32 Commits

Author SHA1 Message Date
YourWishes 88903fee94 No need for asset batching on text.c 2026-06-01 22:36:02 -05:00
YourWishes 1e8311fc04 Add asset batch 2026-06-01 22:34:44 -05:00
YourWishes 2b78370cb8 Add asset reaping 2026-06-01 22:20:57 -05:00
YourWishes 8f78bba9e9 Restoring JerryScript a bit cleaner 2026-06-01 21:52:36 -05:00
YourWishes 41a4be678e Added a tiny sleep on assets to stop pegging the CPU 2026-06-01 15:48:10 -05:00
YourWishes 8b2b4b7c3d Fixed JSON loader, added some tests 2026-06-01 15:31:22 -05:00
YourWishes 1f3a29f89d Asyncify other loaders 2026-06-01 15:10:58 -05:00
YourWishes c4c93097cd Add async texture loading 2026-06-01 14:53:18 -05:00
YourWishes eedb7769e6 Add some extra tests 2026-06-01 13:48:29 -05:00
YourWishes 98db62a4bc Add some more tests, prepping for asset testing 2026-06-01 13:37:14 -05:00
YourWishes df48c8e500 Consistency and fixing thread unit tests 2026-06-01 11:33:27 -05:00
YourWishes db9cc0f4c6 Add thread tests 2026-06-01 10:59:56 -05:00
YourWishes a79ee429b4 Prepping for async 2026-06-01 10:57:40 -05:00
YourWishes 6acfca6d48 Consistent 2026-05-30 20:30:13 -05:00
YourWishes 1cd6f4cb72 First refactor of new asset system 2026-05-30 08:21:58 -05:00
YourWishes 3271e8c7d6 FInished porting last asset loader types 2026-05-30 07:59:06 -05:00
YourWishes 0bcde064af Asset refactor, phase one. 2026-05-29 14:27:40 -05:00
YourWishes 957980b3c5 Updating event handler 2026-05-28 14:22:13 -05:00
YourWishes 03eb328d81 Allow dynamic trace on any platform that can support it. 2026-05-28 11:21:36 -05:00
YourWishes e1716a741f Trigger test 2026-05-26 22:18:41 -05:00
YourWishes e24707c847 Scene loading example 2026-05-26 21:42:37 -05:00
YourWishes 7c4b8c307f Fix flocking bug 2026-05-26 20:24:34 -05:00
YourWishes 109318aeaf Remove useless void checks 2026-05-26 19:24:17 -05:00
YourWishes 1f2657cea0 Spritebatch cleanup 2026-05-26 19:07:07 -05:00
YourWishes 382c435bac Entity refactoring 2026-05-22 23:01:45 -05:00
YourWishes 130fe4ca5d Delete JS assets 2026-05-22 00:00:23 -05:00
YourWishes 31ba3fe127 add build to corner of screen 2026-05-21 23:59:26 -05:00
YourWishes f68b31158f Asset refactor 2026-05-21 23:42:56 -05:00
YourWishes 653ca9a72d PSP rendering fix 2026-05-21 22:07:56 -05:00
YourWishes ba7857f4df Fix rendering 2026-05-21 18:24:18 -05:00
YourWishes 23e617ea21 Optimizing entityposition as much as possible. 2026-05-21 13:17:48 -05:00
YourWishes cdf5a5229c Refactor cleaned a few things 2026-05-21 12:52:23 -05:00
198 changed files with 9285 additions and 2102 deletions
+5
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@@ -76,6 +76,10 @@ else()
set(DUSK_LIBRARY_TARGET_NAME "${DUSK_BINARY_TARGET_NAME}" CACHE INTERNAL ${DUSK_CACHE_TARGET}) set(DUSK_LIBRARY_TARGET_NAME "${DUSK_BINARY_TARGET_NAME}" CACHE INTERNAL ${DUSK_CACHE_TARGET})
endif() endif()
if(NOT DEFINED DUSK_VERSION)
string(TIMESTAMP DUSK_VERSION "debug-%y%m%d%H%M%S")
endif()
# Definitions # Definitions
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
@@ -84,6 +88,7 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
DUSK_GAME_AUTHOR="${DUSK_GAME_AUTHOR}" DUSK_GAME_AUTHOR="${DUSK_GAME_AUTHOR}"
DUSK_GAME_SHORT_DESCRIPTION="${DUSK_GAME_SHORT_DESCRIPTION}" DUSK_GAME_SHORT_DESCRIPTION="${DUSK_GAME_SHORT_DESCRIPTION}"
DUSK_GAME_LONG_DESCRIPTION="${DUSK_GAME_LONG_DESCRIPTION}" DUSK_GAME_LONG_DESCRIPTION="${DUSK_GAME_LONG_DESCRIPTION}"
DUSK_VERSION="${DUSK_VERSION}"
) )
# Toolchains # Toolchains
-30
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@@ -1,30 +0,0 @@
function MoveCubeCutscene(params) {
Cutscene.call(this);
this.cube = params.cube;
var SPEED = 3.0;
var DURATION = 2.0;
this.anim = new Animation([
[
{ time: 0.0, value: 0, easing: Easing.inOutQuad },
{ time: DURATION, value: -(SPEED * DURATION), easing: Easing.inOutQuad },
{ time: DURATION * 2, value: 0 }
]
]);
this.anim.onComplete = function() {
Cutscene.finish();
};
}
MoveCubeCutscene.prototype = Object.create(Cutscene.prototype);
MoveCubeCutscene.prototype.constructor = MoveCubeCutscene;
MoveCubeCutscene.prototype.update = function() {
this.anim.update(TIME.delta);
this.cube.position.position.x = this.anim.properties[0].value;
};
module = MoveCubeCutscene;
-24
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@@ -1,24 +0,0 @@
var OverworldEntity = include('entities/OverworldEntity.js');
function CubeEntity() {
OverworldEntity.call(this);
this.add(RENDERABLE);
this.cubeMesh = Mesh.createCube();
this.renderable.mesh = this.cubeMesh;
}
CubeEntity.prototype = Object.create(OverworldEntity.prototype);
CubeEntity.prototype.constructor = CubeEntity;
CubeEntity.prototype.update = function() {
OverworldEntity.prototype.update.call(this);
var speed = 5.0;
var move = Input.axis2D(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT, INPUT_ACTION_UP, INPUT_ACTION_DOWN);
this.position.position.x += move.x * speed * TIME.delta;
this.position.position.z += move.y * speed * TIME.delta;
this.renderable.color = Color.rainbow();
};
module = CubeEntity;
-21
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@@ -1,21 +0,0 @@
function OverworldEntity() {
Entity.call(this);
this.add(POSITION);
}
OverworldEntity.prototype = Object.create(Entity.prototype);
OverworldEntity.prototype.constructor = OverworldEntity;
OverworldEntity.prototype.update = function() {
// var speed = 3.0;
// var move = Input.axis2D(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT, INPUT_ACTION_UP, INPUT_ACTION_DOWN);
// this.position.position.x += move.x * speed * TIME.delta;
// this.position.position.z += move.y * speed * TIME.delta;
}
OverworldEntity.prototype.dispose = function() {
Entity.prototype.dispose.call(this);
}
module = OverworldEntity;
+10 -91
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@@ -1,93 +1,12 @@
Console.visible = true; Console.print('This is called from JavaScript');
// Default input bindings. const platformNames = {
if (typeof PSP !== 'undefined') { [System.PLATFORM_LINUX]: 'Linux',
Input.bind("up", INPUT_ACTION_UP); [System.PLATFORM_KNULLI]: 'Knulli',
Input.bind("down", INPUT_ACTION_DOWN); [System.PLATFORM_PSP]: 'PSP',
Input.bind("left", INPUT_ACTION_LEFT); [System.PLATFORM_GAMECUBE]: 'GameCube',
Input.bind("right", INPUT_ACTION_RIGHT); [System.PLATFORM_WII]: 'Wii',
Input.bind("accept", INPUT_ACTION_ACCEPT); };
Input.bind("cancel", INPUT_ACTION_CANCEL);
Input.bind("select", INPUT_ACTION_RAGEQUIT);
Input.bind("lstick_up", INPUT_ACTION_UP);
Input.bind("lstick_down", INPUT_ACTION_DOWN);
Input.bind("lstick_left", INPUT_ACTION_LEFT);
Input.bind("lstick_right", INPUT_ACTION_RIGHT);
Input.bind("triangle", INPUT_ACTION_CONSOLE);
} else if (typeof DOLPHIN !== 'undefined') { const platformName = platformNames[System.platform] || 'Unknown';
Input.bind("up", INPUT_ACTION_UP); Console.print('Platform: ' + platformName);
Input.bind("down", INPUT_ACTION_DOWN);
Input.bind("left", INPUT_ACTION_LEFT);
Input.bind("right", INPUT_ACTION_RIGHT);
Input.bind("b", INPUT_ACTION_CANCEL);
Input.bind("a", INPUT_ACTION_ACCEPT);
Input.bind("z", INPUT_ACTION_CONSOLE);
Input.bind("lstick_up", INPUT_ACTION_UP);
Input.bind("lstick_down", INPUT_ACTION_DOWN);
Input.bind("lstick_left", INPUT_ACTION_LEFT);
Input.bind("lstick_right", INPUT_ACTION_RIGHT);
} else if (typeof LINUX !== 'undefined') {
if (typeof INPUT_KEYBOARD !== 'undefined') {
Input.bind("w", INPUT_ACTION_UP);
Input.bind("s", INPUT_ACTION_DOWN);
Input.bind("a", INPUT_ACTION_LEFT);
Input.bind("d", INPUT_ACTION_RIGHT);
Input.bind("left", INPUT_ACTION_LEFT);
Input.bind("right", INPUT_ACTION_RIGHT);
Input.bind("up", INPUT_ACTION_UP);
Input.bind("down", INPUT_ACTION_DOWN);
Input.bind("enter", INPUT_ACTION_ACCEPT);
Input.bind("e", INPUT_ACTION_ACCEPT);
Input.bind("q", INPUT_ACTION_CANCEL);
Input.bind("escape", INPUT_ACTION_RAGEQUIT);
Input.bind("`", INPUT_ACTION_CONSOLE);
}
if (typeof INPUT_GAMEPAD !== 'undefined') {
Input.bind("gamepad_up", INPUT_ACTION_UP);
Input.bind("gamepad_down", INPUT_ACTION_DOWN);
Input.bind("gamepad_left", INPUT_ACTION_LEFT);
Input.bind("gamepad_right", INPUT_ACTION_RIGHT);
Input.bind("gamepad_a", INPUT_ACTION_ACCEPT);
Input.bind("gamepad_b", INPUT_ACTION_CANCEL);
Input.bind("gamepad_back", INPUT_ACTION_RAGEQUIT);
Input.bind("gamepad_lstick_up", INPUT_ACTION_UP);
Input.bind("gamepad_lstick_down", INPUT_ACTION_DOWN);
Input.bind("gamepad_lstick_left", INPUT_ACTION_LEFT);
Input.bind("gamepad_lstick_right", INPUT_ACTION_RIGHT);
}
if (typeof INPUT_POINTER !== 'undefined') {
Input.bind("mouse_x", INPUT_ACTION_POINTERX);
Input.bind("mouse_y", INPUT_ACTION_POINTERY);
}
} else {
print("Unknown platform, no default input bindings set.");
}
Scene.set('scenes/cube.js');
// Console.print("Testing save stuff;");
// Console.print("Save Count: " + Save.count);
// Console.print("Save 0 exists? " + Save.exists(0));
// try {
// Save.load(0);
// Console.print("Successfully loaded save 0.");
// } catch (e) {
// Console.print("Error loading save 0: " + e);
// Save.delete(0);
// }
// Console.print("Save 0 exists? " + Save.exists(0));
// Console.print("Writing...");
// Save.write(0);
// Console.print("Save 0 exists? " + Save.exists(0));
// Console.print("Save 0 data: " + Save.load(0));
-17
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@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunkN100(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(-16, 0, 0);
}
TestChunkN100.prototype = Object.create(MapChunk.prototype);
TestChunkN100.prototype.constructor = TestChunkN100;
TestChunkN100.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunkN100;
-17
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@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunk000(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(0, 0, 0);
}
TestChunk000.prototype = Object.create(MapChunk.prototype);
TestChunk000.prototype.constructor = TestChunk000;
TestChunk000.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunk000;
-17
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@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunk001(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(0, 0, 16);
}
TestChunk001.prototype = Object.create(MapChunk.prototype);
TestChunk001.prototype.constructor = TestChunk001;
TestChunk001.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunk001;
-17
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@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunk010(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(0, 16, 0);
}
TestChunk010.prototype = Object.create(MapChunk.prototype);
TestChunk010.prototype.constructor = TestChunk010;
TestChunk010.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunk010;
-17
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@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunk100(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(16, 0, 0);
}
TestChunk100.prototype = Object.create(MapChunk.prototype);
TestChunk100.prototype.constructor = TestChunk100;
TestChunk100.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunk100;
-17
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@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunk200(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(32, 0, 0);
}
TestChunk200.prototype = Object.create(MapChunk.prototype);
TestChunk200.prototype.constructor = TestChunk200;
TestChunk200.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunk200;
-17
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@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunk300(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(48, 0, 0);
}
TestChunk300.prototype = Object.create(MapChunk.prototype);
TestChunk300.prototype.constructor = TestChunk300;
TestChunk300.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunk300;
-17
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@@ -1,17 +0,0 @@
function TestMap() {
Map.call(this);
Map.setChunkSize(16, 16, 16);
Map.setPosition(0, 0, 0);
}
TestMap.prototype = Object.create(Map.prototype);
TestMap.prototype.constructor = TestMap;
TestMap.prototype.update = function() {
};
TestMap.prototype.dispose = function() {
};
module = TestMap;
-33
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@@ -1,33 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function CubeScene() {
Map.load('test');
this.cam = new Entity();
this.cam.add(POSITION);
this.cam.add(CAMERA);
this.player = new CubeEntity();
this.player.position.position = new Vec3(0, 0, 0);
}
CubeScene.prototype = Object.create(Scene.prototype);
CubeScene.prototype.constructor = CubeScene;
CubeScene.prototype.update = function() {
this.player.update();
var pos = this.player.position.position;
this.cam.position.position = new Vec3(pos.x, pos.y + 8, pos.z + 8);
this.cam.position.lookAt(pos);
Map.setPosition(Math.floor(pos.x), Math.floor(pos.y), Math.floor(pos.z));
};
CubeScene.prototype.dispose = function() {
this.cam.dispose();
this.player.dispose();
Map.dispose();
};
module = CubeScene;
+96
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@@ -0,0 +1,96 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Turn things off we don't need
set(JERRY_CMDLINE OFF CACHE BOOL "" FORCE)
set(JERRY_EXT ON CACHE BOOL "" FORCE)
set(JERRY_DEBUGGER OFF CACHE BOOL "" FORCE)
set(JERRY_BUILTIN_DATE OFF CACHE BOOL "" FORCE)
set(ENABLE_LTO OFF CACHE BOOL "" FORCE)
# Fetch Jerry
include(FetchContent)
FetchContent_Declare(
jerryscript
GIT_REPOSITORY https://git.wish.moe/YourWishes/jerryscript
GIT_TAG float32-fix
)
FetchContent_MakeAvailable(jerryscript)
# Mark found
set(jerryscript_FOUND ON)
# Define targets
if(TARGET jerryscript-core)
set(JERRY_CORE_TARGET jerryscript-core)
elseif(TARGET jerry-core)
set(JERRY_CORE_TARGET jerry-core)
endif()
if(TARGET jerryscript-ext)
set(JERRY_EXT_TARGET jerryscript-ext)
elseif(TARGET jerry-ext)
set(JERRY_EXT_TARGET jerry-ext)
endif()
if(TARGET jerryscript-port-default)
set(JERRY_PORT_TARGET jerryscript-port-default)
elseif(TARGET jerry-port-default)
set(JERRY_PORT_TARGET jerry-port-default)
elseif(TARGET jerryscript-port)
set(JERRY_PORT_TARGET jerryscript-port)
elseif(TARGET jerry-port)
set(JERRY_PORT_TARGET jerry-port)
endif()
if(NOT JERRY_CORE_TARGET)
message(FATAL_ERROR "JerryScript core target not found")
endif()
if(NOT JERRY_EXT_TARGET)
message(FATAL_ERROR "JerryScript ext target not found")
endif()
if(NOT JERRY_PORT_TARGET)
message(FATAL_ERROR "JerryScript port target not found")
endif()
foreach(tgt IN ITEMS
${JERRY_CORE_TARGET}
${JERRY_EXT_TARGET}
${JERRY_PORT_TARGET}
)
if(TARGET ${tgt})
set_property(TARGET ${tgt} PROPERTY INTERPROCEDURAL_OPTIMIZATION OFF)
target_compile_definitions(${JERRY_CORE_TARGET} PRIVATE
JERRY_NUMBER_TYPE_FLOAT64=0
JERRY_BUILTIN_DATE=0
)
endif()
endforeach()
# Export include dirs through the targets
target_include_directories(${JERRY_CORE_TARGET} INTERFACE
${jerryscript_SOURCE_DIR}/jerry-core/include
)
target_include_directories(${JERRY_EXT_TARGET} INTERFACE
${jerryscript_SOURCE_DIR}/jerry-ext/include
)
target_include_directories(${JERRY_PORT_TARGET} INTERFACE
${jerryscript_SOURCE_DIR}/jerry-port/default/include
)
# Suppress JerryScript-only warning
if(CMAKE_C_COMPILER_ID MATCHES "GNU|Clang")
target_compile_options(${JERRY_CORE_TARGET} PRIVATE
-Wno-error
)
endif()
add_library(jerryscript::core ALIAS ${JERRY_CORE_TARGET})
add_library(jerryscript::ext ALIAS ${JERRY_EXT_TARGET})
add_library(jerryscript::port ALIAS ${JERRY_PORT_TARGET})
+1
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@@ -34,6 +34,7 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_OPENGL DUSK_OPENGL
DUSK_OPENGL_ES DUSK_OPENGL_ES
DUSK_LINUX DUSK_LINUX
DUSK_KNULLI
DUSK_DISPLAY_SIZE_DYNAMIC DUSK_DISPLAY_SIZE_DYNAMIC
DUSK_DISPLAY_WIDTH_DEFAULT=640 DUSK_DISPLAY_WIDTH_DEFAULT=640
DUSK_DISPLAY_HEIGHT_DEFAULT=480 DUSK_DISPLAY_HEIGHT_DEFAULT=480
+2
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@@ -26,6 +26,8 @@ target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
# CURL::libcurl # CURL::libcurl
) )
set(DUSK_BACKTRACE ON CACHE BOOL "Enable backtrace support for assert failures.")
# Define platform-specific macros. # Define platform-specific macros.
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_SDL2 DUSK_SDL2
+2
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@@ -1,4 +1,6 @@
#!/bin/bash #!/bin/bash
set -e
rm -rf build-tests
cmake -S . -B build-tests -DDUSK_BUILD_TESTS=ON -DDUSK_TARGET_SYSTEM=linux cmake -S . -B build-tests -DDUSK_BUILD_TESTS=ON -DDUSK_TARGET_SYSTEM=linux
cmake --build build-tests -- -j$(nproc) cmake --build build-tests -- -j$(nproc)
ctest --output-on-failure --test-dir build-tests ctest --output-on-failure --test-dir build-tests
+17
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@@ -32,6 +32,22 @@ if(NOT yyjson_FOUND)
endif() endif()
endif() endif()
if(NOT jerryscript_FOUND)
find_package(jerryscript REQUIRED)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
jerryscript::core
jerryscript::ext
jerryscript::port
)
endif()
if(DUSK_BACKTRACE)
target_link_options(${DUSK_LIBRARY_TARGET_NAME} PUBLIC -rdynamic)
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_BACKTRACE
)
endif()
# Includes # Includes
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} target_include_directories(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
@@ -62,6 +78,7 @@ add_subdirectory(input)
add_subdirectory(locale) add_subdirectory(locale)
add_subdirectory(physics) add_subdirectory(physics)
add_subdirectory(scene) add_subdirectory(scene)
add_subdirectory(script)
add_subdirectory(system) add_subdirectory(system)
add_subdirectory(time) add_subdirectory(time)
add_subdirectory(ui) add_subdirectory(ui)
-1
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@@ -7,5 +7,4 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
easing.c easing.c
animation.c animation.c
animationproperty.c
) )
+33 -74
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@@ -8,86 +8,45 @@
#include "util/memory.h" #include "util/memory.h"
#include "util/math.h" #include "util/math.h"
void animationInit(animation_t *anim) { void animationInit(
memoryZero(anim, sizeof(animation_t)); animation_t *anim,
eventInit(&anim->onStart); keyframe_t *keyframes,
eventInit(&anim->onComplete); uint16_t keyframeCount
) {
assertNotNull(anim, "Animation pointer cannot be null.");
assertNotNull(keyframes, "Keyframes pointer cannot be null.");
assertTrue(keyframeCount > 0, "Keyframe count must be more than 0.");
anim->keyframes = keyframes;
anim->keyframeCount = keyframeCount;
} }
animationproperty_t *animationAddProperty(animation_t *anim, float_t *target) { float_t animationGetValue(animation_t *anim, const float_t time) {
assertTrue( assertNotNull(anim, "Animation pointer cannot be null.");
anim->propertyCount < ANIMATION_PROPERTY_COUNT_MAX, assertNotNull(anim->keyframes, "Keyframes pointer cannot be null.");
"Property count exceeds ANIMATION_PROPERTY_COUNT_MAX" assertTrue(anim->keyframeCount > 0, "Keyframe count invalid.");
); assertTrue(time >= 0, "Time must be non-negative.");
animationproperty_t *prop = &anim->properties[anim->propertyCount++];
prop->keyframeCount = 0;
prop->target = target;
return prop;
}
void animationUpdate(animation_t *anim, float_t delta) { keyframe_t *start;
assertNotNull(anim, "Animation cannot be null"); keyframe_t *end;
keyframe_t *last = anim->keyframes + anim->keyframeCount - 1;
keyframe_t *current = anim->keyframes;
start = current;
if( do {
(anim->flags & ANIMATION_FLAG_FINISHED) && if(current->time > time) {
!(anim->flags & ANIMATION_FLAG_LOOP_ENABLED) end = current;
) return; break;
bool_t wasStarted = (anim->flags & ANIMATION_FLAG_STARTED) != 0;
anim->flags |= ANIMATION_FLAG_STARTED;
anim->time += delta;
float_t duration = animationGetDuration(anim);
bool_t justFinished = false;
if(anim->time >= duration) {
if(anim->flags & ANIMATION_FLAG_LOOP_ENABLED) {
anim->time = mathModFloat(anim->time, duration);
} else {
anim->time = duration;
if(!(anim->flags & ANIMATION_FLAG_FINISHED)) {
anim->flags |= ANIMATION_FLAG_FINISHED;
justFinished = true;
}
} }
} start = current;
current++;
for(uint8_t i = 0; i < anim->propertyCount; i++) { if(current > last) {
animationproperty_t *prop = &anim->properties[i]; end = start;
if(prop->target != NULL) { break;
*prop->target = animationPropertyGetValue(prop, anim->time);
} }
} } while(true);
if(!wasStarted) eventInvoke(&anim->onStart, anim); float_t t = (time - start->time) / (end->time - start->time);
if(justFinished) eventInvoke(&anim->onComplete, anim); return mathLerp(start->value, end->value, easingApply(start->easing, t));
}
void animationReset(animation_t *anim) {
anim->time = 0.0f;
anim->flags &= ~(ANIMATION_FLAG_FINISHED | ANIMATION_FLAG_STARTED);
}
bool_t animationIsFinished(const animation_t *anim) {
return (anim->flags & ANIMATION_FLAG_FINISHED) != 0;
}
bool_t animationIsStarted(const animation_t *anim) {
return (anim->flags & ANIMATION_FLAG_STARTED) != 0;
}
bool_t animationIsLooping(const animation_t *anim) {
return (anim->flags & ANIMATION_FLAG_LOOP_ENABLED) != 0;
}
float_t animationGetDuration(const animation_t *anim) {
float_t duration = 0.0f;
for(uint8_t i = 0; i < anim->propertyCount; i++) {
animationproperty_t *prop = &anim->properties[i];
if(prop->keyframeCount == 0) continue;
float_t lastKeyframeTime =
prop->keyframes[prop->keyframeCount - 1].time;
if(lastKeyframeTime > duration) duration = lastKeyframeTime;
}
return duration;
} }
+15 -71
View File
@@ -4,87 +4,31 @@
// https://opensource.org/licenses/MIT // https://opensource.org/licenses/MIT
#pragma once #pragma once
#include "animationproperty.h" #include "keyframe.h"
#include "event/event.h"
#define ANIMATION_PROPERTY_COUNT_MAX 8
#define ANIMATION_FLAG_FINISHED (1 << 0)
#define ANIMATION_FLAG_STARTED (1 << 1)
#define ANIMATION_FLAG_LOOP_ENABLED (1 << 2)
typedef struct { typedef struct {
animationproperty_t properties[ANIMATION_PROPERTY_COUNT_MAX]; keyframe_t *keyframes;
uint8_t propertyCount; uint16_t keyframeCount;
float_t time;
uint8_t flags;
event_t onStart;
event_t onComplete;
} animation_t; } animation_t;
/** /**
* Initializes an animation. * Initializes an animation.
* *
* @param anim The animation to initialize. * @param anim The animation to initialize.
* @param keyframes The keyframes to use for the animation.
* @param keyframeCount The number of keyframes in the animation.
*/ */
void animationInit(animation_t *anim); void animationInit(
animation_t *anim,
keyframe_t *keyframes,
uint16_t keyframeCount
);
/** /**
* Adds a new animated property. The caller owns target and must keep it valid * Gets the value of the animation at a given time.
* for the lifetime of the animation.
* *
* @param anim The animation to add the property to. * @param anim The animation to get the value from.
* @param target Pointer to the float to write interpolated values into. * @param time The time at which to get the value, in seconds.
* @return A pointer to the new property. * @return The value of the animation at the given time.
*/ */
animationproperty_t *animationAddProperty(animation_t *anim, float_t *target); float_t animationGetValue(animation_t *anim, const float_t time);
/**
* Advances the animation by delta seconds and writes interpolated values to
* each property's target pointer.
*
* @param anim The animation to update.
* @param delta The time to advance the animation by, in seconds.
*/
void animationUpdate(animation_t *anim, float_t delta);
/**
* Resets the animation to the beginning, clearing Started and Finished flags.
*
* @param anim The animation to reset.
*/
void animationReset(animation_t *anim);
/**
* Returns true if the animation has finished (i.e. reached the end of its
* duration and is not looping).
*
* @param anim The animation to check.
* @return true if the animation has finished, false otherwise.
*/
bool_t animationIsFinished(const animation_t *anim);
/**
* Returns true if the animation has been started (i.e. animationUpdate has
* been called at least once).
*
* @param anim The animation to check.
* @return true if the animation has been started, false otherwise.
*/
bool_t animationIsStarted(const animation_t *anim);
/**
* Returns true if the animation is set to loop.
*
* @param anim The animation to check.
* @return true if the animation is set to loop, false otherwise.
*/
bool_t animationIsLooping(const animation_t *anim);
/**
* Gets the total duration of the animation (based on the keyframes).
*
* @param anim The animation to get the duration of.
* @return The total duration of the animation, in seconds.
*/
float_t animationGetDuration(const animation_t *anim);
-55
View File
@@ -1,55 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "animationproperty.h"
#include "assert/assert.h"
void animationPropertyAddKeyframe(
animationproperty_t *prop,
const float_t time,
const float_t value,
const easingtype_t easing
) {
assertNotNull(prop, "Property cannot be null");
assertTrue(
prop->keyframeCount < ANIMATION_PROPERTY_KEYFRAME_COUNT_MAX,
"Too many keyframes added to property"
);
assertTrue(time >= 0.0f, "Keyframe time cannot be negative");
keyframe_t *frame = &prop->keyframes[prop->keyframeCount++];
frame->time = time;
frame->value = value;
frame->easing = easing;
}
float_t animationPropertyGetValue(
const animationproperty_t *prop,
const float_t time
) {
assertNotNull(prop, "Property cannot be null");
assertTrue(time >= 0.0f, "Time cannot be negative");
if(prop->keyframeCount == 0) return 0.0f;
uint8_t last = prop->keyframeCount - 1;
if(prop->keyframeCount == 1) return prop->keyframes[0].value;
if(time <= prop->keyframes[0].time) return prop->keyframes[0].value;
if(time >= prop->keyframes[last].time) return prop->keyframes[last].value;
for(uint8_t i = 0; i < last; i++) {
const keyframe_t *a = &prop->keyframes[i];
const keyframe_t *b = &prop->keyframes[i + 1];
if(time < a->time || time >= b->time) continue;
float_t t = (time - a->time) / (b->time - a->time);
t = easingApply(a->easing, t);
return a->value + (b->value - a->value) * t;
}
return prop->keyframes[last].value;
}
-45
View File
@@ -1,45 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "keyframe.h"
#define ANIMATION_PROPERTY_KEYFRAME_COUNT_MAX 16
typedef struct {
keyframe_t keyframes[ANIMATION_PROPERTY_KEYFRAME_COUNT_MAX];
uint8_t keyframeCount;
float_t *target;
} animationproperty_t;
/**
* Appends a keyframe to a property. Keyframes must be added in ascending time
* order. Updates the animation's duration.
*
* @param property The property to add the keyframe to.
* @param time The time of the keyframe, in seconds.
* @param value The value of the keyframe.
* @param easing The easing type to use when interpolating to the next keyframe.
*/
void animationPropertyAddKeyframe(
animationproperty_t *property,
const float_t time,
const float_t value,
const easingtype_t easing
);
/**
* Gets the property's value at a given time.
*
* @param prop The property to get the value from.
* @param time The time at which to get the value, in seconds.
* @return The value of the property at the given time.
