// Parsed command arguments — name of the command is args[0]
|
||||
using args_t = std::vector<std::string>;
|
||||
|
||||
// Handler signature: receives all tokens including the command name at [0]
|
||||
using command_handler_t = std::function<void(const args_t &)>;
|
||||
|
||||
struct console_command {
|
||||
std::string name;
|
||||
std::string description;
|
||||
command_handler_t handler;
|
||||
};
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// console_panel
|
||||
// Inherits from ui_panel. Embed as a member in any ui_layer subclass,
|
||||
// then call add_external_panel() to register it.
|
||||
//
|
||||
// Toggle visibility with the backtick / grave-accent key (`) handled
|
||||
// from ui_layer::on_key().
|
||||
//
|
||||
// Register commands from anywhere via the static global instance:
|
||||
// dev::Console.register_command("name", "desc", handler);
|
||||
// -----------------------------------------------------------------------
|
||||
class console_panel : public ui_panel {
|
||||
public:
|
||||
console_panel();
|
||||
|
||||
void render() override;
|
||||
void render_contents() override;
|
||||
|
||||
// Print a line to the console output
|
||||
void print(const std::string &text, glm::vec4 color = {0.9f, 0.9f, 0.9f, 1.0f});
|
||||
void print_info(const std::string &text);
|
||||
void print_ok(const std::string &text);
|
||||
void print_error(const std::string &text);
|
||||
void print_warn(const std::string &text);
|
||||
|
||||
// Register a new command. Duplicate names overwrite previous.
|
||||
void register_command(std::string name, std::string description, command_handler_t handler);
|
||||
|
||||
// Execute a raw input string (tokenises, looks up, calls handler)
|
||||
void execute(const std::string &input);
|
||||
|
||||
// Focus the input field next frame
|
||||
void focus_input() { m_want_focus = true; }
|
||||
|
||||
private:
|
||||
struct log_entry {
|
||||
std::string text;
|
||||
glm::vec4 color;
|
||||
};
|
||||
|
||||
void execute_command(const std::string &name, const args_t &args);
|
||||
std::vector<std::string> completions_for(const std::string &prefix) const;
|
||||
|
||||
// ImGui InputText callback — used for history and tab-completion
|
||||
static int input_callback(ImGuiInputTextCallbackData *data);
|
||||
|
||||
std::unordered_map<std::string, console_command> m_commands;
|
||||
std::deque<log_entry> m_log;
|
||||
std::deque<std::string> m_history; // previously executed lines
|
||||
int m_history_pos { -1 }; // -1 = new input
|
||||
char m_input_buf[512] {};
|
||||
bool m_scroll_to_bottom { false };
|
||||
bool m_want_focus { false };
|
||||
|
||||
static constexpr std::size_t MAX_LOG = 1024;
|
||||
static constexpr std::size_t MAX_HIST = 128;
|
||||
|
||||
// Built-in commands registered in the constructor
|
||||
void register_builtins();
|
||||
};
|
||||
|
||||
// Global singleton — accessible from anywhere after the header is included
|
||||
extern console_panel Console;
|
||||
|
||||
} // namespace dev
|
||||
@@ -11,12 +11,17 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "application/driveruilayer.h"
|
||||
|
||||
#include "utilities/Globals.h"
|
||||
#include "utilities/utilities.h"
|
||||
#include "application/application.h"
|
||||
#include "utilities/translation.h"
|
||||
#include "simulation/simulation.h"
|
||||
#include "vehicle/Train.h"
|
||||
#include "model/AnimModel.h"
|
||||
#include "rendering/renderer.h"
|
||||
#include "DevConsole/devconsole.h"
|
||||
#include "entitysystem/ECScene.h"
|
||||
#include "entitysystem/components/BasicComponents.h"
|
||||
#include "entitysystem/components/RenderComponents.h"
|
||||
|
||||
driver_ui::driver_ui()
|
||||
{
|
||||
@@ -36,6 +41,7 @@ driver_ui::driver_ui()
|
||||
add_external_panel(&m_mappanel);
|
||||
add_external_panel(&m_logpanel);
|
||||
add_external_panel(&m_perfgraphpanel);
|
||||
add_external_panel(&dev::Console);
|
||||
add_external_panel(&m_cameraviewpanel);
|
||||
m_logpanel.is_open = false;
|
||||
|
||||
@@ -65,6 +71,302 @@ driver_ui::driver_ui()
|
||||
m_trainingcardpanel.is_open = true;
|
||||
m_vehiclelist.is_open = true;
|
||||
}
|
||||
|
||||
register_driver_commands();
|
||||
}
|
||||
|
||||
void driver_ui::register_driver_commands()
|
||||
{
|
||||
auto &con = dev::Console;
|
||||
|
||||
// --- UI toggles ---
|
||||
con.register_command("debug", "Toggle debug panel",
|
||||
[this](const dev::args_t &) {
|
||||
m_debugpanel.is_open = !m_debugpanel.is_open;
|
||||
dev::Console.print_ok(m_debugpanel.is_open ? "Debug panel opened" : "Debug panel closed");
|
||||
});
|
||||
|
||||
con.register_command("map", "Toggle map panel",
|
||||
[this](const dev::args_t &) {
|
||||
m_mappanel.is_open = !m_mappanel.is_open;
|
||||
});
|
||||
|
||||
con.register_command("aid", "Toggle driving-aid panel",
|
||||
[this](const dev::args_t &) {
|
||||
m_aidpanel.is_open = !m_aidpanel.is_open;
|
||||
});
|
||||
|
||||
con.register_command("timetable", "Toggle timetable panel",
|
||||
[this](const dev::args_t &) {
|
||||
m_timetablepanel.is_open = !m_timetablepanel.is_open;
|
||||
});
|
||||
|
||||
// --- Simulation control ---
|
||||
con.register_command("pause", "Pause or unpause simulation",
|
||||
[](const dev::args_t &) {
|
||||
command_relay relay;
|
||||
relay.post(user_command::pausetoggle, 0.0, 0.0, GLFW_PRESS, 0);
|
||||
});
|
||||
|
||||
con.register_command("debugmode", "Toggle debug mode (enable/disable)",
|
||||
[](const dev::args_t &args) {
|
||||
command_relay relay;
|
||||
relay.post(user_command::debugtoggle, 0.0, 0.0, GLFW_RELEASE, 0);
|
||||
dev::Console.print_ok(std::string("Debug mode: ") + (DebugModeFlag ? "on" : "off"));
|
||||
});
|
||||
|
||||
// --- Weather ---
|
||||
con.register_command("overcast", "Set overcast level: overcast <0.0-1.0>",
|
||||
[](const dev::args_t &args) {
|
||||
if (args.size() < 2) {
|
||||
dev::Console.print_info("Current overcast: " + std::to_string(Global.Overcast));
|
||||
return;
|
||||
}
|
||||
try {
|
||||
float v = std::stof(args[1]);
|
||||
v = std::max(0.0f, std::min(1.0f, v));
|
||||
Global.Overcast = v;
|
||||
dev::Console.print_ok("Overcast set to " + std::to_string(v));
|
||||
} catch (...) {
|
||||
dev::Console.print_error("Expected a float 0.0-1.0");
|
||||
}
|
||||
});
|
||||
|
||||
// --- Screenshot ---
|
||||
con.register_command("screenshot", "Take a screenshot",
|
||||
[](const dev::args_t &) {
|
||||
Application.queue_screenshot();
|
||||
dev::Console.print_ok("Screenshot queued");
|
||||
});
|
||||
|
||||
// --- Log ---
|
||||
con.register_command("log", "Enable or disable file logging: log [on|off]",
|
||||
[](const dev::args_t &args) {
|
||||
if (args.size() < 2) {
|
||||
dev::Console.print_info(std::string("File logging: ") +
|
||||
((Global.iWriteLogEnabled & 1) ? "on" : "off"));
|
||||
return;
|
||||
}
|
||||
if (args[1] == "on") {
|
||||
Global.iWriteLogEnabled |= 1;
|
||||
dev::Console.print_ok("File logging enabled");
|
||||
} else if (args[1] == "off") {
|
||||
Global.iWriteLogEnabled &= ~1;
|
||||
dev::Console.print_ok("File logging disabled");
|
||||
} else {
|
||||
dev::Console.print_error("Usage: log [on|off]");
|
||||
}
|
||||
});
|
||||
|
||||
// --- ECS ---
|
||||
con.register_command("ecs.list", "List all ECS entities (optional filter: ecs.list [name_fragment])",
|
||||
[](const dev::args_t &args) {
|
||||
ECScene *scene = Application.sceneManager.CurrentScene();
|
||||
if (!scene) { dev::Console.print_warn("No active scene"); return; }
|
||||
ECWorld &world = scene->World();
|
||||
|
||||
std::string filter = args.size() >= 2 ? args[1] : "";
|
||||
int count = 0;
|
||||
for (auto entity : world.GetEntities()) {
|
||||
std::string name = std::to_string(static_cast<unsigned>(entity));
|
||||
if (auto *id = world.GetComponent<ECSComponent::Identification>(entity))
|
||||
name = id->Name.ToString();
|
||||
if (!filter.empty() && name.find(filter) == std::string::npos)
|
||||
continue;
|
||||
dev::Console.print(" [" + std::to_string(static_cast<unsigned>(entity)) + "] " + name);
|
||||
++count;
|
||||
}
|
||||
dev::Console.print_info("Total: " + std::to_string(count) + " entities");
|
||||
});
|
||||
|
||||
con.register_command("ecs.info", "Show components of entity by name: ecs.info <name>",
|
||||
[](const dev::args_t &args) {
|
||||
if (args.size() < 2) { dev::Console.print_error("Usage: ecs.info <name>"); return; }
|
||||
ECScene *scene = Application.sceneManager.CurrentScene();
|
||||
if (!scene) { dev::Console.print_warn("No active scene"); return; }
|
||||
ECWorld &world = scene->World();
|
||||
|
||||
entt::entity entity = world.FindEntityByName(args[1]);
|
||||
if (entity == entt::null) { dev::Console.print_error("Entity not found: " + args[1]); return; }
|
||||
|
||||
dev::Console.print_ok("Entity: " + args[1]);
|
||||
if (auto *t = world.GetComponent<ECSComponent::Transform>(entity)) {
|
||||
dev::Console.print(" Transform: pos=("
|
||||
+ std::to_string(t->Position.x) + ", "
|
||||
+ std::to_string(t->Position.y) + ", "
|
||||
+ std::to_string(t->Position.z) + ")");
|
||||
}
|
||||
if (auto *v = world.GetComponent<ECSComponent::Velocity>(entity)) {
|
||||
dev::Console.print(" Velocity: ("
|
||||
+ std::to_string(v->Value.x) + ", "
|
||||
+ std::to_string(v->Value.y) + ", "
|
||||
+ std::to_string(v->Value.z) + ")");
|
||||
}
|
||||
if (world.HasComponent<ECSComponent::MeshRenderer>(entity))
|
||||
dev::Console.print(" MeshRenderer: yes");
|
||||
if (world.HasComponent<ECSComponent::ParticleEmitter>(entity))
|
||||
dev::Console.print(" ParticleEmitter: yes");
|
||||
if (auto *id = world.GetComponent<ECSComponent::Identification>(entity))
|
||||
dev::Console.print(" ID: " + id->Name.ToString() + " #" + std::to_string(id->Id));
|
||||
});
|
||||
|
||||
con.register_command("ecs.setvel", "Set entity velocity: ecs.setvel <name> <x> <y> <z>",
|
||||
[](const dev::args_t &args) {
|
||||
if (args.size() < 5) { dev::Console.print_error("Usage: ecs.setvel <name> <x> <y> <z>"); return; }
|
||||
ECScene *scene = Application.sceneManager.CurrentScene();
|
||||
if (!scene) { dev::Console.print_warn("No active scene"); return; }
|
||||
ECWorld &world = scene->World();
|
||||
|
||||
entt::entity entity = world.FindEntityByName(args[1]);
|
||||
if (entity == entt::null) { dev::Console.print_error("Entity not found: " + args[1]); return; }
