aboutsummaryrefslogtreecommitdiff
path: root/mwe
diff options
context:
space:
mode:
authormax-001 <maxsmits21@kpnmail.nl>2024-10-16 13:09:28 +0200
committermax-001 <maxsmits21@kpnmail.nl>2024-10-16 13:09:28 +0200
commit85514636cbf9ae34afc8d6c863e9760f291e6478 (patch)
tree4e745d504a0c55386aa20f079dfdaa0d32ac31aa /mwe
parent809db83cd515c6c2b1d404811354208cf97a5c07 (diff)
parent579824011d5e8776e2079d6624a39535517760ff (diff)
Merge remote-tracking branch 'origin/master' into max/POC-ECS-memory-efficient
Diffstat (limited to 'mwe')
-rw-r--r--mwe/audio/soloud/main.cpp3
-rw-r--r--mwe/dynlink/exec/CMakeLists.txt10
-rw-r--r--mwe/dynlink/exec/main.c2
-rw-r--r--mwe/dynlink/lib/CMakeLists.txt16
-rw-r--r--mwe/dynlink/lib/test.c (renamed from mwe/dynlink/lib/lib.c)0
-rw-r--r--mwe/dynlink/lib/test.h (renamed from mwe/dynlink/lib/lib.h)0
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.h55
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.hpp127
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.hpp7
-rw-r--r--mwe/ecs-homemade/src/ComponentManager.cpp23
-rw-r--r--mwe/ecs-homemade/src/main.cpp59
-rw-r--r--mwe/ecs-memory-efficient/src/Components.cpp3
-rw-r--r--mwe/ecs-memory-efficient/src/GameObjectMax.cpp4
-rw-r--r--mwe/gameloop/include/gameObject.h1
-rw-r--r--mwe/gameloop/include/timer.h2
-rw-r--r--mwe/gameloop/src/loopManager.cpp34
-rw-r--r--mwe/gameloop/src/main.cpp3
-rw-r--r--mwe/gameloop/src/timer.cpp13
18 files changed, 336 insertions, 26 deletions
diff --git a/mwe/audio/soloud/main.cpp b/mwe/audio/soloud/main.cpp
index 25ba003..50df0b7 100644
--- a/mwe/audio/soloud/main.cpp
+++ b/mwe/audio/soloud/main.cpp
@@ -38,8 +38,7 @@ int main() {
this_thread::sleep_for(500ms);
// play all samples simultaniously
- for (unsigned i = 0; i < 3; i++)
- soloud.play(sfx[i]);
+ for (unsigned i = 0; i < 3; i++) soloud.play(sfx[i]);
this_thread::sleep_for(1000ms);
// stop all audio and exit
diff --git a/mwe/dynlink/exec/CMakeLists.txt b/mwe/dynlink/exec/CMakeLists.txt
index 5335f0f..465b45e 100644
--- a/mwe/dynlink/exec/CMakeLists.txt
+++ b/mwe/dynlink/exec/CMakeLists.txt
@@ -5,12 +5,20 @@ set(CMAKE_CXX_STANDARD 20)
project(main C CXX)
+add_executable(main main.c)
+
# Since we have the source code for the test library, we might as well let
# CMake use it so it automatically picks up the interface headers and compiles
# the library for us. The same can be achieved manually, but is more code.
add_subdirectory(../lib test)
-add_executable(main main.c)
+# include(ExternalProject)
+# ExternalProject_Add(test_ext
+# SOURCE_DIR ../../lib
+# CMAKE_ARGS -DCMAKE_INSTALL_PREFIX="${CMAKE_BINARY_DIR}/ext"
+# )
+# add_dependencies(main test_ext)
+# find_package(test REQUIRED)
# Make sure ld.so (linux) looks in the same folder as the final executable for
# the .so dependency
diff --git a/mwe/dynlink/exec/main.c b/mwe/dynlink/exec/main.c
index 2bbdc20..ff884f2 100644
--- a/mwe/dynlink/exec/main.c
+++ b/mwe/dynlink/exec/main.c
@@ -1,4 +1,4 @@
-#include <lib.h>
+#include <test.h>
int main() {
library_function();
diff --git a/mwe/dynlink/lib/CMakeLists.txt b/mwe/dynlink/lib/CMakeLists.txt
index 2d15353..7efc91a 100644
--- a/mwe/dynlink/lib/CMakeLists.txt
+++ b/mwe/dynlink/lib/CMakeLists.txt
@@ -5,6 +5,20 @@ set(CMAKE_CXX_STANDARD 20)
project(lib C CXX)
-add_library(test SHARED lib.c)
+add_library(test SHARED)
+
target_include_directories(test SYSTEM INTERFACE .)