*/
float_t animationPropertyGetValue(
const animationproperty_t *prop,
const float_t time
);
+24 -1
View File
@@ -8,6 +8,7 @@
#include "assert.h" #include "assert.h"
#include "log/log.h" #include "log/log.h"
#include "util/string.h" #include "util/string.h"
#include "util/memory.h"
#ifndef DUSK_ASSERTIONS_FAKED #ifndef DUSK_ASSERTIONS_FAKED
#ifdef DUSK_TEST_ASSERT #ifdef DUSK_TEST_ASSERT
@@ -25,6 +26,25 @@
); );
} }
#else #else
#ifdef DUSK_BACKTRACE
#include <execinfo.h>
#include <stdlib.h>
static void assertLogBacktrace(void) {
void *frames[64];
int count = backtrace(frames, 64);
char **symbols = backtrace_symbols(frames, count);
memoryTrack(symbols);
logError("Stack trace:\n");
if(symbols) {
for(int i = 0; i < count; i++) {
logError(" %s\n", symbols[i]);
}
memoryFree(symbols);
}
}
#endif
void assertTrueImpl( void assertTrueImpl(
const char *file, const char *file,
const int32_t line, const int32_t line,
@@ -33,11 +53,14 @@
) { ) {
if(x != true) { if(x != true) {
logError( logError(
"Assertion Failed in %s:%i\n\n%s\n", "Assertion Failed in %s:%i\n\n%s\n\n",
file, file,
line, line,
message message
); );
#ifdef DUSK_BACKTRACE
assertLogBacktrace();
#endif
abort(); abort();
} }
} }
+1
View File
@@ -7,6 +7,7 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME} target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
asset.c asset.c
assetbatch.c
assetfile.c assetfile.c
) )
+300 -12
View File
@@ -11,15 +11,23 @@
#include "assert/assert.h" #include "assert/assert.h"
#include "engine/engine.h" #include "engine/engine.h"
#include "util/string.h" #include "util/string.h"
#include "console/console.h"
#include <unistd.h>
asset_t ASSET; asset_t ASSET;
errorret_t assetInit(void) { errorret_t assetInit(void) {
memoryZero(&ASSET, sizeof(asset_t)); memoryZero(&ASSET, sizeof(asset_t));
for(size_t i = 0; i < ASSET_LOADING_COUNT_MAX; i++) {
threadMutexInit(&ASSET.loading[i].mutex);
}
// assetInitPlatform must either define ASSET.zip or throw an error. // assetInitPlatform must either define ASSET.zip or throw an error.
errorChain(assetInitPlatform()); errorChain(assetInitPlatform());
assertNotNull(ASSET.zip, "Asset zip null without error."); assertNotNull(ASSET.zip, "Asset zip null without error.");
threadInit(&ASSET.loadThread, assetUpdateAsync);
threadStart(&ASSET.loadThread);
errorOk(); errorOk();
} }
@@ -32,24 +40,304 @@ bool_t assetFileExists(const char_t *filename) {
return true; return true;
} }
errorret_t assetLoad( assetentry_t * assetGetEntry(
const char_t *filename, const char_t *name,
assetfileloader_t loader, const assetloadertype_t type,
void *params, assetloaderinput_t *input
void *output
) { ) {
assertStrLenMax(filename, ASSET_FILE_NAME_MAX, "Filename too long."); // Is there an existing asset?
assertNotNull(output, "Output pointer cannot be NULL."); assetentry_t *entry = ASSET.entries;
assertNotNull(loader, "Asset file loader cannot be NULL."); do {
if(entry->type == ASSET_LOADER_TYPE_NULL) {
entry++;
continue;
}
if(stringEquals(entry->name, name)) {
assertTrue(entry->type == type, "Asset entry type mismatch.");
return entry;
}
entry++;
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
// We did not find one existing, Find first available slot.
entry = ASSET.entries;
do {
if(entry->type != ASSET_LOADER_TYPE_NULL) {
entry++;
continue;
}
if(entry->state == ASSET_ENTRY_STATE_NOT_STARTED) {
assetEntryInit(entry, name, type, input);
return entry;
}
entry++;
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
assertUnreachable("No available asset entry slots.");
return NULL;
}
errorret_t assetRequireLoaded(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL.");
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
// Already loaded?
if(entry->state == ASSET_ENTRY_STATE_LOADED) {
errorOk();
}
// Not loaded, just spin the wheel
while(entry->state != ASSET_ENTRY_STATE_LOADED) {
usleep(1000);
errorChain(assetUpdate());
}
assetfile_t file;
errorChain(assetFileInit(&file, filename, params, output));
errorChain(loader(&file));
errorChain(assetFileDispose(&file));
errorOk(); errorOk();
} }
assetentry_t * assetLock(
const char_t *name,
const assetloadertype_t type,
assetloaderinput_t *input
) {
assetentry_t *entry = assetGetEntry(name, type, input);
assetEntryLock(entry);
return entry;
}
void assetUnlock(const char_t *name) {
assertNotNull(name, "Name cannot be NULL.");
assetentry_t *entry = ASSET.entries;
do {
if(entry->type != ASSET_LOADER_TYPE_NULL && stringEquals(entry->name, name)) {
assetEntryUnlock(entry);
return;
}
entry++;
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
assertUnreachable("Asset entry not found for unlock.");
}
void assetUnlockEntry(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL.");
assetEntryUnlock(entry);
}
errorret_t assetUpdate(void) {
// Determine how many available loading slots we have.
assetloading_t *availableLoading[ASSET_LOADING_COUNT_MAX];
uint8_t availableLoadingCount = 0;
assetloading_t *loading = ASSET.loading;
assetentry_t *entry;
do {
// We only care about NULL entry references. Nothing async touches this so
// it's fine to use raw here.
if(loading->entry != NULL) {
loading++;
continue;
}
availableLoading[availableLoadingCount++] = loading;
loading++;
} while(loading < ASSET.loading + ASSET_LOADING_COUNT_MAX);
// Now we can check for pending asset entries, we can't do anything if there
// is no available slots though.
if(availableLoadingCount > 0) {
entry = ASSET.entries;
do {
// Is this asset "ready to start loading" ?
if(entry->type == ASSET_LOADER_TYPE_NULL) {
entry++;
continue;
}
// We only care about assets not started.
if(entry->state != ASSET_ENTRY_STATE_NOT_STARTED) {
entry++;
continue;
}
// Pop a loading slot for this asset entry.
loading = availableLoading[--availableLoadingCount];
// Start loading this asset.
assetEntryStartLoading(entry, loading);
entry++;
// Did we run out of loading slots?
if(availableLoadingCount == 0) {
break;
}
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
}
// Now walk over all the loading slots and see what needs to be done.
loading = ASSET.loading;
do {
// Is the loading slot in use? Entry can only be modified synchronously.
if(loading->entry == NULL) {
loading++;
continue;
}
// Lock the loading slot. This will prevent any async modifications.
threadMutexLock(&loading->mutex);
// Check the state of the entry.
switch(loading->entry->state) {
// This thing is pending synchronous loading.
case ASSET_ENTRY_STATE_PENDING_SYNC:
// Perform sync load.
loading->entry->state = ASSET_ENTRY_STATE_LOADING_SYNC;
errorret_t ret = (
ASSET_LOADER_CALLBACKS[loading->type].loadSync(loading)
);
// After a sync load, these are the only valid states.
assertTrue(
loading->entry->state == ASSET_ENTRY_STATE_LOADED ||
loading->entry->state == ASSET_ENTRY_STATE_ERROR ||
loading->entry->state == ASSET_ENTRY_STATE_PENDING_SYNC ||
loading->entry->state == ASSET_ENTRY_STATE_PENDING_ASYNC,
"Loader did not set entry state to loaded or error on finished load."
);
// If an error occured these things need to be true, basically just
// ensuring the sync loader is setting the error correctly.
if(errorIsNotOk(ret)) {
errorCatch(errorPrint(ret));
assertTrue(
loading->entry->state == ASSET_ENTRY_STATE_ERROR,
"Loader did not set entry state to error on failed load."
);
}
threadMutexUnlock(&loading->mutex);
loading++;
break;
case ASSET_ENTRY_STATE_LOADING_SYNC:
assertUnreachable(
"Entry is in a pending sync state still?"
);
break;
// Done loading, we can just free it up.
case ASSET_ENTRY_STATE_LOADED:
loading->entry = NULL;
threadMutexUnlock(&loading->mutex);
loading++;
break;
case ASSET_ENTRY_STATE_ERROR:
threadMutexUnlock(&loading->mutex);
errorThrow("Failed to load asset asynchronously.");
break;
default:
threadMutexUnlock(&loading->mutex);
loading++;
continue;
}
} while(loading < ASSET.loading + ASSET_LOADING_COUNT_MAX);
// Reap entries that have no external locks (refs.count == 1 means only the
// system hold remains). Only safe to reap LOADED and NOT_STARTED states —
// mid-load entries are left for the next cycle.
entry = ASSET.entries;
do {
if(entry->state != ASSET_ENTRY_STATE_LOADED) {
entry++;
continue;
}
if(entry->type == ASSET_LOADER_TYPE_NULL) {
entry++;
continue;
}
if(entry->refs.count > 0) {
entry++;
continue;
}
consolePrint("Reaping asset %s", entry->name);
errorChain(assetEntryDispose(entry));
entry++;
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
errorOk();
}
void assetUpdateAsync(thread_t *thread) {
while(!threadShouldStop(thread)) {
// Walk over each asset
assetloading_t *loading;
loading = ASSET.loading;
do {
threadMutexLock(&loading->mutex);
if(loading->entry == NULL) {
threadMutexUnlock(&loading->mutex);
loading++;
continue;
}
switch(loading->entry->state) {
case ASSET_ENTRY_STATE_PENDING_ASYNC:
loading->entry->state = ASSET_ENTRY_STATE_LOADING_ASYNC;
assertNotNull(
ASSET_LOADER_CALLBACKS[loading->type].loadAsync,
"Loader does not support async loading."
);
errorret_t ret = (
ASSET_LOADER_CALLBACKS[loading->type].loadAsync(loading)
);
if(errorIsNotOk(ret)) {
errorCatch(errorPrint(ret));
assertTrue(
loading->entry->state == ASSET_ENTRY_STATE_ERROR,
"Loader did not set entry state to error on failed load."
);
}
threadMutexUnlock(&loading->mutex);
loading++;
break;
case ASSET_ENTRY_STATE_LOADING_ASYNC:
assertUnreachable(
"Entry is in a pending async state still?"
);
break;
default:
threadMutexUnlock(&loading->mutex);
loading++;
continue;
}
} while(loading < ASSET.loading + ASSET_LOADING_COUNT_MAX);
if(threadShouldStop(thread)) break;
usleep(1000);
}
}
errorret_t assetDispose(void) { errorret_t assetDispose(void) {
threadStop(&ASSET.loadThread);
for(size_t i = 0; i < ASSET_LOADING_COUNT_MAX; i++) {
threadMutexDispose(&ASSET.loading[i].mutex);
}
// Cleanup zip file.
if(ASSET.zip != NULL) { if(ASSET.zip != NULL) {
if(zip_close(ASSET.zip) != 0) { if(zip_close(ASSET.zip) != 0) {
errorThrow("Failed to close asset zip archive."); errorThrow("Failed to close asset zip archive.");
+79 -11
View File
@@ -9,6 +9,9 @@
#include "error/error.h" #include "error/error.h"
#include "asset/assetplatform.h" #include "asset/assetplatform.h"
#include "assetfile.h" #include "assetfile.h"
#include "thread/thread.h"
#include "asset/loader/assetentry.h"
#include "asset/loader/assetloading.h"
#ifndef assetInitPlatform #ifndef assetInitPlatform
#error "Platform must define assetInitPlatform function." #error "Platform must define assetInitPlatform function."
@@ -20,15 +23,27 @@
#define ASSET_FILE_NAME "dusk.dsk" #define ASSET_FILE_NAME "dusk.dsk"
#define ASSET_HEADER_SIZE 3 #define ASSET_HEADER_SIZE 3
#define ASSET_LOADING_COUNT_MAX 4
#define ASSET_ENTRY_COUNT_MAX 128
typedef struct asset_s { typedef struct asset_s {
zip_t *zip; zip_t *zip;
assetplatform_t platform; assetplatform_t platform;
// Background loading thread.
thread_t loadThread;
// Assets that are mid loading.
assetloading_t loading[ASSET_LOADING_COUNT_MAX];
assetentry_t entries[ASSET_ENTRY_COUNT_MAX];
} asset_t; } asset_t;
extern asset_t ASSET; extern asset_t ASSET;
/** /**
* Initializes the asset system. * Initializes the asset system.
*
* @return An error code if the asset system could not be initialized properly.
*/ */
errorret_t assetInit(void); errorret_t assetInit(void);
@@ -41,21 +56,74 @@ errorret_t assetInit(void);
bool_t assetFileExists(const char_t *filename); bool_t assetFileExists(const char_t *filename);
/** /**
* Loads an asset by its filename, * Gets, or creates, a new asset entry. Internal — prefer assetLock.
* *
* @param filename The filename of the asset to retrieve. * @param name Filename of the asset.
* @param loader Loader to use for loading the asset file. * @param type Type of the asset.
* @param params Parameters to pass to the loader. * @param input Loader-specific parameters.
* @param output The output pointer to store the loaded asset data.
* @return An error code if the asset could not be loaded.
*/ */
errorret_t assetLoad( assetentry_t * assetGetEntry(
const char_t *filename, const char_t *name,
assetfileloader_t loader, const assetloadertype_t type,
void *params, assetloaderinput_t *input
void *output
); );
/**
* Gets, creates, and locks an asset entry. The asset will begin loading on
* the next assetUpdate. Call assetUnlock when done to allow the entry to be
* reclaimed.
*
* @param name Filename of the asset.
* @param type Type of the asset.
* @param input Loader-specific parameters.
* @return The locked asset entry.
*/
assetentry_t * assetLock(
const char_t *name,
const assetloadertype_t type,
assetloaderinput_t *input
);
/**
* Releases a lock on an asset entry by name. When all locks are released the
* entry will be reclaimed at the start of the next assetUpdate.
*
* @param name Filename of the asset to unlock.
*/
void assetUnlock(const char_t *name);
/**
* Releases a lock on an asset entry by pointer. When all locks are released
* the entry will be reclaimed at the start of the next assetUpdate.
*
* @param entry The asset entry to unlock.
*/
void assetUnlockEntry(assetentry_t *entry);
/**
* Requires an asset entry to be loaded. This will block until the asset entry
* is fully loaded.
*
* @param entry The asset entry to require.
* @return An error code if the asset entry could not be loaded properly.
*/
errorret_t assetRequireLoaded(assetentry_t *entry);
/**
* Updates the asset system.
*
* @return An error code if the asset system could not be updated properly.
*/
errorret_t assetUpdate(void);
/**
* Starts the background asset loading thread. The thread runs assetUpdate
* in a loop with a short sleep until stopped.
*
* @param thread The thread runner.
*/
void assetUpdateAsync(thread_t *thread);
/** /**
* Disposes/cleans up the asset system. * Disposes/cleans up the asset system.
* *
+94
View File
@@ -0,0 +1,94 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetbatch.h"
#include "asset.h"
#include "assert/assert.h"
#include "util/memory.h"
#include <unistd.h>
void assetBatchInit(
assetbatch_t *batch,
const uint16_t count,
const assetbatchdesc_t *descs
) {
assertNotNull(batch, "Batch cannot be NULL.");
assertNotNull(descs, "Descs cannot be NULL.");
assertTrue(count > 0, "Count must be greater than 0.");
assertTrue(count <= ASSET_BATCH_COUNT_MAX, "Count exceeds ASSET_BATCH_COUNT_MAX.");
memoryZero(batch, sizeof(assetbatch_t));
batch->count = count;
for(uint16_t i = 0; i < count; i++) {
// Copy input into batch-owned storage so the descriptor need not persist.
batch->inputs[i] = descs[i].input;
batch->entries[i] = assetLock(descs[i].path, descs[i].type, &batch->inputs[i]);
}
}
void assetBatchLock(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
assetEntryLock(batch->entries[i]);
}
}
void assetBatchUnlock(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
assetEntryUnlock(batch->entries[i]);
}
}
bool_t assetBatchIsLoaded(const assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
if(batch->entries[i]->state != ASSET_ENTRY_STATE_LOADED) return false;
}
return true;
}
bool_t assetBatchHasError(const assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
if(batch->entries[i]->state == ASSET_ENTRY_STATE_ERROR) return true;
}
return false;
}
errorret_t assetBatchRequireLoaded(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
bool_t allDone;
do {
allDone = true;
for(uint16_t i = 0; i < batch->count; i++) {
const assetentrystate_t state = batch->entries[i]->state;
if(state == ASSET_ENTRY_STATE_ERROR) {
errorThrow("Asset '%s' failed to load.", batch->entries[i]->name);
}
if(state != ASSET_ENTRY_STATE_LOADED) {
allDone = false;
}
}
if(!allDone) {
usleep(1000);
errorChain(assetUpdate());
}
} while(!allDone);
errorOk();
}
void assetBatchDispose(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
assetUnlockEntry(batch->entries[i]);
}
memoryZero(batch, sizeof(assetbatch_t));
}
+82
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@@ -0,0 +1,82 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/loader/assetentry.h"
#include "asset/loader/assetloader.h"
#define ASSET_BATCH_COUNT_MAX 64
typedef struct {
const char_t *path;
assetloadertype_t type;
assetloaderinput_t input;
} assetbatchdesc_t;
typedef struct {
assetentry_t *entries[ASSET_BATCH_COUNT_MAX];
assetloaderinput_t inputs[ASSET_BATCH_COUNT_MAX];
uint16_t count;
} assetbatch_t;
/**
* Initialises the batch from an array of descriptors. Each entry is locked
* and queued for loading immediately.
*
* @param batch Batch to initialise.
* @param descs Array of entry descriptors (need not outlive this call).
* @param count Number of descriptors (must be <= ASSET_BATCH_COUNT_MAX).
*/
void assetBatchInit(
assetbatch_t *batch,
uint16_t count,
const assetbatchdesc_t *descs
);
/**
* Acquires one additional lock on every entry in the batch.
*
* @param batch Batch to lock.
*/
void assetBatchLock(assetbatch_t *batch);
/**
* Releases one lock from every entry in the batch. When an entry's lock
* count reaches zero it will be reaped on the next assetUpdate.
*
* @param batch Batch to unlock.
*/
void assetBatchUnlock(assetbatch_t *batch);
/**
* Returns true if every entry in the batch has finished loading.
*
* @param batch Batch to query.
*/
bool_t assetBatchIsLoaded(const assetbatch_t *batch);
/**
* Returns true if any entry in the batch is in an error state.
*
* @param batch Batch to query.
*/
bool_t assetBatchHasError(const assetbatch_t *batch);
/**
* Blocks until every entry is loaded. Returns an error if any entry fails.
*
* @param batch Batch to wait on.
*/
errorret_t assetBatchRequireLoaded(assetbatch_t *batch);
/**
* Releases the batch's lock on every entry and clears the batch. After this
* call the batch struct may be reused with assetBatchInit.
*
* @param batch Batch to dispose.
*/
void assetBatchDispose(assetbatch_t *batch);
+1
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@@ -15,6 +15,7 @@ typedef struct assetfile_s assetfile_t;
typedef errorret_t (*assetfileloader_t)(assetfile_t *file); typedef errorret_t (*assetfileloader_t)(assetfile_t *file);
// Describes a file not yet loaded.
typedef struct assetfile_s { typedef struct assetfile_s {
char_t filename[ASSET_FILE_NAME_MAX]; char_t filename[ASSET_FILE_NAME_MAX];
void *params; void *params;
+7
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@@ -4,8 +4,15 @@
# https://opensource.org/licenses/MIT # https://opensource.org/licenses/MIT
# Sources # Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
assetentry.c
assetloader.c
)
# Subdirs # Subdirs
add_subdirectory(display) add_subdirectory(display)
add_subdirectory(locale) add_subdirectory(locale)
add_subdirectory(json) add_subdirectory(json)
add_subdirectory(script)
+73
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@@ -0,0 +1,73 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetentry.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/string.h"
void assetEntryInit(
assetentry_t *entry,
const char_t *name,
const assetloadertype_t type,
assetloaderinput_t *input
) {
assertNotNull(entry, "Entry cannot be NULL");
assertStrLenMin(name, 1, "Name cannot be empty");
assertStrLenMax(name, ASSET_FILE_NAME_MAX - 1, "Name too long");
assertTrue(type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
assertTrue(type < ASSET_LOADER_TYPE_COUNT, "Invalid loader type.");
memoryZero(entry, sizeof(assetentry_t));
stringCopy(entry->name, name, ASSET_FILE_NAME_MAX);
entry->type = type;
entry->input = input;
entry->state = ASSET_ENTRY_STATE_NOT_STARTED;
refInit(&entry->refs, entry, NULL, NULL, NULL);
}
void assetEntryLock(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL");
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
refLock(&entry->refs);
}
void assetEntryUnlock(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL");
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
refUnlock(&entry->refs);
}
void assetEntryStartLoading(
assetentry_t *entry,
assetloading_t *loading
) {
assertNotNull(entry, "Entry cannot be NULL");
assertNotNull(loading, "Loading cannot be NULL");
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
assertTrue(
entry->state == ASSET_ENTRY_STATE_NOT_STARTED,
"Can only start loading from NOT_STARTED state."
);
entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
memoryZero(&loading->loading, sizeof(assetloaderloading_t));
loading->type = entry->type;
loading->entry = entry;
// At this point the asset manager will manage this thing's loading
}
errorret_t assetEntryDispose(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL");
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
assertTrue(entry->type < ASSET_LOADER_TYPE_COUNT, "Invalid loader type.");
errorChain(ASSET_LOADER_CALLBACKS[entry->type].dispose(entry));
memoryZero(entry, sizeof(assetentry_t));
errorOk();
}
+86
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@@ -0,0 +1,86 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/loader/assetloading.h"
#include "util/ref.h"
typedef enum {
ASSET_ENTRY_STATE_NOT_STARTED,
ASSET_ENTRY_STATE_PENDING_ASYNC,
ASSET_ENTRY_STATE_LOADING_ASYNC,
ASSET_ENTRY_STATE_PENDING_SYNC,
ASSET_ENTRY_STATE_LOADING_SYNC,
ASSET_ENTRY_STATE_LOADED,
ASSET_ENTRY_STATE_ERROR
} assetentrystate_t;
typedef struct assetentry_s {
// Filename and cache key
char_t name[ASSET_FILE_NAME_MAX];
// What type of asset is this?
assetloadertype_t type;
// Data
assetloaderoutput_t data;
// What state is this asset entry in currently?
assetentrystate_t state;
// What is referencing this asset entry.
ref_t refs;
// Data that will be passed to the loader about how it should load.
assetloaderinput_t *input;
} assetentry_t;
/**
* Initializes an asset entry with the given name and type. This does not load
* the asset.
*
* @param entry The asset entry to initialize.
* @param name The name of the asset, used as a key for loading and caching.
* @param type The type of asset this entry represents.
* @param input Data that will be passed to the loader about how it should load.
*/
void assetEntryInit(
assetentry_t *entry,
const char_t *name,
const assetloadertype_t type,
assetloaderinput_t *input
);
/**
* Locks an asset entry, preventing it from being freed until it is unlocked.
*
* @param entry The asset entry to lock.
*/
void assetEntryLock(assetentry_t *entry);
/**
* Unlocks an asset entry, allowing it to be freed if there are no more locks.
*
* @param entry The asset entry to unlock.
*/
void assetEntryUnlock(assetentry_t *entry);
/**
* Starts loading the given asset entry using an assetloading slot. This will
* be called by the asset manager when it deems it's a good time to begin the
* loading of this asset entry.
*
* Currently we return the error but in future this will not be returned.
*
* @param entry The asset entry to start loading.
* @param loading The assetloading slot to use for loading this asset entry.
* @return Any error that occurs during loading.
*/
void assetEntryStartLoading(assetentry_t *entry, assetloading_t *loading);
/**
* Disposes an asset entry, freeing any resources it holds.
*
* @param entry The asset entry to dispose.
* @return Any error that occurs during disposal.
*/
errorret_t assetEntryDispose(assetentry_t *entry);
+48
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@@ -0,0 +1,48 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetloader.h"
assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT] = {
[ASSET_LOADER_TYPE_NULL] = { 0 },
[ASSET_LOADER_TYPE_MESH] = {
.loadSync = assetMeshLoaderSync,
.loadAsync = assetMeshLoaderAsync,
.dispose = assetMeshDispose
},
[ASSET_LOADER_TYPE_TEXTURE] = {
.loadSync = assetTextureLoaderSync,
.loadAsync = assetTextureLoaderAsync,
.dispose = assetTextureDispose
},
[ASSET_LOADER_TYPE_TILESET] = {
.loadSync = assetTilesetLoaderSync,
.loadAsync = assetTilesetLoaderAsync,
.dispose = assetTilesetDispose
},
[ASSET_LOADER_TYPE_LOCALE] = {
.loadSync = assetLocaleLoaderSync,
.loadAsync = assetLocaleLoaderAsync,
.dispose = assetLocaleDispose
},
[ASSET_LOADER_TYPE_JSON] = {
.loadSync = assetJsonLoaderSync,
.loadAsync = assetJsonLoaderAsync,
.dispose = assetJsonDispose
},
[ASSET_LOADER_TYPE_SCRIPT] = {
.loadSync = assetScriptLoaderSync,
.loadAsync = assetScriptLoaderAsync,
.dispose = assetScriptDispose
},
};
+96
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@@ -0,0 +1,96 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/loader/display/assetmeshloader.h"
#include "asset/loader/display/assettextureloader.h"
#include "asset/loader/display/assettilesetloader.h"
#include "asset/loader/locale/assetlocaleloader.h"
#include "asset/loader/json/assetjsonloader.h"
#include "asset/loader/script/assetscriptloader.h"
typedef enum {
ASSET_LOADER_TYPE_NULL,
ASSET_LOADER_TYPE_MESH,
ASSET_LOADER_TYPE_TEXTURE,
ASSET_LOADER_TYPE_TILESET,
ASSET_LOADER_TYPE_LOCALE,
ASSET_LOADER_TYPE_JSON,
ASSET_LOADER_TYPE_SCRIPT,
ASSET_LOADER_TYPE_COUNT
} assetloadertype_t;
typedef union {
assetmeshloaderinput_t mesh;
assettextureloaderinput_t texture;
assettilesetloaderinput_t tileset;
assetlocaleloaderinput_t locale;
assetjsonloaderinput_t json;
assetscriptloaderinput_t script;
} assetloaderinput_t;
typedef union {
assetmeshloaderloading_t mesh;
assettextureloaderloading_t texture;
assettilesetloaderloading_t tileset;
assetlocaleloaderloading_t locale;
assetjsonloaderloading_t json;
assetscriptloaderloading_t script;
} assetloaderloading_t;
typedef union {
assetmeshoutput_t mesh;
assettextureoutput_t texture;
assettilesetoutput_t tileset;
assetlocaleoutput_t locale;
assetjsonoutput_t json;
assetscriptoutput_t script;
} assetloaderoutput_t;
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef errorret_t (assetloadersynccallback_t)(assetloading_t *loading);
typedef errorret_t (assetloaderasynccallback_t)(assetloading_t *loading);
typedef errorret_t (assetloaderdisposecallback_t)(assetentry_t *entry);
typedef struct {
assetloadersynccallback_t *loadSync;
assetloaderasynccallback_t *loadAsync;
assetloaderdisposecallback_t *dispose;
} assetloadercallbacks_t;
extern assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT];
/**
* Shorthand method to both chain an error (against the loader state) and to
* set the asset entry state to error.
*
* @param loading The asset loading slot.
* @param ret The error return value to check and chain if it's an error.
*/
#define assetLoaderErrorChain(loading, _expr) {\
errorret_t _alec = (_expr); \
if(errorIsNotOk(_alec)) { \
(loading)->entry->state = ASSET_ENTRY_STATE_ERROR; \
errorChain(_alec); \
} \
}
/**
* Shorthand method to both throw an error (against the loader state) and to
* set the asset entry state to error.
*
* @param loading The asset loading slot.
* @param ... Format string and arguments for the error message.
*/
#define assetLoaderErrorThrow(loading, ...) {\
loading->entry->state = ASSET_ENTRY_STATE_ERROR; \
errorThrow(__VA_ARGS__); \
}
+30
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@@ -0,0 +1,30 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "assetloader.h"
#include "asset/assetfile.h"
#include "thread/threadmutex.h"
typedef struct assetentry_s assetentry_t;
typedef struct assetloading_s {
// Protects entry pointer and entry->state from concurrent access.
threadmutex_t mutex;
// What type of asset is being loaded.
assetloadertype_t type;
// Referral back to the asset entry that will be kept alive after load done.
assetentry_t *entry;
// Information used during the load operation only.
assetloaderloading_t loading;
} assetloading_t;
typedef errorret_t (assetloadingcallback_t)(assetloading_t *loading);
typedef struct {
assetloadingcallback_t *loadSync;
} assetloadingcallbacks_t;
+111 -119
View File
@@ -5,178 +5,170 @@
* https://opensource.org/licenses/MIT * https://opensource.org/licenses/MIT
*/ */
#include "asset/loader/display/assetmeshloader.h" #include "assetmeshloader.h"
#include "asset/asset.h"
#include "assert/assert.h" #include "assert/assert.h"
#include "util/endian.h" #include "util/endian.h"
#include "util/memory.h" #include "util/memory.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
errorret_t assetMeshLoader(assetfile_t *file) { errorret_t assetMeshLoaderAsync(assetloading_t *loading) {
assertNotNull(file, "Asset file cannot be null"); assertNotNull(loading, "Loading cannot be NULL");
assetmeshoutput_t *output = (assetmeshoutput_t *)file->output; if(loading->loading.mesh.state != ASSET_MESH_LOADING_STATE_READ_FILE) {
assertNotNull(output, "Output cannot be null"); errorOk();
assertNotNull(output->outMesh, "Output mesh cannot be null"); }
assertNotNull(output->outVertices, "Output vertices cannot be null");
// STL file loading assetmeshoutput_t *out = &loading->entry->data.mesh;
errorChain(assetFileOpen(file)); assetfile_t *file = &loading->loading.mesh.file;
assetmeshinputaxis_t axis = loading->entry->input->mesh;
// Skip the 80 byte header assetLoaderErrorChain(loading, assetFileInit(file, loading->entry->name, NULL, NULL));
errorChain(assetFileRead(file, NULL, 80)); assetLoaderErrorChain(loading, assetFileOpen(file));
if(file->lastRead != 80) errorThrow("Failed to skip STL header");
// Skip the 80-byte STL header.
