Point lights

This commit is contained in:
Confideo-IOM
2026-08-28 16:36:25 +01:00
parent 30538ae7ab
commit e3d37e3f8a
60 changed files with 458 additions and 184 deletions
+3 -3
View File
@@ -12,7 +12,7 @@ bool HydraGame::Initialise()
GetEngine()->ActorManager()->InitialiseActor(m_spawner_id);
GetEngine()->ActorManager()->SetPosition(m_spawner_id, glm::dvec3(0, 1.0, 0));
HydraLightSpawnerActor* actor = static_cast<HydraLightSpawnerActor*>(GetEngine()->ActorManager()->GetActor(m_spawner_id));
actor->SpawnSettings(2.0f, glm::vec3(0.0f, 2.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 10.0f, 0.0f, 20.0f);
actor->SpawnSettings(3.0f, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 15.0f, 0.0f, 50.0f);
actor->SetEnabled(true);
@@ -35,12 +35,12 @@ bool HydraGame::Initialise()
// m_cube_actor_id = GetEngine()->ActorManager()->CreateActor<HydraTestCubeActor>();
// GetEngine()->ActorManager()->InitialiseActor(m_cube_actor_id);
// GetEngine()->ActorManager()->SetPosition(m_cube_actor_id, glm::dvec3(0, 1.0, 0));
// GetEngine()->ActorManager()->SetLinearVelocity(m_cube_actor_id, glm::dvec3(0, 10.0, 0));
// GetEngine()->ActorManager()->SetLinearVelocity(m_cube_actor_id, glm::vec3(0,20,0));
m_plane_actor_id = GetEngine()->ActorManager()->CreateActor<HydraPlaneActor>();
GetEngine()->ActorManager()->InitialiseActor(m_plane_actor_id);
GetEngine()->ActorManager()->SetPosition(m_plane_actor_id, glm::dvec3(0, 0, 0));
GetEngine()->ActorManager()->SetOrientation(m_plane_actor_id, 0.0f, 0.0f, 0.2f);
GetEngine()->ActorManager()->SetOrientation(m_plane_actor_id, 0.0f, 0.0f, 0.0f);
// m_plane_actor_id1 = GetEngine()->ActorManager()->CreateActor<HydraPlaneActor>();
+2 -2
View File
@@ -45,7 +45,7 @@ const uint32_t MAX_DIRECTIONAL_SHADOWS = 10;
const uint32_t MAX_SPOT_SHADOWS = 10;
const uint32_t MAX_POINT_SHADOWS = 10;
//const uint32_t SHADOW_MAP_SIZE = 1024;
const uint32_t DIRECTIONAL_SHADOW_MAP_SIZE = 4096;
const uint32_t DIRECTIONAL_SHADOW_MAP_SIZE = 2048;
const uint32_t SPOT_SHADOW_MAP_SIZE = 1024;
const uint32_t POINT_SHADOW_MAP_SIZE = 2048;
@@ -65,7 +65,7 @@ enum class HYDRA_PHYSICS_SHAPE
enum class HYDRA_RENDERABLE_TYPE
{
HYDRA_COLOUR = 1,
HYDRA_SHADOW,
HYDRA_SHADOW_CASTER,
HYDRA_TRANSPARENT,
HYDRA_LIGHTING,
HYDRA_OUTPUT,
@@ -232,7 +232,7 @@ vec3 DirectionalShading(vec3 normal,
{
float distance = length(light_pos - world_pos);
float attenuation = 1.0;
float attenuation = 3.5;
vec3 radiance = diffuse * attenuation;
@@ -251,10 +251,12 @@ vec3 PointShading(vec3 normal,
float light_constant,
float light_linear,
float light_quadratic,
vec3 light_colour,
vec3 world_pos,
vec3 view_pos,
float shadow_val)
{
float distance = length(light_pos - world_pos);
float attenuation = 1.0;
@@ -263,7 +265,7 @@ vec3 PointShading(vec3 normal,
vec3 light_dir = normalize(light_pos - world_pos);
vec3 Lo = CalculatePBR(normal, view_pos, world_pos, light_dir, diffuse, radiance, roughness, metallic);
Lo = Lo * light_colour;
return Lo;
}
vec3 SpotShading(vec3 normal,
@@ -339,9 +341,17 @@ float SampleCascadeShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_ma
// check whether current frag pos is in shadow
// float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
// PCF
if(shadow_trans_idx < 3)
if(shadow_trans_idx < 1)
{
bias = 0.00001;
bias = 0.0000005;
}
if(shadow_trans_idx < 2)
{
bias = 0.00005;
}
else if(shadow_trans_idx < 3)
{
bias = 0.00005;
}
else if(shadow_trans_idx == 3)
{
@@ -351,9 +361,6 @@ float SampleCascadeShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_ma
{
bias = 0.0005;
}
float shadow = 0.0;
vec2 texel_size = 1.0 / textureSize(sampler_shadow_map, 0).xy;
if((frag_light_space.x >= 0.0)&&(frag_light_space.y >= 0.0)
@@ -418,6 +425,12 @@ vec3 CalculateDirectionalShadow(vec4 world_pos, uint shadow_idx, vec3 normal, ve
//measure the distance of the fragment from the light
float frag_distance = abs(length(viewer_pos - world_pos.xyz));
float back_face = dot(normal, light_dir);
if(back_face < 0)
{
return vec3(1);
}
uint shadow_trans_idx = 5;
uint ignore_shadow = 0;
//Work out which shadowmap is appropriate for this distance
@@ -548,14 +561,22 @@ void main()
float ao = 1;
vec3 ambient = vec3(0.05) * diffuse.xyz * ao;
vec3 Lo = ambient;
if(metal_rough[0] > 0)
{
uFragColor = vec4(diffuse.xyz * metal_rough[0], diffuse.a);
}
else
{
for(int i = 0; i < ubo_per_frame.light_count; i ++)
{
mat4 model = model_matrix[lights[i].entity_id];
mat3 rot_mat = GetRotationOnlyMatrix(model);
vec3 light_direction = normalize(rot_mat * vec3(0,0,1));
vec3 light_pos = GetPositionFromView(model);
light_pos = model[3].xyx;
vec4 light_pos_model_space = vec4(0,0,0,1);
light_pos_model_space = model * light_pos_model_space;
vec3 light_pos = light_pos_model_space.xyz;
//vec3 light_pos = GetPositionFromView(model);
//light_pos = model[3].xyx;
if(lights[i].light_type == HYDRA_LIGHT_DIRECTIONAL)
{
Lo += DirectionalShading(normal, diffuse.xyz, rough, metal, lights[i].intensity, light_direction, light_pos, world_pos, ubo_per_frame.viewer_pos);
@@ -563,6 +584,7 @@ void main()
if(lights[i].shadow_caster == 1)
{
vec3 shadow = CalculateDirectionalShadow(vec4(world_pos, 1.0), lights[i].shadow_map_id, normal, light_direction, ubo_per_frame.viewer_pos);
Lo = Lo * shadow;
}
@@ -586,6 +608,7 @@ void main()
lights[i].constant,
lights[i].linear,
lights[i].quadratic,
lights[i].diffuse.xyz,
world_pos,
ubo_per_frame.viewer_pos,
shadow);
@@ -626,11 +649,13 @@ void main()
vec3 output_color = Lo;
// HDR tonemapping
output_color = output_color / (output_color + vec3(1.0));
// gamma correct
output_color = pow(output_color, vec3(1.0/2.1));
output_color = output_color / (output_color + vec3(1.0));
// gamma correct
output_color = pow(output_color, vec3(1.0/2.1));
uFragColor = vec4(output_color, 1.0);
}
uFragColor = vec4(output_color, 1.0);
// float light = dot(lights[0].light_direction, normal);
// uFragColor = vec4(diffuse.xyz * light,1);
-5
View File
@@ -2,8 +2,3 @@
#include "HydraActorManager.h"
#include "../engine/HydraEngine.h"
#include "../ecs/HydraECS.h"
void HydraActor::Delete()
