Huge changes #3
@@ -10,6 +10,10 @@
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#include <string>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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namespace sophia {
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class Application {
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@@ -40,6 +44,13 @@ class Application {
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Camera2D camera;
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std::vector<std::string> args;
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// Creates a mesh that persists across frames, for callers that want to
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// draw the same geometry many times with different transforms (e.g.
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// instancing) instead of resubmitting vertices every frame via Canvas.
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MeshHandle createMesh(std::vector<CanvasVertex> vertices,
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std::vector<u32> indices);
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void drawMesh(MeshHandle handle, const glm::mat4& transform);
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private:
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friend class Canvas;
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@@ -0,0 +1,35 @@
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#pragma once
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <string>
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namespace sophia {
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struct TagComponent {
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std::string tag; // entt::hashed_string ?
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};
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struct TransformComponent {
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glm::vec3 position{0.f, 0.f, 0.f};
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glm::quat rotation{1.f, 0.f, 0.f, 0.f};
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glm::vec3 scale{1.f, 1.f, 1.f};
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glm::mat4 mat4() const {
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return glm::translate(glm::mat4{1.f}, position) * glm::mat4_cast(rotation) *
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glm::scale(glm::mat4{1.f}, scale);
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}
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glm::mat3 normalMatrix() const {
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return glm::mat3{glm::transpose(glm::inverse(mat4()))};
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}
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};
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struct MeshComponent {
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MeshHandle handle;
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};
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} // namespace sophia
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@@ -17,4 +17,6 @@ using s64 = int64_t;
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using f32 = float;
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using f64 = double;
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using MeshHandle = u32;
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} // namespace sophia
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@@ -183,7 +183,16 @@ class Application::Impl {
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commandBuffer.setViewport(0, viewport);
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commandBuffer.setScissor(0, scissor);
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modelRenderSystem.render(commandBuffer, this->meshes, frameInfo);
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std::vector<ModelRenderSystem::MeshInstance> instances;
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instances.reserve(this->meshes.size() + this->drawCalls.size());
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for (const std::unique_ptr<Mesh>& mesh : this->meshes) {
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instances.push_back({mesh.get(), glm::mat4{1.f}});
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}
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instances.insert(instances.end(), this->drawCalls.begin(),
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this->drawCalls.end());
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modelRenderSystem.render(commandBuffer, instances, frameInfo);
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this->drawCalls.clear();
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commandBuffer.endRendering();
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@@ -224,6 +233,25 @@ class Application::Impl {
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this->meshes.clear();
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}
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MeshHandle createMesh(std::vector<CanvasVertex> vertices,
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std::vector<u32> indices) {
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Mesh::Builder builder{};
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builder.vertices.reserve(vertices.size());
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for (const CanvasVertex& vertex : vertices) {
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builder.vertices.push_back({vertex.position, vertex.color});
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}
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builder.indices = std::move(indices);
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this->persistentMeshes.push_back(
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std::make_unique<Mesh>(this->device, builder));
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return static_cast<MeshHandle>(this->persistentMeshes.size() - 1);
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}
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void drawMesh(MeshHandle handle, const glm::mat4& transform) {
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this->drawCalls.push_back(
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{this->persistentMeshes[handle].get(), transform});
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}
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private:
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Application& application;
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const Application::Config config;
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@@ -232,6 +260,8 @@ class Application::Impl {
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RenderContext renderContext;
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std::vector<std::unique_ptr<Mesh>> meshes;
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std::vector<std::unique_ptr<Mesh>> persistentMeshes;
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std::vector<ModelRenderSystem::MeshInstance> drawCalls;
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};
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void Application::setCommandLineArgs(int argc, const char* const* argv) {
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@@ -254,4 +284,13 @@ void Application::pushMesh(std::vector<CanvasVertex> vertices,
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void Application::clearMeshes() { impl->clearMeshes(); }
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MeshHandle Application::createMesh(std::vector<CanvasVertex> vertices,
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std::vector<u32> indices) {
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return impl->createMesh(std::move(vertices), std::move(indices));
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}
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void Application::drawMesh(MeshHandle handle, const glm::mat4& transform) {
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impl->drawMesh(handle, transform);
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}
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} // namespace sophia
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@@ -0,0 +1,24 @@
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#include "assets/asset_manager.hpp"
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#include "mesh.hpp"
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namespace sophia {
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AssetManager::AssetManager(Device& device) : device{device}, meshPool{device} {}
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template <>
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MeshHandle AssetManager::create<Mesh>(const Mesh::Builder& builder) {
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return meshPool.create(builder);
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}
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template <>
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const Mesh& AssetManager::get<Mesh>(MeshHandle handle) const {
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return meshPool.get(handle);
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}
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template <>
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void AssetManager::release<Mesh>(MeshHandle handle) {
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meshPool.release(handle);
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}
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} // namespace sophia
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@@ -0,0 +1,41 @@
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#pragma once
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#include <string>
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#include "device.hpp"
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#include "pools/mesh_pool.hpp"
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namespace sophia {
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class AssetManager {
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public:
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explicit AssetManager(Device& device);
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~AssetManager() = default;
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AssetManager(const AssetManager&) = delete;
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AssetManager& operator=(const AssetManager&) = delete;
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template <typename T>
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using HandleFor = typename T::HandleType;