assetLoaderErrorChain(loading, assetFileRead(file, NULL, 80));
if(file->lastRead != 80) {
assetLoaderErrorThrow(loading, "Failed to skip STL header.");
}
uint32_t triangleCount; uint32_t triangleCount;
errorChain(assetFileRead(file, &triangleCount, sizeof(uint32_t))); assetLoaderErrorChain(loading, assetFileRead(file, &triangleCount, sizeof(uint32_t)));
if(file->lastRead != sizeof(uint32_t)) errorThrow("Failed read tri count"); if(file->lastRead != sizeof(uint32_t)) {
// normalize assetLoaderErrorThrow(loading, "Failed to read tri count");
}
triangleCount = endianLittleToHost32(triangleCount); triangleCount = endianLittleToHost32(triangleCount);
// Allocate mesh and vertex data out->vertices = memoryAllocate(sizeof(meshvertex_t) * triangleCount * 3);
errorret_t ret; meshvertex_t *verts = out->vertices;
meshvertex_t *verts = memoryAllocate(
sizeof(meshvertex_t) * triangleCount * 3
);
*output->outVertices = verts;
// Read triangle data errorret_t ret;
for(uint32_t i = 0; i < triangleCount; i++) { for(uint32_t i = 0; i < triangleCount; i++) {
assetmeshstltriangle_t triData; assetmeshstltriangle_t triData;
ret = assetFileRead(file, &triData, sizeof(triData)); ret = assetFileRead(file, &triData, sizeof(triData));
if(ret.code != ERROR_OK) { if(errorIsNotOk(ret)) {
memoryFree(verts); memoryFree(verts);
errorChain(ret); out->vertices = NULL;
assetLoaderErrorChain(loading, ret);
} }
if(file->lastRead != sizeof(triData)) { if(file->lastRead != sizeof(triData)) {
memoryFree(verts); memoryFree(verts);
errorThrow("Failed to read triangle data"); out->vertices = NULL;
assetLoaderErrorThrow(loading, "Failed to read triangle data");
} }
// Skip normals, we don't use them
// Fix endianess of of data
for(uint8_t j = 0; j < 3; j++) { for(uint8_t j = 0; j < 3; j++) {
#if MESH_ENABLE_COLOR #if MESH_ENABLE_COLOR
verts[i * 3 + j].color.r = (uint8_t)(endianLittleToHostFloat( verts[i * 3 + j].color.r = (
triData.normal[0] (uint8_t)(endianLittleToHostFloat(triData.normal[0]) * 255.0f)
) * 255.0f); );
verts[i * 3 + j].color.g = (uint8_t)(endianLittleToHostFloat( verts[i * 3 + j].color.g = (
triData.normal[1] (uint8_t)(endianLittleToHostFloat(triData.normal[1]) * 255.0f)
) * 255.0f); );
verts[i * 3 + j].color.b = (uint8_t)(endianLittleToHostFloat( verts[i * 3 + j].color.b = (
triData.normal[2] (uint8_t)(endianLittleToHostFloat(triData.normal[2]) * 255.0f)
) * 255.0f); );
verts[i * 3 + j].color.a = 0xFF; verts[i * 3 + j].color.a = 0xFF;
#endif #endif
verts[i * 3 + j].uv[0] = 0.0f; // No UV data in STL, just set to 0 verts[i * 3 + j].uv[0] = 0.0f;
verts[i * 3 + j].uv[1] = 0.0f; verts[i * 3 + j].uv[1] = 0.0f;
for(uint8_t k = 0; k < 3; k++) { for(uint8_t k = 0; k < 3; k++) {
verts[i * 3 + j].pos[k] = endianLittleToHostFloat( verts[i * 3 + j].pos[k] = endianLittleToHostFloat(triData.positions[j][k]);
triData.positions[j][k]
);
} }
switch(output->inputAxis) { switch(axis) {
case MESH_INPUT_AXIS_Z_UP: case MESH_INPUT_AXIS_Z_UP: {
// Convert Z-Up to Y-Up float_t temp = verts[i * 3 + j].pos[1];
{ verts[i * 3 + j].pos[1] = verts[i * 3 + j].pos[2];
float_t temp = verts[i * 3 + j].pos[1]; verts[i * 3 + j].pos[2] = temp;
verts[i * 3 + j].pos[1] = verts[i * 3 + j].pos[2];
verts[i * 3 + j].pos[2] = temp;
}
break; break;
}
case MESH_INPUT_AXIS_X_UP: case MESH_INPUT_AXIS_X_UP: {
// Convert X-Up to Y-Up float_t temp = verts[i * 3 + j].pos[0];
{ verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
float_t temp = verts[i * 3 + j].pos[0]; verts[i * 3 + j].pos[1] = temp;
verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = temp;
}
break; break;
}
case MESH_INPUT_AXIS_Y_DOWN: case MESH_INPUT_AXIS_Y_DOWN:
// Invert Y axis
verts[i * 3 + j].pos[1] = -verts[i * 3 + j].pos[1]; verts[i * 3 + j].pos[1] = -verts[i * 3 + j].pos[1];
break; break;
case MESH_INPUT_AXIS_Z_DOWN: {
case MESH_INPUT_AXIS_Z_DOWN: float_t temp = verts[i * 3 + j].pos[1];
// Convert Z-Up to Y-Up and invert Y axis verts[i * 3 + j].pos[1] = -verts[i * 3 + j].pos[2];
{ verts[i * 3 + j].pos[2] = temp;
float_t temp = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = -verts[i * 3 + j].pos[2];
verts[i * 3 + j].pos[2] = temp;
}
break; break;
}
case MESH_INPUT_AXIS_X_DOWN: case MESH_INPUT_AXIS_X_DOWN: {
// Convert X-Up to Y-Up and invert Y axis float_t temp = verts[i * 3 + j].pos[0];
{ verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
float_t temp = verts[i * 3 + j].pos[0]; verts[i * 3 + j].pos[1] = -temp;
verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = -temp;
}
break; break;
}
case MESH_INPUT_AXIS_Y_UP: case MESH_INPUT_AXIS_Y_UP:
default: default:
// No covnersion possible / Needed
break; break;
} }
} }
} }
// Finally, init mesh
ret = meshInit(
output->outMesh,
MESH_PRIMITIVE_TYPE_TRIANGLES,
triangleCount * 3,
verts
);
if(ret.code != ERROR_OK) {
memoryFree(verts);
errorChain(ret);
}
ret = assetFileClose(file); ret = assetFileClose(file);
if(ret.code != ERROR_OK) { if(errorIsNotOk(ret)) {
errorCatch(errorPrint(meshDispose(output->outMesh)));
memoryFree(verts); memoryFree(verts);
errorChain(ret); out->vertices = NULL;
assetLoaderErrorChain(loading, ret);
} }
assetFileDispose(file);
loading->loading.mesh.triangleCount = triangleCount;
loading->loading.mesh.state = ASSET_MESH_LOADING_STATE_CREATE_MESH;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk(); errorOk();
} }
errorret_t assetMeshLoadToOutput( errorret_t assetMeshLoaderSync(assetloading_t *loading) {
const char_t *path, assertNotNull(loading, "Loading cannot be NULL");
assetmeshoutput_t *output assertTrue(loading->type == ASSET_LOADER_TYPE_MESH, "Invalid type.");
) {
assertNotNull(path, "Path cannot be null");
assertNotNull(output, "Output cannot be null");
assertNotNull(output->outMesh, "Output mesh cannot be null");
assertNotNull(output->outVertices, "Output vertices cannot be null");
return assetLoad(path, &assetMeshLoader, NULL, output); switch(loading->loading.mesh.state) {
case ASSET_MESH_LOADING_STATE_INITIAL:
loading->loading.mesh.state = ASSET_MESH_LOADING_STATE_READ_FILE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_MESH_LOADING_STATE_CREATE_MESH:
break;
default:
errorOk();
}
assetmeshoutput_t *out = &loading->entry->data.mesh;
assertNotNull(out->vertices, "Mesh vertices should have been loaded by now.");
errorret_t ret = meshInit(
&out->mesh,
MESH_PRIMITIVE_TYPE_TRIANGLES,
loading->loading.mesh.triangleCount * 3,
out->vertices
);
if(errorIsNotOk(ret)) {
loading->entry->state = ASSET_ENTRY_STATE_ERROR;
memoryFree(out->vertices);
out->vertices = NULL;
assetLoaderErrorChain(loading, ret);
}
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
} }
errorret_t assetMeshLoad( errorret_t assetMeshDispose(assetentry_t *entry) {
const char_t *path, assertNotNull(entry, "Asset entry cannot be NULL");
mesh_t *outMesh, assertTrue(entry->type == ASSET_LOADER_TYPE_MESH, "Invalid type.");
meshvertex_t **outVertices, errorChain(meshDispose(&entry->data.mesh.mesh));
const assetmeshinputaxis_t inputAxis memoryFree(entry->data.mesh.vertices);
) { errorOk();
assertNotNull(path, "Path cannot be null");
assertNotNull(outMesh, "Output mesh cannot be null");
assertNotNull(outVertices, "Output vertices cannot be null");
assetmeshoutput_t output = {
outMesh,
outVertices,
inputAxis
};
return assetMeshLoadToOutput(path, &output);
} }
+25 -28
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@@ -6,12 +6,15 @@
*/ */
#pragma once #pragma once
#include "asset/asset.h" #include "asset/assetfile.h"
#include "display/mesh/mesh.h" #include "display/mesh/mesh.h"
#include "assert/assert.h" #include "assert/assert.h"
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef enum { typedef enum {
MESH_INPUT_AXIS_Y_UP,// Default MESH_INPUT_AXIS_Y_UP,
MESH_INPUT_AXIS_Z_UP, MESH_INPUT_AXIS_Z_UP,
MESH_INPUT_AXIS_X_UP, MESH_INPUT_AXIS_X_UP,
@@ -20,10 +23,24 @@ typedef enum {
MESH_INPUT_AXIS_X_DOWN, MESH_INPUT_AXIS_X_DOWN,
} assetmeshinputaxis_t; } assetmeshinputaxis_t;
typedef assetmeshinputaxis_t assetmeshloaderinput_t;
typedef enum {
ASSET_MESH_LOADING_STATE_INITIAL,
ASSET_MESH_LOADING_STATE_READ_FILE,
ASSET_MESH_LOADING_STATE_CREATE_MESH,
ASSET_MESH_LOADING_STATE_DONE
} assetmeshloadingstate_t;
typedef struct { typedef struct {
mesh_t *outMesh; assetfile_t file;
meshvertex_t **outVertices; assetmeshloadingstate_t state;
assetmeshinputaxis_t inputAxis; uint32_t triangleCount;
} assetmeshloaderloading_t;
typedef struct {
mesh_t mesh;
meshvertex_t *vertices;
} assetmeshoutput_t; } assetmeshoutput_t;
#pragma pack(push, 1) #pragma pack(push, 1)
@@ -36,26 +53,6 @@ typedef struct {
assertStructSize(assetmeshstltriangle_t, 50); assertStructSize(assetmeshstltriangle_t, 50);
/** errorret_t assetMeshLoaderAsync(assetloading_t *loading);
* Loader for mesh assets. errorret_t assetMeshLoaderSync(assetloading_t *loading);
* errorret_t assetMeshDispose(assetentry_t *entry);
* @param file Asset file to load the mesh from.
* @return Any error that occurs during loading.
*/
errorret_t assetMeshLoader(assetfile_t *file);
/**
* Handler for mesh assets.
*
* @param file Asset file to load the mesh from.
* @param outMesh Output mesh to load the data into.
* @param outVertices Output pointer to the vertex data, used for cleanup.
* @param inputAxis The axis orientation of the input mesh data.
* @return Any error that occurs during loading.
*/
errorret_t assetMeshLoad(
const char_t *path,
mesh_t *outMesh,
meshvertex_t **outVertices,
const assetmeshinputaxis_t inputAxis
);
@@ -11,6 +11,8 @@
#include "stb_image.h" #include "stb_image.h"
#include "log/log.h" #include "log/log.h"
#include "util/endian.h" #include "util/endian.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
stbi_io_callbacks ASSET_TEXTURE_STB_CALLBACKS = { stbi_io_callbacks ASSET_TEXTURE_STB_CALLBACKS = {
.read = assetTextureReader, .read = assetTextureReader,
@@ -25,7 +27,7 @@ int assetTextureReader(void *user, char *data, int size) {
assertNotNull(file, "Asset file in stb_image callbacks cannot be NULL."); assertNotNull(file, "Asset file in stb_image callbacks cannot be NULL.");
errorret_t ret = assetFileRead(file, data, (size_t)size); errorret_t ret = assetFileRead(file, data, (size_t)size);
if(ret.code != ERROR_OK) { if(errorIsNotOk(ret)) {
errorCatch(errorPrint(ret)); errorCatch(errorPrint(ret));
return -1; return -1;
} }
@@ -38,7 +40,7 @@ void assetTextureSkipper(void *user, int n) {
assertNotNull(file, "Asset file in stb_image callbacks cannot be NULL."); assertNotNull(file, "Asset file in stb_image callbacks cannot be NULL.");
errorret_t ret = assetFileRead(file, NULL, (size_t)n); errorret_t ret = assetFileRead(file, NULL, (size_t)n);
if(ret.code != ERROR_OK) { if(errorIsNotOk(ret)) {
errorCatch(errorPrint(ret)); errorCatch(errorPrint(ret));
} }
} }
@@ -50,66 +52,114 @@ int assetTextureEOF(void *user) {
return file->position >= file->size; return file->position >= file->size;
} }
errorret_t assetTextureLoader(assetfile_t *file) { errorret_t assetTextureLoaderAsync(assetloading_t *loading) {
assertNotNull(file, "Asset file cannot be NULL."); assertNotNull(loading, "Loading cannot be NULL");
assertNotNull(file->params, "Asset file parameters cannot be NULL.");
assertNotNull(file->output, "Asset file output cannot be NULL.");
assettextureloaderparams_t *p = (assettextureloaderparams_t*)file->params; // Only care about loading pixels.
assertNotNull(p, "Asset texture loader parameters cannot be NULL."); if(loading->loading.texture.state != ASSET_TEXTURE_LOADING_STATE_LOAD_PIXELS){
errorOk();
}
// Init the file
assertNull(
loading->loading.texture.data, "Pixels already defined?"
);
assetfile_t *file = &loading->loading.texture.file;
assetLoaderErrorChain(loading, assetFileInit(
file,
loading->entry->name,
NULL,
&loading->entry->data.texture
));
assetLoaderErrorChain(loading, assetFileOpen(file));
// Determine channels
int channelsDesired; int channelsDesired;
switch(p->format) { switch(loading->entry->input->texture) {
case TEXTURE_FORMAT_RGBA: case TEXTURE_FORMAT_RGBA:
channelsDesired = 4; channelsDesired = 4;
break; break;
default: default:
errorThrow("Bad texture format."); assetLoaderErrorThrow(loading, "Bad texture format.");
} }
int width, height, channels; // Load image pixels.
errorChain(assetFileOpen(file)); loading->loading.texture.data = stbi_load_from_callbacks(
uint8_t *data = stbi_load_from_callbacks(
&ASSET_TEXTURE_STB_CALLBACKS, &ASSET_TEXTURE_STB_CALLBACKS,
file, file,
&width, &loading->loading.texture.width,
&height, &loading->loading.texture.height,
&channels, &loading->loading.texture.channels,
channelsDesired channelsDesired
); );
errorChain(assetFileClose(file));
if(data == NULL) { // Close out the file.
assetLoaderErrorChain(loading, assetFileClose(file));
assetLoaderErrorChain(loading, assetFileDispose(file));
// Ensure we loaded correctly.
if(loading->loading.texture.data == NULL) {
const char_t *errorStr = stbi_failure_reason(); const char_t *errorStr = stbi_failure_reason();
errorThrow("Failed to load texture from file %s.", errorStr); assetLoaderErrorThrow(loading, "Failed to load texture from file %s.", errorStr);
} }
// Fixes a specific bug probably with Dolphin but for now just assuming endian // Fixes a specific bug probably with Dolphin but for now just assuming endian
if(!isHostLittleEndian()) { if(!isHostLittleEndian()) {
stbi__vertical_flip(data, width, height, channelsDesired); stbi__vertical_flip(
loading->loading.texture.data,
loading->loading.texture.width,
loading->loading.texture.height,
loading->loading.texture.channels
);
} }
errorChain(textureInit( loading->loading.texture.state = ASSET_TEXTURE_LOADING_STATE_CREATE_TEXTURE;
(texture_t*)file->output, loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
(int32_t)width, (int32_t)height,
p->format,
(texturedata_t){
.rgbaColors = (color_t*)data
}
));
stbi_image_free(data);
errorOk(); errorOk();
} }
errorret_t assetTextureLoad( errorret_t assetTextureLoaderSync(assetloading_t *loading) {
const char_t *path, assertNotNull(loading, "Loading cannot be NULL");
texture_t *out,
const textureformat_t format switch(loading->loading.texture.state) {
) { case ASSET_TEXTURE_LOADING_STATE_INITIAL:
assettextureloaderparams_t params = { loading->loading.texture.state = ASSET_TEXTURE_LOADING_STATE_LOAD_PIXELS;
.format = format loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
}; errorOk();
return assetLoad(path, assetTextureLoader, &params, out); break;
case ASSET_TEXTURE_LOADING_STATE_CREATE_TEXTURE:
break;
default:
errorOk();
}
// Create the texture.
assertNotNull(
loading->loading.texture.data, "Pixels should have been loaded by now."
);
assetLoaderErrorChain(loading, textureInit(
(texture_t*)&loading->entry->data.texture,
loading->loading.texture.width,
loading->loading.texture.height,
loading->entry->input->texture,
(texturedata_t){
.rgbaColors = (color_t*)loading->loading.texture.data
}
));
// Free the pixels.
stbi_image_free(loading->loading.texture.data);
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t assetTextureDispose(assetentry_t *entry) {
assertNotNull(entry, "Asset entry cannot be NULL");
return textureDispose(&entry->data.texture);
} }
@@ -6,12 +6,29 @@
*/ */
#pragma once #pragma once
#include "asset/asset.h" #include "asset/assetfile.h"
#include "display/texture/texture.h" #include "display/texture/texture.h"
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef textureformat_t assettextureloaderinput_t;
typedef enum {
ASSET_TEXTURE_LOADING_STATE_INITIAL,
ASSET_TEXTURE_LOADING_STATE_LOAD_PIXELS,
ASSET_TEXTURE_LOADING_STATE_CREATE_TEXTURE,
ASSET_TEXTURE_LOADING_STATE_DONE
} assettextureloadingstate_t;
typedef struct { typedef struct {
textureformat_t format; assetfile_t file;
} assettextureloaderparams_t; assettextureloadingstate_t state;
int channels, width, height;
uint8_t *data;
} assettextureloaderloading_t;
typedef texture_t assettextureoutput_t;
/** /**
* STB image read callback for asset files. * STB image read callback for asset files.
@@ -23,28 +40,42 @@ typedef struct {
*/ */
int assetTextureReader(void *user, char *data, int size); int assetTextureReader(void *user, char *data, int size);
/**
* STB image skip callback for asset files.
*
* @param user User data passed to the callback, should be an assetfile_t*.
* @param n Number of bytes to skip in the file.
*/
void assetTextureSkipper(void *user, int n); void assetTextureSkipper(void *user, int n);
/**
* STB image EOF callback for asset files.
*
* @param user User data passed to the callback, should be an assetfile_t*.
* @return Non-zero if end of file has been reached, zero otherwise.
*/
int assetTextureEOF(void *user); int assetTextureEOF(void *user);
/** /**
* Handler for texture assets. * Synchronous loader for texture assets.
* *
* @param file Asset file to load the texture from. * @param loading Loading information for the asset being loaded.
* @return Any error that occurs during loading. * @return Error code indicating success or failure of the load operation.
*/ */
errorret_t assetTextureLoader(assetfile_t *file); errorret_t assetTextureLoaderAsync(assetloading_t *loading);
/** /**
* Loads a texture from the specified path. * Synchronous loader for texture assets.
* *
* @param path Path to the texture asset. * @param loading Loading information for the asset being loaded.
* @param out Output texture to load into. * @return Error code indicating success or failure of the load operation.
* @param format Format of the texture to load.
* @return Any error that occurs during loading.
*/ */
errorret_t assetTextureLoad( errorret_t assetTextureLoaderSync(assetloading_t *loading);
const char_t *path,
texture_t *out, /**
const textureformat_t format * Disposer for texture assets.
); *
* @param entry Asset entry containing the texture to dispose.
* @return Error code indicating success or failure of the dispose operation.
*/
errorret_t assetTextureDispose(assetentry_t *entry);
@@ -9,72 +9,107 @@
#include "assert/assert.h" #include "assert/assert.h"
#include "util/memory.h" #include "util/memory.h"
#include "util/endian.h" #include "util/endian.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
errorret_t assetTilesetLoader(assetfile_t *file) { errorret_t assetTilesetLoaderAsync(assetloading_t *loading) {
assertNotNull(file, "Asset file pointer for tileset loader is null."); assertNotNull(loading, "Loading cannot be NULL");
tileset_t *out = (tileset_t *)file->output; if(loading->loading.tileset.state != ASSET_TILESET_LOADING_STATE_READ_FILE) {
assertNotNull(out, "Output pointer for tileset loader is null."); errorOk();
uint8_t *entire = memoryAllocate(file->size);
errorChain(assetFileOpen(file));
errorChain(assetFileRead(file, entire, file->size));
errorChain(assetFileClose(file));
assertTrue(file->lastRead == file->size, "Failed to read entire file.");
if(
entire[0] != 'D' ||
entire[1] != 'T' ||
entire[2] != 'F'
) {
errorThrow("Invalid tileset header");
} }
if(entire[3] != 0x00) { assertNull(loading->loading.tileset.data, "Data already defined?");
errorThrow("Unsupported tileset version");
}
// Fix endianness assetfile_t *file = &loading->loading.tileset.file;
assetLoaderErrorChain(loading, assetFileInit(file, loading->entry->name, NULL, NULL));
out->tileWidth = endianLittleToHost16(*(uint16_t *)(entire + 4)); uint8_t *data = memoryAllocate(file->size);
out->tileHeight = endianLittleToHost16(*(uint16_t *)(entire + 6)); assetLoaderErrorChain(loading, assetFileOpen(file));
out->columns = endianLittleToHost16(*(uint16_t *)(entire + 8)); assetLoaderErrorChain(loading, assetFileRead(file, data, file->size));
out->rows = endianLittleToHost16(*(uint16_t *)(entire + 10)); assetLoaderErrorChain(loading, assetFileClose(file));
// out->right = endianLittleToHost16(*(uint16_t *)(entire + 12)); assetLoaderErrorChain(loading, assetFileDispose(file));
// out->bottom = endianLittleToHost16(*(uint16_t *)(entire + 14)); assertTrue(file->lastRead == file->size, "Failed to read entire tileset file.");
if(out->tileWidth == 0) {
errorThrow("Tile width cannot be 0");
}
if(out->tileHeight == 0) {
errorThrow("Tile height cannot be 0");
}
if(out->columns == 0) {
errorThrow("Column count cannot be 0");
}
if(out->rows == 0) {
errorThrow("Row count cannot be 0");
}
out->uv[0] = endianLittleToHostFloat(*(float *)(entire + 16));
out->uv[1] = endianLittleToHostFloat(*(float *)(entire + 20));
if(out->uv[1] < 0.0f || out->uv[1] > 1.0f) {
errorThrow("Invalid v0 value in tileset");
}
// Setup tileset
out->tileCount = out->columns * out->rows;
memoryFree(entire);
loading->loading.tileset.data = data;
loading->loading.tileset.state = ASSET_TILESET_LOADING_STATE_PARSE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk(); errorOk();
} }
errorret_t assetTilesetLoad( errorret_t assetTilesetLoaderSync(assetloading_t *loading) {
const char_t *path, assertNotNull(loading, "Loading cannot be NULL");
tileset_t *out assertTrue(loading->type == ASSET_LOADER_TYPE_TILESET, "Invalid type.");
) {
return assetLoad(path, assetTilesetLoader, NULL, out); switch(loading->loading.tileset.state) {
case ASSET_TILESET_LOADING_STATE_INITIAL:
loading->loading.tileset.state = ASSET_TILESET_LOADING_STATE_READ_FILE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_TILESET_LOADING_STATE_PARSE:
break;
default:
errorOk();
}
uint8_t *data = loading->loading.tileset.data;
assertNotNull(data, "Tileset data should have been loaded by now.");
tileset_t *out = &loading->entry->data.tileset;
if(data[0] != 'D' || data[1] != 'T' || data[2] != 'F') {
memoryFree(data);
assetLoaderErrorThrow(loading, "Invalid tileset header");
}
if(data[3] != 0x00) {
memoryFree(data);
assetLoaderErrorThrow(loading, "Unsupported tileset version");
}
out->tileWidth = endianLittleToHost16(*(uint16_t *)(data + 4));
out->tileHeight = endianLittleToHost16(*(uint16_t *)(data + 6));
out->columns = endianLittleToHost16(*(uint16_t *)(data + 8));
out->rows = endianLittleToHost16(*(uint16_t *)(data + 10));
if(out->tileWidth == 0) {
memoryFree(data);
assetLoaderErrorThrow(loading, "Tile width cannot be 0");
}
if(out->tileHeight == 0) {
memoryFree(data);
assetLoaderErrorThrow(loading, "Tile height cannot be 0");
}
if(out->columns == 0) {
memoryFree(data);
assetLoaderErrorThrow(loading, "Column count cannot be 0");
}
if(out->rows == 0) {
memoryFree(data);
assetLoaderErrorThrow(loading, "Row count cannot be 0");
}
out->uv[0] = endianLittleToHostFloat(*(float *)(data + 16));
out->uv[1] = endianLittleToHostFloat(*(float *)(data + 20));
if(out->uv[1] < 0.0f || out->uv[1] > 1.0f) {
memoryFree(data);
assetLoaderErrorThrow(loading, "Invalid v0 value in tileset");
}
out->tileCount = out->columns * out->rows;
memoryFree(data);
loading->loading.tileset.data = NULL;
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t assetTilesetDispose(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL");
assertTrue(entry->type == ASSET_LOADER_TYPE_TILESET, "Invalid type.");
errorOk();
} }
@@ -6,25 +6,55 @@
*/ */
#pragma once #pragma once
#include "asset/asset.h" #include "asset/assetfile.h"
#include "display/texture/tileset.h" #include "display/texture/tileset.h"
/** typedef struct assetloading_s assetloading_t;
* Handler for tileset assets. typedef struct assetentry_s assetentry_t;
*
* @param file Asset file to load the tileset from. typedef struct {
* @return Any error that occurs during loading. void *nothing;
*/ } assettilesetloaderinput_t;
errorret_t assetTilesetLoader(assetfile_t *file);
typedef enum {
ASSET_TILESET_LOADING_STATE_INITIAL,
ASSET_TILESET_LOADING_STATE_READ_FILE,
ASSET_TILESET_LOADING_STATE_PARSE,
ASSET_TILESET_LOADING_STATE_DONE
} assettilesetloadingstate_t;
typedef struct {
assetfile_t file;
assettilesetloadingstate_t state;
uint8_t *data;
} assettilesetloaderloading_t;
typedef tileset_t assettilesetoutput_t;
/** /**
* Loads a tileset from the specified path. * Asynchronous loader for tileset assets. Reads the raw DTF file bytes into
* the loading buffer so the sync phase can parse without blocking the main
* thread on I/O.
* *
* @param path Path to the tileset asset. * @param loading Loading information for the asset being loaded.
* @param out Output tileset to load into. * @return Error code indicating success or failure of the load operation.
* @return Any error that occurs during loading.
*/ */
errorret_t assetTilesetLoad( errorret_t assetTilesetLoaderAsync(assetloading_t *loading);
const char_t *path,
tileset_t *out /**
); * Synchronous loader for tileset assets. Parses the DTF binary previously
* read by the async phase and populates the output tileset_t.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure of the load operation.
*/
errorret_t assetTilesetLoaderSync(assetloading_t *loading);
/**
* Disposer for tileset assets.
*
* @param entry Asset entry containing the tileset to dispose.
* @return Error code indicating success or failure of the dispose operation.
*/
errorret_t assetTilesetDispose(assetentry_t *entry);
+64 -29
View File
@@ -8,46 +8,81 @@
#include "assetjsonloader.h" #include "assetjsonloader.h"
#include "util/memory.h" #include "util/memory.h"
#include "assert/assert.h" #include "assert/assert.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
errorret_t assetJsonLoadFileToDoc(assetfile_t *file, yyjson_doc **outDoc) { errorret_t assetJsonLoaderAsync(assetloading_t *loading) {
assertNotNull(file, "Asset file pointer for JSON loader is null."); assertNotNull(loading, "Loading cannot be NULL");
assertNotNull(outDoc, "Output pointer for JSON loader is null.");
if(file->size > ASSET_JSON_FILE_SIZE_MAX) { if(loading->loading.json.state != ASSET_JSON_LOADING_STATE_READ_FILE) {
errorThrow("JSON exceeds maximum allowed size"); errorOk();
} }
// Create buffer assertNull(loading->loading.json.buffer, "Buffer already defined?");
uint8_t *buffer = memoryAllocate(file->size);
errorChain(assetFileOpen(file)); assetfile_t *file = &loading->loading.json.file;
assetLoaderErrorChain(loading, assetFileInit(file, loading->entry->name, NULL, NULL));
// Read entire file if(file->size > ASSET_JSON_FILE_SIZE_MAX) {
errorChain(assetFileRead(file, buffer, file->size)); assetLoaderErrorThrow(loading, "JSON exceeds maximum allowed size");
}
size_t fileSize = (size_t)file->size;
uint8_t *buffer = memoryAllocate(fileSize);
assetLoaderErrorChain(loading, assetFileOpen(file));
assetLoaderErrorChain(loading, assetFileRead(file, buffer, fileSize));
assertTrue(file->lastRead == file->size, "Failed to read entire JSON file."); assertTrue(file->lastRead == file->size, "Failed to read entire JSON file.");
assetLoaderErrorChain(loading, assetFileClose(file));
assetLoaderErrorChain(loading, assetFileDispose(file));
errorChain(assetFileClose(file)); loading->loading.json.buffer = buffer;
loading->loading.json.size = fileSize;
*outDoc = yyjson_read( loading->loading.json.state = ASSET_JSON_LOADING_STATE_PARSE;
buffer, loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
file->size,
YYJSON_READ_ALLOW_COMMENTS | YYJSON_READ_ALLOW_TRAILING_COMMAS
);
memoryFree(buffer);
if(!*outDoc) errorThrow("Failed to parse JSON");
errorOk(); errorOk();
} }
errorret_t assetJsonLoader(assetfile_t *file) { errorret_t assetJsonLoaderSync(assetloading_t *loading) {
yyjson_doc **outDoc = (yyjson_doc **)file->output; assertNotNull(loading, "Loading cannot be NULL");
assertNotNull(outDoc, "Output pointer for JSON loader is null."); assertTrue(loading->type == ASSET_LOADER_TYPE_JSON, "Invalid type.");
return assetJsonLoadFileToDoc(file, outDoc);
switch(loading->loading.json.state) {
case ASSET_JSON_LOADING_STATE_INITIAL:
loading->loading.json.state = ASSET_JSON_LOADING_STATE_READ_FILE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_JSON_LOADING_STATE_PARSE:
break;
default:
errorOk();
}
uint8_t *buffer = loading->loading.json.buffer;
assertNotNull(buffer, "JSON buffer should have been loaded by now.");
loading->entry->data.json = yyjson_read(
(char *)buffer,
loading->loading.json.size,
YYJSON_READ_ALLOW_COMMENTS | YYJSON_READ_ALLOW_TRAILING_COMMAS
);
memoryFree(buffer);
loading->loading.json.buffer = NULL;
if(!loading->entry->data.json) {
assetLoaderErrorThrow(loading, "Failed to parse JSON");
}
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
} }
errorret_t assetJsonLoad( errorret_t assetJsonDispose(assetentry_t *entry) {
const char_t *path, assertNotNull(entry, "Asset entry cannot be NULL");
yyjson_doc **outDoc assertTrue(entry->type == ASSET_LOADER_TYPE_JSON, "Invalid type.");
) { yyjson_doc_free(entry->data.json);
return assetLoad(path, assetJsonLoader, NULL, outDoc); entry->data.json = NULL;
errorOk();
} }
+22 -30
View File
@@ -6,40 +6,32 @@
*/ */
#pragma once #pragma once
#include "asset/asset.h" #include "asset/assetfile.h"
#include "yyjson.h" #include "yyjson.h"
#define ASSET_JSON_FILE_SIZE_MAX 1024*256 #define ASSET_JSON_FILE_SIZE_MAX 1024*256
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef struct { void *nothing; } assetjsonloaderinput_t;
typedef enum {
ASSET_JSON_LOADING_STATE_INITIAL,
ASSET_JSON_LOADING_STATE_READ_FILE,
ASSET_JSON_LOADING_STATE_PARSE,
ASSET_JSON_LOADING_STATE_DONE
} assetjsonloadingstate_t;
typedef struct { typedef struct {
void *nothing; assetfile_t file;
} assetjsonloaderparams_t; assetjsonloadingstate_t state;
uint8_t *buffer;
size_t size;
} assetjsonloaderloading_t;
/** typedef yyjson_doc * assetjsonoutput_t;
* Loads a JSON document from the specified asset file.
*
* @param file Asset file to load the JSON document from.
* @param outDoc Pointer to store the loaded JSON document.
* @return Any error that occurs during loading.
*/
errorret_t assetJsonLoadFileToDoc(assetfile_t *file, yyjson_doc **outDoc);
/** errorret_t assetJsonLoaderAsync(assetloading_t *loading);
* Handler for locale assets. errorret_t assetJsonLoaderSync(assetloading_t *loading);
* errorret_t assetJsonDispose(assetentry_t *entry);
* @param file Asset file to load the locale from.
* @return Any error that occurs during loading.
*/
errorret_t assetJsonLoader(assetfile_t *file);
/**
* Loads a locale from the specified path.
*
* @param path Path to the locale asset.
* @param outDoc Pointer to store the loaded JSON document.
* @return Any error that occurs during loading.
