do-OOP engine. fix entity tag caching

stable
Ivory 2024-09-04 07:46:37 -04:00
parent 4a21ff6ef1
commit b195b95585
4 changed files with 82 additions and 74 deletions

View File

@ -1,5 +1,3 @@
const Engine = @This();
const std = @import("std"); const std = @import("std");
const Recti = @import("geometry/Recti.zig"); const Recti = @import("geometry/Recti.zig");
const Matrix4f = @import("geometry/Matrix4f.zig"); const Matrix4f = @import("geometry/Matrix4f.zig");
@ -17,52 +15,50 @@ const c = @cImport({
}); });
const AutoHashMap = std.AutoHashMap; const AutoHashMap = std.AutoHashMap;
var store: AutoHashMap(*c.GLFWwindow, *Engine) = AutoHashMap(*c.GLFWwindow, *Engine).init(std.heap.page_allocator); const Error = error {
WindowNotInitialized,
WindowAlreadyInitialized,
NoScene,
AlreadyRunning
};
// export const IGame = struct { var window: ?*c.GLFWwindow = null;
// render: fn () void, var current_scene: ?Scene = null;
// update: fn (f32) void, var next_scene: ?Scene = null;
// }; var projection: Matrix4f = undefined;
current_scene: Scene,
projection: Matrix4f = undefined,
pub fn create(initial_scene: Scene) Engine { fn glfw_on_error(err: c_int, desc_c: [*c]const u8) callconv(.C) void {
return .{
.current_scene = initial_scene
};
}
fn errorCallback(err: c_int, desc_c: [*c]const u8) callconv(.C) void {
const desc: *const u8 = @ptrCast(desc_c); const desc: *const u8 = @ptrCast(desc_c);
std.log.err("glfw error {x:0>8}: {s}", .{ err, desc }); std.log.err("[Engine:glfw_on_error] glfw error {x:0>8}: {s}", .{ err, desc });
} }
fn on_resize (window: ?*c.GLFWwindow, width: c_int, height: c_int) callconv(.C) void { fn glfw_on_resize (_: ?*c.GLFWwindow, width: c_int, height: c_int) callconv(.C) void {
std.debug.print("[Engine:on_resize] {?}: {d} x {d}\n", .{ window, width, height }); std.debug.print("[Engine:glfw_on_resize] {?}: {d} x {d}\n", .{ window, width, height });
c.glViewport(0, 0, width, height); c.glViewport(0, 0, width, height);
const engine_instance = store.get(window.?).?; projection = Matrix4f.orthographic(0, @floatFromInt(width), @floatFromInt(height), 0, 0, 100);
engine_instance.set_matrices(width, height); shaders.set_projection_matrix(&projection);
engine_instance.current_scene.resize(width, height); if (current_scene != null) current_scene.?.resize(width, height);
} }
pub fn set_matrices(self: *Engine, width: i32, height: i32) void { fn get_size() struct { i32, i32 } {
self.projection = Matrix4f.orthographic(0, @floatFromInt(width), @floatFromInt(height), 0, 0, 100); var width: c_int = undefined;
shaders.set_projection_matrix(&self.projection); var height: c_int = undefined;
c.glfwGetFramebufferSize(window, @ptrCast(&width), @ptrCast(&height));
return .{ width, height };
} }
// export fn run(game: *const IGame) !void { pub fn setup() !void {
pub fn run(self: *Engine) !void { if (window != null) return Error.WindowAlreadyInitialized;
// in case of errors, set callback early! // in case of errors, set callback early!
// for some reason this returns an error function as well?? // for some reason this returns an error function as well??
_ = c.glfwSetErrorCallback(errorCallback); _ = c.glfwSetErrorCallback(glfw_on_error);
// initialize glfw capabilities & cleanup // initialize glfw capabilities & cleanup
if (c.glfwInit() != 1) { if (c.glfwInit() != 1) {
std.log.err("Failed to init glfw", .{}); std.log.err("Failed to init glfw", .{});
return error.Initialization; return error.Initialization;
