System definition facilities

This commit is contained in:
~keith 2022-02-25 00:39:53 +00:00
parent 3d9818264e
commit b3b0690edd
Signed by: keith
GPG Key ID: 5BEBEEAB2C73D520
9 changed files with 313 additions and 177 deletions

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@ -11,11 +11,13 @@
((:module "wh-engine"
:components ((:file "package")
(:file "global")
(:file "serialization")
(:file "actor")
(:file "component")
(:file "actor-macros")
(:file "scene")
(:file "serialization")
(:file "systems")
(:file "render/render-system")
(:file "render/drawable")
(:file "render/view")
(:file "main"))

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@ -53,16 +53,6 @@
(declare (type vec3 vector))
(vec2 (ftruncate (vx3 vector)) (ftruncate (vy3 vector))))
(defun opengl-matrix (matrix)
(declare (type mat3 matrix))
(with-fast-matref (m matrix 3)
(make-array '(16) :initial-contents
`(,(m 0 0) ,(m 0 1) 0.0 ,(m 0 2)
,(m 1 0) ,(m 1 1) 0.0 ,(m 1 2)
0.0 0.0 1.0 0.0
,(m 2 0) ,(m 2 1) 0.0 ,(m 2 2))
)))
(defvar *id-counter* 0
"Counter for assigning unique IDs.")
@ -149,9 +139,9 @@
`(when (typep ,place 'id-ref)
(setf ,place (pointerize ,place))))
(defvar *world-scenes* ()
(defvar *world* ()
"List of all running scenes.")
(defun get-scene (scene-id)
"Get a scene by its ID."
(find-if (lambda (scene) (eql (o! scene id) scene-id)) *world-scenes*))
(find-if (lambda (scene) (eql (o! scene id) scene-id)) *world*))

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@ -1,20 +1,6 @@
;;;; wh-engine/main.lisp
(in-package wh-engine)
(defun add-scene (scene)
"Add a scene to the list of running scenes."
(declare (type scene scene))
(push scene *world-scenes*)
scene)
(defun remove-scene (scene)
"Remove a scene from the list of running scenes."
(declare (type scene scene))
(setf *world-scenes* (remove scene *world-scenes*))
scene)
(defun initialize-actors-in (scene &rest actors)
"Properly attach actors and their descendents to scene, and initialize them."
(loop for actor in actors
@ -29,21 +15,6 @@
(o! actor (activate)))
))
(defvar *view-width* 384
"View-space width in pixels.")
(defvar *view-height* 256
"View-space height in pixels.")
(defvar *view-ppu* 64
"Pixels in view-space per unit in world-space.")
(defvar *pixel-scale* 2
"Scaling factor for rendered pixels.")
(defvar *world-drawables* nil
"List of all known drawables.")
(defvar *world-views* nil
"List of all known views.")
(defvar *delta-time* 0.0
"Time in seconds since the last game tick.")
@ -53,143 +24,155 @@
(initialize-actors-in test-scene
(new! actor
:name "Actor"
:component (new! drawable-test))
:component (new! whe/render:drawable-test))
(new! actor
:name "Actor 2"
:location (vec2 0.5 0.5)
:rotation (coerce (/ pi 4) 'single-float)
:z-layer -1
:component (new! drawable-test :colour (vec4 0 1 0 1))
:component (new! whe/render:drawable-test :colour (vec4 0 1 0 1))
:child (new! actor
:name "Child Actor"
:location (vec2 0 0.5)
:z-layer -2
:component (new! drawable-test :colour (vec4 0 1 1 1))
:component (new! whe/render:drawable-test :colour (vec4 0 1 1 1))
:child (new! actor
:name "Grandchild Actor"
:location (vec2 0 1)
:scale (vec2 0.25 0.25)
:z-layer 1
:component (new! drawable-test :colour (vec4 1 1 0 1)))))
:component (new! whe/render:drawable-test :colour (vec4 1 1 0 1)))))
(new! actor
:name "Camera"
:component (new! view)))
:component (new! whe/render:view)))
test-scene))
(defun run ()
(defmacro run ()
"Run the main game loop."