*/
errorret_t assetJsonLoad(
const char_t *path,
yyjson_doc **outDoc
);
@@ -11,38 +11,60 @@
#include "util/string.h" #include "util/string.h"
#include "assert/assert.h" #include "assert/assert.h"
errorret_t assetLocaleFileInit( #include "asset/loader/assetloading.h"
assetlocalefile_t *localeFile, #include "asset/loader/assetentry.h"
const char_t *path
) {
assertNotNull(localeFile, "Locale file cannot be NULL.");
assertNotNull(path, "Locale file path cannot be NULL.");
errorret_t assetLocaleLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
if(loading->loading.locale.state != ASSET_LOCALE_LOADER_STATE_LOAD_HEADER) {
errorOk();
}
assetlocalefile_t *localeFile = &loading->entry->data.locale;
memoryZero(localeFile, sizeof(assetlocalefile_t)); memoryZero(localeFile, sizeof(assetlocalefile_t));
assetLoaderErrorChain(loading, assetFileInit(&localeFile->file, loading->entry->name, NULL, NULL));
assetLoaderErrorChain(loading, assetFileOpen(&localeFile->file));
// Init the asset file.
errorChain(assetFileInit(&localeFile->file, path, NULL, NULL));
// Open the file handle
errorChain(assetFileOpen(&localeFile->file));
// Get the blank key, this is basically the header info for po files
char_t buffer[1024]; char_t buffer[1024];
errorChain(assetLocaleGetString(localeFile, "", 0, buffer, sizeof(buffer))); assetLoaderErrorChain(loading, assetLocaleGetString(localeFile, "", 0, buffer, sizeof(buffer)));
errorChain(assetLocaleParseHeader(localeFile, buffer, sizeof(buffer))); assetLoaderErrorChain(loading, assetLocaleParseHeader(localeFile, buffer, sizeof(buffer)));
loading->loading.locale.state = ASSET_LOCALE_LOADER_STATE_DONE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk(); errorOk();
} }
errorret_t assetLocaleFileDispose(assetlocalefile_t *localeFile) { errorret_t assetLocaleLoaderSync(assetloading_t *loading) {
assertNotNull(localeFile, "Locale file cannot be NULL."); assertNotNull(loading, "Loading cannot be NULL");
assertTrue(loading->type == ASSET_LOADER_TYPE_LOCALE, "Invalid type.");
errorChain(assetFileClose(&localeFile->file)); switch(loading->loading.locale.state) {
errorChain(assetFileDispose(&localeFile->file)); case ASSET_LOCALE_LOADER_STATE_INITIAL:
loading->loading.locale.state = ASSET_LOCALE_LOADER_STATE_LOAD_HEADER;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_LOCALE_LOADER_STATE_DONE:
break;
default:
errorOk();
}
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk(); errorOk();
} }
errorret_t assetLocaleDispose(assetentry_t *entry) {
assertNotNull(entry, "Asset entry cannot be NULL");
assertTrue(entry->type == ASSET_LOADER_TYPE_LOCALE, "Invalid type.");
assetlocalefile_t *localeFile = &entry->data.locale;
errorChain(assetFileClose(&localeFile->file));
return assetFileDispose(&localeFile->file);
}
errorret_t assetLocaleParseHeader( errorret_t assetLocaleParseHeader(
assetlocalefile_t *localeFile, assetlocalefile_t *localeFile,
char_t *headerBuffer, char_t *headerBuffer,
@@ -307,13 +329,21 @@ errorret_t assetLocaleLineSkipBlanks(
while(!reader->eof) { while(!reader->eof) {
// Skip blank lines // Skip blank lines
if(lineBuffer[0] == '\0') { if(lineBuffer[0] == '\0') {
errorChain(assetFileLineReaderNext(reader)); errorret_t r = assetFileLineReaderNext(reader);
if(errorIsNotOk(r)) {
errorCatch(r);
break;
}
continue; continue;
} }
// Skip comment lines // Skip comment lines
if(lineBuffer[0] == '#') { if(lineBuffer[0] == '#') {
errorChain(assetFileLineReaderNext(reader)); errorret_t r = assetFileLineReaderNext(reader);
if(errorIsNotOk(r)) {
errorCatch(r);
break;
}
continue; continue;
} }
@@ -329,7 +359,11 @@ errorret_t assetLocaleLineSkipBlanks(
} }
if(onlySpaces) { if(onlySpaces) {
errorChain(assetFileLineReaderNext(reader)); errorret_t r = assetFileLineReaderNext(reader);
if(errorIsNotOk(r)) {
errorCatch(r);
break;
}
continue; continue;
} }
break; break;
@@ -365,10 +399,18 @@ errorret_t assetLocaleLineUnbuffer(
// Now start buffering lines out // Now start buffering lines out
while(!reader->eof) { while(!reader->eof) {
errorChain(assetFileLineReaderNext(reader)); errorret_t r = assetFileLineReaderNext(reader);
if(errorIsNotOk(r)) {
errorCatch(r);
break;
}
// Skip blank lines // Skip blank lines
errorChain(assetLocaleLineSkipBlanks(reader, lineBuffer)); r = assetLocaleLineSkipBlanks(reader, lineBuffer);
if(errorIsNotOk(r)) {
errorCatch(r);
break;
}
// Skip starting spaces // Skip starting spaces
char_t *ptr = (char_t *)lineBuffer; char_t *ptr = (char_t *)lineBuffer;
@@ -593,7 +635,7 @@ errorret_t assetLocaleGetStringWithVA(
tempBuffer, tempBuffer,
bufferSize bufferSize
); );
if(ret.code != ERROR_OK) { if(errorIsNotOk(ret)) {
memoryFree(tempBuffer); memoryFree(tempBuffer);
return ret; return ret;
} }
@@ -641,7 +683,7 @@ errorret_t assetLocaleGetStringWithArgs(
format, format,
bufferSize bufferSize
); );
if(ret.code != ERROR_OK) { if(errorIsNotOk(ret)) {
memoryFree(format); memoryFree(format);
return ret; return ret;
} }
+172 -52
View File
@@ -6,10 +6,35 @@
*/ */
#pragma once #pragma once
#include "asset/asset.h" #include "asset/assetfile.h"
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
/** Input passed to the locale loader — currently unused. */
typedef struct { void *nothing; } assetlocaleloaderinput_t;
typedef enum {
ASSET_LOCALE_LOADER_STATE_INITIAL,
ASSET_LOCALE_LOADER_STATE_LOAD_HEADER,
ASSET_LOCALE_LOADER_STATE_DONE
} assetlocaleloaderstate_t;
/** Per-slot scratch data used while the locale file is loading. */
typedef struct {
assetlocaleloaderstate_t state;
} assetlocaleloaderloading_t;
/** Maximum number of distinct plural forms a locale file may declare. */
#define ASSET_LOCALE_FILE_PLURAL_FORM_COUNT 6 #define ASSET_LOCALE_FILE_PLURAL_FORM_COUNT 6
/**
* Comparison operator used in a plural-form expression.
*
* Each condition in the plural-form header is evaluated as
* `n <op> value`
* where `n` is the runtime plural count.
*/
typedef enum { typedef enum {
ASSET_LOCALE_PLURAL_OP_EQUAL, ASSET_LOCALE_PLURAL_OP_EQUAL,
ASSET_LOCALE_PLURAL_OP_NOT_EQUAL, ASSET_LOCALE_PLURAL_OP_NOT_EQUAL,
@@ -19,13 +44,24 @@ typedef enum {
ASSET_LOCALE_PLURAL_OP_GREATER_EQUAL ASSET_LOCALE_PLURAL_OP_GREATER_EQUAL
} assetlocalepluraloperation_t; } assetlocalepluraloperation_t;
/**
* Discriminator tag for a locale string argument.
* @see assetlocalearg_t
*/
typedef enum { typedef enum {
ASSET_LOCALE_ARG_STRING, ASSET_LOCALE_ARG_STRING,
ASSET_LOCALE_ARG_INT, ASSET_LOCALE_ARG_INT,
ASSET_LOCALE_ARG_FLOAT ASSET_LOCALE_ARG_FLOAT
} assetlocaleargtype_t; } assetlocaleargtype_t;
/**
* A single typed argument for locale string substitution.
*
* Used with @ref assetLocaleGetStringWithArgs to fill `%s`, `%d`, or `%f`
* placeholders inside a translated string.
*/
typedef struct { typedef struct {
/** Which union member is active. */
assetlocaleargtype_t type; assetlocaleargtype_t type;
union { union {
const char_t *stringValue; const char_t *stringValue;
@@ -34,35 +70,81 @@ typedef struct {
}; };
} assetlocalearg_t; } assetlocalearg_t;
/**
* Runtime state for an open locale file.
*
* Loaded once by @ref assetLocaleLoaderSync and kept alive for the lifetime
* of the asset entry. The plural-form fields are populated from the PO header
* by @ref assetLocaleParseHeader.
*
* Plural evaluation works as a linear scan over `pluralStateCount - 1`
* conditions; if none match, `pluralDefaultIndex` is returned.
*/
typedef struct { typedef struct {
/** Underlying file handle used to rewind and re-read the PO data. */
assetfile_t file; assetfile_t file;
/** Comparison operator for each conditional plural clause. */
assetlocalepluraloperation_t pluralOps[ASSET_LOCALE_FILE_PLURAL_FORM_COUNT]; assetlocalepluraloperation_t pluralOps[ASSET_LOCALE_FILE_PLURAL_FORM_COUNT];
/** Right-hand value for each conditional plural clause. */
int32_t pluralValues[ASSET_LOCALE_FILE_PLURAL_FORM_COUNT]; int32_t pluralValues[ASSET_LOCALE_FILE_PLURAL_FORM_COUNT];
/** Form index returned when the corresponding condition is true. */
int32_t pluralIndices[ASSET_LOCALE_FILE_PLURAL_FORM_COUNT]; int32_t pluralIndices[ASSET_LOCALE_FILE_PLURAL_FORM_COUNT];
/** Total number of plural forms declared by `nplurals=`. */
uint8_t pluralStateCount; uint8_t pluralStateCount;
/** Form index used when no conditional clause matches. */
uint8_t pluralDefaultIndex; uint8_t pluralDefaultIndex;
} assetlocalefile_t; } assetlocalefile_t;
/** /** Convenience alias — the loaded output type of a locale asset entry. */
* Initialize a locale asset file. typedef assetlocalefile_t assetlocaleoutput_t;
*
* @param localeFile The locale file to initialize.
* @param path The path to the locale file.
* @return An error code if a failure occurs.
*/
errorret_t assetLocaleFileInit(
assetlocalefile_t *localeFile,
const char_t *path
);
/** /**
* Dispose of a locale asset file. * Asynchronous loader callback. Opens the locale file, reads the PO header,
* and parses plural-form rules. All I/O happens here so the main thread is
* not blocked. Sets entry state to `ASSET_ENTRY_STATE_PENDING_SYNC` on
* success or `ASSET_ENTRY_STATE_ERROR` on failure.
* *
* @param localeFile The locale file to dispose of. * @param loading The loading slot for this asset entry.
* @return An error code if a failure occurs. * @return OK on success, error otherwise.
*/ */
errorret_t assetLocaleFileDispose(assetlocalefile_t *localeFile); errorret_t assetLocaleLoaderAsync(assetloading_t *loading);
/**
* Synchronous loader callback. Confirms the async phase completed and marks
* the entry as `ASSET_ENTRY_STATE_LOADED`.
*
* @param loading The loading slot for this asset entry.
* @return OK on success, error otherwise.
*/
errorret_t assetLocaleLoaderSync(assetloading_t *loading);
/**
* Dispose callback. Closes the open file handle and zeros the locale data.
*
* @param entry The asset entry to dispose.
* @return OK on success, error otherwise.
*/
errorret_t assetLocaleDispose(assetentry_t *entry);
/**
* Parses the `Plural-Forms:` line from a PO header string and populates the
* plural-form fields of `localeFile`. If no `Plural-Forms:` key is present
* the function returns OK without modifying the struct.
*
* Supports the `nplurals=N; plural=(<expr>);` syntax where `<expr>` is a
* chain of `n <op> value ? index : ...` ternary conditions ending with a
* fallback index.
*
* @param localeFile Struct whose plural fields will be filled in.
* @param headerBuffer The raw PO header string (msgstr of msgid "").
* @param headerBufferSize Size of `headerBuffer` in bytes.
* @return OK on success, error if the plural expression is malformed.
*/
errorret_t assetLocaleParseHeader( errorret_t assetLocaleParseHeader(
assetlocalefile_t *localeFile, assetlocalefile_t *localeFile,
char_t *headerBuffer, char_t *headerBuffer,
@@ -70,11 +152,29 @@ errorret_t assetLocaleParseHeader(
); );
/** /**
* Skips blank lines and comment lines in the line reader. * Evaluates which plural form index to use for a given count.
* *
* @param reader Line reader to read from. * Walks the conditions stored in `file` in order; returns the index for the
* @param lineBuffer Buffer to use for reading lines. * first condition that matches `pluralCount`. Falls back to
* @return Any error that occurs during skipping. * `file->pluralDefaultIndex` if none match.
*
* @param file Locale file with parsed plural rules.
* @param pluralCount The runtime count (e.g. number of items).
* @return Zero-based plural form index.
*/
uint8_t assetLocaleEvaluatePlural(
assetlocalefile_t *file,
const int32_t pluralCount
);
/**
* Advances the line reader past blank lines, comment lines (starting with
* `#`), and lines containing only spaces. Stops at the first content line or
* end of file.
*
* @param reader Line reader positioned at the current line.
* @param lineBuffer Output buffer that the reader writes each line into.
* @return OK on success, error if reading fails.
*/ */
errorret_t assetLocaleLineSkipBlanks( errorret_t assetLocaleLineSkipBlanks(
assetfilelinereader_t *reader, assetfilelinereader_t *reader,
@@ -82,16 +182,19 @@ errorret_t assetLocaleLineSkipBlanks(
); );
/** /**
* Unbuffers a potentially multi-line quoted string from the line reader. * Reads a PO quoted string value from the current line and any immediately
* following continuation lines that begin with `"`.
* *
* This will read lines until it finds a line that starts with a quote, then * Handles standard C escape sequences (`\n`, `\t`, `\\`, `\"`).
* read until the closing quote.
* *
* @param reader Line reader to read from. * @param reader Line reader positioned at the line containing the opening
* @param lineBuffer Buffer to use for reading lines. * quote (e.g. `msgstr "..."`).
* @param stringBuffer Buffer to write the unbuffered string to. * @param lineBuffer Buffer the reader fills on each @ref assetFileLineReaderNext
* @param stringBufferSize Size of the string buffer. * call; also used to detect continuation lines.
* @return Any error that occurs during unbuffering. * @param stringBuffer Destination for the unescaped string content.
* @param stringBufferSize Capacity of `stringBuffer` in bytes.
* @return OK on success, error if a quote or escape sequence is malformed or
* the buffer would overflow.
*/ */
errorret_t assetLocaleLineUnbuffer( errorret_t assetLocaleLineUnbuffer(
assetfilelinereader_t *reader, assetfilelinereader_t *reader,
@@ -101,14 +204,19 @@ errorret_t assetLocaleLineUnbuffer(
); );
/** /**
* Test function for locale asset loading. * Looks up a translated string by message ID from the open locale file.
* *
* @param file Asset file to test loading from. * Rewinds the file and scans from the beginning on every call. For plural
* @param messageId The message ID to retrieve. * entries (`msgid_plural`) the `pluralCount` is evaluated against the loaded
* @param pluralCount Count for formulating the plural variant. * plural rules to select the correct `msgstr[N]` form.
* @param stringBuffer Buffer to write the retrieved string to. *
* @param stringBufferSize Size of the string buffer. * @param file Locale file to search. Must be open.
* @return Any error that occurs during testing. * @param messageId PO message ID to find (`""` retrieves the header entry).
* @param pluralCount Count used to select the plural form (ignored for
* singular entries).
* @param stringBuffer Buffer to receive the translated string.
* @param stringBufferSize Capacity of `stringBuffer` in bytes.
* @return OK on success, error if the message ID is not found or I/O fails.
*/ */
errorret_t assetLocaleGetString( errorret_t assetLocaleGetString(
assetlocalefile_t *file, assetlocalefile_t *file,
@@ -119,15 +227,21 @@ errorret_t assetLocaleGetString(
); );
/** /**
* Test function for locale asset loading with a variable argument list. * Looks up a translated string and formats it with a `printf`-style variadic
* argument list.
* *
* @param file Asset file to test loading from. * Retrieves the raw format string via @ref assetLocaleGetString then applies
* @param messageId The message ID to retrieve. * `vsnprintf` with the provided arguments.
* @param pluralCount Count for formulating the plural variant. *
* @param buffer Buffer to write the retrieved string to. * @param file Locale file to search. Must be open.
* @param bufferSize Size of the buffer. * @param messageId PO message ID to find.
* @param ... Additional arguments for formatting the string. * @param pluralCount Count used to select the plural form.
* @return Any error that occurs during testing. * @param buffer Buffer to receive the formatted string.
* @param bufferSize Capacity of `buffer` in bytes.
* @param ... Format arguments matching the specifiers in the translated
* string.
* @return OK on success, error if the message is not found or formatting
* fails.
*/ */
errorret_t assetLocaleGetStringWithVA( errorret_t assetLocaleGetStringWithVA(
assetlocalefile_t *file, assetlocalefile_t *file,
@@ -139,16 +253,22 @@ errorret_t assetLocaleGetStringWithVA(
); );
/** /**
* Test function for locale asset loading with a list of arguments. * Looks up a translated string and substitutes typed arguments into its
* `%s`, `%d`, and `%f` placeholders.
* *
* @param file Asset file to test loading from. * Unlike @ref assetLocaleGetStringWithVA this variant accepts an explicit
* @param messageId The message ID to retrieve. * array of @ref assetlocalearg_t values, which is safer to use from
* @param pluralCount Count for formulating the plural variant. * generated or scripted call sites.
* @param buffer Buffer to write the retrieved string to. *
* @param bufferSize Size of the buffer. * @param file Locale file to search. Must be open.
* @param args List of arguments for formatting the string. * @param messageId PO message ID to find.
* @param argCount Number of arguments in the list. * @param pluralCount Count used to select the plural form.
* @return Any error that occurs during testing. * @param buffer Buffer to receive the formatted string.
* @param bufferSize Capacity of `buffer` in bytes.
* @param args Array of typed arguments; may be NULL when `argCount` is 0.
* @param argCount Number of elements in `args`.
* @return OK on success, error if the message is not found, an argument type
* mismatches the specifier, or the buffer would overflow.
*/ */
errorret_t assetLocaleGetStringWithArgs( errorret_t assetLocaleGetStringWithArgs(
assetlocalefile_t *file, assetlocalefile_t *file,
@@ -0,0 +1,9 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
assetscriptloader.c
)
@@ -0,0 +1,116 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetscriptloader.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
#include "asset/loader/assetloader.h"
#include "util/memory.h"
#include "assert/assert.h"
#include <jerryscript.h>
errorret_t assetScriptLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
if(loading->loading.script.state != ASSET_SCRIPT_LOADING_STATE_READ_FILE) {
errorOk();
}
assertNull(loading->loading.script.buffer, "Buffer already defined?");
assetfile_t *file = &loading->loading.script.file;
assetLoaderErrorChain(loading, assetFileInit(file, loading->entry->name, NULL, NULL));
assetLoaderErrorChain(loading, assetFileOpen(file));
size_t capacity = ASSET_SCRIPT_CHUNK_SIZE;
uint8_t *buffer = memoryAllocate(capacity + 1);
size_t offset = 0;
while(1) {
if(offset + ASSET_SCRIPT_CHUNK_SIZE > capacity) {
size_t oldCapacity = capacity + 1;
capacity += ASSET_SCRIPT_CHUNK_SIZE;
memoryResize((void **)&buffer, oldCapacity, capacity + 1);
}
assetLoaderErrorChain(loading, assetFileRead(
file, buffer + offset, ASSET_SCRIPT_CHUNK_SIZE
));
size_t chunk = (size_t)file->lastRead;
offset += chunk;
if(chunk == 0) break;
}
buffer[offset] = '\0';
assetLoaderErrorChain(loading, assetFileClose(file));
assetLoaderErrorChain(loading, assetFileDispose(file));
loading->loading.script.buffer = buffer;
loading->loading.script.size = offset;
loading->loading.script.state = ASSET_SCRIPT_LOADING_STATE_EXEC;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk();
}
errorret_t assetScriptLoaderSync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertTrue(loading->type == ASSET_LOADER_TYPE_SCRIPT, "Invalid type.");
switch(loading->loading.script.state) {
case ASSET_SCRIPT_LOADING_STATE_INITIAL:
loading->loading.script.state = ASSET_SCRIPT_LOADING_STATE_READ_FILE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_SCRIPT_LOADING_STATE_EXEC:
break;
default:
errorOk();
}
uint8_t *buffer = loading->loading.script.buffer;
assertNotNull(buffer, "Script buffer should have been loaded by now.");
jerry_value_t result = jerry_eval(
(const jerry_char_t *)buffer,
loading->loading.script.size,
JERRY_PARSE_NO_OPTS
);
memoryFree(buffer);
loading->loading.script.buffer = NULL;
if(jerry_value_is_exception(result)) {
jerry_value_t errVal = jerry_exception_value(result, false);
jerry_value_t errStr = jerry_value_to_string(errVal);
char_t buf[256];
jerry_size_t len = jerry_string_to_buffer(
errStr, JERRY_ENCODING_UTF8, (jerry_char_t *)buf, sizeof(buf) - 1
);
buf[len] = '\0';
jerry_value_free(errStr);
jerry_value_free(errVal);
jerry_value_free(result);
assetLoaderErrorThrow(loading, "Script error in '%s': %s",
loading->entry->name, buf
);
}
loading->entry->data.script = (assetscriptoutput_t)result;
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t assetScriptDispose(assetentry_t *entry) {
assertNotNull(entry, "Asset entry cannot be NULL");
assertTrue(entry->type == ASSET_LOADER_TYPE_SCRIPT, "Invalid type.");
if(entry->data.script != 0) {
jerry_value_free((jerry_value_t)entry->data.script);
entry->data.script = 0;
}
errorOk();
}
@@ -0,0 +1,35 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/assetfile.h"
#define ASSET_SCRIPT_CHUNK_SIZE 1024
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef struct { void *nothing; } assetscriptloaderinput_t;
typedef uint32_t assetscriptoutput_t;
typedef enum {
ASSET_SCRIPT_LOADING_STATE_INITIAL,
ASSET_SCRIPT_LOADING_STATE_READ_FILE,
ASSET_SCRIPT_LOADING_STATE_EXEC,
ASSET_SCRIPT_LOADING_STATE_DONE
} assetscriptloadingstate_t;
typedef struct {
assetfile_t file;
assetscriptloadingstate_t state;
uint8_t *buffer;
size_t size;
} assetscriptloaderloading_t;
errorret_t assetScriptLoaderAsync(assetloading_t *loading);
errorret_t assetScriptLoaderSync(assetloading_t *loading);
errorret_t assetScriptDispose(assetentry_t *entry);
+1 -1
View File
@@ -67,7 +67,7 @@ errorret_t consoleDraw(void) {
for(uint32_t i = 0; i < CONSOLE_HISTORY_MAX; i++) { for(uint32_t i = 0; i < CONSOLE_HISTORY_MAX; i++) {
errorChain(textDraw( errorChain(textDraw(
0, FONT_DEFAULT.tileset.tileHeight * i, 0, FONT_DEFAULT.tileset->tileHeight * i,
CONSOLE.line[i], CONSOLE.line[i],
COLOR_WHITE, COLOR_WHITE,
&FONT_DEFAULT &FONT_DEFAULT
+3 -26
View File
@@ -22,7 +22,7 @@
#include "util/memory.h" #include "util/memory.h"
#include "util/string.h" #include "util/string.h"
#include "asset/asset.h" #include "asset/asset.h"
#include "display/shader/shaderunlit.h" #include "display/shader/shaderlist.h"
#include "time/time.h" #include "time/time.h"
display_t DISPLAY = { 0 }; display_t DISPLAY = { 0 };
@@ -53,31 +53,8 @@ errorret_t displayInit(void) {
errorChain(screenInit()); errorChain(screenInit());
// Setup initial shader with default values // Setup initial shader with default values
mat4 view, proj, model;
glm_lookat(
(vec3){ 0.0f, 0.0f, 1.0f },
(vec3){ 0.0f, 0.0f, 0.0f },
(vec3){ 0.0f, 1.0f, 0.0f },
view
);
glm_perspective( errorChain(shaderListInit());
glm_rad(45.0f),
SCREEN.aspect,
0.1f,
100.0f,
proj
);
glm_mat4_identity(model);
errorChain(shaderInit(&SHADER_UNLIT, &SHADER_UNLIT_DEFINITION));
errorChain(shaderBind(&SHADER_UNLIT));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, NULL));
errorChain(shaderSetColor(&SHADER_UNLIT, SHADER_UNLIT_COLOR, COLOR_WHITE));
errorOk(); errorOk();
} }
@@ -119,7 +96,7 @@ errorret_t displaySetState(displaystate_t state) {
} }
errorret_t displayDispose(void) { errorret_t displayDispose(void) {
errorChain(shaderDispose(&SHADER_UNLIT)); errorChain(shaderListDispose());
errorChain(spriteBatchDispose()); errorChain(spriteBatchDispose());
screenDispose(); screenDispose();
errorChain(textDispose()); errorChain(textDispose());
+1
View File
@@ -7,5 +7,6 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME} target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
shader.c shader.c
shaderlist.c
shaderunlit.c shaderunlit.c
) )
+2
View File
@@ -8,6 +8,7 @@
#include "shader.h" #include "shader.h"
#include "shadermaterial.h" #include "shadermaterial.h"
#include "assert/assert.h" #include "assert/assert.h"
#include "log/log.h"
shader_t *bound = NULL; shader_t *bound = NULL;
@@ -57,6 +58,7 @@ errorret_t shaderSetColor(
) { ) {
assertNotNull(shader, "Shader cannot be null"); assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty"); assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertTrue(bound == shader, "Shader must be bound.");
errorChain(shaderSetColorPlatform(shader, name, color)); errorChain(shaderSetColorPlatform(shader, name, color));
errorOk(); errorOk();
} }
+87
View File
@@ -0,0 +1,87 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "shaderlist.h"
#include "display/screen/screen.h"
#include "assert/assert.h"
shaderlistdef_t SHADER_LIST_DEFS[SHADER_LIST_SHADER_COUNT] = {
[SHADER_LIST_SHADER_UNLIT] = {
.shader = &SHADER_UNLIT,
.definition = &SHADER_UNLIT_DEFINITION
},
};
errorret_t shaderListInit() {
mat4 view, proj, model;
glm_lookat(
(vec3){ 0.0f, 0.0f, 1.0f },
(vec3){ 0.0f, 0.0f, 0.0f },
(vec3){ 0.0f, 1.0f, 0.0f },
view
);
glm_perspective(
glm_rad(45.0f),
SCREEN.aspect,
0.1f,
100.0f,
proj
);
glm_mat4_identity(model);
for(shaderlistshader_t i = 0; i < SHADER_LIST_SHADER_COUNT; i++) {
if(i == SHADER_LIST_SHADER_NULL) {
continue;
}
assertNotNull(
SHADER_LIST_DEFS[i].shader, "Shader cannot be null"
);
assertNotNull(
SHADER_LIST_DEFS[i].definition, "Shader definition cannot be null"
);
errorChain(shaderInit(
SHADER_LIST_DEFS[i].shader, SHADER_LIST_DEFS[i].definition
));
errorChain(shaderBind(SHADER_LIST_DEFS[i].shader));
errorChain(shaderSetMatrix(
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_PROJECTION, proj
));
errorChain(shaderSetMatrix(
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_VIEW, view
));
errorChain(shaderSetMatrix(
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_MODEL, model
));
errorChain(shaderSetTexture(
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_TEXTURE, NULL
));
errorChain(shaderSetColor(
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_COLOR, COLOR_WHITE
));
}
errorOk();
}
errorret_t shaderListDispose(void) {
for(shaderlistshader_t i = 0; i < SHADER_LIST_SHADER_COUNT; i++) {
if(i == SHADER_LIST_SHADER_NULL) {
continue;
}
assertNotNull(
SHADER_LIST_DEFS[i].shader, "Shader cannot be null"
);
errorChain(shaderDispose(SHADER_LIST_DEFS[i].shader));
}
errorOk();
}
+40
View File
@@ -0,0 +1,40 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/shader/shader.h"
#include "display/shader/shaderunlit.h"
typedef enum {
SHADER_LIST_SHADER_NULL,
SHADER_LIST_SHADER_UNLIT,
SHADER_LIST_SHADER_COUNT
} shaderlistshader_t;
typedef struct {
shader_t *shader;
shaderdefinition_t *definition;
} shaderlistdef_t;
extern shaderlistdef_t SHADER_LIST_DEFS[SHADER_LIST_SHADER_COUNT];
/**
* Initializes all default shaders and uploads the initial view, projection,
* and model matrices to each.
*
* @return Error state.
*/
errorret_t shaderListInit();
/**
* Disposes all default shaders.
*
* @return Error state.
*/
errorret_t shaderListDispose(void);
+1 -1
View File
@@ -6,7 +6,7 @@
*/ */
#pragma once #pragma once
#include "display/shader/shaderunlit.h" #include "display/shader/shaderlist.h"
typedef union shadermaterial_u { typedef union shadermaterial_u {
shaderunlitmaterial_t unlit; shaderunlitmaterial_t unlit;
+74 -109
View File
@@ -9,14 +9,13 @@
#include "assert/assert.h" #include "assert/assert.h"
#include "util/memory.h" #include "util/memory.h"
#include "util/math.h" #include "util/math.h"
#include "display/shader/shaderunlit.h" #include "display/shader/shadermaterial.h"
meshvertex_t SPRITEBATCH_VERTICES[SPRITEBATCH_VERTEX_COUNT]; meshvertex_t SPRITEBATCH_VERTICES[SPRITEBATCH_VERTEX_COUNT];
spritebatch_t SPRITEBATCH; spritebatch_t SPRITEBATCH;
errorret_t spriteBatchInit() { errorret_t spriteBatchInit() {
memoryZero(&SPRITEBATCH, sizeof(spritebatch_t)); memoryZero(&SPRITEBATCH, sizeof(spritebatch_t));
errorChain(meshInit( errorChain(meshInit(
&SPRITEBATCH.mesh, &SPRITEBATCH.mesh,
QUAD_PRIMITIVE_TYPE, QUAD_PRIMITIVE_TYPE,
@@ -28,137 +27,100 @@ errorret_t spriteBatchInit() {
errorret_t spriteBatchBuffer( errorret_t spriteBatchBuffer(
const spritebatchsprite_t *sprites, const spritebatchsprite_t *sprites,
const uint32_t count const uint32_t count,
shader_t *shader,
const shadermaterial_t material
) { ) {
for(uint32_t i = 0; i < count; i++) { assertNotNull(sprites, "Sprites cannot be null");
const spritebatchsprite_t *s = &sprites[i]; assertTrue(count > 0, "Count must be greater than zero");
assertNotNull(shader, "Shader cannot be null");
// if(s->texture != SPRITEBATCH.currentTexture) { // Did the shader or material data change?