|
||||
|
||||
try {
|
||||
glm::vec3 vel{ std::stof(args[2]), std::stof(args[3]), std::stof(args[4]) };
|
||||
if (auto *v = world.GetComponent<ECSComponent::Velocity>(entity)) {
|
||||
v->Value = vel;
|
||||
dev::Console.print_ok("Velocity set");
|
||||
} else {
|
||||
world.AddComponent<ECSComponent::Velocity>(entity).Value = vel;
|
||||
dev::Console.print_ok("Velocity component added and set");
|
||||
}
|
||||
} catch (...) { dev::Console.print_error("Invalid numbers"); }
|
||||
});
|
||||
|
||||
con.register_command("ecs.kill", "Destroy entity by name: ecs.kill <name>",
|
||||
[](const dev::args_t &args) {
|
||||
if (args.size() < 2) { dev::Console.print_error("Usage: ecs.kill <name>"); return; }
|
||||
ECScene *scene = Application.sceneManager.CurrentScene();
|
||||
if (!scene) { dev::Console.print_warn("No active scene"); return; }
|
||||
ECWorld &world = scene->World();
|
||||
|
||||
entt::entity entity = world.FindEntityByName(args[1]);
|
||||
if (entity == entt::null) { dev::Console.print_error("Entity not found: " + args[1]); return; }
|
||||
world.DestroyEntity(entity);
|
||||
dev::Console.print_ok("Entity destroyed: " + args[1]);
|
||||
});
|
||||
|
||||
con.register_command("ecs.count", "Show total entity count in current scene",
|
||||
[](const dev::args_t &) {
|
||||
ECScene *scene = Application.sceneManager.CurrentScene();
|
||||
if (!scene) { dev::Console.print_warn("No active scene"); return; }
|
||||
dev::Console.print_info("Entities: " + std::to_string(scene->World().GetEntityCount()));
|
||||
});
|
||||
|
||||
con.register_command("ecs.setpos", "Teleport entity to position: ecs.setpos <name> <x> <y> <z>",
|
||||
[](const dev::args_t &args) {
|
||||
if (args.size() < 5) { dev::Console.print_error("Usage: ecs.setpos <name> <x> <y> <z>"); return; }
|
||||
ECScene *scene = Application.sceneManager.CurrentScene();
|
||||
if (!scene) { dev::Console.print_warn("No active scene"); return; }
|
||||
ECWorld &world = scene->World();
|
||||
|
||||
entt::entity entity = world.FindEntityByName(args[1]);
|
||||
if (entity == entt::null) { dev::Console.print_error("Entity not found: " + args[1]); return; }
|
||||
|
||||
try {
|
||||
glm::dvec3 pos{ std::stod(args[2]), std::stod(args[3]), std::stod(args[4]) };
|
||||
if (auto *t = world.GetComponent<ECSComponent::Transform>(entity)) {
|
||||
t->Position = pos;
|
||||
dev::Console.print_ok("Position set: ("
|
||||
+ args[2] + ", " + args[3] + ", " + args[4] + ")");
|
||||
} else {
|
||||
dev::Console.print_error("Entity has no Transform component");
|
||||
}
|
||||
} catch (...) { dev::Console.print_error("Invalid numbers"); }
|
||||
});
|
||||
|
||||
con.register_command("ecs.spawn", "Spawn a named entity with Transform at position: ecs.spawn <name> <x> <y> <z>",
|
||||
[](const dev::args_t &args) {
|
||||
if (args.size() < 5) { dev::Console.print_error("Usage: ecs.spawn <name> <x> <y> <z>"); return; }
|
||||
ECScene *scene = Application.sceneManager.CurrentScene();
|
||||
if (!scene) { dev::Console.print_warn("No active scene"); return; }
|
||||
ECWorld &world = scene->World();
|
||||
|
||||
try {
|
||||
glm::dvec3 pos{ std::stod(args[2]), std::stod(args[3]), std::stod(args[4]) };
|
||||
auto entity = world.CreateEntity();
|
||||
auto &id = world.AddComponent<ECSComponent::Identification>(entity);
|
||||
id.Name = args[1];
|
||||
auto &t = world.AddComponent<ECSComponent::Transform>(entity);
|
||||
t.Position = pos;
|
||||
dev::Console.print_ok("Spawned entity '" + args[1] + "' at ("
|
||||
+ args[2] + ", " + args[3] + ", " + args[4] + ")");
|
||||
} catch (...) { dev::Console.print_error("Invalid position arguments"); }
|
||||
});
|
||||
|
||||
con.register_command("ecs.find", "Find entities whose name contains a substring: ecs.find <fragment>",
|
||||
[](const dev::args_t &args) {
|
||||
if (args.size() < 2) { dev::Console.print_error("Usage: ecs.find <fragment>"); return; }
|
||||
ECScene *scene = Application.sceneManager.CurrentScene();
|
||||
if (!scene) { dev::Console.print_warn("No active scene"); return; }
|
||||
ECWorld &world = scene->World();
|
||||
|
||||
const std::string &fragment = args[1];
|
||||
int found = 0;
|
||||
for (auto entity : world.GetEntities()) {
|
||||
auto *id = world.GetComponent<ECSComponent::Identification>(entity);
|
||||
if (!id) continue;
|
||||
std::string name = id->Name.ToString();
|
||||
if (name.find(fragment) != std::string::npos) {
|
||||
dev::Console.print(" [" + std::to_string(static_cast<unsigned>(entity)) + "] " + name);
|
||||
++found;
|
||||
}
|
||||
}
|
||||
if (found == 0)
|
||||
dev::Console.print_warn("No entities found matching: " + fragment);
|
||||
else
|
||||
dev::Console.print_info(std::to_string(found) + " match(es)");
|
||||
});
|
||||
|
||||
con.register_command("ecs.disable", "Disable entity (systems will skip it): ecs.disable <name>",
|
||||
[](const dev::args_t &args) {
|
||||
if (args.size() < 2) { dev::Console.print_error("Usage: ecs.disable <name>"); return; }
|
||||
ECScene *scene = Application.sceneManager.CurrentScene();
|
||||
if (!scene) { dev::Console.print_warn("No active scene"); return; }
|
||||
ECWorld &world = scene->World();
|
||||
|
||||
entt::entity entity = world.FindEntityByName(args[1]);
|
||||
if (entity == entt::null) { dev::Console.print_error("Entity not found: " + args[1]); return; }
|
||||
if (!world.HasComponent<ECSComponent::Disabled>(entity))
|
||||
world.AddComponent<ECSComponent::Disabled>(entity);
|
||||
dev::Console.print_ok("Disabled: " + args[1]);
|
||||
});
|
||||
|
||||
con.register_command("ecs.enable", "Re-enable a disabled entity: ecs.enable <name>",
|
||||
[](const dev::args_t &args) {
|
||||
if (args.size() < 2) { dev::Console.print_error("Usage: ecs.enable <name>"); return; }
|
||||
ECScene *scene = Application.sceneManager.CurrentScene();
|
||||
if (!scene) { dev::Console.print_warn("No active scene"); return; }
|
||||
ECWorld &world = scene->World();
|
||||
|
||||
entt::entity entity = world.FindEntityByName(args[1]);
|
||||
if (entity == entt::null) { dev::Console.print_error("Entity not found: " + args[1]); return; }
|
||||
world.RemoveComponent<ECSComponent::Disabled>(entity);
|
||||
dev::Console.print_ok("Enabled: " + args[1]);
|
||||
});
|
||||
|
||||
con.register_command("ecs.addparticles", "Add a particle emitter to an entity: ecs.addparticles <name>",
|
||||
[](const dev::args_t &args) {
|
||||
if (args.size() < 2) { dev::Console.print_error("Usage: ecs.addparticles <name>"); return; }
|
||||
ECScene *scene = Application.sceneManager.CurrentScene();
|
||||
if (!scene) { dev::Console.print_warn("No active scene"); return; }
|
||||
ECWorld &world = scene->World();
|
||||
|
||||
entt::entity entity = world.FindEntityByName(args[1]);
|
||||
if (entity == entt::null) { dev::Console.print_error("Entity not found: " + args[1]); return; }
|
||||
|
||||
auto& emitter = world.AddComponent<ECSComponent::ParticleEmitter>(entity);
|
||||
emitter.isActive = true;
|
||||
emitter.spawnRate = 20.0f;
|
||||
emitter.particleLifetime = 2.5f;
|
||||
emitter.gravity = glm::vec3(0.0f, 0.4f, 0.0f);
|
||||
emitter.airResistance = 0.15f;
|
||||
emitter.colorFade = glm::vec4(0.0f, 0.0f, 0.0f, -0.5f);
|
||||
if (auto *t = world.GetComponent<ECSComponent::Transform>(entity))
|
||||
emitter.emitterLocation = glm::vec3(t->Position);
|
||||
dev::Console.print_ok("ParticleEmitter added to: " + args[1]);
|
||||
});
|
||||
|
||||
con.print_info("Driver console ready. Type 'help' for commands.");
|
||||
}
|
||||
|
||||
void driver_ui::render_menu_contents()
|
||||
|
||||
@@ -53,6 +53,9 @@ private:
|
||||
// render() subclass details
|
||||
void
|
||||
render_() override;
|
||||
// registers driver-specific console commands
|
||||
void
|
||||
register_driver_commands();
|
||||
|
||||
// members
|
||||
drivingaid_panel m_aidpanel { "Driving Aid", false };
|
||||
|
||||
@@ -24,6 +24,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "entitysystem/components/RenderComponents.h"
|
||||
|
||||
#include "imgui/imgui_impl_glfw.h"
|
||||
#include "DevConsole/devconsole.h"
|
||||
|
||||
GLFWwindow *ui_layer::m_window{nullptr};
|
||||
ImGuiIO *ui_layer::m_imguiio{nullptr};
|
||||
@@ -105,6 +106,8 @@ ui_layer::ui_layer()
|
||||
if (Global.loading_log)
|
||||
add_external_panel(&m_logpanel);
|
||||
m_logpanel.size = {700, 400};
|
||||
|
||||
add_external_panel(&dev::Console);
|
||||
}
|
||||
|
||||
ui_layer::~ui_layer() {}
|
||||
@@ -319,6 +322,15 @@ bool ui_layer::on_key(int const Key, int const Action)
|
||||
return true;
|
||||
}
|
||||
|
||||
// Backtick (`) toggles the developer console
|
||||
if (Key == GLFW_KEY_GRAVE_ACCENT)
|
||||
{
|
||||
dev::Console.is_open = !dev::Console.is_open;
|
||||
if (dev::Console.is_open)
|
||||
dev::Console.focus_input();
|
||||
return true;
|
||||
}
|
||||
|
||||
if (Key == GLFW_KEY_F9)
|
||||
{
|
||||
m_logpanel.is_open = !m_logpanel.is_open;
|
||||
@@ -744,6 +756,7 @@ void ui_layer::render_menu_contents()
|
||||
if (ImGui::BeginMenu(STR_C("Windows")))
|
||||
{
|
||||
ImGui::MenuItem(STR_C("Log"), "F9", &m_logpanel.is_open);
|
||||
ImGui::MenuItem(STR_C("Developer Console"), "`", &dev::Console.is_open);
|
||||
if (DebugModeFlag)
|
||||
{
|
||||
ImGui::MenuItem(STR_C("ImGui Demo"), nullptr, &m_imgui_demo);
|
||||
|
||||
@@ -36,14 +36,21 @@ void ECScene::Unload()
|
||||
|
||||
void ECScene::Update(float dt)
|
||||
{
|
||||
if (!m_loaded){
|
||||
|
||||
if (!m_loaded)
|
||||
return;
|
||||
}
|
||||
|
||||
m_systems.Update(m_world, dt);
|
||||
OnUpdate(dt);
|
||||
}
|
||||
|
||||
void ECScene::Render()
|
||||
{
|
||||
if (!m_loaded)
|
||||
return;
|
||||
|
||||
m_systems.Render(m_world);
|
||||
}
|
||||
|
||||
|
||||
ECWorld& ECScene::World()
|
||||
{
|
||||
|
||||
@@ -21,6 +21,7 @@ public:
|
||||
void Load();
|
||||
void Unload();
|
||||
void Update(float dt);
|
||||
void Render();
|
||||
|
||||
ECWorld& World();
|
||||
const ECWorld& World() const;
|
||||
|
||||
@@ -52,3 +52,9 @@ const entt::registry& ECWorld::Registry() const
|
||||
{
|
||||
return m_registry;
|
||||
}
|
||||
|
||||
ECWorld& GetComponentSystem()
|
||||
{
|
||||
static ECWorld instance;
|
||||
return instance;
|
||||
}
|
||||
|
||||
@@ -66,6 +66,24 @@ public:
|
||||
}, components);
|
||||
}
|
||||
}
|
||||
|
||||
// Same as Each but skips entities that have any of the Excluded components.
