There's SOME output!

This commit is contained in:
Carlos Sanchez 2024-09-14 03:30:53 -04:00
parent a17ef2d379
commit 9511c07f3e
4 changed files with 192 additions and 73 deletions

63
ecs2.h
View File

@ -13,6 +13,10 @@
#define ECS_MAXENTITIES 1024
#endif
#ifndef ECS_FNTYPE
#define ECS_FNTYPE
#endif
// We reserve one slot to automatically point back to the ecs system.
// This is the unusable 64th ID = 63 (your ids should start from 0)
#define ECS_MAXCTYPES 63
@ -24,6 +28,8 @@
typedef unsigned long long ecs_cid;
typedef int ecs_eid;
// -------------- ECS BUILDERS -----------------------
#define ECS_START(name) \
typedef struct name name; \
struct name { \
@ -36,14 +42,28 @@ typedef int ecs_eid;
; \
const ecs_cid name##_fl = ECS_SELFFLAG;
// Create an ECS component within an ECS struct
#define ECS_COMPONENT(type) type c_##type[ECS_MAXENTITIES];
// Define the CIDs necessary to access a component (each component MUST
// have a unique id and I can't do that inside a macro without requiring
// extensions). Note: can't use enum, because we need the flag value too.
// (unless you have a compiler that supports iterating over macro varargs)
#define ECS_CID(type, id) \
const int type##_id = id; \
const ecs_cid type##_fl = (1ULL << id);
// -------------- ECS EXTRA FUNCTIONS -----------------------
// NOTE: these generate functions individually because some systems might
// not allow unused functions and you may not need them all
#define ECS_FN_INIT(name) \
/* Always initialize the ecs system when you create a new one! */ \
static void name##_init(name *_ecs) { memset(_ecs, 0, sizeof(name)); }
ECS_FNTYPE void name##_init(name *_ecs) { memset(_ecs, 0, sizeof(name)); }
#define ECS_FN_NEWENTITY(name) \
/* Create an entity with the given base components (usually 0) */ \
static ecs_eid name##_newentity(name *_ecs, ecs_cid basecomponents) { \
ECS_FNTYPE ecs_eid name##_newentity(name *_ecs, ecs_cid basecomponents) { \
for (int i = 0; i < ECS_MAXENTITIES; i++) { \
ecs_eid id = _ecs->entitytop; \
_ecs->entitytop = (_ecs->entitytop + 1) % ECS_MAXENTITIES; \
@ -55,20 +75,22 @@ typedef int ecs_eid;
} \
return -1; \
}
#define ECS_FN_DELETEENTITY(name) \
/* Delete an entity by eid from the given ecs sys */ \
static void name##_deleteentity(name *_ecs, ecs_eid eid) { \
ECS_FNTYPE void name##_deleteentity(name *_ecs, ecs_eid eid) { \
if (eid >= 0 && eid < ECS_MAXENTITIES) \
_ecs->entities[eid] = 0; \
}
#define ECS_FN_QUERY(name) \
/* Whether an entity matches a given list of components by flag */ \
static int name##_match(name *_ecs, ecs_eid _eid, ecs_cid _comps) { \
ECS_FNTYPE int name##_match(name *_ecs, ecs_eid _eid, ecs_cid _comps) { \
ecs_cid _realcomps = ECS_SELFFLAG | _comps; \
return (_ecs->entities[_eid] & _realcomps) == _realcomps; \
} \
/* fill given list with eids of entities that match. careful with size */ \
static int name##_query(name *_ecs, ecs_cid _comps, ecs_eid *out) { \
ECS_FNTYPE int name##_query(name *_ecs, ecs_cid _comps, ecs_eid *out) { \
int count = 0; \
for (int i = 0; i < ECS_MAXENTITIES; i++) { \
if (name##_match(_ecs, i, _comps)) { \
@ -77,25 +99,22 @@ typedef int ecs_eid;
} \
return count; \
}
#define ECS_FN_EID(name) \
/* Calculate the eid from a double ecs pointer. Useful to get eid in sys */ \
static ecs_eid name##_eid(name **_ecs) { \
ECS_FNTYPE ecs_eid name##_eid(name **_ecs) { \
return (ecs_eid)(_ecs - (*_ecs)->c_##name); \
}
// Create an ECS component within an ECS struct
#define ECS_COMPONENT(type) type c_##type[ECS_MAXENTITIES];
// ------------------ ECS GENERAL MACROS ----------------------------
#define ECS_COMPONENTS(_ecs, eid) (_ecs->entities[eid])
#define ECS_HASCOMPONENT(_ecs, eid, type) \
((_ecs->entities[eid] & type##_fl) != 0)
#define ECS_GETCOMPONENT(_ecs, eid, type) (_ecs)->c_##type[eid]
// Define the CIDs necessary to access a component (each component MUST
// have a unique id and I can't do that inside a macro without requiring
// extensions). Note: can't use enum, because we need the flag value too.