(sdl2:with-init (:everything)
(format t "wh-engine: using SDL ~D.~D.~D~%"
sdl2-ffi:+sdl-major-version+
sdl2-ffi:+sdl-minor-version+
sdl2-ffi:+sdl-patchlevel+)
(finish-output)
(sdl2:with-window (win :flags '(:shown :opengl)
:w (* *view-width* *pixel-scale*) :h (* *view-height* *pixel-scale*)
:title (format nil "wh-engine ~1{~D.~D.~D~} (Affero GPL; NON-FREE USAGE PROHIBITED)"
+version+))
(sdl2:with-gl-context (gl-context win)
(sdl2:gl-make-current win gl-context)
(let ((framebuf (gl:gen-framebuffer))
(renderbuf (gl:gen-renderbuffer))
(render-texture (gl:gen-texture))
(win-width (nth-value 0 (sdl2:get-window-size win)))
(win-height (nth-value 1 (sdl2:get-window-size win)))
(prev-tick (sdl2:get-ticks))
(this-tick (sdl2:get-ticks))
(prev-profiling-tick (sdl2:get-performance-counter))
(profiling-scale (/ (sdl2:get-performance-frequency) 1000.0)))
;; set up framebuffer
(gl:bind-framebuffer :framebuffer framebuf)
`(sdl2:with-init (:everything)
(format t "wh-engine: using SDL ~D.~D.~D~%"
sdl2-ffi:+sdl-major-version+
sdl2-ffi:+sdl-minor-version+
sdl2-ffi:+sdl-patchlevel+)
(finish-output)
(sdl2:with-window (win :flags '(:shown :opengl)
:w (* whe/render:*view-width* whe/render:*pixel-scale*) :h (* whe/render:*view-height* whe/render:*pixel-scale*)
:title (format nil "wh-engine ~1{~D.~D.~D~} (Affero GPL; NON-FREE USAGE PROHIBITED)"
+version+))
(sdl2:with-gl-context (gl-context win)
(sdl2:gl-make-current win gl-context)
(let (#|(framebuf (gl:gen-framebuffer))
(renderbuf (gl:gen-renderbuffer))
(render-texture (gl:gen-texture))
(win-width (nth-value 0 (sdl2:get-window-size win)))
(win-height (nth-value 1 (sdl2:get-window-size win)))|#
(prev-tick (sdl2:get-ticks))
(this-tick (sdl2:get-ticks))
(prev-profiling-tick (sdl2:get-performance-counter))
(profiling-scale (/ (sdl2:get-performance-frequency) 1000.0)))
,@(loop for system in *world-systems*
append `((,(second system))))
(gl:bind-texture :texture-2d render-texture)
(gl:tex-image-2d :texture-2d 0 :rgba *view-width* *view-height* 0 :rgba :unsigned-byte (cffi:null-pointer))
(gl:tex-parameter :texture-2d :texture-wrap-s :clamp-to-edge)
(gl:tex-parameter :texture-2d :texture-wrap-t :clamp-to-edge)
(gl:tex-parameter :texture-2d :texture-min-filter :nearest)
(gl:tex-parameter :texture-2d :texture-mag-filter :nearest)
(gl:bind-texture :texture-2d 0)
#|
;; set up framebuffer
(gl:bind-framebuffer :framebuffer framebuf)
(gl:framebuffer-texture-2d :framebuffer :color-attachment0 :texture-2d render-texture 0)
(gl:bind-texture :texture-2d render-texture)
(gl:tex-image-2d :texture-2d 0 :rgba *view-width* *view-height* 0 :rgba :unsigned-byte (cffi:null-pointer))
(gl:tex-parameter :texture-2d :texture-wrap-s :clamp-to-edge)
(gl:tex-parameter :texture-2d :texture-wrap-t :clamp-to-edge)
(gl:tex-parameter :texture-2d :texture-min-filter :nearest)
(gl:tex-parameter :texture-2d :texture-mag-filter :nearest)
(gl:bind-texture :texture-2d 0)
(gl:bind-renderbuffer :renderbuffer renderbuf)
(gl:renderbuffer-storage :renderbuffer :depth24-stencil8 *view-width* *view-height*)
(gl:bind-renderbuffer :renderbuffer 0)