// errorChain(spriteBatchFlush()); if(shader != SPRITEBATCH.shader) {
// } errorChain(spriteBatchFlush());
SPRITEBATCH.shader = shader;
SPRITEBATCH.material = material;
} else if(memoryCompare(
&material, &SPRITEBATCH.material, sizeof(shadermaterial_t)
) != 0) {
// Did the material data change?
errorChain(spriteBatchFlush());
SPRITEBATCH.shader = shader;
SPRITEBATCH.material = material;
}
if(SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX_PER_FLUSH) { // Buffer the vertices.
errorChain(spriteBatchFlush()); for(uint32_t i = 0; i < count; i++ ){
} spritebatchsprite_t sprite = sprites[i];
meshvertex_t *v = &SPRITEBATCH_VERTICES[ meshvertex_t *v = &SPRITEBATCH_VERTICES[
(SPRITEBATCH.spriteCount + (SPRITEBATCH.spriteFlush * (SPRITEBATCH.spriteCount + (SPRITEBATCH.spriteFlush *
SPRITEBATCH_SPRITES_MAX_PER_FLUSH)) * QUAD_VERTEX_COUNT SPRITEBATCH_SPRITES_MAX_PER_FLUSH)) * QUAD_VERTEX_COUNT
]; ];
v[0].pos[0] = s->min[0]; v[0].pos[1] = s->min[1]; v[0].pos[2] = s->min[2]; // Buffer the quad
v[0].uv[0] = s->uvMin[0]; v[0].uv[1] = s->uvMin[1]; v[0].pos[0] = sprite.min[0];
v[0].pos[1] = sprite.min[1];
v[0].pos[2] = sprite.min[2];
v[1].pos[0] = s->max[0]; v[1].pos[1] = s->min[1]; v[1].pos[2] = s->min[2]; v[0].uv[0] = sprite.uvMin[0];
v[1].uv[0] = s->uvMax[0]; v[1].uv[1] = s->uvMin[1]; v[0].uv[1] = sprite.uvMin[1];
v[2].pos[0] = s->max[0]; v[2].pos[1] = s->max[1]; v[2].pos[2] = s->min[2];
v[2].uv[0] = s->uvMax[0]; v[2].uv[1] = s->uvMax[1];
v[3].pos[0] = s->min[0]; v[3].pos[1] = s->min[1]; v[3].pos[2] = s->min[2]; v[1].pos[0] = sprite.max[0];
v[3].uv[0] = s->uvMin[0]; v[3].uv[1] = s->uvMin[1]; v[1].pos[1] = sprite.min[1];
v[1].pos[2] = sprite.min[2];
v[4].pos[0] = s->max[0]; v[4].pos[1] = s->max[1]; v[4].pos[2] = s->min[2]; v[1].uv[0] = sprite.uvMax[0];
v[4].uv[0] = s->uvMax[0]; v[4].uv[1] = s->uvMax[1]; v[1].uv[1] = sprite.uvMin[1];
v[5].pos[0] = s->min[0]; v[5].pos[1] = s->max[1]; v[5].pos[2] = s->min[2];
v[5].uv[0] = s->uvMin[0]; v[5].uv[1] = s->uvMax[1];
#if MESH_ENABLE_COLOR v[2].pos[0] = sprite.max[0];
for(uint8_t vi = 0; vi < QUAD_VERTEX_COUNT; vi++) { v[2].pos[1] = sprite.max[1];
v[vi].color = s->color; v[2].pos[2] = sprite.max[2];
}
#endif
v[2].uv[0] = sprite.uvMax[0];
v[2].uv[1] = sprite.uvMax[1];
v[3].pos[0] = sprite.min[0];
v[3].pos[1] = sprite.min[1];
v[3].pos[2] = sprite.min[2];
v[3].uv[0] = sprite.uvMin[0];
v[3].uv[1] = sprite.uvMin[1];
v[4].pos[0] = sprite.max[0];
v[4].pos[1] = sprite.max[1];
v[4].pos[2] = sprite.max[2];
v[4].uv[0] = sprite.uvMax[0];
v[4].uv[1] = sprite.uvMax[1];
v[5].pos[0] = sprite.min[0];
v[5].pos[1] = sprite.max[1];
v[5].pos[2] = sprite.max[2];
v[5].uv[0] = sprite.uvMin[0];
v[5].uv[1] = sprite.uvMax[1];
// Do we need to flush?
SPRITEBATCH.spriteCount++; SPRITEBATCH.spriteCount++;
if(SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX_PER_FLUSH) {
errorChain(spriteBatchFlush());
}
} }
errorOk(); errorOk();
} }
errorret_t spriteBatchBufferSprite(const spritebatchsprite_t *sprite) {
return spriteBatchBuffer(sprite, 1);
}
errorret_t spriteBatchPushv(
const float_t *minX,
const float_t *minY,
const float_t *maxX,
const float_t *maxY,
const float_t *z,
#if MESH_ENABLE_COLOR
const color_t *color,
#endif
const float_t *u0,
const float_t *v0,
const float_t *u1,
const float_t *v1,
const size_t count
) {
for(size_t i = 0; i < count; i++) {
spritebatchsprite_t sprite;
sprite.min[0] = minX[i]; sprite.min[1] = minY[i]; sprite.min[2] = z[i];
sprite.max[0] = maxX[i]; sprite.max[1] = maxY[i]; sprite.max[2] = z[i];
sprite.uvMin[0] = u0[i]; sprite.uvMin[1] = v0[i];
sprite.uvMax[0] = u1[i]; sprite.uvMax[1] = v1[i];
sprite.texture = SPRITEBATCH.currentTexture;
#if MESH_ENABLE_COLOR
sprite.color = color[i];
#endif
errorChain(spriteBatchBuffer(&sprite, 1));
}
errorOk();
}
errorret_t spriteBatchPush(
const float_t minX,
const float_t minY,
const float_t maxX,
const float_t maxY,
#if MESH_ENABLE_COLOR
const color_t color,
#endif
const float_t u0,
const float_t v0,
const float_t u1,
const float_t v1
) {
spritebatchsprite_t sprite;
sprite.min[0] = minX; sprite.min[1] = minY; sprite.min[2] = 0;
sprite.max[0] = maxX; sprite.max[1] = maxY; sprite.max[2] = 0;
sprite.uvMin[0] = u0; sprite.uvMin[1] = v0;
sprite.uvMax[0] = u1; sprite.uvMax[1] = v1;
sprite.texture = SPRITEBATCH.currentTexture;
#if MESH_ENABLE_COLOR
sprite.color = color;
#endif
return spriteBatchBuffer(&sprite, 1);
}
errorret_t spriteBatchPushZ(
const vec3 min,
const vec3 max,
#if MESH_ENABLE_COLOR
const color_t color,
#endif
const vec2 uvMin,
const vec2 uvMax
) {
spritebatchsprite_t sprite;
sprite.min[0] = min[0]; sprite.min[1] = min[1]; sprite.min[2] = min[2];
sprite.max[0] = max[0]; sprite.max[1] = max[1]; sprite.max[2] = max[2];
sprite.uvMin[0] = uvMin[0]; sprite.uvMin[1] = uvMin[1];
sprite.uvMax[0] = uvMax[0]; sprite.uvMax[1] = uvMax[1];
sprite.texture = SPRITEBATCH.currentTexture;
#if MESH_ENABLE_COLOR
sprite.color = color;
#endif
return spriteBatchBuffer(&sprite, 1);
}
void spriteBatchClear() { void spriteBatchClear() {
SPRITEBATCH.spriteCount = 0; SPRITEBATCH.spriteCount = 0;
SPRITEBATCH.spriteFlush = 0; SPRITEBATCH.spriteFlush = 0;
SPRITEBATCH.currentTexture = NULL; SPRITEBATCH.shader = NULL;
memoryZero(&SPRITEBATCH.material, sizeof(shadermaterial_t));
} }
errorret_t spriteBatchFlush() { errorret_t spriteBatchFlush() {
@@ -171,6 +133,9 @@ errorret_t spriteBatchFlush() {
SPRITEBATCH.spriteFlush * SPRITEBATCH_SPRITES_MAX_PER_FLUSH * SPRITEBATCH.spriteFlush * SPRITEBATCH_SPRITES_MAX_PER_FLUSH *
QUAD_VERTEX_COUNT QUAD_VERTEX_COUNT
); );
errorChain(shaderBind(SPRITEBATCH.shader));
errorChain(shaderSetMaterial(SPRITEBATCH.shader, &SPRITEBATCH.material));
errorChain(meshFlush(&SPRITEBATCH.mesh, vertexOffset, vertexCount)); errorChain(meshFlush(&SPRITEBATCH.mesh, vertexOffset, vertexCount));
errorChain(meshDraw(&SPRITEBATCH.mesh, vertexOffset, vertexCount)); errorChain(meshDraw(&SPRITEBATCH.mesh, vertexOffset, vertexCount));
+26 -105
View File
@@ -8,6 +8,7 @@
#pragma once #pragma once
#include "display/mesh/quad.h" #include "display/mesh/quad.h"
#include "display/texture/texture.h" #include "display/texture/texture.h"
#include "display/shader/shadermaterial.h"
#define SPRITEBATCH_SPRITES_MAX 512 #define SPRITEBATCH_SPRITES_MAX 512
#define SPRITEBATCH_VERTEX_COUNT (SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT) #define SPRITEBATCH_VERTEX_COUNT (SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT)
@@ -21,146 +22,66 @@ typedef struct {
vec3 max; vec3 max;
vec2 uvMin; vec2 uvMin;
vec2 uvMax; vec2 uvMax;
texture_t *texture;
#if MESH_ENABLE_COLOR
color_t color;
#endif
} spritebatchsprite_t; } spritebatchsprite_t;
typedef struct { typedef struct {
mesh_t mesh; mesh_t mesh;
int32_t spriteCount; int32_t spriteCount;
int32_t spriteFlush; int32_t spriteFlush;
texture_t *currentTexture;
shader_t *shader;
shadermaterial_t material;
} spritebatch_t; } spritebatch_t;
// Have to define these seperately because of alignment in certain platforms. // Have to define these separately because of alignment on certain platforms.
extern meshvertex_t SPRITEBATCH_VERTICES[SPRITEBATCH_VERTEX_COUNT]; extern meshvertex_t SPRITEBATCH_VERTICES[SPRITEBATCH_VERTEX_COUNT];
extern spritebatch_t SPRITEBATCH; extern spritebatch_t SPRITEBATCH;
/** /**
* Initializes a sprite batch. * Initializes the global sprite batch and its internal mesh buffer.
* *
* @return An error code indicating success or failure. * @return Error state.
*/ */
errorret_t spriteBatchInit(); errorret_t spriteBatchInit();
/** /**
* Buffers an array of sprites. Flushes automatically when the texture changes * Lowest-level buffer function. Writes sprites into the internal vertex buffer.
* or the per-flush limit is reached. * Flushes automatically when the per-flush capacity is reached. Does not
* modify material state — call spriteBatchSetState or use a high-level push
* function before buffering.
* *
* @param sprites Pointer to the sprite array. * @param sprites Pointer to the sprite array.
* @param count Number of sprites to buffer. * @param count Number of sprites to buffer.
* @return An error code indicating success or failure. * @param shader Shader to use when flushing.
* @param material Material information passed to the shader when flushing.
* @return Error state.
*/ */
errorret_t spriteBatchBuffer( errorret_t spriteBatchBuffer(
const spritebatchsprite_t *sprites, const spritebatchsprite_t *sprites,
const uint32_t count const uint32_t count,
shader_t *shader,
const shadermaterial_t material
); );
/** /**
* Convenience wrapper — buffers a single sprite. * Resets sprite and flush counters and clears the current material state.
* * Calling spriteBatchFlush after this renders nothing.
* @param sprite The sprite to buffer.
* @return An error code indicating success or failure.
*/
errorret_t spriteBatchBufferSprite(const spritebatchsprite_t *sprite);
/**
* Pushes multiple sprites to the batch using parallel arrays of values.
*
* @param minX Array of minimum x coordinates.
* @param minY Array of minimum y coordinates.
* @param maxX Array of maximum x coordinates.
* @param maxY Array of maximum y coordinates.
* @param z Array of z coordinates.
* @param color Array of colors (if enabled).
* @param u0 Array of u0 texture coordinates.
* @param v0 Array of v0 texture coordinates.
* @param u1 Array of u1 texture coordinates.
* @param v1 Array of v1 texture coordinates.
* @param count Number of sprites to push.
* @return An error code indicating success or failure.
*/
errorret_t spriteBatchPushv(
const float_t *minX,
const float_t *minY,
const float_t *maxX,
const float_t *maxY,
const float_t *z,
#if MESH_ENABLE_COLOR
const color_t *color,
#endif
const float_t *u0,
const float_t *v0,
const float_t *u1,
const float_t *v1,
const size_t count
);
/**
* Pushes a 2D sprite (z=0) to the batch.
*
* @param minX The minimum x coordinate of the sprite.
* @param minY The minimum y coordinate of the sprite.
* @param maxX The maximum x coordinate of the sprite.
* @param maxY The maximum y coordinate of the sprite.
* @param color The color to tint the sprite with.
* @param u0 Texture u coordinate for the top-left corner.
* @param v0 Texture v coordinate for the top-left corner.
* @param u1 Texture u coordinate for the bottom-right corner.
* @param v1 Texture v coordinate for the bottom-right corner.
* @return An error code indicating success or failure.
*/
errorret_t spriteBatchPush(
const float_t minX,
const float_t minY,
const float_t maxX,
const float_t maxY,
#if MESH_ENABLE_COLOR
const color_t color,
#endif
const float_t u0,
const float_t v0,
const float_t u1,
const float_t v1
);
/**
* Pushes a 3D sprite to the batch.
*
* @param min The minimum (x,y,z) coordinate of the sprite.
* @param max The maximum (x,y,z) coordinate of the sprite.
* @param color The color to tint the sprite with.
* @param uvMin Texture coordinate for the top-left corner.
* @param uvMax Texture coordinate for the bottom-right corner.
* @return An error code indicating success or failure.
*/
errorret_t spriteBatchPushZ(
const vec3 min,
const vec3 max,
#if MESH_ENABLE_COLOR
const color_t color,
#endif
const vec2 uvMin,
const vec2 uvMax
);
/**
* Clears the sprite batch. Calling flush after this renders nothing.
*/ */
void spriteBatchClear(); void spriteBatchClear();
/** /**
* Flushes the sprite batch, rendering all queued sprites. * Uploads and draws all buffered sprites. If a material type has been set via
* spriteBatchSetState or spriteBatchCheckState, the shader is bound and the
* material is applied first. If matType is NULL the caller is responsible for
* having the correct shader already bound. Does nothing if the buffer is empty.
* *
* @return An error code indicating success or failure. * @return Error state.
*/ */
errorret_t spriteBatchFlush(); errorret_t spriteBatchFlush();
/** /**
* Disposes of the sprite batch, freeing any allocated resources. * Disposes of the sprite batch and frees its internal mesh buffer.
* *
* @return An error code indicating success or failure. * @return Error state.
*/ */
errorret_t spriteBatchDispose(); errorret_t spriteBatchDispose();
+2 -2
View File
@@ -10,6 +10,6 @@
#include "display/texture/tileset.h" #include "display/texture/tileset.h"
typedef struct { typedef struct {
texture_t texture; texture_t *texture;
tileset_t tileset; tileset_t *tileset;
} font_t; } font_t;
+57 -40
View File
@@ -9,6 +9,7 @@
#include "assert/assert.h" #include "assert/assert.h"
#include "util/memory.h" #include "util/memory.h"
#include "display/spritebatch/spritebatch.h" #include "display/spritebatch/spritebatch.h"
#include "asset/asset.h"
#include "asset/loader/display/assettextureloader.h" #include "asset/loader/display/assettextureloader.h"
#include "asset/loader/display/assettilesetloader.h" #include "asset/loader/display/assettilesetloader.h"
#include "display/shader/shaderunlit.h" #include "display/shader/shaderunlit.h"
@@ -16,49 +17,60 @@
font_t FONT_DEFAULT; font_t FONT_DEFAULT;
errorret_t textInit(void) { errorret_t textInit(void) {
errorChain(assetTextureLoad( assetloaderinput_t input = { .texture = TEXTURE_FORMAT_RGBA };
"ui/minogram.png", &FONT_DEFAULT.texture, TEXTURE_FORMAT_RGBA assetentry_t *entryTexture = assetLock(
)); "ui/minogram.png", ASSET_LOADER_TYPE_TEXTURE, &input
errorChain(assetTilesetLoad("ui/minogram.dtf", &FONT_DEFAULT.tileset)); );
assetentry_t *entryTileset = assetLock(
"ui/minogram.dtf", ASSET_LOADER_TYPE_TILESET, NULL
);
errorChain(assetRequireLoaded(entryTexture));
errorChain(assetRequireLoaded(entryTileset));
FONT_DEFAULT.texture = &entryTexture->data.texture;
FONT_DEFAULT.tileset = &entryTileset->data.tileset;
errorOk(); errorOk();
} }
errorret_t textDispose(void) { errorret_t textDispose(void) {
errorChain(textureDispose(&FONT_DEFAULT.texture)); FONT_DEFAULT.texture = NULL;
FONT_DEFAULT.tileset = NULL;
assetUnlock("ui/minogram.png");
assetUnlock("ui/minogram.dtf");
errorOk(); errorOk();
} }
errorret_t textDrawChar( spritebatchsprite_t textGetSprite(
const float_t x, const vec2 pos, const char_t c, const font_t *font
const float_t y,
const char_t c,
#if MESH_ENABLE_COLOR
const color_t color,
#endif
font_t *font
) { ) {
assertNotNull(font, "Font cannot be NULL");
// Change char from ASCII to a tile index.
int32_t tileIndex = (int32_t)(c) - TEXT_CHAR_START; int32_t tileIndex = (int32_t)(c) - TEXT_CHAR_START;
if(tileIndex < 0 || tileIndex >= font->tileset.tileCount) { if(tileIndex < 0 || tileIndex >= font->tileset->tileCount) {
tileIndex = ((int32_t)'@') - TEXT_CHAR_START; tileIndex = ((int32_t)'@') - TEXT_CHAR_START;
} }
assertTrue( assertTrue(
tileIndex >= 0 && tileIndex <= font->tileset.tileCount, tileIndex >= 0 && tileIndex <= font->tileset->tileCount,
"Character is out of bounds for font tiles" "Character is out of bounds for font tiles"
); );
// Create sprite.
vec4 uv; vec4 uv;
tilesetTileGetUV(&font->tileset, tileIndex, uv); tilesetTileGetUV(font->tileset, tileIndex, uv);
errorChain(spriteBatchPush( spritebatchsprite_t sprite;
x, y, sprite.min[0] = pos[0];
x + font->tileset.tileWidth, sprite.min[1] = pos[1];
y + font->tileset.tileHeight, sprite.min[2] = 0.0f;
#if MESH_ENABLE_COLOR sprite.max[0] = pos[0] + font->tileset->tileWidth;
color, sprite.max[1] = pos[1] + font->tileset->tileHeight;
#endif sprite.max[2] = 0.0f;
uv[0], uv[1], uv[2], uv[3] sprite.uvMin[0] = uv[0];
)); sprite.uvMin[1] = uv[1];
errorOk(); sprite.uvMax[0] = uv[2];
sprite.uvMax[1] = uv[3];
return sprite;
} }
errorret_t textDraw( errorret_t textDraw(
@@ -70,10 +82,20 @@ errorret_t textDraw(
) { ) {
assertNotNull(text, "Text cannot be NULL"); assertNotNull(text, "Text cannot be NULL");
spritebatchsprite_t sprite;
shadermaterial_t material = {
.unlit = {
.color = color,
.texture = font->texture
}
};
float_t posX = x; float_t posX = x;
float_t posY = y; float_t posY = y;
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, &font->texture)); errorChain(shaderSetTexture(
&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, font->texture
));
#if MESH_ENABLE_COLOR #if MESH_ENABLE_COLOR
#else #else
@@ -85,23 +107,18 @@ errorret_t textDraw(
while((c = text[i++]) != '\0') { while((c = text[i++]) != '\0') {
if(c == '\n') { if(c == '\n') {
posX = x; posX = x;
posY += font->tileset.tileHeight; posY += font->tileset->tileHeight;
continue; continue;
} }
if(c == ' ') { if(c == ' ') {
posX += font->tileset.tileWidth; posX += font->tileset->tileWidth;
continue; continue;
} }
errorChain(textDrawChar( sprite = textGetSprite((vec2){posX, posY}, c, font);
posX, posY, c, errorChain(spriteBatchBuffer(&sprite, 1, &SHADER_UNLIT, material));
#if MESH_ENABLE_COLOR posX += font->tileset->tileWidth;
color,
#endif
font
));
posX += font->tileset.tileWidth;
} }
errorOk(); errorOk();
} }
@@ -117,7 +134,7 @@ void textMeasure(
assertNotNull(outHeight, "Output height pointer cannot be NULL"); assertNotNull(outHeight, "Output height pointer cannot be NULL");
int32_t width = 0; int32_t width = 0;
int32_t height = font->tileset.tileHeight; int32_t height = font->tileset->tileHeight;
int32_t lineWidth = 0; int32_t lineWidth = 0;
char_t c; char_t c;
@@ -126,11 +143,11 @@ void textMeasure(
if(c == '\n') { if(c == '\n') {
if(lineWidth > width) width = lineWidth; if(lineWidth > width) width = lineWidth;
lineWidth = 0; lineWidth = 0;
height += font->tileset.tileHeight; height += font->tileset->tileHeight;
continue; continue;
} }
lineWidth += font->tileset.tileWidth; lineWidth += font->tileset->tileWidth;
} }
if(lineWidth > width) width = lineWidth; if(lineWidth > width) width = lineWidth;
+9 -14
View File
@@ -8,6 +8,7 @@
#pragma once #pragma once
#include "asset/asset.h" #include "asset/asset.h"
#include "display/text/font.h" #include "display/text/font.h"
#include "display/spritebatch/spritebatch.h"
#define TEXT_CHAR_START '!' #define TEXT_CHAR_START '!'
@@ -28,23 +29,17 @@ errorret_t textInit(void);
errorret_t textDispose(void); errorret_t textDispose(void);
/** /**
* Draws a single character at the specified position. * Builds a sprite for a single character at the given position.
* *
* @param x The x-coordinate to draw the character at. * @param pos The (x, y) position of the character in screen/world space.
* @param y The y-coordinate to draw the character at. * @param c The character to build a sprite for.
* @param c The character to draw. * @param font Font to use for tile lookup.
* @param color The color to draw the character in. * @return The populated sprite ready for spriteBatchBuffer.
* @param font Font to use for rendering.
* @return Either an error or success result.
*/ */
errorret_t textDrawChar( spritebatchsprite_t textGetSprite(
const float_t x, const vec2 pos,
const float_t y,
const char_t c, const char_t c,
#if MESH_ENABLE_COLOR const font_t *font
const color_t color,
#endif
font_t *font
); );
/** /**
+9 -9
View File
@@ -23,11 +23,10 @@
#include "network/network.h" #include "network/network.h"
#include "system/system.h" #include "system/system.h"
#include "console/console.h" #include "console/console.h"
#include "script/script.h"
#include "item/backpack.h" #include "item/backpack.h"
#include "save/save.h" #include "save/save.h"
#include "scene/initial/initialscene.h"
engine_t ENGINE; engine_t ENGINE;
errorret_t engineInit(const int32_t argc, const char_t **argv) { errorret_t engineInit(const int32_t argc, const char_t **argv) {
@@ -35,6 +34,7 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
ENGINE.running = true; ENGINE.running = true;
ENGINE.argc = argc; ENGINE.argc = argc;
ENGINE.argv = argv; ENGINE.argv = argv;
ENGINE.version = DUSK_VERSION;
// Init systems. Order is important. // Init systems. Order is important.
errorChain(systemInit()); errorChain(systemInit());
@@ -55,9 +55,10 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
physicsManagerInit(); physicsManagerInit();
errorChain(networkInit()); errorChain(networkInit());
/* Run the init script. */ errorChain(scriptInit());
errorChain(scriptExecFile("init.js"));
consolePrint("Engine initialized"); consolePrint("Engine initialized");
sceneSet(SCENE_TYPE_INITIAL);
errorOk(); errorOk();
} }
@@ -68,18 +69,16 @@ errorret_t engineUpdate(void) {
timeUpdate(); timeUpdate();
inputUpdate(); inputUpdate();
consoleUpdate(); consoleUpdate();
entityManagerUpdate();
uiUpdate(); uiUpdate();
errorChain(uiTextboxUpdate()); errorChain(uiTextboxUpdate());
physicsManagerUpdate(); physicsManagerUpdate();
errorChain(displayUpdate()); errorChain(displayUpdate());
if(inputPressed(INPUT_ACTION_RAGEQUIT)) ENGINE.running = false;
// Scene update occurs last because only after rendering would we want to do
// scene switching, refer to sceneSet() for information.
errorChain(cutsceneUpdate()); errorChain(cutsceneUpdate());
errorChain(sceneUpdate()); errorChain(sceneUpdate());
errorChain(assetUpdate());
if(inputPressed(INPUT_ACTION_RAGEQUIT)) ENGINE.running = false;
errorOk(); errorOk();
} }
@@ -99,6 +98,7 @@ errorret_t engineDispose(void) {
errorChain(displayDispose()); errorChain(displayDispose());
// errorChain(saveDispose()); // errorChain(saveDispose());
errorChain(assetDispose()); errorChain(assetDispose());
errorChain(scriptDispose());
errorOk(); errorOk();
} }
+1
View File
@@ -15,6 +15,7 @@ typedef struct {
bool_t running; bool_t running;
int32_t argc; int32_t argc;
const char_t **argv; const char_t **argv;
const char_t *version;
} engine_t; } engine_t;
extern engine_t ENGINE; extern engine_t ENGINE;
+16 -2
View File
@@ -12,12 +12,13 @@
componentdefinition_t COMPONENT_DEFINITIONS[] = { componentdefinition_t COMPONENT_DEFINITIONS[] = {
[COMPONENT_TYPE_NULL] = { 0 }, [COMPONENT_TYPE_NULL] = { 0 },
#define X(enm, type, field, iMethod, dMethod) \ #define X(enm, type, field, iMethod, dMethod, rMethod) \
[COMPONENT_TYPE_##enm] = { \ [COMPONENT_TYPE_##enm] = { \
.enumName = #enm, \ .enumName = #enm, \
.name = #field, \ .name = #field, \
.init = iMethod, \ .init = iMethod, \
.dispose = dMethod \ .dispose = dMethod, \
.render = rMethod \
}, },
#include "componentlist.h" #include "componentlist.h"
@@ -114,6 +115,19 @@ entityid_t componentGetEntitiesWithComponent(
return written; return written;
} }
errorret_t componentRenderAll(void) {
for(entityid_t eid = 0; eid < ENTITY_COUNT_MAX; eid++) {
if(!(ENTITY_MANAGER.entities[eid].state & ENTITY_STATE_ACTIVE)) continue;
for(componentid_t cid = 0; cid < ENTITY_COMPONENT_COUNT_MAX; cid++) {
component_t *cmp = &ENTITY_MANAGER.components[componentGetIndex(eid, cid)];
if(cmp->type == COMPONENT_TYPE_NULL) continue;
if(!COMPONENT_DEFINITIONS[cmp->type].render) continue;
errorChain(COMPONENT_DEFINITIONS[cmp->type].render(eid, cid));
}
}
errorOk();
}
void componentDispose( void componentDispose(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId const componentid_t componentId
+13 -3
View File
@@ -8,13 +8,13 @@
#pragma once #pragma once
#include "entitybase.h" #include "entitybase.h"
#define X(enumName, type, field, init, dispose) \ #define X(enumName, type, field, init, dispose, render) \
// do nothing // do nothing
#include "componentlist.h" #include "componentlist.h"
#undef X #undef X
typedef union { typedef union {
#define X(enumName, type, field, init, dispose) type field; #define X(enumName, type, field, init, dispose, render) type field;
#include "componentlist.h" #include "componentlist.h"
#undef X #undef X
} componentdata_t; } componentdata_t;
@@ -24,12 +24,13 @@ typedef struct {
const char_t *name; const char_t *name;
void (*init)(const entityid_t, const componentid_t); void (*init)(const entityid_t, const componentid_t);
void (*dispose)(const entityid_t, const componentid_t); void (*dispose)(const entityid_t, const componentid_t);
errorret_t (*render)(const entityid_t, const componentid_t);
} componentdefinition_t; } componentdefinition_t;
typedef enum { typedef enum {
COMPONENT_TYPE_NULL, COMPONENT_TYPE_NULL,
#define X(enumName, type, field, init, dispose) \ #define X(enumName, type, field, init, dispose, render) \
COMPONENT_TYPE_##enumName, COMPONENT_TYPE_##enumName,
#include "componentlist.h" #include "componentlist.h"
#undef X #undef X
@@ -108,3 +109,12 @@ void componentDispose(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId const componentid_t componentId
); );
/**
* Calls the render callback on every active component that defines one.
* Iterates all active entities and all their component slots. No-op for
* components whose definition has render == NULL.
*
* @return Error state.
*/
errorret_t componentRenderAll(void);
+1
View File
@@ -4,6 +4,7 @@
# https://opensource.org/licenses/MIT # https://opensource.org/licenses/MIT
add_subdirectory(display) add_subdirectory(display)
add_subdirectory(overworld)
add_subdirectory(physics) add_subdirectory(physics)
add_subdirectory(script) add_subdirectory(script)
add_subdirectory(trigger) add_subdirectory(trigger)
@@ -16,7 +16,7 @@ void entityCameraInit(const entityid_t ent, const componentid_t comp) {
ent, comp, COMPONENT_TYPE_CAMERA ent, comp, COMPONENT_TYPE_CAMERA
); );
cam->nearClip = 0.1f; cam->nearClip = 0.1f;
cam->farClip = 100.0f; cam->farClip = 5000.0f;
cam->projType = ENTITY_CAMERA_PROJECTION_TYPE_PERSPECTIVE; cam->projType = ENTITY_CAMERA_PROJECTION_TYPE_PERSPECTIVE;
cam->perspective.fov = glm_rad(45.0f); cam->perspective.fov = glm_rad(45.0f);
} }
@@ -66,7 +66,7 @@ entityid_t entityCameraGetCurrent(void) {
entityid_t count = componentGetEntitiesWithComponent( entityid_t count = componentGetEntitiesWithComponent(
COMPONENT_TYPE_CAMERA, camEnts, camComps COMPONENT_TYPE_CAMERA, camEnts, camComps
); );
if(count == 0) return ENTITY_COUNT_MAX; if(count == 0) return ENTITY_ID_INVALID;
return camEnts[0]; return camEnts[0];
} }
@@ -83,6 +83,30 @@ void entityCameraGetForward(const entityid_t entityId, vec2 out) {
out[1] = fz; out[1] = fz;
} }
void entityCameraLookAtPixelPerfect(
const entityid_t ent,
const componentid_t posComp,
const componentid_t camComp,
const vec3 point,
const vec3 eyeOffset,
const float_t scale
) {
entitycamera_t *cam = (entitycamera_t *)componentGetData(
ent, camComp, COMPONENT_TYPE_CAMERA
);
float_t dist = (
(float_t)SCREEN.height / (2.0f * scale * tanf(cam->perspective.fov * 0.5f))
);
vec3 eye = {
point[0] + eyeOffset[0],
point[1] + dist + eyeOffset[1],
point[2] + eyeOffset[2]
};
vec3 up = { 0.0f, 0.0f, -1.0f };
entityPositionLookAt(ent, posComp, eye, (float_t *)point, up);
}
void entityCameraGetRight(const entityid_t entityId, vec2 out) { void entityCameraGetRight(const entityid_t entityId, vec2 out) {
componentid_t posComp = entityGetComponent(entityId, COMPONENT_TYPE_POSITION); componentid_t posComp = entityGetComponent(entityId, COMPONENT_TYPE_POSITION);
entityposition_t *pos = entityPositionGet(entityId, posComp); entityposition_t *pos = entityPositionGet(entityId, posComp);
@@ -55,7 +55,7 @@ void entityCameraGetProjection(
); );
/** /**
* Returns the entity ID of the first active camera, or ENTITY_COUNT_MAX if * Returns the entity ID of the first active camera, or ENTITY_ID_INVALID if
* none are active. * none are active.
*/ */
entityid_t entityCameraGetCurrent(void); entityid_t entityCameraGetCurrent(void);
@@ -77,3 +77,23 @@ void entityCameraGetForward(const entityid_t entityId, vec2 out);
* @param out Output vec2: {rightX, rightZ} normalized. * @param out Output vec2: {rightX, rightZ} normalized.
*/ */
void entityCameraGetRight(const entityid_t entityId, vec2 out); void entityCameraGetRight(const entityid_t entityId, vec2 out);
/**
* Positions the camera to look at a 3D point at a pixel-perfect distance
* derived from the camera's FOV and screen height.
*
* @param ent The camera entity ID.
* @param posComp The position component ID.
* @param camComp The camera component ID.
* @param point World position to look at.
* @param eyeOffset Offset added to the eye position only (not the target).