+target_sources(test PUBLIC
+ test.c
+)
+
+target_sources(test PUBLIC FILE_SET HEADERS FILES
+ test.h
+)
+
+install(
+ TARGETS test
+ FILE_SET HEADERS DESTINATION include
+)
+
diff --git a/mwe/dynlink/lib/lib.c b/mwe/dynlink/lib/test.c
index c7a78e4..c7a78e4 100644
--- a/mwe/dynlink/lib/lib.c
+++ b/mwe/dynlink/lib/test.c
diff --git a/mwe/dynlink/lib/lib.h b/mwe/dynlink/lib/test.h
index 093eadb..093eadb 100644
--- a/mwe/dynlink/lib/lib.h
+++ b/mwe/dynlink/lib/test.h
diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h
new file mode 100644
index 0000000..d368516
--- /dev/null
+++ b/mwe/ecs-homemade/inc/ComponentManager.h
@@ -0,0 +1,55 @@
+#pragma once
+
+#include "Components.h"
+#include <cstdint>
+#include <memory>
+#include <typeindex>
+#include <unordered_map>
+#include <utility>
+#include <vector>
+
+class ComponentManager {
+public:
+ static ComponentManager & GetInstance(); //Singleton
+
+ ComponentManager(const ComponentManager &) = delete; //Singleton
+ ComponentManager(ComponentManager &&) = delete; //Singleton
+ ComponentManager & operator=(const ComponentManager &) = delete; //Singleton
+ ComponentManager & operator=(ComponentManager &&) = delete; //Singleton
+
+ template <typename T, typename... Args>
+ void AddComponent(std::uint32_t id,
+ Args &&... args); //Add a component of a specific type
+ template <typename T>
+ void DeleteComponentsById(
+ std::uint32_t id); //Deletes all components of a specific type and id
+ template <typename T>
+ void DeleteComponents(); //Deletes all components of a specific type
+ void DeleteAllComponentsOfId(
+ std::uint32_t id); //Deletes all components of a specific id
+ void DeleteAllComponents(); //Deletes all components
+
+ template <typename T>
+ std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id)
+ const; //Get a vector<> of all components at specific type and id
+ template <typename T>
+ std::vector<std::reference_wrapper<T>> GetComponentsByType()
+ const; //Get a vector<> of all components of a specific type
+
+private:
+ static ComponentManager mInstance; //Singleton
+
+ ComponentManager(); //Singleton
+
+ /*
+ * The std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> below might seem a bit strange, let me explain this structure:
+ * The std::unordered_map<> has a key and value. The key is a std::type_index and the value is a std::vector. So, a new std::vector will be created for each new std::type_index.
+ * The first std::vector<> stores another vector<>. This first vector<> is to bind the entity's id to a component.
+ * The second std::vector<> stores unique_ptrs. Each component can be gathered via an unique_ptr. This second vector<> allows multiple components of the same std::type_index for one entity (id).
+ */
+ std::unordered_map<std::type_index,
+ std::vector<std::vector<std::unique_ptr<Component>>>>
+ mComponents;
+};
+
+#include "ComponentManager.hpp"
diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp
new file mode 100644
index 0000000..d6da8e8
--- /dev/null
+++ b/mwe/ecs-homemade/inc/ComponentManager.hpp
@@ -0,0 +1,127 @@
+
+template <typename T, typename... Args>
+void ComponentManager::AddComponent(std::uint32_t id, Args &&... args) {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ if (mComponents.find(type)
+ == mComponents
+ .end()) { //Check if this component type is already in the unordered_map<>
+ mComponents[type] = std::vector<std::vector<std::unique_ptr<
+ Component>>>(); //If not, create a new (empty) vector<> of vector<unique_ptr<Component>>
+ }
+
+ if (id
+ >= mComponents[type]
+ .size()) { //Resize the vector<> if the id is greater than the current size
+ mComponents[type].resize(
+ id
+ + 1); //Initialize new slots to nullptr (resize does automatically init to nullptr)
+ }
+
+ mComponents[type][id].push_back(std::make_unique<T>(std::forward<Args>(
+ args)...)); //Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<>
+}
+
+template <typename T>
