Author SHA1 Message Date
Simon Lübeß 65e2248b30 Implemented basic ECS 2021-04-09 19:09:32 +02:00
Simon Lübeß a89657591f Removed epsilon value from camera
(bug fixed in DirectX-beef)
2021-04-09 19:08:23 +02:00
Simon Lübeß cd929080f4 Added TextureCube 2021-03-26 19:12:53 +01:00
Simon Lübeß 79e160348b Added larger epsilon to perspective camera 2021-03-26 19:12:41 +01:00
Simon Lübeß 5a6abc9b8b Added explicit conversion from float to Vector 2021-03-26 19:12:08 +01:00
Simon Lübeß 0f62637662 Generate fallback entries for missing block textures 2021-03-25 20:43:43 +01:00
Simon Lübeß 1d7029eb0f Made TextureAtlas platform independent 2021-03-25 16:33:33 +01:00
Simon Lübeß ceb4cef034 Added protected function to create Texture2D from raw data 2021-03-25 16:31:03 +01:00
Simon Lübeß 5873f12643 Added textures for Blocks 2021-03-24 14:44:02 +01:00
Simon Lübeß 1b00fa67a5 Added GE_D3D11 flag 2021-03-23 19:07:57 +01:00
Simon Lübeß dfeed4a5c9 Moved ImplBind implementation from Texture2D to Texture 2021-03-23 19:07:41 +01:00
Simon Lübeß ec83dfa21d Added lodepng-beef 2021-03-23 18:25:30 +01:00
Simon Lübeß d8f6be1358 Added refcounting to RasterizerState 2021-03-22 17:58:57 +01:00
Simon Lübeß 72400e873d Decoupled Chunk data loading/generation and geometry generation 2021-03-19 18:06:40 +01:00
Simon Lübeß a0373366f6 Workaround for CompTime crash 2021-03-18 17:23:05 +01:00
Simon Lübeß 8320689d3e Geometry Generation now in Block 2021-03-18 17:22:41 +01:00
Simon Lübeß 4e87f5f144 Blocks now represented by Objects instead of ints 2021-03-06 20:46:08 +01:00
Simon Lübeß 3449463282 Added EffectLibrary 2021-03-06 18:54:46 +01:00
Simon Lübeß 623ada4b2f Added chunk editing 2021-03-04 13:05:57 +01:00
Simon Lübeß 4e377bb117 Added basic raw input support 2021-03-04 13:05:26 +01:00
Simon Lübeß 08613b9e82 Overcomplicated chunk loading
Implemented an overly complicated mechanism into LoadChunk to be able to passively wait for chunks to be loaded by another thread.
2021-03-03 19:00:34 +01:00
Simon Lübeß 4b032d2c7e Added Semaphore and Mutex 2021-03-03 18:57:42 +01:00
Simon Lübeß 9d52f77b43 Switched to Int32 vector from Point 2021-03-03 16:34:25 +01:00
Simon Lübeß 7a777bb55e Added Int32 vectors 2021-03-03 16:33:58 +01:00
Simon Lübeß f87c0e2ecd Raycasting world now returns intersection location and face 2021-03-02 22:25:38 +01:00
Simon Lübeß 488d2a55c4 Added voxel raycasting and voxel chunk access 2021-03-02 22:07:21 +01:00
Simon Lübeß cbfbd449ff Start of block raycasting 2021-02-26 10:58:11 +01:00
Simon Lübeß 4dcf1b5bec Updated .gitignore and added Chunk loading and saving 2021-02-24 20:07:02 +01:00
Simon Lübeß afc7594df9 initial VoxelGame commit 2021-02-24 14:55:12 +01:00
Simon Lübeß 0461669e13 Added rudimentary DepthStencilTarget 2021-02-21 14:45:50 +01:00
60 changed files with 6933 additions and 303 deletions
+1
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@@ -5,3 +5,4 @@ build/
recovery/ recovery/
vendor/directx vendor/directx
Sandbox/imgui.ini Sandbox/imgui.ini
Sandbox/worlds
+3
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@@ -7,3 +7,6 @@
[submodule ".\\GlitchyEngine\\vendor\\DirectXTK"] [submodule ".\\GlitchyEngine\\vendor\\DirectXTK"]
path = .\\GlitchyEngine\\vendor\\DirectXTK path = .\\GlitchyEngine\\vendor\\DirectXTK
url = https://github.com/aharabada/DirectXTK-beef.git url = https://github.com/aharabada/DirectXTK-beef.git
[submodule "vendor/lodepng-beef"]
path = vendor/lodepng-beef
url = https://github.com/aharabada/lodepng-beef.git
+1 -1
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@@ -1,5 +1,5 @@
FileVersion = 1 FileVersion = 1
Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, ImGui = {Path = "GlitchyEngine/vendor/imgui-beef/ImGui"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui-beef/ImGuiImplWin32"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui-beef/ImGuiImplDX11"}, DirectXTK = {Path = "GlitchyEngine/vendor/DirectXTK/DirectXTK-beef"}} Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, ImGui = {Path = "GlitchyEngine/vendor/imgui-beef/ImGui"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui-beef/ImGuiImplWin32"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui-beef/ImGuiImplDX11"}, DirectXTK = {Path = "GlitchyEngine/vendor/DirectXTK/DirectXTK-beef"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}}
[Workspace] [Workspace]
StartupProject = "Sandbox" StartupProject = "Sandbox"
+1 -1
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@@ -10,7 +10,7 @@ PreprocessorMacros = ["DEBUG", "GE_WINDOWS"]
[Configs.Debug.Win64] [Configs.Debug.Win64]
CLibType = "DynamicDebug" CLibType = "DynamicDebug"
PreprocessorMacros = ["DEBUG", "GE_WINDOWS"] PreprocessorMacros = ["DEBUG", "GE_WINDOWS", "GE_D3D11"]
[Configs.Release.Win32] [Configs.Release.Win32]
PreprocessorMacros = ["RELEASE", "GE_WINDOWS"] PreprocessorMacros = ["RELEASE", "GE_WINDOWS"]
+8
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@@ -6,6 +6,8 @@ namespace GlitchyEngine
{ {
public static class Input public static class Input
{ {
public static extern bool RawInput {get; set;}
public static extern bool IsKeyPressed(Key keycode); public static extern bool IsKeyPressed(Key keycode);
public static extern bool IsKeyReleased(Key keycode); public static extern bool IsKeyReleased(Key keycode);
public static extern bool IsKeyToggled(Key keycode); public static extern bool IsKeyToggled(Key keycode);
@@ -41,6 +43,12 @@ namespace GlitchyEngine
public static extern bool IsMouseButtonReleasiong(MouseButton button); public static extern bool IsMouseButtonReleasiong(MouseButton button);
public static extern Point GetMouseMovement(); public static extern Point GetMouseMovement();
/**
* Returns the raw mouse (that is the mouse movement taken direcly from the device instead of the movement processed by the OS).
* Requires RawInput to be true. If RawInput is false (or could not be initialized) this method will return the same value as GetMouseMovement();
*/
public static extern Int32_2 GetRawMouseMovement();
public static extern void NewFrame(); public static extern void NewFrame();
} }
} }
+149
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@@ -0,0 +1,149 @@
using System;
namespace GlitchyEngine.Math
{
public class BitArray
{
const int BitsPerInt = sizeof(uint) * 8;
private uint* _bits ~ Free(_);
private int _intCount;
private int _capacity;
public int Capacity
{
get => _capacity;
set => EnsureCapacity(value);
}
public this(int initialCapacity = sizeof(uint))
{
EnsureCapacity(initialCapacity);
}
[Inline]
static int IntCount(int bits)
{
int count = bits / BitsPerInt;
if(bits % BitsPerInt > 0)
count++;
return count;
}
[LinkName("free")]
static extern void Free(void* memoryBlock);
[LinkName("realloc")]
static extern void* Realloc(void* memoryBlock, int size);
private void EnsureCapacity(int requestedCapacity)
{
if(requestedCapacity <= _capacity)
return;
int newIntCount = IntCount(requestedCapacity);
if(_intCount >= newIntCount)
return;
int oldIntCount = _intCount;
_intCount = newIntCount;
_capacity = _intCount * BitsPerInt;
_bits = (.)Realloc(_bits, _intCount * sizeof(uint));
// Set new bits to 0
for(int i = oldIntCount; i < _intCount; i++)
{
_bits[i] = 0;
}
}
public bool this[int index]
{
get
{
Log.EngineLogger.AssertDebug(index >= 0);
if(index > _capacity)
return false;
int arrayIndex = index / _capacity;
int bitIndex = index % _capacity;
return ((_bits[arrayIndex] >> bitIndex) & 1) == 1;
}
set
{
Log.EngineLogger.AssertDebug(index >= 0);
if(index > _capacity)
EnsureCapacity(index);
int arrayIndex = index / _capacity;
int bitIndex = index % _capacity;
if(value)
{
_bits[arrayIndex] |= (1 << bitIndex);
}
else
{
// create a mask that is all 1 except for the bit at the specified index
uint mask = uint.MaxValue;
mask ^= (1 << bitIndex);
_bits[arrayIndex] &= mask;
}
}
}
/**
* Sets all bits to given value.
*/
public void Clear(bool value = false)
{
if(value)
{
for(int i < _intCount)
{
_bits[i] = (uint)-1;
}
}
else
{
for(int i < _intCount)
{
_bits[i] = 0;
}
}
}
/**
* Returns whether or not this bitarray is 1 for every 1 in mask.
* i.e. mask == (this & mask)
*/
public bool MaskMatch(BitArray mask)
{
// The number of ints we can compare binary
int intCompares = Math.Min(mask._intCount, _intCount);
for(int i < intCompares)
{
if(mask._bits[i] != (_bits[i] & mask._bits[i]))
return false;
}
// if mask has more integers than "this", these integers must be 0
for(int i = _intCount; i < mask._intCount; i++)
{
if(mask._bits[i] > 0)
return false;
}
return true;
}
}
}
+24
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@@ -0,0 +1,24 @@
using GlitchyEngine.Math;
namespace System
{
extension Float
{
public float X
{
[Inline]
get => (float)this;
[Inline]
set mut => this = value;
}
[Inline]
public Vector2 XX => Vector2((float)this);
[Inline]
public Vector3 XXX => Vector3((float)this);
[Inline]
public Vector4 XXXX => Vector4((float)this);
}
}
+24
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@@ -0,0 +1,24 @@
using GlitchyEngine.Math;
namespace System
{
extension Int32
{
public int32 X
{
[Inline]
get => (int32)this;
[Inline]
set mut => this = value;
}
[Inline]
public Int32_2 XX => Int32_2((int32)this);
[Inline]
public Int32_3 XXX => Int32_3((int32)this);
[Inline]
public Int32_4 XXXX => Int32_4((int32)this);
}
}
+16
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@@ -0,0 +1,16 @@
namespace GlitchyEngine.Math
{
struct Ray
{
public Vector3 Start;
public Vector3 Direction;
public this() => this = default;
public this(Vector3 start, Vector3 direction)
{
Start = start;
Direction = direction;
}
}
}
@@ -12,9 +12,12 @@ namespace GlitchyEngine.Math
public int VectorSize => _vectorSize; public int VectorSize => _vectorSize;
this(int vectorSize) private String _vectorTypeName;
this(int vectorSize, String vectorTypeName)
{ {
_vectorSize = vectorSize; _vectorSize = vectorSize;
_vectorTypeName = vectorTypeName;
} }
/** /**
@@ -30,8 +33,7 @@ namespace GlitchyEngine.Math
[Comptime] [Comptime]
public void ApplyToType(Type type) public void ApplyToType(Type type)
{ {
// TODO: report bug... sized array not working String[4] componentNames = .("X", "Y", "Z", "W");
String[] componentNames = scope String[]("X", "Y", "Z", "W");
for(int swizzleCount = 2; swizzleCount <= 4; swizzleCount++) for(int swizzleCount = 2; swizzleCount <= 4; swizzleCount++)
{ {
@@ -47,7 +49,7 @@ namespace GlitchyEngine.Math
{ {
String swizzleName = scope String(swizzleCount); String swizzleName = scope String(swizzleCount);
String swizzleConstructor = scope String(swizzleCount * 3); String swizzleConstructor = scope String(swizzleCount * 3);
String setter = scope String(128); String setter = scope String();
bool setterInvalid = invalidSetter(cmp, swizzleCount); bool setterInvalid = invalidSetter(cmp, swizzleCount);
@@ -61,7 +63,7 @@ namespace GlitchyEngine.Math
} }
swizzleConstructor.Append(componentNames[cmp[c]]); swizzleConstructor.Append(componentNames[cmp[c]]);
if(!setterInvalid && c < _vectorSize) // if(!setterInvalid && c < _vectorSize)
{ {
setter.AppendF($"\n\t\t{componentNames[cmp[c]]} = value.{componentNames[c]};"); setter.AppendF($"\n\t\t{componentNames[cmp[c]]} = value.{componentNames[c]};");
} }
@@ -70,7 +72,7 @@ namespace GlitchyEngine.Math
//{(setterInvalid ? "[Error(\"Cannot assign multiple values to same component.\")]" : String.Empty)} //{(setterInvalid ? "[Error(\"Cannot assign multiple values to same component.\")]" : String.Empty)}
String swizzleString = scope $""" String swizzleString = scope $"""
public Vector{swizzleCount} {swizzleName} public {_vectorTypeName}{swizzleCount} {swizzleName}
{{ {{
get => .({swizzleConstructor}); get => .({swizzleConstructor});
set mut set mut
+4 -1
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@@ -2,7 +2,7 @@ using System;
namespace GlitchyEngine.Math namespace GlitchyEngine.Math
{ {
[SwizzleVector(2)] //[SwizzleVector(2, "Vector")]
public struct Vector2 public struct Vector2
{ {
public const Vector2 Zero = .(0f, 0f); public const Vector2 Zero = .(0f, 0f);
@@ -223,5 +223,8 @@ namespace GlitchyEngine.Math
[Inline] [Inline]
public static implicit operator Self(in DirectX.Math.Vector2 value) => *(Self*)&value; public static implicit operator Self(in DirectX.Math.Vector2 value) => *(Self*)&value;
[Inline]
public static explicit operator Self(float value) => Self(value);
} }
} }
+300 -258
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@@ -1,258 +1,300 @@
using System; using System;
namespace GlitchyEngine.Math namespace GlitchyEngine.Math
{ {
[SwizzleVector(3)] //[SwizzleVector(3, "Vector")]
public struct Vector3 public struct Vector3
{ {
public const Vector3 Zero = .(0f, 0f, 0f); public const Vector3 Zero = .(0f, 0f, 0f);
public const Vector3 UnitX = .(1f, 0f, 0f); public const Vector3 UnitX = .(1f, 0f, 0f);
public const Vector3 UnitY = .(0f, 1f, 0f); public const Vector3 UnitY = .(0f, 1f, 0f);
public const Vector3 UnitZ = .(0f, 0f, 1f); public const Vector3 UnitZ = .(0f, 0f, 1f);
public const Vector3 One = .(1f, 1f, 1f); public const Vector3 One = .(1f, 1f, 1f);
public const Vector3 Forward = .(0f, 0f, 1f); public const Vector3 Forward = .(0f, 0f, 1f);
public const Vector3 Backward = .(0f, 0f, -1f); public const Vector3 Backward = .(0f, 0f, -1f);
public const Vector3 Left = .(-1f, 0f, 0f); public const Vector3 Left = .(-1f, 0f, 0f);
public const Vector3 Right = .(1f, 0f, 0f); public const Vector3 Right = .(1f, 0f, 0f);
public const Vector3 Up = .(0f, 1f, 0f); public const Vector3 Up = .(0f, 1f, 0f);
public const Vector3 Down = .(0f, -1f, 0f); public const Vector3 Down = .(0f, -1f, 0f);
public float X, Y, Z; public float X, Y, Z;
public this() => this = default; public this() => this = default;
public this(float value) public this(float value)
{ {
X = value; X = value;
Y = value; Y = value;
Z = value; Z = value;
} }
public this(Vector2 value, float z) public this(Vector2 value, float z)
{ {
X = value.X; X = value.X;
Y = value.Y; Y = value.Y;
Z = z; Z = z;
} }
public this(float x, float y, float z) public this(float x, float y, float z)
{ {
X = x; X = x;
Y = y; Y = y;
Z = z; Z = z;
} }
public ref float this[int index] public ref float this[int index]
{ {
[Checked] [Checked]
get get
{ {
if(index < 0 || index > 2) if(index < 0 || index > 2)
Internal.ThrowIndexOutOfRange(); Internal.ThrowIndexOutOfRange();
#unwarn #unwarn
return ref (&X)[index]; return ref (&X)[index];
} }
[Inline] [Inline]
#unwarn #unwarn
get => ref (&X)[index]; get => ref (&X)[index];
} }
/** /**
* Calculates the magnitude (length) of this vector. * Calculates the magnitude (length) of this vector.
* @remarks MagnitudeSquared might be used if only the relative length is relevant. * @remarks MagnitudeSquared might be used if only the relative length is relevant.
*/ */
public float Magnitude() public float Magnitude()
{ {
return Math.Sqrt(X * X + Y * Y + Z * Z); return Math.Sqrt(X * X + Y * Y + Z * Z);
} }
/** /**
* Calculates the squared magnitude (length) of this vector. * Calculates the squared magnitude (length) of this vector.
*/ */
public float MagnitudeSquared() public float MagnitudeSquared()
{ {
return X * X + Y * Y + Z * Z; return X * X + Y * Y + Z * Z;
} }
[Checked] /**
public void Normalize() mut * Normalizes this vector.
{ */
if(this == .Zero) [Checked]
return; public void Normalize() mut
{
this /= Magnitude(); if(this == .Zero)
} return;
public void Normalize() mut this /= Magnitude();
{ }
this /= Magnitude();
} /**
* Normalizes this vector.
public static Vector3 Normalize(Vector3 v) */
{ public void Normalize() mut
return v / v.Magnitude(); {
} this /= Magnitude();
}
public static float Dot(Vector3 l, Vector3 r)
{ /**
return l.X * r.X + l.Y * r.Y + l.Z * r.Z; * Returns a copy of this Vector with a magnitude of 1.