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template <typename T>
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HandleFor<T> load(const std::string& path);
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template <typename T>
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HandleFor<T> create(const typename T::Builder& builder);
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template <typename T>
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const T& get(HandleFor<T> handle) const;
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template <typename T>
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void release(HandleFor<T> handle);
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private:
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Device& device;
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MeshPool meshPool;
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// TexturePool texturePool;
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// MaterialPool materialPool;
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};
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} // namespace sophia
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@@ -0,0 +1,41 @@
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#include "assets/pools/mesh_pool.hpp"
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#include <sophia/util/assert.hpp>
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namespace sophia {
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MeshPool::MeshPool(Device& device) : device{device} {}
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MeshPool::~MeshPool() = default;
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MeshHandle MeshPool::create(const Mesh::Builder& builder) {
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auto mesh = std::make_unique<Mesh>(device, builder);
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if (!freeList.empty()) {
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MeshHandle handle = freeList.back();
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freeList.pop_back();
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meshes[handle] = std::move(mesh);
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return handle;
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}
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meshes.push_back(std::move(mesh));
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return static_cast<MeshHandle>(meshes.size() - 1);
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}
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const Mesh& MeshPool::get(MeshHandle handle) const {
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SOPHIA_ASSERT(handle < meshes.size(), "invalid MeshHandle:", handle);
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SOPHIA_ASSERT(meshes[handle] != nullptr,
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"MeshHandle refers to a released mesh:", handle);
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return *meshes[handle];
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}
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void MeshPool::release(MeshHandle handle) {
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SOPHIA_ASSERT(handle < meshes.size(), "invalid MeshHandle:", handle);
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SOPHIA_ASSERT(meshes[handle] != nullptr,
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"MeshHandle already released:", handle);
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meshes[handle].reset();
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freeList.push_back(handle);
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}
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} // namespace sophia
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@@ -0,0 +1,30 @@
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#pragma once
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#include <memory>
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#include <vector>
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#include "device.hpp"
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#include "mesh.hpp"
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namespace sophia {
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class MeshPool {
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public:
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explicit MeshPool(Device& device);
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~MeshPool();
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MeshPool(const MeshPool&) = delete;
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MeshPool& operator=(const MeshPool&) = delete;
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MeshHandle create(const Mesh::Builder& builder);
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const Mesh& get(MeshHandle handle) const;
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void release(MeshHandle handle);
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private:
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Device& device;
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std::vector<std::unique_ptr<Mesh>> meshes;
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std::vector<MeshHandle> freeList;
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};
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} // namespace sophia
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@@ -0,0 +1,17 @@
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#include "scene.hpp"
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#include <sophia/components.hpp>
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#include <sophia/util/logger.hpp>
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namespace sophia {
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Scene::Scene() {
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entt::entity entity = this->registry.create();
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auto& a = this->registry.emplace<TransformComponent>(entity);
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auto& b = this->registry.get<TransformComponent>(entity);
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}
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Scene::~Scene() { log::trace("destroying sophia::Scene"); }
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} // namespace sophia
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@@ -0,0 +1,16 @@
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#pragma once
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#include <entt/entt.hpp>
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namespace sophia {
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class Scene {
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public:
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Scene();
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~Scene();
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private:
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entt::registry registry;
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};
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} // namespace sophia
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@@ -1,6 +1,6 @@
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#include "model_render_system.hpp"
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#include <cassert>
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#include <sophia/util/assert.hpp>
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#include "shaders/model_render_system.frag.spv.h"
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#include "shaders/model_render_system.vert.spv.h"
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@@ -12,7 +12,7 @@ ModelRenderSystem::ModelRenderSystem(Device& device,
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: device{device}, renderContext{renderContext} {
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createPipelineLayout();
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assert(this->pipelineLayout.get() != nullptr &&
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SOPHIA_ASSERT(this->pipelineLayout.get() != nullptr,
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"Cannot create pipeline before pipeline layout");
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auto vertexShader = Shader::Builder()
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@@ -42,23 +42,23 @@ ModelRenderSystem::~ModelRenderSystem() {
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}
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void ModelRenderSystem::render(vk::CommandBuffer commandBuffer,
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std::span<const std::unique_ptr<Mesh>> meshes,
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std::span<const MeshInstance> instances,
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const FrameInfo& frameInfo) {
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glm::mat4 viewProjection = frameInfo.camera.getViewProjection();
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this->graphicsPipeline->bind(commandBuffer);
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for (const std::unique_ptr<Mesh>& mesh : meshes) {
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for (const MeshInstance& instance : instances) {
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PushConstantData push{};
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push.modelMatrix = viewProjection;
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push.transform = viewProjection * instance.transform;
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commandBuffer.pushConstants(
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this->pipelineLayout.get(),
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vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment,
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0, sizeof(PushConstantData), &push);
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mesh->bind(commandBuffer);
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mesh->draw(commandBuffer);
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instance.mesh->bind(commandBuffer);
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instance.mesh->draw(commandBuffer);
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}
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}
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@@ -13,9 +13,15 @@ namespace sophia {
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class ModelRenderSystem {
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public:
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// Layout must match the shader's `Push` block in model_render_system.vert.
