Common update:

-added multiple new function to allocate template and add entity
-updated README.md (complete initial version)
-empty components now don't take memory
-fixedd small bug with TestRunner
-added many new tests (HashMap, Vector, EntityMeta, ...)
-added default hashing function to HashMap
-fixed critical bug with adding entities
-fixed small bug with adding entity with remplacement components
-added asserts into code to better bug detection
-small performance improvement for events
-added ComponentRef structure which contain data pointer and componentID
-remove EntityID from Event structure
-now events are handled before removing entiteis
-fixed GDC compilation
-fixed rendering of rotated sprites
-added weapons as separate entities to space ship and others
-added Tower enemy to SpaceInvaders demo
-added Boss to SpaceInvaders demo (boss has four tower attached to it)
-Boss towers shoot multiple bullets upon death
-fixed critical bug with demos switching
-fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback
-added animation support
-added particles sypport and particles for firing and explostions, and more
-multithreaded rendering now has same rendering order as singlethreaded
-application automaticallu detect host CPU threads count
-added upgrades to SPaceInvaders demo
-fixed texture memory freeing
-improved documentation
-improved multithreaded performance
-improve shader code
-fixed registration issue
-some additional performance improvements
-added depth and colors to rendering parameters
-jobs now has names corresponding to their systems
-change execute() -> willExecute()
-added EntityMeta structure to speedup getting fetching components form entity
-improved multithreading rendering
-added possibility tio change number of threads runtime
-added bullets collision detection in SpaceInvaders demo
-some CI changes
-added VBO batch rendering (current default, no render mode switch yet)
-fixed camera positioning calculation
-fixed buffer issue with WebGL
-added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger.
-center demos gameplay area
-added fullpage html template for Emscripten build
-added many new sprites to atlas
-fixed critical bug with CPU usage in multithreaded mode
-snake render tile coresponding to body part
-snake is destroyed after collision and emit some particles
-added some functionality to vectors
-fixed documentation issue in Manager.d
-more minor code changes and cleanup
This commit is contained in:
Dawid Masiukiewicz 2020-05-28 16:48:42 +00:00
parent 2ddb97e9ce
commit 024356df9b
62 changed files with 5918 additions and 1673 deletions