// (unless you have a compiler that supports iterating over macro varargs)
#define ECS_CID(type, id) \
const int type##_id = id; \
const ecs_cid type##_fl = (1ULL << id);
// Set the given entity to have the given component (by type). Follow this
// macro immediately with the struct initializer
#define ECS_SETCOMPONENT(_ecs, eid, type) \
@ -177,7 +196,7 @@ typedef int ecs_eid;
// pre-pulled items from the entity component arrays. The new function is
// named the same as the old one, just with _run appeneded
#define ECS_SYSTEM1(ecsname, fname, type1) \
void fname##_run(ecsname *_ecs, ecs_eid eid) { \
ECS_FNTYPE void fname##_run(ecsname *_ecs, ecs_eid eid) { \
ecs_cid _ecsflags = type1##_fl; \
if (ecsname##_match(_ecs, eid, _ecsflags)) { \
fname(_ecs->c_##type1 + eid); \
@ -188,7 +207,7 @@ typedef int ecs_eid;
// pre-pulled items from the entity component arrays. The new function is
// named the same as the old one, just with _run appeneded
#define ECS_SYSTEM2(ecsname, fname, type1, type2) \
void fname##_run(ecsname *_ecs, ecs_eid eid) { \
ECS_FNTYPE void fname##_run(ecsname *_ecs, ecs_eid eid) { \
ecs_cid _ecsflags = type1##_fl | type2##_fl; \
if (ecsname##_match(_ecs, eid, _ecsflags)) { \
fname(_ecs->c_##type1 + eid, _ecs->c_##type2 + eid); \
@ -199,7 +218,7 @@ typedef int ecs_eid;
// pre-pulled items from the entity component arrays. The new function is
// named the same as the old one, just with _run appeneded
#define ECS_SYSTEM3(ecsname, fname, type1, type2, type3) \
void fname##_run(ecsname *_ecs, ecs_eid eid) { \
ECS_FNTYPE void fname##_run(ecsname *_ecs, ecs_eid eid) { \
ecs_cid _ecsflags = type1##_fl | type2##_fl | type3##_fl; \
if (ecsname##_match(_ecs, eid, _ecsflags)) { \
fname(_ecs->c_##type1 + eid, _ecs->c_##type2 + eid, \
@ -211,7 +230,7 @@ typedef int ecs_eid;
// pre-pulled items from the entity component arrays. The new function is
// named the same as the old one, just with _run appeneded
#define ECS_SYSTEM4(ecsname, fname, type1, type2, type3, type4) \
void fname##_run(ecsname *_ecs, ecs_eid eid) { \
ECS_FNTYPE void fname##_run(ecsname *_ecs, ecs_eid eid) { \
ecs_cid _ecsflags = type1##_fl | type2##_fl | type3##_fl | type4##_fl; \
if (ecsname##_match(_ecs, eid, _ecsflags)) { \
fname(_ecs->c_##type1 + eid, _ecs->c_##type2 + eid, \
@ -223,7 +242,7 @@ typedef int ecs_eid;
// pre-pulled items from the entity component arrays. The new function is
// named the same as the old one, just with _run appeneded
#define ECS_SYSTEM5(ecsname, fname, type1, type2, type3, type4, type5) \
void fname##_run(ecsname *_ecs, ecs_eid eid) { \
ECS_FNTYPE void fname##_run(ecsname *_ecs, ecs_eid eid) { \
ecs_cid _ecsflags = \
type1##_fl | type2##_fl | type3##_fl | type4##_fl | type5##_fl; \
if (ecsname##_match(_ecs, eid, _ecsflags)) { \
@ -237,7 +256,7 @@ typedef int ecs_eid;