|
||||
// Usage: world.Each<A, B>(entt::exclude<Disabled>, lambda)
|
||||
template<typename... Components, typename... Excluded, typename Func>
|
||||
void Each(entt::exclude_t<Excluded...>, Func&& func)
|
||||
{
|
||||
auto view = m_registry.view<Components...>(entt::exclude<Excluded...>);
|
||||
|
||||
for (auto entity : view)
|
||||
{
|
||||
auto components = std::forward_as_tuple(view.get<Components>(entity)...);
|
||||
|
||||
std::apply([&](Components&... comps)
|
||||
{
|
||||
func(entity, comps...);
|
||||
}, components);
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<entt::entity> GetEntities() const
|
||||
{
|
||||
@@ -96,11 +114,16 @@ T& ECWorld::AddComponent(entt::entity entity, Args&&... args)
|
||||
"Component must be constructible with provided arguments");
|
||||
|
||||
if (m_registry.all_of<T>(entity))
|
||||
{
|
||||
return m_registry.replace<T>(entity, std::forward<Args>(args)...);
|
||||
}
|
||||
m_registry.replace<T>(entity, std::forward<Args>(args)...);
|
||||
else
|
||||
m_registry.emplace<T>(entity, std::forward<Args>(args)...);
|
||||
|
||||
return m_registry.emplace<T>(entity, std::forward<Args>(args)...);
|
||||
if constexpr (std::is_empty_v<T>) {
|
||||
static T dummy{};
|
||||
return dummy;
|
||||
} else {
|
||||
return m_registry.get<T>(entity);
|
||||
}
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
|
||||
@@ -16,8 +16,6 @@ SceneManager::~SceneManager()
|
||||
void SceneManager::SetScene(std::unique_ptr<ECScene> scene)
|
||||
{
|
||||
m_pendingScene = std::move(scene);
|
||||
if (m_currentScene)
|
||||
m_currentScene->Load();
|
||||
}
|
||||
|
||||
void SceneManager::Update(float dt)
|
||||
|
||||
@@ -8,10 +8,12 @@
|
||||
#include "glm/vec3.hpp"
|
||||
#include "glm/gtc/quaternion.hpp"
|
||||
#include "registry/FName.h"
|
||||
#include "utils/uuid.hpp"
|
||||
#include "utilities/uuid.hpp"
|
||||
#include <cstdint>
|
||||
#include <string>
|
||||
|
||||
class TDynamicObject;
|
||||
|
||||
namespace ECSComponent
|
||||
{
|
||||
///< summary>
|
||||
@@ -45,6 +47,15 @@ struct Identification
|
||||
struct Parent
|
||||
{
|
||||
entt::entity value{entt::null};
|
||||
glm::dvec3 localOffset{0.0}; // position offset relative to parent
|
||||
glm::quat localRotation{1.f, 0.f, 0.f, 0.f}; // rotation relative to parent
|
||||
};
|
||||
|
||||
// Links an ECS entity to its corresponding simulation vehicle.
|
||||
// VehicleSyncSystem reads this to keep Transform in sync with vehicle world position.
|
||||
struct VehicleRef
|
||||
{
|
||||
TDynamicObject* vehicle = nullptr;
|
||||
};
|
||||
|
||||
struct SoundComponent
|
||||
|
||||
@@ -4,26 +4,23 @@
|
||||
#include "registry/FName.h"
|
||||
#include "rendering/geometrybank.h"
|
||||
|
||||
class TAnimModel;
|
||||
|
||||
namespace ECSComponent
|
||||
{
|
||||
/// <summary>
|
||||
/// Component for entities that can be rendered.
|
||||
/// </summary>
|
||||
/// <remarks>Currently empty
|
||||
/// TODO: Add component members
|
||||
/// </remarks>
|
||||
struct MeshRenderer
|
||||
{
|
||||
gfx::geometry_handle meshHandle;
|
||||
TAnimModel* modelInstance = nullptr;
|
||||
bool visible = true;
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Component for entities that can cast shadows.
|
||||
/// </summary>
|
||||
/// <remarks>Currently empty
|
||||
/// TODO: Add component members
|
||||
/// </remarks>
|
||||
struct SpotLight
|
||||
{
|
||||
glm::vec3 Color{ 1.0f, 1.0f, 1.0f };
|
||||
@@ -38,16 +35,70 @@ struct SpotLight
|
||||
bool Enabled = true;
|
||||
};
|
||||
|
||||
// TODO: AreaLight like blender
|
||||
// TODO: SunLight for scene
|
||||
|
||||
|
||||
struct ParticleEmitter
|
||||
/// <summary>
|
||||
///
|
||||
///</summary>
|
||||
struct AreaLight
|
||||
{
|
||||
FName particleEffectPath = ("");
|
||||
bool active = true;
|
||||
glm::vec3 Color{ 1.0f, 1.0f, 1.0f };
|
||||
float Intensity = 1.0f;
|
||||
float Width = 1.0f;
|
||||
float Height = 1.0f;
|
||||
bool CastShadows = false;
|
||||
bool Enabled = true;
|
||||
};
|
||||
|
||||
struct SunLight
|
||||
{
|
||||
glm::vec3 Color{ 1.0f, 1.0f, 1.0f };
|
||||
float Intensity = 1.0f;
|
||||
bool CastShadows = false;
|
||||
bool Enabled = true;
|
||||
};
|
||||
|
||||
|
||||
struct Particle {
|
||||
glm::vec3 position;
|
||||
glm::vec3 velocity;
|
||||
glm::vec4 color;
|
||||
float size;
|
||||
float age;
|
||||
float maxAge;
|
||||
};
|
||||
|
||||
struct ParticleEmitter {
|
||||
|
||||
// --- Kontener i Stan ---
|
||||
std::vector<Particle> particles;
|
||||
uint32_t maxParticles = 1000;
|
||||
bool isActive = true;
|
||||
float spawnAccumulator = 0.0f;
|
||||
|
||||
// --- Konfiguracja Emisji ---
|
||||
float spawnRate = 20.0f; // cząstek na sekundę
|
||||
float particleLifetime = 2.0f; // bazowy czas życia
|
||||
glm::vec3 gravity{ 0.0f, 0.0f, 0.0f }; // np. dym: 0.5, deszcz: -9.81
|
||||
float airResistance = 0.1f; // tłumienie prędkości
|
||||
|
||||
// --- Zakresy (losowanie) ---
|
||||
glm::vec3 minStartVelocity{ -0.5f, 1.0f, -0.5f };
|
||||
glm::vec3 maxStartVelocity{ 0.5f, 2.0f, 0.5f };
|
||||
|
||||
// --- Ewolucja w czasie (Modyfikatory) ---
|
||||
float sizeGrowth = 0.5f; // zmiana rozmiaru na sekundę
|
||||
glm::vec4 colorFade = { 0.0f, 0.0f, 0.0f, -0.5f }; // np. znikanie (alpha)
|
||||
|
||||
// --- Pozycja emitera ---
|
||||
glm::vec3 emitterLocation{ 0.0f, 0.0f, 0.0f };
|
||||
|
||||
// --- Flag Funkcjonalnych ---
|
||||
bool hasCollision = false; // czy sprawdzać kolizje
|
||||
float bounceFactor = 0.3f; // energia po odbiciu (0.0 - 1.0)
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Component for entities that can be rendered as decals (e.g. graffiti on wagons, dirties on wall).
|
||||
/// </summary>
|
||||
struct Decal
|
||||
{
|
||||
FName decalTexturePath = ("");
|
||||
@@ -55,6 +106,10 @@ struct Decal
|
||||
bool active = true;
|
||||
};
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Component for entities that can be rendered as billboards (e.g. particles, sprites).
|
||||
/// </summary>
|
||||
struct Billboard
|
||||
{
|
||||
FName texturePath = ("");
|
||||
@@ -62,6 +117,9 @@ struct Billboard
|
||||
bool active = true;
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Component for entities that can be rendered as lines.
