initial commit
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#include "HydraLightSystem.h"
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#include "../../engine/HydraEngine.h"
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#include "../HydraECS.h"
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#include "../components/HydraLightComponent.h"
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#include "../components/HydraPositionComponent.h"
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#include "../../buffer/HydraLightBufferManager.h"
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#include "../../buffer/HydraLightBuffer.h"
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#include "../../scheduler/HydraTaskScheduler.h"
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#include "../../task/buffer/HydraCreateGPUBufferTask.hpp"
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#include "../../task/buffer/HydraUpdatePartialGPUBufferTask.hpp"
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#include "../../actor/HydraActorManager.h"
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#include <GLMIncludes.h>
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void HydraLightSystem::Initialise()
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{
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HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
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HydraID create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
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HydraCreateGPUBufferTask *task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
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task->Intialise("LightBuffer", 1, MAX_LIGHTS * sizeof(HydraLightComponent), &m_light_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
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task_scheduler->WaitForTask(create_gpu_buffer_task_id);
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}
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uint32_t HydraLightSystem::GetLightCount()
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{
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return m_lights.size();
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}
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void HydraLightSystem::InitialiseComponent(HydraID entity_id)
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{
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HydraLightBufferManager *light_man = GetEngine()->LightBufferManager();
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uint32_t light_count = light_man->GetLightCount();
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HydraECS *ecs = GetEngine()->ECS();
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HydraPositionComponent &pos_comp = ecs->GetComponent<HydraPositionComponent>(entity_id);
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HydraLightComponent &light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
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m_lights.push_back(light_comp);
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}
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void HydraLightSystem::UpdateSystem(float delta_t_seconds)
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{
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_WriteToGPU();
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}
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void HydraLightSystem::_WriteToGPU()
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{
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void *buffer = static_cast<void *>(m_lights.data());
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HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
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HydraID update_buffer_task_id = task_scheduler->CreateTask<HydraUpdatePartialGPUBufferTask>(HydraThreadAffinity::Render);
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HydraUpdatePartialGPUBufferTask *task = static_cast<HydraUpdatePartialGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
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task->Intialise(m_light_buffer_id, 0, sizeof(HydraLightComponent) * m_lights.size(), buffer);
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task_scheduler->WaitForTask(update_buffer_task_id);
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}
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@@ -0,0 +1,27 @@
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#ifndef HYDRALIGHTSYSTEM
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#define HYDRALIGHTSYSTEM
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#include "../../engine/HydraObject.h"
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#include "../HydraSystem.h"
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#include "../components/HydraLightComponent.h"
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#include <GLMIncludes.h>
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#include <queue>
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#include <vector>
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class HydraLightSystem : public HydraSystem
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{
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public:
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void Initialise() override;
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uint32_t GetLightCount();
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protected:
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void InitialiseComponent(HydraID entity_id) override;
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virtual void UpdateSystem(float delta_t_seconds);
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private:
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void _WriteToGPU();
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HydraID m_light_buffer_id = INVALID_HYDRA_ID;
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std::vector<HydraLightComponent> m_lights;
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};
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#endif /* HYDRALIGHTSYSTEM */
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#include "HydraMaterialSystem.h"
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#include "../../engine/HydraEngine.h"
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#include "../HydraECS.h"
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#include "../components/HydraMaterialComponent.h"
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#include "../../buffer/HydraMaterialBufferManager.h"
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#include "../../buffer/HydraTextureBufferManager.h"
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#include "../../scheduler/HydraTaskScheduler.h"
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#include "../../task/buffer/HydraCreateGPUBufferTask.hpp"
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#include "../../task/buffer/HydraUpdateWholeGPUBufferTask.hpp"
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#include "../../actor/HydraActorManager.h"
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void HydraMaterialSystem::Initialise()
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{
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HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
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HydraID create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
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HydraCreateGPUBufferTask *task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
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task->Intialise("MaterialBuffer", 1, MAX_MATERIALS * sizeof(HydraMaterialBuffer), &m_material_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
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task_scheduler->WaitForTask(create_gpu_buffer_task_id);
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create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
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task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
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task->Intialise("TextureBuffer", 1, MAX_TEXTURES * sizeof(uint64_t), &m_texture_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
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task_scheduler->WaitForTask(create_gpu_buffer_task_id);
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}
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void HydraMaterialSystem::InitialiseComponent(HydraID entity_id)
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{
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}
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void HydraMaterialSystem::UpdateSystem(float delta_t_seconds)
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{
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_WriteToGPU();
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}
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void HydraMaterialSystem::_WriteToGPU()
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{