{
GetEngine()->ECS()->DestroyEntity(GetID());
}
+1 -1
View File
@@ -16,7 +16,7 @@ class CLASS_DEFINE HydraActor : public HydraObject
std::vector<HydraID> m_children;
std::vector<uint32_t> m_component_types;
uint32_t m_components_waiting = 0;
void Delete();
friend class HydraActorManager;
friend class HydraDeleteActorTask;
protected:
+15 -8
View File
@@ -35,7 +35,7 @@ void HydraActorManager::DeleteActor(HydraID actorID)
if(m_actors[actorID] != nullptr)
{
m_actors[actorID]->Delete();
GetEngine()->ECS()->DestroyEntity(actorID);
_SetActorDeleted(actorID);
}
@@ -194,15 +194,22 @@ void HydraActorManager::SetLinearVelocity(HydraID actor_id, glm::vec3 velocity)
void HydraActorManager::SetPositionAndOrientation(HydraID actorID, glm::dvec3 position, glm::vec3 euler_angles, bool ignore_physics)
{
HydraECS *ecs = GetEngine()->ECS();
HydraPositionComponent &pos_comp = ecs->GetComponent<HydraPositionComponent>(actorID);
pos_comp.position = position;
pos_comp.orientation = glm::vec3(euler_angles.x,euler_angles.y,euler_angles.z);
if(!pos_comp.needs_update)
if(ecs->HasComponent<HydraPositionComponent>(actorID))
{
ecs->GetSystem<HydraTransformSystem>()->UpdateTransform(actorID, ignore_physics);
HydraPositionComponent &pos_comp = ecs->GetComponent<HydraPositionComponent>(actorID);
pos_comp.position = position;
pos_comp.orientation = glm::vec3(euler_angles.x,euler_angles.y,euler_angles.z);
if(!pos_comp.needs_update)
{
ecs->GetSystem<HydraTransformSystem>()->UpdateTransform(actorID, ignore_physics);
}
}
else
{
std::cout << "HERE";
}
}
void HydraActorManager::SetScale(HydraID actor_id, glm::dvec3 scaling)
@@ -21,8 +21,8 @@ void HydraDirectionalLightActor::InitialiseComponents()
HydraLightComponent light_comp = {};
HydraECS *ecs = GetEngine()->ECS();
light_comp.diffuse = glm::vec4(1.0,0.8,0.6,1);
light_comp.intensity = 100000.0f;
light_comp.diffuse = glm::vec4(1.0f, 1.0f, 1.0f ,1.0f);
light_comp.intensity = 1000.0f;
light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_DIRECTIONAL);
light_comp.entity_id = GetID();
light_comp.shadow_caster =1;
+1 -1
View File
@@ -175,7 +175,7 @@ void HydraPlaneActor::_CreateMaterial()
material.diffuse_texture_id = tex_id;
material.diffuse_colour = glm::vec4(1, 1, 1, 1);
material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
material.emmissive_metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
HydraMaterialComponent mat_comp = {};
@@ -47,7 +47,7 @@ void HydraPlayerActor::HandleInput(float delta_t)
bool move_right = GetEngine()->KeyPressed(HYDRA_KEY_CODES::HYDRA_KEY_D);
HydraRenderSettings render_settings = GetEngine()->RenderSettings();
float scale = 0.2f;
float scale = 1.0f;
float x_angle = (change.x / render_settings.DisplayWidth) * -500 * delta_t * scale;
float y_angle = (change.y / render_settings.DisplayHeight) * -500 * delta_t * scale;
@@ -8,6 +8,8 @@
#include "../ecs/components/HydraRenderableComponent.h"
#include "../ecs/components/HydraMaterialComponent.h"
#include "../ecs/components/HydraPhysicsComponent.h"
#include "../ecs/components/HydraShadowCasterComponent.h"
#include "../ecs/components/HydraLightComponent.h"
#include "../buffer/HydraMaterialBufferManager.h"
#include "../buffer/HydraTextureBufferManager.h"
#include "../buffer/HydraMaterialBuffer.h"
@@ -24,6 +26,7 @@ void HydraTestCubeActor::InitialiseComponents()
_CreateMaterial();
_CreateMesh();
_CreateRenderableComponent();
_CreateLightComponent();
}
void HydraTestCubeActor::DeferredInitialiseComponents()
@@ -174,7 +177,8 @@ void HydraTestCubeActor::_CreateMaterial()
material.diffuse_texture_id = tex_id;
material.diffuse_colour = glm::vec4(1, 1, 1, 1);
material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
material.emmissive_metalic_rough = glm::vec4(0.0f, 0.5f, 0.3f, 1.0f);
HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
HydraMaterialComponent mat_comp = {};
@@ -199,7 +203,23 @@ void HydraTestCubeActor::_CreatePhysics()
void HydraTestCubeActor::_CreateRenderableComponent()
{
HydraRenderableComponent render_comp;
HydraShadowCasterComponent shad_caster;
HydraECS *ecs = GetEngine()->ECS();
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_SHADOW_CASTER, true);
ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
ecs->AddComponent<HydraShadowCasterComponent>(GetID(), shad_caster);
}
void HydraTestCubeActor::_CreateLightComponent()
{
HydraLightComponent light_comp = {};
HydraECS *ecs = GetEngine()->ECS();
light_comp.diffuse = glm::vec4(1,1,1,1);
light_comp.intensity = 1000.0f;
light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_POINT);
light_comp.entity_id = GetID();
ecs->AddComponent<HydraLightComponent>(GetID(), light_comp);
}
@@ -18,6 +18,7 @@ class CLASS_DEFINE HydraTestCubeActor : public HydraActor
void _CreateMaterial();
void _CreatePhysics();
void _CreateRenderableComponent();
void _CreateLightComponent();
public:
virtual void InitialiseComponents();
virtual void DeferredInitialiseComponents();
@@ -7,6 +7,7 @@
#include "../ecs/components/HydraMeshComponent.h"
#include "../ecs/components/HydraRenderableComponent.h"
#include "../ecs/components/HydraMaterialComponent.h"
#include "../ecs/components/HydraLightComponent.h"
#include "../buffer/HydraMaterialBufferManager.h"
#include "../buffer/HydraTextureBufferManager.h"
#include "../buffer/HydraMaterialBuffer.h"
@@ -23,6 +24,7 @@ void HydraTestLightActor::InitialiseComponents()
_CreateMaterial();
_CreateMesh();
_CreateRenderableComponent();
}
void HydraTestLightActor::DeferredInitialiseComponents()
@@ -173,7 +175,7 @@ void HydraTestLightActor::_CreateMaterial()
material.diffuse_texture_id = tex_id;
material.diffuse_colour = glm::vec4(1, 1, 1, 1);
material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
material.emmissive_metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
HydraMaterialComponent mat_comp = {};
@@ -181,7 +183,6 @@ void HydraTestLightActor::_CreateMaterial()
engine->ECS()->AddComponent<HydraMaterialComponent>(GetID(), mat_comp);
}
void HydraTestLightActor::_CreateRenderableComponent()
{
HydraRenderableComponent render_comp;