|
||||
/// </summary>
|
||||
struct Line {
|
||||
glm::vec3 start{ 0.0f };
|
||||
glm::vec3 end{ 1.0f, 0.0f, 0.0f };
|
||||
|
||||
@@ -4,32 +4,96 @@
|
||||
|
||||
#include "GameScene.h"
|
||||
|
||||
|
||||
#include "entitysystem/components/BasicComponents.h"
|
||||
#include "entitysystem/components/RenderComponents.h"
|
||||
#include "entitysystem/systems/MovementSystem.h"
|
||||
#include "entitysystem/systems/ParticlesSystem.h"
|
||||
#include "entitysystem/systems/MeshRenderSystem.h"
|
||||
#include "entitysystem/systems/LODSystem.h"
|
||||
#include "entitysystem/systems/SoundSystem.h"
|
||||
#include "entitysystem/systems/LightSystem.h"
|
||||
#include "entitysystem/systems/HierarchySystem.h"
|
||||
#include "entitysystem/systems/LineSystem.h"
|
||||
#include "entitysystem/systems/VehicleSyncSystem.h"
|
||||
#include "entitysystem/systems/BillboardSystem.h"
|
||||
#include "utilities/Logs.h"
|
||||
|
||||
GameScene::GameScene() = default;
|
||||
GameScene::~GameScene() = default ;
|
||||
GameScene::~GameScene() = default;
|
||||
|
||||
void GameScene::OnLoad()
|
||||
{
|
||||
m_systems.AddSystem<VehicleSyncSystem>(); // must be first — updates Transform from live vehicle
|
||||
m_systems.AddSystem<MovementSystem>();
|
||||
|
||||
m_systems.AddSystem<HierarchySystem>();
|
||||
m_systems.AddSystem<LightSystem>();
|
||||
m_systems.AddSystem<ParticlesSystem>();
|
||||
m_systems.AddSystem<SoundSystem>();
|
||||
m_systems.AddSystem<LODSystem>();
|
||||
m_systems.AddSystem<MeshRenderSystem>();
|
||||
m_systems.AddSystem<LineSystem>();
|
||||
m_systems.AddSystem<BillboardSystem>();
|
||||
|
||||
#ifdef _DEBUG
|
||||
CreateTestEntities();
|
||||
#endif
|
||||
}
|
||||
|
||||
void GameScene::OnUpdate(float dt)
|
||||
{
|
||||
|
||||
//auto& world = World();
|
||||
|
||||
//auto view = world.View<ECSComponent::Transform>();
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void GameScene::OnUnload()
|
||||
{
|
||||
World().Clear();
|
||||
}
|
||||
|
||||
void GameScene::CreateTestEntities()
|
||||
{
|
||||
auto& world = World();
|
||||
|
||||
// smoke emitter at world origin for visual testing of ParticlesSystem
|
||||
{
|
||||
auto entity = world.CreateEntity();
|
||||
|
||||
auto& id = world.AddComponent<ECSComponent::Identification>(entity);
|
||||
id.Name = "TestSmokeEmitter";
|
||||
|
||||
auto& transform = world.AddComponent<ECSComponent::Transform>(entity);
|
||||
transform.Position = glm::dvec3(0.0, 2.0, 0.0);
|
||||
|
||||
auto& emitter = world.AddComponent<ECSComponent::ParticleEmitter>(entity);
|
||||
emitter.emitterLocation = glm::vec3(0.0f, 2.0f, 0.0f);
|
||||
emitter.isActive = true;
|
||||
emitter.spawnRate = 15.0f;
|
||||
emitter.particleLifetime = 3.0f;
|
||||
emitter.gravity = glm::vec3(0.0f, 0.3f, 0.0f);
|
||||
emitter.airResistance = 0.2f;
|
||||
emitter.colorFade = glm::vec4(0.0f, 0.0f, 0.0f, -0.4f);
|
||||
|
||||
WriteLog("[ECS] Created test entity: TestSmokeEmitter");
|
||||
}
|
||||
|
||||
// moving entity to test MovementSystem + LOD culling
|
||||
{
|
||||
auto entity = world.CreateEntity();
|
||||
|
||||
auto& id = world.AddComponent<ECSComponent::Identification>(entity);
|
||||
id.Name = "TestMovingBox";
|
||||
|
||||
auto& transform = world.AddComponent<ECSComponent::Transform>(entity);
|
||||
transform.Position = glm::dvec3(10.0, 0.5, 0.0);
|
||||
|
||||
auto& velocity = world.AddComponent<ECSComponent::Velocity>(entity);
|
||||
velocity.Value = glm::vec3(-1.0f, 0.0f, 0.0f);
|
||||
|
||||
auto& lod = world.AddComponent<ECSComponent::LODController>(entity);
|
||||
lod.RangeMin = 0.0;
|
||||
lod.RangeMax = 200.0;
|
||||
|
||||
auto& mesh = world.AddComponent<ECSComponent::MeshRenderer>(entity);
|
||||
mesh.visible = true;
|
||||
|
||||
WriteLog("[ECS] Created test entity: TestMovingBox");
|
||||
}
|
||||
}
|
||||
@@ -19,6 +19,7 @@ public:
|
||||
virtual void OnDestroy(ECWorld& world) {}
|
||||
|
||||
virtual void Update(ECWorld& world, float dt) {}
|
||||
virtual void Render(ECWorld& world) {}
|
||||
};
|
||||
|
||||
|
||||
|
||||
116
entitysystem/systems/BillboardSystem.cpp
Normal file
116
entitysystem/systems/BillboardSystem.cpp
Normal file
@@ -0,0 +1,116 @@
|
||||
#include "stdafx.h"
|
||||
#include "BillboardSystem.h"
|
||||
|
||||
#include "entitysystem/ECWorld.h"
|
||||
#include "entitysystem/components/BasicComponents.h"
|
||||
#include "entitysystem/components/RenderComponents.h"
|
||||
#include "utilities/Globals.h"
|
||||
#include "utilities/Logs.h"
|
||||
|
||||
#include "gl/buffer.h"
|
||||
#include "gl/vao.h"
|
||||
#include "gl/shader.h"
|
||||
|
||||
struct BillboardSystem::RenderState
|
||||
{
|
||||
std::optional<gl::buffer> instanceBuffer;
|
||||
std::optional<gl::vao> vao;
|
||||
std::unique_ptr<gl::program> shader;
|
||||
std::size_t bufferCapacity { 0 };
|
||||
};
|
||||
|
||||
BillboardSystem::BillboardSystem() = default;
|
||||
BillboardSystem::~BillboardSystem() = default;
|
||||
|
||||
void BillboardSystem::Render(ECWorld& world)
|
||||
{
|
||||
// Group billboard instances by texture path
|
||||
std::unordered_map<std::string, std::vector<BillboardInstance>> groups;
|
||||
|
||||
const glm::vec3 camPos{
|
||||
static_cast<float>(Global.pCamera.Pos.x),
|
||||
static_cast<float>(Global.pCamera.Pos.y),
|
||||
static_cast<float>(Global.pCamera.Pos.z)
|
||||
};
|
||||
|
||||
world.Each<ECSComponent::Billboard, ECSComponent::Transform>(
|
||||
entt::exclude<ECSComponent::Disabled>,
|
||||
[&](entt::entity, ECSComponent::Billboard& bill, ECSComponent::Transform& t)
|
||||
{
|
||||
if (!bill.active) return;
|
||||
std::string key = bill.texturePath.ToString();
|
||||
groups[key].push_back({
|
||||
glm::vec3(t.Position) - camPos,
|
||||
bill.size
|
||||
});
|
||||
});
|
||||
|
||||
if (groups.empty()) return;
|
||||
|
||||
// Lazy-init shared GL resources
|
||||
if (!m_renderState)
|
||||
m_renderState = std::make_unique<RenderState>();
|
||||
|
||||
auto& rs = *m_renderState;
|
||||
|
||||
if (!rs.instanceBuffer)
|
||||
rs.instanceBuffer.emplace();
|
||||
|
||||
if (!rs.shader) {
|
||||
try {
|
||||
gl::shader vert("ecs_billboard.vert");
|
||||
gl::shader frag("ecs_billboard.frag");
|
||||
rs.shader = std::unique_ptr<gl::program>(new gl::program({vert, frag}));
|
||||
} catch (const gl::shader_exception& e) {
|
||||
WriteLog("[ECS] BillboardSystem: shader compile failed: " + std::string(e.what()));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthMask(GL_FALSE);
|
||||
rs.shader->bind();
|
||||
|
||||
for (auto& [texPath, instances] : groups) {
|
||||
// Grow VBO if needed
|
||||
if (instances.size() > rs.bufferCapacity) {
|
||||
rs.bufferCapacity = instances.size() + 64;
|
||||
rs.instanceBuffer->allocate(
|
||||
gl::buffer::ARRAY_BUFFER,
|
||||
static_cast<int>(rs.bufferCapacity * sizeof(BillboardInstance)),
|
||||
GL_DYNAMIC_DRAW);
|
||||
rs.vao.reset(); // rebuild after realloc
|
||||
}
|
||||
|
||||
rs.instanceBuffer->upload(
|
||||
gl::buffer::ARRAY_BUFFER,
|
||||
instances.data(), 0,
|
||||
static_cast<int>(instances.size() * sizeof(BillboardInstance)));
|
||||
|
||||
if (!rs.vao) {
|
||||
rs.vao.emplace();
|
||||
constexpr int stride = sizeof(BillboardInstance);
|
||||
rs.vao->setup_attrib(*rs.instanceBuffer, 0, 3, GL_FLOAT, stride, 0); // position
|
||||
glVertexAttribDivisor(0, 1);
|
||||
rs.vao->setup_attrib(*rs.instanceBuffer, 1, 1, GL_FLOAT, stride, 12); // size
|
||||
glVertexAttribDivisor(1, 1);
|
||||
rs.vao->unbind();
|
||||
rs.instanceBuffer->unbind(gl::buffer::ARRAY_BUFFER);
|
||||
}
|
||||
|
||||
// Bind texture (fallback: skip group if path is empty)
|
||||
if (!texPath.empty()) {
|
||||
auto texHandle = GfxRenderer->Fetch_Texture(texPath, true);
|
||||
GfxRenderer->Bind_Texture(0, texHandle);
|
||||
}
|
||||
|
||||
rs.vao->bind();
|
||||
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, static_cast<GLsizei>(instances.size()));
|
||||
rs.vao->unbind();
|
||||
}
|
||||
|
||||
gl::program::unbind();
|
||||
glDepthMask(GL_TRUE);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
25
entitysystem/systems/BillboardSystem.h
Normal file
25
entitysystem/systems/BillboardSystem.h
Normal file
@@ -0,0 +1,25 @@
|
||||
#pragma once
|
||||
|
||||
#include "BaseSystem.h"
|
||||
#include "rendering/renderer.h"
|
||||
#include <unordered_map>
|
||||
#include <string>
|
||||
|
||||
// Renders Billboard components as camera-facing textured quads.
|
||||
// Instances sharing the same texture are batched into one draw call.
|
||||
class BillboardSystem : public BaseSystem
|
||||
{
|
||||
public:
|
||||
BillboardSystem();
|
||||
~BillboardSystem();
|
||||
void Render(ECWorld& world) override;
|
||||
|
||||
private:
|
||||
struct BillboardInstance {
|
||||
glm::vec3 position; // camera-relative
|
||||
float size;
|
||||
};
|
||||
|
||||
struct RenderState;
|
||||
std::unique_ptr<RenderState> m_renderState;
|
||||
};
|
||||
27
entitysystem/systems/HierarchySystem.cpp
Normal file
27
entitysystem/systems/HierarchySystem.cpp
Normal file
@@ -0,0 +1,27 @@
|
||||
#include "stdafx.h"
|
||||
#include "HierarchySystem.h"
|
||||
|
||||
#include "entitysystem/ECWorld.h"
|
||||
#include "entitysystem/components/BasicComponents.h"
|
||||
|
||||
void HierarchySystem::Update(ECWorld& world, float dt)
|
||||
{
|
||||
world.Each<ECSComponent::Parent, ECSComponent::Transform>(
|
||||
entt::exclude<ECSComponent::Disabled>,
|
||||
[&](entt::entity, ECSComponent::Parent& parent, ECSComponent::Transform& childTransform)
|
||||
{
|
||||
if (parent.value == entt::null || !world.IsAlive(parent.value))
|
||||
return;
|
||||
|
||||
const auto* parentTransform = world.GetComponent<ECSComponent::Transform>(parent.value);
|
||||
if (!parentTransform)
|
||||
return;
|
||||
|
||||
// Rotate local offset by parent rotation then add parent world position.
|
||||
glm::dvec3 rotatedOffset = glm::dvec3(parentTransform->Rotation * glm::vec3(parent.localOffset));
|
||||
childTransform.Position = parentTransform->Position + rotatedOffset;
|
||||
|
||||
// Compose rotations: child world = parent world * child local.
|
||||
childTransform.Rotation = parentTransform->Rotation * parent.localRotation;
|
||||
});
|
||||
}
|
||||
14
entitysystem/systems/HierarchySystem.h
Normal file
14
entitysystem/systems/HierarchySystem.h
Normal file
@@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "BaseSystem.h"
|
||||
|
||||
// Propagates parent world Transform to children.
|
||||
// Runs after MovementSystem so children always inherit the parent's
|
||||
// already-updated position in the same frame.
|
||||
// Child's Transform.Position is stored as a LOCAL offset relative to
|
||||
// the parent and this system overwrites it with the computed world position.
|
||||
class HierarchySystem : public BaseSystem
|
||||
{
|
||||
public:
|
||||
void Update(ECWorld& world, float dt) override;
|
||||
};
|
||||
33
entitysystem/systems/LODSystem.cpp
Normal file
33
entitysystem/systems/LODSystem.cpp
Normal file
@@ -0,0 +1,33 @@
|
||||
#include "stdafx.h"
|
||||
#include "LODSystem.h"
|
||||
|
||||
#include "entitysystem/ECWorld.h"
|
||||
#include "entitysystem/components/BasicComponents.h"
|
||||
#include "entitysystem/components/RenderComponents.h"
|
||||
#include "utilities/Globals.h"
|
||||
#include "model/AnimModel.h"
|
||||
|
||||
void LODSystem::Update(ECWorld& world, float dt)
|
||||
{
|
||||
const glm::dvec3 camPos{
|
||||
Global.pCamera.Pos.x,
|
||||
Global.pCamera.Pos.y,
|
||||
Global.pCamera.Pos.z
|
||||
};
|
||||
|
||||
world.Each<ECSComponent::LODController, ECSComponent::Transform>(
|
||||
entt::exclude<ECSComponent::Disabled>,
|
||||
[&](entt::entity entity,
|
||||
ECSComponent::LODController& lod,
|
||||
ECSComponent::Transform& transform)
|
||||
{
|
||||
double dist = glm::length(camPos - transform.Position);
|
||||
bool inRange = (dist >= lod.RangeMin) && (dist <= lod.RangeMax);
|
||||
|
||||
if (auto* mesh = world.GetComponent<ECSComponent::MeshRenderer>(entity)) {
|
||||
mesh->visible = inRange;
|
||||
if (mesh->modelInstance)
|
||||
mesh->modelInstance->visible(inRange);
|
||||
}
|
||||
});
|
||||
}
|
||||
11
entitysystem/systems/LODSystem.h
Normal file
11
entitysystem/systems/LODSystem.h
Normal file
@@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include "BaseSystem.h"
|
||||
|
||||
// Reads LODController + Transform on each entity and toggles MeshRenderer.visible
|
||||
// based on distance to camera. Runs every Update tick.