// pre-pulled items from the entity component arrays. The new function is
// named the same as the old one, just with _run appeneded
#define ECS_SYSTEM6(ecsname, fname, type1, type2, type3, type4, type5, type6) \
void fname##_run(ecsname *_ecs, ecs_eid eid) { \
ECS_FNTYPE void fname##_run(ecsname *_ecs, ecs_eid eid) { \
ecs_cid _ecsflags = type1##_fl | type2##_fl | type3##_fl | type4##_fl | \
type5##_fl | type6##_fl; \
if (ecsname##_match(_ecs, eid, _ecsflags)) { \

@ -1 +1 @@
Subproject commit a07b4de2e0753440f0fc664f717e9bc5f46193b9
Subproject commit cb50aaccff0328f21b7c4b9a54ab59ab6b6800ac

165
terrain.c
View File

@ -7,7 +7,6 @@
#include "haloo3d/lib/mathc.h"
#include "unigi/main.h"
#include "ecs2.h"
// #include "keys.h"
#include "terrain_ecstypes.h"
@ -25,8 +24,12 @@
// Lookvec for objects which all face forward along with the player
#define DEFAULTLOOK \
{ .x = 0, .y = 0, .z = -1 }
#define CHUNKSCALE \
{ .x = 1.0, .y = 1.0, .z = 1.0 }
// { .x = 1.0, .y = 1.0, .z = 1.0 }
#define CHUNKSIZE 8 // How big each chunk is (x and y, square)
#define CHUNKSCALE 1.0 / CHUNKSIZE
#define VIEWDISTANCE 5
#define PLBOXEDGE VIEWDISTANCE * 2 + 1
#define MAXCHUNKPERFRAME 10
// These are initial values but there may be ways to change it
#define CAM_INITPITCH MPI_2
@ -47,12 +50,128 @@ int fps = 30;
#define PALETTEKEY "palette"
void fastface(haloo3d_facei face, uint16_t tex, uint16_t v0, uint16_t v1,
uint16_t v2) {
face[0].texi = tex;
face[1].texi = tex;
face[2].texi = tex;
face[0].posi = v0;
face[1].posi = v1;
face[2].posi = v2;
}
void gen_terrain(struct vec2i pos, haloo3d_obj *model) {
eprintf("Generating terrain at %d,%d\n", pos.x, pos.y);
// Don't allow the model to have more than some amount of faces/vertices.
haloo3d_obj_resetfixed(model, CHUNKSIZE * CHUNKSIZE * 4,
CHUNKSIZE * CHUNKSIZE * 4);
// Generate the "ocean" floor
// haloo3d_gen_paletteuv(0xF26F, model->vtexture[model->numvtextures++].v);
struct vec3 seacol = haloo3d_gen_paletteuv(0xF000 | (rand() & 0xFFF));
int seauv = haloo3d_obj_addvtexture(model, seacol);
eprintf("SEAUV: %f,%f\n", seacol.x, seacol.y);
// 0xF26F));
// clang-format off
int bl = haloo3d_obj_addvertex(model, (struct vec4){.x = 0, .y = 0, .z = 0, .w = 1});
int br = haloo3d_obj_addvertex(model, (struct vec4){.x = CHUNKSIZE, .y = 0, .z = 0, .w = 1});
int tl = haloo3d_obj_addvertex(model, (struct vec4){.x = 0, .y = 0, .z = CHUNKSIZE, .w = 1});
int tr = haloo3d_obj_addvertex(model, (struct vec4){.x = CHUNKSIZE, .y = 0, .z = CHUNKSIZE, .w = 1});
// clang-format on
haloo3d_facei face;
fastface(face, seauv, bl, br, tl);
haloo3d_obj_addface(model, face);
fastface(face, seauv, br, tr, tl);
model->numfaces += 2;
haloo3d_obj_shrinktofit(model);
}
// Generate the entity/components/terrain for the chunk at the given
// coordinates.