(gl:framebuffer-texture-2d :framebuffer :color-attachment0 :texture-2d render-texture 0)
(gl:framebuffer-renderbuffer :framebuffer :depth-stencil-attachment :renderbuffer renderbuf)
(gl:bind-renderbuffer :renderbuffer renderbuf)
(gl:renderbuffer-storage :renderbuffer :depth24-stencil8 *view-width* *view-height*)
(gl:bind-renderbuffer :renderbuffer 0)
;; make sure it's valid
(let ((result (gl:check-framebuffer-status :framebuffer)))
(unless (gl::enum= result :framebuffer-complete)
(error "Failed to create framebuffer: ~S" result)))
(gl:framebuffer-renderbuffer :framebuffer :depth-stencil-attachment :renderbuffer renderbuf)
(format t "texture-resident-p: ~S~%" (gl:texture-resident-p render-texture))
;; make sure it's valid
(let ((result (gl:check-framebuffer-status :framebuffer)))
(unless (gl::enum= result :framebuffer-complete)
(error "Failed to create framebuffer: ~S" result)))
;; set up gl
(gl:matrix-mode :projection)
(gl:ortho 0 *view-width*
0 *view-height*
-1024 1024)
(gl:matrix-mode :modelview)
(gl:load-identity)
(gl:clear-color 0.0 0.0 0.0 1.0)
(gl:clear :color-buffer)
(gl:clear :depth-buffer)
(format t "texture-resident-p: ~S~%" (gl:texture-resident-p render-texture))
(sdl2:with-event-loop (:method :poll)
(:quit () t)
(:idle ()
(setf prev-profiling-tick (sdl2:get-performance-counter))
;; calculate delta-time
(setf this-tick (sdl2:get-ticks))
(setf *delta-time* (* (- this-tick prev-tick) 0.001))
(setf prev-tick this-tick)
(format t "Δt = ~S (~S FPS)~%" *delta-time* (/ 1.0 *delta-time*))
;; update
(loop for scene in *world-scenes*
do (o! scene (update)))
(format t "game=~S " (/ (- (sdl2:get-performance-counter) prev-profiling-tick) profiling-scale))
;; draw to render texture
(gl:bind-framebuffer :framebuffer framebuf)
(gl:viewport 0 0 *view-width* *view-height*)
(gl:clear :color-buffer)
(gl:enable :depth-test)
(let ((render-pass nil))
(loop for view-ptr in *world-views*
for view = (ensure-live (weak-pointer-value view-ptr))
when (and (o! view active-p) (o! view actor tree-active-p))
do (progn
(unless (eql (o! view render-pass) render-pass)
(setf render-pass (o! view render-pass))
(gl:clear :depth-buffer))
(o! view (render-view *world-drawables*)))))
(gl:flush)
(format t "draw=~S " (/ (- (sdl2:get-performance-counter) prev-profiling-tick) profiling-scale))
;; set up gl
(gl:matrix-mode :projection)
(gl:ortho 0 *view-width*
0 *view-height*
-1024 1024)
(gl:matrix-mode :modelview)
(gl:load-identity)
(gl:clear-color 0.0 0.0 0.0 1.0)
(gl:clear :color-buffer)
(gl:clear :depth-buffer)
|#
;; now draw to window
(gl:bind-framebuffer :framebuffer 0)
(gl:viewport 0 0 win-width win-height)
(gl:clear :color-buffer)
(gl:disable :depth-test)
(gl:enable :texture-2d)
(gl:bind-texture :texture-2d render-texture)
(gl:matrix-mode :modelview)
(gl:load-identity)
(sdl2:with-event-loop (:method :poll)
(:quit () t)
(:idle ()
(setf prev-profiling-tick (sdl2:get-performance-counter))
;; calculate delta-time
(setf this-tick (sdl2:get-ticks))
(setf *delta-time* (* (- this-tick prev-tick) 0.001))
(setf prev-tick this-tick)