* @param scale Pixels per world unit. 1.0 = pixel perfect, 2.0 = 2px per unit.
*/
void entityCameraLookAtPixelPerfect(
const entityid_t ent,
const componentid_t posComp,
const componentid_t camComp,
const vec3 point,
const vec3 eyeOffset,
const float_t scale
);
@@ -7,25 +7,82 @@
#include "entity/entitymanager.h" #include "entity/entitymanager.h"
// Lazily recompute worldTransform from the parent chain. // Decompose localTransform into the PRS cache. Only called when PRS_DIRTY.
static void entityPositionUpdateWorld(entityposition_t *pos) { static void entityPositionEnsurePRS(entityposition_t *pos) {
if(!pos->dirty) return; if(!(pos->flags & ENTITY_POSITION_FLAG_PRS_DIRTY)) return;
entityPositionDecompose(pos);
pos->flags &= ~ENTITY_POSITION_FLAG_PRS_DIRTY;
}
if(pos->parentEntityId == ENTITY_ID_INVALID) { // Rebuild localTransform from the PRS cache. Only rebuilds what changed.
glm_mat4_copy(pos->localTransform, pos->worldTransform); static void entityPositionEnsureLocal(entityposition_t *pos) {
} else { const uint8_t dirty = pos->flags & (
ENTITY_POSITION_FLAG_ROTATION_DIRTY | ENTITY_POSITION_FLAG_POSITION_DIRTY
);
if(!dirty) return;
if(dirty & ENTITY_POSITION_FLAG_ROTATION_DIRTY) {
// Rotation or scale changed: rebuild columns 0-2 analytically (XYZ euler order).
const float c0 = cosf(pos->rotation[0]), s0 = sinf(pos->rotation[0]);
const float c1 = cosf(pos->rotation[1]), s1 = sinf(pos->rotation[1]);
const float c2 = cosf(pos->rotation[2]), s2 = sinf(pos->rotation[2]);
const float s0s1 = s0 * s1;
const float c0s1 = c0 * s1;
pos->localTransform[0][0] = c1 * c2 * pos->scale[0];
pos->localTransform[0][1] = (c0 * s2 + s0s1 * c2) * pos->scale[0];
pos->localTransform[0][2] = (s0 * s2 - c0s1 * c2) * pos->scale[0];
pos->localTransform[0][3] = 0.0f;
pos->localTransform[1][0] = -c1 * s2 * pos->scale[1];
pos->localTransform[1][1] = (c0 * c2 - s0s1 * s2) * pos->scale[1];
pos->localTransform[1][2] = (s0 * c2 + c0s1 * s2) * pos->scale[1];
pos->localTransform[1][3] = 0.0f;
pos->localTransform[2][0] = s1 * pos->scale[2];
pos->localTransform[2][1] = -s0 * c1 * pos->scale[2];
pos->localTransform[2][2] = c0 * c1 * pos->scale[2];
pos->localTransform[2][3] = 0.0f;
}
if(dirty & ENTITY_POSITION_FLAG_POSITION_DIRTY) {
// Only position changed: update column 3 only (no trig needed).
pos->localTransform[3][0] = pos->position[0];
pos->localTransform[3][1] = pos->position[1];
pos->localTransform[3][2] = pos->position[2];
pos->localTransform[3][3] = 1.0f;
}
pos->flags &= ~(ENTITY_POSITION_FLAG_ROTATION_DIRTY | ENTITY_POSITION_FLAG_POSITION_DIRTY);
}
// Recompute worldTransform from the parent chain. Only called when WORLD_DIRTY.
static void entityPositionEnsureWorld(entityposition_t *pos) {
if(!(pos->flags & ENTITY_POSITION_FLAG_WORLD_DIRTY)) return;
entityPositionEnsureLocal(pos);
if(pos->parentEntityId != ENTITY_ID_INVALID) {
// Parented: world = parent.world × local. worldTransform must be written
// because children (and this node's getters) read it.
entityposition_t *parent = componentGetData( entityposition_t *parent = componentGetData(
pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION
); );
entityPositionUpdateWorld(parent); entityPositionEnsureWorld(parent);
glm_mat4_mul(parent->worldTransform, pos->localTransform, pos->worldTransform); glm_mat4_mul(parent->worldTransform, pos->localTransform, pos->worldTransform);
} else if(pos->childCount > 0) {
// Parentless root with children: children need a valid worldTransform to
// multiply against, but world == local, so just copy.
glm_mat4_copy(pos->localTransform, pos->worldTransform);
} }
// Parentless leaf: world == local. Getters read localTransform directly;
// no copy needed.
pos->dirty = false; pos->flags &= ~ENTITY_POSITION_FLAG_WORLD_DIRTY;
} }
void entityPositionMarkDirty(entityposition_t *pos) { void entityPositionMarkDirty(entityposition_t *pos) {
pos->dirty = true; if(pos->flags & ENTITY_POSITION_FLAG_WORLD_DIRTY) return;
pos->flags |= ENTITY_POSITION_FLAG_WORLD_DIRTY;
for(uint8_t i = 0; i < pos->childCount; i++) { for(uint8_t i = 0; i < pos->childCount; i++) {
entityposition_t *child = componentGetData( entityposition_t *child = componentGetData(
pos->childEntityIds[i], pos->childComponentIds[i], COMPONENT_TYPE_POSITION pos->childEntityIds[i], pos->childComponentIds[i], COMPONENT_TYPE_POSITION
@@ -42,29 +99,31 @@ void entityPositionInit(
entityId, componentId, COMPONENT_TYPE_POSITION entityId, componentId, COMPONENT_TYPE_POSITION
); );
pos->flags = 0;
pos->parentEntityId = ENTITY_ID_INVALID;
pos->parentComponentId = COMPONENT_ID_INVALID;
pos->childCount = 0;
glm_vec3_zero(pos->position); glm_vec3_zero(pos->position);
glm_vec3_zero(pos->rotation); glm_vec3_zero(pos->rotation);
glm_vec3_one(pos->scale); glm_vec3_one(pos->scale);
glm_mat4_identity(pos->localTransform); glm_mat4_identity(pos->localTransform);
glm_mat4_identity(pos->worldTransform); glm_mat4_identity(pos->worldTransform);
pos->dirty = false;
pos->parentEntityId = ENTITY_ID_INVALID;
pos->parentComponentId = COMPONENT_ID_INVALID;
pos->childCount = 0;
} }
void entityPositionLookAt( void entityPositionLookAt(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 eye,
vec3 target, vec3 target,
vec3 up, vec3 up
vec3 eye
) { ) {
entityposition_t *pos = componentGetData( entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION entityId, componentId, COMPONENT_TYPE_POSITION
); );
glm_lookat(eye, target, up, pos->localTransform); glm_lookat(eye, target, up, pos->localTransform);
entityPositionDecompose(pos); // localTransform is now authoritative; PRS cache is stale.
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_PRS_DIRTY)
& ~(ENTITY_POSITION_FLAG_ROTATION_DIRTY | ENTITY_POSITION_FLAG_POSITION_DIRTY);
entityPositionMarkDirty(pos); entityPositionMarkDirty(pos);
} }
@@ -76,8 +135,11 @@ void entityPositionGetTransform(
entityposition_t *pos = componentGetData( entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION entityId, componentId, COMPONENT_TYPE_POSITION
); );
entityPositionUpdateWorld(pos); entityPositionEnsureWorld(pos);
glm_mat4_copy(pos->worldTransform, dest); glm_mat4_copy(
pos->parentEntityId == ENTITY_ID_INVALID ? pos->localTransform : pos->worldTransform,
dest
);
} }
void entityPositionGetLocalTransform( void entityPositionGetLocalTransform(
@@ -88,10 +150,11 @@ void entityPositionGetLocalTransform(
entityposition_t *pos = componentGetData( entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION entityId, componentId, COMPONENT_TYPE_POSITION
); );
entityPositionEnsureLocal(pos);
glm_mat4_copy(pos->localTransform, dest); glm_mat4_copy(pos->localTransform, dest);
} }
void entityPositionGetPosition( void entityPositionGetLocalPosition(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 dest vec3 dest
@@ -99,10 +162,59 @@ void entityPositionGetPosition(
entityposition_t *pos = componentGetData( entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION entityId, componentId, COMPONENT_TYPE_POSITION
); );
entityPositionEnsurePRS(pos);
glm_vec3_copy(pos->position, dest); glm_vec3_copy(pos->position, dest);
} }
void entityPositionSetPosition( void entityPositionGetWorldPosition(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
) {
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
if(pos->parentEntityId == ENTITY_ID_INVALID) {
entityPositionEnsurePRS(pos);
glm_vec3_copy(pos->position, dest);
return;
}
entityPositionEnsureWorld(pos);
dest[0] = pos->worldTransform[3][0];
dest[1] = pos->worldTransform[3][1];
dest[2] = pos->worldTransform[3][2];
}
void entityPositionSetWorldPosition(
const entityid_t entityId,
const componentid_t componentId,
vec3 position
) {
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
if(pos->parentEntityId == ENTITY_ID_INVALID) {
glm_vec3_copy(position, pos->position);
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_POSITION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
return;
}
entityposition_t *parent = componentGetData(
pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION
);
entityPositionEnsureWorld(parent);
mat4 invParent;
glm_mat4_inv(parent->worldTransform, invParent);
vec3 localPos;
glm_mat4_mulv3(invParent, position, 1.0f, localPos);
glm_vec3_copy(localPos, pos->position);
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_POSITION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
}
void entityPositionSetLocalPosition(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 position vec3 position
@@ -111,10 +223,12 @@ void entityPositionSetPosition(
entityId, componentId, COMPONENT_TYPE_POSITION entityId, componentId, COMPONENT_TYPE_POSITION
); );
glm_vec3_copy(position, pos->position); glm_vec3_copy(position, pos->position);
entityPositionRebuild(pos); pos->flags = (pos->flags | ENTITY_POSITION_FLAG_POSITION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
} }
void entityPositionGetRotation( void entityPositionGetLocalRotation(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 dest vec3 dest
@@ -122,10 +236,48 @@ void entityPositionGetRotation(
entityposition_t *pos = componentGetData( entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION entityId, componentId, COMPONENT_TYPE_POSITION
); );
entityPositionEnsurePRS(pos);
glm_vec3_copy(pos->rotation, dest); glm_vec3_copy(pos->rotation, dest);
} }
void entityPositionSetRotation( void entityPositionGetWorldRotation(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
) {
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
if(pos->parentEntityId == ENTITY_ID_INVALID) {
entityPositionEnsurePRS(pos);
glm_vec3_copy(pos->rotation, dest);
return;
}
entityPositionEnsureWorld(pos);
const float (*wt)[4] = pos->worldTransform;
const float sx = sqrtf(wt[0][0]*wt[0][0] + wt[0][1]*wt[0][1] + wt[0][2]*wt[0][2]);
const float sy = sqrtf(wt[1][0]*wt[1][0] + wt[1][1]*wt[1][1] + wt[1][2]*wt[1][2]);
const float sz = sqrtf(wt[2][0]*wt[2][0] + wt[2][1]*wt[2][1] + wt[2][2]*wt[2][2]);
const float r00 = sx > 0.0f ? wt[0][0]/sx : 0.0f;
const float r10 = sy > 0.0f ? wt[1][0]/sy : 0.0f;
const float r20 = sz > 0.0f ? wt[2][0]/sz : 0.0f;
const float r01 = sx > 0.0f ? wt[0][1]/sx : 0.0f;
const float r11 = sy > 0.0f ? wt[1][1]/sy : 0.0f;
const float r21 = sz > 0.0f ? wt[2][1]/sz : 0.0f;
const float r22 = sz > 0.0f ? wt[2][2]/sz : 0.0f;
const float sinBeta = glm_clamp(r20, -1.0f, 1.0f);
dest[1] = asinf(sinBeta);
const float cosBeta = cosf(dest[1]);
if(fabsf(cosBeta) > 1e-6f) {
dest[0] = atan2f(-r21, r22);
dest[2] = atan2f(-r10, r00);
} else {
dest[2] = 0.0f;
dest[0] = (sinBeta > 0.0f) ? atan2f(r01, r11) : -atan2f(r01, r11);
}
}
void entityPositionSetLocalRotation(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 rotation vec3 rotation
@@ -134,10 +286,87 @@ void entityPositionSetRotation(
entityId, componentId, COMPONENT_TYPE_POSITION entityId, componentId, COMPONENT_TYPE_POSITION
); );
glm_vec3_copy(rotation, pos->rotation); glm_vec3_copy(rotation, pos->rotation);
entityPositionRebuild(pos); pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
} }
void entityPositionGetScale( void entityPositionSetWorldRotation(
const entityid_t entityId,
const componentid_t componentId,
vec3 rotation
) {
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
if(pos->parentEntityId == ENTITY_ID_INVALID) {
glm_vec3_copy(rotation, pos->rotation);
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
return;
}
entityposition_t *parent = componentGetData(
pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION
);
entityPositionEnsureWorld(parent);
// Build target world rotation matrix (unit scale) from XYZ euler.
const float c0 = cosf(rotation[0]), s0 = sinf(rotation[0]);
const float c1 = cosf(rotation[1]), s1 = sinf(rotation[1]);
const float c2 = cosf(rotation[2]), s2 = sinf(rotation[2]);
const float s0s1 = s0*s1, c0s1 = c0*s1;
// Named wr[col_stored][row_stored] matching cglm column-major layout.
const float wr00 = c1*c2, wr01 = c0*s2 + s0s1*c2, wr02 = s0*s2 - c0s1*c2;
const float wr10 = -c1*s2, wr11 = c0*c2 - s0s1*s2, wr12 = s0*c2 + c0s1*s2;
const float wr20 = s1, wr21 = -s0*c1, wr22 = c0*c1;
// Normalize parent world columns to extract pure rotation.
const float (*pt)[4] = parent->worldTransform;
const float psx = sqrtf(pt[0][0]*pt[0][0] + pt[0][1]*pt[0][1] + pt[0][2]*pt[0][2]);
const float psy = sqrtf(pt[1][0]*pt[1][0] + pt[1][1]*pt[1][1] + pt[1][2]*pt[1][2]);
const float psz = sqrtf(pt[2][0]*pt[2][0] + pt[2][1]*pt[2][1] + pt[2][2]*pt[2][2]);
const float pr00 = psx > 0.f ? pt[0][0]/psx : 0.f;
const float pr01 = psx > 0.f ? pt[0][1]/psx : 0.f;
const float pr02 = psx > 0.f ? pt[0][2]/psx : 0.f;
const float pr10 = psy > 0.f ? pt[1][0]/psy : 0.f;
const float pr11 = psy > 0.f ? pt[1][1]/psy : 0.f;
const float pr12 = psy > 0.f ? pt[1][2]/psy : 0.f;
const float pr20 = psz > 0.f ? pt[2][0]/psz : 0.f;
const float pr21 = psz > 0.f ? pt[2][1]/psz : 0.f;
const float pr22 = psz > 0.f ? pt[2][2]/psz : 0.f;
// local_R = parent_R^T * world_R (R^-1 == R^T for orthogonal matrices).
// Compute only the 7 entries of the local rotation matrix needed for XYZ
// euler extraction (stored column-major: [col][row] = math [row][col]).
// sinBeta = stored[2][0] = math[0][2]
// r21/r22 = stored[2][1..2] = math[1..2][2]
// r10/r00 = stored[1][0], stored[0][0] = math[0][1], math[0][0]
// gimbal = stored[0][1], stored[1][1] = math[1][0], math[1][1]
const float lr00 = pr00*wr00 + pr01*wr10 + pr02*wr20; // math[0][0]
const float lr10 = pr00*wr01 + pr01*wr11 + pr02*wr21; // math[0][1]
const float lr20 = pr00*wr02 + pr01*wr12 + pr02*wr22; // math[0][2] → sinBeta
const float lr01 = pr10*wr00 + pr11*wr10 + pr12*wr20; // math[1][0]
const float lr11 = pr10*wr01 + pr11*wr11 + pr12*wr21; // math[1][1]
const float lr21 = pr10*wr02 + pr11*wr12 + pr12*wr22; // math[1][2] → r21
const float lr22 = pr20*wr02 + pr21*wr12 + pr22*wr22; // math[2][2] → r22
const float sinBeta = glm_clamp(lr20, -1.0f, 1.0f);
pos->rotation[1] = asinf(sinBeta);
const float cosBeta = cosf(pos->rotation[1]);
if(fabsf(cosBeta) > 1e-6f) {
pos->rotation[0] = atan2f(-lr21, lr22);
pos->rotation[2] = atan2f(-lr10, lr00);
} else {
pos->rotation[2] = 0.0f;
pos->rotation[0] = (sinBeta > 0.0f) ? atan2f(lr01, lr11) : -atan2f(lr01, lr11);
}
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
}
void entityPositionGetLocalScale(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 dest vec3 dest
@@ -145,10 +374,31 @@ void entityPositionGetScale(
entityposition_t *pos = componentGetData( entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION entityId, componentId, COMPONENT_TYPE_POSITION
); );
entityPositionEnsurePRS(pos);
glm_vec3_copy(pos->scale, dest); glm_vec3_copy(pos->scale, dest);
} }
void entityPositionSetScale( void entityPositionGetWorldScale(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
) {
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
if(pos->parentEntityId == ENTITY_ID_INVALID) {
entityPositionEnsurePRS(pos);
glm_vec3_copy(pos->scale, dest);
return;
}
entityPositionEnsureWorld(pos);
const float (*wt)[4] = pos->worldTransform;
dest[0] = sqrtf(wt[0][0]*wt[0][0] + wt[0][1]*wt[0][1] + wt[0][2]*wt[0][2]);
dest[1] = sqrtf(wt[1][0]*wt[1][0] + wt[1][1]*wt[1][1] + wt[1][2]*wt[1][2]);
dest[2] = sqrtf(wt[2][0]*wt[2][0] + wt[2][1]*wt[2][1] + wt[2][2]*wt[2][2]);
}
void entityPositionSetLocalScale(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 scale vec3 scale
@@ -157,7 +407,40 @@ void entityPositionSetScale(
entityId, componentId, COMPONENT_TYPE_POSITION entityId, componentId, COMPONENT_TYPE_POSITION
); );
glm_vec3_copy(scale, pos->scale); glm_vec3_copy(scale, pos->scale);
entityPositionRebuild(pos); pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
}
void entityPositionSetWorldScale(
const entityid_t entityId,
const componentid_t componentId,
vec3 scale
) {
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
if(pos->parentEntityId == ENTITY_ID_INVALID) {
glm_vec3_copy(scale, pos->scale);
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
return;
}
entityposition_t *parent = componentGetData(
pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION
);
entityPositionEnsureWorld(parent);
const float (*pt)[4] = parent->worldTransform;
const float psx = sqrtf(pt[0][0]*pt[0][0] + pt[0][1]*pt[0][1] + pt[0][2]*pt[0][2]);
const float psy = sqrtf(pt[1][0]*pt[1][0] + pt[1][1]*pt[1][1] + pt[1][2]*pt[1][2]);
const float psz = sqrtf(pt[2][0]*pt[2][0] + pt[2][1]*pt[2][1] + pt[2][2]*pt[2][2]);
pos->scale[0] = psx > 0.0f ? scale[0] / psx : scale[0];
pos->scale[1] = psy > 0.0f ? scale[1] / psy : scale[1];
pos->scale[2] = psz > 0.0f ? scale[2] / psz : scale[2];
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
} }
void entityPositionSetParent( void entityPositionSetParent(
@@ -218,12 +501,8 @@ entityposition_t *entityPositionGet(
} }
void entityPositionRebuild(entityposition_t *pos) { void entityPositionRebuild(entityposition_t *pos) {
glm_mat4_identity(pos->localTransform); pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY | ENTITY_POSITION_FLAG_POSITION_DIRTY)
glm_translate(pos->localTransform, pos->position); & ~ENTITY_POSITION_FLAG_PRS_DIRTY;
glm_rotate_x(pos->localTransform, pos->rotation[0], pos->localTransform);
glm_rotate_y(pos->localTransform, pos->rotation[1], pos->localTransform);
glm_rotate_z(pos->localTransform, pos->rotation[2], pos->localTransform);
glm_scale(pos->localTransform, pos->scale);
entityPositionMarkDirty(pos); entityPositionMarkDirty(pos);
} }
@@ -281,36 +560,33 @@ void entityPositionDecompose(entityposition_t *pos) {
pos->localTransform[2][2] * pos->localTransform[2][2] pos->localTransform[2][2] * pos->localTransform[2][2]
); );
// Normalize columns to isolate the rotation matrix. // Normalize columns to isolate the rotation matrix (9 floats, no mat4 needed).
float invS0 = pos->scale[0] > 0.0f ? 1.0f / pos->scale[0] : 0.0f; const float invS0 = pos->scale[0] > 0.0f ? 1.0f / pos->scale[0] : 0.0f;
float invS1 = pos->scale[1] > 0.0f ? 1.0f / pos->scale[1] : 0.0f; const float invS1 = pos->scale[1] > 0.0f ? 1.0f / pos->scale[1] : 0.0f;
float invS2 = pos->scale[2] > 0.0f ? 1.0f / pos->scale[2] : 0.0f; const float invS2 = pos->scale[2] > 0.0f ? 1.0f / pos->scale[2] : 0.0f;
mat4 r; const float r00 = pos->localTransform[0][0] * invS0;
glm_mat4_identity(r); const float r01 = pos->localTransform[0][1] * invS0;
r[0][0] = pos->localTransform[0][0] * invS0; const float r02 = pos->localTransform[0][2] * invS0;
r[0][1] = pos->localTransform[0][1] * invS0; const float r10 = pos->localTransform[1][0] * invS1;
r[0][2] = pos->localTransform[0][2] * invS0; const float r11 = pos->localTransform[1][1] * invS1;
r[1][0] = pos->localTransform[1][0] * invS1; const float r20 = pos->localTransform[2][0] * invS2;
r[1][1] = pos->localTransform[1][1] * invS1; const float r21 = pos->localTransform[2][1] * invS2;
r[1][2] = pos->localTransform[1][2] * invS1; const float r22 = pos->localTransform[2][2] * invS2;
r[2][0] = pos->localTransform[2][0] * invS2;
r[2][1] = pos->localTransform[2][1] * invS2;
r[2][2] = pos->localTransform[2][2] * invS2;
// Extract XYZ euler angles (R = Rx * Ry * Rz, column-major) // Extract XYZ euler angles (R = Rx * Ry * Rz, column-major)
float sinBeta = glm_clamp(r[2][0], -1.0f, 1.0f); const float sinBeta = glm_clamp(r20, -1.0f, 1.0f);
pos->rotation[1] = asinf(sinBeta); pos->rotation[1] = asinf(sinBeta);
float cosBeta = cosf(pos->rotation[1]); const float cosBeta = cosf(pos->rotation[1]);
if(fabsf(cosBeta) > 1e-6f) { if(fabsf(cosBeta) > 1e-6f) {
pos->rotation[0] = atan2f(-r[2][1], r[2][2]); pos->rotation[0] = atan2f(-r21, r22);
pos->rotation[2] = atan2f(-r[1][0], r[0][0]); pos->rotation[2] = atan2f(-r10, r00);
} else { } else {
// Gimbal lock: pin Z to 0, recover X. // Gimbal lock: pin Z to 0, recover X.
pos->rotation[2] = 0.0f; pos->rotation[2] = 0.0f;
pos->rotation[0] = (sinBeta > 0.0f) pos->rotation[0] = (sinBeta > 0.0f)
? atan2f(r[0][1], r[1][1]) ? atan2f(r01, r11)
: -atan2f(r[0][1], r[1][1]); : -atan2f(r01, r11);
} }
} }
@@ -8,24 +8,81 @@
#pragma once #pragma once
#include "entity/entitybase.h" #include "entity/entitybase.h"
/** Maximum number of child position components this node can track. */
#define ENTITY_POSITION_CHILDREN_MAX 8 #define ENTITY_POSITION_CHILDREN_MAX 8
/**
* PRS cache is stale. localTransform was written directly (e.g. lookAt) and
* position/rotation/scale need to be decomposed before they can be read.
*/
#define ENTITY_POSITION_FLAG_PRS_DIRTY (1 << 0)
/**
* Columns 0-2 of localTransform are stale. Rotation or scale changed; the
* basis vectors need to be rebuilt analytically before the matrix can be used.
* Does not imply column 3 (translation) is stale.
*/
#define ENTITY_POSITION_FLAG_ROTATION_DIRTY (1 << 1)
/**
* Column 3 of localTransform is stale. Position changed; only the translation
* column needs to be written. Does not imply columns 0-2 are stale.
*/
#define ENTITY_POSITION_FLAG_POSITION_DIRTY (1 << 2)
/**
* worldTransform is stale. Either the local matrix changed or an ancestor
* moved; the full parent-chain multiply must be rerun before world data is read.
*/
#define ENTITY_POSITION_FLAG_WORLD_DIRTY (1 << 3)
typedef struct { typedef struct {
mat4 localTransform; /*
mat4 worldTransform; * Hot fields — flag checks and parent/child traversal (markDirty, ensureWorld)
vec3 position; * only touch these. Kept at the front so they share the first cache line.
vec3 rotation; */
vec3 scale;
bool dirty; /** Bitmask of ENTITY_POSITION_FLAG_* values describing which caches are stale. */
uint8_t flags;
/** Entity ID of the parent node, or ENTITY_ID_INVALID if none. */
entityid_t parentEntityId; entityid_t parentEntityId;
/** Component ID of the parent position component, or COMPONENT_ID_INVALID if none. */
componentid_t parentComponentId; componentid_t parentComponentId;
/** Number of currently registered children. */
uint8_t childCount; uint8_t childCount;
/** Entity IDs of child nodes. */
entityid_t childEntityIds[ENTITY_POSITION_CHILDREN_MAX]; entityid_t childEntityIds[ENTITY_POSITION_CHILDREN_MAX];
/** Component IDs of child position components. */
componentid_t childComponentIds[ENTITY_POSITION_CHILDREN_MAX]; componentid_t childComponentIds[ENTITY_POSITION_CHILDREN_MAX];
/*
* Warm fields — read/written by PRS getters/setters.
* Accessed more often than the matrices but less often than flags.
*/
/** Cached local position (XYZ). May be stale when ENTITY_POSITION_FLAG_PRS_DIRTY is set. */
vec3 position;
/** Cached local euler rotation (XYZ, radians). May be stale when ENTITY_POSITION_FLAG_PRS_DIRTY is set. */
vec3 rotation;
/** Cached local scale (XYZ). May be stale when ENTITY_POSITION_FLAG_PRS_DIRTY is set. */
vec3 scale;
/*
* Cold fields — only touched when actually rebuilding transforms.
*/
/** Local transform matrix, rebuilt lazily from position/rotation/scale. */
mat4 localTransform;
/** World transform matrix, recomputed lazily from the parent chain. */
mat4 worldTransform;
} entityposition_t; } entityposition_t;
/** /**
* Initialize the entity position component. * Initializes the entity position component, setting identity transforms and
* zeroing all parent/child state.
*
* @param entityId The entity ID.
* @param componentId The component ID.
*/ */
void entityPositionInit( void entityPositionInit(
const entityid_t entityId, const entityid_t entityId,
@@ -35,26 +92,26 @@ void entityPositionInit(
/** /**
* Transforms the entity's local transform to look at a target point. * Transforms the entity's local transform to look at a target point.
* *
* @param entityId The entity ID. * @param entityId The entity ID.
* @param componentId The component ID. * @param componentId The component ID.
* @param target The target point to look at. * @param eye The eye/camera position.
* @param up The up vector. * @param target The target point to look at.
* @param eye The eye/camera position. * @param up The up vector.
*/ */
void entityPositionLookAt( void entityPositionLookAt(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 eye,
vec3 target, vec3 target,
vec3 up, vec3 up
vec3 eye
); );
/** /**
* Gets the world-space transform matrix, recomputing it lazily if dirty. * Gets the world-space transform matrix, recomputing it lazily if dirty.
* *
* @param entityId The entity ID. * @param entityId The entity ID.
* @param componentId The component ID. * @param componentId The component ID.
* @param dest Destination matrix. * @param dest Destination matrix.
*/ */
void entityPositionGetTransform( void entityPositionGetTransform(
const entityid_t entityId, const entityid_t entityId,
@@ -65,9 +122,9 @@ void entityPositionGetTransform(
/** /**
* Gets the local transform matrix (does not include parent transforms). * Gets the local transform matrix (does not include parent transforms).
* *
* @param entityId The entity ID. * @param entityId The entity ID.
* @param componentId The component ID. * @param componentId The component ID.
* @param dest Destination matrix. * @param dest Destination matrix.
*/ */
void entityPositionGetLocalTransform( void entityPositionGetLocalTransform(
const entityid_t entityId, const entityid_t entityId,
@@ -76,54 +133,171 @@ void entityPositionGetLocalTransform(
); );
/** /**
* Gets the cached local position. * Gets the cached local position (XYZ). Decomposes localTransform into PRS
* first if ENTITY_POSITION_FLAG_PRS_DIRTY is set; never triggers a matrix
* rebuild or world-transform update.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination vector.
*/ */
void entityPositionGetPosition( void entityPositionGetLocalPosition(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 dest vec3 dest
); );
/** /**
* Sets the local position and marks the world transform dirty. * Gets the world-space position. For parentless entities this is the same as
* the local position.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination vector.
*/ */
void entityPositionSetPosition( void entityPositionGetWorldPosition(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
);
/**
* Sets the world-space position. For parentless entities this is equivalent to
* entityPositionSetLocalPosition. For parented entities the position is
* converted to local space via the inverted parent world transform.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param position The desired world-space position.
*/
void entityPositionSetWorldPosition(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 position vec3 position
); );
/** /**
* Gets the cached local euler rotation (XYZ, radians). * Sets the local position, marks localTransform and worldTransform (self +
* descendants) dirty.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param position The new local position.
*/ */
void entityPositionGetRotation( void entityPositionSetLocalPosition(
const entityid_t entityId,
const componentid_t componentId,
vec3 position
);
/**
* Gets the cached local euler rotation (XYZ, radians). Decomposes
* localTransform first if ENTITY_POSITION_FLAG_PRS_DIRTY is set.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination vector.
*/
void entityPositionGetLocalRotation(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 dest vec3 dest
); );
/** /**
* Sets the local euler rotation (XYZ, radians) and marks the world transform dirty. * Gets the world-space euler rotation (XYZ, radians) by decomposing the world
* transform. For parentless entities this is the same as local rotation.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination vector.
*/ */
void entityPositionSetRotation( void entityPositionGetWorldRotation(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
);
/**
* Sets the local euler rotation (XYZ, radians) and marks transforms dirty.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param rotation The new local rotation.
*/
void entityPositionSetLocalRotation(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 rotation vec3 rotation
); );
/** /**
* Gets the cached local scale. * Sets the world-space euler rotation (XYZ, radians). For parentless entities
* this is equivalent to entityPositionSetLocalRotation. For parented entities
* the rotation is converted to local space by removing the parent world
* rotation.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param rotation The desired world-space euler rotation.
*/ */
void entityPositionGetScale( void entityPositionSetWorldRotation(
const entityid_t entityId,
const componentid_t componentId,
vec3 rotation
);
/**
* Gets the cached local scale. Decomposes localTransform first if
* ENTITY_POSITION_FLAG_PRS_DIRTY is set.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination vector.
*/
void entityPositionGetLocalScale(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 dest vec3 dest
); );
/** /**
* Sets the local scale and marks the world transform dirty. * Gets the world-space scale by extracting column lengths from the world
* transform. For parentless entities this is the same as local scale.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination vector.
*/ */
void entityPositionSetScale( void entityPositionGetWorldScale(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
);
/**
* Sets the local scale and marks transforms dirty.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param scale The new local scale.