} */
[Checked]
public static Vector3 Cross(Vector3 l, Vector3 r) public Vector3 Normalized()
{ {
return .(l.Y * r.Z - l.Z * r.Y, if(this == .Zero)
l.Z * r.X - l.X * r.Z, return .Zero;
l.X * r.Y - l.Y * r.X);
} return this / Magnitude();
}
/**
* Calculates the projection of a onto b /**
*/ * Returns a copy of this Vector with a magnitude of 1.
public static Vector3 Project(Vector3 a, Vector3 b) */
{ public Vector3 Normalized()
return (b * (Dot(a, b) / Dot(b, b))); {
} return this / Magnitude();
}
/** public static Vector3 Normalize(Vector3 v)
* Calculates the rejection of a from b {
*/ return v / v.Magnitude();
public static Vector3 Reject(Vector3 a, Vector3 b) }
{
return (a - b * (Dot(a, b) / Dot(b, b))); public static float Dot(Vector3 l, Vector3 r)
} {
return l.X * r.X + l.Y * r.Y + l.Z * r.Z;
// }
// Assignment operators
// public static Vector3 Cross(Vector3 l, Vector3 r)
{
// Addition return .(l.Y * r.Z - l.Z * r.Y,
l.Z * r.X - l.X * r.Z,
public void operator +=(Vector3 value) mut l.X * r.Y - l.Y * r.X);
{ }
X += value.X;
Y += value.Y; /**
Z += value.Z; * Calculates the projection of a onto b
} */
public static Vector3 Project(Vector3 a, Vector3 b)
public void operator +=(float scalar) mut {
{ return (b * (Dot(a, b) / Dot(b, b)));
X += scalar; }
Y += scalar;
Z += scalar;
} /**
* Calculates the rejection of a from b
// Subtraction */
public static Vector3 Reject(Vector3 a, Vector3 b)
{
public void operator -=(Vector3 value) mut return (a - b * (Dot(a, b) / Dot(b, b)));
{ }
X -= value.X;
Y -= value.Y; public static Vector3 Floor(Vector3 value)
Z -= value.Z; {
} return .(Math.Floor(value.X), Math.Floor(value.Y), Math.Floor(value.Z));
}
public void operator -=(float scalar) mut
{ //
X -= scalar; // Assignment operators
Y -= scalar; //
Z -= scalar;
} // Addition
// Multiplication public void operator +=(Vector3 value) mut
{
public void operator *=(Vector3 value) mut X += value.X;
{ Y += value.Y;
X *= value.X; Z += value.Z;
Y *= value.Y; }
Z *= value.Z;
} public void operator +=(float scalar) mut
{
public void operator *=(float scalar) mut X += scalar;
{ Y += scalar;
X *= scalar; Z += scalar;
Y *= scalar; }
Z *= scalar;
} // Subtraction
// Division
public void operator -=(Vector3 value) mut
public void operator /=(Vector3 value) mut {
{ X -= value.X;
X /= value.X; Y -= value.Y;
Y /= value.Y; Z -= value.Z;
Z /= value.Z; }
}
public void operator -=(float scalar) mut
public void operator /=(float scalar) mut {
{ X -= scalar;
float inv = 1.0f / scalar; Y -= scalar;
X *= inv; Z -= scalar;
Y *= inv; }
Z *= inv;
} // Multiplication
// public void operator *=(Vector3 value) mut
// operators {
// X *= value.X;
Y *= value.Y;
// Addition Z *= value.Z;
}
public static Vector3 operator +(Vector3 left, Vector3 right) => Vector3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
public void operator *=(float scalar) mut
public static Vector3 operator +(Vector3 value, float scalar) => Vector3(value.X + scalar, value.Y + scalar, value.Z + scalar); {
X *= scalar;
public static Vector3 operator +(float scalar, Vector3 value) => Vector3(scalar + value.X, scalar + value.Y, scalar + value.Z); Y *= scalar;
Z *= scalar;
public static Vector3 operator +(Vector3 value) => value; }
// Subtraction // Division
public static Vector3 operator -(Vector3 left, Vector3 right) => Vector3(left.X - right.X, left.Y - right.Y, left.Z - right.Z); public void operator /=(Vector3 value) mut
{
public static Vector3 operator -(Vector3 value, float scalar) => Vector3(value.X - scalar, value.Y - scalar, value.Z - scalar); X /= value.X;
Y /= value.Y;
public static Vector3 operator -(float scalar, Vector3 value) => Vector3(scalar - value.X, scalar - value.Y, scalar - value.Z); Z /= value.Z;
}
public static Vector3 operator -(Vector3 value) => Vector3(-value.X, -value.Y, -value.Z);
public void operator /=(float scalar) mut
// Multiplication {
float inv = 1.0f / scalar;
public static Vector3 operator *(Vector3 left, Vector3 right) => Vector3(left.X * right.X, left.Y * right.Y, left.Z * right.Z); X *= inv;
Y *= inv;
public static Vector3 operator *(Vector3 value, float scalar) => Vector3(value.X * scalar, value.Y * scalar, value.Z * scalar); Z *= inv;
}
public static Vector3 operator *(float scalar, Vector3 value) => Vector3(scalar * value.X, scalar * value.Y, scalar * value.Z);
//
// Division // operators
//
public static Vector3 operator /(Vector3 left, Vector3 right) => Vector3(left.X / right.X, left.Y / right.Y, left.Z / right.Z);
// Addition
public static Vector3 operator /(Vector3 value, float scalar)
{ public static Vector3 operator +(Vector3 left, Vector3 right) => Vector3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
float inv = 1.0f / scalar;
return Vector3(value.X * inv, value.Y * inv, value.Z * inv); public static Vector3 operator +(Vector3 value, float scalar) => Vector3(value.X + scalar, value.Y + scalar, value.Z + scalar);
}
public static Vector3 operator +(float scalar, Vector3 value) => Vector3(scalar + value.X, scalar + value.Y, scalar + value.Z);
public static Vector3 operator /(float scalar, Vector3 value) => Vector3(scalar / value.X, scalar / value.Y, scalar / value.Z);
public static Vector3 operator +(Vector3 value) => value;
// Equality
// Subtraction
public static bool operator ==(Vector3 left, Vector3 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
public static Vector3 operator -(Vector3 left, Vector3 right) => Vector3(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
public static bool operator !=(Vector3 left, Vector3 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
public static Vector3 operator -(Vector3 value, float scalar) => Vector3(value.X - scalar, value.Y - scalar, value.Z - scalar);
public override void ToString(String strBuffer) => strBuffer.AppendF("X:{0} Y:{1} Z:{2}", X, Y, Z);
public static Vector3 operator -(float scalar, Vector3 value) => Vector3(scalar - value.X, scalar - value.Y, scalar - value.Z);
// Todo: move to extension
public static Vector3 operator -(Vector3 value) => Vector3(-value.X, -value.Y, -value.Z);
[Inline]
public static implicit operator DirectX.Math.Vector3(in Self value) => *(DirectX.Math.Vector3*)&value; // Multiplication
[Inline] public static Vector3 operator *(Vector3 left, Vector3 right) => Vector3(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
public static implicit operator Self(in DirectX.Math.Vector3 value) => *(Self*)&value;
} public static Vector3 operator *(Vector3 value, float scalar) => Vector3(value.X * scalar, value.Y * scalar, value.Z * scalar);
}
public static Vector3 operator *(float scalar, Vector3 value) => Vector3(scalar * value.X, scalar * value.Y, scalar * value.Z);
// Division
public static Vector3 operator /(Vector3 left, Vector3 right) => Vector3(left.X / right.X, left.Y / right.Y, left.Z / right.Z);
public static Vector3 operator /(Vector3 value, float scalar)
{
float inv = 1.0f / scalar;
return Vector3(value.X * inv, value.Y * inv, value.Z * inv);
}
public static Vector3 operator /(float scalar, Vector3 value) => Vector3(scalar / value.X, scalar / value.Y, scalar / value.Z);
// Modulo
public static Vector3 operator %(Vector3 left, Vector3 right) => Vector3(left.X % right.X, left.Y % right.Y, left.Z % right.Z);
public static Vector3 operator %(Vector3 value, float scalar) => Vector3(value.X % scalar, value.Y % scalar, value.Z % scalar);
public static Vector3 operator %(float scalar, Vector3 value) => Vector3(scalar % value.X, scalar % value.Y, scalar % value.Z);
// Equality
public static bool operator ==(Vector3 left, Vector3 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
public static bool operator !=(Vector3 left, Vector3 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
public override void ToString(String strBuffer) => strBuffer.AppendF("X:{0} Y:{1} Z:{2}", X, Y, Z);
// Todo: move to extension
[Inline]
public static implicit operator DirectX.Math.Vector3(in Self value) => *(DirectX.Math.Vector3*)&value;
[Inline]
public static implicit operator Self(in DirectX.Math.Vector3 value) => *(Self*)&value;
[Inline]
public static explicit operator Self(float value) => Self(value);
}
}
+4 -1
View File
@@ -2,7 +2,7 @@ using System;
namespace GlitchyEngine.Math namespace GlitchyEngine.Math
{ {
[SwizzleVector(4)] //[SwizzleVector(4, "Vector")]
public struct Vector4 public struct Vector4
{ {
public const Vector4 Zero = .(0f, 0f, 0f, 0f); public const Vector4 Zero = .(0f, 0f, 0f, 0f);
@@ -274,5 +274,8 @@ namespace GlitchyEngine.Math
[Inline] [Inline]
public static implicit operator Self(in DirectX.Math.Vector4 value) => *(Self*)&value; public static implicit operator Self(in DirectX.Math.Vector4 value) => *(Self*)&value;
[Inline]
public static explicit operator Self(float value) => Self(value);
} }
} }
+162
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@@ -0,0 +1,162 @@
#pragma warning disable 4204
using System;
using System.Diagnostics;
namespace GlitchyEngine.Math
{
/**
* A Vector with two components of type int32.
*/
[SwizzleVector(2, "Int32_")]
public struct Int32_2 : IHashable
{
public const Int32_2 Zero = .(0, 0);
public const Int32_2 UnitX = .(1, 0);
public const Int32_2 UnitY = .(0, 1);
public const Int32_2 One = .(1, 1);
public int32 X, Y;
public this() => this = default;
public this(int32 value)
{
X = value;
Y = value;
}
public this(int value)
{
X = (.)value;
Y = (.)value;
}
public this(int32 x, int32 y)
{
X = x;
Y = y;
}
public this(int x, int y)
{
X = (.)x;
Y = (.)y;
}
public ref int32 this[int index]
{
[Inline]
get
{
#if DEBUG
if(index < 0 || index >= 2)
Internal.ThrowIndexOutOfRange(1);
#endif
return ref (&X)[index];
}
}
public int32 MagnitudeSquared() => X * X + Y * Y;
public float Magnitude() => Math.Sqrt(X * X + Y * Y);
public Int32_2 Abs() => .(Math.Abs(X), Math.Abs(Y));
//
// Assignment operators
//
public void operator +=(Int32_2 value) mut
{
X += value.X;
Y += value.Y;
}
public void operator +=(int32 value) mut
{
X += value;
Y += value;
}
public void operator -=(Int32_2 value) mut
{
X -= value.X;
Y -= value.Y;
}
public void operator -=(int32 value) mut
{
X -= value;
Y -= value;
}
public void operator *=(Int32_2 value) mut
{
X *= value.X;
Y *= value.Y;
}
public void operator *=(int32 value) mut
{
X *= value;
Y *= value;
}
public void operator /=(Int32_2 value) mut
{
X /= value.X;
Y /= value.Y;
}
public void operator /=(int32 value) mut
{
X /= value;
Y /= value;
}
// Operators
public static Int32_2 operator +(Int32_2 value) => value;
public static Int32_2 operator +(Int32_2 left, Int32_2 right) => .(left.X + right.X, left.Y + right.Y);
public static Int32_2 operator +(Int32_2 left, int32 right) => .(left.X + right, left.Y + right);
public static Int32_2 operator +(int32 left, Int32_2 right) => .(left + right.X, left + right.Y);
public static Int32_2 operator -(Int32_2 value) => .(-value.X, -value.Y);
public static Int32_2 operator -(Int32_2 left, Int32_2 right) => .(left.X - right.X, left.Y - right.Y);
public static Int32_2 operator -(Int32_2 left, int32 right) => .(left.X - right, left.Y - right);
public static Int32_2 operator -(int32 left, Int32_2 right) => .(left - right.X, left - right.Y);
public static Int32_2 operator *(Int32_2 left, Int32_2 right) => .(left.X * right.X, left.Y * right.Y);
public static Int32_2 operator *(Int32_2 left, int32 right) => .(left.X * right, left.Y * right);
public static Int32_2 operator *(int32 left, Int32_2 right) => .(left * right.X, left * right.Y);
public static Int32_2 operator /(Int32_2 left, Int32_2 right) => .(left.X / right.X, left.Y / right.Y);
public static Int32_2 operator /(Int32_2 left, int32 right) => .(left.X / right, left.Y / right);
public static Int32_2 operator /(int32 left, Int32_2 right) => .(left / right.X, left / right.Y);
public static Int32_2 operator %(Int32_2 left, Int32_2 right) => .(left.X % right.X, left.Y % right.Y);
public static Int32_2 operator %(Int32_2 left, int32 right) => .(left.X % right, left.Y % right);
public static Int32_2 operator %(int32 left, Int32_2 right) => .(left % right.X, left % right.Y);
public static bool operator ==(Int32_2 left, Int32_2 right) => left.X == right.X && left.Y == right.Y;
public static bool operator ==(Int32_2 left, int32 right) => left.X == right && left.Y == right;
public static bool operator ==(int32 left, Int32_2 right) => left == right.X && left == right.Y;
public static bool operator !=(Int32_2 left, Int32_2 right) => left.X != right.X || left.Y != right.Y;
public static bool operator !=(Int32_2 left, int32 right) => left.X != right || left.Y != right;
public static bool operator !=(int32 left, Int32_2 right) => left != right.X || left != right.Y;
public override void ToString(String strBuffer) => strBuffer.AppendF($"X:{X} Y:{Y}");
public static explicit operator Vector2(Int32_2 point) => .(point.X, point.Y);
public static explicit operator Int32_2(Vector2 point) => .((int32)point.X, (int32)point.Y);
public int GetHashCode()
{
return (X * 39) ^ Y;
}
}
}
+206
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@@ -0,0 +1,206 @@
#pragma warning disable 4204
using System;
using System.Diagnostics;
namespace GlitchyEngine.Math
{
/**
* A Vector with three components of type int32.
*/
[SwizzleVector(3, "Int32_")]
public struct Int32_3 : IHashable
{
public const Int32_3 Zero = .(0, 0, 0);
public const Int32_3 UnitX = .(1, 0, 0);
public const Int32_3 UnitY = .(0, 1, 0);
public const Int32_3 UnitZ = .(0, 0, 1);
public const Int32_3 One = .(1, 1, 1);
public int32 X, Y, Z;
public this() => this = default;
public this(int32 value)
{
X = value;
Y = value;
Z = value;
}
public this(int value)
{
X = (.)value;
Y = (.)value;
Z = (.)value;
}
public this(int32 x, int32 y, int32 z)
{
X = x;
Y = y;
Z = z;
}
public this(Int32_2 xy, int32 z)
{
X = xy.X;
Y = xy.Y;
Z = z;
}
public this(int32 x, Int32_2 yz)
{
X = x;
Y = yz.X;
Z = yz.Y;
}
public this(int x, int y, int z)
{
X = (.)x;
Y = (.)y;
Z = (.)z;
}
public this(Int32_2 xy, int z)
{
X = xy.X;
Y = xy.Y;
Z = (.)z;
}
public this(int x, Int32_2 yz)
{
X = (.)x;
Y = yz.X;
Z = yz.Y;
}
public ref int32 this[int index]
{
[Inline]
get
{
#if DEBUG
if(index < 0 || index >= 3)
Internal.ThrowIndexOutOfRange(1);
#endif
return ref (&X)[index];
}
}
public int32 MagnitudeSquared() => X * X + Y * Y + Z * Z;
public float Magnitude() => Math.Sqrt(X * X + Y * Y + Z * Z);
public Int32_3 Abs() => .(Math.Abs(X), Math.Abs(Y), Math.Abs(Z));
//
// Assignment operators
//
public void operator +=(Int32_3 value) mut
{
X += value.X;
Y += value.Y;
Z += value.Z;
}
public void operator +=(int32 value) mut
{
X += value;
Y += value;
Z += value;
}
public void operator -=(Int32_3 value) mut
{
X -= value.X;
Y -= value.Y;
Z -= value.Z;
}
public void operator -=(int32 value) mut
{
X -= value;
Y -= value;
Z -= value;
}
public void operator *=(Int32_3 value) mut
{
X *= value.X;
Y *= value.Y;
Z *= value.Z;
}
public void operator *=(int32 value) mut
{
X *= value;
Y *= value;
Z *= value;
}
public void operator /=(Int32_3 value) mut
{
X /= value.X;
Y /= value.Y;
Z /= value.Z;
}
public void operator /=(int32 value) mut
{
X /= value;
Y /= value;
Z /= value;
}
// Operators
public static Int32_3 operator +(Int32_3 value) => value;
public static Int32_3 operator +(Int32_3 left, Int32_3 right) => .(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
public static Int32_3 operator +(Int32_3 left, int32 right) => .(left.X + right, left.Y + right, left.Z + right);
public static Int32_3 operator +(int32 left, Int32_3 right) => .(left + right.X, left + right.Y, left + right.Z);
public static Int32_3 operator -(Int32_3 value) => .(-value.X, -value.Y, -value.Z);
public static Int32_3 operator -(Int32_3 left, Int32_3 right) => .(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
public static Int32_3 operator -(Int32_3 left, int32 right) => .(left.X - right, left.Y - right, left.Z- right);
public static Int32_3 operator -(int32 left, Int32_3 right) => .(left - right.X, left - right.Y, left - right.Z);
public static Int32_3 operator *(Int32_3 left, Int32_3 right) => .(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
public static Int32_3 operator *(Int32_3 left, int32 right) => .(left.X * right, left.Y * right, left.Z * right);
public static Int32_3 operator *(int32 left, Int32_3 right) => .(left * right.X, left * right.Y, left * right.Z);
public static Int32_3 operator /(Int32_3 left, Int32_3 right) => .(left.X / right.X, left.Y / right.Y, left.Z / right.Z);
public static Int32_3 operator /(Int32_3 left, int32 right) => .(left.X / right, left.Y / right, left.Z / right);
public static Int32_3 operator /(int32 left, Int32_3 right) => .(left / right.X, left / right.Y, left / right.Z);
public static Int32_3 operator %(Int32_3 left, Int32_3 right) => .(left.X % right.X, left.Y % right.Y, left.Z % right.Z);
public static Int32_3 operator %(Int32_3 left, int32 right) => .(left.X % right, left.Y % right, left.Z % right);
public static Int32_3 operator %(int32 left, Int32_3 right) => .(left % right.X, left % right.Y, left % right.Z);
public static bool operator ==(Int32_3 left, Int32_3 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
public static bool operator ==(Int32_3 left, int32 right) => left.X == right && left.Y == right && left.Z == right;
public static bool operator ==(int32 left, Int32_3 right) => left == right.X && left == right.Y && left == right.Z;
public static bool operator !=(Int32_3 left, Int32_3 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
public static bool operator !=(Int32_3 left, int32 right) => left.X != right || left.Y != right || left.Z != right;
public static bool operator !=(int32 left, Int32_3 right) => left != right.X || left != right.Y || left != right.Z;
public override void ToString(String strBuffer) => strBuffer.AppendF($"X:{X} Y:{Y} Z:{Z}");
public static explicit operator Vector3(Int32_3 point) => .(point.X, point.Y, point.Z);
public static explicit operator Int32_3(Vector3 point) => .((int32)point.X, (int32)point.Y, (int32)point.Z);
[Inline]
public static explicit operator Int32_2(in Int32_3 point) => *(Int32_2*)&point;
public int GetHashCode()
{
return (((X * 39) ^ Y) * 39) ^ Z;
}
}
}
+234
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@@ -0,0 +1,234 @@
#pragma warning disable 4204
using System;
using System.Diagnostics;
namespace GlitchyEngine.Math
{
/**
* A Vector with four components of type int32.