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struct PushConstantData {
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glm::mat4 modelMatrix{1.f};
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glm::mat4 normalMatrix{1.f};
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glm::mat4 transform{1.f};
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glm::vec4 color{1.f};
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};
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struct MeshInstance {
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const Mesh* mesh;
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glm::mat4 transform{1.f};
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};
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ModelRenderSystem(const ModelRenderSystem&) = delete;
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@@ -25,7 +31,7 @@ class ModelRenderSystem {
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~ModelRenderSystem();
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void render(vk::CommandBuffer commandBuffer,
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std::span<const std::unique_ptr<Mesh>> meshes,
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std::span<const MeshInstance> instances,
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const FrameInfo& frameInfo);
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private:
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@@ -0,0 +1,3 @@
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add_executable(boids_2d main.cpp)
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target_link_libraries(boids_2d PRIVATE ${PROJECT_NAME})
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@@ -0,0 +1,248 @@
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include <iostream>
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#include <random>
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#include <sophia/application.hpp>
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#include <sophia/event.hpp>
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#include <sophia/key_event.hpp>
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#include <stdexcept>
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#include <string>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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struct Boid {
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glm::vec2 position;
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glm::vec2 velocity;
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};
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constexpr uint32_t DEFAULT_NUMBER_OF_BOIDS = 25;
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class Boids2D : public sophia::Application {
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public:
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static constexpr float SCROLL_SPEED = 200.0f;
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// World is a fixed box independent of the camera; boids wrap at its edges.
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static constexpr float WORLD_HALF_WIDTH = 1000.0f;
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static constexpr float WORLD_HALF_HEIGHT = 1000.0f;
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static constexpr float MAX_SPEED = 120.0f;
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static constexpr float MAX_FORCE = 200.0f;
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static constexpr float PERCEPTION_RADIUS = 150.0f;
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static constexpr float SEPARATION_RADIUS = 40.0f;
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static constexpr float ALIGNMENT_WEIGHT = 1.0f;
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static constexpr float COHESION_WEIGHT = 1.0f;
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static constexpr float SEPARATION_WEIGHT = 1.5f;
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static constexpr float BOID_LENGTH = 20.0f;
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static constexpr float BOID_WIDTH = 12.0f;
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// Neighbor lookups use a uniform grid instead of an O(n^2) scan. Cell size
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// equals PERCEPTION_RADIUS so that a boid's neighbors can only ever fall in
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// its own cell or the 8 cells surrounding it.