*/
void entityPositionSetLocalScale(
const entityid_t entityId,
const componentid_t componentId,
vec3 scale
);
/**
* Sets the world-space scale. For parentless entities this is equivalent to
* entityPositionSetLocalScale. For parented entities the scale is converted to
* local space by dividing by the parent world scale (assumes no shear).
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param scale The desired world-space scale.
*/
void entityPositionSetWorldScale(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
vec3 scale vec3 scale
@@ -133,9 +307,9 @@ void entityPositionSetScale(
* Sets the parent of this entity's position component. * Sets the parent of this entity's position component.
* Pass ENTITY_ID_INVALID / COMPONENT_ID_INVALID to detach from any parent. * Pass ENTITY_ID_INVALID / COMPONENT_ID_INVALID to detach from any parent.
* *
* @param entityId The child entity ID. * @param entityId The child entity ID.
* @param componentId The child component ID. * @param componentId The child component ID.
* @param parentEntityId The parent entity ID. * @param parentEntityId The parent entity ID.
* @param parentComponentId The parent component ID. * @param parentComponentId The parent component ID.
*/ */
void entityPositionSetParent( void entityPositionSetParent(
@@ -147,7 +321,13 @@ void entityPositionSetParent(
/** /**
* Returns a direct pointer to the entity position component data. * Returns a direct pointer to the entity position component data.
* After modifying localTransform directly, call entityPositionMarkDirty(). * After modifying localTransform directly, call entityPositionMarkDirty() to
* set ENTITY_POSITION_FLAG_WORLD_DIRTY on self and descendants. After
* modifying PRS directly, call entityPositionRebuild() instead.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @return Pointer to the component data.
*/ */
entityposition_t *entityPositionGet( entityposition_t *entityPositionGet(
const entityid_t entityId, const entityid_t entityId,
@@ -155,13 +335,22 @@ entityposition_t *entityPositionGet(
); );
/** /**
* Rebuilds the local transform matrix from the cached position/rotation/scale, * Signals that the PRS cache was modified externally. Sets both
* then marks this node and all descendants dirty. * ENTITY_POSITION_FLAG_ROTATION_DIRTY and ENTITY_POSITION_FLAG_POSITION_DIRTY
* so all of localTransform is rebuilt lazily on the next read, clears
* ENTITY_POSITION_FLAG_PRS_DIRTY, and propagates ENTITY_POSITION_FLAG_WORLD_DIRTY
* to self and all descendants.
*
* @param pos The position component whose PRS was modified.
*/ */
void entityPositionRebuild(entityposition_t *pos); void entityPositionRebuild(entityposition_t *pos);
/** /**
* Marks this node and all descendants as having a stale world transform. * Sets ENTITY_POSITION_FLAG_WORLD_DIRTY on this node and all descendants,
* indicating that worldTransform must be recomputed before it is read.
* Call this after modifying localTransform directly.
*
* @param pos The position component to mark dirty.
*/ */
void entityPositionMarkDirty(entityposition_t *pos); void entityPositionMarkDirty(entityposition_t *pos);
@@ -169,7 +358,7 @@ void entityPositionMarkDirty(entityposition_t *pos);
* Disposes this entity and all of its position-component descendants * Disposes this entity and all of its position-component descendants
* recursively. Detaches from any parent before destroying. * recursively. Detaches from any parent before destroying.
* *
* @param entityId The root entity ID. * @param entityId The root entity ID.
* @param componentId The root position component ID. * @param componentId The root position component ID.
*/ */
void entityPositionDisposeDeep( void entityPositionDisposeDeep(
@@ -180,5 +369,7 @@ void entityPositionDisposeDeep(
/** /**
* Decomposes the local transform matrix back into the position, rotation * Decomposes the local transform matrix back into the position, rotation
* (XYZ euler, radians), and scale cache fields. * (XYZ euler, radians), and scale cache fields.
*
* @param pos The position component to decompose.
*/ */
void entityPositionDecompose(entityposition_t *pos); void entityPositionDecompose(entityposition_t *pos);
@@ -7,8 +7,12 @@
#include "entityrenderable.h" #include "entityrenderable.h"
#include "entity/entitymanager.h" #include "entity/entitymanager.h"
#include "display/shader/shadermaterial.h"
#include "display/shader/shaderunlit.h" #include "display/shader/shaderunlit.h"
#include "display/display.h"
#include "display/mesh/cube.h" #include "display/mesh/cube.h"
#include "util/memory.h"
#include "assert/assert.h"
void entityRenderableInit( void entityRenderableInit(
const entityid_t entityId, const entityid_t entityId,
@@ -17,20 +21,22 @@ void entityRenderableInit(
entityrenderable_t *r = componentGetData( entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE entityId, componentId, COMPONENT_TYPE_RENDERABLE
); );
r->type = ENTITY_RENDERABLE_TYPE_MATERIAL; memoryZero(r, sizeof(entityrenderable_t));
r->mesh = &CUBE_MESH_SIMPLE; r->type = ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL;
r->shader = &SHADER_UNLIT; r->data.material.shaderType = SHADER_LIST_SHADER_UNLIT;
r->material.unlit.color = COLOR_WHITE; r->data.material.material.unlit.color = COLOR_WHITE;
r->data.material.meshes[0] = &CUBE_MESH_SIMPLE;
r->data.material.meshOffsets[0] = 0;
r->data.material.meshCounts[0] = -1;
r->data.material.meshCount = 1;
r->data.material.state.flags = DISPLAY_STATE_FLAG_DEPTH_TEST;
} }
entityrenderabletype_t entityRenderableGetType( void entityRenderableDispose(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId const componentid_t componentId
) { ) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
return r->type;
} }
void entityRenderableSetType( void entityRenderableSetType(
@@ -44,106 +50,79 @@ void entityRenderableSetType(
r->type = type; r->type = type;
} }
mesh_t * entityRenderableGetMesh( void entityRenderableSetPriority(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
return r->mesh;
}
void entityRenderableSetMesh(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
mesh_t *mesh const int8_t priority
) { ) {
entityrenderable_t *r = componentGetData( entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE entityId, componentId, COMPONENT_TYPE_RENDERABLE
); );
r->mesh = mesh; r->priority = priority;
} }
shader_t * entityRenderableGetShader( void entityRenderableSetDraw(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
return r->shader;
}
void entityRenderableSetShader(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId, const componentid_t componentId,
shader_t *shader errorret_t (*draw)(
const entityid_t entityId,
const componentid_t componentId,
void *user
),
void *user
) { ) {
assertNotNull(draw, "Draw callback cannot be null");
entityrenderable_t *r = componentGetData( entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE entityId, componentId, COMPONENT_TYPE_RENDERABLE
); );
r->shader = shader; r->type = ENTITY_RENDERABLE_TYPE_CUSTOM;
r->data.custom.draw = draw;
r->data.custom.drawUser = user;
} }
shadermaterial_t * entityRenderableGetShaderMaterial( errorret_t entityRenderableDraw(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId const componentid_t componentId
) { ) {
entityrenderable_t *r = componentGetData( entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE entityId, componentId, COMPONENT_TYPE_RENDERABLE
); );
return &r->material;
}
void entityRenderableSetColor( switch(r->type) {
const entityid_t entityId, case ENTITY_RENDERABLE_TYPE_SPRITEBATCH: {
const componentid_t componentId, const entityrenderablespritebatch_t *sb = &r->data.spritebatch;
const color_t color errorChain(displaySetState((displaystate_t){
) { .flags = DISPLAY_STATE_FLAG_BLEND
entityrenderable_t *r = componentGetData( }));
entityId, componentId, COMPONENT_TYPE_RENDERABLE spriteBatchClear();
); shadermaterial_t mat;
r->material.unlit.color = color; memoryZero(&mat, sizeof(shadermaterial_t));
} mat.unlit.texture = sb->texture;
mat.unlit.color = COLOR_WHITE;
errorChain(spriteBatchBuffer(
sb->sprites, sb->spriteCount,
SHADER_LIST_DEFS[SHADER_LIST_SHADER_UNLIT].shader, mat
));
return spriteBatchFlush();
}
void entityRenderableSpriteBatchAdd( case ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL: {
const entityid_t entityId, const entityrenderablematerial_t *m = &r->data.material;
const componentid_t componentId, errorChain(displaySetState(m->state));
const spritebatchsprite_t *sprite shader_t *shader = SHADER_LIST_DEFS[m->shaderType].shader;
) { assertNotNull(shader, "Shader cannot be null for material type");
entityrenderable_t *r = componentGetData( errorChain(shaderBind(shader));
entityId, componentId, COMPONENT_TYPE_RENDERABLE errorChain(shaderSetMaterial(shader, &m->material));
); for(uint8_t i = 0; i < m->meshCount; i++) {
if(r->spritebatch.spriteCount >= ENTITY_RENDERABLE_SPRITEBATCH_SPRITES_MAX) return; errorChain(meshDraw(m->meshes[i], m->meshOffsets[i], m->meshCounts[i]));
r->spritebatch.sprites[r->spritebatch.spriteCount++] = *sprite; }
} errorOk();
}
void entityRenderableSpriteBatchClear( case ENTITY_RENDERABLE_TYPE_CUSTOM:
const entityid_t entityId, return r->data.custom.draw(entityId, componentId, r->data.custom.drawUser);
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
r->spritebatch.spriteCount = 0;
}
void entityRenderableDispose( default:
const entityid_t entityId, assertUnreachable("Invalid renderable type");
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
if(
r->type == ENTITY_RENDERABLE_TYPE_CALLBACK &&
r->userFree &&
r->user
) {
r->userFree(r->user);
r->user = NULL;
} }
r->mesh = NULL;
r->shader = NULL;
} }
@@ -10,49 +10,66 @@
#include "display/mesh/mesh.h" #include "display/mesh/mesh.h"
#include "display/shader/shadermaterial.h" #include "display/shader/shadermaterial.h"
#include "display/spritebatch/spritebatch.h" #include "display/spritebatch/spritebatch.h"
#include "display/displaystate.h"
#define ENTITY_RENDERABLE_SPRITEBATCH_SPRITES_MAX 64 #define ENTITY_RENDERABLE_SPRITEBATCH_SPRITES_MAX 64
#define ENTITY_RENDERABLE_MESHES_MAX 8
typedef enum { typedef enum {
ENTITY_RENDERABLE_TYPE_MATERIAL = 0, ENTITY_RENDERABLE_TYPE_CUSTOM = 0,
ENTITY_RENDERABLE_TYPE_SPRITEBATCH, ENTITY_RENDERABLE_TYPE_SPRITEBATCH,
ENTITY_RENDERABLE_TYPE_CALLBACK, ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL,
} entityrenderabletype_t; } entityrenderabletype_t;
typedef errorret_t (*entityrenderablecallback_t)(
const entityid_t entityId,
const componentid_t componentId,
const mat4 view,
const mat4 proj,
const mat4 model,
void *user
);
typedef struct { typedef struct {
spritebatchsprite_t sprites[ENTITY_RENDERABLE_SPRITEBATCH_SPRITES_MAX]; spritebatchsprite_t sprites[ENTITY_RENDERABLE_SPRITEBATCH_SPRITES_MAX];
uint16_t spriteCount; uint32_t spriteCount;
texture_t *texture;
} entityrenderablespritebatch_t; } entityrenderablespritebatch_t;
typedef struct {
mesh_t *meshes[ENTITY_RENDERABLE_MESHES_MAX];
int32_t meshOffsets[ENTITY_RENDERABLE_MESHES_MAX];
int32_t meshCounts[ENTITY_RENDERABLE_MESHES_MAX];
uint8_t meshCount;
shaderlistshader_t shaderType;
shadermaterial_t material;
displaystate_t state;
} entityrenderablematerial_t;
typedef struct {
errorret_t (*draw)(
const entityid_t entityId,
const componentid_t componentId,
void *user
);
void *drawUser;
} entityrenderablecustom_t;
typedef union entityrenderabledata_u {
entityrenderablespritebatch_t spritebatch;
entityrenderablematerial_t material;
entityrenderablecustom_t custom;
} entityrenderabledata_t;
typedef struct { typedef struct {
entityrenderabletype_t type; entityrenderabletype_t type;
shader_t *shader; entityrenderabledata_t data;
union {
struct { /**
mesh_t *mesh; * Render priority. 0 = auto (derived from type/flags). Higher values render
shadermaterial_t material; * later (on top of lower values). Range: [-128..127] with 0 is auto.
}; */
entityrenderablespritebatch_t spritebatch; int8_t priority;
struct {
entityrenderablecallback_t callback;
void (*userFree)(void *user);
void *user;
};
};
} entityrenderable_t; } entityrenderable_t;
/** /**
* Initializes the entity renderable component. Defaults to * Initializes the entity renderable component. Defaults to
* ENTITY_RENDERABLE_TYPE_MATERIAL, the unlit shader, white color, no mesh. * ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL with the unlit shader, a white cube,
* and depth-test enabled.
*
* @param entityId The entity to initialize the component for.
* @param componentId The renderable component of the entity.
*/ */
void entityRenderableInit( void entityRenderableInit(
const entityid_t entityId, const entityid_t entityId,
@@ -60,7 +77,10 @@ void entityRenderableInit(
); );
/** /**
* Disposes the entity renderable component, freeing any callback user data. * Disposes the entity renderable component.
*
* @param entityId The entity to dispose the component for.
* @param componentId The renderable component of the entity.
*/ */
void entityRenderableDispose( void entityRenderableDispose(
const entityid_t entityId, const entityid_t entityId,
@@ -68,15 +88,12 @@ void entityRenderableDispose(
); );
/** /**
* Gets the renderable type. * Sets the rendering type for the renderable component. Resets type-specific
*/ * data to zero.
entityrenderabletype_t entityRenderableGetType( *
const entityid_t entityId, * @param entityId The entity to configure.
const componentid_t componentId * @param componentId The renderable component.
); * @param type The rendering type to use.
/**
* Sets the renderable type.
*/ */
void entityRenderableSetType( void entityRenderableSetType(
const entityid_t entityId, const entityid_t entityId,
@@ -85,73 +102,46 @@ void entityRenderableSetType(
); );
/** /**
* Gets the mesh pointer (ENTITY_RENDERABLE_TYPE_MATERIAL only). * Sets the render priority. 0 = auto (derived from type/flags). Higher values
* render later (on top). Use non-zero to force ordering.
*
* @param entityId The entity to configure.
* @param componentId The renderable component.
* @param priority The priority value, or 0 for auto.
*/ */
mesh_t * entityRenderableGetMesh( void entityRenderableSetPriority(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId const componentid_t componentId,
); const int8_t priority
);
/**
* Sets the mesh pointer (ENTITY_RENDERABLE_TYPE_MATERIAL only). /**
*/ * Sets the draw callback, switching the type to ENTITY_RENDERABLE_TYPE_CUSTOM.
void entityRenderableSetMesh( *
const entityid_t entityId, * @param entityId The entity to configure.
const componentid_t componentId, * @param componentId The renderable component of the entity.
mesh_t *mesh * @param draw The draw callback to assign.
); * @param user Userdata passed to the callback.
*/
/** void entityRenderableSetDraw(
* Gets the shader pointer. const entityid_t entityId,
*/ const componentid_t componentId,
shader_t * entityRenderableGetShader( errorret_t (*draw)(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId const componentid_t componentId,
); void *user
),
/** void *user
* Sets the shader pointer. );
*/
void entityRenderableSetShader( /**
const entityid_t entityId, * Draws the entity using its renderable component data.
const componentid_t componentId, *
shader_t *shader * @param entityId The entity to draw.
); * @param componentId The renderable component of the entity.
* @return Any error state that happened.
/** */
* Gets a pointer to the shader material union errorret_t entityRenderableDraw(
* (ENTITY_RENDERABLE_TYPE_MATERIAL only).
*/
shadermaterial_t * entityRenderableGetShaderMaterial(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Sets the unlit color (ENTITY_RENDERABLE_TYPE_MATERIAL only).
*/
void entityRenderableSetColor(
const entityid_t entityId,
const componentid_t componentId,
const color_t color
);
/**
* Appends a sprite to the spritebatch renderable
* (ENTITY_RENDERABLE_TYPE_SPRITEBATCH only).
* Does nothing if the sprite buffer is full.
*/
void entityRenderableSpriteBatchAdd(
const entityid_t entityId,
const componentid_t componentId,
const spritebatchsprite_t *sprite
);
/**
* Clears all buffered sprites from the spritebatch renderable
* (ENTITY_RENDERABLE_TYPE_SPRITEBATCH only).
*/
void entityRenderableSpriteBatchClear(
const entityid_t entityId, const entityid_t entityId,
const componentid_t componentId const componentid_t componentId
); );
@@ -0,0 +1,13 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
entityinteractable.c
entityoverworld.c
entityoverworldcamera.c
entityoverworldtrigger.c
entityplayer.c
)
@@ -0,0 +1,49 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "entityinteractable.h"
#include "entity/entitymanager.h"
void entityInteractableInit(
const entityid_t entityId,
const componentid_t componentId
) {
entityinteractable_t *inter = entityInteractableGet(entityId, componentId);
inter->onInteract = NULL;
inter->user = NULL;
}
entityinteractable_t * entityInteractableGet(
const entityid_t entityId,
const componentid_t componentId
) {
return componentGetData(entityId, componentId, COMPONENT_TYPE_INTERACTABLE);
}
void entityInteractableSetCallback(
const entityid_t entityId,
const componentid_t componentId,
void (*onInteract)(
const entityid_t entityId,
const componentid_t componentId,
void *user
),
void *user
) {
entityinteractable_t *inter = entityInteractableGet(entityId, componentId);
inter->onInteract = onInteract;
inter->user = user;
}
void entityInteractableTrigger(
const entityid_t entityId,
const componentid_t componentId
) {
entityinteractable_t *inter = entityInteractableGet(entityId, componentId);
if(inter->onInteract == NULL) return;
inter->onInteract(entityId, componentId, inter->user);
}
@@ -0,0 +1,71 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "entity/entitybase.h"
typedef struct {
void (*onInteract)(
const entityid_t entityId,
const componentid_t componentId,
void *user
);
void *user;
} entityinteractable_t;
/**
* Initializes the interactable component, clearing the callback and user pointer.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
*/
void entityInteractableInit(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Returns a pointer to the interactable component data.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
* @return Pointer to the entityinteractable_t data.
*/
entityinteractable_t * entityInteractableGet(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Sets the callback invoked when this interactable is triggered.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
* @param onInteract Function called on interaction, or NULL to clear.
* @param user Arbitrary pointer forwarded to the callback.
*/
void entityInteractableSetCallback(
const entityid_t entityId,
const componentid_t componentId,
void (*onInteract)(
const entityid_t entityId,
const componentid_t componentId,
void *user
),
void *user
);
/**
* Fires the interactable's callback if one is set.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
*/
void entityInteractableTrigger(
const entityid_t entityId,
const componentid_t componentId
);
@@ -0,0 +1,55 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "entityoverworld.h"
#include "entity/entitymanager.h"
#include "entity/component/display/entityrenderable.h"
#include "display/shader/shaderunlit.h"
#include "display/mesh/cube.h"
void entityOverworldInit(
const entityid_t entityId,
const componentid_t componentId
) {
entityoverworld_t *ow = entityOverworldGet(entityId, componentId);
ow->type = OVERWORLD_ENTITY_TYPE_NPC;
ow->facing = FACING_DIR_DOWN;
ow->renderCompId = entityGetComponent(entityId, COMPONENT_TYPE_RENDERABLE);
if(ow->renderCompId != COMPONENT_ID_INVALID) {
entityRenderableSetDraw(entityId, ow->renderCompId, entityOverworldDraw, NULL);
}
ow->physCompId = entityGetComponent(entityId, COMPONENT_TYPE_PHYSICS);
}
entityoverworld_t * entityOverworldGet(
const entityid_t entityId,
const componentid_t componentId
) {
return componentGetData(entityId, componentId, COMPONENT_TYPE_OVERWORLD);
}
void entityOverworldSetType(
const entityid_t entityId,
const componentid_t componentId,
const entityoverworldtype_t type
) {
entityOverworldGet(entityId, componentId)->type = type;
}
errorret_t entityOverworldDraw(
const entityid_t entityId,
const componentid_t componentId,
void *user
) {
componentid_t owCompId = entityGetComponent(entityId, COMPONENT_TYPE_OVERWORLD);
entityoverworld_t *ow = entityOverworldGet(entityId, owCompId);
color_t col = ow->type == OVERWORLD_ENTITY_TYPE_PLAYER ? COLOR_WHITE : COLOR_BLUE;
errorChain(shaderSetColor(&SHADER_UNLIT, SHADER_UNLIT_COLOR, col));
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, NULL));
return meshDraw(&CUBE_MESH_SIMPLE, 0, -1);
}
@@ -0,0 +1,74 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "entity/entitybase.h"
#include "overworld/facingdir.h"
typedef enum {
OVERWORLD_ENTITY_TYPE_PLAYER = 0,
OVERWORLD_ENTITY_TYPE_NPC = 1,
} entityoverworldtype_t;
typedef struct {
entityoverworldtype_t type;
facingdir_t facing;
componentid_t renderCompId;
componentid_t physCompId;
} entityoverworld_t;
/**
* Initializes the overworld component, wiring up the draw callback if a
* renderable component is already present on the entity.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
*/
void entityOverworldInit(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Returns a pointer to the overworld component data.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
* @return Pointer to the entityoverworld_t data.
*/
entityoverworld_t * entityOverworldGet(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Sets the overworld entity type.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
* @param type The type to assign.
*/
void entityOverworldSetType(
const entityid_t entityId,
const componentid_t componentId,
const entityoverworldtype_t type
);
/**
* Draw callback registered on the renderable component.
*
* @param entityId The owning entity.
* @param componentId The renderable component's ID.
* @param user Unused.
* @return Error result.
*/
errorret_t entityOverworldDraw(
const entityid_t entityId,
const componentid_t componentId,
void *user
);
@@ -0,0 +1,66 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "entityoverworldcamera.h"
#include "entity/entitymanager.h"
#include "entity/component/display/entityposition.h"
#include "entity/component/display/entitycamera.h"
void entityOverworldCameraInit(
const entityid_t entityId,
const componentid_t componentId
) {
entityoverworldcamera_t *cam = entityOverworldCameraGet(entityId, componentId);
cam->targetEntityId = ENTITY_ID_INVALID;
cam->targetPosCompId = COMPONENT_ID_INVALID;
glm_vec3_zero(cam->targetOffset);
glm_vec3_zero(cam->eyeOffset);
cam->scale = 1.0f;
}
entityoverworldcamera_t * entityOverworldCameraGet(
const entityid_t entityId,
const componentid_t componentId
) {
return componentGetData(entityId, componentId, COMPONENT_TYPE_OVERWORLD_CAMERA);
}
void entityOverworldCameraSetTarget(
const entityid_t entityId,
const componentid_t componentId,
const entityid_t targetEntityId,
const componentid_t targetPosCompId
) {
entityoverworldcamera_t *cam = entityOverworldCameraGet(entityId, componentId);
cam->targetEntityId = targetEntityId;
cam->targetPosCompId = targetPosCompId;
}
errorret_t entityOverworldCameraRender(
const entityid_t entityId,
const componentid_t componentId
) {
entityoverworldcamera_t *cam = entityOverworldCameraGet(entityId, componentId);
vec3 targetPos;
entityPositionGetWorldPosition(
cam->targetEntityId, cam->targetPosCompId, targetPos
);
vec3 center = {
targetPos[0] + cam->targetOffset[0],
targetPos[1] + cam->targetOffset[1],
targetPos[2] + cam->targetOffset[2]
};
componentid_t posComp = entityGetComponent(entityId, COMPONENT_TYPE_POSITION);
componentid_t camComp = entityGetComponent(entityId, COMPONENT_TYPE_CAMERA);
entityCameraLookAtPixelPerfect(
entityId, posComp, camComp, center, cam->eyeOffset, cam->scale
);
errorOk();
}
@@ -0,0 +1,69 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "entity/entitybase.h"
#include "error/error.h"
typedef struct {
entityid_t targetEntityId;
componentid_t targetPosCompId;
vec3 targetOffset;
vec3 eyeOffset;
float_t scale;
} entityoverworldcamera_t;
/**
* Initializes the overworld camera component.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
*/
void entityOverworldCameraInit(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Returns a pointer to the overworld camera component data.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
* @return Pointer to the entityoverworldcamera_t data.
*/
entityoverworldcamera_t * entityOverworldCameraGet(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Sets the entity and position component the camera will follow.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
* @param targetEntityId Entity to follow.
* @param targetPosCompId Position component on the target entity.
*/
void entityOverworldCameraSetTarget(
const entityid_t entityId,
const componentid_t componentId,
const entityid_t targetEntityId,
const componentid_t targetPosCompId
);
/**
* Render callback: updates the camera position to track the target entity.
* Called automatically each frame via componentRenderAll.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
* @return Error state.
*/
errorret_t entityOverworldCameraRender(
const entityid_t entityId,
const componentid_t componentId
);
@@ -0,0 +1,83 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "entityoverworldtrigger.h"
#include "entity/entitymanager.h"
#include "entity/component/display/entityposition.h"
static void entityOverworldTriggerUpdate(
const entityid_t entityId,
const componentid_t componentId,
void *user
) {
entityoverworldtrigger_t *t = entityOverworldTriggerGet(entityId, componentId);
// Find the player position.
vec3 playerPos;
bool_t playerFound = false;
for(entityid_t i = 0; i < ENTITY_COUNT_MAX; i++) {
if((ENTITY_MANAGER.entities[i].state & ENTITY_STATE_ACTIVE) == 0) continue;
if(entityGetComponent(i, COMPONENT_TYPE_PLAYER) == COMPONENT_ID_INVALID) continue;
componentid_t posComp = entityGetComponent(i, COMPONENT_TYPE_POSITION);
if(posComp == COMPONENT_ID_INVALID) continue;
entityPositionGetWorldPosition(i, posComp, playerPos);
playerFound = true;
break;
}
bool_t wasInside = t->playerInside;
bool_t nowInside = playerFound && (
playerPos[0] >= t->min[0] && playerPos[0] <= t->max[0] &&
playerPos[1] >= t->min[1] && playerPos[1] <= t->max[1] &&
playerPos[2] >= t->min[2] && playerPos[2] <= t->max[2]
);
t->playerInside = nowInside;
if(nowInside) {
if(!wasInside && t->onEnter) t->onEnter(entityId, componentId, t->user);
if(t->onStay) t->onStay(entityId, componentId, t->user);
} else {
if(wasInside && t->onExit) t->onExit(entityId, componentId, t->user);
if(t->onOutside) t->onOutside(entityId, componentId, t->user);
}
}
void entityOverworldTriggerInit(
const entityid_t entityId,
const componentid_t componentId
) {
entityoverworldtrigger_t *t = entityOverworldTriggerGet(entityId, componentId);
glm_vec3_zero(t->min);
glm_vec3_zero(t->max);
t->playerInside = false;
t->onEnter = NULL;
t->onExit = NULL;
t->onStay = NULL;
t->onOutside = NULL;
t->user = NULL;
entityUpdateAdd(entityId, entityOverworldTriggerUpdate, componentId, NULL);
}
entityoverworldtrigger_t * entityOverworldTriggerGet(
const entityid_t entityId,
const componentid_t componentId
) {
return componentGetData(
entityId, componentId, COMPONENT_TYPE_OVERWORLD_TRIGGER
);
}
void entityOverworldTriggerSetBounds(
const entityid_t entityId,
const componentid_t componentId,
const vec3 min,
const vec3 max
) {
entityoverworldtrigger_t *t = entityOverworldTriggerGet(entityId, componentId);
glm_vec3_copy((float_t*)min, t->min);
glm_vec3_copy((float_t*)max, t->max);
}
@@ -0,0 +1,54 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "entity/entitybase.h"
typedef void (*entityoverworldtriggercallback_t)(
const entityid_t entityId,
const componentid_t componentId,
void *user
);
typedef struct {
vec3 min;
vec3 max;
bool_t playerInside;
entityoverworldtriggercallback_t onEnter;
entityoverworldtriggercallback_t onExit;
entityoverworldtriggercallback_t onStay;
entityoverworldtriggercallback_t onOutside;
void *user;
} entityoverworldtrigger_t;
/**
* Initializes the overworld trigger component and registers its update
* callback with the entity manager. The trigger is entirely self-contained
* after init — no scene-level wiring required.
*/
void entityOverworldTriggerInit(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Returns a pointer to the overworld trigger component data.
*/
entityoverworldtrigger_t * entityOverworldTriggerGet(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Sets the trigger AABB bounds.
*/
void entityOverworldTriggerSetBounds(
const entityid_t entityId,
const componentid_t componentId,
const vec3 min,
const vec3 max
);
@@ -0,0 +1,103 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "entityplayer.h"
#include "entity/entitymanager.h"
#include "entity/component/display/entityposition.h"
#include "entity/component/physics/entityphysics.h"
#include "entity/component/overworld/entityoverworld.h"
#include "entity/component/overworld/entityinteractable.h"
#include "input/input.h"
void entityPlayerInit(
const entityid_t entityId,
const componentid_t componentId
) {
entityplayer_t *player = entityPlayerGet(entityId, componentId);
player->speed = ENTITY_PLAYER_SPEED;
player->runSpeed = ENTITY_PLAYER_RUN_SPEED;
}
entityplayer_t * entityPlayerGet(
const entityid_t entityId,
const componentid_t componentId
) {
return componentGetData(entityId, componentId, COMPONENT_TYPE_PLAYER);
}
void entityPlayerUpdate(
const entityid_t entityId,
const componentid_t componentId
) {
entityplayer_t *player = entityPlayerGet(entityId, componentId);
vec2 dir;
inputAngle2D(
INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT,
INPUT_ACTION_UP, INPUT_ACTION_DOWN,
dir
);
float_t speed = (
inputIsDown(INPUT_ACTION_CANCEL) ? player->runSpeed : player->speed
);
componentid_t owCompId = entityGetComponent(entityId, COMPONENT_TYPE_OVERWORLD);
entityoverworld_t *ow = entityOverworldGet(entityId, owCompId);
if(ow && glm_vec2_norm(dir) > 0.0f) {
if(fabsf(dir[0]) >= fabsf(dir[1])) {
ow->facing = dir[0] > 0.0f ? FACING_DIR_RIGHT : FACING_DIR_LEFT;
} else {
ow->facing = dir[1] > 0.0f ? FACING_DIR_DOWN : FACING_DIR_UP;
}
}
vec3 vel;
entityPhysicsGetVelocity(entityId, ow->physCompId, vel);
vel[0] = dir[0] * speed;
vel[2] = dir[1] * speed;
entityPhysicsSetVelocity(entityId, ow->physCompId, vel);
if(!inputPressed(INPUT_ACTION_ACCEPT)) return;
vec3 playerPos;
componentid_t playerPosCompId = entityGetComponent(entityId, COMPONENT_TYPE_POSITION);
if(playerPosCompId == COMPONENT_ID_INVALID) return;
entityPositionGetWorldPosition(entityId, playerPosCompId, playerPos);
vec2 facingDir;
facingDirToVec2(ow ? ow->facing : FACING_DIR_DOWN, facingDir);
for(entityid_t i = 0; i < ENTITY_COUNT_MAX; i++) {
if((ENTITY_MANAGER.entities[i].state & ENTITY_STATE_ACTIVE) == 0) continue;
if(i == entityId) continue;
componentid_t interComp = entityGetComponent(i, COMPONENT_TYPE_INTERACTABLE);
if(interComp == COMPONENT_ID_INVALID) continue;
componentid_t posComp = entityGetComponent(i, COMPONENT_TYPE_POSITION);
if(posComp == COMPONENT_ID_INVALID) continue;
vec3 targetPos;
entityPositionGetWorldPosition(i, posComp, targetPos);
vec2 toTarget = {
targetPos[0] - playerPos[0],
targetPos[2] - playerPos[2],
};
float_t forward = glm_vec2_dot(facingDir, toTarget);
if(forward <= 0.0f || forward > ENTITY_PLAYER_INTERACT_RANGE) continue;
float_t lateral = fabsf(
facingDir[0] * toTarget[1] - facingDir[1] * toTarget[0]
);
if(lateral > ENTITY_PLAYER_INTERACT_LATERAL) continue;
entityInteractableTrigger(i, interComp);
}
}
@@ -0,0 +1,52 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "entity/entitybase.h"
#define ENTITY_PLAYER_SPEED 4.0f
#define ENTITY_PLAYER_RUN_SPEED 8.0f
#define ENTITY_PLAYER_INTERACT_RANGE 1.5f
#define ENTITY_PLAYER_INTERACT_LATERAL 0.6f
typedef struct {
float_t speed;
float_t runSpeed;
} entityplayer_t;
/**
* Initializes the player component.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
*/
void entityPlayerInit(const entityid_t entityId, const componentid_t componentId);
/**
* Returns a pointer to the player component data.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
* @return Pointer to the entityplayer_t data.