(format t "~%Δt = ~S (~S FPS)~%" *delta-time* (/ 1.0 *delta-time*))
;; update
(loop for scene in *world*
do (o! scene (update)))
(format t "game=~S " (/ (- (sdl2:get-performance-counter) prev-profiling-tick) profiling-scale))
,@(loop for system in *world-systems*
append `((,(third system))
(format t ,(format nil "~S~A" (first system) "=~S ")
(/ (- (sdl2:get-performance-counter) prev-profiling-tick) profiling-scale))
))
#|
;; draw to render texture
(gl:bind-framebuffer :framebuffer framebuf)
(gl:viewport 0 0 *view-width* *view-height*)
(gl:clear :color-buffer)
(gl:enable :depth-test)
(let ((render-pass nil))
(loop for view-ptr in *world-views*
for view = (ensure-live (weak-pointer-value view-ptr))
when (and (o! view active-p) (o! view actor tree-active-p))
do (progn
(unless (eql (o! view render-pass) render-pass)
(setf render-pass (o! view render-pass))
(gl:clear :depth-buffer))
(o! view (render-view *world-drawables*)))))
(gl:flush)
(format t "draw=~S " (/ (- (sdl2:get-performance-counter) prev-profiling-tick) profiling-scale))
(gl:with-primitives :quads
(gl:color 1.0 1.0 1.0 1.0)
(gl:tex-coord 0.0 0.0)
(gl:vertex 0.0 0.0)
(gl:tex-coord 1.0 0.0)
(gl:vertex *view-width* 0.0)
(gl:tex-coord 1.0 1.0)
(gl:vertex *view-width* *view-height*)
(gl:tex-coord 0.0 1.0)
(gl:vertex 0.0 *view-height*))
;; now draw to window
(gl:bind-framebuffer :framebuffer 0)
(gl:viewport 0 0 win-width win-height)
(gl:clear :color-buffer)
(gl:disable :depth-test)
(gl:enable :texture-2d)
(gl:bind-texture :texture-2d render-texture)
(gl:matrix-mode :modelview)
(gl:load-identity)
(gl:disable :texture-2d)
(gl:with-primitives :quads
(gl:color 1.0 1.0 1.0 1.0)
(gl:tex-coord 0.0 0.0)
(gl:vertex 0.0 0.0)
(gl:tex-coord 1.0 0.0)
(gl:vertex *view-width* 0.0)
(gl:tex-coord 1.0 1.0)
(gl:vertex *view-width* *view-height*)
(gl:tex-coord 0.0 1.0)
(gl:vertex 0.0 *view-height*))
(gl:flush)
(format t "blit=~S~%" (/ (- (sdl2:get-performance-counter) prev-profiling-tick) profiling-scale))
(sdl2:gl-swap-window win)))
)))))
(gl:disable :texture-2d)
(gl:flush)
(format t "blit=~S~%" (/ (- (sdl2:get-performance-counter) prev-profiling-tick) profiling-scale))
|#
(sdl2:gl-swap-window win)))
)))))

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@ -13,10 +13,9 @@
deref-pointer points-to ensure-live
vxy1 vxy-trunc
make-id fixed-id
*world-scenes*
*world*
add-scene remove-scene get-scene update-all-scenes
initialize-actors-in
*view-width* *view-height* *view-ppu* *pixel-scale*
register-test-scene
run
*delta-time*
@ -84,21 +83,6 @@
destroy
resume suspend
;; render/drawable.lisp
drawable
; virtual properties
culling-box
; methods
draw
drawable-test
;; render/view.lisp
view
; properties
render-pass render-mask cull-p
; virtual properties
view-matrix world-matrix
; methods
view-point render-view render-drawable
;; systems.lisp
register-system install-systems
))

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@ -1,11 +1,11 @@
;;;; wh-engine/render/drawable.lisp
(in-package wh-engine)
(in-package wh-engine/render)
(defclass drawable (component)
()
(:documentation "Base class for components that draw graphics."))
(defmethod start :after ((this drawable))
(defmethod activate :after ((this drawable) &key)
; Register
(pushnew (make-weak-pointer this) *world-drawables*))

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@ -0,0 +1,150 @@
;;;; wh-engine/render/render-system.lisp
;;;; render system main code
(defpackage wh-engine/render
(:nicknames whe/render)
(:use common-lisp 3d-vectors 3d-matrices wh-engine)
(:import-from sb-ext
weak-pointer weak-pointer-p make-weak-pointer weak-pointer-value)
(:import-from objective-lisp O!)
(:export
;; render/drawable.lisp
drawable
; virtual properties
culling-box
; methods
draw
drawable-test
;; render/view.lisp
view
; properties
render-pass render-mask cull-p
; virtual properties
view-matrix world-matrix
; methods
view-point render-view render-drawable
*view-width* *view-height* *view-ppu* *pixel-scale*))
(in-package wh-engine/render)
(defun opengl-matrix (matrix)
(declare (type mat3 matrix))
(with-fast-matref (m matrix 3)
(make-array '(16) :initial-contents
`(,(m 0 0) ,(m 0 1) 0.0 ,(m 0 2)
,(m 1 0) ,(m 1 1) 0.0 ,(m 1 2)
0.0 0.0 1.0 0.0
,(m 2 0) ,(m 2 1) 0.0 ,(m 2 2))
)))
(defvar *view-width* 384
"View-space width in pixels.")
(defvar *view-height* 256
"View-space height in pixels.")
(defvar *view-ppu* 64
"Pixels in view-space per unit in world-space.")
(defvar *pixel-scale* 2
"Scaling factor for rendered pixels.")
(defvar *world-drawables* ()
"List of all known drawables.")
(defvar *world-views* ()
"List of all known views.")
(defun sort-world-views ()
"Re-sort the *world-views* list by render pass."
(sort *world-views* #'< :key (lambda (v) (o! (deref-pointer v) render-pass))))
(let (framebuf renderbuf render-texture win-width win-height)
(defun render-system-init ()
(setf win-width (* *view-width* *pixel-scale*)
win-height (* *view-height* *pixel-scale*)
framebuf (gl:gen-framebuffer)
renderbuf (gl:gen-renderbuffer)
render-texture (gl:gen-texture))
;; set up framebuffer
(gl:bind-framebuffer :framebuffer framebuf)
(gl:bind-texture :texture-2d render-texture)
(gl:tex-image-2d :texture-2d 0 :rgba *view-width* *view-height* 0 :rgba :unsigned-byte (cffi:null-pointer))
(gl:tex-parameter :texture-2d :texture-wrap-s :clamp-to-edge)
(gl:tex-parameter :texture-2d :texture-wrap-t :clamp-to-edge)
(gl:tex-parameter :texture-2d :texture-min-filter :nearest)
(gl:tex-parameter :texture-2d :texture-mag-filter :nearest)
(gl:bind-texture :texture-2d 0)
(gl:framebuffer-texture-2d :framebuffer :color-attachment0 :texture-2d render-texture 0)
(gl:bind-renderbuffer :renderbuffer renderbuf)
(gl:renderbuffer-storage :renderbuffer :depth24-stencil8 *view-width* *view-height*)
(gl:bind-renderbuffer :renderbuffer 0)
(gl:framebuffer-renderbuffer :framebuffer :depth-stencil-attachment :renderbuffer renderbuf)
;; make sure it's valid
(let ((result (gl:check-framebuffer-status :framebuffer)))
(unless (gl::enum= result :framebuffer-complete)
(error "Failed to create framebuffer: ~S" result)))
(format t "texture-resident-p: ~S~%" (gl:texture-resident-p render-texture))
