-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
134 lines
No EOL
3.6 KiB
D
134 lines
No EOL
3.6 KiB
D
module ecs_utils.gfx.buffer;
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import bubel.ecs.std;
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import glad.gl.gl;
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import glad.gl.gles2;
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extern(C):
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struct Buffer
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{
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void create() nothrow
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{
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data = Mallocator.make!Data;
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data.gl_handle = 0;
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glGenBuffers(1,&data.gl_handle);
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data.elem_size = 0;
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}
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//---------------------------------------------------------------------------------------------------------------------------------------------------
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void destroy() nothrow
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{
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if(data.gl_handle)glDeleteBuffers(1,&data.gl_handle);
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}
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//---------------------------------------------------------------------------------------------------------------------------------------------------
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void bind(BindTarget target) nothrow
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{
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//if(vbo != this)glBindBuffer(GL_ARRAY_BUFFER,data.gl_handle);
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//vbo = this;
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glBindBuffer(target,data.gl_handle);
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}
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void bindRange(BindTarget target, uint index, uint offset, uint size) nothrow
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{
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glBindBufferRange(target, index, data.gl_handle, offset, size);
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}
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//---------------------------------------------------------------------------------------------------------------------------------------------------
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void bufferData(BindTarget target, uint size, uint count, uint usage, void* data) nothrow
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{
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bind(target);
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this.data.elem_size = size;
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glBufferData(target,size*count,data,usage);
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}
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/*void bufferStorage(uint size, uint count, void* data, uint flags = StorageFlagBits.write)
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{
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bind(BindTarget.array);
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this.data.elem_size = size;
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glBufferStorage(GL_ARRAY_BUFFER,size*count,data, flags);
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}*/
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void bufferSubData(BindTarget target, uint size, uint offset, void* data) nothrow
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{
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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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{
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bind(target);
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data.map_ptr = glMapBuffer(target,GL_WRITE_ONLY);
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}
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void map(uint offset, uint size, BindTarget target, uint flags = MapFlagBits.write | MapFlagBits.flush_explict | MapFlagBits.invalidate_buffer) nothrow
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{
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bind(target);
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data.map_ptr = glMapBufferRange(target,offset,size,flags);
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}
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void flush(uint offset, uint size, BindTarget target) nothrow
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{
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glFlushMappedBufferRange(target, offset, size);
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}
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void unmap(BindTarget target) nothrow
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{
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bind(target);
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glUnmapBuffer(target);
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data.map_ptr = null;
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}
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void* mappedPointer() nothrow
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{
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return data.map_ptr;
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}
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//---------------------------------------------------------------------------------------------------------------------------------------------------
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static void unbind(BindTarget target) nothrow
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{
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//vbo = 0;
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glBindBuffer(target,0);
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}
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enum BindTarget
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{
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array = GL_ARRAY_BUFFER,
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element_array = GL_ELEMENT_ARRAY_BUFFER,
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uniform = GL_UNIFORM_BUFFER,
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//shader_storage = GL_SHADER_STORAGE_BUFFER,
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//indirect = GL_DRAW_INDIRECT_BUFFER
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}
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enum MapFlagBits
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{
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write = GL_MAP_WRITE_BIT,
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invalidate_buffer = GL_MAP_INVALIDATE_BUFFER_BIT,
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flush_explict = GL_MAP_FLUSH_EXPLICIT_BIT,
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//coherent = GL_MAP_COHERENT_BIT,
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//persistent = GL_MAP_PERSISTENT_BIT
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}
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enum StorageFlagBits
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{
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write = GL_MAP_WRITE_BIT,
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//coherent = GL_MAP_COHERENT_BIT,
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//persistent = GL_MAP_PERSISTENT_BIT
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}
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struct Data
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{
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uint elem_size;
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uint gl_handle;
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void* map_ptr;
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}
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Data* data;
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} |