// NOTE: chunks are per x/y tile (terrain inside is just scaled
// down to fit inside the 1x1 box)
void gen_chunk(render_context *ctx, tecs *ecs, struct vec2i pos) {
// eprintf("Generating chunk at %d,%d\n", pos.x, pos.y);
ecs_eid id = tecs_newentity(ecs, 0);
ecs_playergarbage garbage;
sprintf(garbage.dynmodel, "e%d", id);
haloo3d_obj *model =
haloo3d_easystore_addobj(&ecs->storage, garbage.dynmodel);
gen_terrain(pos, model);
ECS_SETCOMPONENT(ecs, id, ecs_playergarbage) garbage;
ECS_SETCOMPONENT(ecs, id, ecs_chunk){.pos = pos};
ECS_SETCOMPONENT(ecs, id,
ecs_placement){.up = DEFAULTUP,
.lookvec = DEFAULTLOOK,
.pos = {.x = pos.x, .y = 0, .z = pos.y}};
// TODO: an easy place for optimization (if it's even needed)
// eprintf("TEX: %p\n", haloo3d_easystore_gettex(&ecs->storage, PALETTEKEY));
ECS_SETCOMPONENT(ecs, id, ecs_object){
.texture = haloo3d_easystore_gettex(&ecs->storage, PALETTEKEY),
.scale = {.x = CHUNKSCALE, .y = CHUNKSCALE, .z = CHUNKSCALE},
.lighting = NULL, //&ecs->chunklight,
.model = model,
.cullbackface = 0,
.context = {ctx},
.contextcount = 1};
}
void player_chunkload(ecs_placement *ppos, render_context *ctx, tecs *ecs) {
struct vec2i pchunk = {.x = floor(ppos->pos.x), .y = floor(ppos->pos.z)};
// This is our little array of "filled chunks" around the player. We
// use this to figure out what to generate
ecs_eid surround[PLBOXEDGE][PLBOXEDGE] = {0};
// Need to pull all existing objects that are killable
ecs_eid matches[ECS_MAXENTITIES];
// Find + iterate over killable objects placed in world
int mcount = tecs_query(
ecs, ecs_playergarbage_fl | ecs_placement_fl | ecs_object_fl, matches);
eprintf("KILLABLE OBJS: %d PCHUNK: %d,%d\n", mcount, pchunk.x, pchunk.y);
for (int i = 0; i < mcount; i++) {
ecs_placement *placement =
&ECS_GETCOMPONENT(ecs, matches[i], ecs_placement);
ecs_object *obj = &ECS_GETCOMPONENT(ecs, matches[i], ecs_object);
// If this object is outside the view distance, we no longer have access to
// it
if (fabs(floor(placement->pos.x) - pchunk.x) > VIEWDISTANCE ||
fabs(floor(placement->pos.y) - pchunk.y) > VIEWDISTANCE) {
// OK, reduce the chunk refcount, since we're no longer close to it
obj->contextcount--;
}
// This is specifically a chunk, it might be within our view radius.