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static constexpr float CELL_SIZE = PERCEPTION_RADIUS;
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static constexpr int GRID_WIDTH =
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static_cast<int>(2.0f * WORLD_HALF_WIDTH / CELL_SIZE) + 1;
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static constexpr int GRID_HEIGHT =
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static_cast<int>(2.0f * WORLD_HALF_HEIGHT / CELL_SIZE) + 1;
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Boids2D() : Application{{.width = 750, .height = 1000, .name = "Boids2D"}} {
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uint32_t numberOfBoids = DEFAULT_NUMBER_OF_BOIDS;
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if (args.size() > 1) {
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numberOfBoids = static_cast<uint32_t>(std::stoul(args[1]));
|
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}
|
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boids.resize(numberOfBoids);
|
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|
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sophia::EventSystem::get().addListener<sophia::KeyPressedEvent>(
|
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[this](sophia::KeyPressedEvent& e) {
|
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setScrollKeyHeld(e.getKeyCode(), true);
|
||||
});
|
||||
sophia::EventSystem::get().addListener<sophia::KeyReleasedEvent>(
|
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[this](sophia::KeyReleasedEvent& e) {
|
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setScrollKeyHeld(e.getKeyCode(), false);
|
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});
|
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}
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|
||||
void onCreate() override {
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std::cout << "Boids2D created" << std::endl;
|
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|
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std::mt19937 rng{std::random_device{}()};
|
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std::uniform_real_distribution<float> posX{-WORLD_HALF_WIDTH,
|
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WORLD_HALF_WIDTH};
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std::uniform_real_distribution<float> posY{-WORLD_HALF_HEIGHT,
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WORLD_HALF_HEIGHT};
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std::uniform_real_distribution<float> angle{0.0f, glm::two_pi<float>()};
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for (Boid& boid : boids) {
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boid.position = {posX(rng), posY(rng)};
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float theta = angle(rng);
|
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boid.velocity = glm::vec2{std::cos(theta), std::sin(theta)} * MAX_SPEED;
|
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}
|
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|
||||
// Boid shape in local space, nose pointing along +x; each boid is drawn
|
||||
// as an instance of this one mesh with a per-boid transform.
|
||||
std::vector<sophia::CanvasVertex> vertices{
|
||||
{{BOID_LENGTH * 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}},
|
||||
{{-BOID_LENGTH * 0.5f, BOID_WIDTH * 0.5f}, {1.0f, 1.0f, 1.0f}},
|
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{{-BOID_LENGTH * 0.5f, -BOID_WIDTH * 0.5f}, {1.0f, 1.0f, 1.0f}},
|
||||
};
|
||||
boidMesh = createMesh(std::move(vertices), {});
|
||||
}
|
||||
|
||||
void onUpdate(const sophia::FrameInfo& frameInfo) override {
|
||||
float scrollDistance =
|
||||
SCROLL_SPEED * static_cast<float>(frameInfo.deltaTime);
|
||||
if (scrollLeft) camera.position.x -= scrollDistance;
|
||||
if (scrollRight) camera.position.x += scrollDistance;
|
||||
if (scrollUp) camera.position.y -= scrollDistance;
|
||||
if (scrollDown) camera.position.y += scrollDistance;
|
||||
|
||||
updateBoids(static_cast<float>(frameInfo.deltaTime));
|
||||
|
||||
for (const Boid& boid : boids) {
|
||||
drawBoid(boid);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
// Maps a world position to its grid cell, clamped to the grid bounds.
|
||||
glm::ivec2 cellOf(glm::vec2 position) const {
|
||||
int cx = static_cast<int>((position.x + WORLD_HALF_WIDTH) / CELL_SIZE);
|
||||
int cy = static_cast<int>((position.y + WORLD_HALF_HEIGHT) / CELL_SIZE);
|
||||
return {std::clamp(cx, 0, GRID_WIDTH - 1),
|
||||