|
||||
class LODSystem : public BaseSystem
|
||||
{
|
||||
public:
|
||||
void Update(ECWorld& world, float dt) override;
|
||||
};
|
||||
62
entitysystem/systems/LightSystem.cpp
Normal file
62
entitysystem/systems/LightSystem.cpp
Normal file
@@ -0,0 +1,62 @@
|
||||
#include "stdafx.h"
|
||||
#include "LightSystem.h"
|
||||
|
||||
#include "entitysystem/ECWorld.h"
|
||||
#include "entitysystem/components/BasicComponents.h"
|
||||
#include "entitysystem/components/RenderComponents.h"
|
||||
#include "utilities/Globals.h"
|
||||
#include "rendering/lightarray.h"
|
||||
#include "simulation/simulation.h"
|
||||
|
||||
void LightSystem::Update(ECWorld& world, float dt)
|
||||
{
|
||||
// Sync SunLight intensity with global overcast value.
|
||||
// Overcast 0 = clear sky (full sun), 2 = heavy overcast (dim).
|
||||
const float sunIntensity = glm::clamp( 1.0f - Global.Overcast * 0.4f, 0.1f, 1.0f );
|
||||
world.Each<ECSComponent::SunLight>(
|
||||
entt::exclude<ECSComponent::Disabled>,
|
||||
[sunIntensity](entt::entity, ECSComponent::SunLight& sun)
|
||||
{
|
||||
if (sun.Enabled)
|
||||
sun.Intensity = sunIntensity;
|
||||
});
|
||||
|
||||
// SpotLights: cull distant lights and rebuild the free_lights list for the renderer.
|
||||
const glm::dvec3 camPos{
|
||||
Global.pCamera.Pos.x,
|
||||
Global.pCamera.Pos.y,
|
||||
Global.pCamera.Pos.z
|
||||
};
|
||||
simulation::Lights.free_lights.clear();
|
||||
world.Each<ECSComponent::SpotLight, ECSComponent::Transform>(
|
||||
entt::exclude<ECSComponent::Disabled>,
|
||||
[&](entt::entity, ECSComponent::SpotLight& spot, ECSComponent::Transform& transform)
|
||||
{
|
||||
double dist = glm::length(camPos - transform.Position);
|
||||
if (dist > static_cast<double>(spot.Range) * 4.0) {
|
||||
spot.Enabled = false;
|
||||
return;
|
||||
}
|
||||
if (spot.Range > 0.0f)
|
||||
spot.Enabled = true;
|
||||
|
||||
if (!spot.Enabled) return;
|
||||
|
||||
light_array::free_light_record rec;
|
||||
rec.position = transform.Position;
|
||||
rec.direction = glm::vec3(0.f, -1.f, 0.f); // default downward; rotation support can be added later
|
||||
rec.color = spot.Color;
|
||||
rec.intensity = spot.Intensity;
|
||||
rec.range = spot.Range;
|
||||
rec.inner_cutoff = glm::cos(glm::radians(spot.InnerAngle));
|
||||
rec.outer_cutoff = glm::cos(glm::radians(spot.OuterAngle));
|
||||
simulation::Lights.free_lights.push_back(rec);
|
||||
});
|
||||
}
|
||||
|
||||
void LightSystem::Render(ECWorld& world)
|
||||
{
|
||||
// Rendering of ECS lights is handled by the main renderer pipeline,
|
||||
// which queries SpotLight/AreaLight/SunLight components via World views.
|
||||
// Nothing to do here for now.
|
||||
}
|
||||
13
entitysystem/systems/LightSystem.h
Normal file
13
entitysystem/systems/LightSystem.h
Normal file
@@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include "BaseSystem.h"
|
||||
|
||||
// Manages ECS light components (SpotLight, AreaLight, SunLight).
|
||||
// Updates light position/direction from Transform each tick.
|
||||
// Actual renderer integration is handled by the rendering pipeline reading these components.
|
||||
class LightSystem : public BaseSystem
|
||||
{
|
||||
public:
|
||||
void Update(ECWorld& world, float dt) override;
|
||||
void Render(ECWorld& world) override;
|
||||
};
|
||||
96
entitysystem/systems/LineSystem.cpp
Normal file
96
entitysystem/systems/LineSystem.cpp
Normal file
@@ -0,0 +1,96 @@
|
||||
#include "stdafx.h"
|
||||
#include "LineSystem.h"
|
||||
|
||||
#include "entitysystem/ECWorld.h"
|
||||
#include "entitysystem/components/BasicComponents.h"
|
||||
#include "entitysystem/components/RenderComponents.h"
|
||||
#include "utilities/Globals.h"
|
||||
#include "utilities/Logs.h"
|
||||
|
||||
#include "gl/buffer.h"
|
||||
#include "gl/vao.h"
|
||||
#include "gl/shader.h"
|
||||
|
||||
struct LineSystem::RenderState
|
||||
{
|
||||
std::optional<gl::buffer> vertexBuffer;
|
||||
std::optional<gl::vao> vao;
|
||||
std::unique_ptr<gl::program> shader;
|
||||
std::size_t bufferCapacity { 0 };
|
||||
};
|
||||
|
||||
LineSystem::LineSystem() = default;
|
||||
LineSystem::~LineSystem() = default;
|
||||
|
||||
void LineSystem::Render(ECWorld& world)
|
||||
{
|
||||
std::vector<LineVertex> vertices;
|
||||
vertices.reserve(256);
|
||||
|
||||
const glm::vec3 camPos{
|
||||
static_cast<float>(Global.pCamera.Pos.x),
|
||||
static_cast<float>(Global.pCamera.Pos.y),
|
||||
static_cast<float>(Global.pCamera.Pos.z)
|
||||
};
|
||||
|
||||
world.Each<ECSComponent::Line, ECSComponent::Transform>(
|
||||
entt::exclude<ECSComponent::Disabled>,
|
||||
[&](entt::entity, ECSComponent::Line& line, ECSComponent::Transform& t)
|
||||
{
|
||||
if (!line.active) return;
|
||||
|
||||
glm::vec3 worldOrigin = glm::vec3(t.Position);
|
||||
vertices.push_back({ worldOrigin + line.start - camPos, line.color });
|
||||
vertices.push_back({ worldOrigin + line.end - camPos, line.color });
|
||||
});
|
||||
|
||||
if (vertices.empty()) return;
|
||||
|
||||
if (!m_renderState)
|
||||
m_renderState = std::make_unique<RenderState>();
|
||||
|
||||
auto& rs = *m_renderState;
|
||||
|
||||
if (!rs.vertexBuffer)
|
||||
rs.vertexBuffer.emplace();
|
||||
|
||||
if (vertices.size() > rs.bufferCapacity) {
|
||||
rs.bufferCapacity = vertices.size() + 64;
|
||||
rs.vertexBuffer->allocate(
|
||||
gl::buffer::ARRAY_BUFFER,
|
||||
static_cast<int>(rs.bufferCapacity * sizeof(LineVertex)),
|
||||
GL_DYNAMIC_DRAW);
|
||||
rs.vao.reset();
|
||||
}
|
||||
|
||||
rs.vertexBuffer->upload(
|
||||
gl::buffer::ARRAY_BUFFER,
|
||||
vertices.data(), 0,
|
||||
static_cast<int>(vertices.size() * sizeof(LineVertex)));
|
||||
|
||||
if (!rs.vao) {
|
||||
rs.vao.emplace();
|
||||
constexpr int stride = sizeof(LineVertex);
|
||||
rs.vao->setup_attrib(*rs.vertexBuffer, 0, 3, GL_FLOAT, stride, 0); // position
|
||||
rs.vao->setup_attrib(*rs.vertexBuffer, 1, 3, GL_FLOAT, stride, 12); // color
|
||||
rs.vao->unbind();
|
||||
rs.vertexBuffer->unbind(gl::buffer::ARRAY_BUFFER);
|
||||
}
|
||||
|
||||
if (!rs.shader) {
|
||||
try {
|
||||
gl::shader vert("vbocolor.vert");
|
||||
gl::shader frag("ecs_line.frag");
|
||||
rs.shader = std::unique_ptr<gl::program>(new gl::program({vert, frag}));
|
||||
} catch (const gl::shader_exception& e) {
|
||||
WriteLog("[ECS] LineSystem: shader compile failed: " + std::string(e.what()));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
rs.shader->bind();
|
||||
rs.vao->bind();
|
||||
glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(vertices.size()));
|
||||
rs.vao->unbind();
|
||||
gl::program::unbind();
|
||||
}
|
||||
22
entitysystem/systems/LineSystem.h
Normal file
22
entitysystem/systems/LineSystem.h
Normal file
@@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
|
||||
#include "BaseSystem.h"
|
||||
|
||||
// Renders Line components as GL_LINES using camera-relative world positions.
|
||||
// Uses vbocolor.vert + ecs_line.frag.
|
||||
class LineSystem : public BaseSystem
|
||||
{
|
||||
public:
|
||||
LineSystem();
|
||||
~LineSystem();
|
||||
void Render(ECWorld& world) override;
|
||||
|
||||
private:
|
||||
struct LineVertex {
|
||||
glm::vec3 position; // camera-relative world position
|
||||
glm::vec3 color;
|
||||
};
|
||||
|
||||
struct RenderState;
|
||||
std::unique_ptr<RenderState> m_renderState;
|
||||
};
|
||||
16
entitysystem/systems/MeshRenderSystem.cpp
Normal file
16
entitysystem/systems/MeshRenderSystem.cpp
Normal file
@@ -0,0 +1,16 @@
|
||||
#include "stdafx.h"
|
||||
#include "MeshRenderSystem.h"
|
||||
|
||||
#include "entitysystem/ECWorld.h"
|
||||
#include "entitysystem/components/BasicComponents.h"
|
||||
#include "entitysystem/components/RenderComponents.h"
|
||||
|
||||
// gfx_renderer does not expose per-handle draw calls — geometry is drawn
|
||||
// by the legacy pipeline (simulation::Region → GfxRenderer->Render()).
|
||||
// MeshRenderer.visible is the authoritative visibility flag; LODSystem writes
|
||||
// it and the legacy scene node reads it when the renderer traverses the scene.
|
||||
// When a custom ECS draw path is wired into the renderer this system will
|
||||
// issue the actual draw calls.
