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base: deprecate lol::array.

Unfortunately, easymesh code still relies heavily on its specifics, so I’m
letting it live as lol::easy_array for the near future. But it’s going away.
legacy
Sam Hocevar hace 4 años
padre
commit
0f5913edce
Se han modificado 58 ficheros con 615 adiciones y 664 borrados
  1. +61
    -55
      doc/samples/btphystest.cpp
  2. +22
    -21
      doc/samples/btphystest.h
  3. +48
    -42
      doc/samples/physicobject.h
  4. +3
    -3
      doc/samples/physics/easyphysics.cpp
  5. +25
    -24
      doc/samples/physics/easyphysics.h
  6. +44
    -44
      doc/samples/physics/lolphysics.h
  7. +4
    -4
      doc/tutorial/01_triangle.cpp
  8. +9
    -9
      doc/tutorial/02_cube.cpp
  9. +4
    -4
      doc/tutorial/03_noise.cpp
  10. +10
    -9
      doc/tutorial/04_texture.cpp
  11. +9
    -9
      doc/tutorial/05_easymesh.cpp
  12. +3
    -3
      doc/tutorial/06_sprite.cpp
  13. +9
    -9
      doc/tutorial/07_input.cpp
  14. +4
    -4
      doc/tutorial/08_fbo.cpp
  15. +2
    -2
      doc/tutorial/11_fractal.cpp
  16. +40
    -40
      doc/tutorial/12_voronoi.cpp
  17. +1
    -1
      lol-core
  18. +5
    -6
      src/Makefile.am
  19. +2
    -2
      src/base/log.cpp
  20. +15
    -14
      src/commandstack.h
  21. +12
    -12
      src/easymesh/csgbsp.cpp
  22. +15
    -11
      src/easymesh/csgbsp.h
  23. +16
    -27
      src/easymesh/easyarray.h
  24. +7
    -6
      src/easymesh/easymesh.h
  25. +7
    -7
      src/easymesh/easymeshbuild.cpp
  26. +12
    -12
      src/easymesh/easymeshbuild.h
  27. +6
    -6
      src/easymesh/easymeshcsg.cpp
  28. +9
    -9
      src/easymesh/easymeshinternal.cpp
  29. +4
    -4
      src/easymesh/easymeshlua.cpp
  30. +3
    -3
      src/easymesh/easymeshlua.h
  31. +1
    -1
      src/easymesh/easymeshprimitive.cpp
  32. +5
    -5
      src/easymesh/easymeshrender.h
  33. +5
    -5
      src/easymesh/easymeshtransform.cpp
  34. +25
    -24
      src/engine/ticker.cpp
  35. +11
    -10
      src/image/codec/oric-image.cpp
  36. +12
    -10
      src/image/filter/convolution.cpp
  37. +2
    -1
      src/image/kernel.cpp
  38. +5
    -3
      src/image/resample.cpp
  39. +8
    -5
      src/image/resource-private.h
  40. +2
    -2
      src/image/resource.cpp
  41. +1
    -2
      src/lol-core.vcxproj
  42. +3
    -4
      src/lol-core.vcxproj.filters
  43. +0
    -1
      src/lol/base/all.h
  44. +1
    -2
      src/lol/extras.h
  45. +4
    -4
      src/lolua/baselua.cpp
  46. +36
    -24
      src/lolua/baselua.h
  47. +8
    -7
      src/mesh/mesh.cpp
  48. +4
    -4
      src/mesh/mesh.h
  49. +11
    -15
      src/messageservice.cpp
  50. +3
    -3
      src/messageservice.h
  51. +3
    -2
      src/numeric.h
  52. +23
    -23
      src/t/base/array.cpp
  53. +10
    -8
      src/ui/d3d9-input.cpp
  54. +4
    -4
      src/ui/gui.cpp
  55. +2
    -2
      src/ui/gui.h
  56. +11
    -13
      src/ui/sdl-input.cpp
  57. +4
    -2
      src/ui/sdl-input.h
  58. +0
    -76
      src/utils.h

+ 61
- 55
doc/samples/btphystest.cpp Ver fichero

@@ -135,7 +135,7 @@ void BtPhysTest::InitApp()

PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
Ticker::Ref(NewPhyobj);
m_stairs_list << NewPhyobj;
m_stairs_list.push_back(NewPhyobj);
}
{
NewRotation = quat::fromeuler_xyz(0.f, 0.f, radians(40.f));
@@ -143,7 +143,7 @@ void BtPhysTest::InitApp()

PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
Ticker::Ref(NewPhyobj);
m_stairs_list << NewPhyobj;
m_stairs_list.push_back(NewPhyobj);
}
NewPosition = pos_offset + vec3(5.0f, -29.5f, 15.0f);
NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
@@ -153,7 +153,7 @@ void BtPhysTest::InitApp()

PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
Ticker::Ref(NewPhyobj);
m_stairs_list << NewPhyobj;
m_stairs_list.push_back(NewPhyobj);
}
}
#endif //USE_STAIRS
@@ -181,7 +181,7 @@ void BtPhysTest::InitApp()

NewPhyobj->SetTransform(NewPosition, NewRotation);
Ticker::Ref(NewPhyobj);
m_ground_list << NewPhyobj;
m_ground_list.push_back(NewPhyobj);
}
}
#endif //USE_WALL
@@ -194,7 +194,7 @@ void BtPhysTest::InitApp()

PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);

m_platform_list << NewPhyobj;
m_platform_list.push_back(NewPhyobj);
Ticker::Ref(NewPhyobj);

NewPosition = pos_offset + vec3(-15.0f, -25.0f, 5.0f);
@@ -202,7 +202,7 @@ void BtPhysTest::InitApp()
NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
BasePhyobj = NewPhyobj;

m_platform_list << NewPhyobj;
m_platform_list.push_back(NewPhyobj);
Ticker::Ref(NewPhyobj);

NewRotation = quat::fromeuler_xyz(0.f, 0.f, radians(90.f));
@@ -211,21 +211,21 @@ void BtPhysTest::InitApp()
NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);

NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, true);
m_platform_list << NewPhyobj;
m_platform_list.push_back(NewPhyobj);
Ticker::Ref(NewPhyobj);

//NewPosition += vec3(-0.0f, .0f, .0f);
//NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);

//NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, false);
//m_platform_list << NewPhyobj;
//m_platform_list.push_back(NewPhyobj);
//Ticker::Ref(NewPhyobj);

//NewPosition += vec3(-2.0f, .0f, .0f);
//NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);

//NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), false, false);
//m_platform_list << NewPhyobj;
//m_platform_list.push_back(NewPhyobj);
//Ticker::Ref(NewPhyobj);
}
#endif //USE_PLATFORM
@@ -237,7 +237,7 @@ void BtPhysTest::InitApp()

PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 2);

m_character_list << NewPhyobj;
m_character_list.push_back(NewPhyobj);
Ticker::Ref(NewPhyobj);

//NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true);
@@ -259,7 +259,7 @@ void BtPhysTest::InitApp()
vec3(2.f , 1.f , 2.f) +
#endif //CAT_MODE
vec3(8.f * (float)x, 8.f * (float)y, 8.f * (float)z));
m_physobj_list.push(animated_object { new_physobj, ZERO_TIME });
m_physobj_list.push_back(animated_object { new_physobj, ZERO_TIME });
Ticker::Ref(new_physobj);
}
}
@@ -269,16 +269,16 @@ void BtPhysTest::InitApp()

#if USE_ROPE
{
array<PhysicsObject*> RopeElements;
std::vector<PhysicsObject*> RopeElements;
for (int i = 0; i < 14; i++)
{
PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
vec3(0.f, 15.f, -20.f) +
vec3(0.f, 0.f, 2.f * (float)i), 1);
RopeElements << new_physobj;
m_physobj_list.push(new_physobj, ZERO_TIME);
RopeElements.push_back(new_physobj);
m_physobj_list.push_back(animated_object { new_physobj, ZERO_TIME });
Ticker::Ref(new_physobj);
if (RopeElements.count() > 1)
if (RopeElements.size() > 1)
{
EasyConstraint* new_constraint = new EasyConstraint();

@@ -289,7 +289,7 @@ void BtPhysTest::InitApp()
new_constraint->InitConstraintToPoint2Point();
new_constraint->DisableCollisionBetweenObjs(true);
new_constraint->AddToSimulation(m_simulation);
m_constraint_list << new_constraint;
m_constraint_list.push_back(new_constraint);
}
}
}
@@ -309,67 +309,73 @@ BtPhysTest::~BtPhysTest()
Tiler::Deregister(m_cat_texture);
#endif //CAT_MODE

while (m_constraint_list.count())
while (m_constraint_list.size())
{
EasyConstraint* CurPop = m_constraint_list.last();
m_constraint_list.pop();
EasyConstraint* CurPop = m_constraint_list.back();
m_constraint_list.pop_back();
CurPop->RemoveFromSimulation(m_simulation);
delete CurPop;
}
array<PhysicsObject*> objects
= m_ground_list
+ m_stairs_list
+ m_character_list
+ m_platform_list;
while (m_physobj_list.count())
std::vector<PhysicsObject*> objects;
for (auto *obj : m_ground_list)
objects.push_back(obj);
for (auto *obj : m_stairs_list)
objects.push_back(obj);
for (auto *obj : m_character_list)
objects.push_back(obj);
for (auto *obj : m_platform_list)
objects.push_back(obj);
// Back insertion; is this really necessary?
while (m_physobj_list.size())
{
objects << m_physobj_list.last().obj;
m_physobj_list.pop();
objects.push_back(m_physobj_list.back().obj);
m_physobj_list.pop_back();
}
m_ground_list.clear();
m_stairs_list.clear();
m_character_list.clear();
m_platform_list.clear();

while (objects.count())
while (objects.size())
{
PhysicsObject* CurPop = objects.pop();
PhysicsObject* CurPop = objects.back();
objects.pop_back();
CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
Ticker::Unref(CurPop);
}

//while (m_ground_list.count())
//while (m_ground_list.size())
//{
// PhysicsObject* CurPop = m_ground_list.last();
// m_ground_list.pop();
// PhysicsObject* CurPop = m_ground_list.back();
// m_ground_list.pop_back();
// CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
// Ticker::Unref(CurPop);
//}
//while (m_stairs_list.count())
//while (m_stairs_list.size())
//{
// PhysicsObject* CurPop = m_stairs_list.last();
// m_stairs_list.pop();
// PhysicsObject* CurPop = m_stairs_list.back();
// m_stairs_list.pop_back();
// CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
// Ticker::Unref(CurPop);
//}
//while (m_character_list.count())
//while (m_character_list.size())
//{
// PhysicsObject* CurPop = m_character_list.last();
// m_character_list.pop();
// PhysicsObject* CurPop = m_character_list.back();
// m_character_list.pop_back();
// CurPop->GetCharacter()->RemoveFromSimulation(m_simulation);
// Ticker::Unref(CurPop);
//}
//while (m_platform_list.count())
//while (m_platform_list.size())
//{
// PhysicsObject* CurPop = m_platform_list.last();
// m_platform_list.pop();
// PhysicsObject* CurPop = m_platform_list.back();
// m_platform_list.pop_back();
// CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
// Ticker::Unref(CurPop);
//}
//while (m_physobj_list.count())
//while (m_physobj_list.size())
//{
// PhysicsObject* CurPop = m_physobj_list.last().obj;
// m_physobj_list.pop();
// PhysicsObject* CurPop = m_physobj_list.back().obj;
// m_physobj_list.pop_back();
// CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
// Ticker::Unref(CurPop);
//}
@@ -420,12 +426,12 @@ void BtPhysTest::tick_game(float seconds)
{
m_target_timer = TARGET_TIMER;
if (m_cam_target == -1)
m_cam_target = rand(m_physobj_list.count());
m_cam_target = rand(m_physobj_list.size());
else
m_cam_target = -1;
}

for (int i = 0; i < m_physobj_list.count(); i++)
for (size_t i = 0; i < m_physobj_list.size(); i++)
{
PhysicsObject* PhysObj = m_physobj_list[i].obj;
float &obj_timer = m_physobj_list[i].anim;
@@ -503,7 +509,7 @@ void BtPhysTest::tick_game(float seconds)

#if USE_WALL
{
for (int i = 0; i < m_ground_list.count(); i++)
for (size_t i = 0; i < m_ground_list.size(); i++)
{
PhysicsObject* PhysObj = m_ground_list[i];
mat4 GroundMat = PhysObj->GetTransform();
@@ -514,7 +520,7 @@ void BtPhysTest::tick_game(float seconds)

GroundBarycenter /= factor;

for (int i = 0; i < m_ground_list.count(); i++)
for (size_t i = 0; i < m_ground_list.size(); i++)
{
PhysicsObject* PhysObj = m_ground_list[i];

@@ -533,7 +539,7 @@ void BtPhysTest::tick_game(float seconds)

#if USE_ROTATION
{
for (int i = 0; i < m_ground_list.count(); i++)
for (size_t i = 0; i < m_ground_list.size(); i++)
{
PhysicsObject* PhysObj = m_ground_list[i];

@@ -550,7 +556,7 @@ void BtPhysTest::tick_game(float seconds)

#if USE_PLATFORM
{
for (int i = 0; i < m_platform_list.count(); i++)
for (size_t i = 0; i < m_platform_list.size(); i++)
{
PhysicsObject* PhysObj = m_platform_list[i];

@@ -575,7 +581,7 @@ void BtPhysTest::tick_game(float seconds)
{
auto keyboard = input::keyboard();

for (int i = 0; i < m_character_list.count(); i++)
for (size_t i = 0; i < m_character_list.size(); i++)
{
PhysicsObject* PhysObj = m_character_list[i];
EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter();
@@ -608,7 +614,7 @@ void BtPhysTest::tick_game(float seconds)
PhysObjBarycenter = vec3(.0f);
factor = .0f;

for (int i = 0; i < m_character_list.count(); i++)
for (size_t i = 0; i < m_character_list.size(); i++)
{
PhysicsObject* PhysObj = m_character_list[i];
mat4 GroundMat = PhysObj->GetTransform();
@@ -628,7 +634,7 @@ void BtPhysTest::tick_game(float seconds)
#else
{
PhysObjBarycenter = vec3(.0f);
for (int i = 0; i < m_physobj_list.count(); i++)
for (size_t i = 0; i < m_physobj_list.size(); i++)
{
PhysicsObject* PhysObj = m_physobj_list[i].obj;
mat4 GroundMat = PhysObj->GetTransform();
@@ -660,7 +666,7 @@ void BtPhysTest::tick_draw(float seconds, Scene &scene)
/* cat datas setup */
m_cat_shader = Shader::Create(LOLFX_RESOURCE_NAME(front_camera_sprite));
#if USE_BODIES
for (int i = 0; i < m_physobj_list.count(); i++)
for (size_t i = 0; i < m_physobj_list.size(); i++)
{
PhysicsObject* PhysObj = m_physobj_list[i].obj;
m_cat_sdata = new CatShaderData(((1 << VertexUsage::Position) |
@@ -682,7 +688,7 @@ void BtPhysTest::tick_draw(float seconds, Scene &scene)
else
{
#if CAT_MODE
for (int i = 0; i < m_physobj_list.count(); i++)
for (size_t i = 0; i < m_physobj_list.size(); i++)
{
PhysicsObject* PhysObj = m_physobj_list[i].obj;
CatShaderData* ShaderData = (CatShaderData*)PhysObj->GetCustomShaderData();


+ 22
- 21
doc/samples/btphystest.h Ver fichero

@@ -15,6 +15,7 @@

#include <memory>
#include <string>
#include <vector>
#include <map>

class CatShaderData : public GpuShaderData
@@ -89,28 +90,28 @@ private:
typedef SafeEnum<BtPhysTestKeyInputBase> BtPhysTestKeyInput;


TileSet* m_cat_texture;
std::shared_ptr<Shader> m_cat_shader;
CatShaderData* m_cat_sdata;
Camera* m_camera;
Light* m_light1;
Light* m_light2;
int m_init_status;
bool m_ready;
TileSet *m_cat_texture;
std::shared_ptr<Shader> m_cat_shader;
CatShaderData *m_cat_sdata;
Camera *m_camera;
Light *m_light1;
Light *m_light2;
int m_init_status;
bool m_ready;

lol::phys::Simulation* m_simulation;
array<EasyConstraint*> m_constraint_list;
lol::phys::Simulation *m_simulation;
std::vector<EasyConstraint*> m_constraint_list;
struct animated_object { PhysicsObject* obj; float anim; };
array<animated_object> m_physobj_list;
array<PhysicsObject*> m_ground_list;
array<PhysicsObject*> m_platform_list;
array<PhysicsObject*> m_character_list;
array<PhysicsObject*> m_stairs_list;
float m_loop_value;
float m_target_timer;
int m_cam_target;
float m_fov_dp;
float m_loc_dp;
std::vector<animated_object> m_physobj_list;
std::vector<PhysicsObject*> m_ground_list;
std::vector<PhysicsObject*> m_platform_list;
std::vector<PhysicsObject*> m_character_list;
std::vector<PhysicsObject*> m_stairs_list;
float m_loop_value;
float m_target_timer;
int m_cam_target;
float m_fov_dp;
float m_loc_dp;
};


+ 48
- 42
doc/samples/physicobject.h Ver fichero

@@ -17,6 +17,7 @@
/* FIXME: this file is pure crap; it's only a test. */

#include <lol/engine.h>
#include <vector>

#include "easymesh/easymesh.h"
#include "physics/easyphysics.h"
@@ -165,23 +166,24 @@ public:
m_is_character(false),
m_is_phys(false)
{
static array<EasyMesh> MeshRand;
static array<int> MeshLimit;
static array<int> MeshType;
static std::vector<EasyMesh> MeshRand;
static std::vector<int> MeshLimit;
static std::vector<int> MeshType;

if (!MeshRand.count())
if (!MeshRand.size())
{
array<std::string> colors_base = { "#add", "#dad", "#dda", "#daa", "#ada", "#aad" };
std::vector<std::string> colors_base = { "#add", "#dad", "#dda", "#daa", "#ada", "#aad" };

MeshLimit << 0;
MeshLimit.push_back(0);

#if USE_BOX
{
array<std::string> colors = colors_base;
while (colors.count())
std::vector<std::string> colors = colors_base;
while (colors.size())
{
EasyMesh m;
vec4 color = hex_to_color(colors.pop());
vec4 color = hex_to_color(colors.back());
colors.pop_back();
m.SetCurColor(color);
m.AppendFlatChamfBox(vec3(1.7f), .4f);
m.OpenBrace();
@@ -194,7 +196,7 @@ public:
m.ScaleZ(-1.f);
}
m.CloseBrace();
MeshRand << m;
MeshRand.push_back(m);
}
}
//MeshRand << "[sc#add afcb1.7 1.7 1.7 0.4][sc#000 tsw afcb1.9 1.9 1.9 0.4 sx-1 sy-1 sz-1]";
@@ -204,8 +206,8 @@ public:
//MeshRand << "[sc#ada afcb1.7 1.7 1.7 0.4][sc#000 tsw afcb1.9 1.9 1.9 0.4 sx-1 sy-1 sz-1]";
//MeshRand << "[sc#aad afcb1.7 1.7 1.7 0.4][sc#000 tsw afcb1.9 1.9 1.9 0.4 sx-1 sy-1 sz-1]";

MeshLimit << MeshRand.count();
MeshType << 0;
MeshLimit.push_back(int(MeshRand.size()));
MeshType.push_back(0);
#endif //USE_BOX


@@ -220,20 +222,21 @@ public:
start_point, start_point + size);
m_mesh.BD()->SetTexCoordCustomBuild2(MeshType::Quad, MeshFaceType::QuadDefault,
vec2(-PARTICLE_SIZE), vec2(PARTICLE_SIZE));
MeshRand << "[tpbn tvnc sc#ffff aq 0 0]";
MeshRand << "[tpbn tvnc sc#faaf aq 0 0]";
MeshRand << "[tpbn tvnc sc#afaf aq 0 0]";
MeshRand << "[tpbn tvnc sc#aaff aq 0 0]";
MeshRand.push_back("[tpbn tvnc sc#ffff aq 0 0]");
MeshRand.push_back("[tpbn tvnc sc#faaf aq 0 0]");
MeshRand.push_back("[tpbn tvnc sc#afaf aq 0 0]");
MeshRand.push_back("[tpbn tvnc sc#aaff aq 0 0]");
#else
{
array<std::string> colors = colors_base;
while (colors.count())
std::vector<std::string> colors = colors_base;
while (colors.size())
{
EasyMesh m;
vec4 color = hex_to_color(colors.pop());
vec4 color = hex_to_color(colors.back());
colors.pop_back();
m.SetCurColor(color);
m.AppendSphere(1, 2.f);
MeshRand << m;
MeshRand.push_back(m);
}
}
//MeshRand << "[sc#add asph1 2]";
@@ -244,24 +247,25 @@ public:
//MeshRand << "[sc#aad asph1 2]";
#endif

MeshLimit << MeshRand.count();
MeshType << 1;
MeshLimit.push_back(int(MeshRand.size()));
MeshType.push_back(1);
#endif //USE_SPHERE

#if USE_CONE
{
array<std::string> colors = colors_base;
while (colors.count())
std::vector<std::string> colors = colors_base;
while (colors.size())
{
EasyMesh m;
vec4 color = hex_to_color(colors.pop());
vec4 color = hex_to_color(colors.back());
colors.pop_back();
m.SetCurColor(color);
m.SetCurColorB(color);
m.AppendDisc(8, 2.f);
m.RotateX(180.f);
m.TranslateY(-1.f);
m.AppendCylinder(8, 2.f, 2.f, 0.f);
MeshRand << m;
MeshRand.push_back(m);
}
}
//MeshRand << "[sc#add scb#add ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
@@ -271,17 +275,18 @@ public:
//MeshRand << "[sc#ada scb#ada ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
//MeshRand << "[sc#aad scb#aad ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";

MeshLimit << MeshRand.count();
MeshType << 2;
MeshLimit.push_back(int(MeshRand.size()));
MeshType.push_back(2);
#endif //USE_CONE

#if USE_CYLINDER
{
array<std::string> colors = colors_base;
while (colors.count())
std::vector<std::string> colors = colors_base;
while (colors.size())
{
EasyMesh m;
vec4 color = hex_to_color(colors.pop());
vec4 color = hex_to_color(colors.back());
colors.pop_back();
m.SetCurColor(color);
m.SetCurColorB(color);
m.AppendDisc(8, 2.f);
@@ -289,7 +294,7 @@ public:
m.TranslateY(-1.f);
m.MirrorY();
m.AppendCylinder(8.f, 2.f, 2.f, 2.f);
MeshRand << m;
MeshRand.push_back(m);
}
}
//MeshRand << "[sc#add scb#add ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
@@ -299,21 +304,22 @@ public:
//MeshRand << "[sc#ada scb#ada ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
//MeshRand << "[sc#aad scb#aad ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";

MeshLimit << MeshRand.count();
MeshType << 3;
MeshLimit.push_back(int(MeshRand.size()));
MeshType.push_back(3);
#endif //USE_CYLINDER

#if USE_CAPSULE
{
array<std::string> colors = colors_base;
while (colors.count())
std::vector<std::string> colors = colors_base;
while (colors.size())
{
EasyMesh m;
vec4 color = hex_to_color(colors.pop());
vec4 color = hex_to_color(colors.back());
colors.pop_back();
m.SetCurColor(color);
m.SetCurColorB(color);
m.AppendCapsule(1, 2.f, 1.f);
MeshRand << m;
MeshRand.push_back(m);
}
}
//MeshRand << "[sc#add scb#add acap1 2 1]";
@@ -323,14 +329,14 @@ public:
//MeshRand << "[sc#ada scb#ada acap1 2 1]";
//MeshRand << "[sc#aad scb#aad acap1 2 1]";

MeshLimit << MeshRand.count();
MeshType << 4;
MeshLimit.push_back(int(MeshRand.size()));
MeshType.push_back(4);
#endif //USE_CAPSULE
}

int RandLimit = RandValue;
if (MeshLimit.count() <= RandValue || RandValue < 0)
RandLimit = rand((int)MeshLimit.count() - 1);
if (MeshLimit.size() <= RandValue || RandValue < 0)
RandLimit = rand((int)MeshLimit.size() - 1);
RandValue = rand(MeshLimit[RandLimit], MeshLimit[RandLimit + 1]);

m_physics = new EasyPhysic(this);


+ 3
- 3
doc/samples/physics/easyphysics.cpp Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright © 2010—2015 Sam Hocevar <sam@hocevar.net>
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net>
// © 2009—2013 Cédric Lecacheur <jordx@free.fr>
// © 2009—2013 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
@@ -147,12 +147,12 @@ void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& b
m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location)));
}

for (int i = 0; i < m_based_physic_list.count(); i++)
for (size_t i = 0; i < m_based_physic_list.size(); i++)
{
if (m_based_physic_list[i])
m_based_physic_list[i]->BaseTransformChanged(PreviousMatrix, m_local_to_world);
else
m_based_physic_list.remove(i--);
remove_at(m_based_physic_list, i--);
}
}



+ 25
- 24
doc/samples/physics/easyphysics.h Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright © 2010—2015 Sam Hocevar <sam@hocevar.net>
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net>
// © 2009—2013 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// This library is free software. It comes without any warranty, to
@@ -19,6 +19,7 @@
//

#include <lol/engine.h>
#include <vector>

#include <btBulletDynamicsCommon.h>
#include <btBulletCollisionCommon.h>
@@ -80,16 +81,16 @@ protected:

virtual btGhostObject* GetGhostObjectInstance();

btCollisionObject* m_collision_object;
btCollisionObject *m_collision_object;

btGhostObject* m_ghost_object;
btGhostObject *m_ghost_object;

btRigidBody* m_rigid_body;
btVector3 m_local_inertia;
btRigidBody *m_rigid_body;
btVector3 m_local_inertia;

btCollisionShape* m_collision_shape;
btConvexShape* m_convex_shape;
btMotionState* m_motion_state;
btCollisionShape *m_collision_shape;
btConvexShape *m_convex_shape;
btMotionState *m_motion_state;

public:
//Sets the collision Group & Mask.
@@ -116,41 +117,41 @@ public:
if (NewBase)
{
bool bAlreadyExists = false;
for (int i = 0; i < NewBase->m_based_physic_list.count(); ++i)
for (size_t i = 0; i < NewBase->m_based_physic_list.size(); ++i)
if (NewBase->m_based_physic_list[i] == this)
bAlreadyExists = true;
if (!bAlreadyExists)
NewBase->m_based_physic_list << this;
NewBase->m_based_physic_list.push_back(this);
m_base_physic = NewBase;
m_base_lock_location = NewBaseLockLocation;
m_base_lock_rotation = NewBaseLockRotation;
}
else if (m_base_physic)
{
for (int i = 0; i < m_base_physic->m_based_physic_list.count(); ++i)
for (size_t i = 0; i < m_base_physic->m_based_physic_list.size(); ++i)
if (m_base_physic->m_based_physic_list[i] == this)
m_base_physic->m_based_physic_list.remove(i--);
remove_at(m_base_physic->m_based_physic_list, i--);
m_base_physic = nullptr;
}
}

protected:
lol::mat4 m_local_to_world;
float m_mass;
float m_hit_restitution;
int m_collision_group;
int m_collision_mask;
WorldEntity* m_owner_entity;
Simulation* m_owner_simulation;
lol::mat4 m_local_to_world;
float m_mass;
float m_hit_restitution;
int m_collision_group;
int m_collision_mask;
WorldEntity *m_owner_entity;
Simulation *m_owner_simulation;

//Base/Attachment logic
array<EasyPhysic*> m_based_physic_list; //List of objects based on this : this object moves, its based object MoveStep with it.
EasyPhysic* m_base_physic; //Base for this object : The base moves, the object moves with it.
bool m_base_lock_location; //when this is TRUE, location moves with rotation change.
bool m_base_lock_rotation; //when this is TRUE, rotation moves with rotation change.
std::vector<EasyPhysic*> m_based_physic_list; //List of objects based on this : this object moves, its based object MoveStep with it.
EasyPhysic *m_base_physic; //Base for this object : The base moves, the object moves with it.
bool m_base_lock_location; //when this is TRUE, location moves with rotation change.
bool m_base_lock_rotation; //when this is TRUE, rotation moves with rotation change.

//Touch logic
array<EasyPhysic*> m_touching_physic; //Maintained by ghost objects
std::vector<EasyPhysic*> m_touching_physic; //Maintained by ghost objects
};

} /* namespace phys */


+ 44
- 44
doc/samples/physics/lolphysics.h Ver fichero

@@ -1,8 +1,8 @@
//
// Lol Engine — Bullet physics test
//
// Copyright © 2009—2013 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
// © 2012—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2012—2020 Sam Hocevar <sam@hocevar.net>
// © 2009—2013 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -14,6 +14,7 @@
#pragma once

#include <cstring>
#include <vector>

#include <btBulletDynamicsCommon.h>
#include <btBulletCollisionCommon.h>
@@ -41,12 +42,11 @@ enum eRaycastType
struct RayCastResult
{
RayCastResult(int CollisionFilterGroup=1, int CollisionFilterMask=(0xFF))
: m_collision_filter_group(CollisionFilterGroup),
m_collision_filter_mask(CollisionFilterMask)
{
memset(this, 0, sizeof(RayCastResult));

m_collision_filter_group = CollisionFilterGroup;
m_collision_filter_mask = CollisionFilterMask;
}

void Reset()
{
m_collider_list.clear();
@@ -55,14 +55,14 @@ struct RayCastResult
m_hit_fraction_list.clear();
}

array<EasyPhysic*> m_collider_list;
array<vec3> m_hit_normal_list;
array<vec3> m_hit_point_list;
array<float> m_hit_fraction_list;
std::vector<EasyPhysic*> m_collider_list;
std::vector<vec3> m_hit_normal_list;
std::vector<vec3> m_hit_point_list;
std::vector<float> m_hit_fraction_list;

short int m_collision_filter_group;
short int m_collision_filter_mask;
unsigned int m_flags; //???
int16_t m_collision_filter_group;
int16_t m_collision_filter_mask;
uint32_t m_flags = 0; //???
};

class Simulation : public entity
@@ -207,20 +207,20 @@ public:
{
case ERT_Closest:
{
HitResult.m_collider_list << (EasyPhysic*)BtRayResult_Closest->m_collisionObject->getUserPointer();
HitResult.m_hit_normal_list << BT2LOLU_VEC3(BtRayResult_Closest->m_hitNormalWorld);
HitResult.m_hit_point_list << BT2LOLU_VEC3(BtRayResult_Closest->m_hitPointWorld);
HitResult.m_hit_fraction_list << BtRayResult_Closest->m_closestHitFraction;
HitResult.m_collider_list.push_back((EasyPhysic*)BtRayResult_Closest->m_collisionObject->getUserPointer());
HitResult.m_hit_normal_list.push_back(BT2LOLU_VEC3(BtRayResult_Closest->m_hitNormalWorld));
HitResult.m_hit_point_list.push_back(BT2LOLU_VEC3(BtRayResult_Closest->m_hitPointWorld));
HitResult.m_hit_fraction_list.push_back(BtRayResult_Closest->m_closestHitFraction);
break;
}
case ERT_AllHit:
{
for (int i = 0; i < BtRayResult_AllHits->m_collisionObjects.size(); i++)
{
HitResult.m_collider_list << (EasyPhysic*)BtRayResult_AllHits->m_collisionObjects[i]->getUserPointer();
HitResult.m_hit_normal_list << BT2LOLU_VEC3(BtRayResult_AllHits->m_hitNormalWorld[i]);
HitResult.m_hit_point_list << BT2LOLU_VEC3(BtRayResult_AllHits->m_hitPointWorld[i]);
HitResult.m_hit_fraction_list << BtRayResult_AllHits->m_hitFractions[i];
HitResult.m_collider_list.push_back((EasyPhysic*)BtRayResult_AllHits->m_collisionObjects[i]->getUserPointer());
HitResult.m_hit_normal_list.push_back(BT2LOLU_VEC3(BtRayResult_AllHits->m_hitNormalWorld[i]));
HitResult.m_hit_point_list.push_back(BT2LOLU_VEC3(BtRayResult_AllHits->m_hitPointWorld[i]));
HitResult.m_hit_fraction_list.push_back(BtRayResult_AllHits->m_hitFractions[i]);
}
break;
}
@@ -273,15 +273,15 @@ private:
void CustomSetTimestep(float NewTimestep) { }

//broadphase
btBroadphaseInterface* m_broadphase;
btAxisSweep3* m_Sweep_broadphase;
btBroadphaseInterface *m_broadphase;
btAxisSweep3 *m_Sweep_broadphase;
// Set up the collision configuration and dispatc
btDefaultCollisionConfiguration* m_collision_configuration;
btCollisionDispatcher* m_dispatcher;
btDefaultCollisionConfiguration *m_collision_configuration;
btCollisionDispatcher *m_dispatcher;
// The actual physics solver
btSequentialImpulseConstraintSolver* m_solver;
btSequentialImpulseConstraintSolver *m_solver;
// The world.
btDiscreteDynamicsWorld* m_dynamics_world;
btDiscreteDynamicsWorld *m_dynamics_world;

public:
//Main logic :
@@ -341,7 +341,7 @@ private:
//Adds the given EasyPhysic to the correct list.
void ObjectRegistration(bool AddObject, EasyPhysic* NewEP, eEasyPhysicType CurType)
{
array<EasyPhysic*>* SearchList = nullptr;
std::vector<EasyPhysic*>* SearchList = nullptr;
switch(CurType)
{
case EEPT_Dynamic:
@@ -378,45 +378,45 @@ private:
if (AddObject)
{
NewEP->m_owner_simulation = this;
(*SearchList) << NewEP;
SearchList->push_back(NewEP);
}
else
{
NewEP->m_owner_simulation = nullptr;
SearchList->remove_item(NewEP);
remove_item(*SearchList, NewEP);
}
}
void ObjectRegistration(bool AddObject, EasyConstraint* NewEC)
{
array<EasyConstraint*>* SearchList = nullptr;
std::vector<EasyConstraint*>* SearchList = nullptr;
SearchList = &m_constraint_list;

if (AddObject)
{
NewEC->m_owner_simulation = this;
(*SearchList) << NewEC;
SearchList->push_back(NewEC);
}
else
{
NewEC->m_owner_simulation = nullptr;
SearchList->remove_item(NewEC);
remove_item(*SearchList, NewEC);
}
}

//Easy Physics body List
array<EasyPhysic*> m_dynamic_list;
array<EasyPhysic*> m_static_list;
array<EasyPhysic*> m_ghost_list;
array<EasyPhysic*> m_collision_object_list;
array<EasyPhysic*> m_character_controller_list;
array<EasyConstraint*> m_constraint_list;
std::vector<EasyPhysic*> m_dynamic_list;
std::vector<EasyPhysic*> m_static_list;
std::vector<EasyPhysic*> m_ghost_list;
std::vector<EasyPhysic*> m_collision_object_list;
std::vector<EasyPhysic*> m_character_controller_list;
std::vector<EasyConstraint*> m_constraint_list;

//Easy Physics data storage
float m_timestep;
bool m_using_CCD;
vec3 m_gravity;
vec3 m_world_min;
vec3 m_world_max;
float m_timestep;
bool m_using_CCD;
vec3 m_gravity;
vec3 m_world_min;
vec3 m_world_max;
};

} /* namespace phys */


+ 4
- 4
doc/tutorial/01_triangle.cpp Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine — Triangle tutorial
//
// Copyright © 2012—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2012—2020 Sam Hocevar <sam@hocevar.net>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -28,7 +28,7 @@ class Triangle : public WorldEntity
public:
virtual bool init_draw() override
{
array<vec2> vertices
std::vector<vec2> vertices
{
vec2( 0.0f, 0.8f),
vec2(-0.8f, -0.8f),
@@ -40,8 +40,8 @@ public:

m_vdecl = std::make_shared<VertexDeclaration>(VertexStream<vec2>(VertexUsage::Position));

m_vbo = std::make_shared<VertexBuffer>(vertices.bytes());
m_vbo->set_data(vertices.data(), vertices.bytes());
m_vbo = std::make_shared<VertexBuffer>(vertices.size() * sizeof(vertices[0]));
m_vbo->set_data(vertices.data(), vertices.size() * sizeof(vertices[0]));

return true;
}


+ 9
- 9
doc/tutorial/02_cube.cpp Ver fichero

@@ -48,7 +48,7 @@ public:

virtual bool init_draw() override
{
array<vertex> mesh
std::vector<vertex> mesh
{
// Front vertices/colors
{ vec3(-1.0, -1.0, 1.0), vec3(1.0, 0.0, 1.0) },
@@ -62,14 +62,14 @@ public:
{ vec3(-1.0, 1.0, -1.0), vec3(0.0, 0.0, 1.0) },
};

array<uint16_t> lines_indices
std::vector<uint16_t> lines_indices
{
0, 1, 1, 2, 2, 3, 3, 0,
4, 5, 5, 6, 6, 7, 7, 4,
0, 4, 1, 5, 2, 6, 3, 7,
};

array<uint16_t> faces_indices
std::vector<uint16_t> faces_indices
{
0, 1, 2, 2, 3, 0, 1, 5, 6, 6, 2, 1,
7, 6, 5, 5, 4, 7, 4, 0, 3, 3, 7, 4,
@@ -86,14 +86,14 @@ public:
VertexStream<vec3,vec3>(VertexUsage::Position,
VertexUsage::Color));

m_vbo = std::make_shared<VertexBuffer>(mesh.bytes());
m_vbo->set_data(mesh.data(), mesh.bytes());
m_vbo = std::make_shared<VertexBuffer>(mesh.size() * sizeof(mesh[0]));
m_vbo->set_data(mesh.data(), mesh.size() * sizeof(mesh[0]));

m_lines_ibo = std::make_shared<IndexBuffer>(lines_indices.bytes());
m_lines_ibo->set_data(lines_indices.data(), lines_indices.bytes());
m_lines_ibo = std::make_shared<IndexBuffer>(lines_indices.size() * sizeof(lines_indices[0]));
m_lines_ibo->set_data(lines_indices.data(), lines_indices.size() * sizeof(lines_indices[0]));

m_faces_ibo = std::make_shared<IndexBuffer>(faces_indices.bytes());
m_faces_ibo->set_data(faces_indices.data(), faces_indices.bytes());
m_faces_ibo = std::make_shared<IndexBuffer>(faces_indices.size() * sizeof(faces_indices[0]));
m_faces_ibo->set_data(faces_indices.data(), faces_indices.size() * sizeof(faces_indices[0]));

return true;
}


+ 4
- 4
doc/tutorial/03_noise.cpp Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine — Noise tutorial
//
// Copyright © 2012—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2012—2020 Sam Hocevar <sam@hocevar.net>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -28,7 +28,7 @@ class NoiseDemo : public WorldEntity
public:
virtual bool init_draw() override
{
array<vec2> vertices
std::vector<vec2> vertices
{
vec2(-1.0, 1.0),
vec2(-1.0, -1.0),
@@ -44,8 +44,8 @@ public:

m_vdecl = std::make_shared<VertexDeclaration>(VertexStream<vec2>(VertexUsage::Position));

m_vbo = std::make_shared<VertexBuffer>(vertices.bytes());
m_vbo->set_data(vertices.data(), vertices.bytes());
m_vbo = std::make_shared<VertexBuffer>(vertices.size() * sizeof(vertices[0]));
m_vbo->set_data(vertices.data(), vertices.size() * sizeof(vertices[0]));

return true;
}


+ 10
- 9
doc/tutorial/04_texture.cpp Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine — Graphing tutorial
//
// Copyright © 2012—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2012—2020 Sam Hocevar <sam@hocevar.net>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -15,6 +15,7 @@
#endif

#include <lol/engine.h>
#include <vector>
#include "loldebug.h"

using namespace lol;
@@ -30,7 +31,7 @@ public:
{
/* Generate a new heightmap at the beginning */
m_heightmap.resize(TEXTURE_WIDTH * 1);
memset(m_heightmap.data(), 255, m_heightmap.bytes());
memset(m_heightmap.data(), 255, m_heightmap.size() * sizeof(m_heightmap[0]));

return true;
}
@@ -40,13 +41,13 @@ public:
WorldEntity::tick_game(seconds);

/* Scroll left */
for (int i = 0; i < m_heightmap.count() - 1; i++)
for (size_t i = 0; i + 1 < m_heightmap.size(); i++)
m_heightmap[i] = m_heightmap[i + 1];

int height = m_heightmap.last();
int height = m_heightmap.back();
height = (int)(height + 127 + 40 * lol::sin(m_frames * 0.03) + rand() % 97 - 38) / 2;
height = std::max(15, std::min(height, 240));
m_heightmap.last() = height;
m_heightmap.back() = height;

/* Update frame counter */
++m_frames;
@@ -54,7 +55,7 @@ public:

virtual bool init_draw() override
{
array<vec2> vertices
std::vector<vec2> vertices
{
vec2(-1.0, 1.0),
vec2(-1.0, -1.0),
@@ -72,8 +73,8 @@ public:

m_vdecl = std::make_shared<VertexDeclaration>(VertexStream<vec2>(VertexUsage::Position));

m_vbo = std::make_shared<VertexBuffer>(vertices.bytes());
m_vbo->set_data(vertices.data(), vertices.bytes());
m_vbo = std::make_shared<VertexBuffer>(vertices.size() * sizeof(vertices[0]));
m_vbo->set_data(vertices.data(), vertices.size() * sizeof(vertices[0]));

return true;
}
@@ -110,7 +111,7 @@ private:
ShaderUniform m_texture_uni;
std::shared_ptr<VertexDeclaration> m_vdecl;
std::shared_ptr<VertexBuffer> m_vbo;
array<uint8_t> m_heightmap;
std::vector<uint8_t> m_heightmap;
int m_frames = 0;
};



+ 9
- 9
doc/tutorial/05_easymesh.cpp Ver fichero

@@ -39,11 +39,11 @@ public:
EasyMeshLuaObject* gears3 = EzMhLoader.GetPtr<EasyMeshLuaObject>("g3");
EasyMeshLuaObject* gears4 = EzMhLoader.GetPtr<EasyMeshLuaObject>("g4");

m_gears.push(gear { gears0->GetMesh(), mat4(1.0f), 0.0f });
m_gears.push(gear { gears1->GetMesh(), mat4(1.0f), 0.0f });
m_gears.push(gear { gears2->GetMesh(), mat4(1.0f), 180.0f / 18 });
m_gears.push(gear { gears3->GetMesh(), mat4(1.0f), 180.0f / 18 });
m_gears.push(gear { gears4->GetMesh(), mat4(1.0f), 180.0f / 18 });
m_gears.push_back(gear { gears0->GetMesh(), mat4(1.0f), 0.0f });
m_gears.push_back(gear { gears1->GetMesh(), mat4(1.0f), 0.0f });
m_gears.push_back(gear { gears2->GetMesh(), mat4(1.0f), 180.0f / 18 });
m_gears.push_back(gear { gears3->GetMesh(), mat4(1.0f), 180.0f / 18 });
m_gears.push_back(gear { gears4->GetMesh(), mat4(1.0f), 180.0f / 18 });

/*
m_gears[0].mesh.Compile("[sc#00f ab 8 1 8 ty -.25]"
@@ -124,7 +124,7 @@ public:
scene.get_renderer()->clear_color(vec4(0.0f, 0.0f, 0.0f, 1.0f));

/* Upload vertex data to GPU */
for (int i = 0; i < m_gears.count(); i++)
for (size_t i = 0; i < m_gears.size(); i++)
m_gears[i].mesh.MeshConvert();

#if USE_CUSTOM_SHADER
@@ -132,7 +132,7 @@ public:
auto custom_shader = Shader::Create(LOLFX_RESOURCE_NAME(easymesh_shiny));
// any other shader stuf here (Get uniform, mostly, and set texture)

for (int i = 0; i < m_gears.count(); i++)
for (size_t i = 0; i < m_gears.size(); i++)
m_gears[i].mesh.SetMaterial(custom_shader);
#endif