} }
defer c.glfwTerminate();
// ensure glfw knows what we're about // ensure glfw knows what we're about
// c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MAJOR, 3); // c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MAJOR, 3);
@ -72,13 +68,10 @@ pub fn run(self: *Engine) !void {
// c.glfwWindowHint(c.GLFW_OPENGL_PROFILE, c.GLFW_OPENGL_CORE_PROFILE); // c.glfwWindowHint(c.GLFW_OPENGL_PROFILE, c.GLFW_OPENGL_CORE_PROFILE);
// create the window & cleanup // create the window & cleanup
const window = c.glfwCreateWindow(640, 480, "My Title", null, null) orelse { window = c.glfwCreateWindow(1920, 1080, "My Title", null, null) orelse {
std.log.err("Failed to open window", .{}); std.log.err("Failed to open window", .{});
return error.Initialization; return error.Initialization;
}; };
defer c.glfwDestroyWindow(window);
try store.put(window, self);
// load opengl into the window // load opengl into the window
c.glfwMakeContextCurrent(window); c.glfwMakeContextCurrent(window);
@ -92,11 +85,9 @@ pub fn run(self: *Engine) !void {
// compile shaders... // compile shaders...
try shaders.load(); try shaders.load();
try assets.load(); try assets.load();
_ = c.glfwSetWindowSizeCallback(window, on_resize); _ = c.glfwSetWindowSizeCallback(window, glfw_on_resize);
const clearBrightness: f32 = 0.09; const clearBrightness: f32 = 0.09;
c.glClearColor(clearBrightness, clearBrightness, clearBrightness, 1.0); c.glClearColor(clearBrightness, clearBrightness, clearBrightness, 1.0);
@ -107,23 +98,47 @@ pub fn run(self: *Engine) !void {
c.glEnable(c.GL_DEPTH_TEST); c.glEnable(c.GL_DEPTH_TEST);
c.glDepthFunc(c.GL_LEQUAL); c.glDepthFunc(c.GL_LEQUAL);
c.glDepthMask(c.GL_TRUE); c.glDepthMask(c.GL_TRUE);
const width, const height = get_size();
c.glViewport(0, 0, width, height);
projection = Matrix4f.orthographic(0, @floatFromInt(width), @floatFromInt(height), 0, 0, 100);
shaders.set_projection_matrix(&projection);
}
var width: c_int = undefined; pub fn destroy() void {
var height: c_int = undefined; c.glfwDestroyWindow(window);
c.glfwGetFramebufferSize(window, @ptrCast(&width), @ptrCast(&height)); c.glfwTerminate();
std.debug.print("[Engine:run] window size {d} x {d}\n", .{ width, height }); }
self.set_matrices(width, height);
try self.current_scene.start(); pub fn set_scene(scene: Scene) void {
next_scene = scene;
}
pub fn run() Error!void {
if (window == null) return Error.WindowNotInitialized;
if (current_scene != null) return Error.AlreadyRunning;
if (next_scene == null) return Error.NoScene;
// run the main loop // run the main loop
while (c.glfwWindowShouldClose(window) == 0) { while (c.glfwWindowShouldClose(window) == 0) {
// switch scenes if need be
if (next_scene != null) {
if (current_scene != null) current_scene.?.destroy();
current_scene = next_scene;
next_scene = null;
// start our scene
try current_scene.?.start();
// and send it the appropriate resize.
const width, const height = get_size();
current_scene.?.resize(width, height);
}
// setup for drawing
c.glClear(c.GL_COLOR_BUFFER_BIT | c.GL_DEPTH_BUFFER_BIT); c.glClear(c.GL_COLOR_BUFFER_BIT | c.GL_DEPTH_BUFFER_BIT);
self.current_scene.draw(); current_scene.?.draw();
assets.terrain[0][0].draw(Recti.from_xywh(-1000, -1000, 50000, 50000), Layer.FLOOR, Color.WHITE);
c.glfwSwapBuffers(window); c.glfwSwapBuffers(window);
c.glfwPollEvents(); c.glfwPollEvents();
self.current_scene.update(0.0042); current_scene.?.update(0.0042);
} }
} }