*/
[SwizzleVector(4, "Int32_")]
public struct Int32_4 : IHashable
{
public const Int32_4 Zero = .(0, 0, 0, 0);
public const Int32_4 UnitX = .(1, 0, 0, 0);
public const Int32_4 UnitY = .(0, 1, 0, 0);
public const Int32_4 UnitZ = .(0, 0, 1, 0);
public const Int32_4 UnitW = .(0, 0, 0, 1);
public const Int32_4 One = .(1, 1, 1, 1);
public int32 X, Y, Z, W;
public this() => this = default;
public this(int32 value)
{
X = value;
Y = value;
Z = value;
W = value;
}
public this(int value)
{
X = (.)value;
Y = (.)value;
Z = (.)value;
W = (.)value;
}
public this(int32 x, int32 y, int32 z, int32 w)
{
X = x;
Y = y;
Z = z;
W = w;
}
public this(Int32_2 xy, int32 z, int32 w)
{
X = xy.X;
Y = xy.Y;
Z = z;
W = w;
}
public this(int32 x, Int32_2 yz, int32 w)
{
X = x;
Y = yz.X;
Z = yz.Y;
W = w;
}
public this(int32 x, int32 y, Int32_2 zw)
{
X = x;
Y = y;
Z = zw.X;
W = zw.Y;
}
public this(Int32_2 xy, Int32_2 zw)
{
X = xy.X;
Y = xy.Y;
Z = zw.X;
W = zw.Y;
}
public this(Int32_3 xyz, int32 w)
{
X = xyz.X;
Y = xyz.Y;
Z = xyz.Z;
W = w;
}
public this(int32 x, Int32_3 yzw)
{
X = x;
Y = yzw.X;
Z = yzw.Y;
W = yzw.Z;
}
public ref int32 this[int index]
{
[Inline]
get
{
#if DEBUG
if(index < 0 || index >= 3)
Internal.ThrowIndexOutOfRange(1);
#endif
return ref (&X)[index];
}
}
public int32 MagnitudeSquared() => X * X + Y * Y + Z * Z + W * W;
public float Magnitude() => Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
public Int32_4 Abs() => .(Math.Abs(X), Math.Abs(Y), Math.Abs(Z), Math.Abs(W));
//
// Assignment operators
//
public void operator +=(Int32_4 value) mut
{
X += value.X;
Y += value.Y;
Z += value.Z;
W += value.W;
}
public void operator +=(int32 value) mut
{
X += value;
Y += value;
Z += value;
W += value;
}
public void operator -=(Int32_4 value) mut
{
X -= value.X;
Y -= value.Y;
Z -= value.Z;
W -= value.W;
}
public void operator -=(int32 value) mut
{
X -= value;
Y -= value;
Z -= value;
W -= value;
}
public void operator *=(Int32_4 value) mut
{
X *= value.X;
Y *= value.Y;
Z *= value.Z;
W *= value.W;
}
public void operator *=(int32 value) mut
{
X *= value;
Y *= value;
Z *= value;
W *= value;
}
public void operator /=(Int32_4 value) mut
{
X /= value.X;
Y /= value.Y;
Z /= value.Z;
W /= value.W;
}
public void operator /=(int32 value) mut
{
X /= value;
Y /= value;
Z /= value;
W /= value;
}
// Operators
public static Int32_4 operator +(Int32_4 value) => value;
public static Int32_4 operator +(Int32_4 left, Int32_4 right) => .(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
public static Int32_4 operator +(Int32_4 left, int32 right) => .(left.X + right, left.Y + right, left.Z + right, left.W + right);
public static Int32_4 operator +(int32 left, Int32_4 right) => .(left + right.X, left + right.Y, left + right.Z, left + right.W);
public static Int32_4 operator -(Int32_4 value) => .(-value.X, -value.Y, -value.Z, -value.W);
public static Int32_4 operator -(Int32_4 left, Int32_4 right) => .(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
public static Int32_4 operator -(Int32_4 left, int32 right) => .(left.X - right, left.Y - right, left.Z - right, left.W - right);
public static Int32_4 operator -(int32 left, Int32_4 right) => .(left - right.X, left - right.Y, left - right.Z, left - right.W);
public static Int32_4 operator *(Int32_4 left, Int32_4 right) => .(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W);
public static Int32_4 operator *(Int32_4 left, int32 right) => .(left.X * right, left.Y * right, left.Z * right, left.W * right);
public static Int32_4 operator *(int32 left, Int32_4 right) => .(left * right.X, left * right.Y, left * right.Z, left * right.W);
public static Int32_4 operator /(Int32_4 left, Int32_4 right) => .(left.X / right.X, left.Y / right.Y, left.Z / right.Z, left.W / right.W);
public static Int32_4 operator /(Int32_4 left, int32 right) => .(left.X / right, left.Y / right, left.Z / right, left.W / right);
public static Int32_4 operator /(int32 left, Int32_4 right) => .(left / right.X, left / right.Y, left / right.Z, left / right.W);
public static Int32_4 operator %(Int32_4 left, Int32_4 right) => .(left.X % right.X, left.Y % right.Y, left.Z % right.Z, left.W % right.W);
public static Int32_4 operator %(Int32_4 left, int32 right) => .(left.X % right, left.Y % right, left.Z % right, left.W % right);
public static Int32_4 operator %(int32 left, Int32_4 right) => .(left % right.X, left % right.Y, left % right.Z, left % right.W);
public static bool operator ==(Int32_4 left, Int32_4 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z && left.W == right.W;
public static bool operator ==(Int32_4 left, int32 right) => left.X == right && left.Y == right && left.Z == right && left.W == right;
public static bool operator ==(int32 left, Int32_4 right) => left == right.X && left == right.Y && left == right.Z && left == right.W;
public static bool operator !=(Int32_4 left, Int32_4 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z || left.W != right.W;
public static bool operator !=(Int32_4 left, int32 right) => left.X != right || left.Y != right || left.Z != right || left.W != right;
public static bool operator !=(int32 left, Int32_4 right) => left != right.X || left != right.Y || left != right.Z || left != right.W;
public override void ToString(String strBuffer) => strBuffer.AppendF($"X:{X} Y:{Y} Z:{Z} W:{W}");
public static explicit operator Vector4(Int32_4 point) => .(point.X, point.Y, point.Z, point.W);
public static explicit operator Int32_4(Vector4 point) => .((int32)point.X, (int32)point.Y, (int32)point.Z, (int32)point.W);
[Inline]
public static explicit operator Int32_2(in Int32_4 point) => *(Int32_2*)&point;
[Inline]
public static explicit operator Int32_3(in Int32_4 point) => *(Int32_3*)&point;
public int GetHashCode()
{
return (((((X * 39) ^ Y) * 39) ^ Z) * 39) ^ W;
}
}
}
@@ -0,0 +1,38 @@
using DirectX.D3D11;
using internal GlitchyEngine.Renderer;
namespace GlitchyEngine.Renderer
{
extension DepthStencilTarget
{
internal ID3D11DepthStencilView* nativeView ~ _?.Release();
protected override void PlatformCreate()
{
Texture2DDescription desc = .();
desc.Format = .D32_Float;
desc.ArraySize = 1;
desc.BindFlags = .DepthStencil;
desc.Width = _width;
desc.Height = _height;
desc.SampleDesc = .(1, 0);
ID3D11Texture2D* tex = ?;
_context.nativeDevice.CreateTexture2D(ref desc, null, &tex);
_context.nativeDevice.CreateDepthStencilView(tex, null, &nativeView);
tex.Release();
}
public override void Bind()
{
_context.SetDepthStencilTarget(this);
}
public override void Clear(float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags)
{
_context.nativeContext.ClearDepthStencilView(nativeView, (.)clearFlags, depthValue, stencilValue);
}
}
}
@@ -92,8 +92,14 @@ namespace GlitchyEngine.Renderer
} }
private ID3D11DepthStencilView* _depthStencilTarget;
private ID3D11RenderTargetView*[MaxRTVCount] _renderTargets; private ID3D11RenderTargetView*[MaxRTVCount] _renderTargets;
internal void SetDepthStencilTarget(DepthStencilTarget target)
{
_depthStencilTarget = target?.nativeView;
}
public override void SetRenderTarget(RenderTarget renderTarget, int slot = 0) public override void SetRenderTarget(RenderTarget renderTarget, int slot = 0)
{ {
@@ -109,7 +115,7 @@ namespace GlitchyEngine.Renderer
public override void BindRenderTargets() public override void BindRenderTargets()
{ {
nativeContext.OutputMerger.SetRenderTargets(MaxRTVCount, &_renderTargets, null); nativeContext.OutputMerger.SetRenderTargets(MaxRTVCount, &_renderTargets, _depthStencilTarget);
} }
public override void ClearRenderTarget(RenderTarget renderTarget, ColorRGBA color) public override void ClearRenderTarget(RenderTarget renderTarget, ColorRGBA color)
@@ -1,5 +1,7 @@
using GlitchyEngine.Math; using GlitchyEngine.Math;
using internal GlitchyEngine.Renderer;
namespace GlitchyEngine.Renderer namespace GlitchyEngine.Renderer
{ {
extension RendererAPI extension RendererAPI
@@ -24,6 +26,11 @@ namespace GlitchyEngine.Renderer
_context.ClearRenderTarget(renderTarget, clearColor); _context.ClearRenderTarget(renderTarget, clearColor);
} }
public override void Clear(DepthStencilTarget target, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags)
{
_context.nativeContext.ClearDepthStencilView(target.nativeView, (.)clearFlags, depthValue, stencilValue);
}
public override void DrawIndexed(GeometryBinding geometry) public override void DrawIndexed(GeometryBinding geometry)
{ {
_context.DrawIndexed(geometry.IndexCount, geometry.IndexByteOffset, 0); _context.DrawIndexed(geometry.IndexCount, geometry.IndexByteOffset, 0);
@@ -5,13 +5,50 @@ using DirectXTK;
using internal GlitchyEngine.Renderer; using internal GlitchyEngine.Renderer;
typealias NativeTex2DDesc = DirectX.D3D11.Texture2DDescription;
namespace GlitchyEngine.Renderer namespace GlitchyEngine.Renderer
{ {
extension Texture
{
protected internal ID3D11ShaderResourceView* nativeView ~ _?.Release();
protected override void ImplBind(uint32 slot)
{
_context.nativeContext.VertexShader.SetShaderResources(slot, 1, &nativeView);
_context.nativeContext.PixelShader.SetShaderResources(slot, 1, &nativeView);
}
}
extension Texture2DDesc
{
public NativeTex2DDesc ToNative()
{
NativeTex2DDesc desc;
desc.Width = Width;
desc.Height = Height;
desc.MipLevels = MipLevels;
desc.ArraySize = ArraySize;
desc.Format = Format;
// TODO: missing options
desc.SampleDesc = .(1, 0);
desc.Usage = .Immutable;
desc.BindFlags = .ShaderResource;
desc.CpuAccessFlags = .None;
desc.MiscFlags = .None;
return desc;
}
public static implicit operator NativeTex2DDesc(Self desc) => desc.ToNative();
}
extension Texture2D extension Texture2D
{ {
internal ID3D11Texture2D* nativeTexture ~ _?.Release(); protected internal ID3D11Texture2D* nativeTexture ~ _?.Release();
internal ID3D11ShaderResourceView* nativeView ~ _?.Release(); protected internal NativeTex2DDesc nativeDesc;
internal Texture2DDescription nativeDesc;
public override uint32 Width => nativeDesc.Width; public override uint32 Width => nativeDesc.Width;
public override uint32 Height => nativeDesc.Height; public override uint32 Height => nativeDesc.Height;
@@ -25,7 +62,59 @@ namespace GlitchyEngine.Renderer
HResult loadResult = DDSTextureLoader.CreateDDSTextureFromFile(_context.nativeDevice, _path.ToScopedNativeWChar!(), HResult loadResult = DDSTextureLoader.CreateDDSTextureFromFile(_context.nativeDevice, _path.ToScopedNativeWChar!(),
(.)&nativeTexture, &nativeView); (.)&nativeTexture, &nativeView);
if(loadResult.Failed)
{
Log.EngineLogger.Error($"Failed to load texture \"{_path}\". Error({(int)loadResult}): {loadResult}");
nativeTexture?.Release();
nativeView?.Release();
// TODO: load fallback texture
}
let resType = nativeTexture.GetResourceType();
Log.EngineLogger.Assert(resType == .Texture2D, scope $"The texture \"{_path}\" is not a 2D texture (it is {resType}).");
nativeTexture.GetDescription(out nativeDesc);
}
protected override void CreateTexturePlatform(Texture2DDesc desc, void* data, uint32 linePitch)
{
nativeTexture?.Release();
nativeView?.Release();
nativeDesc = desc;
SubresourceData resData = .(data, linePitch, 0);
var result = _context.[Friend]nativeDevice.CreateTexture2D(ref nativeDesc, &resData, &nativeTexture);
Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create texture 2D. Error ({result.Underlying}): {result}");
result = _context.[Friend]nativeDevice.CreateShaderResourceView(nativeTexture, null, &nativeView);
Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create texture view. Error ({result.Underlying}): {result}");
}
}
extension TextureCube
{
protected internal ID3D11Texture2D* nativeTexture ~ _?.Release();
protected internal NativeTex2DDesc nativeDesc;
public override uint32 Width => nativeDesc.Width;
public override uint32 Height => nativeDesc.Height;
public override uint32 ArraySize => nativeDesc.ArraySize / 6;
public override uint32 MipLevels => nativeDesc.MipLevels;
protected override void LoadTexturePlatform()
{
nativeTexture?.Release();
nativeView?.Release();
HResult loadResult = DDSTextureLoader.CreateDDSTextureFromFile(_context.nativeDevice, _path.ToScopedNativeWChar!(),
(.)&nativeTexture, &nativeView);
if(loadResult.Failed) if(loadResult.Failed)
{ {
Log.EngineLogger.Error($"Failed to load texture \"{_path}\". Error({(int)loadResult}): {loadResult}"); Log.EngineLogger.Error($"Failed to load texture \"{_path}\". Error({(int)loadResult}): {loadResult}");
@@ -36,13 +125,13 @@ namespace GlitchyEngine.Renderer
// TODO: load fallback texture // TODO: load fallback texture
} }
nativeTexture.GetDescription(out nativeDesc); let resType = nativeTexture.GetResourceType();
} Log.EngineLogger.Assert(resType == .Texture2D, scope $"The texture \"{_path}\" is not a texture cube (it is {resType}).");
protected override void ImplBind(uint32 slot) nativeTexture.GetDescription(out nativeDesc);
{
_context.nativeContext.VertexShader.SetShaderResources(slot, 1, &nativeView); Log.EngineLogger.Assert(nativeDesc.MiscFlags.HasFlag(.TextureCube), scope $"The texture \"{_path}\" is not a texture cube.");
_context.nativeContext.PixelShader.SetShaderResources(slot, 1, &nativeView); // TODO: load fallback texture
} }
} }
} }
@@ -0,0 +1,49 @@
#if BF_PLATFORM_WINDOWS
using static System.Windows;
namespace GlitchyEngine.Threading
{
extension Mutex
{
internal Handle nativeHandle;
public this(bool initialyOwned = false)
{
nativeHandle = CreateMutexW(null, initialyOwned, null);
Log.EngineLogger.AssertDebug(nativeHandle != 0, scope $"Failed to create mutex. Error code: {GetLastError()}");
}
public ~this()
{
CloseHandle(nativeHandle);
}
public override LockResult Lock(uint32 timeout = InfiniteTimeout)
{
int i = WaitForSingleObject(nativeHandle, timeout);
switch(i)
{
case 0x00000000L:
return .Released;
case 0x00000080L:
return .Abandoned;
case 0x00000102L:
return .Timeout;
case 0xFFFFFFFF:
return .Failed;
default:
return .Unknown;
}
}
public bool Unlock()
{
return ReleaseMutex(nativeHandle);
}
}
}
#endif
@@ -0,0 +1,55 @@
#if BF_PLATFORM_WINDOWS
using static System.Windows;
namespace GlitchyEngine.Threading
{
extension Semaphore
{
internal Handle nativeHandle;
public override this(int32 initialCount = 1, int32 maximumCount = 1)
{
nativeHandle = (.)CreateSemaphoreW(null, initialCount, maximumCount, null);
Log.EngineLogger.AssertDebug(nativeHandle != 0, scope $"Failed to create semaphore. Error code: {GetLastError()}");
}
public ~this()
{
CloseHandle(nativeHandle);
}
public override LockResult Lock(uint32 timeout = InfiniteTimeout)
{
int i = WaitForSingleObject(nativeHandle, timeout);
switch(i)
{
case 0x00000000L:
return .Released;
case 0x00000080L:
return .Abandoned;
case 0x00000102L:
return .Timeout;
case 0xFFFFFFFF:
return .Failed;
default:
return .Unknown;
}
}
public bool Unlock(int32 releaseCount = 1)
{
return ReleaseSemaphore(nativeHandle, releaseCount, null);
}
public bool Unlock(out int32 previousCount, int32 releaseCount = 1)
{
previousCount = ?;
return ReleaseSemaphore(nativeHandle, releaseCount, &previousCount);
}
}
}
#endif
@@ -0,0 +1,38 @@
namespace System
{
extension Windows
{
public struct SecurityAttributes
{
public uint32 Length;
public SECURITY_DESCRIPTOR* SecurityDescriptor;
public IntBool InheritHandle;
}
[LinkName(.C)]
public static extern Windows.Handle CreateSemaphoreW(SecurityAttributes* semaphoreAttributes, int32 initialCount, int32 maximumCount, char16* name);
[LinkName(.C)]
public static extern uint32 WaitForSingleObject(Handle handle, uint32 timeout);
[LinkName(.C)]
public static extern uint32 WaitForMultipleObjects(uint32 count, Handle *handles, IntBool bWaitAll, uint32 timeout);
public const uint32 InfiniteTimeout = 0xFFFFFFFF;
[Inline]
public static uint32 WaitForMultipleObjects(Handle[] handles, bool waitForAll, uint32 timeout = InfiniteTimeout)
{
return WaitForMultipleObjects((.)handles.Count, handles.CArray(), waitForAll, timeout);
}
[LinkName(.C)]
public static extern IntBool ReleaseSemaphore(Handle semaphore, int32 releaseCount, int32* previousCount);
[LinkName(.C)]
public static extern Handle CreateMutexW(SecurityAttributes* mutexAttributes, IntBool initialOwner, char16* name);
[LinkName(.C)]
public static extern IntBool ReleaseMutex(Handle mutex);
}
}
@@ -12,12 +12,30 @@ namespace GlitchyEngine
/// Windows (WinApi) specific implementation of the Input-class /// Windows (WinApi) specific implementation of the Input-class
extension Input extension Input
{ {
internal static bool sUseRawInput = true;
public override static bool RawInput
{
get => sUseRawInput;
set
{
if(sUseRawInput == value)
return;
sUseRawInput = value;
//if(sUseRawInput)
// TODO: init raw input
}
}
/// Represents the state of the input devices on the windows platform (WinApi that is). /// Represents the state of the input devices on the windows platform (WinApi that is).