View file

@ -6,9 +6,9 @@ import cimgui.cimgui;
import game_core.job_updater;
import ecs.manager;
import ecs.core;
import ecs.std;
import bubel.ecs.manager;
import bubel.ecs.core;
import bubel.ecs.std;
import ecs_utils.gfx.renderer;
import ecs_utils.imgui_bind;
@ -58,6 +58,7 @@ struct Launcher
uint style = 3;
uint entities_count;
bool multithreading;
int threads = 1;
ulong timer_freq;
double delta_time;
uint fps;
@ -95,6 +96,7 @@ struct Launcher
void switchDemo(void function() start, bool function() loop, void function() end, void function(SDL_Event*) event, void function(vec2, Tool, int) tool, const (char)* tips)
{
gui_manager.clear();
//launcher.ent
if(this.end)this.end();
@ -102,6 +104,14 @@ struct Launcher
manager.update("clean");
manager.end();
foreach(ref system; manager.systems)
{
if(system.id != CountSystem.system_id && system.id != CleanSystem.system_id)system.disable();
}
/*launcher.manager.getSystem(CountSystem.system_id).enable();
launcher.manager.getSystem(CleanSystem.system_id).enable();//*/
if(start)start();
this.loop = loop;
this.end = end;
@ -259,7 +269,6 @@ void mainLoop(void* arg)
launcher.repeat_time -= range;
launcher.tool((launcher.mouse.position*launcher.scalling)-launcher.render_position, launcher.used_tool, launcher.tool_size);
}
}
version(WebAssembly)
@ -316,6 +325,22 @@ void mainLoop(void* arg)
if(igMenuItemBool("Multithreading", null, launcher.multithreading, true))
{
launcher.multithreading = !launcher.multithreading;
if(launcher.multithreading)
{
launcher.job_updater.pool.setThreadsNum(launcher.threads);
}
else
{
launcher.job_updater.pool.setThreadsNum(1);
}
}
igSetNextItemWidth(0);
igLabelText("Threads:",null);
igSameLine(0,4);
if(igSliderInt("##Threads",&launcher.threads, 1, 32, null))//"Multithreading", null, launcher.multithreading, true))
{
launcher.job_updater.pool.setThreadsNum(launcher.threads);
//launcher.threads = !launcher.multithreading;
}
if(igBeginMenu("Show",true))
{
@ -439,7 +464,7 @@ void mainLoop(void* arg)
if(launcher.show_demo_wnd)
{
igSetNextWindowPos(ImVec2(launcher.window_size.x - 260, 30), ImGuiCond_Once, ImVec2(0,0));
igSetNextWindowSize(ImVec2(250, 250), ImGuiCond_Once);
igSetNextWindowSize(ImVec2(250, 500), ImGuiCond_Once);
if(igBegin("Demo",&launcher.show_demo_wnd,0))
{
ImDrawList* draw_list = igGetWindowDrawList();
@ -539,11 +564,14 @@ void mainLoop(void* arg)
launcher.renderer.clear();
double loop_time = launcher.getTime();
launcher.job_updater.pool.tryWaitCount = 10000;
if(launcher.loop && !launcher.loop())
{
quit();
*cast(bool*)arg = false;
}
launcher.job_updater.pool.tryWaitCount = 0;
loop_time = launcher.getTime() - loop_time;
double draw_time = launcher.getTime();
@ -686,10 +714,10 @@ int main(int argc, char** argv)
setStyle(3);
launcher.job_updater = Mallocator.make!ECSJobUpdater(12);
launcher.job_updater = Mallocator.make!ECSJobUpdater(1);
//launcher.job_updater.onCreate();
EntityManager.initialize(12);
EntityManager.initialize(32, 1<<16);
launcher.manager = EntityManager.instance;
//launcher.manager.m_thread_id_func = &launcher.job_updater.getThreadID;
@ -709,10 +737,16 @@ int main(int argc, char** argv)
launcher.renderer.initialize();
import mmutils.thread_pool : ThreadPool;
launcher.threads = ThreadPool.getCPUCoresCount();
if(launcher.threads < 2)launcher.threads = 2;
launcher.gui_manager = Mallocator.make!GUIManager();
{
import demos.simple;
import demos.space_invaders;
// launcher.switchDemo(&spaceInvadersStart,&spaceInvadersLoop,&spaceInvadersEnd,&spaceInvadersEvent,&spaceInvadersTool,SpaceInvaders.tips);
launcher.switchDemo(&simpleStart,&simpleLoop,&simpleEnd,&simpleEvent,&simpleTool,Simple.tips);
}
@ -741,6 +775,8 @@ int main(int argc, char** argv)
}
}
EntityManager.destroy();
return 0;
}
@ -785,7 +821,15 @@ void loadGFX()
GfxConfig.materials[0].compile();
GfxConfig.materials[0].bindAttribLocation("positions",0);
GfxConfig.materials[0].bindAttribLocation("tex_coords",1);
GfxConfig.materials[0].bindAttribLocation("depth",2);
GfxConfig.materials[0].bindAttribLocation("vcolor",3);
GfxConfig.materials[0].link();
/* import std.stdio;
writeln("positions ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"positions"));
writeln("tex_coords ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"tex_coords"));
writeln("depth ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"depth"));
writeln("vcolor ",glGetAttribLocation(GfxConfig.materials[0].data.modules[0].gl_handle,"vcolor"));*/
GfxConfig.materials[0].data.uniforms = Mallocator.makeArray!(Material.Uniform)(3);
GfxConfig.materials[0].data.uniforms[0] = Material.Uniform(Material.Type.float4, GfxConfig.materials[0].getLocation("matrix_1"), 0);