Common update:
-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
This commit is contained in:
parent
7c263d3ed4
commit
8381ac166b
7 changed files with 61 additions and 40 deletions
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@ -92,7 +92,7 @@ compile(['source'], 'demo.bc')
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if clean or os.path.exists('../ecs.bc') == 0 or os.path.isfile('../ecs.bc') == 0:
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compile(['../source'], '../ecs.bc')
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emcc_cmd = 'emcc -v ' + shared_flags + emc_flags + '-s ERROR_ON_UNDEFINED_SYMBOLS=0 -s DISABLE_DEPRECATED_FIND_EVENT_TARGET_BEHAVIOR=1 -s ALLOW_MEMORY_GROWTH=1 -s MINIFY_HTML=0 -s WASM_MEM_MAX=2048MB -s MALLOC=dlmalloc -s WASM=1 -o ecs_demo.html '
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emcc_cmd = 'emcc -v ' + shared_flags + emc_flags + '-s ERROR_ON_UNDEFINED_SYMBOLS=0 -s DISABLE_DEPRECATED_FIND_EVENT_TARGET_BEHAVIOR=1 -s ALLOW_MEMORY_GROWTH=1 -s MINIFY_HTML=0 -s WASM_MEM_MAX=2048MB -s MALLOC=dlmalloc -s WASM=1 -o ecs_demo.html --shell-file emscripten_shell.html '
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#-s ALLOW_MEMORY_GROWTH=1 -s PROXY_TO_PTHREAD=1 -Wl,--no-check-features -s ERROR_ON_UNDEFINED_SYMBOLS=0 -s TOTAL_MEMORY=512MB
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emcc_cmd += '../ecs.bc '
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@ -51,6 +51,7 @@ struct Launcher
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void function() end;
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void function(SDL_Event*) event;
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void function(vec2, Tool, int) tool;
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float scalling;
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ivec2 window_size = ivec2(1024,768);
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Renderer renderer;
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ubyte[] keys;
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@ -60,6 +61,7 @@ struct Launcher
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ulong timer_freq;
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double delta_time;
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uint fps;
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vec2 render_position;
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Tool used_tool;
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int tool_size = 0;
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@ -229,7 +231,7 @@ void mainLoop(void* arg)
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}
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if(launcher.tool && event.button.button == SDL_BUTTON_LEFT && launcher.tool_repeat == 0 && !igIsWindowHovered(ImGuiHoveredFlags_AnyWindow))
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{
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launcher.tool(vec2(event.button.x, launcher.window_size.y - event.button.y), launcher.used_tool, launcher.tool_size);
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launcher.tool(vec2(event.button.x, launcher.window_size.y - event.button.y) * launcher.scalling - launcher.render_position, launcher.used_tool, launcher.tool_size);
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}
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}
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else if(event.type == SDL_MOUSEBUTTONUP)
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@ -255,7 +257,7 @@ void mainLoop(void* arg)
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while(launcher.repeat_time > range)
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{
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launcher.repeat_time -= range;
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launcher.tool(launcher.mouse.position, launcher.used_tool, launcher.tool_size);
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launcher.tool((launcher.mouse.position*launcher.scalling)-launcher.render_position, launcher.used_tool, launcher.tool_size);
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}
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}
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@ -525,7 +527,14 @@ void mainLoop(void* arg)
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}
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launcher.renderer.resize(launcher.window_size);
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launcher.renderer.view(vec2(0,0),vec2(launcher.window_size.x,launcher.window_size.y));
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//launcher.renderer.view(vec2(0,0),vec2(launcher.window_size.x,launcher.window_size.y));
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//if(384, 768, 1152, 1536)
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//576 960 1344 1728
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//float scalling;
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if(launcher.window_size.y < 360)launcher.scalling = 1;
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else launcher.scalling = 1.0 / ((launcher.window_size.y+120)/360);
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launcher.renderer.view(launcher.render_position,vec2(launcher.window_size.x,launcher.window_size.y)*launcher.scalling);
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//launcher.renderer.view(vec2(0,0),vec2(1024*launcher.window_size.x/launcher.window_size.y,768));
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//glClear(GL_COLOR_BUFFER_BIT);
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launcher.renderer.clear();
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@ -60,7 +60,7 @@ struct DrawSystem
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{
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foreach(i; 0..data.length)
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{
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launcher.renderer.draw(data.textures[i].tex, data.locations[i].location, vec2(32,32), vec4(0,0,1,1), 0, 0 , 0);
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launcher.renderer.draw(data.textures[i].tex, data.locations[i].location, vec2(16,16), vec4(0,0,1,1), 0, 0 , 0);
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//draw(renderer, data.textures[i].tex, data.locations[i], vec2(32,32), vec4(0,0,1,1));
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}
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}
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@ -81,7 +81,7 @@ struct MoveSystem
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foreach(i; 0..data.length)
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{
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data.locations[i].location.y = data.locations[i].location.y + 1;
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if(data.locations[i].location.y > 400)data.locations[i].location.y = 0;
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if(data.locations[i].location.y > 300)data.locations[i].location.y = 0;