+void ComponentManager::DeleteComponentsById(std::uint32_t id) {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ if (mComponents.find(type)
+ != mComponents.end()) { //Find the type (in the unordered_map<>)
+ std::vector<std::vector<std::unique_ptr<Component>>> & componentArray
+ = mComponents[type]; //Get the correct vector<>
+
+ if (id
+ < componentArray
+ .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ componentArray[id]
+ .clear(); //Clear the whole vector<> of this specific type and id
+ }
+ }
+}
+
+template <typename T>
+void ComponentManager::DeleteComponents() {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ if (mComponents.find(type)
+ != mComponents.end()) { //Find the type (in the unordered_map<>)
+ mComponents[type]
+ .clear(); //Clear the whole vector<> of this specific type
+ }
+}
+
+template <typename T>
+std::vector<std::reference_wrapper<T>>
+ComponentManager::GetComponentsByID(std::uint32_t id) const {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ std::vector<std::reference_wrapper<T>>
+ componentVector; //Create an empty vector<>
+
+ if (mComponents.find(type)
+ != mComponents.end()) { //Find the type (in the unordered_map<>)
+
+ const std::vector<std::vector<std::unique_ptr<Component>>> &
+ componentArray
+ = mComponents.at(type); //Get the correct vector<>
+
+ if (id
+ < componentArray
+ .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ for (const std::unique_ptr<Component> & componentPtr :
+ componentArray[id]) { //Loop trough the whole vector<>
+ T * castedComponent = static_cast<T *>(
+ componentPtr.get()); //Cast the unique_ptr to a raw pointer
+
+ if (castedComponent) { //Ensure that the cast was successful
+ componentVector.push_back(
+ *castedComponent); //Add the dereferenced raw pointer to the vector<>
+ }
+ }
+ }
+ }
+
+ return componentVector; //Return the vector<>
+}
+
+template <typename T>
+std::vector<std::reference_wrapper<T>>
+ComponentManager::GetComponentsByType() const {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ std::vector<std::reference_wrapper<T>>
+ componentVector; //Create an empty vector<>
+ //std::uint32_t id = 0; //Set the id to 0 (the id will also be stored in the returned vector<>)
+
+ if (mComponents.find(type)
+ != mComponents.end()) { //Find the type (in the unordered_map<>)
+
+ const std::vector<std::vector<std::unique_ptr<Component>>> &
+ componentArray
+ = mComponents.at(type); //Get the correct vector<>
+
+ for (const std::vector<std::unique_ptr<Component>> & component :
+ componentArray) { //Loop through the whole vector<>
+ for (const std::unique_ptr<Component> & componentPtr :
+ component) { //Loop trough the whole vector<>
+ T * castedComponent = static_cast<T *>(
+ componentPtr.get()); //Cast the unique_ptr to a raw pointer
+
+ if (castedComponent) { //Ensure that the cast was successful
+ componentVector.emplace_back(std::ref(
+ *castedComponent)); //Pair the dereferenced raw pointer and the id and add it to the vector<>
+ }
+ }
+
+ //++id; //Increase the id (the id will also be stored in the returned vector<>)
+ }
+ }
+
+ return componentVector; //Return the vector<>
+}
diff --git a/mwe/ecs-homemade/inc/GameObjectMax.hpp b/mwe/ecs-homemade/inc/GameObjectMax.hpp
new file mode 100644
index 0000000..91d51ea
--- /dev/null
+++ b/mwe/ecs-homemade/inc/GameObjectMax.hpp
@@ -0,0 +1,7 @@
+#include "ComponentManager.h"
+
+template <typename T, typename... Args>
+void GameObject::AddComponent(Args &&... args) {
+ ComponentManager::GetInstance().AddComponent<T>(
+ mId, std::forward<Args>(args)...);
+}
diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp
new file mode 100644
index 0000000..536c152
--- /dev/null
+++ b/mwe/ecs-homemade/src/ComponentManager.cpp
@@ -0,0 +1,23 @@
+#include "ComponentManager.h"
+
+ComponentManager ComponentManager::mInstance;
+
+ComponentManager & ComponentManager::GetInstance() { return mInstance; }
+
+ComponentManager::ComponentManager() {}
+
+void ComponentManager::DeleteAllComponentsOfId(std::uint32_t id) {
+ for (auto & [type, componentArray] :