@@ -143,7 +143,7 @@ public:
{
WorldEntity::tick_draw(seconds, scene);

for (int i = 0; i < m_gears.count(); i++)
for (size_t i = 0; i < m_gears.size(); i++)
m_gears[i].mesh.Render(scene, m_mat * m_gears[i].mat);
}

@@ -157,7 +157,7 @@ public:

private:
struct gear { EasyMesh mesh; mat4 mat; float anim; };
array<gear> m_gears;
std::vector<gear> m_gears;

float m_angle;
mat4 m_mat;


+ 3
- 3
doc/tutorial/06_sprite.cpp Ver fichero

@@ -35,8 +35,8 @@ public:

for (int i = 0; i < SPRITE_COUNT; ++i)
{
m_sprites.push(sprite { vec3((float)rand(-96, 640), (float)rand(-96, 480), 0.f),
rand(0.f, 1.f) });
m_sprites.push_back(sprite { vec3((float)rand(-96, 640), (float)rand(-96, 480), 0.f),
rand(0.f, 1.f) });
}
}

@@ -95,7 +95,7 @@ private:
static int const FRAME_COUNT = 16;

struct sprite { vec3 pos; float anim; };
array<sprite> m_sprites;
std::vector<sprite> m_sprites;
};

int main(int argc, char **argv)


+ 9
- 9
doc/tutorial/07_input.cpp Ver fichero

@@ -104,7 +104,7 @@ public:

virtual bool init_draw() override
{
array<vertex> mesh
std::vector<vertex> mesh
{
// Front vertices/colors
{ vec3(-1.0, -1.0, 1.0), vec3(1.0, 0.0, 1.0) },
@@ -118,14 +118,14 @@ public:
{ vec3(-1.0, 1.0, -1.0), vec3(0.0, 0.0, 1.0) },
};

array<uint16_t> faces_indices
std::vector<uint16_t> faces_indices
{
0, 1, 2, 2, 3, 0, 1, 5, 6, 6, 2, 1,
7, 6, 5, 5, 4, 7, 4, 0, 3, 3, 7, 4,
4, 5, 1, 1, 0, 4, 3, 2, 6, 6, 7, 3,
};

array<uint16_t> lines_indices
std::vector<uint16_t> lines_indices
{
0, 1, 1, 2, 2, 3, 3, 0,
4, 5, 5, 6, 6, 7, 7, 4,
@@ -142,14 +142,14 @@ public:
VertexStream<vec3,vec3>(VertexUsage::Position,
VertexUsage::Color));

m_vbo = std::make_shared<VertexBuffer>(mesh.bytes());
m_vbo->set_data(mesh.data(), mesh.bytes());
m_vbo = std::make_shared<VertexBuffer>(mesh.size() * sizeof(mesh[0]));
m_vbo->set_data(mesh.data(), mesh.size() * sizeof(mesh[0]));

m_lines_ibo = std::make_shared<IndexBuffer>(lines_indices.bytes());
m_lines_ibo->set_data(lines_indices.data(), lines_indices.bytes());
m_lines_ibo = std::make_shared<IndexBuffer>(lines_indices.size() * sizeof(lines_indices[0]));
m_lines_ibo->set_data(lines_indices.data(), lines_indices.size() * sizeof(lines_indices[0]));

m_faces_ibo = std::make_shared<IndexBuffer>(faces_indices.bytes());
m_faces_ibo->set_data(faces_indices.data(), faces_indices.bytes());
m_faces_ibo = std::make_shared<IndexBuffer>(faces_indices.size() * sizeof(faces_indices[0]));
m_faces_ibo->set_data(faces_indices.data(), faces_indices.size() * sizeof(faces_indices[0]));

return WorldEntity::init_draw();
}


+ 4
- 4
doc/tutorial/08_fbo.cpp Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine — Framebuffer Object tutorial
//
// Copyright © 2012—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2012—2020 Sam Hocevar <sam@hocevar.net>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -44,7 +44,7 @@ public:

virtual bool init_draw() override
{
array<vec2> vertices
std::vector<vec2> vertices
{
vec2( 1.0, 1.0),
vec2(-1.0, -1.0),
@@ -63,8 +63,8 @@ public:

m_vdecl = std::make_shared<VertexDeclaration>(VertexStream<vec2>(VertexUsage::Position));

m_vbo = std::make_shared<VertexBuffer>(vertices.bytes());
m_vbo->set_data(vertices.data(), vertices.bytes());
m_vbo = std::make_shared<VertexBuffer>(vertices.size() * sizeof(vertices[0]));
m_vbo->set_data(vertices.data(), vertices.size() * sizeof(vertices[0]));

// Create the back buffer and clear it
m_backbuffer = std::make_shared<Framebuffer>(Video::GetSize());


+ 2
- 2
doc/tutorial/11_fractal.cpp Ver fichero

@@ -85,7 +85,7 @@ public:
uint8_t red = (uint8_t)(rgb.r * 256);
uint8_t green = (uint8_t)(rgb.g * 256);
uint8_t blue = (uint8_t)(rgb.b * 256);
m_palette.push(u8vec4(blue, green, red, 255));
m_palette.push_back(u8vec4(blue, green, red, 255));
}

m_zoomtext = new Text("", "data/font/ascii.png");
@@ -530,7 +530,7 @@ private:
ivec2 m_size, m_window_size, m_oldmouse;
double m_window2world;
dvec2 m_texel2world;
array<u8vec4> m_pixels, m_palette;
std::vector<u8vec4> m_pixels, m_palette;

std::shared_ptr<Shader> m_shader;
ShaderAttrib m_vertexattrib, m_texattrib;


+ 40
- 40
doc/tutorial/12_voronoi.cpp Ver fichero

@@ -43,12 +43,12 @@ class Voronoi : public WorldEntity
public:
Voronoi()
{
m_vertices << vec2( 1.0, 1.0);
m_vertices << vec2(-1.0, -1.0);
m_vertices << vec2( 1.0, -1.0);
m_vertices << vec2(-1.0, -1.0);
m_vertices << vec2( 1.0, 1.0);
m_vertices << vec2(-1.0, 1.0);
m_vertices.push_back(vec2( 1.0, 1.0));
m_vertices.push_back(vec2(-1.0, -1.0));
m_vertices.push_back(vec2( 1.0, -1.0));
m_vertices.push_back(vec2(-1.0, -1.0));
m_vertices.push_back(vec2( 1.0, 1.0));
m_vertices.push_back(vec2(-1.0, 1.0));
m_ready = false;
m_cur_fbo = 0;
m_time = .0f;
@@ -86,8 +86,8 @@ public:
{
m_vdecl = std::make_shared<VertexDeclaration>(VertexStream<vec2>(VertexUsage::Position));

m_vbo = std::make_shared<VertexBuffer>(m_vertices.bytes());
m_vbo->set_data(m_vertices.data(), m_vertices.bytes());
m_vbo = std::make_shared<VertexBuffer>(m_vertices.size() * sizeof(m_vertices[0]));
m_vbo->set_data(m_vertices.data(), m_vertices.size() * sizeof(m_vertices[0]));

m_screen_shader = Shader::Create(LOLFX_RESOURCE_NAME(12_texture_to_screen));
m_screen_coord = m_screen_shader->GetAttribLocation(VertexUsage::Position, 0);
@@ -95,29 +95,29 @@ public:

for (int i = 0; i < MaxFboType; ++i)
{
m_fbos.push(fbo
m_fbos.push_back(fbo
{
std::make_shared<Framebuffer>(Video::GetSize()),
0,
array<ShaderUniform>(),
array<ShaderAttrib>(),
std::vector<ShaderUniform>(),
std::vector<ShaderAttrib>(),
});

if (i == SrcVoronoiFbo)
{
m_fbos[i].shader = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi_setup));
m_fbos[i].uni << m_fbos[i].shader->GetUniformLocation("u_texture");
m_fbos[i].uni << m_fbos[i].shader->GetUniformLocation("u_source_point");
m_fbos[i].uni << m_fbos[i].shader->GetUniformLocation("u_screen_res");
m_fbos[i].attr << m_fbos[i].shader->GetAttribLocation(VertexUsage::Position, 0);
m_fbos[i].uni.push_back(m_fbos[i].shader->GetUniformLocation("u_texture"));
m_fbos[i].uni.push_back(m_fbos[i].shader->GetUniformLocation("u_source_point"));
m_fbos[i].uni.push_back(m_fbos[i].shader->GetUniformLocation("u_screen_res"));
m_fbos[i].attr.push_back(m_fbos[i].shader->GetAttribLocation(VertexUsage::Position, 0));
}
else if (i == VoronoiFbo)
{
m_fbos[i].shader = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi));
m_fbos[i].uni << m_fbos[i].shader->GetUniformLocation("u_texture");
m_fbos[i].uni << m_fbos[i].shader->GetUniformLocation("u_step");
m_fbos[i].uni << m_fbos[i].shader->GetUniformLocation("u_screen_res");
m_fbos[i].attr << m_fbos[i].shader->GetAttribLocation(VertexUsage::Position, 0);
m_fbos[i].uni.push_back(m_fbos[i].shader->GetUniformLocation("u_texture"));
m_fbos[i].uni.push_back(m_fbos[i].shader->GetUniformLocation("u_step"));
m_fbos[i].uni.push_back(m_fbos[i].shader->GetUniformLocation("u_screen_res"));
m_fbos[i].attr.push_back(m_fbos[i].shader->GetAttribLocation(VertexUsage::Position, 0));
}
else if (i == DistanceVoronoiFbo)
{
@@ -128,14 +128,14 @@ public:
m_fbos[i].shader = Shader::Create(LOLFX_RESOURCE_NAME(12_distance));
}

m_fbos.last().framebuffer->Bind();
m_fbos.back().framebuffer->Bind();
{
render_context rc(scene.get_renderer());
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f);
scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);
}
m_fbos.last().framebuffer->Unbind();
m_fbos.back().framebuffer->Unbind();
}

temp_buffer = std::make_shared<Framebuffer>(Video::GetSize());
@@ -158,9 +158,9 @@ public:
auto keyboard = input::keyboard();

if (keyboard->key_released(input::key::SC_O))
voronoi_points.pop();
voronoi_points.pop_back();
else if (keyboard->key_released(input::key::SC_P))
voronoi_points.push(point
voronoi_points.push_back(point
{
vec3(rand<float>(512.f), rand<float>(512.f), .0f),
vec2(64.f + rand<float>(64.f), 64.f + rand<float>(64.f))
@@ -176,7 +176,7 @@ public:
{
int i = 4;
while (i-- > 0)
voronoi_points.push(point
voronoi_points.push_back(point
{
vec3(rand<float>(512.f), rand<float>(512.f), .0f),
vec2(64.f + rand<float>(64.f), 64.f + rand<float>(64.f))
@@ -199,12 +199,12 @@ public:
float mi = (float)maxi;
float j = (float)i;
float f_time = (float)m_time;
voronoi_points.push(point { vec3(256.f) + 196.f * vec3(lol::cos( f_time + j * 2.f * F_PI / mi), lol::sin( f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f) });
voronoi_points.push(point { vec3(256.f) + 128.f * vec3(lol::cos(-f_time + j * 2.f * F_PI / mi), lol::sin(-f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f) });
voronoi_points.push(point { vec3(256.f) + 64.f * vec3(lol::cos( f_time + j * 2.f * F_PI / mi), lol::sin( f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f) });
voronoi_points.push(point { vec3(256.f) + 32.f * vec3(lol::cos(-f_time + j * 2.f * F_PI / mi), lol::sin(-f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f) });
voronoi_points.push_back(point { vec3(256.f) + 196.f * vec3(lol::cos( f_time + j * 2.f * F_PI / mi), lol::sin( f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f) });
voronoi_points.push_back(point { vec3(256.f) + 128.f * vec3(lol::cos(-f_time + j * 2.f * F_PI / mi), lol::sin(-f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f) });
voronoi_points.push_back(point { vec3(256.f) + 64.f * vec3(lol::cos( f_time + j * 2.f * F_PI / mi), lol::sin( f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f) });
voronoi_points.push_back(point { vec3(256.f) + 32.f * vec3(lol::cos(-f_time + j * 2.f * F_PI / mi), lol::sin(-f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f) });
}
voronoi_points.push(point { vec3(256.f), vec2(0.f) });
voronoi_points.push_back(point { vec3(256.f), vec2(0.f) });
}

temp_buffer->Bind();
@@ -219,7 +219,7 @@ public:
{
vec2 limit(1.f, 511.f);
//SRC SETUP
for (int j = 0; j < voronoi_points.count(); ++j)
for (size_t j = 0; j < voronoi_points.size(); ++j)
{
voronoi_points[j].pos = vec3(voronoi_points[j].pos.xy + voronoi_points[j].speed * seconds, voronoi_points[j].pos.z);
if (voronoi_points[j].pos.x >= limit.y || voronoi_points[j].pos.x <= limit.x)
@@ -232,7 +232,7 @@ public:
voronoi_points[j].speed.y *= -1.f;
voronoi_points[j].pos.y = clamp(voronoi_points[j].pos.y, limit.x, limit.y);
}
voronoi_points[j].pos.z = ((float)j + 1) / ((float)voronoi_points.count());
voronoi_points[j].pos.z = ((float)j + 1) / ((float)voronoi_points.size());
}

int f = SrcVoronoiFbo;
@@ -246,8 +246,8 @@ public:
}
m_fbos[f].framebuffer->Unbind();

int buf = voronoi_points.count() % 2;
for (int j = 0; j < voronoi_points.count(); ++j)
int buf = int(voronoi_points.size()) % 2;
for (size_t j = 0; j < voronoi_points.size(); ++j)
{
std::shared_ptr<Framebuffer> dst_buf, src_buf;

@@ -273,7 +273,7 @@ public:
m_fbos[f].shader->SetUniform(m_fbos[f].uni[i++], vec2(512.f, 512.f)); //"u_screen_res"

m_vdecl->Bind();
m_vdecl->SetStream(m_vbo, m_fbos[f].attr.last());
m_vdecl->SetStream(m_vbo, m_fbos[f].attr.back());
m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
m_vdecl->Unbind();
m_fbos[f].shader->Unbind();
@@ -339,7 +339,7 @@ public:
}

m_vdecl->Bind();
m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].attr.last());
m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].attr.back());
m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
m_vdecl->Unbind();
m_fbos[m_cur_fbo].shader->Unbind();
@@ -371,8 +371,8 @@ public:

private:
struct point { vec3 pos; vec2 speed; };
array<point> voronoi_points;
array<vec2> m_vertices;
std::vector<point> voronoi_points;
std::vector<vec2> m_vertices;
std::shared_ptr<Shader> m_screen_shader;
ShaderAttrib m_screen_coord;
ShaderUniform m_screen_texture;
@@ -384,10 +384,10 @@ private:
{
std::shared_ptr<Framebuffer> framebuffer;
std::shared_ptr<Shader> shader;
array<ShaderUniform> uni;
array<ShaderAttrib> attr;
std::vector<ShaderUniform> uni;
std::vector<ShaderAttrib> attr;
};
array<fbo> m_fbos;
std::vector<fbo> m_fbos;
std::shared_ptr<Framebuffer> temp_buffer;

int mode;


+ 1
- 1
lol-core

@@ -1 +1 @@
Subproject commit c1645f5e8b30961419485e8b3f28092900a99148
Subproject commit 7eb81936e277f0c7bb171fddf3632896144e3ac7

+ 5
- 6
src/Makefile.am Ver fichero

@@ -12,7 +12,7 @@ liblol_core_a_SOURCES = \
textureimage.cpp textureimage.h textureimage-private.h \
tileset.cpp tileset.h video.cpp video.h \
profiler.cpp profiler.h text.cpp text.h emitter.cpp emitter.h \
numeric.h utils.h messageservice.cpp messageservice.h \
numeric.h messageservice.cpp messageservice.h \
gradient.cpp gradient.h gradient.lolfx \
platform.cpp platform.h sprite.cpp sprite.h camera.cpp camera.h \
light.cpp light.h \
@@ -31,8 +31,7 @@ liblol_core_headers = \
lol/lua.h \
\
lol/base/all.h \
lol/base/array.h lol/base/map.h lol/base/enum.h \
lol/base/log.h \
lol/base/enum.h lol/base/log.h \
\
lol/audio/all.h \
lol/audio/audio.h lol/audio/sample.h \
@@ -67,11 +66,11 @@ liblol_core_sources = \
commandstack.h \
easymesh/easymeshbuild.cpp easymesh/easymeshbuild.h \
easymesh/easymeshrender.cpp easymesh/easymeshrender.h \
easymesh/easymesh.cpp \
easymesh/easymesh.cpp easymesh/easymesh.h \
easymesh/easymeshinternal.cpp easymesh/easymeshcsg.cpp \
easymesh/easymeshprimitive.cpp easymesh/easymeshtransform.cpp \
easymesh/easymeshcursor.cpp easymesh/easymesh.h \
easymesh/easymeshlua.cpp easymesh/easymeshlua.h \
easymesh/easymeshcursor.cpp easymesh/easymeshlua.cpp \
easymesh/easymeshlua.h easymesh/easyarray.h \
easymesh/csgbsp.cpp easymesh/csgbsp.h \
easymesh/shiny.lolfx easymesh/shinyflat.lolfx \
easymesh/shinydebugwireframe.lolfx \


+ 2
- 2
src/base/log.cpp Ver fichero

@@ -112,9 +112,9 @@ void msg::helper(message_type type, char const *fmt, va_list ap)
# if defined _WIN32
std::string buf = std::string(prefix[(int)type]) + ": " + vformat(fmt, ap);

array<WCHAR> widechar;
std::vector<WCHAR> widechar;
widechar.resize(buf.length() + 1);
MultiByteToWideChar(CP_UTF8, 0, buf.c_str(), (int)buf.length() + 1, widechar.data(), widechar.count());
MultiByteToWideChar(CP_UTF8, 0, buf.c_str(), (int)buf.length() + 1, widechar.data(), widechar.size());
OutputDebugStringW(widechar.data());
# elif defined __EMSCRIPTEN__
fprintf(stdout, "%s: ", prefix[(int)type]);


+ 15
- 14
src/commandstack.h Ver fichero

@@ -23,29 +23,30 @@
namespace lol
{

//Utility struct to convert command code to pseudo-bytecode
// Utility struct to convert command code to pseudo-bytecode
struct CommandStack
{
private:
array<int, int, int> m_commands;
array<float> m_floats;
array<int> m_ints;
int m_f_cur;
int m_i_cur;
struct cmd_def { int cmd, nfloats, nints; };

std::vector<cmd_def> m_commands;
std::vector<float> m_floats;
std::vector<int> m_ints;
int m_f_cur;
int m_i_cur;

public:
//GET/SET exec
int GetCmdNb() { return m_commands.count(); }
int GetCmdNb() { return int(m_commands.size()); }
int GetCmd(int i)
{
ASSERT(0 <= i && i < m_commands.count());
m_f_cur = std::get<1>(m_commands[i]);
m_i_cur = std::get<2>(m_commands[i]);
return std::get<0>(m_commands[i]);
m_f_cur = m_commands[i].nfloats;
m_i_cur = m_commands[i].nints;
return m_commands[i].cmd;
}

//cmd storage
void AddCmd(int cmd) { m_commands.push(cmd, m_floats.count(), m_ints.count()); }
void AddCmd(int cmd) { m_commands.push_back(cmd_def{ cmd, int(m_floats.size()), int(m_ints.size()) }); }

//GETTER
inline float F() { return m_floats[m_f_cur++]; }
@@ -74,8 +75,8 @@ public:
void GetValue(SafeEnum<DEF> &i) { i = typename DEF::Type(I()); }

//SETTER
CommandStack &operator<<(int i) { m_ints << i; return *this; }
CommandStack &operator<<(float f) { m_floats << f; return *this; }
CommandStack &operator<<(int i) { m_ints.push_back(i); return *this; }
CommandStack &operator<<(float f) { m_floats.push_back(f); return *this; }
CommandStack &operator<<(bool b) { return (*this << (int)b); }
CommandStack &operator<<(vec2 v) { return (*this << v.x << v.y); }
CommandStack &operator<<(vec3 v) { return (*this << v.xy << v.z); }


+ 12
- 12
src/easymesh/csgbsp.cpp Ver fichero

@@ -60,9 +60,9 @@ int CsgBsp::TestPoint(int leaf_idx, vec3 point)
void CsgBsp::AddTriangleToTree(int const &tri_idx, vec3 const &tri_p0, vec3 const &tri_p1, vec3 const &tri_p2)
{
//<Leaf_Id, v0, v1, v2>
array< int, vec3, vec3, vec3 > tri_to_process;
easy_array< int, vec3, vec3, vec3 > tri_to_process;
//<FW/BW, Leaf_Id, v0, v1, v2, twin_leaf>
array< int, int, vec3, vec3, vec3, int > Leaf_to_add;
easy_array< int, int, vec3, vec3, vec3, int > Leaf_to_add;

//Tree is empty, so this leaf is the first
if (m_tree.count() == 0)
@@ -221,14 +221,14 @@ void CsgBsp::AddTriangleToTree(int const &tri_idx, vec3 const &tri_p0, vec3 cons
int CsgBsp::TestTriangleToTree(vec3 const &tri_p0, vec3 const &tri_p1, vec3 const &tri_p2,
//In order to easily build the actual vertices list afterward, this list stores each Vertices location and its source vertices & Alpha.
//<Point_Loc, Src_V0, Src_V1, Alpha> as { Point_Loc = Src_V0 + (Src_V1 - Src_V0) * Alpha; }
array< vec3, int, int, float > &vert_list,
easy_array< vec3, int, int, float > &vert_list,
//This is the final triangle list : If Side_Status is LEAF_CURRENT, a new test will be done point by point.
//<{IN|OUT}side_status, v0, v1, v2>
array< int, int, int, int > &tri_list)
easy_array< int, int, int, int > &tri_list)
{
//This list stores the current triangles to process.
//<Leaf_Id_List, v0, v1, v2, Should_Point_Test>
array< array< int >, int, int, int, int > tri_to_process;
easy_array< easy_array< int >, int, int, int, int > tri_to_process;

//Tree is empty, ABORT !
if (m_tree.count() == 0)
@@ -241,7 +241,7 @@ int CsgBsp::TestTriangleToTree(vec3 const &tri_p0, vec3 const &tri_p1, vec3 cons

//Let's push the triangle in here.
tri_to_process.reserve(20);
tri_to_process.push( array< int >(), 0, 1, 2, 0);
tri_to_process.push( easy_array< int >(), 0, 1, 2, 0);
std::get<0>(tri_to_process.last()).push(0);

while (tri_to_process.count())
@@ -369,7 +369,7 @@ int CsgBsp::TestTriangleToTree(vec3 const &tri_p0, vec3 const &tri_p1, vec3 cons
t[(isec_base + 2) % 3], new_v_idx[v_idx1], new_v_idx[v_idx0]);
else
{
tri_to_process.push(array< int >(), t[(isec_base + 2) % 3], new_v_idx[v_idx1], new_v_idx[v_idx0], 0);
tri_to_process.push(easy_array< int >(), t[(isec_base + 2) % 3], new_v_idx[v_idx1], new_v_idx[v_idx0], 0);
std::get<0>(tri_to_process.last()).push(0);
}

@@ -382,9 +382,9 @@ int CsgBsp::TestTriangleToTree(vec3 const &tri_p0, vec3 const &tri_p1, vec3 cons
}
else
{
tri_to_process.push(array< int >(), t[isec_base], t[((isec_base + 1) % 3)], new_v_idx[v_idx0], 0);
tri_to_process.push(easy_array< int >(), t[isec_base], t[((isec_base + 1) % 3)], new_v_idx[v_idx0], 0);
std::get<0>(tri_to_process.last()).push(0);
tri_to_process.push(array< int >(), t[isec_base], new_v_idx[v_idx0], new_v_idx[v_idx1], 0);
tri_to_process.push(easy_array< int >(), t[isec_base], new_v_idx[v_idx0], new_v_idx[v_idx1], 0);
std::get<0>(tri_to_process.last()).push(0);
}
#else
@@ -415,14 +415,14 @@ int CsgBsp::TestTriangleToTree(vec3 const &tri_p0, vec3 const &tri_p1, vec3 cons
continue;
#endif
#if 0 //Send the newly created triangle back to the beginning
tri_to_process.push(array< int >(), new_t[k], new_t[k + 1], new_t[k + 2], 0);
tri_to_process.push(easy_array< int >(), new_t[k], new_t[k + 1], new_t[k + 2], 0);
std::get<0>(tri_to_process.last()).push(0);
#else //Inherit parent tree
if (m_tree[leaf_idx].m_leaves[new_side[k / 3]] == LEAF_CURRENT && std::get<0>(tri_to_process[tri_to_remove]).count() == 1)
tri_list.push(new_side[k / 3], new_t[k], new_t[k + 1], new_t[k + 2]);
else
{
tri_to_process.push(array< int >(), new_t[k], new_t[k + 1], new_t[k + 2], 0);
tri_to_process.push(easy_array< int >(), new_t[k], new_t[k + 1], new_t[k + 2], 0);
std::get<0>(tri_to_process.last()) = std::get<0>(tri_to_process[tri_to_remove]);
if (m_tree[leaf_idx].m_leaves[new_side[k / 3]] == LEAF_CURRENT)
std::get<0>(tri_to_process.last()).pop();
@@ -525,7 +525,7 @@ int CsgBsp::TestTriangleToTree(vec3 const &tri_p0, vec3 const &tri_p1, vec3 cons
#endif
std::get<0>(tri_list[i]) = LEAF_BACK;
#if 0
tri_to_process.push(array< int >(),
tri_to_process.push(easy_array< int >(),
std::get<1>(tri_list[i]),
std::get<2>(tri_list[i]),
std::get<3>(tri_list[i]), 0);


+ 15
- 11
src/easymesh/csgbsp.h Ver fichero

@@ -1,16 +1,20 @@
//
// EasyMesh-Csg: The code belonging to CSG operations
// EasyMesh-Csg: The code belonging to CSG operations
//
// Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net>
// (c) 2010-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
// http://www.wtfpl.net/ for more details.
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net>
// © 2010—2015 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
// and/or modify it under the terms of the Do What the Fuck You Want
// to Public License, Version 2, as published by the WTFPL Task Force.
// See http://www.wtfpl.net/ for more details.
//

#pragma once

#include "easyarray.h"

namespace lol
{

@@ -38,7 +42,7 @@ public:
private:
vec3 m_origin;
vec3 m_normal;
array< int, vec3, vec3, vec3 > m_tri_list;
easy_array< int, vec3, vec3, vec3 > m_tri_list;
ivec3 m_leaves;
};

@@ -54,16 +58,16 @@ public:
int TestTriangleToTree(vec3 const &tri_p0, vec3 const &tri_p1, vec3 const &tri_p2,
//In order to easily build the actual vertices list afterward, this list stores each Vertices location and its source vertices & Alpha.
//<Point_Loc, Src_V0, Src_V1, Alpha> as { Point_Loc = Src_V0 + (Src_V1 - Src_V0) * Alpha; }
array< vec3, int, int, float > &vert_list,
easy_array< vec3, int, int, float > &vert_list,
//This is the final triangle list : If Side_Status is LEAF_CURRENT, a new test will be done point by point.
//<{IN|OUT}side_status, v0, v1, v2>
array< int, int, int, int > &tri_list);
easy_array< int, int, int, int > &tri_list);

private:
int AddLeaf(int leaf_type, vec3 origin, vec3 normal, int above_idx);
int TestPoint(int leaf_idx, vec3 point);

array<CsgBspLeaf> m_tree;
easy_array<CsgBspLeaf> m_tree;
};

} /* namespace lol */


src/lol/base/array.h → src/easymesh/easyarray.h Ver fichero

@@ -14,10 +14,10 @@
#pragma once

//
// The array class
// ———————————————
// The easyarray class
// ———————————————————
// A very simple array class not unlike the std::vector, with some nice
// additional features, eg. array<int,float> for automatic arrays of tuples.
// additional features, eg. easy_array<int,float> for automatic arrays of tuples.
//

#include <cassert> // assert()
@@ -229,17 +229,6 @@ public:
++m_count;
}

inline bool insert_unique(T const &x, ptrdiff_t pos)
{
assert(pos >= 0 && pos <= m_count);

if (find(x) != INDEX_NONE)
return false;

insert(x, pos);
return true;
}

inline ptrdiff_t find(T const &x)
{
for (ptrdiff_t i = 0; i < m_count; ++i)
@@ -439,10 +428,10 @@ protected:
*/

template<typename... T>
class array : public array_base<std::tuple<T...>, array<T...>>
class easy_array : public array_base<std::tuple<T...>, easy_array<T...>>
{
private:
using array_base<std::tuple<T...>, array<T...>>::array_base;
using array_base<std::tuple<T...>, easy_array<T...>>::array_base;

// Mark these as private: it’s dangerous to use data() with arrays of
// tuples because no assumption should be made about the tuple layout,
@@ -489,10 +478,10 @@ public:
};

template<typename T>
class array<T>
: public array_base<T, array<T>>
class easy_array<T>
: public array_base<T, easy_array<T>>
{
using array_base<T, array<T>>::array_base;
using array_base<T, easy_array<T>>::array_base;
};

/*
@@ -500,27 +489,27 @@ class array<T>
*/

template<typename... T>
typename array<T...>::iterator begin(array<T...> &a)
typename easy_array<T...>::iterator begin(easy_array<T...> &a)
{
return typename array<T...>::iterator(&a, 0);
return typename easy_array<T...>::iterator(&a, 0);
}

template<typename... T>
typename array<T...>::iterator end(array<T...> &a)
typename easy_array<T...>::iterator end(easy_array<T...> &a)
{
return typename array<T...>::iterator(&a, a.count());
return typename easy_array<T...>::iterator(&a, a.count());
}

template<typename... T>
typename array<T...>::const_iterator begin(array<T...> const &a)
typename easy_array<T...>::const_iterator begin(easy_array<T...> const &a)
{
return typename array<T...>::const_iterator(&a, 0);
return typename easy_array<T...>::const_iterator(&a, 0);
}

template<typename... T>
typename array<T...>::const_iterator end(array<T...> const &a)
typename easy_array<T...>::const_iterator end(easy_array<T...> const &a)
{
return typename array<T...>::const_iterator(&a, a.count());
return typename easy_array<T...>::const_iterator(&a, a.count());
}

} /* namespace lol */

+ 7
- 6
src/easymesh/easymesh.h Ver fichero

@@ -1,9 +1,9 @@
//
// Lol Engine
//
// Copyright © 2009—2013 Cédric Lecacheur <jordx@free.fr>
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net>
// © 2009—2013 Cédric Lecacheur <jordx@free.fr>
// © 2009—2013 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
// © 2010—2018 Sam Hocevar <sam@hocevar.net>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -15,6 +15,7 @@
#pragma once

#include "commandstack.h"
#include "easyarray.h"
#include "easymeshrender.h"
#include "easymeshbuild.h"

@@ -100,7 +101,7 @@ public:
void ExecuteCmdStack(bool ExecAllStack = true);

private:
void UpdateVertexDict(array< int, int > &vertex_dict);
void UpdateVertexDict(easy_array< int, int > &vertex_dict);

//-------------------------------------------------------------------------
//Mesh CSG operations
@@ -417,11 +418,11 @@ public:
vec3 const &GetVertexLocation(int i) { return m_vert[i].m_coord; }

//private:
array<uint16_t> m_indices;
array<VertexData> m_vert;
easy_array<uint16_t> m_indices;
easy_array<VertexData> m_vert;

//<vert count, indices count>
array<int, int> m_cursors;
easy_array<int, int> m_cursors;

MeshRender m_state;



+ 7
- 7
src/easymesh/easymeshbuild.cpp Ver fichero

@@ -29,7 +29,7 @@ int VertexDictionnary::FindVertexMaster(const int search_idx)

//-----------------------------------------------------------------------------
//retrieve a list of matching vertices, doesn't include search_idx.
bool VertexDictionnary::FindMatchingVertices(const int search_idx, array<int> &matching_ids)
bool VertexDictionnary::FindMatchingVertices(const int search_idx, easy_array<int> &matching_ids)
{
int cur_mast = FindVertexMaster(search_idx);

@@ -50,9 +50,9 @@ bool VertexDictionnary::FindMatchingVertices(const int search_idx, array<int> &m

//-----------------------------------------------------------------------------
//Will return connected vertices (through triangles), if returned vertex has matching ones, it only returns the master.
bool VertexDictionnary::FindConnectedVertices(const int search_idx, const array<uint16_t> &tri_list, const int tri0, array<int> &connected_vert, array<int> const *ignored_tri)
bool VertexDictionnary::FindConnectedVertices(const int search_idx, const easy_array<uint16_t> &tri_list, const int tri0, easy_array<int> &connected_vert, easy_array<int> const *ignored_tri)
{
array<int> connected_tri;
easy_array<int> connected_tri;
FindConnectedTriangles(search_idx, tri_list, tri0, connected_tri, ignored_tri);

for (int i = 0; i < connected_tri.count(); i++)
@@ -80,20 +80,20 @@ bool VertexDictionnary::FindConnectedVertices(const int search_idx, const array<
return (connected_vert.count() > 0);
}
//-----------------------------------------------------------------------------
bool VertexDictionnary::FindConnectedTriangles(const int search_idx, const array<uint16_t> &tri_list, const int tri0, array<int> &connected_tri, array<int> const *ignored_tri)
bool VertexDictionnary::FindConnectedTriangles(const int search_idx, const easy_array<uint16_t> &tri_list, const int tri0, easy_array<int> &connected_tri, easy_array<int> const *ignored_tri)
{
return FindConnectedTriangles(ivec3(search_idx, search_idx, search_idx), tri_list, tri0, connected_tri, ignored_tri);
}
//-----------------------------------------------------------------------------
bool VertexDictionnary::FindConnectedTriangles(const ivec2 &search_idx, const array<uint16_t> &tri_list, const int tri0, array<int> &connected_tri, array<int> const *ignored_tri)
bool VertexDictionnary::FindConnectedTriangles(const ivec2 &search_idx, const easy_array<uint16_t> &tri_list, const int tri0, easy_array<int> &connected_tri, easy_array<int> const *ignored_tri)
{
return FindConnectedTriangles(ivec3(search_idx, search_idx.x), tri_list, tri0, connected_tri, ignored_tri);
}
//-----------------------------------------------------------------------------
bool VertexDictionnary::FindConnectedTriangles(const ivec3 &search_idx, const array<uint16_t> &tri_list, const int tri0, array<int> &connected_tri, array<int> const *ignored_tri)
bool VertexDictionnary::FindConnectedTriangles(const ivec3 &search_idx, const easy_array<uint16_t> &tri_list, const int tri0, easy_array<int> &connected_tri, easy_array<int> const *ignored_tri)
{
int needed_validation = 0;
array<int> vert_list[3];
easy_array<int> vert_list[3];
for (int i = 0; i < 3; i++)
{
//Small optim since above func will use this one


+ 12
- 12
src/easymesh/easymeshbuild.h Ver fichero

@@ -296,7 +296,7 @@ public:
inline CommandStack &CmdStack() { return m_stack; }
inline int &Cmdi() { return m_i_cmd; }
inline int &CmdExecNb() { return m_exec_nb; }
inline array<int, int> &LoopStack(){ return m_loop_stack; }
inline easy_array<int, int> &LoopStack(){ return m_loop_stack; }
inline vec4 &ColorA() { return m_color_a; }
inline vec4 &ColorB() { return m_color_b; }
inline vec2 &TexCoordOffset() { return m_texcoord_offset; }
@@ -496,15 +496,15 @@ public:
CommandStack m_stack;
int m_i_cmd;
int m_exec_nb;
array<int, int> m_loop_stack;
easy_array<int, int> m_loop_stack;
vec4 m_color_a;
vec4 m_color_b;
vec2 m_texcoord_offset;
vec2 m_texcoord_offset2;
vec2 m_texcoord_scale;
vec2 m_texcoord_scale2;
array<vec2, vec2> m_texcoord_custom_build[MeshType::MAX];
array<vec2, vec2> m_texcoord_custom_build2[MeshType::MAX];
easy_array<vec2, vec2> m_texcoord_custom_build[MeshType::MAX];
easy_array<vec2, vec2> m_texcoord_custom_build2[MeshType::MAX];
uint32_t m_texcoord_build_type[MeshType::MAX];
uint32_t m_texcoord_build_type2[MeshType::MAX];
uint32_t m_build_flags = MeshBuildOperation::PreventVertCleanup;
@@ -536,20 +536,20 @@ class VertexDictionnary
{
public:
int FindVertexMaster(const int search_idx);
bool FindMatchingVertices(const int search_idx, array<int> &matching_ids);
bool FindConnectedVertices(const int search_idx, const array<uint16_t> &tri_list, const int tri0, array<int> &connected_vert, array<int> const *ignored_tri = nullptr);
bool FindConnectedTriangles(const int search_idx, const array<uint16_t> &tri_list, const int tri0, array<int> &connected_tri, array<int> const *ignored_tri = nullptr);
bool FindConnectedTriangles(const ivec2 &search_idx, const array<uint16_t> &tri_list, const int tri0, array<int> &connected_tri, array<int> const *ignored_tri = nullptr);
bool FindConnectedTriangles(const ivec3 &search_idx, const array<uint16_t> &tri_list, const int tri0, array<int> &connected_tri, array<int> const *ignored_tri = nullptr);
bool FindMatchingVertices(const int search_idx, easy_array<int> &matching_ids);
bool FindConnectedVertices(const int search_idx, const easy_array<uint16_t> &tri_list, const int tri0, easy_array<int> &connected_vert, easy_array<int> const *ignored_tri = nullptr);
bool FindConnectedTriangles(const int search_idx, const easy_array<uint16_t> &tri_list, const int tri0, easy_array<int> &connected_tri, easy_array<int> const *ignored_tri = nullptr);
bool FindConnectedTriangles(const ivec2 &search_idx, const easy_array<uint16_t> &tri_list, const int tri0, easy_array<int> &connected_tri, easy_array<int> const *ignored_tri = nullptr);
bool FindConnectedTriangles(const ivec3 &search_idx, const easy_array<uint16_t> &tri_list, const int tri0, easy_array<int> &connected_tri, easy_array<int> const *ignored_tri = nullptr);
void RegisterVertex(int vert_id, vec3 vert_coord);
void RemoveVertex(int vert_id);
bool GetMasterList(array<int> &ret_master_list) { ret_master_list = master_list; return ret_master_list.count() > 0; }
bool GetMasterList(easy_array<int> &ret_master_list) { ret_master_list = master_list; return ret_master_list.count() > 0; }
void Clear() { vertex_list.clear(); }
private:
//<VertexId, VertexLocation, VertexMasterId>
array<int, vec3, int> vertex_list;
easy_array<int, vec3, int> vertex_list;
//List of the master_ vertices
array<int> master_list;
easy_array<int> master_list;
};

} /* namespace lol */


+ 6
- 6
src/easymesh/easymeshcsg.cpp Ver fichero

@@ -35,13 +35,13 @@ void EasyMesh::MeshCsg(CSGUsage csg_operation)
}

//A vertex dictionnary for vertices on the same spot.
array< int, int > vertex_dict;
easy_array< int, int > vertex_dict;
//This list keeps track of the triangle that will need deletion at the end.
array< int > triangle_to_kill;
easy_array< int > triangle_to_kill;
//Listing for each triangle of the vectors intersecting it. <tri_Id, <Point0, Point1, tri_isec_Normal>>
array< int, array< vec3, vec3, vec3 > > triangle_isec;
easy_array< int, easy_array< vec3, vec3, vec3 > > triangle_isec;
//keep a track of the intersection point on the triangle. <pos, side_id>
array< vec3, int > triangle_vertex;
easy_array< vec3, int > triangle_vertex;
for (int k = 0; k < 10; k++)
triangle_vertex.push(vec3(.0f), 0);

@@ -72,8 +72,8 @@ void EasyMesh::MeshCsg(CSGUsage csg_operation)
int start_point = (mesh_id == 0) ? (cursor_start) : (std::get<1>(m_cursors.last()));
int end_point = (mesh_id == 0) ? (std::get<1>(m_cursors.last())) : (indices_count);
CsgBsp &mesh_bsp = (mesh_id == 0) ? (mesh_bsp_1) : (mesh_bsp_0);
array< vec3, int, int, float > vert_list;
array< int, int, int, int > tri_list;
easy_array< vec3, int, int, float > vert_list;
easy_array< int, int, int, int > tri_list;
vec3 n0(.0f); vec3 n1(.0f);
vec4 c0(.0f); vec4 c1(.0f);



+ 9
- 9
src/easymesh/easymeshinternal.cpp Ver fichero

@@ -127,7 +127,7 @@ void EasyMesh::ComputeNormals(int start, int vcount)
BD()->IsEnabled(MeshBuildOperation::PostBuildComputeNormals))
return;

array< array<vec3> > normals;
easy_array< easy_array<vec3> > normals;
normals.resize(m_vert.count());
for (int i = 0; i < vcount; i += 3)
{
@@ -162,7 +162,7 @@ void EasyMesh::ComputeNormals(int start, int vcount)
//-----------------------------------------------------------------------------
void EasyMesh::VerticesCleanup()
{
array<int> vert_ids;
easy_array<int> vert_ids;
vert_ids.resize(m_vert.count(), 0);

//1: Remove triangles with two vertices on each other
@@ -186,7 +186,7 @@ void EasyMesh::VerticesCleanup()
}

//2: Remove all unused vertices
array<VertexData> old_vert = m_vert;
easy_array<VertexData> old_vert = m_vert;
int shift = 0;
m_vert.clear();
for (int i = 0; i < vert_ids.count(); ++i)
@@ -240,8 +240,8 @@ void EasyMesh::VerticesSeparate()
return;
}

array< array<int> > new_ids;
array<int> vert_ids;
easy_array< easy_array<int> > new_ids;
easy_array<int> vert_ids;
vert_ids.resize(m_vert.count(), 0);

//1: Mark all used vertices
@@ -283,7 +283,7 @@ void EasyMesh::ComputeTexCoord(float uv_scale, int uv_offset)
UNUSED(uv_scale, uv_offset);
#if 0
VertexDictionnary vert_dict;
array<int> tri_list;
easy_array<int> tri_list;

tri_list.Reserve(m_indices.count() - std::get<1>(m_cursors.last()));
for (int i = std::get<1>(m_cursors.last()); i < m_indices.count(); i++)
@@ -293,8 +293,8 @@ void EasyMesh::ComputeTexCoord(float uv_scale, int uv_offset)
}

//full triangle count
array<int> tri_done;
array<int> tri_check;
easy_array<int> tri_done;
easy_array<int> tri_check;
int tri_count = (m_indices.count() - std::get<1>(m_cursors.last())) / 3;

tri_check << tri_list[0];
@@ -390,7 +390,7 @@ void EasyMesh::ComputeTexCoord(float uv_scale, int uv_offset)
uv[2] = texu_dir * dot(v01, v02) + texv_dir * dot(v_dir, v02);

//Set UV on ALL matching vertices!
array<int> matching_vert;
easy_array<int> matching_vert;
for (int i = 0; i < 3; i++)
{
#if 1


+ 4
- 4
src/easymesh/easymeshlua.cpp Ver fichero

@@ -1,8 +1,8 @@
//
// Lol Engine
//
// Copyright © 2009—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
// © 2017—2018 Sam Hocevar <sam@hocevar.net>
// Copyright © 2017—2020 Sam Hocevar <sam@hocevar.net>
// © 2009—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -46,7 +46,7 @@ EasyMeshLuaLoader::~EasyMeshLuaLoader()
}