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}
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}
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}
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@ -119,7 +119,7 @@ void simpleStart()
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foreach(i; 0..10)
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foreach(j; 0..10)
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{
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loc_comp.location = vec2(i*32+64,j*32+64);
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loc_comp.location = vec2(i*16+64,j*16+64);
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launcher.manager.addEntity(simple.tmpl);
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}
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}
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@ -147,6 +147,10 @@ void simpleTool(vec2 position, Tool tool, int size)
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{
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position.x += (randomf - 0.5) * size;
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position.y += (randomf - 0.5) * size;
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if(position.x > 400)position.x -= 400;
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else if(position.x < 0)position.x += 400;
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if(position.y > 300)position.y -= 300;
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else if(position.y < 0)position.y += 300;
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*location = position;
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}
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launcher.manager.addEntity(tmpl);
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@ -169,17 +173,18 @@ void simpleEvent(SDL_Event* event)
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void spawnEntity()
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{
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CLocation* loc_comp = simple.tmpl.getComponent!CLocation;
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loc_comp.location = vec2(randomf() * 600,0);
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loc_comp.location = vec2(randomf() * 400,0);
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launcher.manager.addEntity(simple.tmpl);
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}
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bool simpleLoop()
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{
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launcher.render_position = (vec2(launcher.window_size.x,launcher.window_size.y)*launcher.scalling - vec2(400,300)) * 0.5;
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if(launcher.getKeyState(SDL_SCANCODE_SPACE))
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{
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foreach(i;0..1)spawnEntity();
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}
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launcher.manager.begin();
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if(launcher.multithreading)
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@ -90,9 +90,9 @@ struct Snake
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{
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switch(element(ivec2(x,y)).type)
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{
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case MapElement.Type.apple:launcher.renderer.draw(texture, vec2(x*32,y*32), vec2(32,32), vec4(0,32*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake:launcher.renderer.draw(texture, vec2(x*32,y*32), vec2(32,32), vec4(0,48*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.wall:launcher.renderer.draw(texture, vec2(x*32,y*32), vec2(32,32), vec4(0,0,1,1), 0, 0 , 0);break;
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case MapElement.Type.apple:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(0,32*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(0,48*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.wall:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(0,0,1,1), 0, 0 , 0);break;
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default:break;
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}
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}
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@ -520,8 +520,8 @@ void snakeTool(vec2 position, Tool tool, int size)
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position.x += (randomf - 0.5) * size;
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position.y += (randomf - 0.5) * size;
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ivec2 ipos;
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ipos.x = cast(int)(position.x / 32);
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ipos.y = cast(int)(position.y / 32);
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ipos.x = cast(int)(position.x / 16);
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ipos.y = cast(int)(position.y / 16);
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*ilocation = ipos;
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if(snake.element(ipos).type != MapElement.Type.empty)return;
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}
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@ -540,6 +540,8 @@ void snakeEvent(SDL_Event* event)
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bool snakeLoop()
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{
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launcher.render_position = (vec2(launcher.window_size.x,launcher.window_size.y)*launcher.scalling - vec2(288,288)) * 0.5;
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/*if(launcher.show_demo_wnd)
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{
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igSetNextWindowPos(ImVec2(800 - 260, 30), ImGuiCond_Once, ImVec2(0,0));
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@ -34,7 +34,7 @@ struct SpaceInvaders
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bool move_system = true;
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bool draw_system = true;
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const vec2 map_size = vec2(600,600);
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const vec2 map_size = vec2(400,300);
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const float cell_size = 60;
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}
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@ -101,7 +101,7 @@ struct CScale
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///use component as it value
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alias value this;
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vec2 value = vec2(32,32);
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vec2 value = vec2(16,16);
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}
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struct CTexture
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@ -564,8 +564,8 @@ struct MovementSystem