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void* buffer = GetEngine()->MaterialBufferManager()->GetMaterialBuffer();
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HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
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HydraID update_buffer_task_id = task_scheduler->CreateTask<HydraUpdateWholeGPUBufferTask>(HydraThreadAffinity::Render);
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HydraUpdateWholeGPUBufferTask *task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
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task->Intialise(m_material_buffer_id, buffer);
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task_scheduler->WaitForTask(update_buffer_task_id);
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buffer = GetEngine()->TextureBufferManager()->GetTextureBuffer();
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update_buffer_task_id = task_scheduler->CreateTask<HydraUpdateWholeGPUBufferTask>(HydraThreadAffinity::Render);
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task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
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task->Intialise(m_texture_buffer_id, buffer);
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task_scheduler->WaitForTask(update_buffer_task_id);
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}
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#ifndef HYDRAMATERIALSYSTEM
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#define HYDRAMATERIALSYSTEM
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#include "../../engine/HydraObject.h"
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#include "../HydraSystem.h"
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#include <GLMIncludes.h>
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#include <queue>
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#include <vector>
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class HydraMaterialSystem : public HydraSystem
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{
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public:
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void Initialise() override;
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protected:
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void InitialiseComponent(HydraID entity_id) override;
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virtual void UpdateSystem(float delta_t_seconds);
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private:
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void _WriteToGPU();
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HydraID m_material_buffer_id = INVALID_HYDRA_ID;
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HydraID m_texture_buffer_id = INVALID_HYDRA_ID;
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};
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#endif /* HYDRAMATERIALSYSTEM */
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#include "HydraMeshSystem.h"
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#include "../HydraECS.h"
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#include "../../engine/HydraEngine.h"
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#include "../components/HydraMeshComponent.h"
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#include "../../buffer/HydraBufferManager.h"
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#include "../../scheduler/HydraTaskScheduler.h"
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#include "../../task/buffer/HydraCreateVertexBufferTask.hpp"
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#include "../../task/buffer/HydraUpdateVertexBufferTask.hpp"
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#include "../../mesh/HydraMeshManager.h"
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void HydraMeshSystem::Initialise()
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{
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}
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void HydraMeshSystem::InitialiseComponent(HydraID entity_id)
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{
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HydraECS* ecs = GetEngine()->ECS();
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HydraBufferManager *buffer_manager = GetEngine()->BufferManager();
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HydraMeshComponent& mesh_comp = ecs->GetComponent<HydraMeshComponent>(entity_id);
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HydraMeshManager* mesh_man = GetEngine()->MeshManager();
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HydraMesh* mesh = mesh_man->GetMesh(mesh_comp.mesh_id);
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uint32_t vertex_buffer_size = sizeof(StandardVertex) * mesh->vertexes.size();
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uint32_t index_buffer_size = sizeof(uint32_t) * mesh->indexes.size();
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uint32_t triangle_count = mesh->indexes.size();// / 3;
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HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
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//Create VAO and Vertex Buffer storage
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HydraID create_vertex_task_id = task_scheduler->CreateTask<HydraCreateVertexBufferTask>(HydraThreadAffinity::Render);
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HydraCreateVertexBufferTask *vertex_task = static_cast<HydraCreateVertexBufferTask *>(task_scheduler->GetTask(create_vertex_task_id));
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vertex_task->Intialise(vertex_buffer_size, index_buffer_size, triangle_count, &mesh_comp.vertex_buffer_id);
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task_scheduler->WaitForTask(create_vertex_task_id);
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//Update vertex buffer
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HydraID update_buffer_task_id = task_scheduler->CreateTask<HydraUpdateVertexBufferTask>(HydraThreadAffinity::Render);
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HydraUpdateVertexBufferTask *vertex_update_task = static_cast<HydraUpdateVertexBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
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vertex_update_task->Intialise(mesh_comp.vertex_buffer_id, &mesh->vertexes[0], &mesh->indexes[0]);
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task_scheduler->WaitForTask(update_buffer_task_id);
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}
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#ifndef HYDRAMESHSYSTEM
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#define HYDRAMESHSYSTEM
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#include "../../engine/HydraObject.h"
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#include "../HydraSystem.h"
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#include <GLMIncludes.h>
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#include <queue>
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class HydraMeshSystem : public HydraSystem
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{
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public:
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void Initialise() override;
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protected:
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void InitialiseComponent(HydraID entity_id) override;
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virtual void UpdateSystem(float delta_t_seconds){}
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};
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#endif /* HYDRAMESHSYSTEM */
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#include "HydraRenderSystem.h"
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void HydraRenderSystem::Initialise()
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{
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}
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#ifndef HYDRARENDERSYSTEM
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#define HYDRARENDERSYSTEM
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#include "../../engine/HydraObject.h"
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#include "../HydraSystem.h"
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#include <GLMIncludes.h>
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#include <queue>
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class HydraRenderSystem : public HydraSystem
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{
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public:
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void Initialise() override;
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protected:
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virtual void UpdateSystem(float delta_t_seconds){}
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};
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#endif /* HYDRARENDERSYSTEM */
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#include "HydraTransformSystem.h"
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#include "../../engine/HydraEngine.h"