+ mComponents) { //Loop through all the types (in the unordered_map<>)
+ if (id
+ < componentArray
+ .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ componentArray[id]
+ .clear(); //Clear the components at this specific id
+ }
+ }
+}
+
+void ComponentManager::DeleteAllComponents() {
+ mComponents.clear(); //Clear the whole unordered_map<>
+}
diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp
new file mode 100644
index 0000000..330e154
--- /dev/null
+++ b/mwe/ecs-homemade/src/main.cpp
@@ -0,0 +1,59 @@
+#include <chrono>
+#include <cstdint>
+#include <iostream>
+#include <vector>
+
+#include "ComponentManager.h"
+#include "Components.h"
+#include "GameObjectMax.h"
+
+int main() {
+ auto startAdding = std::chrono::high_resolution_clock::now();
+
+ GameObject * gameObject[100000];
+
+ for (int i = 0; i < 100000; ++i) {
+ gameObject[i] = new GameObject(i, "Name", "Tag", 0);
+
+ gameObject[i]->AddComponent<Sprite>("C:/Test");
+ gameObject[i]->AddComponent<Rigidbody>(0, 0, i);
+ gameObject[i]->AddComponent<Colider>(i);
+ }
+
+ auto stopAdding = std::chrono::high_resolution_clock::now();
+
+ //This is what systems would do:
+
+ std::vector<std::reference_wrapper<Sprite>> sprites
+ = ComponentManager::GetInstance().GetComponentsByType<Sprite>();
+ for (Sprite & sprite : sprites) {
+ //std::cout << sprite.get().mPath << std::endl;
+ }
+ //std::cout << std::endl;
+
+ std::vector<std::reference_wrapper<Rigidbody>> rigidBodies
+ = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>();
+ for (Rigidbody & rigidbody : rigidBodies) {
+ //std::cout << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl;
+ }
+ //std::cout << std::endl;
+
+ std::vector<std::reference_wrapper<Colider>> coliders
+ = ComponentManager::GetInstance().GetComponentsByType<Colider>();
+ for (Colider & colider : coliders) {
+ //std::cout << colider.get().mSize << std::endl;
+ }
+
+ auto stopLooping = std::chrono::high_resolution_clock::now();
+
+ for (int i = 0; i < 100000; ++i) {
+ delete gameObject[i];
+ }
+
+ auto Addtime = std::chrono::duration_cast<std::chrono::microseconds>(
+ stopAdding - startAdding);
+ auto LoopTime = std::chrono::duration_cast<std::chrono::microseconds>(
+ stopLooping - stopAdding);
+ std::cout << "AddTime: " << Addtime.count() << " us" << std::endl;
+ std::cout << "LoopTime: " << LoopTime.count() << " us" << std::endl;
+}
diff --git a/mwe/ecs-memory-efficient/src/Components.cpp b/mwe/ecs-memory-efficient/src/Components.cpp
index 69b5eaa..c8347b3 100644
--- a/mwe/ecs-memory-efficient/src/Components.cpp
+++ b/mwe/ecs-memory-efficient/src/Components.cpp
@@ -5,6 +5,7 @@ Component::Component() : mActive(true) {}
Sprite::Sprite(std::string path) : mPath(path) {}
-Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType) : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {}
+Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType)
+ : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {}
Colider::Colider(int size) : mSize(size) {}
diff --git a/mwe/ecs-memory-efficient/src/GameObjectMax.cpp b/mwe/ecs-memory-efficient/src/GameObjectMax.cpp
index 62c41de..b0c5af7 100644
--- a/mwe/ecs-memory-efficient/src/GameObjectMax.cpp
+++ b/mwe/ecs-memory-efficient/src/GameObjectMax.cpp
@@ -2,4 +2,6 @@
#include "ComponentManager.h"
-GameObject::GameObject(std::uint32_t id, std::string name, std::string tag, int layer) : mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {}
+GameObject::GameObject(std::uint32_t id, std::string name, std::string tag,
+ int layer)
+ : mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {}
diff --git a/mwe/gameloop/include/gameObject.h b/mwe/gameloop/include/gameObject.h
index 69f4d52..abdc9b0 100644
--- a/mwe/gameloop/include/gameObject.h
+++ b/mwe/gameloop/include/gameObject.h
@@ -19,6 +19,7 @@ public:
void setHeight(float value);
void setVelX(float value);
void setVelY(float value);
+ int direction;
private:
std::string name = "";
diff --git a/mwe/gameloop/include/timer.h b/mwe/gameloop/include/timer.h