std::clamp(cy, 0, GRID_HEIGHT - 1)};
|
||||
}
|
||||
|
||||
void rebuildGrid() {
|
||||
for (std::vector<uint32_t>& cell : grid) cell.clear();
|
||||
|
||||
for (uint32_t i = 0; i < boids.size(); ++i) {
|
||||
glm::ivec2 cell = cellOf(boids[i].position);
|
||||
grid[cell.y * GRID_WIDTH + cell.x].push_back(i);
|
||||
}
|
||||
}
|
||||
|
||||
void updateBoids(float deltaTime) {
|
||||
rebuildGrid();
|
||||
|
||||
std::vector<glm::vec2> accelerations(boids.size());
|
||||
|
||||
for (size_t i = 0; i < boids.size(); ++i) {
|
||||
glm::vec2 separation{0.0f};
|
||||
glm::vec2 averageVelocity{0.0f};
|
||||
glm::vec2 averagePosition{0.0f};
|
||||
int neighborCount = 0;
|
||||
|
||||
glm::ivec2 cell = cellOf(boids[i].position);
|
||||
|
||||
for (int cy = std::max(cell.y - 1, 0);
|
||||
cy <= std::min(cell.y + 1, GRID_HEIGHT - 1); ++cy) {
|
||||
for (int cx = std::max(cell.x - 1, 0);
|
||||
cx <= std::min(cell.x + 1, GRID_WIDTH - 1); ++cx) {
|
||||
for (uint32_t j : grid[cy * GRID_WIDTH + cx]) {
|
||||
if (j == i) continue;
|
||||
|
||||
glm::vec2 offset = boids[i].position - boids[j].position;
|
||||
float dist = glm::length(offset);
|
||||
if (dist >= PERCEPTION_RADIUS) continue;
|
||||
|
||||
averageVelocity += boids[j].velocity;
|
||||
averagePosition += boids[j].position;
|
||||
++neighborCount;
|
||||
|
||||
if (dist > 0.0f && dist < SEPARATION_RADIUS) {
|
||||
separation += offset / (dist * dist);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec2 acceleration =
|
||||
steerTowards(boids[i], separation) * SEPARATION_WEIGHT;
|
||||
|
||||
if (neighborCount > 0) {
|
||||
averageVelocity /= static_cast<float>(neighborCount);
|
||||
acceleration +=
|
||||
steerTowards(boids[i], averageVelocity) * ALIGNMENT_WEIGHT;
|
||||
|
||||
averagePosition /= static_cast<float>(neighborCount);
|
||||
glm::vec2 towardsGroup = averagePosition - boids[i].position;
|
||||
acceleration += steerTowards(boids[i], towardsGroup) * COHESION_WEIGHT;
|
||||
}
|
||||
|
||||
accelerations[i] = acceleration;
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < boids.size(); ++i) {
|
||||
Boid& boid = boids[i];
|
||||
boid.velocity += accelerations[i] * deltaTime;
|
||||
|
||||
float speed = glm::length(boid.velocity);
|
||||
if (speed > MAX_SPEED) {
|
||||
boid.velocity = boid.velocity / speed * MAX_SPEED;
|
||||
}
|
||||
|
||||
boid.position += boid.velocity * deltaTime;
|
||||
wrapPosition(boid.position);
|
||||
}
|
||||
}
|
||||
|
||||
// Steers boid towards desiredDirection at up to MAX_SPEED, clamped to
|
||||
// MAX_FORCE.
|
||||
glm::vec2 steerTowards(const Boid& boid, glm::vec2 desiredDirection) {
|
||||
float directionLength = glm::length(desiredDirection);
|
||||
if (directionLength < 1e-5f) return glm::vec2{0.0f};
|
||||
|
||||
glm::vec2 desired = desiredDirection / directionLength * MAX_SPEED;
|
||||
glm::vec2 steer = desired - boid.velocity;
|
||||
|
||||
float steerLength = glm::length(steer);
|
||||
if (steerLength > MAX_FORCE) {
|
||||
steer = steer / steerLength * MAX_FORCE;
|
||||
}
|
||||
return steer;
|
||||
}
|
||||
|
||||
void wrapPosition(glm::vec2& position) {
|
||||
if (position.x > WORLD_HALF_WIDTH) position.x = -WORLD_HALF_WIDTH;
|
||||
if (position.x < -WORLD_HALF_WIDTH) position.x = WORLD_HALF_WIDTH;
|
||||
if (position.y > WORLD_HALF_HEIGHT) position.y = -WORLD_HALF_HEIGHT;
|
||||
if (position.y < -WORLD_HALF_HEIGHT) position.y = WORLD_HALF_HEIGHT;
|
||||
}
|
||||
|
||||
void drawBoid(const Boid& boid) {
|
||||
glm::vec2 direction = boid.velocity;
|
||||
float speed = glm::length(direction);
|
||||
direction = speed > 1e-5f ? direction / speed : glm::vec2{0.0f, -1.0f};
|
||||
float angle = std::atan2(direction.y, direction.x);
|
||||
|
||||
glm::mat4 transform =
|
||||
glm::translate(glm::mat4{1.f}, glm::vec3(boid.position, 0.0f)) *
|
||||
glm::rotate(glm::mat4{1.f}, angle, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
drawMesh(boidMesh, transform);
|
||||
}
|
||||
|
||||
void setScrollKeyHeld(sophia::KeyCode keycode, bool held) {
|
||||
if (keycode == sophia::Key::Left) scrollLeft = held;
|
||||
if (keycode == sophia::Key::Right) scrollRight = held;
|
||||
if (keycode == sophia::Key::Up) scrollUp = held;
|
||||
if (keycode == sophia::Key::Down) scrollDown = held;
|
||||
}
|
||||
|
||||
std::vector<Boid> boids;
|
||||
std::vector<std::vector<uint32_t>> grid{
|
||||
static_cast<size_t>(GRID_WIDTH * GRID_HEIGHT)};
|
||||
sophia::MeshHandle boidMesh{};
|
||||
bool scrollLeft = false;
|
||||
bool scrollRight = false;
|
||||
bool scrollUp = false;
|
||||
bool scrollDown = false;
|
||||
};
|
||||
|
||||
SOPHIA_MAIN(Boids2D)
|
||||
Reference in New Issue
Block a user