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#include "../HydraECS.h"
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#include "../components/HydraPositionComponent.h"
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#include "../../scheduler/HydraTaskScheduler.h"
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#include "../../task/buffer/HydraCreateGPUBufferTask.hpp"
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#include "../../task/buffer/HydraUpdateWholeGPUBufferTask.hpp"
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#include "../../actor/HydraActorManager.h"
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void HydraTransformSystem::UpdateTransform(HydraID actor_id)
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{
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HydraECS *ecs = GetEngine()->ECS();
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HydraPositionComponent &pos_comp = ecs->GetComponent<HydraPositionComponent>(actor_id);
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pos_comp.needs_update = true;
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m_entities_to_update.push(actor_id);
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}
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void HydraTransformSystem::Initialise()
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{
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HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
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HydraID create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
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HydraCreateGPUBufferTask *task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
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task->Intialise("PositionsBuffer", 1, MAX_ACTORS * sizeof(glm::mat4),
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&m_transform_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
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task_scheduler->WaitForTask(create_gpu_buffer_task_id);
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m_model_matrix.resize(MAX_ACTORS);
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}
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void HydraTransformSystem::UpdateSystem(float delta_t_seconds)
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{
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HydraECS *ecs = GetEngine()->ECS();
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while(m_entities_to_update.size() > 0)
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{
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HydraID actor_id = m_entities_to_update.front();
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m_entities_to_update.pop();
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HydraPositionComponent &pos_comp = ecs->GetComponent<HydraPositionComponent>(actor_id);
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if(pos_comp.needs_update)
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{
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HydraID parent_id = GetEngine()->ActorManager()->GetRoot(actor_id);
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glm::mat4 identity = glm::mat4(1);
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_UpdateChild(INVALID_HYDRA_ID, parent_id, identity);
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}
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}
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_WriteToGPU();
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}
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void HydraTransformSystem::InitialiseComponent(HydraID actor_id)
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{
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HydraECS *ecs = GetEngine()->ECS();
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HydraPositionComponent &pos_comp = ecs->GetComponent<HydraPositionComponent>(actor_id);
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if (pos_comp.needs_update)
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{
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glm::mat4 identity = glm::mat4(1);
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_UpdateChild(INVALID_HYDRA_ID, actor_id, identity);
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}
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}
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void HydraTransformSystem::_UpdateChild(HydraID parent_id, HydraID actor_id, glm::mat4 parent_transform)
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{
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HydraECS *ecs = GetEngine()->ECS();
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std::vector<HydraID> &child_ids = GetEngine()->ActorManager()->GetChildren(actor_id);
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glm::mat4 trans = parent_transform;
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if (ecs->HasComponent<HydraPositionComponent>(actor_id))
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{
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HydraPositionComponent &pos_comp = ecs->GetComponent<HydraPositionComponent>(actor_id);
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glm::mat4 trans_matrix = glm::translate(glm::vec3(pos_comp.position.x, pos_comp.position.y, pos_comp.position.z));
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glm::mat4 rot_matrix = glm::toMat4(glm::quat(pos_comp.orientation));
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glm::mat4 scale_matrix = glm::scale(pos_comp.scale);
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glm::mat4 model_matrix = trans_matrix * rot_matrix * scale_matrix;
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pos_comp.transform = trans * model_matrix;
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pos_comp.needs_update = false;
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m_model_matrix[actor_id] = pos_comp.transform;
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trans = pos_comp.transform;
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}
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for (uint32_t child_idx = 0; child_idx < child_ids.size(); child_idx++)
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{
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_UpdateChild(actor_id, child_ids[child_idx], trans);
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}
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}
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void HydraTransformSystem::_WriteToGPU()
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{
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HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
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HydraID update_buffer_task_id = task_scheduler->CreateTask<HydraUpdateWholeGPUBufferTask>(HydraThreadAffinity::Render);
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HydraUpdateWholeGPUBufferTask *task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
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task->Intialise(m_transform_buffer_id, &m_model_matrix[0]);
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task_scheduler->WaitForTask(update_buffer_task_id);
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}
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@@ -0,0 +1,27 @@
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#ifndef HYDRAECSTRANSFORMSYSTEM
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#define HYDRAECSTRANSFORMSYSTEM
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#include "../../engine/HydraObject.h"
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#include "../HydraSystem.h"
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#include <GLMIncludes.h>
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#include <queue>
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class HydraTransformSystem : public HydraSystem
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{
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public:
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void UpdateTransform(HydraID actor_id);
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void Initialise() override;
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protected:
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virtual void UpdateSystem(float delta_t_seconds) override;
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void InitialiseComponent(HydraID actor_id) override;
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private:
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void _UpdateChild(HydraID parent_id, HydraID actor_id, glm::mat4 parent_transform);
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void _WriteToGPU();
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HydraID m_transform_buffer_id = INVALID_HYDRA_ID;
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std::queue<HydraID> m_entities_to_update;
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std::vector<glm::mat4> m_model_matrix;
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};
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#endif /* HYDRAECSTRANSFORMSYSTEM */
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