|
||||
void MeshRenderSystem::Render(ECWorld& world)
|
||||
{
|
||||
}
|
||||
9
entitysystem/systems/MeshRenderSystem.h
Normal file
9
entitysystem/systems/MeshRenderSystem.h
Normal file
@@ -0,0 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
#include "BaseSystem.h"
|
||||
|
||||
class MeshRenderSystem : public BaseSystem
|
||||
{
|
||||
public:
|
||||
void Render(ECWorld& world) override;
|
||||
};
|
||||
@@ -13,6 +13,7 @@ void MovementSystem::Update(ECWorld& world, float dt)
|
||||
constexpr double damping = 0.90; // 0.0 = instant stop, 1.0 = without damping
|
||||
|
||||
world.Each<ECSComponent::Transform, ECSComponent::Velocity>(
|
||||
entt::exclude<ECSComponent::Disabled>,
|
||||
[dt](auto entity, auto& transform, auto& velocity)
|
||||
{
|
||||
|
||||
@@ -22,7 +23,7 @@ void MovementSystem::Update(ECWorld& world, float dt)
|
||||
|
||||
if (glm::length(velocity.Value) < 0.001)
|
||||
{
|
||||
velocity.Value = glm::dvec3(0.0);
|
||||
velocity.Value = glm::vec3(0.0f);
|
||||
}
|
||||
}
|
||||
);
|
||||
|
||||
196
entitysystem/systems/ParticlesSystem.cpp
Normal file
196
entitysystem/systems/ParticlesSystem.cpp
Normal file
@@ -0,0 +1,196 @@
|
||||
//
|
||||
// Created by Daniu
|
||||
//
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "ParticlesSystem.h"
|
||||
|
||||
#include "entitysystem/components/BasicComponents.h"
|
||||
#include "entitysystem/components/RenderComponents.h"
|
||||
#include "utilities/Globals.h"
|
||||
|
||||
#include "gl/buffer.h"
|
||||
#include "gl/vao.h"
|
||||
#include "gl/shader.h"
|
||||
|
||||
#include "utilities/Logs.h"
|
||||
#include <algorithm>
|
||||
#include <random>
|
||||
|
||||
// ---- OpenGL resource bundle (pimpl) ----------------------------------------
|
||||
|
||||
struct ParticlesSystem::RenderState
|
||||
{
|
||||
std::optional<gl::buffer> instanceBuffer;
|
||||
std::optional<gl::vao> vao;
|
||||
std::unique_ptr<gl::program> shader;
|
||||
std::size_t bufferCapacity { 0 };
|
||||
};
|
||||
|
||||
ParticlesSystem::ParticlesSystem() = default;
|
||||
ParticlesSystem::~ParticlesSystem() = default;
|
||||
|
||||
// ---- Update ----------------------------------------------------------------
|
||||
|
||||
void ParticlesSystem::Update(ECWorld &world, float dt)
|
||||
{
|
||||
world.Each<ECSComponent::ParticleEmitter>(
|
||||
entt::exclude<ECSComponent::Disabled>,
|
||||
[&](entt::entity entity, ECSComponent::ParticleEmitter& emitter)
|
||||
{
|
||||
if (!emitter.isActive && emitter.particles.empty()) return;
|
||||
|
||||
for (size_t i = 0; i < emitter.particles.size(); )
|
||||
{
|
||||
auto& p = emitter.particles[i];
|
||||
p.age += dt;
|
||||
|
||||
if (p.age >= p.maxAge || p.color.a <= 0.0f) {
|
||||
p = emitter.particles.back();
|
||||
emitter.particles.pop_back();
|
||||
continue;
|
||||
}
|
||||
|
||||
p.velocity += emitter.gravity * dt;
|
||||
p.velocity *= (1.0f - emitter.airResistance * dt);
|
||||
|
||||
glm::vec3 nextPos = p.position + p.velocity * dt;
|
||||
if (emitter.hasCollision && nextPos.y < 0.0f) {
|
||||
p.velocity.y *= -emitter.bounceFactor;
|
||||
p.velocity.x *= 0.8f;
|
||||
nextPos.y = 0.01f;
|
||||
}
|
||||
p.position = nextPos;
|
||||
|
||||
p.size += emitter.sizeGrowth * dt;
|
||||
p.color += emitter.colorFade * dt;
|
||||
|
||||
++i;
|
||||
}
|
||||
|
||||
if (emitter.isActive) {
|
||||
emitter.spawnAccumulator += dt;
|
||||
float spawnInterval = 1.0f / emitter.spawnRate;
|
||||
|
||||
while (emitter.spawnAccumulator >= spawnInterval) {
|
||||
if (emitter.particles.size() < emitter.maxParticles)
|
||||
SpawnParticle(emitter);
|
||||
emitter.spawnAccumulator -= spawnInterval;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void ParticlesSystem::SpawnParticle(ECSComponent::ParticleEmitter& emitter)
|
||||
{
|
||||
static thread_local std::mt19937 gen(std::random_device{}());
|
||||
std::uniform_real_distribution<float> dist(0.0f, 1.0f);
|
||||
|
||||
ECSComponent::Particle p{};
|
||||
p.position = emitter.emitterLocation;
|
||||
p.velocity.x = emitter.minStartVelocity.x + dist(gen) * (emitter.maxStartVelocity.x - emitter.minStartVelocity.x);
|
||||
p.velocity.y = emitter.minStartVelocity.y + dist(gen) * (emitter.maxStartVelocity.y - emitter.minStartVelocity.y);
|
||||
p.velocity.z = emitter.minStartVelocity.z + dist(gen) * (emitter.maxStartVelocity.z - emitter.minStartVelocity.z);
|
||||
p.color = glm::vec4(1.0f);
|
||||
p.size = 0.1f;
|
||||
p.age = 0.0f;
|
||||
p.maxAge = emitter.particleLifetime;
|
||||
|
||||
emitter.particles.push_back(p);
|
||||
}
|
||||
|
||||
// ---- Render ----------------------------------------------------------------
|
||||
|
||||
void ParticlesSystem::Render(ECWorld& world)
|
||||
{
|
||||
// Collect instance data for every live particle across all emitters
|
||||
std::vector<GPUInstanceData> instances;
|
||||
instances.reserve(4096);
|
||||
|
||||
const glm::vec3 camPos{
|
||||
static_cast<float>(Global.pCamera.Pos.x),
|
||||
static_cast<float>(Global.pCamera.Pos.y),
|
||||
static_cast<float>(Global.pCamera.Pos.z)
|
||||
};
|
||||
|
||||
world.Each<ECSComponent::ParticleEmitter>(
|
||||
entt::exclude<ECSComponent::Disabled>,
|
||||
[&](entt::entity, ECSComponent::ParticleEmitter& emitter)
|
||||
{
|
||||
for (const auto& p : emitter.particles) {
|
||||
if (p.color.a <= 0.0f) continue;
|
||||
instances.push_back({
|
||||
p.position - camPos, // camera-relative world position
|
||||
std::max(p.size, 0.01f),
|
||||
p.color
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
if (instances.empty()) return;
|
||||
|
||||
// Lazy-init OpenGL resources
|
||||
if (!m_renderState)
|
||||
m_renderState = std::make_unique<RenderState>();
|
||||
|
||||
auto& rs = *m_renderState;
|
||||
|
||||
// Grow VBO if needed
|
||||
if (!rs.instanceBuffer)
|
||||
rs.instanceBuffer.emplace();
|
||||
|
||||
if (instances.size() > rs.bufferCapacity) {
|
||||
rs.bufferCapacity = instances.size() + 1024; // headroom
|
||||
rs.instanceBuffer->allocate(
|
||||
gl::buffer::ARRAY_BUFFER,
|
||||
static_cast<int>(rs.bufferCapacity * sizeof(GPUInstanceData)),
|
||||
GL_DYNAMIC_DRAW);
|
||||
// VAO needs rebuild after buffer reallocation
|
||||
rs.vao.reset();
|
||||
}
|
||||
|
||||
rs.instanceBuffer->upload(
|
||||
gl::buffer::ARRAY_BUFFER,
|
||||
instances.data(), 0,
|
||||
static_cast<int>(instances.size() * sizeof(GPUInstanceData)));
|
||||
|
||||
// Build VAO once (or after buffer realloc)
|
||||
if (!rs.vao) {
|
||||
rs.vao.emplace();
|
||||
constexpr int stride = sizeof(GPUInstanceData);
|
||||
rs.vao->setup_attrib(*rs.instanceBuffer, 0, 3, GL_FLOAT, stride, 0); // position
|
||||
glVertexAttribDivisor(0, 1);
|
||||
rs.vao->setup_attrib(*rs.instanceBuffer, 1, 1, GL_FLOAT, stride, 12); // size
|
||||
glVertexAttribDivisor(1, 1);
|
||||
rs.vao->setup_attrib(*rs.instanceBuffer, 2, 4, GL_FLOAT, stride, 16); // color
|
||||
glVertexAttribDivisor(2, 1);
|
||||
rs.vao->unbind();
|
||||
rs.instanceBuffer->unbind(gl::buffer::ARRAY_BUFFER);
|
||||
}
|
||||
|
||||
// Load shader once
|
||||
if (!rs.shader) {
|
||||
try {
|
||||
gl::shader vert("ecs_particle.vert");
|
||||
gl::shader frag("ecs_particle.frag");
|
||||
rs.shader = std::unique_ptr<gl::program>(new gl::program({vert, frag}));
|
||||
} catch (const gl::shader_exception& e) {
|
||||
WriteLog("[ECS] ParticlesSystem: shader compile failed: " + std::string(e.what()));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Render
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
rs.shader->bind();
|
||||
rs.vao->bind();
|
||||
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, static_cast<GLsizei>(instances.size()));
|
||||
rs.vao->unbind();
|
||||
gl::program::unbind();
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
35
entitysystem/systems/ParticlesSystem.h
Normal file
35
entitysystem/systems/ParticlesSystem.h
Normal file
@@ -0,0 +1,35 @@
|
||||
//
|
||||
// Created by Daniu
|
||||
//
|
||||
|
||||
#ifndef EU07_PARTICLESSYSTEM_H
|
||||
#define EU07_PARTICLESSYSTEM_H
|
||||
|
||||
#include "BaseSystem.h"
|
||||
#include "entitysystem/ECWorld.h"
|
||||
#include "entitysystem/components/RenderComponents.h"
|
||||
|
||||
class ParticlesSystem : public BaseSystem
|
||||
{
|
||||
public:
|
||||
ParticlesSystem();
|
||||
~ParticlesSystem();
|
||||
void Update(ECWorld& world, float dt) override;
|
||||
void Render(ECWorld& world) override;
|
||||
|
||||
private:
|
||||
void SpawnParticle(ECSComponent::ParticleEmitter& emitter);
|
||||
|
||||
// Per-instance data uploaded to GPU (one entry per live particle)
|
||||
struct GPUInstanceData {
|
||||
glm::vec3 position; // camera-relative world position
|
||||
float size;
|
||||
glm::vec4 color;
|
||||
};
|
||||
|
||||
// OpenGL resources — allocated lazily on first Render() call
|
||||
struct RenderState;
|
||||
std::unique_ptr<RenderState> m_renderState;
|
||||
};
|
||||
|
||||
#endif // EU07_PARTICLESSYSTEM_H
|
||||
26
entitysystem/systems/SoundSystem.cpp
Normal file
26
entitysystem/systems/SoundSystem.cpp
Normal file
@@ -0,0 +1,26 @@
|
||||
#include "stdafx.h"
|
||||
#include "SoundSystem.h"
|
||||
|
||||
#include "entitysystem/ECWorld.h"
|
||||
#include "entitysystem/components/BasicComponents.h"
|
||||
|
||||
void SoundSystem::Update(ECWorld& world, float dt)
|
||||
{
|
||||
world.Each<ECSComponent::SoundComponent, ECSComponent::Transform>(
|
||||
entt::exclude<ECSComponent::Disabled>,
|
||||
[](entt::entity,
|
||||
ECSComponent::SoundComponent& sc,
|
||||
ECSComponent::Transform& transform)
|
||||
{
|
||||
sc.sound.offset( glm::vec3( transform.Position ) );
|
||||
sc.sound.gain( sc.volume );
|
||||
sc.sound.pitch( sc.pitch );
|
||||
|
||||
if (sc.isPlaying && !sc.sound.is_playing()) {
|
||||
int flags = sc.loop ? sound_flags::looping : 0;
|
||||
sc.sound.play( flags );
|
||||
} else if (!sc.isPlaying && sc.sound.is_playing()) {
|
||||
sc.sound.stop();
|
||||
}
|
||||
});
|
||||
}
|
||||
11
entitysystem/systems/SoundSystem.h
Normal file
11
entitysystem/systems/SoundSystem.h
Normal file
@@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include "BaseSystem.h"
|
||||
|
||||
// Drives SoundComponent: starts/stops sound_source playback and keeps
|
||||
// position, volume and pitch in sync with the entity's Transform.