*/
entityplayer_t * entityPlayerGet(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Reads input, moves the player, updates facing direction, and checks for
* interactable entities in front of the player when accept is pressed.
*
* @param entityId The owning entity.
* @param componentId This component's ID.
*/
void entityPlayerUpdate(
const entityid_t entityId,
const componentid_t componentId
);
+16 -5
View File
@@ -10,15 +10,26 @@
#include "entity/component/display/entityrenderable.h" #include "entity/component/display/entityrenderable.h"
#include "entity/component/physics/entityphysics.h" #include "entity/component/physics/entityphysics.h"
#include "entity/component/trigger/entitytrigger.h" #include "entity/component/trigger/entitytrigger.h"
#include "entity/component/overworld/entityoverworld.h"
#include "entity/component/overworld/entityoverworldtrigger.h"
#include "entity/component/overworld/entityplayer.h"
#include "entity/component/overworld/entityinteractable.h"
#include "entity/component/overworld/entityoverworldcamera.h"
// Name (Uppercase) // Name (Uppercase)
// Structure // Structure
// Field name (lowercase) // Field name (lowercase)
// Init function (optional) // Init function (optional)
// Dispose function (optional) // Dispose function (optional)
// Render function (optional)
X(POSITION, entityposition_t, position, entityPositionInit, NULL) X(POSITION, entityposition_t, position, entityPositionInit, NULL, NULL)
X(CAMERA, entitycamera_t, camera, entityCameraInit, NULL) X(CAMERA, entitycamera_t, camera, entityCameraInit, NULL, NULL)
X(RENDERABLE, entityrenderable_t, renderable, entityRenderableInit, entityRenderableDispose) X(RENDERABLE, entityrenderable_t, renderable, entityRenderableInit, entityRenderableDispose, NULL)
X(PHYSICS, entityphysics_t, physics, entityPhysicsInit, entityPhysicsDispose) X(PHYSICS, entityphysics_t, physics, entityPhysicsInit, entityPhysicsDispose, NULL)
X(TRIGGER, entitytrigger_t, trigger, entityTriggerInit, NULL) X(TRIGGER, entitytrigger_t, trigger, entityTriggerInit, NULL, NULL)
X(OVERWORLD, entityoverworld_t, overworld, entityOverworldInit, NULL, NULL)
X(PLAYER, entityplayer_t, player, entityPlayerInit, NULL, NULL)
X(INTERACTABLE, entityinteractable_t, interactable, entityInteractableInit, NULL, NULL)
X(OVERWORLD_CAMERA, entityoverworldcamera_t, overworldCamera, entityOverworldCameraInit, NULL, entityOverworldCameraRender)
X(OVERWORLD_TRIGGER, entityoverworldtrigger_t, overworldTrigger, entityOverworldTriggerInit, NULL, NULL)
+73
View File
@@ -80,10 +80,21 @@ void entityDisposeDeep(const entityid_t entityId) {
} }
} }
void entityUpdate(const entityid_t entityId) {
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
for(uint8_t i = 0; i < ent->updateCount; i++) {
ent->onUpdate[i](entityId, ent->updateComponentId[i], ent->updateUser[i]);
}
}
void entityDispose(const entityid_t entityId) { void entityDispose(const entityid_t entityId) {
componentindex_t compInd; componentindex_t compInd;
entity_t *ent = &ENTITY_MANAGER.entities[entityId]; entity_t *ent = &ENTITY_MANAGER.entities[entityId];
for(uint8_t i = 0; i < ent->disposeCount; i++) {
ent->onDispose[i](entityId, ent->disposeComponentId[i], ent->disposeUser[i]);
}
for(componentid_t i = 0; i < ENTITY_COMPONENT_COUNT_MAX; i++) { for(componentid_t i = 0; i < ENTITY_COMPONENT_COUNT_MAX; i++) {
compInd = componentGetIndex(entityId, i); compInd = componentGetIndex(entityId, i);
componenttype_t type = ENTITY_MANAGER.components[compInd].type; componenttype_t type = ENTITY_MANAGER.components[compInd].type;
@@ -96,3 +107,65 @@ void entityDispose(const entityid_t entityId) {
ent->state = 0; ent->state = 0;
} }
void entityUpdateAdd(
const entityid_t entityId,
const entitycallback_t callback,
const componentid_t componentId,
void *user
) {
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
assertTrue(
ent->updateCount < ENTITY_UPDATE_CALLBACK_COUNT_MAX,
"Entity update callback slots full"
);
ent->onUpdate[ent->updateCount] = callback;
ent->updateComponentId[ent->updateCount] = componentId;
ent->updateUser[ent->updateCount] = user;
ent->updateCount++;
}
void entityUpdateRemove(const entityid_t entityId, const entitycallback_t callback) {
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
for(uint8_t i = 0; i < ent->updateCount; i++) {
if(ent->onUpdate[i] != callback) continue;
ent->updateCount--;
for(uint8_t j = i; j < ent->updateCount; j++) {
ent->onUpdate[j] = ent->onUpdate[j + 1];
ent->updateComponentId[j] = ent->updateComponentId[j + 1];
ent->updateUser[j] = ent->updateUser[j + 1];
}
return;
}
}
void entityDisposeAdd(
const entityid_t entityId,
const entitycallback_t callback,
const componentid_t componentId,
void *user
) {
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
assertTrue(
ent->disposeCount < ENTITY_DISPOSE_CALLBACK_COUNT_MAX,
"Entity dispose callback slots full"
);
ent->onDispose[ent->disposeCount] = callback;
ent->disposeComponentId[ent->disposeCount] = componentId;
ent->disposeUser[ent->disposeCount] = user;
ent->disposeCount++;
}
void entityDisposeRemove(const entityid_t entityId, const entitycallback_t callback) {
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
for(uint8_t i = 0; i < ent->disposeCount; i++) {
if(ent->onDispose[i] != callback) continue;
ent->disposeCount--;
for(uint8_t j = i; j < ent->disposeCount; j++) {
ent->onDispose[j] = ent->onDispose[j + 1];
ent->disposeComponentId[j] = ent->disposeComponentId[j + 1];
ent->disposeUser[j] = ent->disposeUser[j + 1];
}
return;
}
}
+69 -1
View File
@@ -10,8 +10,25 @@
#define ENTITY_STATE_ACTIVE (1 << 0) #define ENTITY_STATE_ACTIVE (1 << 0)
#define ENTITY_UPDATE_CALLBACK_COUNT_MAX 5
#define ENTITY_DISPOSE_CALLBACK_COUNT_MAX 5
typedef void (*entitycallback_t)(
const entityid_t entityId,
const componentid_t componentId,
void *user
);
typedef struct { typedef struct {
uint8_t state; uint8_t state;
uint8_t updateCount;
uint8_t disposeCount;
entitycallback_t onUpdate[ENTITY_UPDATE_CALLBACK_COUNT_MAX];
componentid_t updateComponentId[ENTITY_UPDATE_CALLBACK_COUNT_MAX];
void *updateUser[ENTITY_UPDATE_CALLBACK_COUNT_MAX];
entitycallback_t onDispose[ENTITY_DISPOSE_CALLBACK_COUNT_MAX];
componentid_t disposeComponentId[ENTITY_DISPOSE_CALLBACK_COUNT_MAX];
void *disposeUser[ENTITY_DISPOSE_CALLBACK_COUNT_MAX];
} entity_t; } entity_t;
/** /**
@@ -47,7 +64,15 @@ componentid_t entityGetComponent(
); );
/** /**
* Disposes of an entity with the given ID. * Runs all registered update callbacks for the entity.
*
* @param entityId The ID of the entity to update.
*/
void entityUpdate(const entityid_t entityId);
/**
* Disposes of an entity with the given ID. Fires all dispose callbacks before
* cleaning up components and state.
* *
* @param entityId The ID of the entity to dispose of. * @param entityId The ID of the entity to dispose of.
*/ */
@@ -61,3 +86,46 @@ void entityDispose(const entityid_t entityId);
* @param entityId The root entity ID. * @param entityId The root entity ID.
*/ */
void entityDisposeDeep(const entityid_t entityId); void entityDisposeDeep(const entityid_t entityId);
/**
* Registers an update callback, invoked each time entityUpdate is called.
*
* @param entityId The entity to register on.
* @param callback The function to call.
*/
void entityUpdateAdd(
const entityid_t entityId,
const entitycallback_t callback,
const componentid_t componentId,
void *user
);
/**
* Removes a previously registered update callback.
*
* @param entityId The entity to remove from.
* @param callback The function to remove.
*/
void entityUpdateRemove(const entityid_t entityId, const entitycallback_t callback);
/**
* Registers a dispose callback, invoked at the start of entityDispose before
* any component or state cleanup.
*
* @param entityId The entity to register on.
* @param callback The function to call.
*/
void entityDisposeAdd(
const entityid_t entityId,
const entitycallback_t callback,
const componentid_t componentId,
void *user
);
/**
* Removes a previously registered dispose callback.
*
* @param entityId The entity to remove from.
* @param callback The function to remove.
*/
void entityDisposeRemove(const entityid_t entityId, const entitycallback_t callback);
+4 -4
View File
@@ -8,11 +8,11 @@
#pragma once #pragma once
#include "dusk.h" #include "dusk.h"
#define ENTITY_COUNT_MAX 20 #define ENTITY_COUNT_MAX 64
#define ENTITY_COMPONENT_COUNT_MAX 8 #define ENTITY_COMPONENT_COUNT_MAX 16
#define ENTITY_ID_INVALID 0xFF #define ENTITY_ID_INVALID 0xFF
#define COMPONENT_ID_INVALID 0xFF #define COMPONENT_ID_INVALID 0xFF
typedef uint8_t entityid_t; typedef uint8_t entityid_t;
typedef uint8_t componentid_t; typedef uint8_t componentid_t;
+11 -1
View File
@@ -16,7 +16,7 @@ void entityManagerInit(void) {
memoryZero(&ENTITY_MANAGER, sizeof(entitymanager_t)); memoryZero(&ENTITY_MANAGER, sizeof(entitymanager_t));
memorySet( memorySet(
ENTITY_MANAGER.entitiesWithComponent, COMPONENT_ID_INVALID, ENTITY_MANAGER.entitiesWithComponent, COMPONENT_ID_INVALID,
sizeof(entityid_t) * COMPONENT_TYPE_COUNT * ENTITY_COUNT_MAX sizeof(componentid_t) * COMPONENT_TYPE_COUNT * ENTITY_COUNT_MAX
); );
consolePrint( consolePrint(
@@ -36,6 +36,16 @@ entityid_t entityManagerAdd() {
return ENTITY_ID_INVALID; return ENTITY_ID_INVALID;
} }
void entityManagerUpdate(void) {
entityid_t i = 0;
while(i < ENTITY_COUNT_MAX) {
if((ENTITY_MANAGER.entities[i].state & ENTITY_STATE_ACTIVE) != 0) {
entityUpdate(i);
}
i++;
}
}
void entityManagerDispose(void) { void entityManagerDispose(void) {
for(entityid_t i = 0; i < ENTITY_COUNT_MAX; i++) { for(entityid_t i = 0; i < ENTITY_COUNT_MAX; i++) {
if((ENTITY_MANAGER.entities[i].state & ENTITY_STATE_ACTIVE) == 0) continue; if((ENTITY_MANAGER.entities[i].state & ENTITY_STATE_ACTIVE) == 0) continue;
+5
View File
@@ -28,6 +28,11 @@ void entityManagerInit(void);
*/ */
entityid_t entityManagerAdd(); entityid_t entityManagerAdd();
/**
* Updates all active entities.
*/
void entityManagerUpdate(void);
/** /**
* Disposes of the entity manager, in turn freeing all entities and components. * Disposes of the entity manager, in turn freeing all entities and components.
*/ */
+5 -4
View File
@@ -11,7 +11,7 @@
#include "util/string.h" #include "util/string.h"
#include "log/log.h" #include "log/log.h"
errorstate_t ERROR_STATE = { 0 }; THREAD_LOCAL errorstate_t ERROR_STATE = { 0 };
errorret_t errorThrowImpl( errorret_t errorThrowImpl(
errorstate_t *state, errorstate_t *state,
@@ -77,7 +77,7 @@ errorret_t errorChainImpl(
const char_t *function, const char_t *function,
const int32_t line const int32_t line
) { ) {
if(retval.code == ERROR_OK) return retval; if(errorIsOk(retval)) return retval;
assertNotNull(retval.state, "Error state NULL (Likely missing errorOk)"); assertNotNull(retval.state, "Error state NULL (Likely missing errorOk)");
assertNotNull(retval.state->message, "Message cannot be NULL"); assertNotNull(retval.state->message, "Message cannot be NULL");
@@ -111,18 +111,19 @@ errorret_t errorChainImpl(
} }
void errorCatch(errorret_t retval) { void errorCatch(errorret_t retval) {
if(retval.code == ERROR_OK) return; if(errorIsOk(retval)) return;
assertNotNull(retval.state, "Error state cannot be NULL"); assertNotNull(retval.state, "Error state cannot be NULL");
assertNotNull(retval.state->message, "Message cannot be NULL"); assertNotNull(retval.state->message, "Message cannot be NULL");
// Clear the error state // Clear the error state
memoryFree((void*)retval.state->message); memoryFree((void*)retval.state->message);
memoryFree((void*)retval.state->lines);
retval.state->code = ERROR_OK; retval.state->code = ERROR_OK;
} }
errorret_t errorPrint(const errorret_t retval) { errorret_t errorPrint(const errorret_t retval) {
if(retval.code == ERROR_OK) return retval; if(errorIsOk(retval)) return retval;
assertNotNull(retval.state, "Error state cannot be NULL"); assertNotNull(retval.state, "Error state cannot be NULL");
assertNotNull(retval.state->message, "Message cannot be NULL"); assertNotNull(retval.state->message, "Message cannot be NULL");
+18 -30
View File
@@ -7,6 +7,7 @@
#pragma once #pragma once
#include "dusk.h" #include "dusk.h"
#include "thread/threadlocal.h"
typedef uint8_t errorcode_t; typedef uint8_t errorcode_t;
@@ -26,7 +27,7 @@ static const errorcode_t ERROR_NOT_OK = 1;
static const char_t *ERROR_PRINT_FORMAT = "Error (%d): %s\n%s"; static const char_t *ERROR_PRINT_FORMAT = "Error (%d): %s\n%s";
static const char_t *ERROR_LINE_FORMAT = " at %s:%d in function %s\n"; static const char_t *ERROR_LINE_FORMAT = " at %s:%d in function %s\n";
extern errorstate_t ERROR_STATE; extern THREAD_LOCAL errorstate_t ERROR_STATE;
/** /**
* Sets the error state with the provided code and message. * Sets the error state with the provided code and message.
@@ -88,34 +89,6 @@ void errorCatch(errorret_t retval);
*/ */
errorret_t errorPrint(const errorret_t retval); errorret_t errorPrint(const errorret_t retval);
/**
* Creates an error with a specific error state.
*
* @param state The error state to set.
* @param message The format string for the error message.
* @param ... Additional arguments for the format string.
* @return The error code.
*/
#define errorCreate(state, message, ... ) \
errorThrowImpl(\
(state), ERROR_NOT_OK, __FILE__, __func__, __LINE__, (message), \
##__VA_ARGS__ \
)
/**
* Throws an error with a specific error state.
*
* @param state The error state to set.
* @param message The format string for the error message.
* @param ... Additional arguments for the format string.
* @return The error code.
*/
#define errorThrowState(state, message, ... ) \
return errorThrowImpl(\
(state), ERROR_NOT_OK, __FILE__, __func__, __LINE__, (message), \
##__VA_ARGS__ \
)
/** /**
* Throws an error with a formatted message. * Throws an error with a formatted message.
* *
@@ -155,11 +128,26 @@ errorret_t errorPrint(const errorret_t retval);
} \ } \
} }
/** /**
* Returns without an error. * Returns without an error.
*
* @return An error state with code ERROR_OK.
*/ */
#define errorOk() \ #define errorOk() \
return errorOkImpl() return errorOkImpl()
/**
* Returns non-zero if retval indicates success.
*
* @param retval errorret_t to test.
*/
#define errorIsOk(retval) ((retval).code == ERROR_OK)
/**
* Returns non-zero if retval indicates failure.
*
* @param retval errorret_t to test.
*/
#define errorIsNotOk(retval) ((retval).code != ERROR_OK)
// EOF // EOF
+31 -19
View File
@@ -9,43 +9,53 @@
#include "assert/assert.h" #include "assert/assert.h"
#include "util/memory.h" #include "util/memory.h"
void eventInit(event_t *event) { void eventInit(event_t *event, eventcallback_t *callbacks, void **users, size_t size) {
assertNotNull(event, "event must not be NULL"); assertNotNull(event, "event must not be NULL");
memoryZero(event, sizeof(event_t)); assertNotNull((void *)callbacks, "callbacks must not be NULL");
assertTrue(size > 0, "size must be greater than 0");
event->callbacks = callbacks;
event->users = users;
event->size = size;
event->count = 0;
memoryZero(callbacks, sizeof(eventcallback_t) * size);
if(users) memoryZero(users, sizeof(void *) * size);
} }
void eventSubscribe(event_t *event, eventcallback_t callback, void *user) { void eventSubscribe(event_t *event, eventcallback_t callback, void *user) {
assertNotNull(event, "event must not be NULL"); assertNotNull(event, "event must not be NULL");
assertNotNull((void *)callback, "callback must not be NULL"); assertNotNull(callback, "callback must not be NULL");
for(uint8_t i = 0; i < event->count; i++) { // Ensure callback isn't already susbcribed
if(event->callbacks[i] == callback && event->users[i] == user) return; for(uint32_t i = 0; i < event->count; i++) {
if(event->callbacks[i] != callback) continue;
assertUnreachable("Callback already registered, cannot subscribe twice.");
} }
assertTrue( assertTrue(event->count < event->size, "event subscriber capacity exceeded");
event->count < EVENT_SUBSCRIBER_COUNT_MAX,
"EVENT_SUBSCRIBER_COUNT_MAX exceeded"
);
event->callbacks[event->count] = callback; event->callbacks[event->count] = callback;
event->users[event->count] = user; if(user) {
assertNotNull(event->users, "Cannot add user pointer.");
event->users[event->count] = user;
}
event->count++; event->count++;
} }
void eventUnsubscribe(event_t *event, eventcallback_t callback, void *user) { void eventUnsubscribe(event_t *event, eventcallback_t callback) {
assertNotNull(event, "event must not be NULL"); assertNotNull(event, "event must not be NULL");
assertNotNull((void *)callback, "callback must not be NULL"); assertNotNull(callback, "callback must not be NULL");
for(uint8_t i = 0; i < event->count; i++) { for(uint32_t i = 0; i < event->count; i++) {
if(event->callbacks[i] != callback || event->users[i] != user) continue; if(event->callbacks[i] != callback) continue;
uint8_t last = event->count - 1; uint32_t last = event->count - 1;
if(i != last) { if(i != last) {
event->callbacks[i] = event->callbacks[last]; event->callbacks[i] = event->callbacks[last];
event->users[i] = event->users[last]; if(event->users) event->users[i] = event->users[last];
} }
event->callbacks[last] = NULL; event->callbacks[last] = NULL;
event->users[last] = NULL; if(event->users) event->users[last] = NULL;
event->count--; event->count--;
return; return;
} }
@@ -53,7 +63,9 @@ void eventUnsubscribe(event_t *event, eventcallback_t callback, void *user) {
void eventInvoke(const event_t *event, void *params) { void eventInvoke(const event_t *event, void *params) {
assertNotNull(event, "event must not be NULL"); assertNotNull(event, "event must not be NULL");
for(uint8_t i = 0; i < event->count; i++) {
event->callbacks[i](params, event->users[i]); for(uint32_t i = 0; i < event->count; i++) {
void *u = event->users ? event->users[i] : NULL;
event->callbacks[i](params, u);
} }
} }
+21 -13
View File
@@ -8,31 +8,40 @@
#pragma once #pragma once
#include "dusk.h" #include "dusk.h"
#define EVENT_SUBSCRIBER_COUNT_MAX 8
typedef void (*eventcallback_t)(void *params, void *user); typedef void (*eventcallback_t)(void *params, void *user);
typedef struct { typedef struct {
eventcallback_t callbacks[EVENT_SUBSCRIBER_COUNT_MAX]; eventcallback_t *callbacks;
void *users[EVENT_SUBSCRIBER_COUNT_MAX]; void **users;
uint8_t count; size_t size;
uint32_t count;
} event_t; } event_t;
/** /**
* Initializes an event, clearing all subscribers. * Initializes an event, binding it to the provided backing arrays and clearing
* all subscribers. May also be called to reset an event (re-clears subscribers
* without changing the backing arrays or size).
* *
* @param event The event to initialize. * @param event The event to initialize.
* @param callbacks Caller-owned array of at least `size` callback slots.
* @param users Array of user pointers, matching each callback, or NULL.
* @param size Capacity of both arrays, must match.
*/ */
void eventInit(event_t *event); void eventInit(
event_t *event,
eventcallback_t *callbacks,
void **users,
size_t size
);
/** /**
* Subscribes a callback to an event. The callback is invoked with params and * Subscribes a callback to an event. The callback is invoked with params and
* the provided user pointer each time the event fires. The same (callback, * the provided user pointer each time the event fires. The same (callback,
* user) pair may only be subscribed once. * user) pair may only be subscribed once.
* *
* @param event The event to subscribe to. * @param event The event to subscribe to.
* @param callback The function to call when the event fires. * @param callback The function to call when the event fires.
* @param user Arbitrary pointer forwarded to the callback unchanged. * @param user Arbitrary pointer forwarded to the callback unchanged.
*/ */
void eventSubscribe(event_t *event, eventcallback_t callback, void *user); void eventSubscribe(event_t *event, eventcallback_t callback, void *user);
@@ -40,17 +49,16 @@ void eventSubscribe(event_t *event, eventcallback_t callback, void *user);
* Removes a previously subscribed (callback, user) pair. Does nothing if the * Removes a previously subscribed (callback, user) pair. Does nothing if the
* pair is not currently subscribed. * pair is not currently subscribed.
* *
* @param event The event to unsubscribe from. * @param event The event to unsubscribe from.
* @param callback The callback that was passed to eventSubscribe. * @param callback The callback that was passed to eventSubscribe.
* @param user The user pointer that was passed to eventSubscribe.
*/ */
void eventUnsubscribe(event_t *event, eventcallback_t callback, void *user); void eventUnsubscribe(event_t *event, eventcallback_t callback);
/** /**
* Invokes all subscribed callbacks, passing params and each subscriber's user * Invokes all subscribed callbacks, passing params and each subscriber's user
* pointer. * pointer.
* *
* @param event The event to invoke. * @param event The event to invoke.
* @param params Arbitrary pointer forwarded to every callback unchanged. * @param params Arbitrary pointer forwarded to every callback unchanged.
*/ */
void eventInvoke(const event_t *event, void *params); void eventInvoke(const event_t *event, void *params);
+24 -4
View File
@@ -22,8 +22,8 @@ errorret_t inputInit(void) {
INPUT.actions[i].action = (inputaction_t)i; INPUT.actions[i].action = (inputaction_t)i;
INPUT.actions[i].lastValue = 0.0f; INPUT.actions[i].lastValue = 0.0f;
INPUT.actions[i].currentValue = 0.0f; INPUT.actions[i].currentValue = 0.0f;
eventInit(&INPUT.actions[i].onPressed); eventInit(&INPUT.actions[i].onPressed, INPUT.actions[i].onPressedCallbacks, INPUT.actions[i].onPressedUsers, 4);
eventInit(&INPUT.actions[i].onReleased); eventInit(&INPUT.actions[i].onReleased, INPUT.actions[i].onReleasedCallbacks, INPUT.actions[i].onReleasedUsers, 4);
} }
#ifdef inputInitPlatform #ifdef inputInitPlatform
@@ -162,6 +162,28 @@ void inputAxis2D(
result[1] = inputAxis(negY, posY); result[1] = inputAxis(negY, posY);
} }
void inputAngle2D(
const inputaction_t negX, const inputaction_t posX,
const inputaction_t negY, const inputaction_t posY,
vec2 result
) {
assertNotNull(result, "Result vector cannot be null");
float_t x = inputAxis(negX, posX);
float_t y = inputAxis(negY, posY);
float_t mag = sqrtf(x * x + y * y);
if(mag <= 0.0f) {
result[0] = 0.0f;
result[1] = 0.0f;
return;
}
if(mag > 1.0f) {
x /= mag;
y /= mag;
}
result[0] = x;
result[1] = y;
}
void inputBind(const inputbutton_t button, const inputaction_t act) { void inputBind(const inputbutton_t button, const inputaction_t act) {
assertTrue( assertTrue(
act < INPUT_ACTION_COUNT, act < INPUT_ACTION_COUNT,
@@ -177,8 +199,6 @@ void inputBind(const inputbutton_t button, const inputaction_t act) {
data->action = act; data->action = act;
} }
float_t inputDeadzone(const float_t rawValue, const float_t deadzone) { float_t inputDeadzone(const float_t rawValue, const float_t deadzone) {
if(rawValue < deadzone) return 0.0f; if(rawValue < deadzone) return 0.0f;
return (rawValue - deadzone) / (1.0f - deadzone); return (rawValue - deadzone) / (1.0f - deadzone);
+16
View File
@@ -126,6 +126,22 @@ void inputAxis2D(
vec2 result vec2 result
); );
/**
* Returns an angled 2D vector based on the input of 4 actions. Functionally
* using atan2 to get the angle of the input then multiplying by a unit vector.
*
* @param negX The action representing the negative direction of the X axis.
* @param posX The action representing the positive direction of the X axis.
* @param negY The action representing the negative direction of the Y axis.
* @param posY The action representing the positive direction of the Y axis.
* @param result A vec2 to store the resulting axis values (-1.0f to 1.0f).
*/
void inputAngle2D(
const inputaction_t negX, const inputaction_t posX,
const inputaction_t negY, const inputaction_t posY,
vec2 result
);
/** /**
* Binds an input button to an action. * Binds an input button to an action.
* *
+4
View File
@@ -20,7 +20,11 @@ typedef struct {
float_t currentDynamicValue; float_t currentDynamicValue;
#endif #endif
eventcallback_t onPressedCallbacks[4];
void *onPressedUsers[4];
event_t onPressed; event_t onPressed;
eventcallback_t onReleasedCallbacks[4];
void *onReleasedUsers[4];
event_t onReleased; event_t onReleased;
} inputactiondata_t; } inputactiondata_t;
+14 -11
View File
@@ -13,28 +13,31 @@ localemanager_t LOCALE;
errorret_t localeManagerInit() { errorret_t localeManagerInit() {
memoryZero(&LOCALE, sizeof(localemanager_t)); memoryZero(&LOCALE, sizeof(localemanager_t));
errorChain(localeManagerSetLocale(&LOCALE_EN_US)); errorChain(localeManagerSetLocale(&LOCALE_EN_US));
errorOk(); errorOk();
} }
errorret_t localeManagerSetLocale(const localeinfo_t *locale) { errorret_t localeManagerSetLocale(const localeinfo_t *locale) {
if(LOCALE.fileOpen) { assertNotNull(locale, "Locale cannot be NULL");
errorChain(assetLocaleFileDispose(&LOCALE.file));
LOCALE.fileOpen = false; if(LOCALE.entry != NULL) {
assetEntryUnlock(LOCALE.entry);
LOCALE.entry = NULL;
} }
// Init the asset file LOCALE.locale = locale;
errorChain(assetLocaleFileInit(&LOCALE.file, locale->file)); LOCALE.entry = assetGetEntry(locale->file, ASSET_LOADER_TYPE_LOCALE, NULL);
LOCALE.fileOpen = true; assetEntryLock(LOCALE.entry);
errorChain(assetRequireLoaded(LOCALE.entry));
errorOk(); errorOk();
} }
void localeManagerDispose() { void localeManagerDispose() {
if(LOCALE.fileOpen) { if(LOCALE.entry != NULL) {
errorCatch(errorPrint(assetLocaleFileDispose(&LOCALE.file))); assetEntryUnlock(LOCALE.entry);
LOCALE.fileOpen = false; LOCALE.entry = NULL;
} }
LOCALE.locale = NULL;
} }
+4 -5
View File
@@ -9,12 +9,11 @@
#include "error/error.h" #include "error/error.h"
#include "localemanager.h" #include "localemanager.h"
#include "locale/localeinfo.h" #include "locale/localeinfo.h"
#include "asset/loader/locale/assetlocaleloader.h" #include "asset/asset.h"
typedef struct { typedef struct {
const localeinfo_t *locale; const localeinfo_t *locale;
assetlocalefile_t file; assetentry_t *entry;
bool_t fileOpen;
} localemanager_t; } localemanager_t;
extern localemanager_t LOCALE; extern localemanager_t LOCALE;
@@ -46,7 +45,7 @@ errorret_t localeManagerSetLocale(const localeinfo_t *locale);
*/ */
#define localeManagerGetText(id, buffer, bufferSize, plural, ...) \ #define localeManagerGetText(id, buffer, bufferSize, plural, ...) \
assetLocaleGetStringWithVA( \ assetLocaleGetStringWithVA( \
&LOCALE.file, \ &LOCALE.entry->data.locale, \
id, \ id, \
plural, \ plural, \
buffer, \ buffer, \
@@ -69,7 +68,7 @@ errorret_t localeManagerSetLocale(const localeinfo_t *locale);
id, buffer, bufferSize, plural, args, argCount \ id, buffer, bufferSize, plural, args, argCount \
) \ ) \
assetLocaleGetStringWithArgs( \ assetLocaleGetStringWithArgs( \
&LOCALE.file, \ &LOCALE.entry->data.locale, \
id, \ id, \
plural, \ plural, \
buffer, \ buffer, \
+3 -3
View File
@@ -15,7 +15,7 @@ int main(int argc, char **argv) {
// Init engine // Init engine
ret = engineInit(argc, (const char_t **)argv); ret = engineInit(argc, (const char_t **)argv);
if(ret.code != ERROR_OK) { if(errorIsNotOk(ret)) {
errorCatch(errorPrint(ret)); errorCatch(errorPrint(ret));
return ret.code; return ret.code;
} }
@@ -23,14 +23,14 @@ int main(int argc, char **argv) {
// Begin main loop // Begin main loop
do { do {
ret = engineUpdate(); ret = engineUpdate();
if(ret.code != ERROR_OK) { if(errorIsNotOk(ret)) {
errorCatch(errorPrint(ret)); errorCatch(errorPrint(ret));
return ret.code; return ret.code;
} }
} while(ENGINE.running); } while(ENGINE.running);
ret = engineDispose(); ret = engineDispose();
if(ret.code != ERROR_OK) { if(errorIsNotOk(ret)) {
errorCatch(errorPrint(ret)); errorCatch(errorPrint(ret));
return ret.code; return ret.code;
} }

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