View File

@ -11,13 +11,15 @@ const std = @import("std");
const ArrayList = std.ArrayList; const ArrayList = std.ArrayList;
const AutoHashMap = std.AutoHashMap; const AutoHashMap = std.AutoHashMap;
// cache and list bothe store entities. treat entities as fat pointers.
// Pointers into an arraylist WILL become invalid.
entities: ArrayList(Entity) = undefined, entities: ArrayList(Entity) = undefined,
tagged_entities: AutoHashMap(Tag.ID, *Entity) = undefined, tagged_entities: AutoHashMap(Tag.ID, Entity) = undefined,
pub fn create() Scene { pub fn create() Scene {
var self = Scene {}; var self = Scene {};
self.entities = ArrayList(Entity).init(std.heap.page_allocator); self.entities = ArrayList(Entity).init(std.heap.page_allocator);
self.tagged_entities = AutoHashMap(Tag.ID, *Entity).init(std.heap.page_allocator); self.tagged_entities = AutoHashMap(Tag.ID, Entity).init(std.heap.page_allocator);
return self; return self;
} }
@ -32,33 +34,22 @@ pub fn start(self: *Scene) !void {
std.debug.print("[Scene:start] Scene starting...\n", .{}); std.debug.print("[Scene:start] Scene starting...\n", .{});
std.debug.print("[Scene:start] entities: {}\n", .{ self.entities.items.len }); std.debug.print("[Scene:start] entities: {}\n", .{ self.entities.items.len });
std.debug.print("[Scene:start] tagged entities: {}\n", .{ self.tagged_entities.count() }); std.debug.print("[Scene:start] tagged entities: {}\n", .{ self.tagged_entities.count() });
var tagged_entities_iterator = self.tagged_entities.iterator();
while (tagged_entities_iterator.next()) |entry| {
std.debug.print("[Scene:start] - {s}: {*}\n", .{ entry.key_ptr.*, entry.value_ptr });
}
for (self.entities.items) |entity| { for (self.entities.items) |entity| {
entity.start(self); entity.start(self);
} }
} }
pub fn get(self: *const Scene, tag: Tag, comptime T: type) *T { pub fn get(self: *const Scene, tag: Tag, comptime T: type) *T {
if (tag.id == Tag.NONE.id) @panic("Cannot find by Tag.NONE");
const tag_id = tag.id; const tag_id = tag.id;
const entity_ptr: *Entity = self.tagged_entities.get(tag_id) orelse @panic("Could not find entity"); const entity: Entity = self.tagged_entities.get(tag_id) orelse @panic("Could not find entity");
// @compileLog(entity_ptr); const opaque_ptr = entity.ptr;
const opaque_ptr = entity_ptr.ptr;
const real_ptr: *T = @ptrCast(@alignCast(opaque_ptr)); const real_ptr: *T = @ptrCast(@alignCast(opaque_ptr));
return real_ptr; return real_ptr;
// var iterator = self.tagged_entities.iterator();
// while (iterator.next()) |entry| {
// const id_ptr: *Tag.ID = entry.key_ptr;
// const entity_ptr_ptr: **Entity = entry.value_ptr;
// const entity_ptr: *Entity = entity_ptr_ptr.*;
//
// const other_id = entity_ptr.tag.id;
// if (tag_id == other_id) {
// const opaque_ptr: *anyopaque = entity_ptr.ptr;
// const real_ptr: *T = @ptrCast(@alignCast(opaque_ptr));
// // @compileLog(r);
// return real_ptr;
// }
// }
// @panic("Could not find entity");
} }
pub fn add(self: *Scene, instance_ptr: anytype) !void { pub fn add(self: *Scene, instance_ptr: anytype) !void {
@ -81,13 +72,11 @@ pub fn add(self: *Scene, instance_ptr: anytype) !void {
if (!@hasDecl(instance_type, "entity")) if (!@hasDecl(instance_type, "entity"))
@compileError("Pointer must be to a struct with fn entity() Entity"); @compileError("Pointer must be to a struct with fn entity() Entity");
// again, entities are fat pointers. they are okay to be copied
const entity: Entity = instance_ptr.entity(); const entity: Entity = instance_ptr.entity();
try self.entities.append(entity);
const entity_ptr = try self.entities.addOne(); if (entity.tag.id != Tag.NONE.id) {
entity_ptr.* = entity; try self.tagged_entities.put(entity.tag.id, entity);
if (entity_ptr.tag.id != Tag.NONE.id) {
try self.tagged_entities.put(entity.tag.id, entity_ptr);
} }
} }

View File

@ -6,6 +6,8 @@ const scenes = @import("scenes.zig");
pub fn main() !void { pub fn main() !void {
// engine.preload(assets.load); // engine.preload(assets.load);
var engine = Engine.create(try scenes.game()); try Engine.setup();
try engine.run(); Engine.set_scene(try scenes.game());
try Engine.run();
Engine.destroy();
} }

View File

@ -10,7 +10,9 @@ pub fn game() !Scene {
// second try is for allocating terrain on the heap... // second try is for allocating terrain on the heap...
try scene.add(try Camera.create()); try scene.add(try Camera.create());
try scene.add(try Terrain.create(123)); try scene.add(try Terrain.create(123));
try scene.add(try Pawn.random()); for (0..5) |_| {
try scene.add(try Pawn.random());
}
return scene; return scene;
} }