//-----------------------------------------------------------------------------
static array<EasyMeshLuaObject*> g_instances;
static easy_array<EasyMeshLuaObject*> g_instances;
void EasyMeshLuaLoader::Store(LuaObject* obj)
{
EasyMeshLuaObject* ezm = static_cast<EasyMeshLuaObject*>(obj);
@@ -54,7 +54,7 @@ void EasyMeshLuaLoader::Store(LuaObject* obj)
}

//-----------------------------------------------------------------------------
array<EasyMeshLuaObject*>& EasyMeshLuaLoader::GetInstances()
easy_array<EasyMeshLuaObject*>& EasyMeshLuaLoader::GetInstances()
{
return g_instances;
}


+ 3
- 3
src/easymesh/easymeshlua.h Ver fichero

@@ -1,8 +1,8 @@
//
// Lol Engine
//
// Copyright © 2009—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
// © 2017—2018 Sam Hocevar <sam@hocevar.net>
// Copyright © 2017—2020 Sam Hocevar <sam@hocevar.net>
// © 2009—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -141,7 +141,7 @@ public:
virtual ~EasyMeshLuaLoader();
//Virtual Store lua object ------------------------------------------------
virtual void Store(LuaObject* obj);
array<EasyMeshLuaObject*>& GetInstances();
easy_array<EasyMeshLuaObject*>& GetInstances();

//-------------------------------------------------------------------------
protected:


+ 1
- 1
src/easymesh/easymeshprimitive.cpp Ver fichero

@@ -141,7 +141,7 @@ void EasyMesh::AppendCapsule(int ndivisions, float h, float d)

int ibase = m_indices.count();

array<vec3> vertices;
easy_array<vec3> vertices;
float uv_h = 0;
float uv_r = 0;



+ 5
- 5
src/easymesh/easymeshrender.h Ver fichero

@@ -94,8 +94,8 @@ protected:
std::shared_ptr<Shader> m_shader;
int m_render_mode;
uint16_t m_vert_decl_flags;
array<std::string, ShaderUniform> m_shader_uniform;
array<ShaderAttrib> m_shader_attrib;
easy_array<std::string, ShaderUniform> m_shader_uniform;
easy_array<ShaderAttrib> m_shader_attrib;
};

class DefaultShaderData : public GpuShaderData
@@ -110,7 +110,7 @@ public:
void SetupDefaultData(bool with_UV);
virtual void SetupShaderDatas(mat4 const &model);
//--
array<std::string> m_uniform_names;
easy_array<std::string> m_uniform_names;
};

class GpuEasyMeshData
@@ -129,9 +129,9 @@ public:
private:
void SetupVertexData(uint16_t vdecl_flags, std::shared_ptr<EasyMesh> src_mesh);

array<std::shared_ptr<GpuShaderData>> m_gpudata;
easy_array<std::shared_ptr<GpuShaderData>> m_gpudata;
//uint16_t are the vdecl/vbo flags to avoid copy same vdecl several times.
array<uint16_t, std::shared_ptr<VertexDeclaration>, std::shared_ptr<VertexBuffer>> m_vdata;
easy_array<uint16_t, std::shared_ptr<VertexDeclaration>, std::shared_ptr<VertexBuffer>> m_vdata;
size_t m_vertexcount;
//We only need only one ibo for the whole mesh
std::shared_ptr<IndexBuffer> m_ibo;


+ 5
- 5
src/easymesh/easymeshtransform.cpp Ver fichero

@@ -71,7 +71,7 @@ void EasyMesh::RadialJitter(float r)
return;
}

array<int> welded;
easy_array<int> welded;
welded.push(-1);
for (int i = std::get<0>(m_cursors.last()) + 1; i < m_vert.count(); i++)
{
@@ -371,10 +371,10 @@ void EasyMesh::SmoothMesh(int main_pass, int split_per_main_pass, int smooth_per
}

VertexDictionnary vert_dict;
array<vec3> smooth_buf[2];
array<int> master_list;
array<int> matching_ids;
array<int> connected_vert;
easy_array<vec3> smooth_buf[2];
easy_array<int> master_list;
easy_array<int> matching_ids;
easy_array<int> connected_vert;
int smbuf = 0;

for (int i = std::get<0>(m_cursors.last()); i < m_vert.count(); i++)


+ 25
- 24
src/engine/ticker.cpp Ver fichero

@@ -15,6 +15,7 @@
#include <unordered_set> // std::unordered_set
#include <cstdlib>
#include <functional>
#include <vector> // std::vector
#include <stdint.h>

namespace lol
@@ -45,8 +46,8 @@ public:
{
ASSERT(DEPRECATED_nentities == 0,
"still %d entities in ticker\n", DEPRECATED_nentities);
ASSERT(DEPRECATED_m_autolist.count() == 0,
"still %d autoreleased entities\n", DEPRECATED_m_autolist.count());
ASSERT(DEPRECATED_m_autolist.size() == 0,
"still %d autoreleased entities\n", int(DEPRECATED_m_autolist.size()));
msg::debug("%d frames required to quit\n", m_frame - m_quitframe);

if (thread::has_threads())
@@ -69,8 +70,8 @@ private:
std::unordered_set<std::shared_ptr<tickable>> m_tickables;

/* Entity management */
array<entity *> DEPRECATED_m_todolist, DEPRECATED_m_todolist_delayed, DEPRECATED_m_autolist;
array<entity *> DEPRECATED_m_list[(int)tickable::group::all::end];
std::vector<entity *> DEPRECATED_m_todolist, DEPRECATED_m_todolist_delayed, DEPRECATED_m_autolist;
std::vector<entity *> DEPRECATED_m_list[(int)tickable::group::all::end];
std::vector<int> DEPRECATED_m_scenes[(int)tickable::group::all::end];
int DEPRECATED_nentities = 0;

@@ -124,10 +125,10 @@ void Ticker::Register(entity *entity)
/* If we are called from its constructor, the object's vtable is not
* ready yet, so we do not know which group this entity belongs to. Wait
* until the first tick. */
data->DEPRECATED_m_todolist_delayed.push(entity);
data->DEPRECATED_m_todolist_delayed.push_back(entity);

/* Objects are autoreleased by default. Put them in a list. */
data->DEPRECATED_m_autolist.push(entity);
data->DEPRECATED_m_autolist.push_back(entity);
entity->add_flags(entity::flags::autorelease);
entity->m_ref = 1;

@@ -146,11 +147,11 @@ void Ticker::Ref(entity *entity)
/* Get the entity out of the autorelease list. This is usually
* very fast since the last entry in autolist is the last
* registered entity. */
for (int i = data->DEPRECATED_m_autolist.count(); i--; )
for (size_t i = data->DEPRECATED_m_autolist.size(); i--; )
{
if (data->DEPRECATED_m_autolist[i] == entity)
{
data->DEPRECATED_m_autolist.remove_swap(i);
remove_at(data->DEPRECATED_m_autolist, i);
break;
}
}
@@ -238,7 +239,7 @@ void ticker_data::GameThreadTick()
msg::debug("%s Group %d\n",
(g < (int)tickable::group::game::end) ? "Game" : "Draw", g);

for (int i = 0; i < data->DEPRECATED_m_list[g].count(); ++i)
for (size_t i = 0; i < data->DEPRECATED_m_list[g].size(); ++i)
{
entity *e = data->DEPRECATED_m_list[g][i];
msg::debug(" \\-- [%p] %s (m_ref %d, destroy %d)\n",
@@ -283,9 +284,9 @@ void ticker_data::GameThreadTick()
data->collect_garbage();

/* Insert waiting objects into the appropriate lists */
while (data->DEPRECATED_m_todolist.count())
while (data->DEPRECATED_m_todolist.size())
{
entity *e = data->DEPRECATED_m_todolist.last();
entity *e = data->DEPRECATED_m_todolist.back();

//If the entity has no mask, default it
if (e->m_scene_mask == 0)
@@ -293,8 +294,8 @@ void ticker_data::GameThreadTick()
Scene::GetScene().Link(e);
}

data->DEPRECATED_m_todolist.remove(-1);
data->DEPRECATED_m_list[(int)e->m_gamegroup].push(e);
data->DEPRECATED_m_todolist.pop_back();
data->DEPRECATED_m_list[(int)e->m_gamegroup].push_back(e);
if (e->m_drawgroup != tickable::group::draw::none)
{
if (data->DEPRECATED_m_scenes[(int)e->m_drawgroup].size() < Scene::GetCount())
@@ -306,7 +307,7 @@ void ticker_data::GameThreadTick()
//If entity is concerned by this scene, add it in the list
if (Scene::GetScene(i).IsRelevant(e))
{
data->DEPRECATED_m_list[(int)e->m_drawgroup].insert(e, data->DEPRECATED_m_scenes[(int)e->m_drawgroup][i]);
insert_at(data->DEPRECATED_m_list[(int)e->m_drawgroup], data->DEPRECATED_m_scenes[(int)e->m_drawgroup][i], e);
added_count++;
}
//Update scene index
@@ -320,7 +321,7 @@ void ticker_data::GameThreadTick()

for (int g = (int)tickable::group::game::begin; g < (int)tickable::group::game::end; ++g)
{
for (int i = 0; i < data->DEPRECATED_m_list[g].count(); ++i)
for (size_t i = 0; i < data->DEPRECATED_m_list[g].size(); ++i)
{
entity *e = data->DEPRECATED_m_list[g][i];

@@ -342,7 +343,7 @@ void ticker_data::GameThreadTick()
/* Tick objects for the game loop */
for (int g = (int)tickable::group::game::begin; g < (int)tickable::group::game::end && !data->m_quit /* Stop as soon as required */; ++g)
{
for (int i = 0; i < data->DEPRECATED_m_list[g].count() && !data->m_quit /* Stop as soon as required */; ++i)
for (size_t i = 0; i < data->DEPRECATED_m_list[g].size() && !data->m_quit /* Stop as soon as required */; ++i)
{
entity *e = data->DEPRECATED_m_list[g][i];

@@ -376,7 +377,7 @@ void ticker_data::DrawThreadTick()

for (int g = (int)tickable::group::draw::begin; g < (int)tickable::group::draw::end; ++g)
{
for (int i = 0; i < data->DEPRECATED_m_list[g].count(); ++i)
for (size_t i = 0; i < data->DEPRECATED_m_list[g].size(); ++i)
{
entity *e = data->DEPRECATED_m_list[g][i];

@@ -417,7 +418,7 @@ void ticker_data::DrawThreadTick()
break;
}

for (int i = 0; i < data->DEPRECATED_m_list[g].count() && !data->m_quit /* Stop as soon as required */; ++i)
for (size_t i = 0; i < data->DEPRECATED_m_list[g].size() && !data->m_quit /* Stop as soon as required */; ++i)
{
entity *e = data->DEPRECATED_m_list[g][i];

@@ -465,7 +466,7 @@ void ticker_data::handle_shutdown()
m_panic = 2 * (m_panic + 1);

for (int g = 0; g < (int)tickable::group::all::end && n < m_panic; ++g)
for (int i = 0; i < DEPRECATED_m_list[g].count() && n < m_panic; ++i)
for (size_t i = 0; i < DEPRECATED_m_list[g].size() && n < m_panic; ++i)
{
entity * e = DEPRECATED_m_list[g][i];
if (e->m_ref)
@@ -496,7 +497,7 @@ void ticker_data::collect_garbage()
std::unordered_set<entity*> destroy_list;
for (int g = 0; g < (int)tickable::group::all::end; ++g)
{
for (int i = DEPRECATED_m_list[g].count(); i--;)
for (size_t i = DEPRECATED_m_list[g].size(); i--;)
{
entity *e = DEPRECATED_m_list[g][i];

@@ -513,7 +514,7 @@ void ticker_data::collect_garbage()
continue;

// If entity is to be destroyed, remove it.
DEPRECATED_m_list[g].remove_swap(i);
remove_at(DEPRECATED_m_list[g], i);

// Draw group specific logic
if (g >= (int)tickable::group::game::end)
@@ -626,10 +627,10 @@ int Ticker::GetFrameNum()
void Ticker::Shutdown()
{
/* We're bailing out. Release all autorelease objects. */
while (data->DEPRECATED_m_autolist.count())
while (data->DEPRECATED_m_autolist.size())
{
data->DEPRECATED_m_autolist.last()->m_ref--;
data->DEPRECATED_m_autolist.remove(-1);
--data->DEPRECATED_m_autolist.back()->m_ref;
data->DEPRECATED_m_autolist.pop_back();
}

data->m_quit = 1;


+ 11
- 10
src/image/codec/oric-image.cpp Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright © 2010—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -39,7 +39,7 @@ public:

private:
static std::string ReadScreen(std::string const &name);
static void WriteScreen(image &image, array<uint8_t> &result);
static void WriteScreen(image &image, std::vector<uint8_t> &result);
};

DECLARE_IMAGE_CODEC(OricImageCodec, 100)
@@ -122,15 +122,16 @@ bool OricImageCodec::Save(std::string const &path, ResourceCodecData* data)
|| std::toupper(path[len - 1]) != 'P')
return false;

array<uint8_t> result;
std::vector<uint8_t> result;

result << 0x16 << 0x16 << 0x16 << 0x16 << 0x24;
result << 0 << 0xff << 0x80 << 0 << 0xbf << 0x3f << 0xa0 << 0;
for (auto b : { 0x16, 0x16, 0x16, 0x16, 0x24, 0, 0xff,
0x80, 0, 0xbf, 0x3f, 0xa0, 0 })
result.push_back(b);

/* Add filename, except the last 4 characters */
for (char const *name = path.c_str(); name[4]; ++name)
result << (uint8_t)name[0];
result << 0;
result.push_back(uint8_t(name[0]));
result.push_back(0);

auto img = data_image->m_image;
image tmp;
@@ -147,7 +148,7 @@ bool OricImageCodec::Save(std::string const &path, ResourceCodecData* data)

File f;
f.Open(path, FileAccess::Write);
f.Write(result.data(), result.bytes());
f.Write(result.data(), result.size());
f.Close();

return true;
@@ -472,7 +473,7 @@ static uint8_t bestmove(ivec3 const *in, u8vec2 bgfg,
return bestcommand;
}

void OricImageCodec::WriteScreen(image &img, array<uint8_t> &result)
void OricImageCodec::WriteScreen(image &img, std::vector<uint8_t> &result)
{
ivec2 size = img.size();
vec4 *pixels = img.lock<PixelFormat::RGBA_F32>();
@@ -525,7 +526,7 @@ void OricImageCodec::WriteScreen(image &img, array<uint8_t> &result)
/* Iterate */
bgfg = domove(command, bgfg);
/* Write byte to file */
result << command;
result.push_back(command);
}
}