;; set up gl
(gl:matrix-mode :projection)
(gl:ortho 0 *view-width*
0 *view-height*
-1024 1024)
(gl:matrix-mode :modelview)
(gl:load-identity)
(gl:clear-color 0.0 0.0 0.0 1.0)
(gl:clear :color-buffer)
(gl:clear :depth-buffer))
(defun render-system-update ()
;; draw to render texture
(gl:bind-framebuffer :framebuffer framebuf)
(gl:viewport 0 0 *view-width* *view-height*)
(gl:clear :color-buffer)
(gl:enable :depth-test)
(let ((render-pass nil))
(loop for view-ptr in *world-views*
for view = (ensure-live (weak-pointer-value view-ptr))
when (and (o! view active-p) (o! view actor tree-active-p))
do (progn
(unless (eql (o! view render-pass) render-pass)
(setf render-pass (o! view render-pass))
(gl:clear :depth-buffer))
(o! view (render-view *world-drawables*)))))
(gl:flush)
;; now draw to window
(gl:bind-framebuffer :framebuffer 0)
(gl:viewport 0 0 win-width win-height)
(gl:clear :color-buffer)
(gl:disable :depth-test)
(gl:enable :texture-2d)
(gl:bind-texture :texture-2d render-texture)
(gl:matrix-mode :modelview)
(gl:load-identity)
(gl:with-primitives :quads
(gl:color 1.0 1.0 1.0 1.0)
(gl:tex-coord 0.0 0.0)
(gl:vertex 0.0 0.0)
(gl:tex-coord 1.0 0.0)
(gl:vertex *view-width* 0.0)
(gl:tex-coord 1.0 1.0)
(gl:vertex *view-width* *view-height*)
(gl:tex-coord 0.0 1.0)
(gl:vertex 0.0 *view-height*))
(gl:disable :texture-2d)
(gl:flush)))
(register-system :wh-engine/render 'render-system-init 'render-system-update nil)
(install-systems :wh-engine/render)

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@ -1,9 +1,5 @@
;;;; wh-engine/render/view.lisp
(in-package wh-engine)
(defun sort-world-views ()
"Re-sort the *world-views* list by render pass."
(sort *world-views* #'< :key (lambda (v) (o! (deref-pointer v) render-pass))))
(in-package wh-engine/render)
(defclass view (component)
((render-pass :documentation "The render pass this view should be drawn in."

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@ -84,3 +84,17 @@
(loop for actor in (o! this actors)
unless (o! actor :slot parent)
do (o! actor (suspend))))
(defun add-scene (scene)
"Add a scene to the list of running scenes."
(declare (type scene scene))
(push scene *world*)
scene)
(defun remove-scene (scene)
"Remove a scene from the list of running scenes."
(declare (type scene scene))
(setf *world* (remove scene *world*))
scene)

17
wh-engine/systems.lisp Normal file
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@ -0,0 +1,17 @@
;;;; wh-engine/systems.lisp
;;;; facilities for defining systems
(in-package wh-engine)
(defvar *system-registry* ()
"Alist of defined systems.")
(defvar *world-systems* ()
"List of enabled systems.")
(defun register-system (name init-fun-symbol update-fun-symbol sdl-event-rules)
(push `(,name ,init-fun-symbol ,update-fun-symbol ,sdl-event-rules) *system-registry*))
(defun install-systems (&rest systems)
(loop for system-name in systems
for system = (assoc system-name *system-registry*)
do (push system *world-systems*)))