|
||||
class SoundSystem : public BaseSystem
|
||||
{
|
||||
public:
|
||||
void Update(ECWorld& world, float dt) override;
|
||||
};
|
||||
@@ -27,7 +27,12 @@ void SystemManager::Destroy(ECWorld& world)
|
||||
|
||||
void SystemManager::Update(ECWorld& world, float dt)
|
||||
{
|
||||
|
||||
for (auto& system : m_systems)
|
||||
system->Update(world, dt);
|
||||
}
|
||||
|
||||
void SystemManager::Render(ECWorld& world)
|
||||
{
|
||||
for (auto& system : m_systems)
|
||||
system->Render(world);
|
||||
}
|
||||
|
||||
@@ -36,6 +36,7 @@ public:
|
||||
void Destroy(ECWorld& world);
|
||||
|
||||
void Update(ECWorld& world, float dt);
|
||||
void Render(ECWorld& world);
|
||||
|
||||
private:
|
||||
std::vector<std::unique_ptr<BaseSystem>> m_systems;
|
||||
|
||||
30
entitysystem/systems/VehicleSyncSystem.cpp
Normal file
30
entitysystem/systems/VehicleSyncSystem.cpp
Normal file
@@ -0,0 +1,30 @@
|
||||
#include "stdafx.h"
|
||||
#include "VehicleSyncSystem.h"
|
||||
|
||||
#include "entitysystem/ECWorld.h"
|
||||
#include "entitysystem/components/BasicComponents.h"
|
||||
#include "vehicle/DynObj.h"
|
||||
|
||||
void VehicleSyncSystem::Update(ECWorld& world, float dt)
|
||||
{
|
||||
world.Each<ECSComponent::VehicleRef, ECSComponent::Transform>(
|
||||
entt::exclude<ECSComponent::Disabled>,
|
||||
[](entt::entity,
|
||||
ECSComponent::VehicleRef& ref,
|
||||
ECSComponent::Transform& transform)
|
||||
{
|
||||
if (!ref.vehicle) return;
|
||||
|
||||
auto const &pos = ref.vehicle->GetPosition();
|
||||
transform.Position = glm::dvec3(pos.x, pos.y, pos.z);
|
||||
|
||||
// Extract rotation from the vehicle's render matrix (column vectors = basis)
|
||||
auto const *m = ref.vehicle->mMatrix.getArray();
|
||||
// mMatrix is column-major 4x4; extract upper-left 3x3 into glm
|
||||
glm::mat3 rot(
|
||||
m[0], m[1], m[2],
|
||||
m[4], m[5], m[6],
|
||||
m[8], m[9], m[10]);
|
||||
transform.Rotation = glm::quat_cast(rot);
|
||||
});
|
||||
}
|
||||
11
entitysystem/systems/VehicleSyncSystem.h
Normal file
11
entitysystem/systems/VehicleSyncSystem.h
Normal file
@@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include "BaseSystem.h"
|
||||
|
||||
// Keeps ECS Transform in sync with the vehicle's actual world position each frame.
|
||||
// Must run before all other systems that read Transform (e.g. LOD, Sound, Hierarchy).
|
||||
class VehicleSyncSystem : public BaseSystem
|
||||
{
|
||||
public:
|
||||
void Update(ECWorld& world, float dt) override;
|
||||
};
|
||||
@@ -38,6 +38,17 @@ public:
|
||||
// types
|
||||
typedef std::vector<light_record> lightrecord_array;
|
||||
|
||||
struct free_light_record {
|
||||
glm::dvec3 position;
|
||||
glm::vec3 direction { 0.f, -1.f, 0.f };
|
||||
glm::vec3 color { 1.f, 1.f, 1.f };
|
||||
float intensity { 1.0f };
|
||||
float range { 25.0f };
|
||||
float inner_cutoff { 0.9659f }; // cos(15°)
|
||||
float outer_cutoff { 0.9063f }; // cos(25°)
|
||||
};
|
||||
|
||||
// members
|
||||
lightrecord_array data;
|
||||
std::vector<free_light_record> free_lights;
|
||||
};
|
||||
|
||||
@@ -19,6 +19,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "utilities/utilities.h"
|
||||
#include "simulation/simulationtime.h"
|
||||
#include "application/application.h"
|
||||
#include "entitysystem/ECScene.h"
|
||||
#include "model/AnimModel.h"
|
||||
#include "rendering/opengl33geometrybank.h"
|
||||
#include "rendering/screenshot.h"
|
||||
@@ -867,7 +868,7 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
setup_drawing(true);
|
||||
Render_Alpha(simulation::Region);
|
||||
|
||||
// particles
|
||||
// particles + ECS effects
|
||||
Render_particles();
|
||||
|
||||
// precipitation; done at end, only before cab render
|
||||
@@ -3578,6 +3579,10 @@ void opengl33_renderer::Render_particles()
|
||||
Bind_Texture(0, m_smoketexture);
|
||||
m_particlerenderer.update(m_renderpass.pass_camera);
|
||||
m_renderpass.draw_stats.particles = m_particlerenderer.render();
|
||||
|
||||
// ECS particle, line and effect rendering — runs here so matrices/UBOs are set up
|
||||
if (auto *scene = Application.sceneManager.CurrentScene())
|
||||
scene->Render();
|
||||
}
|
||||
|
||||
void opengl33_renderer::Render_vr_models()
|
||||
@@ -4707,6 +4712,31 @@ void opengl33_renderer::Update_Lights(light_array &Lights)
|
||||
++light_i;
|
||||
++renderlight;
|
||||
}
|
||||
|
||||
// fill free ECS SpotLight data
|
||||
for (auto const &fl : Lights.free_lights)
|
||||
{
|
||||
if (light_i >= gl::MAX_LIGHTS) break;
|
||||
auto const lightoffset = glm::vec3{ fl.position - camera };
|
||||
if (glm::length(lightoffset) > 1000.f) continue;
|
||||
|
||||
gl::light_element_ubs *light = &light_ubs.lights[light_i];
|
||||
light->pos = mv * glm::vec4(lightoffset, 1.0f);
|
||||
light->dir = mv * glm::vec4(fl.direction, 0.0f);
|
||||
light->type = gl::light_element_ubs::SPOT;
|
||||
light->in_cutoff = fl.inner_cutoff;
|
||||
light->out_cutoff = fl.outer_cutoff;
|
||||
light->color = fl.color * fl.intensity;
|
||||
light->linear = 4.5f / fl.range;
|
||||
light->quadratic = 75.0f / (fl.range * fl.range);
|
||||
light->ambient = 0.0f;
|
||||
light->intensity = fl.intensity;
|
||||
light->headlight_projection = glm::mat4(0.f);
|
||||
light->headlight_weights = glm::vec4(0.f);
|
||||
|
||||
++light_i;
|
||||
}
|
||||
|
||||
light_ubs.lights_count = light_i;
|
||||
// fill sunlight data
|
||||
light_ubs.ambient = m_sunlight.ambient * m_sunlight.factor;// *simulation::Environment.light_intensity();
|
||||
|
||||
@@ -130,6 +130,8 @@ class opengl33_renderer : public gfx_renderer {
|
||||
// draws supplied geometry handles
|
||||
void Draw_Geometry(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
|
||||
void Draw_Geometry(const gfx::geometrybank_handle &handle);
|
||||
// draws a geometry chunk, uploading the current modelview matrix first
|
||||
void draw(gfx::geometry_handle const &handle) override;
|
||||
// material methods
|
||||
void Bind_Material_Shadow(material_handle const Material);
|
||||
void Update_AnimModel(TAnimModel *model);
|
||||
@@ -289,7 +291,6 @@ class opengl33_renderer : public gfx_renderer {
|
||||
|
||||
bool init_viewport(viewport_config &vp);
|
||||
|
||||
void draw(const gfx::geometry_handle &handle);
|
||||
void draw(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
|
||||
|
||||
void draw_debug_ui();
|
||||
|
||||
@@ -66,6 +66,8 @@ public:
|
||||
virtual void Bind_Texture( std::size_t const Unit, texture_handle const Texture ) = 0;
|
||||
virtual auto Texture( texture_handle const Texture ) -> ITexture & = 0;
|
||||
virtual auto Texture( texture_handle const Texture ) const -> ITexture const & = 0;
|
||||
// draw a geometry chunk with the current transform state (no-op in backends that don't support it)
|
||||
virtual void draw( gfx::geometry_handle const & ) {}
|
||||
// utility methods
|
||||
virtual void Pick_Control_Callback( std::function<void( TSubModel const *, const glm::vec2 )> Callback ) = 0;
|
||||
virtual void Pick_Node_Callback( std::function<void( scene::basic_node * )> Callback ) = 0;
|
||||
|
||||
28
shaders/ecs_billboard.frag
Normal file
28
shaders/ecs_billboard.frag
Normal file
@@ -0,0 +1,28 @@
|
||||
in vec2 f_uv;
|
||||
in vec4 f_pos;
|
||||
|
||||
#texture (tex1, 0, sRGB_A)
|
||||
uniform sampler2D tex1;
|
||||
|
||||
#include <common>
|
||||
#include <apply_fog.glsl>
|
||||
#include <tonemapping.glsl>
|
||||
|
||||
layout(location = 0) out vec4 out_color;
|
||||
#if MOTIONBLUR_ENABLED
|
||||
layout(location = 1) out vec4 out_motion;
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = texture(tex1, f_uv);
|
||||
if (col.a < 0.01) discard;
|
||||
#if POSTFX_ENABLED
|
||||
out_color = vec4(apply_fog(col.rgb), col.a);
|
||||
#else
|
||||
out_color = tonemap(vec4(apply_fog(col.rgb), col.a));
|
||||
#endif
|
||||
#if MOTIONBLUR_ENABLED
|
||||
out_motion = vec4(0.0);
|
||||
#endif
|
||||
}
|
||||
30
shaders/ecs_billboard.vert
Normal file
30
shaders/ecs_billboard.vert
Normal file
@@ -0,0 +1,30 @@
|
||||
// ECS billboard instanced vertex shader.
|
||||
// Per-instance: camera-relative position and size.
|
||||
// UVs are generated per-corner from gl_VertexID.
|
||||
layout(location = 0) in vec3 i_position;
|
||||
layout(location = 1) in float i_size;
|
||||
|
||||
out vec2 f_uv;
|
||||
out vec4 f_pos;
|
||||
|
||||
#include <common>
|
||||
|
||||
const vec2 corners[6] = vec2[6](
|
||||
vec2(-0.5, -0.5), vec2( 0.5, -0.5), vec2( 0.5, 0.5),
|
||||
vec2(-0.5, -0.5), vec2( 0.5, 0.5), vec2(-0.5, 0.5)
|
||||
);
|
||||
const vec2 uvs[6] = vec2[6](
|
||||
vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(1.0, 1.0),
|
||||
vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 1.0)
|
||||
);
|
||||
|
||||
void main()
|
||||
{
|
||||
int idx = gl_VertexID;
|
||||
vec3 right = vec3(inv_view[0]);
|
||||
vec3 up = vec3(inv_view[1]);
|
||||
vec3 worldPos = i_position + (right * corners[idx].x + up * corners[idx].y) * i_size;
|
||||
f_pos = modelview * vec4(worldPos, 1.0);
|
||||
gl_Position = projection * f_pos;
|
||||
f_uv = uvs[idx];
|
||||
}
|
||||
24
shaders/ecs_line.frag
Normal file
24
shaders/ecs_line.frag
Normal file
@@ -0,0 +1,24 @@
|
||||
in vec3 f_color;
|
||||
in vec4 f_pos;
|
||||
|
||||
#include <common>
|
||||
#include <apply_fog.glsl>
|
||||
#include <tonemapping.glsl>
|
||||
|
||||
layout(location = 0) out vec4 out_color;
|
||||
#if MOTIONBLUR_ENABLED
|
||||
layout(location = 1) out vec4 out_motion;
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 col = f_color;
|
||||
#if POSTFX_ENABLED
|
||||
out_color = vec4(apply_fog(col), 1.0);
|
||||
#else
|
||||
out_color = tonemap(vec4(apply_fog(col), 1.0));
|
||||
#endif
|
||||
#if MOTIONBLUR_ENABLED
|
||||
out_motion = vec4(0.0);
|
||||
#endif
|
||||
}
|
||||
24
shaders/ecs_particle.frag
Normal file
24
shaders/ecs_particle.frag
Normal file
@@ -0,0 +1,24 @@
|
||||
in vec4 f_color;
|
||||
in vec4 f_pos;
|
||||
|
||||
#include <common>
|
||||
#include <apply_fog.glsl>
|
||||
#include <tonemapping.glsl>
|
||||
|
||||
layout(location = 0) out vec4 out_color;
|
||||
#if MOTIONBLUR_ENABLED
|
||||
layout(location = 1) out vec4 out_motion;
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = f_color;
|
||||
#if POSTFX_ENABLED
|
||||
out_color = vec4(apply_fog(col.rgb), col.a);
|
||||
#else
|
||||
out_color = tonemap(vec4(apply_fog(col.rgb), col.a));
|
||||
#endif
|
||||
#if MOTIONBLUR_ENABLED
|
||||
out_motion = vec4(0.0);
|
||||
#endif
|
||||
}
|
||||
34
shaders/ecs_particle.vert
Normal file
34
shaders/ecs_particle.vert
Normal file
@@ -0,0 +1,34 @@
|
||||
// ECS particle instanced billboard vertex shader.