@@ -189,3 +190,4 @@ void HydraTestLightActor::_CreateRenderableComponent()
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
}
@@ -18,6 +18,7 @@ class CLASS_DEFINE HydraTestLightActor : public HydraActor
void _CreateMesh();
void _CreateMaterial();
void _CreateRenderableComponent();
public:
virtual void InitialiseComponents();
virtual void DeferredInitialiseComponents();
@@ -24,11 +24,26 @@ void HydraLightSpawnerActor::FixedTick(float delta_t)
actor_manager->InitialiseActor(actor_id);
actor_manager->SetPosition(actor_id, pos_comp.position);
actor_manager->SetLinearVelocity(actor_id, m_spawn_direction * m_spawn_velocity);
SpawnedActor actor = {};
actor.actor_id = actor_id;
actor.spawned_time = current_tick;
m_spawned_actors.push(actor);
m_last_tick = current_tick;
}
if(m_spawned_actors.size() > 0)
{
SpawnedActor actor = m_spawned_actors.front();
long actor_spawned_time_ms = std::chrono::duration_cast<std::chrono::milliseconds>(current_tick - actor.spawned_time).count();
if(actor_spawned_time_ms > (m_spawn_duration * 1000.0f ))
{
GetEngine()->ActorManager()->DeleteActor(actor.actor_id);
m_spawned_actors.pop();
}
}
}
}
void HydraLightSpawnerActor::_CreatePosition()
@@ -5,6 +5,13 @@
#include <chrono>
#include <queue>
#include <GLMIncludes.h>
struct SpawnedActor
{
HydraID actor_id;
std::chrono::time_point<std::chrono::steady_clock> spawned_time;
};
class CLASS_DEFINE HydraLightSpawnerActor : public HydraActor
{
public:
@@ -30,7 +37,7 @@ class CLASS_DEFINE HydraLightSpawnerActor : public HydraActor
float m_interval = 0.0f;
bool m_enabled = false;
std::chrono::time_point<std::chrono::steady_clock> m_last_tick;
std::queue<HydraID> m_spawned_actors;
std::queue<SpawnedActor> m_spawned_actors;
};
@@ -8,6 +8,7 @@
#include "../../ecs/components/HydraRenderableComponent.h"
#include "../../ecs/components/HydraMaterialComponent.h"
#include "../../ecs/components/HydraPhysicsComponent.h"
#include "../../ecs/components/HydraLightComponent.h"
#include "../../buffer/HydraMaterialBufferManager.h"
#include "../../buffer/HydraTextureBufferManager.h"
#include "../../buffer/HydraMaterialBuffer.h"
@@ -22,6 +23,7 @@ void HydraSpawnedLightActor::InitialiseComponents()
_CreateMaterial();
_CreateMesh();
_CreateRenderableComponent();
_CreateLightComponent();
}
void HydraSpawnedLightActor::DeferredInitialiseComponents()
@@ -46,9 +48,9 @@ void HydraSpawnedLightActor::_CreateMesh()
mesh->vertexes.resize(24);
mesh->indexes.resize(36);
float scale_x = 0.3f;
float scale_y = 0.3f;
float scale_z = 0.3f;
float scale_x = 0.1f;
float scale_y = 0.1f;
float scale_z = 0.1f;
float min_x = -0.5f * scale_x;
float min_y = -0.5f * scale_y;
@@ -158,26 +160,41 @@ void HydraSpawnedLightActor::_CreateMesh()
mesh_comp.mesh_state = HYDRA_STATE::Waiting;
ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
}
void HydraSpawnedLightActor::_CreateMaterial()
{
HydraEngine *engine = GetEngine();
std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo.png");
//std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo.png");
HydraID tex_id = engine->TextureBufferManager()->LoadTexture(filename);
//HydraID tex_id = engine->TextureBufferManager()->LoadTexture(filename);
HydraMaterialBuffer material = {};
std::srand(std::time({})); // use current time as seed for random generator
const float red = static_cast<float>(std::rand() % 2) + 0.1f;
const float green = static_cast<float>(std::rand() % 2)+ 0.1f;
const float blue = static_cast<float>(std::rand() % 2)+ 0.1f;
material.diffuse_texture_id = tex_id;
material.diffuse_colour = glm::vec4(1, 1, 1, 1);
material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
//material.diffuse_texture_id = tex_id;
material.diffuse_colour = glm::vec4(glm::normalize(glm::vec3(red, green, blue)), 1) * 10.0f;
material.emmissive_metalic_rough = glm::vec4(10.0f, 0.5f, 0.2f, 1.0f);
HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
HydraMaterialComponent mat_comp = {};
mat_comp.material_id = mat_id;
engine->ECS()->AddComponent<HydraMaterialComponent>(GetID(), mat_comp);
HydraLightComponent light_comp = {};
HydraECS *ecs = GetEngine()->ECS();
light_comp.diffuse = glm::vec4(glm::normalize(glm::vec3(red, green, blue)), 1);
light_comp.intensity = 100.0f;
light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_POINT);
light_comp.entity_id = GetID();
ecs->AddComponent<HydraLightComponent>(GetID(), light_comp);
}
void HydraSpawnedLightActor::_CreatePhysics()
@@ -188,9 +205,9 @@ void HydraSpawnedLightActor::_CreatePhysics()
phys_comp.phyics_type = HYDRA_PHYSICS_TYPE::HYDRA_RIGID_BODY;
phys_comp.physics_shape = HYDRA_PHYSICS_SHAPE::HYDRA_PHYSICS_BOX;
phys_comp.depth = 0.3f;
phys_comp.height = 0.3f;
phys_comp.width = 0.3f;
phys_comp.depth = 0.1f;
phys_comp.height = 0.1f;
phys_comp.width = 0.1f;
engine->ECS()->AddComponent<HydraPhysicsComponent>(GetID(), phys_comp);
}
@@ -201,3 +218,9 @@ void HydraSpawnedLightActor::_CreateRenderableComponent()
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
}
void HydraSpawnedLightActor::_CreateLightComponent()
{
}
@@ -16,6 +16,7 @@ class CLASS_DEFINE HydraSpawnedLightActor : public HydraActor
void _CreateMaterial();
void _CreatePhysics();
void _CreateRenderableComponent();
void _CreateLightComponent();
public:
void InitialiseComponents() override;
void DeferredInitialiseComponents() override;
@@ -174,7 +174,7 @@ void HydraPlanetActor::_CreateMaterial()
material.diffuse_texture_id = tex_id;
material.diffuse_colour = glm::vec4(1, 1, 1, 1);
material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
material.emmissive_metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
HydraMaterialComponent mat_comp = {};
@@ -173,7 +173,7 @@ void HydraPlanetQuadActor::_CreateMaterial()
material.diffuse_texture_id = tex_id;
material.diffuse_colour = glm::vec4(1, 1, 1, 1);
material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
material.emmissive_metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
HydraMaterialComponent mat_comp = {};
@@ -50,7 +50,6 @@ void HydraLightBufferManager::AddLight(HydraLightComponent light)