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{
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foreach(i;0..data.length)
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{
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data.locations[i].x += data.velocity[i].x * launcher.delta_time;
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data.locations[i].y += data.velocity[i].y * launcher.delta_time;
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data.locations[i].x += data.velocity[i].x * launcher.delta_time * 0.5;
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data.locations[i].y += data.velocity[i].y * launcher.delta_time * 0.5;
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}
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}
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}
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@ -630,8 +630,8 @@ struct InputMovementSystem
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//move every entity using movement vector
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foreach(i; 0..data.length)
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{
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data.locations[i].x += move_vector.x * launcher.delta_time * 0.5;
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data.locations[i].y += move_vector.y * launcher.delta_time * 0.5;
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data.locations[i].x += move_vector.x * launcher.delta_time * 0.25;
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data.locations[i].y += move_vector.y * launcher.delta_time * 0.25;
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}
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}
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}
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@ -709,7 +709,7 @@ void spaceInvadersStart()
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tex_comp.tex = space_invaders.texture;//laser_tex;
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tex_comp.coords = vec4(0*px,48*px,16*px,16*px);
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CScale* scale_comp = space_invaders.laser_tmpl.getComponent!CScale;
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scale_comp.value = vec2(4,16);
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scale_comp.value = vec2(2,8);
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CVelocity* vel_comp = space_invaders.laser_tmpl.getComponent!CVelocity;
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vel_comp.value = vec2(0,1);
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}
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@ -727,7 +727,7 @@ void spaceInvadersStart()
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tex_comp.tex = space_invaders.texture;//ship_tex;
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tex_comp.coords = vec4(32*px,32*px,16*px,16*px);
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CLocation* loc_comp = space_invaders.enemy_tmpl.getComponent!CLocation;
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loc_comp.value = vec2(64,space_invaders.map_size.y - 64);
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loc_comp.value = vec2(64,space_invaders.map_size.y - 16);
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CShootDirection* shoot_dir_comp = space_invaders.enemy_tmpl.getComponent!CShootDirection;
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shoot_dir_comp.direction = Direction.down;
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CVelocity* vel_comp = space_invaders.enemy_tmpl.getComponent!CVelocity;
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@ -738,17 +738,17 @@ void spaceInvadersStart()
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current_entity = launcher.manager.addEntity(space_invaders.enemy_tmpl);
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launcher.manager.addComponents(current_entity.id,CSideMove(0));
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loc_comp.value = vec2(128,space_invaders.map_size.y - 64);
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loc_comp.value = vec2(128,space_invaders.map_size.y - 16);
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current_entity = launcher.manager.addEntity(space_invaders.enemy_tmpl);
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launcher.manager.addComponents(current_entity.id,CSideMove(-1));
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enemy_id = current_entity.id;
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//enemy_tmpl = launcher.manager.allocateTemplate(current_entity.id);
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loc_comp.value = vec2(256,space_invaders.map_size.y - 64);
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loc_comp.value = vec2(256,space_invaders.map_size.y - 16);
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launcher.manager.addEntity(space_invaders.enemy_tmpl);
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loc_comp.value = vec2(0,space_invaders.map_size.y - 64);
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loc_comp.value = vec2(0,space_invaders.map_size.y - 16);
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current_entity = launcher.manager.addEntity(space_invaders.enemy_tmpl);
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launcher.manager.addComponents(current_entity.id,CSideMove(0));
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@ -809,6 +809,7 @@ void spaceInvadersEvent(SDL_Event* event)
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bool spaceInvadersLoop()
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{
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launcher.render_position = (vec2(launcher.window_size.x,launcher.window_size.y)*launcher.scalling - vec2(400,300)) * 0.5;
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/*if(launcher.show_demo_wnd)
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{
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@ -55,10 +55,10 @@ struct Buffer
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glBufferStorage(GL_ARRAY_BUFFER,size*count,data, flags);
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}*/
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void bufferSubData(uint size, uint offset, void* data) nothrow
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void bufferSubData(BindTarget target, uint size, uint offset, void* data) nothrow
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{
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bind(BindTarget.array);
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glBufferSubData(GL_ARRAY_BUFFER,offset,size,data);
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bind(target);
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glBufferSubData(target,offset,size,data);
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}
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void map(BindTarget target) nothrow
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@ -98,7 +98,7 @@ struct Renderer