index 22383b2..8273746 100644
--- a/mwe/gameloop/include/timer.h
+++ b/mwe/gameloop/include/timer.h
@@ -13,6 +13,8 @@ public:
double getFixedDeltaTime() const;
void setFPS(int FPS);
int getFPS() const;
+ double getGameScale();
+ void setGameScale(double);
void enforceFrameRate();
double getLag() const;
diff --git a/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp
index cb532cc..0392853 100644
--- a/mwe/gameloop/src/loopManager.cpp
+++ b/mwe/gameloop/src/loopManager.cpp
@@ -11,7 +11,14 @@ void LoopManager::processInput() {
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE) {
gameRunning = false;
+ } else if (event.key.keysym.sym == SDLK_i) {
+ LoopTimer::getInstance().setGameScale(
+ LoopTimer::getInstance().getGameScale() + 0.1);
+ } else if (event.key.keysym.sym == SDLK_k) {
+ LoopTimer::getInstance().setGameScale(
+ LoopTimer::getInstance().getGameScale() - 0.1);
}
+
break;
}
}
@@ -41,11 +48,11 @@ void LoopManager::loop() {
void LoopManager::setup() {
gameRunning = window.initWindow();
LoopTimer::getInstance().start();
- LoopTimer::getInstance().setFPS(50);
+ LoopTimer::getInstance().setFPS(500);
- for (int i = 0; i < 2; i++) {
+ for (int i = 1; i < 3; i++) {
GameObject * square
- = new GameObject("square2", i * 40, i * 40, 20, 20, 0, 0);
+ = new GameObject("square2", i * 60, i * 60, 20, 20, 0, 0);
objectList.push_back(square);
}
}
@@ -57,13 +64,26 @@ void LoopManager::render() {
}
void LoopManager::update() {
- fprintf(stderr, "**********normal update********** \n");
+ fprintf(stderr, "********** normal update ********** \n");
LoopTimer & timer = LoopTimer::getInstance();
float delta = timer.getDeltaTime();
-
for (int i = 0; i < objectList.size(); i++) {
- objectList[i]->setX(objectList[i]->getX() + 50 * delta);
- objectList[i]->setY(objectList[i]->getY() + 50 * delta);
+ GameObject * obj = objectList[i];
+
+ // Move the object based on its direction
+ if (obj->direction == 1) {
+ obj->setX(obj->getX() + 50 * delta);
+ } else {
+ obj->setX(obj->getX() - 50 * delta);
+ }
+
+ if (obj->getX() > 500) {
+ obj->setX(500);
+ obj->direction = 0; // Switch direction to left
+ } else if (obj->getX() < 50) {
+ obj->setX(50); // Clamp the position to the boundary
+ obj->direction = 1; // Switch direction to right
+ }
}
}
diff --git a/mwe/gameloop/src/main.cpp b/mwe/gameloop/src/main.cpp
index 889a30a..c0f216a 100644
--- a/mwe/gameloop/src/main.cpp
+++ b/mwe/gameloop/src/main.cpp
@@ -4,9 +4,6 @@
//#include "window.h"
#include "loopManager.h"
#include "timer.h"
-//Screen dimension constants
-
-//Starts up SDL and creates window
int main(int argc, char * args[]) {
LoopManager gameLoop;
diff --git a/mwe/gameloop/src/timer.cpp b/mwe/gameloop/src/timer.cpp
index 61e144d..97baef6 100644
--- a/mwe/gameloop/src/timer.cpp
+++ b/mwe/gameloop/src/timer.cpp
@@ -1,15 +1,11 @@
#include "timer.h"
-
-// Constructor (private)
LoopTimer::LoopTimer() {}
-// Get the singleton instance of the timer
LoopTimer & LoopTimer::getInstance() {
static LoopTimer instance;
return instance;
}
-// Start the timer (initialize frame time)
void LoopTimer::start() {
lastFrameTime = SDL_GetTicks64();
elapsedTime = 0;
@@ -17,16 +13,14 @@ void LoopTimer::start() {
deltaTime = 0;
}
-// Update the timer, calculate deltaTime
void LoopTimer::update() {
uint64_t currentFrameTime = SDL_GetTicks64();
- deltaTime
- = (currentFrameTime - lastFrameTime) / 1000.0; // Convert to seconds
+ deltaTime = (currentFrameTime - lastFrameTime) / 1000.0;
if (deltaTime > maximumDeltaTime) {
deltaTime = maximumDeltaTime;
}
-
+ deltaTime *= gameScale;
elapsedTime += deltaTime;
lastFrameTime = currentFrameTime;
}
@@ -44,7 +38,8 @@ void LoopTimer::setFPS(int FPS) {
}
int LoopTimer::getFPS() const { return FPS; }
-
+void LoopTimer::setGameScale(double value) { gameScale = value; };
+double LoopTimer::getGameScale() { return gameScale; }
void LoopTimer::enforceFrameRate() {
uint64_t currentFrameTime = SDL_GetTicks64();
double frameDuration = (currentFrameTime - lastFrameTime) / 1000.0;