{
return;
}
auto it = std::find(m_light_lookup.begin(), m_light_lookup.end(), light.entity_id);
if(it == m_light_lookup.end())
@@ -7,7 +7,7 @@
struct HydraMaterialBuffer
{
glm::vec4 diffuse_colour = {0, 0, 0, 0}; //0 - 16
glm::vec4 metalic_rough = {0, 0, 0, 0}; //28 - 12
glm::vec4 emmissive_metalic_rough = {0, 0, 0, 0}; //28 - 12
uint32_t diffuse_texture_id = INVALID_HYDRA_ID; //32 - 4
uint32_t metallic_rough_texture_id = INVALID_HYDRA_ID; //36 - 4
uint32_t normal_texture_id = INVALID_HYDRA_ID; //40 - 4
@@ -1,4 +1,16 @@
#include "HydraMaterialBufferManager.h"
#include "../engine/HydraEngine.h"
#include "../ecs/HydraECS.h"
#include "../ecs/components/HydraMaterialComponent.h"
#include "../buffer/HydraMaterialBufferManager.h"
#include "../buffer/HydraTextureBufferManager.h"
#include "../scheduler/HydraTaskScheduler.h"
#include "../task/buffer/HydraCreateGPUBufferTask.hpp"
#include "../task/buffer/HydraDeleteGPUBufferTask.hpp"
#include "../task/buffer/HydraUpdateWholeGPUBufferTask.hpp"
#include "../actor/HydraActorManager.h"
void HydraMaterialBufferManager::Intialise()
{
@@ -7,10 +19,33 @@ void HydraMaterialBufferManager::Intialise()
{
m_available_material_ids.push(mat_idx);
}
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
HydraID create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
HydraCreateGPUBufferTask *task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
task->Intialise("MaterialBuffer", 1, MAX_MATERIALS * sizeof(HydraMaterialBuffer), &m_material_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
task_scheduler->WaitForTask(create_gpu_buffer_task_id);
create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
task->Intialise("TextureBuffer", 1, MAX_TEXTURES * sizeof(uint64_t), &m_texture_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
task_scheduler->WaitForTask(create_gpu_buffer_task_id);
}
void HydraMaterialBufferManager::Shutdown()
{
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
HydraID delete_gpu_buffer_task_id = task_scheduler->CreateTask<HydraDeleteGPUBufferTask>(HydraThreadAffinity::Render);
HydraDeleteGPUBufferTask *task = static_cast<HydraDeleteGPUBufferTask *>(task_scheduler->GetTask(delete_gpu_buffer_task_id));
task->Intialise(m_material_buffer_id);
task_scheduler->WaitForTask(delete_gpu_buffer_task_id);
delete_gpu_buffer_task_id = task_scheduler->CreateTask<HydraDeleteGPUBufferTask>(HydraThreadAffinity::Render);
task = static_cast<HydraDeleteGPUBufferTask *>(task_scheduler->GetTask(delete_gpu_buffer_task_id));
task->Intialise(m_texture_buffer_id);
task_scheduler->WaitForTask(delete_gpu_buffer_task_id);
}
HydraID HydraMaterialBufferManager::CreateMaterial(const HydraMaterialBuffer &material)
@@ -26,10 +61,35 @@ HydraID HydraMaterialBufferManager::CreateMaterial(const HydraMaterialBuffer &ma
return mat_id;
}
void HydraMaterialBufferManager::DeleteMaterial(HydraID material_id)
{
std::lock_guard<std::mutex> lock(m_mutex);
if(material_id < MAX_MATERIALS)
{
m_material[material_id] = {};
m_available_material_ids.push(material_id);
}
}
void *HydraMaterialBufferManager::GetMaterialBuffer()
{
return &m_material[0];
}
void HydraMaterialBufferManager::UpdateBuffer()
{
void* buffer = GetEngine()->MaterialBufferManager()->GetMaterialBuffer();
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
HydraID update_buffer_task_id = task_scheduler->CreateTask<HydraUpdateWholeGPUBufferTask>(HydraThreadAffinity::Render);
HydraUpdateWholeGPUBufferTask *task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
task->Intialise(m_material_buffer_id, buffer);
task_scheduler->WaitForTask(update_buffer_task_id);
buffer = GetEngine()->TextureBufferManager()->GetTextureBuffer();
update_buffer_task_id = task_scheduler->CreateTask<HydraUpdateWholeGPUBufferTask>(HydraThreadAffinity::Render);
task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
task->Intialise(m_texture_buffer_id, buffer);
task_scheduler->WaitForTask(update_buffer_task_id);
}
@@ -19,9 +19,12 @@ class HydraMaterialBufferManager : public HydraObject
void Intialise();
void Shutdown();
HydraID CreateMaterial(const HydraMaterialBuffer& material);
void DeleteMaterial(HydraID material_id);
void* GetMaterialBuffer();
void UpdateBuffer();
private:
uint32_t m_material_buffer_id =0;
uint32_t m_texture_buffer_id =0;
std::mutex m_mutex;
std::queue<HydraID> m_available_material_ids;
std::vector<HydraMaterialBuffer> m_material;
+16 -5
View File
@@ -15,7 +15,7 @@ class IHydraComponentArray
};
template<typename T>
class HydraComponentArray : public IHydraComponentArray
class HydraComponentArray : public IHydraComponentArray, HydraObject
{
private:
std::array<T, MAX_ACTORS> m_components;
@@ -28,11 +28,12 @@ class HydraComponentArray : public IHydraComponentArray
void RemoveComponent(HydraID entity_id)
{
std::lock_guard<std::mutex> lock(m_mutex);
if(m_entity_to_component.find(entity_id) == m_entity_to_component.end())
{
return;
}
DebugLog("COMPONENT DELETED:" + std::to_string(entity_id) + "\n");
HydraID component_index = m_entity_to_component[entity_id];
HydraID last_component_index = m_component_count -1;
HydraID last_entity_id = m_component_to_entity[last_component_index];
@@ -41,15 +42,21 @@ class HydraComponentArray : public IHydraComponentArray
{
m_components[component_index] = m_components[last_component_index];
m_entity_to_component[last_entity_id] = component_index;
m_component_to_entity.erase(last_component_index);
m_component_to_entity[component_index] = last_entity_id;
m_components[last_component_index] = {};
DebugLog("COMPONENT MOVED:" + std::to_string(last_entity_id) + "\n");
}
else
{
m_components[component_index] = {};
m_components[last_component_index] = {};
m_entity_to_component.erase(entity_id);
m_component_to_entity.erase(last_component_index);
}
m_entity_to_component.erase(entity_id);
m_component_to_entity.erase(component_index);
m_component_count--;
}
@@ -85,6 +92,10 @@ class HydraComponentArray : public IHydraComponentArray
{
RemoveComponent(entity_id);
}
T const * const GetComponents()
{
return &m_components[0];
}
};