if (ECS_HASCOMPONENT(ecs, matches[i], ecs_chunk)) {
ecs_chunk *chunk = &ECS_GETCOMPONENT(ecs, matches[i], ecs_chunk);
int surx = chunk->pos.x - pchunk.x + VIEWDISTANCE;
int sury = chunk->pos.y - pchunk.y + VIEWDISTANCE;
if (surx >= 0 && sury >= 0 && surx < PLBOXEDGE && sury < PLBOXEDGE) {
// eprintf("SUR: %d %d\n", surx, sury);
surround[sury][surx] = 1; // matches[i];
}
}
}
int chunkgen = 0;
// We now have our view radius box and which chunks are not loaded. Up to
// some amount, let's load them
for (int y = pchunk.y - VIEWDISTANCE; y <= pchunk.y + VIEWDISTANCE; y++) {
for (int x = pchunk.x - VIEWDISTANCE; x <= pchunk.x + PLBOXEDGE; x++) {
int surx = x - pchunk.x + VIEWDISTANCE;
int sury = y - pchunk.y + VIEWDISTANCE;
if (!surround[sury][surx]) {
gen_chunk(ctx, ecs, (struct vec2i){.x = x, .y = y});
//.y = pchunk.y - VIEWDISTANCE + y});
if (++chunkgen >= MAXCHUNKPERFRAME) {
break;
}
}
}
}
}
// ---------------------------------------------------
// The terrain ecs systems
// ---------------------------------------------------
// All initialization for a specific render context
void sys_rendercontext(ecs_rendercontext *erc, ecs_placement *p) {
void sys_rendercontext(ecs_rendercontext *erc, ecs_placement *p, tecs **ecs) {
render_context *rc = *erc;
struct vec3 lookat;
mfloat_t cammatrix[MAT4_SIZE];
@ -72,6 +191,10 @@ void sys_rendercontext(ecs_rendercontext *erc, ecs_placement *p) {
haloo3d_my_lookat(cammatrix, p->pos.v, lookat.v, p->up.v);
mat4_inverse(cammatrix, cammatrix);
mat4_multiply(rc->precalc_screen, perspective, cammatrix);
// Well, since we're here... might as well do the player-related stuff.
// After all, we can be sure this is a player... right?
player_chunkload(p, rc, *ecs);
}
// Apply rotation to lookvec of placement, overrides lookvec
@ -212,33 +335,6 @@ void sys_playergarbage(ecs_playergarbage *pg, ecs_object *ob, tecs **ecs) {
}
}
void gen_chunk(render_context *ctx, tecs *ecs, struct vec2i pos) {
eprintf("Generating chunk %d,%d\n", pos.x, pos.y);
// TODO: don't make the system generate components? Let someone else set
// ourselves up, then we just generate the model or... whatever... or is
// that bad? Maybe that's bad, since we'll suddenly be renderable without a
// model, ugh.
// haloo3d_gen_paletteuv(haloo3d_fb *fb, uint16_t col, struct vec2 *uvout);
ecs_eid id = tecs_newentity(ecs, 0);
ecs_playergarbage garbage;
sprintf(garbage.dynmodel, "e%d", id);
haloo3d_obj *model =
haloo3d_easystore_addobj(&ecs->storage, garbage.dynmodel);
ECS_SETCOMPONENT(ecs, id, ecs_playergarbage) garbage;
ECS_SETCOMPONENT(ecs, id,
ecs_placement){.up = DEFAULTUP,
.lookvec = DEFAULTLOOK,
.pos = {.x = pos.x, .y = 0, .z = pos.y}};
// TODO: an easy place for optimization (if it's even needed)
ECS_SETCOMPONENT(ecs, id, ecs_object){
.texture = haloo3d_easystore_gettex(&ecs->storage, PALETTEKEY),
.scale = CHUNKSCALE,
.lighting = &ecs->chunklight,
.model = model,
.cullbackface = 1,