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alias Technique = RenderTechnique;
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__gshared Technique technique = Technique.simple;
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__gshared Technique technique = Technique.vbo_batch;
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void* data_ptr;
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//import ecs_utils.core : RenderTechnique;
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@ -339,6 +339,7 @@ struct Renderer
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//import core.stdc.string;
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with(this_)
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{
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if(item_id >= MaxObjects)return;
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//pos += view_pos;
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size.x *= view_size.x;
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size.y *= view_size.y;
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@ -470,8 +471,8 @@ struct Renderer
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break;
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case Technique.vbo_batch:
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//if(data_index){
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batch_vbo[0].bufferSubData(item_id*4*16,0,batch_vertices.ptr);
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batch_ibo[0].bufferSubData(item_id*6*2,0,batch_indices.ptr);
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batch_vbo[0].bufferSubData(Buffer.BindTarget.array,item_id*4*16,0,batch_vertices.ptr);
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batch_ibo[0].bufferSubData(Buffer.BindTarget.element_array,item_id*6*2,0,batch_indices.ptr);
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batch_vbo[0].bind(Buffer.BindTarget.array);
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batch_ibo[0].bind(Buffer.BindTarget.element_array);
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@ -480,8 +481,8 @@ struct Renderer
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glVertexAttribPointer(1,2,GL_FLOAT,false,16,cast(void*)8);//}
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break;
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case Technique.instanced_attrib_divisor:
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ubos[0].bufferSubData(data_index,0,uniform_block.ptr);
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ubos[0].bind(Buffer.BindTarget.array);
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ubos[0].bufferSubData(Buffer.BindTarget.uniform,data_index,0,uniform_block.ptr);
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ubos[0].bind(Buffer.BindTarget.uniform);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glEnableVertexAttribArray(4);
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@ -496,7 +497,7 @@ struct Renderer
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break;
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case Technique.uniform_buffer:
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//ubos[0].bufferData(1,64*MaxObjects,BufferUsage,null);
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/*if(data_index)*/ubos[0].bufferSubData(data_index,0,uniform_block.ptr);
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/*if(data_index)*/ubos[0].bufferSubData(Buffer.BindTarget.uniform,data_index,0,uniform_block.ptr);
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break;
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case Technique.uniform_buffer_indexed:
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ubos[0].bindRange(Buffer.BindTarget.uniform,0,0,block_max_size);
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@ -581,6 +582,8 @@ struct Renderer
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{
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material_id = render_list[i].material_id;
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GfxConfig.materials[material_id].bind();
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float[3*4] data = [1,0,0,1,0,0,0,0,0,0,1,1];
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GfxConfig.materials[material_id].pushUniforms(data.ptr);
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}
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if(texture.data != render_list[i].texture.data)
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{
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@ -589,17 +592,17 @@ struct Renderer
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}
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uint instance_count = 16_384;
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if(i*16_384 > item_id)
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if((i+1)*16_384 > item_id)
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{
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instance_count = i*16_384 - item_id;
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instance_count = item_id%16_384;
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}
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/*glVertexAttribPointer(0,2,GL_FLOAT,false,16,cast(void*)(i*16_384*4*16));
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glVertexAttribPointer(0,2,GL_FLOAT,false,16,cast(void*)(i*16_384*4*16));
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glVertexAttribPointer(1,2,GL_FLOAT,false,16,cast(void*)(i*16_384*4*16+8));
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glDrawElements(GL_TRIANGLES,instance_count*6,GL_UNSIGNED_SHORT,cast(void*)(i*16_384*6*2));*/
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glDrawElements(GL_TRIANGLES,instance_count*6,GL_UNSIGNED_SHORT,cast(void*)(i*16_384*6*2));
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glDrawElementsBaseVertex(GL_TRIANGLES,instance_count*6,GL_UNSIGNED_SHORT,cast(void*)(i*16_384*6*2),i*16_384*4);
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//glDrawElementsBaseVertex(GL_TRIANGLES,instance_count*6,GL_UNSIGNED_SHORT,cast(void*)(i*16_384*6*2),i*16_384*4);
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}
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}
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else if(technique == Technique.ssbo_instanced || technique == Technique.instanced_attrib_divisor)
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@ -794,9 +797,10 @@ struct Renderer
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void view(vec2 pos, vec2 size)
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{
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view_pos = pos * size - 1;
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//view_pos = pos * size - 1;
|
||||
view_size = vec2(2/size.x,2/size.y);
|
||||
sdl_transform = vec4(0,0,1.0/size.x,1.0/size.y);
|
||||
view_pos = (pos - size * 0.5) * view_size;
|
||||
}
|
||||
|
||||
__gshared void function(ref Renderer this_, Texture tex, vec2 pos, vec2 size, vec4 coords, float angle, uint material_id, uint mesh_id) __draw;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue