bubel-ecs/demos/utils/source/ecs_utils/gfx/config.d
Dawid Masiukiewicz 024356df9b 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
2020-05-28 16:48:42 +00:00

102 lines
No EOL
2.6 KiB
D

module ecs_utils.gfx.config;
import bindbc.sdl;
import bubel.ecs.std;
import ecs_utils.gfx.material;
import ecs_utils.gfx.mesh;
import ecs_utils.gfx.texture;
//import mutils.serializer.json;
extern(C):
enum LayerType
{
normal,
sorted
}
import bubel.ecs.vector;
static struct GfxConfig
{
extern(C):
__gshared:
Vector!LayerType layers;
//Vector!Mesh meshes;
//Vector!Material materials;
Mesh[] meshes;
Material[] materials;
static bool load(const (char)[] path) nothrow
{
struct LoadData
{
struct Str
{
@("malloc") string str;
}
@("malloc") Str[] materials;
@("malloc") Str[] meshes;
int inter;
void dispose() nothrow
{
/*if(blend_mode)Mallocator.instance.dispose(cast(char[])blend_mode);
if(vertex)Mallocator.instance.dispose(cast(char[])vertex);
if(fragment)Mallocator.instance.dispose(cast(char[])fragment);*/
}
}
char[] cpath = (cast(char*)alloca(path.length+1))[0..path.length+1];
cpath[0..$-1] = path[0..$];
cpath[$-1] = 0;
SDL_RWops* file = SDL_RWFromFile(cpath.ptr,"r");
if(file)
{
size_t size = cast(size_t)SDL_RWsize(file);
char[] buffer = Mallocator.makeArray!char(size);
SDL_RWread(file,buffer.ptr,size,1);
LoadData load_data;
scope(exit)load_data.dispose();
/*JSONSerializer serializer = Mallocator.make!JSONSerializer;
scope(exit)Mallocator.dispose(serializer);
serializer.serialize!(Load.yes, true)(load_data,buffer);*/
//if(__ecs_used_backend == Backend.opengl)
{
meshes = Mallocator.makeArray!Mesh(load_data.meshes.length);
foreach(i,ref mesh; meshes)
{
mesh.load(load_data.meshes[i].str);
mesh.uploadData();
}
}
materials = Mallocator.makeArray!Material(load_data.materials.length);
foreach(i,ref material; materials)
{
material.create();
material.load(load_data.materials[i].str);
material.compile();
}
SDL_RWclose(file);
load_data.dispose();
return true;
}
else return false;
}
static int addLayer(LayerType type)
{
layers.add(type);
return cast(int)(layers.length-1);
}
}