.context = {ctx},
.contextcount = 1};
}
// void sys_chunk(ecs_chunk *ch, ecs_object *o, tecs **ecs) {
// // Is it really ok to have this check every single time? Seems kinda
// wasteful if (ch->generation == 1) {
@ -277,7 +373,7 @@ int main() { // int argc, char **argv) {
haloo3d_easytimer_init(&sdltimer, AVGWEIGHT);
render_context context;
context.windowclear = 0xF000;
context.windowclear = 0xFF00;
context.nearclip = INIT_NEARCLIP;
context.farclip = INIT_FARCLIP;
context.fov = INIT_FOV;
@ -303,7 +399,7 @@ int main() { // int argc, char **argv) {
ecs_eid playerid = tecs_newentity(&ecs, 0);
ECS_SETCOMPONENT(&ecs, playerid, ecs_placement){
.pos = {.x = 0, .y = 10, .z = 0}, .up = DEFAULTUP};
.pos = {.x = 0, .y = 1, .z = 0}, .up = DEFAULTUP};
ECS_SETCOMPONENT(&ecs, playerid, ecs_movement){.pos = INIT_PLAYERSPEED};
ECS_SETCOMPONENT(&ecs, playerid, ecs_rotation){.yaw = 0,
.pitch = CAM_INITPITCH};
@ -324,7 +420,8 @@ int main() { // int argc, char **argv) {
ECS_RUNSYSTEM1(&ecs, sys_playerinput, ecs_input);
ECS_RUNSYSTEM2(&ecs, sys_rotation, ecs_placement, ecs_rotation);
ECS_RUNSYSTEM3(&ecs, sys_movement, ecs_placement, ecs_movement, tecs);
ECS_RUNSYSTEM2(&ecs, sys_rendercontext, ecs_rendercontext, ecs_placement);
ECS_RUNSYSTEM3(&ecs, sys_rendercontext, ecs_rendercontext, ecs_placement,
tecs);
// ECS_RUNSYSTEM3(&ecs, sys_chunk, ecs_chunk, ecs_object, tecs);
ECS_RUNSYSTEM3(&ecs, sys_playergarbage, ecs_playergarbage, ecs_object,
tecs);

View File

@ -1,6 +1,8 @@
#ifndef __TERRAIN_ECSTYPES
#define __TERRAIN_ECSTYPES
#define ECS_FNTYPE static
#include "ecs2.h"
#include "haloo3d/haloo3d.h"
#include "haloo3d/haloo3dex_easy.h"
@ -114,29 +116,30 @@ struct vec3 globallighting; // the global lighting to apply to terrain
object_lighting chunklight; // lighting to assign to a chunk
// Everyone needs to be able to get and set obj/texture
haloo3d_easystore storage;
ECS_COMPONENT(ecs_rendercontext);
ECS_COMPONENT(ecs_object);
ECS_COMPONENT(ecs_placement);
ECS_COMPONENT(ecs_rotation);
ECS_COMPONENT(ecs_movement);
ECS_COMPONENT(ecs_input);
ECS_COMPONENT(ecs_playergarbage);
ECS_COMPONENT(ecs_chunk);
ECS_COMPONENT(ecs_rendercontext)
ECS_COMPONENT(ecs_object)
ECS_COMPONENT(ecs_placement)
ECS_COMPONENT(ecs_rotation)
ECS_COMPONENT(ecs_movement)
ECS_COMPONENT(ecs_input)
ECS_COMPONENT(ecs_playergarbage)
ECS_COMPONENT(ecs_chunk)
ECS_END(tecs)
ECS_FN_INIT(tecs)
ECS_FN_NEWENTITY(tecs)
ECS_FN_DELETEENTITY(tecs)
ECS_FN_EID(tecs)
ECS_FN_QUERY(tecs)
// And then a copy of the components here... that sucksssss
ECS_CID(ecs_rendercontext, 0);
ECS_CID(ecs_object, 1);
ECS_CID(ecs_placement, 2);
ECS_CID(ecs_rotation, 3);
ECS_CID(ecs_movement, 4);
ECS_CID(ecs_input, 5);
ECS_CID(ecs_playergarbage, 6);
ECS_CID(ecs_chunk, 7);
ECS_CID(ecs_rendercontext, 0)
ECS_CID(ecs_object, 1)
ECS_CID(ecs_placement, 2)
ECS_CID(ecs_rotation, 3)
ECS_CID(ecs_movement, 4)
ECS_CID(ecs_input, 5)
ECS_CID(ecs_playergarbage, 6)
ECS_CID(ecs_chunk, 7)
#endif