struct WindowsInputState struct WindowsInputState
{ {
public int8[256] KeyStates; public int8[256] KeyStates;
public Point CursorPosition; public Point CursorPosition;
public Point CursorPositionDifference; public Point CursorPositionDifference;
public Int32_2 RawMovement;
} }
static WindowsInputState* CurrentState = new WindowsInputState() ~ delete _; static WindowsInputState* CurrentState = new WindowsInputState() ~ delete _;
@@ -152,6 +170,19 @@ namespace GlitchyEngine
public override static Point GetMouseMovement() => CurrentState.CursorPositionDifference; public override static Point GetMouseMovement() => CurrentState.CursorPositionDifference;
public override static Int32_2 GetRawMouseMovement()
{
if(sUseRawInput)
{
return CurrentState.RawMovement;
}
else
{
var v = GetMouseMovement();
return *(Int32_2*)&v;
}
}
//[CLink, CallingConvention(.Stdcall)] //[CLink, CallingConvention(.Stdcall)]
//static extern int16 GetKeyState(int32 keycode); //static extern int16 GetKeyState(int32 keycode);
@@ -160,6 +191,8 @@ namespace GlitchyEngine
[CLink, CallingConvention(.Stdcall)] [CLink, CallingConvention(.Stdcall)]
static extern IntBool ScreenToClient(HWnd hWnd, ref Point p); static extern IntBool ScreenToClient(HWnd hWnd, ref Point p);
internal static Int32_2 rawMovement;
public override static void NewFrame() public override static void NewFrame()
{ {
// Switch last and current states // Switch last and current states
@@ -192,6 +225,8 @@ namespace GlitchyEngine
// Calculate cursor movement // Calculate cursor movement
CurrentState.CursorPositionDifference = CurrentState.CursorPosition - LastState.CursorPosition; CurrentState.CursorPositionDifference = CurrentState.CursorPosition - LastState.CursorPosition;
CurrentState.RawMovement = rawMovement;
rawMovement = .Zero;
} }
} }
#endif #endif
@@ -9,6 +9,7 @@ using GlitchyEngine.Events;
using System.Diagnostics; using System.Diagnostics;
using GlitchyEngine.Math; using GlitchyEngine.Math;
using GlitchyEngine.Renderer; using GlitchyEngine.Renderer;
using DirectX.Windows.Winuser.RawInput;
using static System.Windows; using static System.Windows;
namespace GlitchyEngine namespace GlitchyEngine
@@ -215,6 +216,41 @@ namespace GlitchyEngine
LoadWindowRectangle(); LoadWindowRectangle();
Log.EngineLogger.Trace($"Created window \"{Title}\" ({Width}, {Height})"); Log.EngineLogger.Trace($"Created window \"{Title}\" ({Width}, {Height})");
if(Input.RawInput)
{
InitRawInput();
}
}
[CLink, CallingConvention(.Stdcall)]
static extern IntBool RegisterRawInputDevices(RAWINPUTDEVICE* rawInputDevices, uint32 numDevices, uint32 size);
private void InitRawInput()
{
RAWINPUTDEVICE[1] Rid;
Rid[0].UsagePage = 0x01; // HID_USAGE_PAGE_GENERIC
Rid[0].Usage = 0x02; // HID_USAGE_GENERIC_MOUSE
Rid[0].Flags = 0;//RIDEV_NOLEGACY; // adds mouse and also ignores legacy mouse messages
Rid[0].Target = 0;
/*
Rid[1].UsagePage = 0x01; // HID_USAGE_PAGE_GENERIC
Rid[1].Usage = 0x06; // HID_USAGE_GENERIC_KEYBOARD
Rid[1].Flags = RIDEV_NOLEGACY; // adds keyboard and also ignores legacy keyboard messages
Rid[1].Target = 0;
*/
if (!RegisterRawInputDevices(&Rid, Rid.Count, sizeof(RAWINPUTDEVICE)))
{
DirectX.Common.HResult errorCode = (.)GetLastError();
Log.EngineLogger.Error($"Failed to register raw input devices. Message({(int32)errorCode}):{errorCode}");
// Disable raw input
Input.RawInput = false;
}
else
{
Log.EngineLogger.Trace($"Registered raw input devices.");
}
} }
private bool _isResizingOrMoving; private bool _isResizingOrMoving;
@@ -438,11 +474,128 @@ namespace GlitchyEngine
return 0; return 0;
} }
// Raw Input
case 0x00FF: //WM_INPUT
{
uint32 dataSize = ?;
GetRawInputData((.)lParam, RID_INPUT, null, &dataSize, sizeof(RAWINPUTHEADER));
if (dataSize > 0)
{
uint8[] rawData = scope .[dataSize];
if (GetRawInputData((.)lParam, RID_INPUT, rawData.CArray(), &dataSize, sizeof(RAWINPUTHEADER)) == dataSize)
{
RAWINPUT* raw = (.)rawData.CArray();
if (raw.Header.Type == RIM_TYPEMOUSE)
{
int32 movementX = raw.Data.Mouse.lLastX;
int32 movementY = raw.Data.Mouse.lLastY;
// TODO: raw.Data.Mouse.usFlags defines whether movement is abosulte, relative, etc...
Input.[Friend]rawMovement += .(movementX, movementY);
/*
var event = scope MouseMovedEvent(movementX, movementY);
window._eventCallback(event);
// Convert button transition flags to a more manageable type
var buttonTransitions = (RawMouseButtonTransition)raw.Data.Mouse.DUMMYUNIONNAME.DUMMYSTRUCTNAME.usButtonFlags;
if(buttonTransitions.HasFlag(.LeftDown))
{
var buttonEvent = scope MouseButtonPressedEvent(.LeftButton);
window._eventCallback(buttonEvent);
}
else if(buttonTransitions.HasFlag(.LeftUp))
{
var buttonEvent = scope MouseButtonReleasedEvent(.LeftButton);
window._eventCallback(buttonEvent);
}
if(buttonTransitions.HasFlag(.RightDown))
{
var buttonEvent = scope MouseButtonPressedEvent(.RightButton);
window._eventCallback(buttonEvent);
}
else if(buttonTransitions.HasFlag(.RightUp))
{
var buttonEvent = scope MouseButtonReleasedEvent(.RightButton);
window._eventCallback(buttonEvent);
}
if(buttonTransitions.HasFlag(.MiddleDown))
{
var buttonEvent = scope MouseButtonPressedEvent(.MiddleButton);
window._eventCallback(buttonEvent);
}
else if(buttonTransitions.HasFlag(.MiddleUp))
{
var buttonEvent = scope MouseButtonReleasedEvent(.MiddleButton);
window._eventCallback(buttonEvent);
}
if(buttonTransitions.HasFlag(.XButton1Down))
{
var buttonEvent = scope MouseButtonPressedEvent(.XButton1);
window._eventCallback(buttonEvent);
}
else if(buttonTransitions.HasFlag(.XButton1Up))
{
var buttonEvent = scope MouseButtonReleasedEvent(.XButton1);
window._eventCallback(buttonEvent);
}
if(buttonTransitions.HasFlag(.XButton2Down))
{
var buttonEvent = scope MouseButtonPressedEvent(.XButton2);
window._eventCallback(buttonEvent);
}
else if(buttonTransitions.HasFlag(.XButton2Up))
{
var buttonEvent = scope MouseButtonReleasedEvent(.XButton2);
window._eventCallback(buttonEvent);
}
if(buttonTransitions.HasFlag(.MouseWheel))
{
int32 rotation = raw.Data.Mouse.DUMMYUNIONNAME.DUMMYSTRUCTNAME.usButtonData / WHEEL_DELTA;
var scrollEvent = scope MouseScrolledEvent(0, rotation);
window._eventCallback(scrollEvent);
}
if(buttonTransitions.HasFlag(.MouseHWheel))
{
int32 rotation = raw.Data.Mouse.DUMMYUNIONNAME.DUMMYSTRUCTNAME.usButtonData / WHEEL_DELTA;
var scrollEvent = scope MouseScrolledEvent(rotation, 0);
window._eventCallback(scrollEvent);
}
*/
}
}
}
}
} }
return DefWindowProcW(hwnd, uMsg, wParam, lParam); return DefWindowProcW(hwnd, uMsg, wParam, lParam);
} }
enum RawMouseButtonTransition
{
LeftDown = 0x0001,
LeftUp = 0x0002,
MiddleDown = 0x0010,
MiddleUp = 0x0020,
RightDown = 0x0004,
RightUp = 0x0008,
XButton1Down = 0x0040,
XButton1Up = 0x0080,
XButton2Down = 0x0100,
XButton2Up = 0x0200,
MouseWheel = 0x0400,
MouseHWheel = 0x0800
}
public override void Update() public override void Update()
{ {
Message message = .(); Message message = .();
@@ -0,0 +1,29 @@
using System;
namespace GlitchyEngine.Renderer
{
// TODO: add all features.
public class DepthStencilTarget : RefCounted
{
protected internal GraphicsContext _context ~ _?.ReleaseRef();
protected uint32 _width, _height;
public uint32 Width => _width;
public uint32 Height => _height;
public this(GraphicsContext context, uint32 width, uint32 height)
{
_context = context..AddRef();
_width = width;
_height = height;
PlatformCreate();
}
protected extern void PlatformCreate();
public extern void Bind();
public extern void Clear(float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags);
}
}
+114 -4
View File
@@ -4,11 +4,97 @@ using System.Collections;
namespace GlitchyEngine.Renderer namespace GlitchyEngine.Renderer
{ {
public class EffectLibrary
{
private GraphicsContext _context ~ _?.ReleaseRef();
private Dictionary<String, Effect> _effects = new .() ~ delete _;
private List<String> _ownedStrings = new .() ~ DeleteContainerAndItems!(_);
public this(GraphicsContext context)
{
_context = context..AddRef();
}
public ~this()
{
for(let pair in _effects)
{
pair.value.ReleaseRef();
}
}
public void Add(Effect effect, String effectName = null)
{
String name;
if(effectName == null)
{
name = effect.Name;
}
else
{
name = new String(effectName);
_ownedStrings.Add(name);
}
Log.EngineLogger.AssertDebug(!Exists(name), "Can't add two effects with the same name to library.");
_effects.Add(name, effect..AddRef());
}
/**
* Loads the effect with the given file name.
* @param filepath The path to the effect file.
* @param effectName The optional custom effect name which will be used to identify the effect.
* @returns The loaded Effect. Note: This function will increment the reference counter of the effect, so the programmer must decrement it once it's not used anymore.
* If the return-value is not needed, use LoadNoRefInc instead.
*/
public Effect Load(String filepath, String effectName = null)
{
String name = effectName;
if(name == null)
{
name = scope:: String();
Path.GetFileNameWithoutExtension(filepath, name);
}
Log.EngineLogger.AssertDebug(!Exists(name), "Can't add two effects with the same name to library.");
Effect effect = new Effect(_context, filepath, name);
Add(effect);
return effect;
}
/**
* Loads the effect with the given file name.
* @param filepath The path to the effect file.
* @param effectName The optional custom effect name which will be used to identify the effect.
*/
public void LoadNoRefInc(String filepath, String effectName = null)
{
var v = Load(filepath, effectName);
v.ReleaseRef();
}
public Effect Get(String effectName)
{
Log.EngineLogger.AssertDebug(Exists(effectName), "Effect not found!");
return _effects.GetValue(effectName).Get()..AddRef();
}
public bool Exists(String effectName) => _effects.ContainsKey(effectName);
}
public class Effect : RefCounted public class Effect : RefCounted
{ {
protected GraphicsContext _context ~ _?.ReleaseRef(); protected GraphicsContext _context ~ _?.ReleaseRef();
internal VertexShader _vs ~ _?.ReleaseRef(); internal VertexShader _vs ~ _?.ReleaseRef();
internal PixelShader _ps ~ _?.ReleaseRef(); internal PixelShader _ps ~ _?.ReleaseRef();
protected String _name ~ delete _;
BufferCollection _bufferCollection ~ delete _; BufferCollection _bufferCollection ~ delete _;
@@ -41,6 +127,8 @@ namespace GlitchyEngine.Renderer
public BufferCollection Buffers => _bufferCollection; public BufferCollection Buffers => _bufferCollection;
public BufferVariableCollection Variables => _variables; public BufferVariableCollection Variables => _variables;
public String Name => _name;
public void ApplyChanges() public void ApplyChanges()
{ {
for(let buffer in _bufferCollection) for(let buffer in _bufferCollection)
@@ -65,13 +153,23 @@ namespace GlitchyEngine.Renderer
{ {
} }
public this(GraphicsContext context, String filename, String vsEntry, String psEntry) public this(GraphicsContext context, String filename, String vsEntry, String psEntry, String shaderName = null)
{ {
_context = context..AddRef(); _context = context..AddRef();
CompileFromFile(filename, vsEntry, psEntry); CompileFromFile(filename, vsEntry, psEntry);
if(shaderName == null)
{
_name = new String(shaderName);
}
else
{
_name = new String();
Path.GetFileNameWithoutExtension(filename, _name);
}
} }
public this(GraphicsContext context, String filename) public this(GraphicsContext context, String filename, String shaderName = null)
{ {
_context = context..AddRef(); _context = context..AddRef();
@@ -83,13 +181,25 @@ namespace GlitchyEngine.Renderer
Compile(fileContent, vsName, psName); Compile(fileContent, vsName, psName);
MergeResources(); MergeResources();
if(shaderName == null)
{
_name = new String();
Path.GetFileNameWithoutExtension(filename, _name);
}
else
{
_name = new String(shaderName);
}
} }
public this(String vsPath, String vsEntry, String psPath, String psEntry) public this(String shaderName, String vsPath, String vsEntry, String psPath, String psEntry)
{ {
Compile(vsPath, vsEntry, psPath, psEntry); Compile(vsPath, vsEntry, psPath, psEntry);
_name = new String(shaderName);
} }
private void CompileFromFile(String filename, String vsEntry, String psEntry) private void CompileFromFile(String filename, String vsEntry, String psEntry)
{ {
let vs = Shader.FromFile!<VertexShader>(_context, filename, vsEntry); let vs = Shader.FromFile!<VertexShader>(_context, filename, vsEntry);
@@ -87,9 +87,9 @@ namespace GlitchyEngine.Renderer
case .LimitedReversed: case .LimitedReversed:
_projection = Matrix.ReversedPerspectiveProjection(_fovY, _aspect, _nearPlane, _farPlane); _projection = Matrix.ReversedPerspectiveProjection(_fovY, _aspect, _nearPlane, _farPlane);
case .Infinite: case .Infinite:
_projection = Matrix.InfinitePerspectiveProjection(_fovY, _aspect, _nearPlane); // todo: epsilon _projection = Matrix.InfinitePerspectiveProjection(_fovY, _aspect, _nearPlane);
case .InfiniteReversed: case .InfiniteReversed:
_projection = Matrix.ReversedInfinitePerspectiveProjection(_fovY, _aspect, _nearPlane); // todo: epsilon _projection = Matrix.ReversedInfinitePerspectiveProjection(_fovY, _aspect, _nearPlane);
default: default:
Log.EngineLogger.Assert(false, "Unknown projection type."); Log.EngineLogger.Assert(false, "Unknown projection type.");
} }
@@ -1,3 +1,4 @@
using System;
namespace GlitchyEngine.Renderer namespace GlitchyEngine.Renderer
{ {
public enum FillMode public enum FillMode
@@ -49,7 +50,7 @@ namespace GlitchyEngine.Renderer
public static readonly RasterizerStateDescription Default = .(.Solid, .Back, false, 0, 0f, 0f, true, false, false, false); public static readonly RasterizerStateDescription Default = .(.Solid, .Back, false, 0, 0f, 0f, true, false, false, false);
} }
public class RasterizerState public class RasterizerState : RefCounted
{ {
internal GraphicsContext _context ~ _?.ReleaseRef(); internal GraphicsContext _context ~ _?.ReleaseRef();
private RasterizerStateDescription _description; private RasterizerStateDescription _description;
@@ -3,6 +3,13 @@ using GlitchyEngine.Math;
namespace GlitchyEngine.Renderer namespace GlitchyEngine.Renderer
{ {
public enum DepthStencilClearFlag
{
None = 0,
Depth = 1,
Stencil = 2
}
public static class RenderCommand public static class RenderCommand
{ {
private static RendererAPI _rendererAPI; private static RendererAPI _rendererAPI;
@@ -24,6 +31,13 @@ namespace GlitchyEngine.Renderer
{ {
_rendererAPI.Clear(renderTarget, color); _rendererAPI.Clear(renderTarget, color);
} }
[Inline]
public static void Clear(DepthStencilTarget target, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags)
{
_rendererAPI.Clear(target, depthValue, stencilValue, clearFlags);
}
[Inline] [Inline]
public static void DrawIndexed(GeometryBinding geometry) public static void DrawIndexed(GeometryBinding geometry)
@@ -19,6 +19,8 @@ namespace GlitchyEngine.Renderer
public extern void Clear(RenderTarget renderTarget, ColorRGBA clearColor); public extern void Clear(RenderTarget renderTarget, ColorRGBA clearColor);
public extern void Clear(DepthStencilTarget target, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags);
public extern void DrawIndexed(GeometryBinding geometry); public extern void DrawIndexed(GeometryBinding geometry);
} }
} }
+34 -2
View File
@@ -38,7 +38,7 @@ namespace GlitchyEngine.Renderer
_samplerState.Bind(slot); _samplerState.Bind(slot);
} }
protected abstract void ImplBind(uint32 slot); protected extern void ImplBind(uint32 slot);
protected this(GraphicsContext context) protected this(GraphicsContext context)
{ {
@@ -46,6 +46,15 @@ namespace GlitchyEngine.Renderer
} }
} }
public struct Texture2DDesc
{
public uint32 Width;
public uint32 Height;
public uint32 ArraySize;
public uint32 MipLevels;
public Format Format;
}
public class Texture2D : Texture public class Texture2D : Texture
{ {
protected String _path ~ delete _; protected String _path ~ delete _;
@@ -55,8 +64,31 @@ namespace GlitchyEngine.Renderer
public override uint32 Depth => 1; public override uint32 Depth => 1;
public override extern uint32 ArraySize {get;} public override extern uint32 ArraySize {get;}
public override extern uint32 MipLevels {get;} public override extern uint32 MipLevels {get;}
protected this(GraphicsContext context) : base(context) {}
protected override extern void ImplBind(uint32 slot); public this(GraphicsContext context, String path) : base(context)
{
this._path = new String(path);
LoadTexturePlatform();
}
protected extern void LoadTexturePlatform();
protected extern void CreateTexturePlatform(Texture2DDesc desc, void* data, uint32 linePitch);
}
public class TextureCube : Texture
{
protected String _path ~ delete _;
public override extern uint32 Width {get;}
public override extern uint32 Height {get;}
public override uint32 Depth => 1;
public override extern uint32 ArraySize {get;}
public override extern uint32 MipLevels {get;}
protected this(GraphicsContext context) : base(context) {}
public this(GraphicsContext context, String path) : base(context) public this(GraphicsContext context, String path) : base(context)
{ {
+24
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@@ -0,0 +1,24 @@
namespace GlitchyEngine.Threading
{
public enum LockResult
{
/**
* The lock was released by the owning thread.
*/
Released,
/**
* The owning thread terminated without releasing the lock.
*/
Abandoned,
/**
* The lock function timed out.
*/
Timeout,
/**
* The function has failed.
*/
Failed,
Unknown
}
}
+13
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@@ -0,0 +1,13 @@
namespace GlitchyEngine.Threading
{
public class Mutex
{
public extern this(bool initialyOwned = false);
public const uint32 InfiniteTimeout = 0xFFFFFFFF;
public extern LockResult Lock(uint32 timeout = InfiniteTimeout);
public extern bool Unlock();
}
}
+15
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@@ -0,0 +1,15 @@
namespace GlitchyEngine.Threading
{
public class Semaphore
{
public extern this(int32 initialCount = 1, int32 maximumCount = 1);
public const uint32 InfiniteTimeout = 0xFFFFFFFF;
public extern LockResult Lock(uint32 timeout = InfiniteTimeout);
public extern bool Unlock(int32 releaseCount = 1);
public extern bool Unlock(out int32 previousCount, int32 releaseCount = 1);
}
}
+30
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@@ -0,0 +1,30 @@
using System;
namespace GlitchyEngine.World
{
public class ComponentPool
{
int _objectSize;
int _capacity;
int PoolSize => _objectSize * _capacity;
uint8* _rawData ~ delete _;
public this(int objectSize, int capacity)
{
_objectSize = objectSize;
_capacity = capacity;
_rawData = new uint8[_capacity * _objectSize]*;
}
[Inline]
public void* Get(int index)
{
Log.EngineLogger.AssertDebug(index >= 0 && index < _capacity);
return _rawData + index * _objectSize;
}
}
}
+250
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@@ -0,0 +1,250 @@
using System;
using System.Collections;
using GlitchyEngine.Math;
using internal GlitchyEngine.World;
namespace GlitchyEngine.World
{
public class EcsWorld
{
const int MaxEntities = 1024;
typealias BitmaskEntry = (Entity ID, BitArray ComponentMask);
List<BitmaskEntry> _entities = new .();
List<uint32> _freeIndices = new List<uint32>() ~ delete _;
typealias ComponentPoolEntry = (uint32 Id, ComponentPool Pool);
Dictionary<Type, ComponentPoolEntry> _componentPools = new .();
public ~this()
{
for(var entry in _componentPools)
{
delete entry.value.Pool;
}
delete _componentPools;
for(var entry in _entities)
{
delete entry.ComponentMask;
}
delete _entities;
}
/**
* Registers a new Component.
*/
public void Register<T>() where T: struct
{
_componentPools.Add(typeof(T), ((uint32)_componentPools.Count, new ComponentPool(sizeof(T), MaxEntities)));
}
/**
* Creates a new Entity and returns its ID.
*/
public Entity NewEntity()
{
Entity entity;
// Reuse freed entity slot
if(_freeIndices.Count > 0)
{
uint32 index = _freeIndices.PopBack();
entity = Entity.CreateEntityID(index, _entities[index].ID.Version);
_entities[index].ID = entity;
}
// Create new entity slot
else
{
entity = Entity.CreateEntityID((.)_entities.Count, 0);
_entities.Add((entity, new BitArray(_componentPools.Count)));
}
return entity;
}
/**
* Removes the specified Entity from the World.
*/
public void RemoveEntity(Entity entity)
{
var listEntity = ref _entities[entity.Index];
if(entity != listEntity.ID)
return;
listEntity.ID = Entity.CreateEntityID(Entity.InvalidEntity.Index, entity.Version + 1);
_entities[entity.Index].ComponentMask.Clear();
_freeIndices.Add(entity.Index);
// TODO: add "destructor" for components
}
/**
* Assigns a component of type T to the specified entity and returns it.
*/
public T* AssignComponent<T>(Entity entity) where T : struct
{
if(entity.Index > _entities.Count)
return null;
var listEntity = ref _entities[entity.Index];
if(entity != listEntity.ID)
return null;
ComponentPoolEntry entry;
if(!_componentPools.TryGetValue(typeof(T), out entry))
{
entry = ((uint32)_componentPools.Count, new ComponentPool(sizeof(T), MaxEntities));
_componentPools.Add(typeof(T), entry);
}
// TODO: maybe assert?
if(listEntity.ComponentMask[entry.Id])
return null;
listEntity.ComponentMask[entry.Id] = true;
return (.)entry.Pool.Get(entity.Index);
}
/**
* Removes a component of type T from the specified entity.
*/
public void RemoveComponent<T>(Entity entity) where T : struct
{
if(entity.Index > _entities.Count)
return;
var listEntity = ref _entities[entity.Index];
if(entity != listEntity.ID)
return;
ComponentPoolEntry entry;
if(!_componentPools.TryGetValue(typeof(T), out entry))
return;
// TODO: maybe assert?
if(!listEntity.ComponentMask[entry.Id])
return;
listEntity.ComponentMask[entry.Id] = false;
}
public T* GetComponent<T>(Entity entity) where T : struct
{
var listEntity = ref _entities[entity.Index];
if(entity != listEntity.ID)
return null;
ComponentPoolEntry entry;
if(!_componentPools.TryGetValue(typeof(T), out entry))
return null;
// TODO: maybe assert?
if(!listEntity.ComponentMask[entry.Id])
return null;
return (.)entry.Pool.Get(entity.Index);
}
public WorldEnumerator Enumerate(params Type[] componentTypes)
{
return WorldEnumerator(this, componentTypes);
}
public struct WorldEnumerator : IEnumerator<Entity>, IDisposable
{
private EcsWorld _world;
private BitArray _bitMask;
private BitmaskEntry* _currentEntry;
private BitmaskEntry* _endEntry;
public this(EcsWorld world, Type[] componentTypes)
{
_world = world;
_currentEntry = _world._entities.Ptr;
_endEntry = _world._entities.Ptr + _world._entities.Count;
_bitMask = new BitArray(_world._componentPools.Count);
for(var type in componentTypes)
{
Log.EngineLogger.AssertDebug(type.IsStruct, "Components can only be structs.");
var result = _world._componentPools.GetValue(type);
if(result case .Ok(let entry))
{
_bitMask[entry.Id] = true;
}
else
{
Log.EngineLogger.AssertDebug(false, "Queried component is not registered for this world. This is invalid because the query would never return any results.");
}
}
}
public Result<Entity> GetNext() mut
{
while(_currentEntry < _endEntry)
{
BitmaskEntry* entry = _currentEntry++;
// Check whether or not mask matches
if(entry.ComponentMask.MaskMatch(_bitMask))
return entry.ID;
}
return .Err;
}
public void Dispose()
{
delete _bitMask;
}
}
public static void Test()
{
EcsWorld world = new .();
world.Register<TransformComponent>();
Entity entity = world.NewEntity();
TransformComponent* myComp = world.AssignComponent<TransformComponent>(entity);
myComp.Transform = Matrix.Identity;
TransformComponent gotComp = *world.GetComponent<TransformComponent>(entity);
world.RemoveComponent<TransformComponent>(entity);
Entity entity2 = world.NewEntity();
world.AssignComponent<TransformComponent>(entity2);
world.RemoveEntity(entity);
entity = world.NewEntity();
world.RemoveEntity(entity);
world.RemoveComponent<TransformComponent>(entity);
entity = world.NewEntity();
for(let forenty in world.Enumerate(typeof(TransformComponent)))
{
}
delete world;
}
}
}
+30
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@@ -0,0 +1,30 @@
using System;
using internal GlitchyEngine.World;
namespace GlitchyEngine.World
{
public struct Entity : uint64
{
// Binary Format:
// Bits: [0 - 31] [32 - 64]
// Data: Version Index
[Inline]
internal uint32 Version => (uint32)this;
[Inline]
internal uint32 Index => (uint32)(this >> 32);
[Inline]
static internal Entity CreateEntityID(uint32 index, uint32 version)
{
return ((uint64)index << 32) | version;
}
[Inline]
internal bool IsValid => Index != InvalidEntity.Index;
public const Entity InvalidEntity = ((uint64)uint32.MaxValue << 32) | 0;//TODO: Report bug: CreateEntityID(uint32.MaxValue, 0);
}
}
@@ -0,0 +1,19 @@
using GlitchyEngine.Math;
namespace GlitchyEngine.World
{
public struct TransformComponent
{
static int _id;
public static int ID {get => _id; set => _id = value; }
internal Matrix _transform;
public Matrix Transform
{
get => _transform;
set mut => _transform = value;
}
}
}
+1 -1
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@@ -1,5 +1,5 @@
FileVersion = 1 FileVersion = 1
Dependencies = {GlitchyEngine = "*", corlib = "*"} Dependencies = {GlitchyEngine = "*", corlib = "*", LodePng = "*"}
[Project] [Project]
Name = "Sandbox" Name = "Sandbox"
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+26 -14
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@@ -8,6 +8,8 @@ using ImGui;
using GlitchyEngine.Renderer; using GlitchyEngine.Renderer;
using GlitchyEngine.Math; using GlitchyEngine.Math;
using Sandbox.VoxelFun;
namespace Sandbox namespace Sandbox
{ {
class ExampleLayer : Layer class ExampleLayer : Layer
@@ -59,9 +61,6 @@ namespace Sandbox
RasterizerState _rasterizerState ~ delete _; RasterizerState _rasterizerState ~ delete _;
Effect _effect ~ _?.ReleaseRef();
Effect _textureEffect ~ _?.ReleaseRef();
GraphicsContext _context ~ _?.ReleaseRef(); GraphicsContext _context ~ _?.ReleaseRef();
Texture2D _texture ~ _?.ReleaseRef(); Texture2D _texture ~ _?.ReleaseRef();
@@ -70,6 +69,8 @@ namespace Sandbox
BlendState _alphaBlendState ~ _?.ReleaseRef(); BlendState _alphaBlendState ~ _?.ReleaseRef();
BlendState _opaqueBlendState ~ _?.ReleaseRef(); BlendState _opaqueBlendState ~ _?.ReleaseRef();
EffectLibrary _effectLibrary ~ delete _;
private Vector3 CircleCoord(float angle) private Vector3 CircleCoord(float angle)
{ {
return .(Math.Cos(angle), Math.Sin(angle), 0); return .(Math.Cos(angle), Math.Sin(angle), 0);
@@ -80,13 +81,17 @@ namespace Sandbox
{ {
_context = Application.Get().Window.Context..AddRef(); _context = Application.Get().Window.Context..AddRef();
_effect = new Effect(_context, "content\\Shaders\\basicShader.hlsl"); _effectLibrary = new EffectLibrary(_context);
_effectLibrary.LoadNoRefInc("content\\Shaders\\basicShader.hlsl");
_textureEffect = new Effect(_context, "content\\Shaders\\textureShader.hlsl"); var textureEffect = _effectLibrary.Load("content\\Shaders\\textureShader.hlsl");
// Create Input Layout // Create Input Layout
_vertexLayout = new VertexLayout(_context, VertexColorTexture.VertexElements, _textureEffect.VertexShader); _vertexLayout = new VertexLayout(_context, VertexColorTexture.VertexElements, textureEffect.VertexShader);
textureEffect.ReleaseRef();
// Create hexagon // Create hexagon
{ {
@@ -239,29 +244,35 @@ namespace Sandbox
_opaqueBlendState.Bind(); _opaqueBlendState.Bind();
var basicEffect = _effectLibrary.Get("basicShader");
var textureEffect = _effectLibrary.Get("textureShader");
for(int x < 20) for(int x < 20)
for(int y < 20) for(int y < 20)
{ {
if((x + y) % 2 == 0) if((x + y) % 2 == 0)
_effect.Variables["BaseColor"].SetData(_squareColor0); basicEffect.Variables["BaseColor"].SetData(_squareColor0);
else else
_effect.Variables["BaseColor"].SetData(_squareColor1); basicEffect.Variables["BaseColor"].SetData(_squareColor1);
Matrix transform = Matrix.Translation(x * 0.2f, y * 0.2f, 0) * Matrix.Scaling(0.1f); Matrix transform = Matrix.Translation(x * 0.2f, y * 0.2f, 0) * Matrix.Scaling(0.1f);
Renderer.Submit(_quadGeometryBinding, _effect, transform); Renderer.Submit(_quadGeometryBinding, basicEffect, transform);
} }
_effect.Variables["BaseColor"].SetData(_squareColor1); basicEffect.Variables["BaseColor"].SetData(_squareColor1);
_texture.Bind(); _texture.Bind();
Renderer.Submit(_quadGeometryBinding, _textureEffect, .Scaling(1.5f)); Renderer.Submit(_quadGeometryBinding, textureEffect, .Scaling(1.5f));
_alphaBlendState.Bind(); _alphaBlendState.Bind();
_ge_logo.Bind(); _ge_logo.Bind();
Renderer.Submit(_quadGeometryBinding, _textureEffect, .Scaling(1.5f)); Renderer.Submit(_quadGeometryBinding, textureEffect, .Scaling(1.5f));
Renderer.EndScene(); Renderer.EndScene();
basicEffect.ReleaseRef();
textureEffect.ReleaseRef();
} }
ColorRGBA _squareColor0 = ColorRGBA.CornflowerBlue; ColorRGBA _squareColor0 = ColorRGBA.CornflowerBlue;
@@ -292,7 +303,8 @@ namespace Sandbox
{ {
public this() public this()
{ {
PushLayer(new ExampleLayer()); PushLayer(new VoxelTestLayer());
//PushLayer(new ExampleLayer());
} }
[Export, LinkName("CreateApplication")] [Export, LinkName("CreateApplication")]
+41
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@@ -0,0 +1,41 @@
using GlitchyEngine;
using GlitchyEngine.Math;
namespace Sandbox.VoxelFun
{
class Block
{
private Model _model;
private uint16 _blockID;
public uint16 ID => _blockID;
public Model Model => _model;
public BlockFace VisibleNeighbors {get;}
public this(BlockFace visibleNeighbors = .None)
{
VisibleNeighbors = visibleNeighbors;
}
/**
* This method will be called when the block is being destroyed by the player.
* @param blockCoordinate The coordinate the block is at.
*/
public virtual void OnBreaking(Int32_3 blockCoordinate)
{
Log.ClientLogger.Info($"I broke. {{{blockCoordinate}}}");
}
/**
* This method will be called when the block is being placed by the player.
* @param blockCoordinate The coordinate the block is at.
*/
public virtual void OnPlacing(Int32_3 blockCoordinate)
{
Log.ClientLogger.Info($"I live! {{{blockCoordinate}}}");
}
}
}
+145
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@@ -0,0 +1,145 @@
using System.Collections;
using GlitchyEngine.Math;
using static Sandbox.VoxelFun.VoxelTestLayer;
namespace Sandbox.VoxelFun
{
abstract class Model
{
public abstract void GenerateGeometry(Block block, Vector3 blockPosition, BlockFace visibleFaces, List<VertexColorTexture> vertices, List<uint32> indices, ref uint32 lastIndex);
protected static void AddQuadIndices(ref uint32 lastIndex, List<uint32> indices)
{
uint32[6] inds;
inds[0] = lastIndex;
inds[1] = lastIndex + 1;
inds[2] = lastIndex + 2;
inds[3] = lastIndex + 2;
inds[4] = lastIndex + 3;
inds[5] = lastIndex;
indices.AddRange(inds);
lastIndex += 4;
}
}
class BlockModel : Model
{
Color _color;
BlockTexture _textureTop;
BlockTexture _textureSide;
BlockTexture _textureBottom;
public this(Color color)
{
_color = color;
bottomCoords = sideCoords = topCoords = (.Zero, .UnitX, .UnitY, .One);
}
public this(Color color, BlockTexture texture) : this(color, texture, texture, texture)
{
}
public this(Color color, BlockTexture topTexture, BlockTexture sideTexture, BlockTexture bottomTexture)
{
_color = color;
_textureTop = topTexture;
_textureSide = sideTexture;
_textureBottom = bottomTexture;
CalculateTexCoords();
}
typealias TexCoords = (Vector2 Zero, Vector2 UnitX, Vector2 UnitY, Vector2 One);
TexCoords topCoords;
TexCoords sideCoords;
TexCoords bottomCoords;
private void CalculateTexCoords()
{
topCoords = GetQuadCoords(_textureTop);
sideCoords = GetQuadCoords(_textureSide);
bottomCoords = GetQuadCoords(_textureBottom);
}
private TexCoords GetQuadCoords(BlockTexture texture)
{
TexCoords coords;
coords.UnitX = texture.TransformTexCoords(.UnitX);
coords.UnitY = texture.TransformTexCoords(.UnitY);
coords.Zero = texture.TransformTexCoords(.Zero);
coords.One = texture.TransformTexCoords(.One);
return coords;
}
public override void GenerateGeometry(Block block, Vector3 blockPosition, BlockFace visibleFaces, List<VertexColorTexture> vertices, List<uint32> indices, ref uint32 lastIndex)
{
if(visibleFaces.HasFlag(.Back))
{
vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 0), _color, sideCoords.UnitY));
vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 0), _color, sideCoords.One));
vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 0), _color, sideCoords.UnitX));
vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 0), _color, sideCoords.Zero));
AddQuadIndices(ref lastIndex, indices);
}
if(visibleFaces.HasFlag(.Top))
{
vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 0), _color, topCoords.UnitY));
vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 0), _color, topCoords.One));
vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 1), _color, topCoords.UnitX));
vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 1), _color, topCoords.Zero));
AddQuadIndices(ref lastIndex, indices);
}
if(visibleFaces.HasFlag(.Bottom))
{
vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 1), _color, bottomCoords.UnitY));
vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 1), _color, bottomCoords.One));
vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 0), _color, bottomCoords.UnitX));
vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 0), _color, bottomCoords.Zero));
AddQuadIndices(ref lastIndex, indices);
}
if(visibleFaces.HasFlag(.Front))
{
vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 1), _color, sideCoords.UnitY));
vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 1), _color, sideCoords.One));
vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 1), _color, sideCoords.UnitX));
vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 1), _color, sideCoords.Zero));
AddQuadIndices(ref lastIndex, indices);
}
if(visibleFaces.HasFlag(.Right))
{
vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 0), _color, sideCoords.UnitY));
vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 1), _color, sideCoords.One));
vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 1), _color, sideCoords.UnitX));
vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 0), _color, sideCoords.Zero));
AddQuadIndices(ref lastIndex, indices);
}
if(visibleFaces.HasFlag(.Left))
{
vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 1), _color, sideCoords.UnitY));
vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 0), _color, sideCoords.One));
vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 0), _color, sideCoords.UnitX));
vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 1), _color, sideCoords.Zero));
AddQuadIndices(ref lastIndex, indices);
}
}
}
}
+28
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@@ -0,0 +1,28 @@
using System;
using GlitchyEngine.Math;
namespace Sandbox.VoxelFun
{
class BlockTexture
{
private String _fileName;
public String FileName => _fileName;
private Vector2 _atlasStart;
private Vector2 _atlasSize;
[AllowAppend]
public this(String fileName)
{
String str = append String(fileName);
_fileName = str;
}
public Vector2 TransformTexCoords(Vector2 texCoords)
{
return _atlasStart + texCoords * _atlasSize;
}
}
}
+49
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@@ -0,0 +1,49 @@
using System.Collections;
using GlitchyEngine.Renderer;
namespace Sandbox.VoxelFun
{
class BlockTextures
{
static List<BlockTexture> _textures = new List<BlockTexture>() ~ DeleteContainerAndItems!(_);
static TextureAtlas _atlas ~ _?.ReleaseRef();
public static BlockTexture Stone;
public static BlockTexture Dirt;
public static BlockTexture GrassTop;
public static BlockTexture GrassSide;
public static TextureAtlas Atlas => _atlas;
public static void Init(GraphicsContext context)
{
Stone = RegisterTexture(.. new BlockTexture("Content\\Textures\\Stone.png"));
Dirt = RegisterTexture(.. new BlockTexture("Content\\Textures\\Dirt.png"));
GrassTop = RegisterTexture(.. new BlockTexture("Content\\Textures\\GrassTop.png"));
GrassSide = RegisterTexture(.. new BlockTexture("Content\\Textures\\GrassSide.png"));
GenerateAtlas(context);
}
private static void RegisterTexture(BlockTexture texture)
{
_textures.Add(texture);
}
static void GenerateAtlas(GraphicsContext context)
{
_atlas = new TextureAtlas(context, _textures);
GlitchyEngine.Renderer.SamplerStateDescription desc = .();
desc.MagFilter = .Point;
desc.MinFilter = .Point;
desc.MipFilter = .Point;
desc.MipMaxLOD = 0;
desc.MipMinLOD = 0;
desc.MaxAnisotropy = 0;
_atlas.SamplerState = new SamplerState(context, desc)..ReleaseRefNoDelete();
}
}
}
+37
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@@ -0,0 +1,37 @@
using System;
using System.Collections;
namespace Sandbox.VoxelFun
{
static class Blocks
{
static uint16 _sLastId;
static List<Block> _blocks = new List<Block>() ~ DeleteContainerAndItems!(_);
/// Air is a special Block. It defines the absence of a block.
public static Block Air;
public static Block Stone;
public static Block Grass;
public static Block Dirt;
public static void Init()
{
Air = RegisterBlock(.. new Block(.All));
Stone = RegisterBlock(.. new Block());
Grass = RegisterBlock(.. new Block());
Dirt = RegisterBlock(.. new Block());
}
private static void RegisterBlock(Block block)
{
block.[Friend]_blockID = _sLastId;
_sLastId++;
_blocks.Add(block);
}
public static Block GetFromId(int id)
{
return _blocks[id];
}
}
}
+642
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@@ -0,0 +1,642 @@
using GlitchyEngine.Math;
using GlitchyEngine.Renderer;
using System.Diagnostics;
using System;
using System.Collections;
using System.Threading;
using System.Collections;
using GlitchyEngine.ImGui;
using ImGui;
using System.IO;
using GlitchyEngine;
using GlitchyEngine.Threading;
namespace Sandbox.VoxelFun
{
public class Chunk
{
public ChunkManager ChunkManager;
public GeometryBinding Geometry ~ _?.ReleaseRef();
public VoxelChunk Data;
public Matrix Transform;
public Int32_3 Position;
public Int32_3 Coordinate;
private bool _isDirty;
private bool _isGeometryDirty;
/// Neighbors that will trigger a regeneration of this chunks geometry
public BlockFace _reqiredNeighbors;
public bool IsDirty => _isDirty;
public bool IsGeometryDirty
{
get => _isGeometryDirty;
set => _isGeometryDirty = value;
}
public void SetBlock(Int32_3 coordinate, Block blockId)
{
Log.EngineLogger.AssertDebug(coordinate.X >= 0 && coordinate.Y >= 0 && coordinate.Z >= 0 && coordinate.X < VoxelChunk.Size.X && coordinate.Y < VoxelChunk.Size.Y && coordinate.Z < VoxelChunk.Size.Z, "Specified coordinate is out of range.");
Data.Data[coordinate.X][coordinate.Y][coordinate.Z] = blockId;
_isDirty = true;
_isGeometryDirty = true;
ChunkManager.[Friend]chunkPosLock.Exit();
}
public Block GetBlock(Int32_3 coordinate)
{
Log.EngineLogger.AssertDebug(coordinate.X >= 0 && coordinate.Y >= 0 && coordinate.Z >= 0 && coordinate.X < VoxelChunk.Size.X && coordinate.Y < VoxelChunk.Size.Y && coordinate.Z < VoxelChunk.Size.Z, "Specified coordinate is out of range.");
return Data.Data[coordinate.X][coordinate.Y][coordinate.Z];
}
public void Serialize(Stream stream)
{
uint16[VoxelChunk.SizeX][VoxelChunk.SizeY][VoxelChunk.SizeZ] rawData = ?;
for(int x = 0; x < VoxelChunk.SizeX; x++)
for(int y = 0; y < VoxelChunk.SizeY; y++)
for(int z = 0; z < VoxelChunk.SizeZ; z++)
{
rawData[x][y][z] = Data.Data[x][y][z].ID;
}
stream.Write(rawData);
_isDirty = false;
}
}
public class ChunkManager
{
GraphicsContext _context ~ _?.ReleaseRef();
int _viewDistance = 8;
private World _world;
private String _chunkBasePath ~ delete _;
Dictionary<Int32_3, Chunk> _chunks = new .() ~ delete _;
private HashSet<Int32_3> _generatingChunks = new .() ~ delete _;
private Monitor _generatingChunksLock = new .() ~ delete _;
public Effect TextureEffect ~ _?.ReleaseRef();
VoxelGeometryGenerator voxelGeoGen = new VoxelGeometryGenerator() ~ delete _;
Thread chunkLoader;
bool stopChunkLoader;
Monitor chunkListLock = new Monitor() ~ delete _;
Int32_3 chunkPosition;
Int32_3 oldChunkPosition = .(Int.MaxValue, Int.MaxValue, Int.MaxValue);
Monitor chunkPosLock = new Monitor() ~ delete _;
Monitor chunkPosChanged = new Monitor()..Enter() ~ delete _;
public World World => _world;
public delegate void ChunkLoadedHandler(Int32_3 chunkCoordinate);
Event<ChunkLoadedHandler> _chunkLoaded ~ _.Dispose();
Monitor _chunkLoadedLock = new Monitor() ~ delete _;
public this(GraphicsContext context, VertexLayout vertexLayout, World world)
{
_context = context..AddRef();
_world = world;
_chunkBasePath = Path.InternalCombine(.. new String(), _world.Directory, "chunks", "");
if(!Directory.Exists(_chunkBasePath))
{
Directory.CreateDirectory(_chunkBasePath);
}
voxelGeoGen.Context = _context;
voxelGeoGen.Layout = vertexLayout;
chunkLoader = new Thread(new => ChunkLoaderThread_Entry);
chunkLoader.Start();
}
public ~this()
{
stopChunkLoader = true;
chunkLoader.Join();
// Unload (and save) all chunks
for(var pair in _chunks)
{
UnloadChunk(pair.value);
}
}
/**
* Returns whether or not the chunk with the given coordinate is currently loaded.
*/
[Inline]
public bool IsChunkLoaded(Int32_3 chunkCoordinate)
{
using(chunkListLock.Enter())
{
return _chunks.ContainsKey(chunkCoordinate);
}
}
/**
* Returns the chunk with the given chunk coordinate or null if the chunk isn't loaded.
*/
[Inline]
public Chunk GetChunk(Int32_3 chunkCoordinate)
{
using(chunkListLock.Enter())
{
return _chunks.TryGetValue(chunkCoordinate, let chunk) ? chunk : null;
}
}
/**
* Loads and returns the chunk with the given coordinate. If the chunk doesn't exist it will be generated.
* @param chunkCoordinate The coordinate of the chunk to load.
* @param noBlocking If set to true this method will not wait if the chunk cannot be loaded right now (because it is currently being loaded by another thread);
* otherwise the method will block until the chunk has been loaded.
* @returns The loaded chunk. If noBlocking is set to true and the chunk cannot be obtained right now the return value will be null.
*/
public Chunk LoadChunk(Int32_3 chunkCoordinate, bool noBlocking = false)
{
Chunk chunk = GetChunk(chunkCoordinate);
if(chunk == null)
{
// Add chunk coordinate to generating list
// If it could be added, we have to generate it ourselves, otherwise we have to wait for the other thread to finish.
bool alreadyInList = false;
using(_generatingChunksLock.Enter())
{
alreadyInList = !_generatingChunks.Add(chunkCoordinate);
}
if(!alreadyInList)
{
chunk = new Chunk();
chunk.ChunkManager = this;
chunk.Coordinate = chunkCoordinate;
chunk.Position = chunkCoordinate * .(VoxelChunk.SizeX, VoxelChunk.SizeY, VoxelChunk.SizeZ);
chunk.Transform = .Translation(chunk.Position.X, chunk.Position.Y, chunk.Position.Z);
if(LoadChunkFromFile(chunkCoordinate, chunk) case .Err)
{
GenTestChunk(chunk);
SaveChunkToFile(chunk);
}
chunk.IsGeometryDirty = true;
using(chunkListLock.Enter())
{
if(!_chunks.TryAdd(chunkCoordinate, chunk))
{
chunk = LoadChunk(chunkCoordinate);
}
}
using(_generatingChunksLock.Enter())
{
_generatingChunks.Remove(chunkCoordinate);
}
// Raise chunk loaded event (this will wake up all calls of LoadChunk waiting for our chunk)
OnChunkLoaded(chunkCoordinate);
}
else if(!noBlocking)
{
Semaphore semaphore = new Semaphore(0);
defer delete semaphore;
// event handler will increase semaphore as soon as our requested chunk is loaded.
ChunkLoadedHandler eventHandler = scope (coordinate) =>
{
if(coordinate == chunkCoordinate)
{
semaphore.Unlock();
}
};
// register event listener
using(_chunkLoadedLock.Enter())
{
_chunkLoaded.Add(eventHandler);
}
Log.ClientLogger.Trace($"Sleeping until chunk ({chunkCoordinate}) has been generated...");
// wait for semaphore to be released (in the event handler)
semaphore.Lock();
// unregister event handler
using(_chunkLoadedLock.Enter())
{
_chunkLoaded.Remove(eventHandler);
}
// retry loading the chunk
chunk = LoadChunk(chunkCoordinate);
}
}
return chunk;
}
void OnChunkLoaded(Int32_3 chunkCoordinate)
{
// Raise chunk loaded event (this will wake up all calls of LoadChunk waiting for our chunk)
using(_chunkLoadedLock.Enter())
{
_chunkLoaded.Invoke(chunkCoordinate);
}
// Left
{
var chunkCoordinate;
chunkCoordinate.X--;
Chunk neighbor = GetChunk(chunkCoordinate);
if(neighbor != null && neighbor._reqiredNeighbors.HasFlag(.Right))
neighbor.IsGeometryDirty = true;
}
// Right
{
var chunkCoordinate;
chunkCoordinate.X++;
Chunk neighbor = GetChunk(chunkCoordinate);
if(neighbor != null && neighbor._reqiredNeighbors.HasFlag(.Left))
neighbor.IsGeometryDirty = true;
}
// Back
{
var chunkCoordinate;
chunkCoordinate.Z--;
Chunk neighbor = GetChunk(chunkCoordinate);
if(neighbor != null && neighbor._reqiredNeighbors.HasFlag(.Front))
neighbor.IsGeometryDirty = true;
}
// Front
{
var chunkCoordinate;
chunkCoordinate.Z++;
Chunk neighbor = GetChunk(chunkCoordinate);
if(neighbor != null && neighbor._reqiredNeighbors.HasFlag(.Back))
neighbor.IsGeometryDirty = true;
}
}
void SetChunkPos(Int32_3 chunkPos)
{
chunkPosLock.Enter();
chunkPosition = chunkPos;
if(oldChunkPosition != chunkPosition)
chunkPosChanged.Exit();
chunkPosLock.Exit();
}
public void Update(Vector3 cameraPosition)
{
Vector3 chunkPosition = cameraPosition / .(VoxelChunk.SizeX, VoxelChunk.SizeY, VoxelChunk.SizeZ);
Int32_3 p = (Int32_3)chunkPosition;
p.Y = 0;
SetChunkPos(p);
}
/**
* Entrypoint for the chunk loader thread.
*/
void ChunkLoaderThread_Entry()
{
Int32_3 curChunkPosition = .(0, 0, 0);
Int32_3 oldChunkPosition = .(Int.MaxValue, Int.MaxValue, Int.MaxValue);
while(!stopChunkLoader)
{
// Wait for chunkPos to change
chunkPosChanged.Enter();
using(chunkPosLock.Enter())
{
curChunkPosition = chunkPosition;
}
// Position didn't change -> skip
//if(curChunkPosition == oldChunkPosition)
// continue;
ChunkLoaderThread_GenerateChunks(curChunkPosition);
oldChunkPosition = curChunkPosition;
}
}
private void UnloadChunk(Chunk chunk)
{
if(chunk.IsDirty)
{
SaveChunkToFile(chunk);
}
using(chunkListLock.Enter())
{
_chunks.Remove(chunk.Coordinate);
delete chunk;
}
}
public void ChunkLoaderThread_GenerateChunks(Int32_3 chunkPos)
{
for(var chunk in _chunks)
{
Int32_3 dist = (chunk.key - chunkPos).Abs();
if(dist.X > _viewDistance || dist.Z > _viewDistance)
{
UnloadChunk(chunk.value);
}
else if(chunk.value.IsGeometryDirty)
{
GenChunkGeo(chunk.value);
}
}
Int32_3 chunkCoordinate = (Int32_3)chunkPos;
int x = 0, z = 0;
for(int r = 1; r < _viewDistance; r++)
{
for(; x < r; x++, chunkCoordinate.X++)
{
LoadChunk(chunkCoordinate, true);
}
for(; z < r; z++, chunkCoordinate.Z++)
{
LoadChunk(chunkCoordinate, true);
}
for(; x > -r; x--, chunkCoordinate.X--)
{
LoadChunk(chunkCoordinate, true);
}
for(; z > -r; z--, chunkCoordinate.Z--)
{
LoadChunk(chunkCoordinate, true);
}
}
}
Result<void> LoadChunkFromFile(Int32_3 chunkCoordinate, Chunk outChunk)
{
String chunkFileName = scope String(_chunkBasePath);
chunkFileName.AppendF($"{chunkCoordinate.X}_{chunkCoordinate.Y}_{chunkCoordinate.Z}.cdata");
if(!File.Exists(chunkFileName))
return .Err;
uint16[VoxelChunk.SizeX][VoxelChunk.SizeY][VoxelChunk.SizeZ] rawData;
FileStream fs = scope FileStream();
fs.Open(chunkFileName, .Read, .Read);
rawData = fs.Read<decltype(rawData)>();
fs.Close();
for(int x = 0; x < VoxelChunk.SizeX; x++)
for(int y = 0; y < VoxelChunk.SizeY; y++)
for(int z = 0; z < VoxelChunk.SizeZ; z++)
{
outChunk.Data.Data[x][y][z] = Blocks.GetFromId(rawData[x][y][z]);
}
return .Ok;
}
Result<void> SaveChunkToFile(Chunk chunk)
{
String chunkFileName = scope String(_chunkBasePath);
chunkFileName.AppendF($"{chunk.Coordinate.X}_{chunk.Coordinate.Y}_{chunk.Coordinate.Z}.cdata");
FileStream fs = scope FileStream();
fs.Open(chunkFileName, FileMode.Create, .Write);
chunk.Serialize(fs);
fs.Close();
return .Ok;
}
struct GeneratorSettings
{
public int32 ElevationOctaves = 5;
public float ElevationFrequency = 0.0075f;
public float ElevationLacunarity = 2f;
public float ElevationGain = 0.5f;
public Vector2 DetailAmplitude = .(32, 32);
public int32 TerrainFloorHeight = 128;
// The amplitude of the hills (eg. how high hills are and how deep valleys are)
public int32 TerrainAmplitude = 48;
}
void GenerateTerrain(Chunk chunk)
{
Stopwatch sw = .StartNew();
GeneratorSettings settings = .();
//settings.ElevationFrequency
let groundNoise = scope FastNoiseLite.FastNoiseLite();
groundNoise.SetFractalType(.FBm);
groundNoise.SetFractalOctaves(settings.ElevationOctaves);
groundNoise.SetFractalLacunarity(settings.ElevationLacunarity);
groundNoise.SetFractalGain(settings.ElevationGain);
groundNoise.SetFrequency(settings.ElevationFrequency);
for(int x < VoxelChunk.SizeX)
for(int y < VoxelChunk.SizeY)
for(int z < VoxelChunk.SizeZ)
{
float cx = x + chunk.Position.X;
float cy = y + chunk.Position.Y;
float cz = z + chunk.Position.Z;
cx += groundNoise.GetNoise(cz * 0.5f, cy) * settings.DetailAmplitude.X;
cz += groundNoise.GetNoise(cy, cx * 0.5f) * settings.DetailAmplitude.Y;
cy += groundNoise.GetNoise(cx, cz) * settings.TerrainAmplitude;
float gradientValue = cy / (float)(settings.TerrainFloorHeight * 2 - 1);
// determine whether or not gradient value is air
Block stepValue = gradientValue < 0.5f ? Blocks.Stone : Blocks.Air;
// Note these objects will be invalid
chunk.Data.Data[x][y][z] = stepValue;
}
sw.Stop();
Debug.WriteLine($"Terrain Generation: {sw.ElapsedMilliseconds}ms");
delete sw;
}
struct GroundLayer
{
public int Depth;
public Block BlockType;
}
void GroundLayers(Chunk chunk)
{
GroundLayer[3] layers;
layers[0] = .()
{
Depth = 1,
BlockType = Blocks.Grass
};
layers[1] = .()
{
Depth = 4,
BlockType = Blocks.Dirt
};
layers[2] = .()
{
Depth = 0,
BlockType = Blocks.Stone
};
for(int x < VoxelChunk.SizeX)
for(int z < VoxelChunk.SizeZ)
{
int currentLayer = 0;
int currentDepth = 0;
for(int y = VoxelChunk.SizeY - 1; y > 0; y--)
{
if(chunk.Data.Data[x][y][z] == Blocks.Air)
{
currentDepth--;
if(currentDepth < 0)
{
currentDepth = 0;
currentLayer--;
if(currentLayer < 0)
currentLayer = 0;
}
}
else
{
chunk.Data.Data[x][y][z] = layers[currentLayer].BlockType;
currentDepth++;
if(currentDepth >= layers[currentLayer].Depth)
{
if(currentLayer >= layers.Count - 1)
{
currentLayer = layers.Count - 1;
}
else
{
currentDepth = 0;
currentLayer++;
}
}
}
}
}
}
void GenTestChunk(Chunk chunk)
{
GenerateTerrain(chunk);
GroundLayers(chunk);
}
void GenChunkGeo(Chunk chunk)
{
var oldGeometry = chunk.Geometry;
var newGeometry = voxelGeoGen.GenerateGeometry(chunk);
Interlocked.Store(ref chunk.Geometry, newGeometry);
chunk.IsGeometryDirty = false;
oldGeometry?.ReleaseRef();
}
public void Draw()
{
chunkListLock.Enter();
for(let pair in _chunks)
{
Chunk chunk = pair.value;
GeometryBinding chunkGeo = Interlocked.Load(ref chunk.Geometry);
if(chunkGeo == null)
continue;
chunkGeo.AddRef();
BlockTextures.Atlas.Bind();
Renderer.Submit(chunk.Geometry, TextureEffect, chunk.Transform);
chunkGeo.ReleaseRef();
}
chunkListLock.Exit();
}
public void OnImGuiRender()
{
ImGui.Begin("Voxel Manager");
int32 oldVd = (.)_viewDistance;
ImGui.DragInt("View distance", (.)&_viewDistance, 1.0f, 1, 1000);
if(oldVd != _viewDistance)
chunkPosChanged.Exit();
ImGui.End();
}
}
}
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+27
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using System;
using System.Collections;
namespace Sandbox.VoxelFun
{
static class Models
{
static List<Model> _models = new List<Model>() ~ DeleteContainerAndItems!(_);
public static Model Stone;
public static Model Grass;
public static Model Dirt;
public static void Init()
{
Stone = RegisterModel(Blocks.Stone, .. new BlockModel(.White, BlockTextures.Stone));
Grass = RegisterModel(Blocks.Grass, .. new BlockModel(.White, BlockTextures.GrassTop, BlockTextures.GrassSide, BlockTextures.Dirt));
Dirt = RegisterModel(Blocks.Dirt, .. new BlockModel(.White, BlockTextures.Dirt));
}
public static void RegisterModel(Block block, Model model)
{
_models.Add(model);
block.[Friend]_model = model;
}
}
}
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using System;
using System.Collections;
using GlitchyEngine;
using GlitchyEngine.Math;
using GlitchyEngine.Renderer;
namespace Sandbox.VoxelFun
{
class TextureAtlas : Texture2D
{
typealias TexEntry = (Color* data, uint32 width, uint32 height, BlockTexture blockTex);
public this(GraphicsContext context, List<BlockTexture> textures) : base(context)
{
// Todo: rewrite this garbage algorithm
List<TexEntry> textureDatas = new .(textures.Count);
defer
{
for(let item in textureDatas)
{
LodePng.LodePng.Free(item.data);
}
delete textureDatas;
}
uint32 maxWidth = 0;
uint32 maxHeight = 0;
Color[4] nullColors = .(.HotPink, .Black, .Black, .HotPink);
BlockTexture nullBT = scope .("NULL");
TexEntry nullTexture = (&nullColors, 2, 2, nullBT);
bool nullTexWriten = false;
for(let texture in textures)
{
(Color* data, uint32 width, uint32 height, BlockTexture blockTex) tex;
tex.blockTex = texture;
let error = LodePng.LodePng.Decode32File(out tex.data, out tex.width, out tex.height, texture.FileName);
if(error != 0)
Log.ClientLogger.Error($"Failed to load texture \"{texture.FileName}\". ({error}) \"{StringView(LodePng.LodePng.ErrorText(error))}\"");
if(tex.width > maxWidth)
maxWidth = tex.width;
if(tex.height > maxHeight)
maxHeight = tex.height;
textureDatas.Add(tex);
}
uint32 texturesX = (.)System.Math.Ceiling(System.Math.Sqrt(textureDatas.Count));
uint32 texturesY = (.)System.Math.Ceiling((float)textureDatas.Count / (float)texturesX);
uint32 textureWidth = texturesX * maxWidth;
uint32 textureHeight = texturesY * maxHeight;
Color[] atlasColors = new DirectX.Color[textureWidth * textureHeight];
defer delete atlasColors;
uint32 currentX = 0;
uint32 currentY = 0;
/// Copies the data of the given texture into the atlas
void CopyTextureIntoAtlas(TexEntry texture)
{
texture.blockTex.[Friend]_atlasStart = .((float)currentX / (float)textureWidth, (float)currentY / (float)textureHeight);
texture.blockTex.[Friend]_atlasSize = .((float)texture.width / (float)textureWidth, (float)texture.height / (float)textureHeight);
for(uint32 penY = currentY, uint32 y = 0; y < texture.height; penY++, y++)
for(uint32 penX = currentX, uint32 x = 0; x < texture.width; penX++, x++)
{
atlasColors[penX + penY * textureWidth] = texture.data[x + y * texture.width];
}
currentX += maxWidth;
if(currentX >= textureWidth)
{
currentX = 0;
currentY += maxHeight;
}
}
for(let texture in textureDatas)
{
if(texture.data != null)
{
CopyTextureIntoAtlas(texture);
}
else
{
if(!nullTexWriten)
{
CopyTextureIntoAtlas(nullTexture);
nullTexWriten = true;
}
texture.blockTex.[Friend]_atlasStart = nullTexture.blockTex.[Friend]_atlasStart;
texture.blockTex.[Friend]_atlasSize = nullTexture.blockTex.[Friend]_atlasSize;
}
}
Texture2DDesc desc;
desc.Width = textureWidth;
desc.Height = textureHeight;
desc.ArraySize = 1;
desc.MipLevels = 1;
desc.Format = .R8G8B8A8_UNorm;
CreateTexturePlatform(desc, atlasColors.CArray(), textureWidth * sizeof(Color));
}
}
}
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using GlitchyEngine.Math;
namespace Sandbox.VoxelFun
{
public struct VoxelChunk
{
public const int SizeX = 16;
public const int SizeY = 256;
public const int SizeZ = 16;
public const Int32_3 Size = .(SizeX, SizeY, SizeZ);
public const Vector3 VectorSize = .(SizeX, SizeY, SizeZ);
public Block[SizeX][SizeY][SizeZ] Data;
}
}
@@ -0,0 +1,231 @@
using System.Collections;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using System;
using System.Diagnostics;
using static Sandbox.VoxelFun.VoxelTestLayer;
namespace Sandbox.VoxelFun
{
enum BlockFace
{
case None = 0;
case Front = 1;
case Back = 2;
case Left = 4;
case Right = 8;
case Top = 16;
case Bottom = 32;
case All = Bottom | Top | Right | Left | Back | Front;
public BlockFace Opposite
{
get
{
switch(this)
{
case Front:
return Back;
case Back:
return Front;
case Left:
return Right;
case Right:
return Left;
case Top:
return Bottom;
case Bottom:
return Top;
default:
return None;
}
}
}
}
class VoxelGeometryGenerator
{
public GraphicsContext Context;
public VertexLayout Layout;
BlockFace GetVisibleFaces(VoxelChunk chunk, int x, int y, int z, Chunk[3][3] chunks)
{
BlockFace visibleFaces = .None;
// Back
int idx = z;
Chunk readChunk = chunks[1][1];
if(idx == 0)
{
readChunk = chunks[1][0];
idx = VoxelChunk.Size.Z;
}
if(readChunk == null || readChunk.Data.Data[x][y][idx - 1].VisibleNeighbors.HasFlag(.Front))
visibleFaces |= .Back;
// Front
idx = z + 1;
readChunk = chunks[1][1];
if(idx == VoxelChunk.Size.Z)
{
readChunk = chunks[1][2];
idx = 0;
}
if(readChunk == null || readChunk.Data.Data[x][y][idx].VisibleNeighbors.HasFlag(.Back))
visibleFaces |= .Front;
// Left
idx = x;
readChunk = chunks[1][1];
if(idx == 0)
{
readChunk = chunks[0][1];
idx = VoxelChunk.Size.X;
}
if(readChunk == null || readChunk.Data.Data[idx - 1][y][z].VisibleNeighbors.HasFlag(.Right))
visibleFaces |= .Left;
// Right
idx = x + 1;
readChunk = chunks[1][1];
if(idx == VoxelChunk.Size.X)
{
readChunk = chunks[2][1];
idx = 0;
}
if(readChunk == null || readChunk.Data.Data[idx][y][z].VisibleNeighbors.HasFlag(.Left))
visibleFaces |= .Right;
// TODO: implement for top and bottom as we have 3D chunks
if(y == 0 || chunk.Data[x][y - 1][z].VisibleNeighbors.HasFlag(.Top))
visibleFaces |= .Bottom;
if(y == VoxelChunk.SizeY - 1 || chunk.Data[x][y + 1][z].VisibleNeighbors.HasFlag(.Bottom))
visibleFaces |= .Top;
/*
if(x == 0 || chunk.Data[x - 1][y][z].VisibleNeighbors.HasFlag(.Right))
visibleFaces |= .Left;
if(x == VoxelChunk.SizeX - 1 || chunk.Data[x + 1][y][z].VisibleNeighbors.HasFlag(.Left))
visibleFaces |= .Right;
if(y == 0 || chunk.Data[x][y - 1][z].VisibleNeighbors.HasFlag(.Top))
visibleFaces |= .Bottom;
if(y == VoxelChunk.SizeY - 1 || chunk.Data[x][y + 1][z].VisibleNeighbors.HasFlag(.Bottom))
visibleFaces |= .Top;
*/
return visibleFaces;
}
public GeometryBinding GenerateGeometry(Chunk chunk)
{
List<VertexColorTexture> vertices = scope List<VertexColorTexture>();
List<uint32> indices = scope List<uint32>();
uint32 lastIndex = 0;
Stopwatch sw = .StartNew();
var chunkData = chunk.Data.Data;
Chunk[3][3] chunks;
var coord = chunk.Coordinate;
// left
coord.X -= 1;
chunks[0][1] = chunk.ChunkManager.GetChunk(coord);
if(chunks[0][1] == null)
{
// TODO: register reload when neighbor generated
chunk._reqiredNeighbors |= .Left;
}
// back
coord.X += 1;
coord.Z -= 1;
chunks[1][0] = chunk.ChunkManager.GetChunk(coord);
if(chunks[1][0] == null)
{
// TODO: register reload when neighbor generated
chunk._reqiredNeighbors |= .Back;
}
// center
chunks[1][1] = chunk;
// front
coord.Z += 2;
chunks[1][2] = chunk.ChunkManager.GetChunk(coord);
if(chunks[1][2] == null)
{
// TODO: register reload when neighbor generated
chunk._reqiredNeighbors |= .Front;
}
// right
coord.X += 1;
coord.Z -= 1;
chunks[2][1] = chunk.ChunkManager.GetChunk(coord);
if(chunks[2][1] == null)
{
// TODO: register reload when neighbor generated
chunk._reqiredNeighbors |= .Right;
}
for(int x < VoxelChunk.SizeX)
for(int y < VoxelChunk.SizeY)
for(int z < VoxelChunk.SizeZ)
{
Block block = chunkData[x][y][z];
Vector3 blockPos = .(x, y, z);
if(block != Blocks.Air)
{
BlockFace visibleFaces = GetVisibleFaces(chunk.Data, x, y, z, chunks);
if(visibleFaces != .None)
block.Model.GenerateGeometry(block, blockPos, visibleFaces, vertices, indices, ref lastIndex);
}
}
GeometryBinding gb;
if(indices.Count > 0)
{
VertexBuffer vb = new VertexBuffer(Context, typeof(VertexColorTexture), (.)vertices.Count, .Default, .None);
vb.SetData<VertexColorTexture>(vertices);
IndexBuffer ib = new IndexBuffer(Context, (.)indices.Count, .Default, .None, .Index32Bit);
ib.SetData<uint32>(indices);
gb = new GeometryBinding(Context);
gb.SetVertexBufferSlot(vb, 0);
gb.SetIndexBuffer(ib);
gb.SetPrimitiveTopology(.TriangleList);
gb.SetVertexLayout(Layout);
vb.ReleaseRef();
ib.ReleaseRef();
}
else
{
gb = null;
}
sw.Stop();
Debug.WriteLine($"Geometry Generation: {sw.ElapsedMilliseconds}");
delete sw;
return gb;
}
}
}
+499
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using System;
using GlitchyEngine;
using GlitchyEngine.Math;
using GlitchyEngine.Renderer;
using ImGui;
using GlitchyEngine.ImGui;
using GlitchyEngine.Events;
using System.Diagnostics;
using System.Collections;
namespace Sandbox.VoxelFun
{
public class VoxelTestLayer : Layer
{
private PerspectiveCamera _camera ~ delete _;
[Ordered]
public struct VertexColorTexture : IVertexData
{
public Vector3 Position;
public Color Color;
public Vector2 TexCoord;
public this() => this = default;
public this(Vector3 pos, Color color)
{
Position = pos;
Color = color;
TexCoord = .();
}
public this(Vector3 pos, Color color, Vector2 texCoord)
{
Position = pos;
Color = color;
TexCoord = texCoord;
}
public static readonly VertexElement[] VertexElements ~ delete _;
public static VertexElement[] IVertexData.VertexElements => VertexElements;
static this()
{
VertexElements = new VertexElement[](
VertexElement(.R32G32B32_Float, "POSITION"),
VertexElement(.R8G8B8A8_UNorm, "COLOR"),
VertexElement(.R32G32_Float, "TEXCOORD"),
);
}
}
VertexLayout _vertexLayout ~ delete _;
GeometryBinding _cubeGeo ~ _?.ReleaseRef();
GeometryBinding _geometryBinding ~ _?.ReleaseRef();
GeometryBinding _quadGeometryBinding ~ _?.ReleaseRef();
GeometryBinding _lineGeometryBinding ~ _?.ReleaseRef();
RasterizerState _rasterizerState ~ _?.ReleaseRef();
EffectLibrary _effectLibrary ~ delete _;
Effect _effect ~ _?.ReleaseRef();
Effect _textureEffect ~ _?.ReleaseRef();
GraphicsContext _context ~ _?.ReleaseRef();
Texture2D _texture ~ _?.ReleaseRef();
Texture2D _ge_logo ~ _?.ReleaseRef();
BlendState _alphaBlendState ~ _?.ReleaseRef();
BlendState _opaqueBlendState ~ _?.ReleaseRef();
DepthStencilTarget _depthStencilTarget ~ _?.ReleaseRef();
World _world ~ delete _;
private Vector3 CircleCoord(float angle)
{
return .(Math.Cos(angle), Math.Sin(angle), 0);
}
[AllowAppend]
public this() : base("VoxelTest")
{
Blocks.Init();
_context = Application.Get().Window.Context..AddRef();
BlockTextures.Init(_context);
Models.Init();
_effectLibrary = new EffectLibrary(_context);
_depthStencilTarget = new DepthStencilTarget(_context, _context.SwapChain.Width, _context.SwapChain.Height);
_effect = _effectLibrary.Load("content\\Shaders\\basicShader.hlsl");
_textureEffect = _effectLibrary.Load("content\\Shaders\\textureShader.hlsl");
// Create Input Layout
_vertexLayout = new VertexLayout(_context, VertexColorTexture.VertexElements, _textureEffect.VertexShader);
// Create hexagon
{
_geometryBinding = new GeometryBinding(_context);
_geometryBinding.SetPrimitiveTopology(.TriangleList);
_geometryBinding.SetVertexLayout(_vertexLayout);
float pO3 = Math.PI_f / 3.0f;
VertexColorTexture[?] vertices = .(
VertexColorTexture(.Zero, Color(255,255,255)),
VertexColorTexture(CircleCoord(0), Color(255, 0, 0)),
VertexColorTexture(CircleCoord(pO3), Color(255,255, 0)),
VertexColorTexture(CircleCoord(pO3*2), Color( 0,255, 0)),
VertexColorTexture(CircleCoord(Math.PI_f), Color( 0,255,255)),
VertexColorTexture(CircleCoord(-pO3*2), Color( 0, 0,255)),
VertexColorTexture(CircleCoord(-pO3), Color(255, 0,255)),
);
let vb = new VertexBuffer(_context, typeof(VertexColorTexture), (.)vertices.Count, .Immutable);
vb.SetData(vertices);
_geometryBinding.SetVertexBufferSlot(vb, 0);
vb.ReleaseRef();
uint16[?] indices = .(
0, 1, 2,
0, 2, 3,
0, 3, 4,
0, 4, 5,
0, 5, 6,
0, 6, 1);
let ib = new IndexBuffer(_context, (.)indices.Count, .Immutable);
ib.SetData(indices);
_geometryBinding.SetIndexBuffer(ib);
ib.ReleaseRef();
}
// Create Quad
{
_quadGeometryBinding = new GeometryBinding(_context);
_quadGeometryBinding.SetPrimitiveTopology(.TriangleList);
_quadGeometryBinding.SetVertexLayout(_vertexLayout);
VertexColorTexture[?] vertices = .(
VertexColorTexture(Vector3(-0.75f, 0.75f, 0), Color.White, .(0, 0)),
VertexColorTexture(Vector3(-0.75f, -0.75f, 0), Color.White, .(0, 1)),
VertexColorTexture(Vector3(0.75f, -0.75f, 0), Color.White, .(1, 1)),
VertexColorTexture(Vector3(0.75f, 0.75f, 0), Color.White, .(1, 0)),
);
let qvb = new VertexBuffer(_context, typeof(VertexColorTexture), (.)vertices.Count, .Immutable);
qvb.SetData(vertices);
_quadGeometryBinding.SetVertexBufferSlot(qvb, 0);
qvb.ReleaseRef();
uint16[?] indices = .(
0, 1, 2,
2, 3, 0);
let qib = new IndexBuffer(_context, (.)indices.Count, .Immutable);
qib.SetData(indices);
_quadGeometryBinding.SetIndexBuffer(qib);
qib.ReleaseRef();
}
// Create Cube
{
_cubeGeo = new GeometryBinding(_context);
_cubeGeo.SetPrimitiveTopology(.TriangleList);
_cubeGeo.SetVertexLayout(_vertexLayout);
List<VertexColorTexture> vertices = new List<VertexColorTexture>();
defer delete vertices;
List<uint32> indices = new List<uint32>();
defer delete indices;
uint32 i = 0;
(scope BlockModel(.HotPink)).GenerateGeometry(Blocks.Air, .Zero, .All, vertices, indices, ref i);
let qvb = new VertexBuffer(_context, typeof(VertexColorTexture), (.)vertices.Count, .Immutable);
qvb.SetData<VertexColorTexture>(vertices);
_cubeGeo.SetVertexBufferSlot(qvb, 0);
qvb.ReleaseRef();
let qib = new IndexBuffer(_context, (.)indices.Count, .Immutable, .None, .Index32Bit);
qib.SetData<uint32>(indices);
_cubeGeo.SetIndexBuffer(qib);
qib.ReleaseRef();
}
// Create Line
{
_lineGeometryBinding = new GeometryBinding(_context);
_lineGeometryBinding.SetPrimitiveTopology(.LineList);
_lineGeometryBinding.SetVertexLayout(_vertexLayout);
VertexColorTexture[?] vertices = .(
VertexColorTexture(Vector3(0, 0, 0), Color.White, .(0, 0)),
VertexColorTexture(Vector3(0, 0, 10), Color.White, .(0, 1)),
);
let qvb = new VertexBuffer(_context, typeof(VertexColorTexture), (.)vertices.Count, .Immutable);
qvb.SetData(vertices);
_lineGeometryBinding.SetVertexBufferSlot(qvb, 0);
qvb.ReleaseRef();
uint16[?] indices = .(0, 1);
let qib = new IndexBuffer(_context, (.)indices.Count, .Immutable);
qib.SetData(indices);
_lineGeometryBinding.SetIndexBuffer(qib);
qib.ReleaseRef();
}
// Create rasterizer state
GlitchyEngine.Renderer.RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
rsDesc.DepthClipEnabled = true;
_rasterizerState = new RasterizerState(_context, rsDesc);
// Camera
_camera = new PerspectiveCamera();
_camera.NearPlane = 0.1f;
_camera.FarPlane = 1000.0f;
_camera.FovY = Math.PI_f / 4;
_camera.Position = .(0, 128, 0);//-320
_texture = new Texture2D(_context, "content/Textures/Checkerboard.dds");
_ge_logo = new Texture2D(_context, "content/Textures/GE_Logo.dds");
let sampler = SamplerStateManager.GetSampler(
SamplerStateDescription()
{
MagFilter = .Point
});
_texture.SamplerState = sampler;
_ge_logo.SamplerState = sampler;
sampler.ReleaseRef();
BlendStateDescription blendDesc = .();
blendDesc.RenderTarget[0] = .(true, .SourceAlpha, .InvertedSourceAlpha, .Add, .SourceAlpha, .InvertedSourceAlpha, .Add, .All);
_alphaBlendState = new BlendState(_context, blendDesc);
_opaqueBlendState = new BlendState(_context, .Default);
_world = new World();
if(World.CreateWorld("test", 1337, _world) case .Err(.WorldAlreadyExists))
{
World.LoadWorld("test", _world);
}
_world.ChunkManager = new ChunkManager(_context, _vertexLayout, _world);
_world.ChunkManager.TextureEffect = _textureEffect..AddRef();
}
void UpdateCamera(GameTime gameTime)
{
UpdateCameraRotation(gameTime);
UpdateCameraMovement(gameTime);
//_camera.Width = _context.SwapChain.BackbufferViewport.Width / 256;
//_camera.Height = _context.SwapChain.BackbufferViewport.Height / 256;
_camera.AspectRatio = Application.Get().Window.Context.SwapChain.BackbufferViewport.Width /
Application.Get().Window.Context.SwapChain.BackbufferViewport.Height;
_camera.Update();
}
double cameraRotationSpeedX = 0.0001f;
double cameraRotationSpeedY = 0.0001f;
bool b = true;
void UpdateCameraRotation(GameTime gameTime)
{
if(b)
{
b = false;
return;
}
let mouseMovement = Input.GetRawMouseMovement();
if(mouseMovement.X == 0 && mouseMovement.Y == 0)
return;
Vector3 rotation = _camera.Rotation;
rotation.Y = (float)(rotation.Y + mouseMovement.X * cameraRotationSpeedX * gameTime.FrameTime.TotalMilliseconds);
rotation.X = (float)(rotation.X + mouseMovement.Y * cameraRotationSpeedY * gameTime.FrameTime.TotalMilliseconds);
rotation.X = Math.Clamp(rotation.X, -Math.PI_f / 2, Math.PI_f / 2);
_camera.Rotation = rotation;
}
float movementSpeed = 2;
float movementSpeedFast = 20;
void UpdateCameraMovement(GameTime gameTime)
{
Vector3 movement = .();
if(Input.IsKeyPressed(Key.W))
{
movement.Z += 1;
}
if(Input.IsKeyPressed(Key.S))
{
movement.Z -= 1;
}
if(Input.IsKeyPressed(Key.A))
{
movement.X -= 1;
}
if(Input.IsKeyPressed(Key.D))
{
movement.X += 1;
}
if(Input.IsKeyPressed(Key.Space))
{
movement.Y += 1;
}
if(Input.IsKeyPressed(Key.Control))
{
movement.Y -= 1;
}
if(movement != .Zero)
movement.Normalize();
movement *= (float)(gameTime.FrameTime.TotalSeconds);
Matrix rot = .RotationY(_camera.Rotation.Y) * .RotationX(_camera.Rotation.X);
let bla = ((Vector4)(rot * Vector4(movement, 1.0f))); //TODO .XYZ
movement = .(bla.X, bla.Y, bla.Z);
float speed = Input.IsKeyPressed(Key.Shift) ? movementSpeedFast : movementSpeed;
_camera.Position += movement * speed;
}
Ray ray = .(.(0, 128, 0), .UnitZ);
public override void Update(GameTime gameTime)
{
UpdateCamera(gameTime);
_world.ChunkManager.Update(_camera.Position);
//RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
RenderCommand.Clear(null, .CornflowerBlue);
RenderCommand.Clear(_depthStencilTarget, 1.0f, 0, .Depth);
// Draw test geometry
_depthStencilTarget.Bind();
_context.SetRenderTarget(null);
_context.BindRenderTargets();
_context.SetRasterizerState(_rasterizerState);
_context.SetViewport(_context.SwapChain.BackbufferViewport);
Renderer.BeginScene(_camera);
_opaqueBlendState.Bind();
for(int x < 20)
for(int y < 20)
{
if((x + y) % 2 == 0)
_effect.Variables["BaseColor"].SetData(_squareColor0);
else
_effect.Variables["BaseColor"].SetData(_squareColor1);
Matrix transform = Matrix.Translation(x * 0.2f, y * 0.2f, 0) * Matrix.Scaling(0.1f);
Renderer.Submit(_quadGeometryBinding, _effect, transform);
}
//_effect.Variables["BaseColor"].SetData(_squareColor1);
_texture.Bind();
Renderer.Submit(_quadGeometryBinding, _textureEffect, .Scaling(1.5f));
_alphaBlendState.Bind();
_ge_logo.Bind();
Renderer.Submit(_quadGeometryBinding, _textureEffect, .Scaling(1.5f));
_texture.Bind();
intersectInfo.Coordinate = _world.RaycastBlock(.(_camera.Position, _camera.Transform.Forward), 10, _cubeGeo, _textureEffect, out intersectInfo.Location, out intersectInfo.Face);
Renderer.Submit(_cubeGeo, _textureEffect, .Translation((Vector3)intersectInfo.Coordinate));
Renderer.Submit(_cubeGeo, _textureEffect, .Translation(intersectInfo.Location) * .Scaling(0.1f) * .Translation(-0.5f.XXX));
if(intersectInfo.Face != .None)
{
if(rightHandBlock == null)
rightHandBlock = Blocks.Stone;
if(Input.IsMouseButtonPressing(.LeftButton))
{
_world.BreakBlock(intersectInfo.Coordinate);
}
else if(Input.IsMouseButtonPressing(.RightButton))
{
_world.PlaceBlock(intersectInfo.Coordinate, rightHandBlock, intersectInfo.Face);
}
else if(Input.IsMouseButtonPressing(.MiddleButton))
{
rightHandBlock = _world.GetBlock(intersectInfo.Coordinate);
}
}
_world.ChunkManager.Draw();
Renderer.EndScene();
}
Block rightHandBlock;
struct IntersectionInfo
{
public Int32_3 Coordinate;
public Vector3 Location;
public BlockFace Face;
}
IntersectionInfo intersectInfo;
ColorRGBA _squareColor0 = ColorRGBA.CornflowerBlue;
ColorRGBA _squareColor1;
public override void OnEvent(Event event)
{
EventDispatcher dispatcher = scope EventDispatcher(event);
dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
dispatcher.Dispatch<WindowResizeEvent>(scope (e) => OnWindowResize(e));
}
private bool OnWindowResize(WindowResizeEvent e)
{
_depthStencilTarget?.ReleaseRef();
_depthStencilTarget = new DepthStencilTarget(_context, _context.SwapChain.Width, _context.SwapChain.Height);
return false;
}
private bool OnImGuiRender(ImGuiRenderEvent e)
{
_world.ChunkManager.OnImGuiRender();
ImGui.Begin("Test");
ImGui.LabelText("Looked at block", $"Coord: {intersectInfo.Coordinate}, Block Face: {intersectInfo.Face}, Location: {intersectInfo.Location}");
ImGui.DragFloat("Slow Speed", &movementSpeed, 1.0f, 0.01f, 100.0f);
ImGui.DragFloat("Fast Speed", &movementSpeedFast, 1.0f, 1f, 10000.0f);
Vector3 fwd = _camera.Transform.Forward;
ImGui.DragFloat3("Forward", *(float[3]*)(void*)&fwd, 1.0f, float.NegativeInfinity, float.PositiveInfinity);
Vector3 camPos = _camera.Position;
ImGui.DragFloat3("Position", *(float[3]*)(void*)&camPos, 1.0f, float.NegativeInfinity, float.PositiveInfinity);
_camera.Position = camPos;
ImGui.ColorEdit3("Square Color", ref _squareColor0);
_squareColor1 = ColorRGBA.White - _squareColor0;
_camera.Position = camPos;
ImGui.End();
return false;
}
}
}
+471
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using System;
using System.IO;
using System.Collections;
using GlitchyEngine.Math;
using GlitchyEngine;
using GlitchyEngine.Renderer;
namespace Sandbox.VoxelFun
{
public class World
{
public enum CreateError
{
case WorldAlreadyExists;
case CreateDirectoryError(Platform.BfpFileResult error);
}
public enum LoadError
{
case WorldDoesNotExist;
case DirectoryError(Platform.BfpFileResult error);
}
private int64 _seed;
private String _name ~ delete _;
private String _directory ~ delete _;
private ChunkManager _chunkManager ~ delete _;
public int64 Seed => _seed;
public String Name => _name;
public String Directory => _directory;
public ChunkManager ChunkManager
{
get => _chunkManager;
set => _chunkManager = value;
}
const String WorldsDirectory = "worlds";
const String WorldFileName = "world.info";
public static Result<void, CreateError> CreateWorld(String name, int64 seed, World outWorld)
{
String worldPath = new String();
Path.InternalCombine(worldPath, WorldsDirectory, name);
if(Directory.Exists(worldPath))
{
delete worldPath;
return .Err(.WorldAlreadyExists);
}
if(Directory.CreateDirectory(worldPath) case .Err(let error))
{
delete worldPath;
return .Err(.CreateDirectoryError(error));
}
String worldFilePath = Path.InternalCombine(.. scope .(), worldPath, WorldFileName);
MemoryStream str = scope MemoryStream();
str.Write(seed);
Span<uint8> data = .(str.[Friend]mMemory.Ptr, str.Length);
File.WriteAll(worldFilePath, data);
outWorld._name = new String(name);
outWorld._directory = worldPath;
outWorld._seed = seed;
return .Ok;
}
public static Result<void, LoadError> LoadWorld(String name, World outWorld)
{
String worldPath = new String();
Path.InternalCombine(worldPath, WorldsDirectory, name);
if(!Directory.Exists(worldPath))
return .Err(.WorldDoesNotExist);
String worldFilePath = Path.InternalCombine(.. scope .(), worldPath, WorldFileName);
List<uint8> data = scope .();
File.ReadAll(worldFilePath, data);
int64 seed = *(int64*)data.Ptr;
outWorld._name = new String(name);
outWorld._directory = worldPath;
outWorld._seed = seed;
return .Ok;
}
/*
public Int32_3 GetChunkCoordinate(Vector3 blockPosition)
{
Vector3 v = blockPosition / (Vector3)VoxelChunk.Size;
Int32_3 p = .();
p.X = (int)Math.Round(v.X);
p.Y = (int)Math.Round(v.Y);
p.Z = (int)Math.Round(v.Z);
p.Y = 0;
return p;
}
*/
/**
* Returs the coordinate of the chunk that contains the given coordinate.
*/
public static Vector3 GetChunkCoordinate(Vector3 blockCoordinate)
{
Vector3 chunkPosition = blockCoordinate / VoxelChunk.VectorSize;
return Vector3.Floor(chunkPosition);
}
/**
* Calculates the coordinate of the chunk that contains the given block coordinate.
*/
public static Int32_3 ChunkCoordFromBlockCoord(Int32_3 blockCoordinate)
{
Int32_3 coordinate = blockCoordinate;
if(coordinate.X < 0)
coordinate.X -= VoxelChunk.Size.X - 1;
if(coordinate.Y < 0)
coordinate.Y -= VoxelChunk.Size.Y - 1;
if(coordinate.Z < 0)
coordinate.Z -= VoxelChunk.Size.Z - 1;
return coordinate / VoxelChunk.Size;
}
/**
* Calculates the block coordinate relative to its chunk.
* For Example: Consider the block at the global location of (25, 17, -12)
* The coordinate of this block inside its chunk would be (9, 17, 4) because the chunk starts at (16, 0, -16)
*/
public static Int32_3 BlockCoordInChunk(Int32_3 blockCoordinate)
{
Int32_3 chunkPosition = blockCoordinate % VoxelChunk.Size;
if(chunkPosition.X < 0)
chunkPosition.X += VoxelChunk.Size.X;
if(chunkPosition.Y < 0)
chunkPosition.Y += VoxelChunk.Size.Y;
if(chunkPosition.Z < 0)
chunkPosition.Z += VoxelChunk.Size.Z;
return chunkPosition;
}
/**
* Returs the coordinate of the block relative to the chunk.
*/
public static Vector3 GetPositionInChunk(Vector3 position)
{
Vector3 chunkPosition = position % VoxelChunk.VectorSize;
if(chunkPosition.X < 0)
chunkPosition.X += VoxelChunk.VectorSize.X;
if(chunkPosition.Y < 0)
chunkPosition.Y += VoxelChunk.VectorSize.Y;
if(chunkPosition.Z < 0)
chunkPosition.Z += VoxelChunk.VectorSize.Z;
return Vector3.Floor(chunkPosition);
}
/*
public struct BlockIntersection
{
Int32_3 BlockCoordinate;
}
*/
public Int32_3 RaycastBlock(Ray ray, float maxDistance, GeometryBinding geo, Effect effect, out Vector3 intersectionPosition, out BlockFace intersectionFace)
{
Vector3 start = ray.Start;
Vector3 dir = ray.Direction.Normalized();
Vector3 unitStepSize = .((dir / dir.X).Magnitude(), (dir / dir.Y).Magnitude(), (dir / dir.Z).Magnitude());
Int32_3 walker = (Int32_3)Vector3.Floor(start);
Vector3 rayLengths = .();
Int32_3 step;
BlockFace xFace;
BlockFace yFace;
BlockFace zFace;
if(dir.X < 0)
{
xFace = .Right;
step.X = -1;
rayLengths.X = (start.X - (float)(walker.X)) * unitStepSize.X;
}
else
{
xFace = .Left;
step.X = 1;
rayLengths.X = ((float)(walker.X + 1) - start.X) * unitStepSize.X;
}
if(dir.Y < 0)
{
yFace = .Top;
step.Y = -1;
rayLengths.Y = (start.Y - (float)(walker.Y)) * unitStepSize.Y;
}
else
{
yFace = .Bottom;
step.Y = 1;
rayLengths.Y = ((float)(walker.Y + 1) - start.Y) * unitStepSize.Y;
}
if(dir.Z < 0)
{
zFace = .Back;
step.Z = -1;
rayLengths.Z = (start.Z - (float)(walker.Z)) * unitStepSize.Z;
}
else
{
zFace = .Front;
step.Z = 1;
rayLengths.Z = ((float)(walker.Z + 1) - start.Z) * unitStepSize.Z;
}
float distance = 0.0f;
while(distance < maxDistance)
{
// Walk
if(rayLengths.X < rayLengths.Y)
{
if(rayLengths.X < rayLengths.Z)
{
walker.X += step.X;
distance = rayLengths.X;
rayLengths.X += unitStepSize.X;
intersectionFace = xFace;
}
else
{
walker.Z += step.Z;
distance = rayLengths.Z;
rayLengths.Z += unitStepSize.Z;
intersectionFace = zFace;
}
}
else
{
if(rayLengths.Y < rayLengths.Z)
{
walker.Y += step.Y;
distance = rayLengths.Y;
rayLengths.Y += unitStepSize.Y;
intersectionFace = yFace;
}
else
{
walker.Z += step.Z;
distance = rayLengths.Z;
rayLengths.Z += unitStepSize.Z;
intersectionFace = zFace;
}
}
Block blockData = [Inline]GetBlock(walker);
if(blockData != Blocks.Air)
{
intersectionPosition = start + distance * dir;
return walker;
}
}
intersectionFace = .None;
intersectionPosition = .(float.NaN);
return .(int32.MaxValue, int32.MaxValue, int32.MaxValue);
}
/**
* Breaks the block at the given coordinates.
*/
public void BreakBlock(Int32_3 blockCoordinate)
{
Int32_3 chunkCoordinate = ChunkCoordFromBlockCoord(blockCoordinate);
Chunk chunk = _chunkManager.LoadChunk(chunkCoordinate);
Int32_3 coordInChunk = BlockCoordInChunk(blockCoordinate);
Block block = chunk.GetBlock(coordInChunk);
block.OnBreaking(blockCoordinate);
chunk.SetBlock(coordInChunk, Blocks.Air);
MarkNeighborGeometryDirty(chunkCoordinate, coordInChunk);
}
/**
* Places a block at the given coordinates.
*/
public void PlaceBlock(Int32_3 blockCoordinate, Block block)
{
Int32_3 chunkCoordinate = ChunkCoordFromBlockCoord(blockCoordinate);
Chunk chunk = _chunkManager.LoadChunk(chunkCoordinate);
Int32_3 coordInChunk = BlockCoordInChunk(blockCoordinate);
// Todo: we will also be able to place block in fluids and some other blocks.
Log.ClientLogger.AssertDebug(chunk.GetBlock(coordInChunk) == Blocks.Air, "A block can only be placed in air (atm)");
block.OnPlacing(blockCoordinate);
chunk.SetBlock(coordInChunk, block);
MarkNeighborGeometryDirty(chunkCoordinate, coordInChunk);
}
/**
* Places a block on the given face of the block at the specified coordinates.
*/
public void PlaceBlock(Int32_3 blockCoordinate, Block block, BlockFace face)
{
var blockCoordinate;
switch(face)
{
case .Front:
blockCoordinate.Z--;
case .Back:
blockCoordinate.Z++;
case .Left:
blockCoordinate.X--;
case .Right:
blockCoordinate.X++;
case .Bottom:
blockCoordinate.Y--;
case .Top:
blockCoordinate.Y++;
default:
Log.ClientLogger.AssertDebug(false, "Unexpected block face.");
}
PlaceBlock(blockCoordinate, block);
}
/**
* Gets the block at the specified coordinate.
* @remarks If the blocks chunk is not loaded it will be loaded from the disk.
*/
public void SetBlock(Int32_3 blockCoordinate, Block block)
{
Int32_3 chunkCoordinate = ChunkCoordFromBlockCoord(blockCoordinate);
Chunk chunk = _chunkManager.LoadChunk(chunkCoordinate);
Int32_3 coordInChunk = BlockCoordInChunk(blockCoordinate);
chunk.SetBlock(coordInChunk, block);
MarkNeighborGeometryDirty(chunkCoordinate, coordInChunk);
}
void MarkNeighborGeometryDirty(Int32_3 chunkCoordinate, Int32_3 coordInChunk)
{
var chunkCoordinate;
Chunk chunk;
// if we are on a chunk border mark the neighbor as dirty
if(coordInChunk.X == 0)
{
chunkCoordinate.X--;
chunk = _chunkManager.GetChunk(chunkCoordinate);
chunk?.IsGeometryDirty = true;
}
else if(coordInChunk.X == VoxelChunk.Size.X - 1)
{
chunkCoordinate.X++;
chunk = _chunkManager.GetChunk(chunkCoordinate);
chunk?.IsGeometryDirty = true;
}
// TODO: implement Y
else if(coordInChunk.Z == 0)
{
chunkCoordinate.Z--;
chunk = _chunkManager.GetChunk(chunkCoordinate);
chunk?.IsGeometryDirty = true;
}
else if(coordInChunk.Z == VoxelChunk.Size.Z - 1)
{
chunkCoordinate.Z++;
chunk = _chunkManager.GetChunk(chunkCoordinate);
chunk?.IsGeometryDirty = true;
}
}
/**
* Gets the block at the specified coordinate.
* @remarks If the blocks chunk is not loaded it will be loaded from the disk.
*/
public Block GetBlock(Int32_3 blockCoordinate)
{
Int32_3 chunkCoordinate = ChunkCoordFromBlockCoord(blockCoordinate);
Chunk chunk = _chunkManager.LoadChunk(chunkCoordinate);
Int32_3 coordInChunk = BlockCoordInChunk(blockCoordinate);
return chunk.GetBlock(coordInChunk);
}
[Test]
static void TestWorld()
{
// ChunkCoordFromBlockCoord
{
Int32_3 block = .(0, 0, 0);
Int32_3 expectedChunk = .(0, 0, 0);
Test.Assert(expectedChunk == ChunkCoordFromBlockCoord(block));
block = .(5, 0, 0);
expectedChunk = .(0, 0, 0);
Test.Assert(expectedChunk == ChunkCoordFromBlockCoord(block));
block = .(45, 80, 12);
expectedChunk = .(2, 0, 0);
Test.Assert(expectedChunk == ChunkCoordFromBlockCoord(block));
block = .(0, 0, -1);
expectedChunk = .(0, 0, -1);
Test.Assert(expectedChunk == ChunkCoordFromBlockCoord(block));
block = .(0, 0, -16);
expectedChunk = .(0, 0, -1);
Test.Assert(expectedChunk == ChunkCoordFromBlockCoord(block));
block = .(0, 0, -17);
expectedChunk = .(0, 0, -2);
Test.Assert(expectedChunk == ChunkCoordFromBlockCoord(block));
}
}
}
}
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Vendored Submodule
+1
Submodule vendor/lodepng-beef added at 959b755ee9