#endif /* HYDRACOMPONENTARRAY */
+10 -2
View File
@@ -19,12 +19,14 @@ class HydraComponentManager :public HydraObject
std::shared_ptr<HydraComponentArray<T>> _GetComponentArray()
{
std::string type_name = std::string(typeid(T).name());
if(m_component_types.find(type_name) == m_component_types.end())
{
std::cout << "Error";
}
assert(m_component_types.find(type_name) != m_component_types.end() && "Component type does not exist");
return std::static_pointer_cast<HydraComponentArray<T>>(m_component_arrays[type_name]);
}
public:
template<typename T>
ComponentTypeID RegisterComponentType()
{
@@ -58,6 +60,12 @@ class HydraComponentManager :public HydraObject
{
return _GetComponentArray<T>()->GetComponent(entity_id);
}
template<typename T>
T const * const GetComponents()
{
return _GetComponentArray<T>()->GetComponents();
}
template<typename T>
bool HasComponent(HydraID entity_id)
+10 -1
View File
@@ -59,7 +59,7 @@ public:
{
// Remove the component from the entity
m_component_manager->RemoveComponent<T>(entity_id);
std::string(typeid(T).name());
// Get the current signature, remove the component from it and update
auto signature = m_entity_manager->GetSignature(entity_id);
signature.set(m_component_manager->GetComponentTypeID<T>(), false);
@@ -79,6 +79,11 @@ public:
{
return m_component_manager->GetComponent<T>(entity_id);
}
template <typename T>
T &GetComponents()
{
return m_component_manager->GetComponents<T>();
}
template <typename T>
std::shared_ptr<T> RegisterSystem()
@@ -100,6 +105,10 @@ public:
{
m_system_manager->InitialiseComponents();
}
void DeleteComponents()
{
m_system_manager->DeleteComponents();
}
};
#endif /* HYDRAECS */
+15 -7
View File
@@ -6,11 +6,12 @@ void HydraSystem::Update(float delta_t_seconds)
UpdateSystem(delta_t_seconds);
}
void HydraSystem::Shutdown()
{
for(HydraID entity_id : Entities)
{
DestroyComponents(entity_id);
DestroyComponent(entity_id);
}
FreeSystemResources();
}
@@ -23,13 +24,20 @@ void HydraSystem::InitialiseComponents()
}
EntitiesToCreate.clear();
}
void HydraSystem::DestroyComponents(HydraID actor_id)
void HydraSystem::DeleteComponents()
{
auto it = std::find(Entities.begin(), Entities.end(), actor_id);
if(it == Entities.end())
for(auto it = EntitiesToDelete.begin(); it != EntitiesToDelete.end(); ++it)
{
return;
HydraID actor_id = *it;
DestroyComponent(actor_id);
}
EntitiesToDelete.clear();
}
void HydraSystem::DeleteComponent(HydraID actor_id)
{
if(std::find(Entities.begin(), Entities.end(), actor_id)!= Entities.end())
{
DestroyComponent(actor_id);
}
DestroyComponent(actor_id);
}
+4 -2
View File
@@ -10,17 +10,19 @@ class HydraSystem : public HydraObject
public:
std::set<HydraID> Entities;
std::set<HydraID> EntitiesToCreate;
std::set<HydraID> EntitiesToDelete;
void Update(float delta_t_seconds);
void InitialiseComponents();
void DeleteComponents();
void DeleteComponent(HydraID actor_id);
virtual void InitialiseComponent(HydraID actor_id) {};
void DestroyComponents(HydraID actor_id);
virtual void Shutdown();
virtual void Initialise(){};
protected:
virtual void UpdateSystem(float delta_t_seconds) = 0;
virtual void DestroyComponent(HydraID actor_id) {};
virtual void FreeSystemResources(){};
};
+12 -2
View File
@@ -75,7 +75,8 @@ public:
// Entity signature does not match system signature - erase from set
else
{
system->DestroyComponents(entity_id);
//system->DestroyComponents(entity_id);
//system->DeleteComponent(entity_id);
system->Entities.erase(entity_id);
system->EntitiesToCreate.erase(entity_id);
}
@@ -87,11 +88,20 @@ public:
for (auto const& pair : m_systems)
{
auto const& system = pair.second;
system->DestroyComponents(entity_id);
system->DeleteComponent(entity_id);
//system->EntitiesToDelete.insert(entity_id);
system->Entities.erase(entity_id);
system->EntitiesToCreate.erase(entity_id);
}
}
void DeleteComponents()
{
for (auto const& pair : m_systems)
{
auto const& system = pair.second;
system->DeleteComponents();
}
}
void InitialiseComponents()
{
for (auto const& pair : m_systems)
@@ -0,0 +1,9 @@
#ifndef HYDRASHADOWCASTERCOMPONENT
#define HYDRASHADOWCASTERCOMPONENT
#include "../../engine/HydraEngine.h"
struct HydraShadowCasterComponent
{
};
#endif /* HYDRASHADOWCASTERCOMPONENT */
@@ -16,58 +16,22 @@
void HydraMaterialSystem::Initialise()
{
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
HydraID create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
HydraCreateGPUBufferTask *task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
task->Intialise("MaterialBuffer", 1, MAX_MATERIALS * sizeof(HydraMaterialBuffer), &m_material_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
task_scheduler->WaitForTask(create_gpu_buffer_task_id);
create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
task->Intialise("TextureBuffer", 1, MAX_TEXTURES * sizeof(uint64_t), &m_texture_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
task_scheduler->WaitForTask(create_gpu_buffer_task_id);
}
void HydraMaterialSystem::InitialiseComponent(HydraID entity_id)
{
}
void HydraMaterialSystem::FreeSystemResources()
{
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
HydraID delete_gpu_buffer_task_id = task_scheduler->CreateTask<HydraDeleteGPUBufferTask>(HydraThreadAffinity::Render);
HydraDeleteGPUBufferTask *task = static_cast<HydraDeleteGPUBufferTask *>(task_scheduler->GetTask(delete_gpu_buffer_task_id));
task->Intialise(m_material_buffer_id);
task_scheduler->WaitForTask(delete_gpu_buffer_task_id);
delete_gpu_buffer_task_id = task_scheduler->CreateTask<HydraDeleteGPUBufferTask>(HydraThreadAffinity::Render);
task = static_cast<HydraDeleteGPUBufferTask *>(task_scheduler->GetTask(delete_gpu_buffer_task_id));
task->Intialise(m_texture_buffer_id);
task_scheduler->WaitForTask(delete_gpu_buffer_task_id);
}
void HydraMaterialSystem::UpdateSystem(float delta_t_seconds)
{
_WriteToGPU();
GetEngine()->MaterialBufferManager()->UpdateBuffer();
}
void HydraMaterialSystem::_WriteToGPU()
void HydraMaterialSystem::DestroyComponent(HydraID entity_id)
{
void* buffer = GetEngine()->MaterialBufferManager()->GetMaterialBuffer();
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
HydraID update_buffer_task_id = task_scheduler->CreateTask<HydraUpdateWholeGPUBufferTask>(HydraThreadAffinity::Render);
HydraUpdateWholeGPUBufferTask *task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
task->Intialise(m_material_buffer_id, buffer);
task_scheduler->WaitForTask(update_buffer_task_id);
buffer = GetEngine()->TextureBufferManager()->GetTextureBuffer();
update_buffer_task_id = task_scheduler->CreateTask<HydraUpdateWholeGPUBufferTask>(HydraThreadAffinity::Render);
task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
task->Intialise(m_texture_buffer_id, buffer);
task_scheduler->WaitForTask(update_buffer_task_id);
HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(entity_id);
GetEngine()->MaterialBufferManager()->DeleteMaterial(mat_comp.material_id);
}
@@ -14,9 +14,11 @@ class HydraMaterialSystem : public HydraSystem
public:
void Initialise() override;
void InitialiseComponent(HydraID entity_id) override;
protected:
void FreeSystemResources() override;
virtual void UpdateSystem(float delta_t_seconds);
void DestroyComponent(HydraID entity_id) override;
private:
void _WriteToGPU();
HydraID m_material_buffer_id = INVALID_HYDRA_ID;
@@ -8,6 +8,7 @@
#include "../../task/physics/HydraGetPhysicsUpdatesTask.hpp"
#include "../../task/physics/HydraStepPhysicsTask.h"
#include "../../task/physics/HydraSetPhysicsLinearVelocity.hpp"
#include "../../task/physics/HydraDeletePhysicsObjectTask.h"
#include "../../ecs/HydraECS.h"
#include "../../ecs/components/HydraPhysicsComponent.h"
#include "../../ecs/components/HydraPositionComponent.h"
@@ -86,12 +87,27 @@ void HydraPhysicsSystem::InitialiseComponent(HydraID entity_id)
set_task->Initialise(body_id, pos_comp.position, glm::quat(pos_comp.orientation));
task_scheduler->WaitForTask(task_id);
phys_comp.initialised = true;
DebugLog("PHYSICS CREATED:" + std::to_string(entity_id) + "\n");
}
void HydraPhysicsSystem::DestroyComponent(HydraID entity_id)
{
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
HydraPhysicsComponent& phys_comp = GetEngine()->ECS()->GetComponent<HydraPhysicsComponent>(entity_id);
if(phys_comp.initialised)
{
HydraID task_id = task_scheduler->CreateTask<HydraDeletePhysicsObjectTask>(HydraThreadAffinity::Physics);
HydraDeletePhysicsObjectTask *task = static_cast<HydraDeletePhysicsObjectTask *>(task_scheduler->GetTask(task_id));
task->Initialise(phys_comp.body_id);
task_scheduler->WaitForTask(task_id);
}
else
{
std::cout << "here";
}
DebugLog("PHYSICS DELETED:" + std::to_string(entity_id) + "\n");
}
void HydraPhysicsSystem::UpdateSystem(float delta_t_seconds)
@@ -101,6 +117,7 @@ void HydraPhysicsSystem::UpdateSystem(float delta_t_seconds)
{
HydraID entity_id = m_bodies_to_set_transform.front();
m_bodies_to_set_transform.pop();
HydraPhysicsComponent& phys_comp = GetEngine()->ECS()->GetComponent<HydraPhysicsComponent>(entity_id);
HydraPositionComponent& pos_comp = GetEngine()->ECS()->GetComponent<HydraPositionComponent>(entity_id);
@@ -69,7 +69,6 @@ void HydraPointShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
float view_near = 0.1f;
float view_far = 100.0f;
glm::vec3 camera_pos = GetEngine()->Camera()->GetPosition();
float aspect = (float)POINT_SHADOW_MAP_SIZE/(float)POINT_SHADOW_MAP_SIZE;
@@ -0,0 +1,16 @@
#ifndef HYDRASHADOWCASTERSYSTEM
#define HYDRASHADOWCASTERSYSTEM
#include "../../engine/HydraObject.h"
#include "../HydraSystem.h"
#include <GLMIncludes.h>
#include <queue>
class HydraShadowCasterSystem : public HydraSystem
{
public:
protected:
void UpdateSystem(float delta_t_seconds) override {}
};
#endif /* HYDRASHADOWCASTERSYSTEM */
+21 -5
View File
@@ -26,6 +26,7 @@
#include "../ecs/systems/HydraPointShadowSourceSystem.h"
#include "../ecs/systems/HydraPhysicsSystem.h"
#include "../ecs/systems/HydraTickActorsSystem.h"
#include "../ecs/systems/HydraShadowCasterSystem.h"
#include "../ecs/components/HydraPositionComponent.h"
#include "../ecs/components/HydraMeshComponent.h"
@@ -38,6 +39,7 @@
#include "../ecs/components/HydraPointShadowSourceComponent.h"
#include "../ecs/components/HydraPhysicsComponent.h"
#include "../ecs/components/HydraTickComponent.h"
#include "../ecs/components/HydraShadowCasterComponent.h"
#include "../camera/HydraCamera.h"
#include "../actor/HydraActorManager.h"
@@ -58,6 +60,7 @@
#include "../task/ecs/HydraUpdateSystemTask.hpp"
#include "../task/ecs/HydraInitialiseComponentsTask.hpp"
#include "../task/ecs/HydraDeleteComponentsTask.hpp"
#include "../task/buffer/HydraShutdownBufferManagerTask.hpp"
#include "../task/buffer/HydraInitialiseTextureManagerTask.hpp"
#include "../task/buffer/HydraInitialiseShadowBufferTask.hpp"
@@ -210,7 +213,7 @@ void HydraEngine::_CreateManagers()
void HydraEngine::_InitialiseManagers()
{
m_task_scheduler->Initialise(1);
m_task_scheduler->Initialise(4);
HydraID create_window_task_id = m_task_scheduler->CreateTask<HydraInitialiseWindowManagerTask>(HydraThreadAffinity::Render);
m_task_scheduler->WaitForTask(create_window_task_id);
@@ -245,6 +248,7 @@ void HydraEngine::_InitialiseSystems()
m_ecs->RegisterComponentType<HydraPointShadowSourceComponent>();
m_ecs->RegisterComponentType<HydraPhysicsComponent>();
m_ecs->RegisterComponentType<HydraTickComponent>();
m_ecs->RegisterComponentType<HydraShadowCasterComponent>();
m_mesh_system = m_ecs->RegisterSystem<HydraMeshSystem>();
m_transform_system = m_ecs->RegisterSystem<HydraTransformSystem>();
@@ -256,6 +260,7 @@ void HydraEngine::_InitialiseSystems()
m_point_shadow_system = m_ecs->RegisterSystem<HydraPointShadowSourceSystem>();
m_physics_system = m_ecs->RegisterSystem<HydraPhysicsSystem>();
m_tick_system = m_ecs->RegisterSystem<HydraTickActorsSystem>();
m_shadow_caster_system = m_ecs->RegisterSystem<HydraShadowCasterSystem>();
HydraSignature mesh_sig;
HydraSignature trans_sig;
@@ -267,6 +272,7 @@ void HydraEngine::_InitialiseSystems()
HydraSignature point_shadow_sig;
HydraSignature physics_sig;
HydraSignature tick_sig;
HydraSignature shadow_caster_sig;
mesh_sig.set(m_ecs->GetComponentType<HydraMeshComponent>(),true);
trans_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(),true);
@@ -293,6 +299,8 @@ void HydraEngine::_InitialiseSystems()
tick_sig.set(m_ecs->GetComponentType<HydraTickComponent>(), true);
shadow_caster_sig.set(m_ecs->GetComponentType<HydraShadowCasterComponent>(), true);
m_ecs->SetSystemSignature<HydraMeshSystem>(mesh_sig);
m_ecs->SetSystemSignature<HydraTransformSystem>(trans_sig);
m_ecs->SetSystemSignature<HydraRenderSystem>(render_sig);
@@ -303,9 +311,10 @@ void HydraEngine::_InitialiseSystems()
m_ecs->SetSystemSignature<HydraPointShadowSourceSystem>(point_shadow_sig);
m_ecs->SetSystemSignature<HydraPhysicsSystem>(physics_sig);
m_ecs->SetSystemSignature<HydraTickActorsSystem>(tick_sig);
m_ecs->SetSystemSignature<HydraShadowCasterSystem>(shadow_caster_sig);
}
void HydraEngine::_UpdateSystems()
void HydraEngine::_UpdateSystems(bool fixed_update)
{
//Update physics system with any changes from the transform system
@@ -350,8 +359,10 @@ void HydraEngine::_InitialiseSystems()
m_task_scheduler->StartTask(update_spot_shadow_id);
m_task_scheduler->StartTask(update_point_shadow_id);
m_task_scheduler->WaitForBarrier(shadow_barrier);
m_tick_system->FixedUpdate(m_fixed_delta_t);
if(fixed_update)
{
m_tick_system->FixedUpdate(m_fixed_delta_t);
}
m_shadow_buffer_manager->UpdateShadowBuffer();
}
@@ -426,6 +437,9 @@ void HydraEngine::_GameLoop()
fpsFrameCount++;
HydraID delete_components_id = m_task_scheduler->CreateTask<HydraDeleteComponentsTask>(HydraThreadAffinity::General);
m_task_scheduler->WaitForTask(delete_components_id);
HydraID processInputID = m_task_scheduler->CreateTask<HydraProcessInputTask>(HydraThreadAffinity::Render, barrierID);
HydraProcessInputTask* m_input_task = static_cast<HydraProcessInputTask*>(m_task_scheduler->GetTask(processInputID));
m_input_task->Initialise(fixed_tick);
@@ -441,11 +455,13 @@ void HydraEngine::_GameLoop()
if(fixed_tick)
{
m_game->FixedUpdate(m_delta_t);
}
m_game->Update(m_delta_t);
_UpdateSystems();
_UpdateSystems(fixed_tick);
+3 -1
View File
@@ -31,6 +31,7 @@ class HydraShadowBufferManager;
class HydraPointShadowSourceSystem;
class HydraPhysicsSystem;
class HydraTickActorsSystem;
class HydraShadowCasterSystem;
class CLASS_DEFINE HydraEngine : public HydraObject
{
@@ -74,7 +75,7 @@ private:
void _CreateManagers();
void _InitialiseManagers();
void _InitialiseSystems();
void _UpdateSystems();
void _UpdateSystems(bool fixed_update);
void _GameLoop();
void _Shutdown();
@@ -108,6 +109,7 @@ private:
std::shared_ptr<HydraPointShadowSourceSystem> m_point_shadow_system;
std::shared_ptr<HydraPhysicsSystem> m_physics_system;
std::shared_ptr<HydraTickActorsSystem> m_tick_system;
std::shared_ptr<HydraShadowCasterSystem> m_shadow_caster_system;
bool m_running = true;
float m_delta_t = 0.0f;
float m_fixed_delta_t = 0.0f;
+8 -1
View File
@@ -8,7 +8,14 @@ HydraEngine *const HydraObject::GetEngine()
void HydraObject::DebugLog(std::string log_entry)
{
std::cout << log_entry + "\r\n";
#ifdef __unix__ /* __unix__ is usually defined by compilers targeting Unix systems */
std::cout << log_entry + "\r\n";
#elif defined(_WIN32) || defined(WIN32) /* _Win32 is usually defined by compilers targeting 32 or 64 bit Windows systems */
OutputDebugString(log_entry.c_str());
#endif
}
void HydraObject::ClearLog()
@@ -14,7 +14,9 @@
#include "../ecs/systems/HydraDirectionalShadowSourceSystem.h"
#include "../ecs/systems/HydraSpotShadowSourceSystem.h"
#include "../ecs/systems/HydraPointShadowSourceSystem.h"
#include "../ecs/systems/HydraShadowCasterSystem.h"
#include "../ecs/components/HydraLightComponent.h"
#include "../ecs/components/HydraRenderableComponent.h"
#include "../mesh/StandardVertex.h"
#include "../actor/HydraActorManager.h"
#include "../actor/HydraOutputActor.h"
@@ -35,7 +37,6 @@ void HydraShadowPipeline::Shutdown()
void HydraShadowPipeline::Render()
{
glEnable(GL_DEPTH_TEST); // Depth testing must be active
glDepthMask(GL_TRUE); // Depth buffer must be writable
glDepthFunc(GL_LESS);
@@ -43,59 +44,61 @@ void HydraShadowPipeline::Render()
_RenderDirectionalShadowMaps();
_RenderSpotShadowMaps();
_RenderPointShadowMaps();
}
void HydraShadowPipeline::_RenderPointShadowMaps()
{
HydraECS *ecs = GetEngine()->ECS();
std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
HydraECS *ecs = GetEngine()->ECS();
std::shared_ptr<HydraShadowCasterSystem> render_system = ecs->GetSystem<HydraShadowCasterSystem>();
std::shared_ptr<HydraPointShadowSourceSystem> shadow_system = ecs->GetSystem<HydraPointShadowSourceSystem>();
glViewport(0, 0, POINT_SHADOW_MAP_SIZE, POINT_SHADOW_MAP_SIZE);
for (HydraID entity_id : shadow_system->Entities)
{
HydraPointShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraPointShadowSourceComponent>(entity_id);
HydraLightComponent light_comp = GetEngine()->ECS()->GetComponent<HydraLightComponent>(entity_id);
HydraPointShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraPointShadowSourceComponent>(entity_id);
HydraLightComponent light_comp = GetEngine()->ECS()->GetComponent<HydraLightComponent>(entity_id);
_UpdateUBO(light_comp.shadow_map_id);
glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
_UpdateUBO(light_comp.shadow_map_id);
glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
float depth_value = 1.0f;
glClear(GL_DEPTH_BUFFER_BIT);
float depth_value = 1.0f;
glClear(GL_DEPTH_BUFFER_BIT);
m_render_stages[POINT_RENDER_STAGE]->Render(render_system->Entities, INVALID_HYDRA_ID);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
m_render_stages[POINT_RENDER_STAGE]->Render(render_system->Entities, INVALID_HYDRA_ID);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
void HydraShadowPipeline::_RenderDirectionalShadowMaps()
{
HydraECS *ecs = GetEngine()->ECS();
std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
HydraECS *ecs = GetEngine()->ECS();
std::shared_ptr<HydraShadowCasterSystem> render_system = ecs->GetSystem<HydraShadowCasterSystem>();
std::shared_ptr<HydraDirectionalShadowSourceSystem> shadow_system = ecs->GetSystem<HydraDirectionalShadowSourceSystem>();
