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scene.hpp
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// Vulkan
// Copyright © 2020 otreblan
//
// vulkan-hello is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// vulkan-hello is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with vulkan-hello. If not, see <http://www.gnu.org/licenses/>.
#pragma once
#include <filesystem>
#include <span>
#include <type_traits>
#include <entt/entt.hpp>
#include "component/transform.hpp"
#include "mesh.hpp"
#include "utils.hpp"
class Renderer;
struct aiMesh;
struct aiNode;
struct Renderable
{
glm::mat4 transform;
vk::Buffer vertexBuffer;
vk::Buffer indexBuffer;
uint32_t indexCount;
// Material& material;
};
struct Scene
{
using Transform = ecs::component::Transform;
using pgroup_t = group_t<const Transform, const Transform::Relationship>;
Scene(const std::filesystem::path& scenePath);
std::string name;
entt::entity root = entt::null;
entt::registry registry;
std::vector<Mesh> meshes;
const pgroup_t pGroup = registry.group<const Transform, const Transform::Relationship>();
std::vector<Renderable> getRenderables() const;
void uploadToGpu(Renderer& renderer);
private:
void loadMeshes(const std::span<aiMesh*> newMeshes);
entt::entity loadHierarchy(const aiNode* node, entt::entity parent);
static void updateHierarchy(entt::registry& registry, entt::entity entity);
};