|
||||
// Per-instance data: camera-relative world position, size, color.
|
||||
// Billboard corners are generated via gl_VertexID (no geometry shader needed).
|
||||
layout(location = 0) in vec3 i_position; // camera-relative world position
|
||||
layout(location = 1) in float i_size;
|
||||
layout(location = 2) in vec4 i_color;
|
||||
|
||||
out vec4 f_color;
|
||||
out vec4 f_pos;
|
||||
|
||||
#include <common>
|
||||
|
||||
// Two-triangle billboard quad (CCW winding)
|
||||
const vec2 corners[6] = vec2[6](
|
||||
vec2(-0.5, -0.5), vec2( 0.5, -0.5), vec2( 0.5, 0.5),
|
||||
vec2(-0.5, -0.5), vec2( 0.5, 0.5), vec2(-0.5, 0.5)
|
||||
);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 corner = corners[gl_VertexID];
|
||||
|
||||
// inv_view is the inverse of the rotation-only view matrix.
|
||||
// Its columns are the camera's right, up, forward vectors in world space.
|
||||
vec3 right = vec3(inv_view[0]);
|
||||
vec3 up = vec3(inv_view[1]);
|
||||
|
||||
// Expand billboard in world space around the camera-relative centre.
|
||||
vec3 worldPos = i_position + (right * corner.x + up * corner.y) * i_size;
|
||||
|
||||
f_pos = modelview * vec4(worldPos, 1.0);
|
||||
gl_Position = projection * f_pos;
|
||||
f_color = i_color;
|
||||
}
|
||||
@@ -430,28 +430,29 @@ state_serializer::deserialize_node( cParser &Input, scene::scratch_data &Scratch
|
||||
>> nodedata.name
|
||||
>> nodedata.type;
|
||||
|
||||
ECWorld& world = Application.sceneManager.CurrentScene()->World();
|
||||
|
||||
ECScene* currentScene = Application.sceneManager.CurrentScene();
|
||||
if (currentScene == nullptr)
|
||||
return;
|
||||
ECWorld& world = currentScene->World();
|
||||
|
||||
entt::entity entity = world.CreateEntity();
|
||||
|
||||
auto transformComponent = world.AddComponent<ECSComponent::Transform>(entity);
|
||||
|
||||
auto& transformComponent = world.AddComponent<ECSComponent::Transform>(entity);
|
||||
transformComponent.Position = Scratchpad.location.offset.empty() ? glm::dvec3(0.0) : Scratchpad.location.offset.top();
|
||||
transformComponent.Rotation = Scratchpad.location.rotation;
|
||||
//nodeTransform.Scale = Scratchpad.location.scale;
|
||||
|
||||
// auto LODComponent = world.AddComponent<ECSComponent::LODController>(entity);
|
||||
// LODComponent.RangeMax = nodedata.range_max;
|
||||
// LODComponent.RangeMin = nodedata.range_min;
|
||||
|
||||
if( nodedata.name == "none" )
|
||||
{
|
||||
nodedata.name.clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
world.AddComponent<ECSComponent::Identification>(entity).Name = nodedata.name;
|
||||
|
||||
if (nodedata.range_max > 0.0 || nodedata.range_min >= 0.0) {
|
||||
auto& lodComponent = world.AddComponent<ECSComponent::LODController>(entity);
|
||||
lodComponent.RangeMin = nodedata.range_min;
|
||||
lodComponent.RangeMax = nodedata.range_max;
|
||||
}
|
||||
|
||||
if( nodedata.name == "none" ) {
|
||||
nodedata.name.clear();
|
||||
} else {
|
||||
auto& id = world.AddComponent<ECSComponent::Identification>(entity);
|
||||
id.Name = nodedata.name;
|
||||
}
|
||||
// type-based deserialization. not elegant but it'll do
|
||||
if( nodedata.type == "dynamic" ) {
|
||||
|
||||
@@ -462,25 +463,34 @@ state_serializer::deserialize_node( cParser &Input, scene::scratch_data &Scratch
|
||||
//
|
||||
if( vehicle->mdModel != nullptr ) {
|
||||
for( auto const &smokesource : vehicle->mdModel->smoke_sources() ) {
|
||||
Particles.insert(
|
||||
smokesource.first,
|
||||
vehicle,
|
||||
smokesource.second );
|
||||
auto& particleComponent = world.AddComponent<ECSComponent::ParticleEmitter>(entity);
|
||||
particleComponent.emitterLocation = smokesource.second;
|
||||
particleComponent.isActive = true;
|
||||
}
|
||||
}
|
||||
|
||||
if( false == simulation::Vehicles.insert( vehicle ) ) {
|
||||
|
||||
if( !Vehicles.insert( vehicle ) ) {
|
||||
ErrorLog( "Bad scenario: duplicate vehicle name \"" + vehicle->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
||||
}
|
||||
|
||||
auto velocityComponent = world.AddComponent<ECSComponent::Velocity>(entity);
|
||||
velocityComponent.Value = glm::dvec3(0.0);
|
||||
world.AddComponent<ECSComponent::Velocity>(entity).Value = glm::dvec3(0.0);
|
||||
|
||||
if( ( vehicle->MoverParameters->CategoryFlag == 1 ) // trains only
|
||||
&& ( ( ( vehicle->LightList( end::front ) & ( light::headlight_left | light::headlight_right | light::headlight_upper ) ) != 0 )
|
||||
|| ( ( vehicle->LightList( end::rear ) & ( light::headlight_left | light::headlight_right | light::headlight_upper ) ) != 0 ) ) ) {
|
||||
// link ECS entity back to the live vehicle so VehicleSyncSystem can track it
|
||||
world.AddComponent<ECSComponent::VehicleRef>(entity).vehicle = vehicle;
|
||||
|
||||
// headlight spotlights
|
||||
bool const hasFrontLights = ( vehicle->LightList( end::front ) & ( light::headlight_left | light::headlight_right | light::headlight_upper ) ) != 0;
|
||||
bool const hasRearLights = ( vehicle->LightList( end::rear ) & ( light::headlight_left | light::headlight_right | light::headlight_upper ) ) != 0;
|
||||
if( ( vehicle->MoverParameters->CategoryFlag == 1 ) && ( hasFrontLights || hasRearLights ) ) {
|
||||
simulation::Lights.insert( vehicle );
|
||||
auto& spotlight = world.AddComponent<ECSComponent::SpotLight>(entity);
|
||||
spotlight.Color = glm::vec3(1.0f, 0.95f, 0.85f);
|
||||
spotlight.Intensity = 1.0f;
|
||||
spotlight.Range = 150.0f;
|
||||
spotlight.InnerAngle = 8.0f;
|
||||
spotlight.OuterAngle = 20.0f;
|
||||
spotlight.CastShadows = false;
|
||||
spotlight.Enabled = hasFrontLights;
|
||||
}
|
||||
}
|
||||
else if( nodedata.type == "track" ) {
|
||||
@@ -579,20 +589,27 @@ state_serializer::deserialize_node( cParser &Input, scene::scratch_data &Scratch
|
||||
scene::Groups.insert( scene::Groups.handle(), instance );
|
||||
simulation::Region->insert( instance );
|
||||
|
||||
ECWorld& world = Application.sceneManager.CurrentScene()->World();
|
||||
|
||||
entt::entity entity = world.FindEntityByName(instance->name());
|
||||
|
||||
if(entity != entt::null) {
|
||||
|
||||
auto meshComponent = world.AddComponent<ECSComponent::MeshRenderer>(entity);
|
||||
//meshComponent.meshHandle = instance->Model()->MeshHandle();
|
||||
meshComponent.visible = true;
|
||||
{
|
||||
entt::entity modelEntity = world.FindEntityByName(instance->name());
|
||||
if (modelEntity != entt::null) {
|
||||
auto& meshComponent = world.AddComponent<ECSComponent::MeshRenderer>(modelEntity);
|
||||
meshComponent.modelInstance = instance;
|
||||
meshComponent.visible = true;
|
||||
|
||||
auto* transformComponent = world.GetComponent<ECSComponent::Transform>(entity);
|
||||
transformComponent->Position = {instance->location().x, instance->location().y, instance->location().z};
|
||||
transformComponent->Rotation = {instance->Angles().x, instance->Angles().y, instance->Angles().z, 1.0f};
|
||||
//transformComponent->Scale = {instance->scale().x, instance->scale().y, instance->scale().z};
|
||||
if (auto* t = world.GetComponent<ECSComponent::Transform>(modelEntity)) {
|
||||
t->Position = { instance->location().x, instance->location().y, instance->location().z };
|
||||
t->Rotation = { instance->Angles().x, instance->Angles().y, instance->Angles().z, 1.0f };
|
||||
}
|
||||
|
||||
// smoke sources on static models
|
||||
if (instance->Model() != nullptr) {
|
||||
for (auto const &smokesource : instance->Model()->smoke_sources()) {
|
||||
auto& emitter = world.AddComponent<ECSComponent::ParticleEmitter>(modelEntity);
|
||||
emitter.emitterLocation = smokesource.second;
|
||||
emitter.isActive = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scene::basic_node *hierarchy_node = instance;
|
||||
@@ -675,13 +692,14 @@ state_serializer::deserialize_node( cParser &Input, scene::scratch_data &Scratch
|
||||
|
||||
auto *sound { deserialize_sound( Input, Scratchpad, nodedata ) };
|
||||
|
||||
auto soundComponent = world.AddComponent<ECSComponent::SoundComponent>(entity);
|
||||
|
||||
soundComponent.sound = *sound;
|
||||
soundComponent.volume = 1;
|
||||
soundComponent.pitch = 1;
|
||||
soundComponent.range = sound->range();
|
||||
auto& soundComponent = world.AddComponent<ECSComponent::SoundComponent>(entity);
|
||||
soundComponent.sound.copy_sounds(*sound);
|
||||
soundComponent.volume = sound->gain();
|
||||
soundComponent.pitch = 1.0f;
|
||||
soundComponent.range = sound->range();
|
||||
soundComponent.loop = false;
|
||||
soundComponent.isPlaying = sound->is_playing();
|
||||
soundComponent.playOnStart = false;
|
||||
|
||||
if( false == simulation::Sounds.insert( sound ) ) {
|
||||
ErrorLog( "Bad scenario: duplicate sound node name \"" + sound->name() + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( inputline ) + ")" );
|
||||
|
||||
Reference in New Issue
Block a user