glViewport(0, 0, DIRECTIONAL_SHADOW_MAP_SIZE, DIRECTIONAL_SHADOW_MAP_SIZE);
for (HydraID entity_id : shadow_system->Entities)
{
HydraDirectionalShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
HydraLightComponent light_comp = GetEngine()->ECS()->GetComponent<HydraLightComponent>(entity_id);
_UpdateUBO(light_comp.shadow_map_id);
HydraDirectionalShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
HydraLightComponent light_comp = GetEngine()->ECS()->GetComponent<HydraLightComponent>(entity_id);
_UpdateUBO(light_comp.shadow_map_id);
glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
float depth_value = 1.0f;
glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_DEPTH, 0, &depth_value);
m_render_stages[DIRECTIONAL_RENDER_STAGE]->Render(render_system->Entities, INVALID_HYDRA_ID);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
float depth_value = 1.0f;
glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_DEPTH, 0, &depth_value);
m_render_stages[DIRECTIONAL_RENDER_STAGE]->Render(render_system->Entities, INVALID_HYDRA_ID);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
void HydraShadowPipeline::_RenderSpotShadowMaps()
{
HydraECS *ecs = GetEngine()->ECS();
std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
HydraECS *ecs = GetEngine()->ECS();
std::shared_ptr<HydraShadowCasterSystem> render_system = ecs->GetSystem<HydraShadowCasterSystem>();
std::shared_ptr<HydraSpotShadowSourceSystem> shadow_system = ecs->GetSystem<HydraSpotShadowSourceSystem>();
glViewport(0, 0, SPOT_SHADOW_MAP_SIZE, SPOT_SHADOW_MAP_SIZE);
for (HydraID entity_id : shadow_system->Entities)
{
HydraSpotShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraSpotShadowSourceComponent>(entity_id);
@@ -273,7 +276,6 @@ void HydraShadowPipeline::_CreateSpotRenderStage()
m_render_stages[SPOT_RENDER_STAGE] = render_stage;
}
void HydraShadowPipeline::_UpdateUBO(uint32_t shadow_idx)
{
HydraBufferManager *buffer_manager = GetEngine()->BufferManager();
@@ -288,7 +290,6 @@ void HydraShadowPipeline::_BindFrameBufferAttachments(HydraID entity_id)
glBindTextureUnit(0, 0);
}
void HydraShadowPipeline::_CreateUBOs()
{
HydraBufferManager *buffer_manager = GetEngine()->BufferManager();
@@ -26,8 +26,8 @@ void HydraRenderer::Initialise(HydraRenderSettings render_settings)
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEBUG_OUTPUT);
glfwSwapInterval(1);
glDebugMessageCallback(MessageCallback, 0);
glfwSwapInterval(0);
// glDebugMessageCallback(MessageCallback, 0);
}
}
@@ -0,0 +1,27 @@
#ifndef HYDRADELETECOMPONENTSTASK
#define HYDRADELETECOMPONENTSTASK
#include "../HydraTask.h"
#include "../../engine/HydraEngine.h"
#include "../../ecs/HydraECS.h"
#include <memory>
class HydraDeleteComponentsTask : public HydraTask
{
private:
protected:
public:
virtual void Process() override
{
// GetEngine()->ECS()->DeleteComponents();
}
};
#endif /* HYDRADELETECOMPONENTSTASK */
@@ -14,6 +14,7 @@ class HydraInitialiseComponentsTask : public HydraTask
public:
virtual void Process() override
{
GetEngine()->ECS()->InitialiseComponents();
}
@@ -57,9 +57,10 @@ public:
b3Pos pos = {};
shapeDef.density = 1.0f;
shapeDef.baseMaterial.restitution = 0.4f;
shapeDef.baseMaterial.restitution = 0.6f;
b3CreateHullShape(*m_body_id, &shapeDef, &box.base );
DebugLog("B3LOG " + std::to_string(m_entity_id) + " BODY " + std::to_string(m_body_id->index1) + "\n");
}
void Initialise(b3WorldId world_id, HydraPhysicsComponent physics_comp, b3BodyId* body_id, HydraID entity_id)
@@ -20,6 +20,7 @@ public:
void Process() override
{
b3DestroyBody(m_body_id);
DebugLog("B3 DELETE " + std::to_string(m_body_id.index1) + "\n");
}
void Initialise(b3BodyId body_id)
@@ -20,9 +20,9 @@ public:
void Process() override
{
b3WorldDef world_def = b3DefaultWorldDef();
world_def.workerCount = 1;
world_def.workerCount = 4;
world_def.enableSleep = true;
world_def.enableContinuous = true;
*m_world_id = b3CreateWorld( &world_def );
@@ -24,11 +24,11 @@ public:
b3BodyEvents events = b3World_GetBodyEvents(m_world_id);
HydraTaskScheduler* task_scheduler = GetEngine()->TaskScheduler();
HydraID barrier_id = task_scheduler->CreateBarrier();
// HydraID barrier_id = task_scheduler->CreateBarrier();
for(uint32_t i = 0; i < events.moveCount; i ++)
{
HydraID task_id = task_scheduler->CreateTask<HydraSetWorldTransformTask>(HydraThreadAffinity::General, barrier_id);
HydraID task_id = task_scheduler->CreateTask<HydraSetWorldTransformTask>(HydraThreadAffinity::General);//, barrier_id);
HydraSetWorldTransformTask *set_task = static_cast<HydraSetWorldTransformTask *>(task_scheduler->GetTask(task_id));
glm::dvec3 position = {events.moveEvents[i].transform.p.x, events.moveEvents[i].transform.p.y, events.moveEvents[i].transform.p.z};
@@ -37,9 +37,10 @@ public:
HydraID* entity_id = reinterpret_cast<HydraID*>(events.moveEvents[i].userData);
set_task->Initialise(*entity_id, position, rotation);
task_scheduler->StartTask(task_id);
//task_scheduler->StartTask(task_id);
task_scheduler->WaitForTask(task_id);
}
task_scheduler->WaitForBarrier(barrier_id);
//task_scheduler->WaitForBarrier(barrier_id);
}
void Initialise(b3WorldId world_id, float delta_t_seconds)
{
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+7 -4
View File
@@ -1,8 +1,11 @@
================================================================================
Linker Errors
Generated: 2026-08-23T11:17:59.197Z
Total Errors: 1
Generated: 2026-08-27T18:38:11.302Z
Total Errors: 2
================================================================================
[LNK4098] (MSVC)
defaultlib 'LIBCMTD' conflicts with use of other libs; use /NODEFAULTLIB:library [C:\Code\HydraV3\build\HydraEngine\HydraEngine.vcxproj]
[LNK2001] (MSVC)
unresolved external symbol "protected: virtual void __cdecl HydraMaterialSystem::FreeSystemResources(void)" (?FreeSystemResources@HydraMaterialSystem@@MEAAXXZ) [C:\Code\HydraV3\build\HydraEngine\HydraEngine.vcxproj]
[LNK1120] (MSVC)
1 unresolved externals [C:\Code\HydraV3\build\HydraEngine\HydraEngine.vcxproj]