+ 12
- 10
src/image/filter/convolution.cpp Ver fichero

@@ -12,6 +12,8 @@

#include <lol/engine-internal.h>

#include <vector>

/*
* Generic convolution functions
*/
@@ -19,8 +21,8 @@
namespace lol
{

static image SepConv(image &src, array<float> const &hvec,
array<float> const &vvec);
static image SepConv(image &src, std::vector<float> const &hvec,
std::vector<float> const &vvec);
static image NonSepConv(image &src, array2d<float> const &in_kernel);

image image::Convolution(array2d<float> const &in_kernel)
@@ -65,13 +67,13 @@ image image::Convolution(array2d<float> const &in_kernel)
if (separable)
{
/* Matrix rank is 1! Separate the filter. */
array<float> hvec, vvec;
std::vector<float> hvec, vvec;

float norm = 1.0f / lol::sqrt(lol::fabs(in_kernel[bestx][besty]));
for (int dx = 0; dx < ksize.x; dx++)
hvec << norm * in_kernel[dx][besty];
hvec.push_back(norm * in_kernel[dx][besty]);
for (int dy = 0; dy < ksize.y; dy++)
vvec << norm * in_kernel[bestx][dy];
vvec.push_back(norm * in_kernel[bestx][dy]);

return SepConv(*this, hvec, vvec);
}
@@ -190,13 +192,13 @@ static image NonSepConv(image &src, array2d<float> const &in_kernel)
}

template<PixelFormat FORMAT, int WRAP_X, int WRAP_Y>
static image SepConv(image &src, array<float> const &hvec,
array<float> const &vvec)
static image SepConv(image &src, std::vector<float> const &hvec,
std::vector<float> const &vvec)
{
typedef typename PixelType<FORMAT>::type pixel_t;

ivec2 const size = src.size();
ivec2 const ksize(hvec.count(), vvec.count());
ivec2 const ksize(int(hvec.size()), int(vvec.size()));
image dst(size);

array2d<pixel_t> const &srcp = src.lock2d<FORMAT>();
@@ -252,8 +254,8 @@ static image SepConv(image &src, array<float> const &hvec,
return dst;
}

static image SepConv(image &src, array<float> const &hvec,
array<float> const &vvec)
static image SepConv(image &src, std::vector<float> const &hvec,
std::vector<float> const &vvec)
{
bool const wrap_x = src.GetWrapX() == WrapMode::Repeat;
bool const wrap_y = src.GetWrapY() == WrapMode::Repeat;


+ 2
- 1
src/image/kernel.cpp Ver fichero

@@ -186,7 +186,7 @@ array2d<float> image::kernel::normalize(array2d<float> const &kernel)
{
ivec2 size = kernel.sizes();

array<Dot> tmp;
std::vector<Dot> tmp;
tmp.resize(size.x * size.y);

for (int y = 0; y < size.y; y++)
@@ -196,6 +196,7 @@ array2d<float> image::kernel::normalize(array2d<float> const &kernel)
tmp[y * size.x + x].y = y;
tmp[y * size.x + x].val = kernel[x][y];
}
// FIXME: get rid of qsort and use proper C++ algorithms
std::qsort(tmp.data(), size.x * size.y, sizeof(Dot), cmpdot);

array2d<float> dst(size);


+ 5
- 3
src/image/resample.cpp Ver fichero

@@ -12,6 +12,8 @@

#include <lol/engine-internal.h>

#include <vector> // std::vector

/*
* Image resizing functions
*/
@@ -145,16 +147,16 @@ static image ResizeBresenham(image &src, ivec2 size)
vec4 const *srcp = src.lock<PixelFormat::RGBA_F32>();
vec4 *dstp = dst.lock<PixelFormat::RGBA_F32>();

array<vec4> aline, line;
std::vector<vec4> aline, line;
aline.resize(size.x);
line.resize(size.x);
memset((void *)line.data(), 0, line.bytes());
memset((void *)line.data(), 0, line.size() * sizeof(line[0]));

int remy = 0;

for (int y = 0, y0 = 0; y < size.y; y++)
{
memset((void *)aline.data(), 0, aline.bytes());
memset((void *)aline.data(), 0, aline.size() * sizeof(aline[0]));

for (int toty = 0; toty < oldsize.y; )
{


+ 8
- 5
src/image/resource-private.h Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright © 2010—2018 Sam Hocevar <sam@hocevar.net>
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net>
// © 2016—2017 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
@@ -13,6 +13,9 @@

#pragma once

#include <lol/utils>
#include <vector>

//
// The ResourceCodecData class
// ------------------------
@@ -29,7 +32,7 @@ namespace lol
virtual bool Save(std::string const &path, ResourceCodecData* data) = 0;

/* TODO: this should become more fine-grained */
int m_priority;
size_t m_priority;
};

#define REGISTER_IMAGE_CODEC(name) \
@@ -37,13 +40,13 @@ namespace lol
{ \
/* Insert image codecs in a sorted list */ \
ResourceCodec *codec = Register##name(); \
int i = 0, prio = codec->m_priority; \
for ( ; i < codeclist.count(); ++i) \
size_t i = 0, prio = codec->m_priority; \
for ( ; i < codeclist.size(); ++i) \
{ \
if (codeclist[i]->m_priority <= prio) \
break; \
} \
codeclist.insert(codec, i); \
insert_at(codeclist, i, codec); \
}

#define DECLARE_IMAGE_CODEC(name, priority) \


+ 2
- 2
src/image/resource.cpp Ver fichero

@@ -30,7 +30,7 @@ namespace lol
* The bug was reported to Microsoft and fixed by them, but the fix
* is not yet available.
* https://connect.microsoft.com/VisualStudio/feedback/details/730878/ */
static bool RegisterAllCodecs(array<ResourceCodec *> &codeclist)
static bool RegisterAllCodecs(std::vector<ResourceCodec *> &codeclist)
{
#if defined __ANDROID__
REGISTER_IMAGE_CODEC(AndroidImageCodec)
@@ -69,7 +69,7 @@ public:
}

private:
array<ResourceCodec *> m_codecs;
std::vector<ResourceCodec *> m_codecs;
}
g_resource_loader;



+ 1
- 2
src/lol-core.vcxproj Ver fichero

@@ -215,6 +215,7 @@
<ClInclude Include="debug\record.h" />
<ClInclude Include="debug\stats.h" />
<ClInclude Include="easymesh\csgbsp.h" />
<ClInclude Include="easymesh\easyarray.h" />
<ClInclude Include="easymesh\easymesh.h" />
<ClInclude Include="easymesh\easymeshbuild.h" />
<ClInclude Include="easymesh\easymeshlua.h" />
@@ -236,7 +237,6 @@
<ClInclude Include="lol\audio\audio.h" />
<ClInclude Include="lol\audio\sample.h" />
<ClInclude Include="lol\base\all.h" />
<ClInclude Include="lol\base\array.h" />
<ClInclude Include="lol\base\enum.h" />
<ClInclude Include="lol\base\log.h" />
<ClInclude Include="lol\debug\all.h" />
@@ -296,7 +296,6 @@
<ClInclude Include="ui\sdl-input.h">
<ExcludedFromBuild Condition="'$(enable_sdl)'=='no'">true</ExcludedFromBuild>
</ClInclude>
<ClInclude Include="utils.h" />
<ClInclude Include="video.h" />
</ItemGroup>
<ItemGroup>


+ 3
- 4
src/lol-core.vcxproj.filters Ver fichero

@@ -260,6 +260,9 @@
<ClInclude Include="easymesh\easymesh.h">
<Filter>easymesh</Filter>
</ClInclude>
<ClInclude Include="easymesh\easyarray.h">
<Filter>easymesh</Filter>
</ClInclude>
<ClInclude Include="easymesh\easymeshbuild.h">
<Filter>easymesh</Filter>
</ClInclude>
@@ -296,9 +299,6 @@
<ClInclude Include="lolua\baselua.h">
<Filter>lolua</Filter>
</ClInclude>
<ClInclude Include="lol\base\array.h">
<Filter>lol\base</Filter>
</ClInclude>
<ClInclude Include="lol\base\enum.h">
<Filter>lol\base</Filter>
</ClInclude>
@@ -423,7 +423,6 @@
<ClInclude Include="ui\sdl-input.h">
<Filter>ui</Filter>
</ClInclude>
<ClInclude Include="utils.h" />
<ClInclude Include="video.h" />
<ClInclude Include="lol\base\all.h">
<Filter>lol\base</Filter>


+ 0
- 1
src/lol/base/all.h Ver fichero

@@ -17,7 +17,6 @@
#include <../legacy/lol/base/types.h>
#include <lol/base/log.h>
#include <../legacy/lol/base/assert.h>
#include <lol/base/array.h>
#include <../legacy/lol/base/avl_tree.h>
#include <lol/base/enum.h>


+ 1
- 2
src/lol/extras.h Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright © 2010—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -17,7 +17,6 @@
// --------------------------------------------------------
//

#include <lol/../utils.h>
#include <lol/../numeric.h>

// Static classes


+ 4
- 4
src/lolua/baselua.cpp Ver fichero

@@ -122,20 +122,20 @@ Loader::~Loader()

//Store loader ------------------------------------------------------------
// FIXME: change this to a map?
static array<lua_State*, Lolua::Loader*> g_loaders;
static std::vector<std::tuple<lua_State*, Lolua::Loader*>> g_loaders;

void Loader::Store(lua_State* l, Lolua::Loader* loader)
{
g_loaders.push(l, loader);
g_loaders.push_back(std::make_tuple(l, loader));
}

void Loader::Release(lua_State* l, Lolua::Loader* loader)
{
for (int i = 0; i < g_loaders.count(); ++i)
for (size_t i = 0; i < g_loaders.size(); ++i)
{
if (std::get<0>(g_loaders[i]) == l && std::get<1>(g_loaders[i]) == loader)
{
g_loaders.remove(i);
remove_at(g_loaders, i);
return;
}
}


+ 36
- 24
src/lolua/baselua.h Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright © 2017—2018 Sam Hocevar <sam@hocevar.net>
// Copyright © 2017—2020 Sam Hocevar <sam@hocevar.net>
// © 2009—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
@@ -19,7 +19,9 @@ extern "C" {
#include "3rdparty/lua/lauxlib.h"
}

#include <string>
#include <vector> // std::vector
#include <string> // std::string
#include <cstdlib> // tolower

//
// Base Lua class for Lua script loading
@@ -65,45 +67,45 @@ public:
} ClassVarStr;

Library(std::string const &class_name,
array<ClassMethod> const& statics,
array<ClassMethod> const& methods,
array<ClassVar> const& variables)
std::vector<ClassMethod> const& statics,
std::vector<ClassMethod> const& methods,
std::vector<ClassVar> const& variables)
{
m_class_name = class_name;
m_static_name = class_name + "_lib";
m_method_name = class_name + "_inst";

m_statics = statics;
if (m_statics.count() == 0
|| m_statics.last().name != nullptr
|| m_statics.last().func != nullptr)
m_statics.push({ nullptr, nullptr });
if (m_statics.empty()
|| m_statics.back().name != nullptr
|| m_statics.back().func != nullptr)
m_statics.push_back({ nullptr, nullptr });

m_methods = methods;
if (m_methods.count() == 0
|| m_methods.last().name != nullptr
|| m_methods.last().func != nullptr)
m_methods.push({ nullptr, nullptr });
if (m_methods.empty()
|| m_methods.back().name != nullptr
|| m_methods.back().func != nullptr)
m_methods.push_back({ nullptr, nullptr });

for (ClassVar const& cv : variables)
{
if (cv.name && cv.get && cv.set)
{
m_variables.push({ cv.name, cv.get, cv.set });
m_variables.push_back({ cv.name, cv.get, cv.set });
}
}
if (m_variables.count() == 0
|| variables.last().name != nullptr
|| variables.last().get != nullptr
|| variables.last().set != nullptr)
m_variables.push(ClassVarStr());
if (m_variables.empty()
|| variables.back().name != nullptr
|| variables.back().get != nullptr
|| variables.back().set != nullptr)
m_variables.push_back(ClassVarStr());
}
std::string m_class_name = "";
std::string m_static_name = "";
std::string m_method_name = "";
array<ClassMethod> m_statics;
array<ClassMethod> m_methods;
array<ClassVarStr> m_variables;
std::vector<ClassMethod> m_statics;
std::vector<ClassMethod> m_methods;
std::vector<ClassVarStr> m_variables;
};

public:
@@ -173,7 +175,7 @@ public:
lua_setfield(l, -1, "__index");

//Create variables Get/Set
const array<Object::Library::ClassVarStr>& variables = GetVariables<TLuaClass>();
const std::vector<Object::Library::ClassVarStr>& variables = GetVariables<TLuaClass>();
for (const Object::Library::ClassVarStr& var : variables)
{
if (!var.m_get || !var.m_set)
@@ -215,7 +217,7 @@ public:
template <typename TLuaClass>
static const ClassMethod* GetInstanceMethods() { return GetLibrary<TLuaClass>()->m_methods.data(); }
template <typename TLuaClass>
static const array<Object::Library::ClassVarStr>& GetVariables() { return GetLibrary<TLuaClass>()->m_variables; }
static const std::vector<Object::Library::ClassVarStr>& GetVariables() { return GetLibrary<TLuaClass>()->m_variables; }

protected:
//-------------------------------------------------------------------------
@@ -387,6 +389,16 @@ protected:
template<typename T> int InnerPush(T value) { UNUSED(value); ASSERT(false, INNER_ERROR); return 0; }

#ifndef INNER_SAFE_ENUM
// Gets the value for the given enum type.
template<class T> static inline T FindValue(std::string const& name)
{
std::string needle = tolower(name);
for (int i = 0; i < T::Max; ++i)
if (tolower(T(i).tostring()).find(needle) != std::string::npos)
return T(i);
return T::Max;
}

template<typename E> SafeEnum<E> InnerDefaultSafeEnum() { return SafeEnum<E>(); }
template<typename E> bool InnerIsValidSafeEnum() { return InnerIsValid<std::string>(); }
template<typename E> SafeEnum<E> InnerGetSafeEnum(SafeEnum<E> value) { return FindValue<SafeEnum<E> >(InnerGet<std::string>(value.tostring())); }


+ 8
- 7
src/mesh/mesh.cpp Ver fichero

@@ -12,7 +12,8 @@

#include <lol/engine-internal.h>

#include <memory>
#include <memory> // std::shared_ptr
#include <tuple> // std::make_tuple
#include <cstring>
#include <cstdlib>

@@ -33,7 +34,7 @@ Mesh::~Mesh()

void Mesh::Render(Scene& scene, mat4 const &matrix)
{
//if (scene.HasPrimitiveRenderer(this) < m_submeshes.count())
//if (scene.HasPrimitiveRenderer(this) < m_submeshes.size())
{
for (auto submesh : m_submeshes)
scene.AddPrimitiveRenderer(this, std::make_shared<PrimitiveMesh>(submesh, matrix));
@@ -89,8 +90,8 @@ void SubMesh::SetVertexDeclaration(std::shared_ptr<VertexDeclaration> vdecl)

void SubMesh::SetVertexBuffer(int index, std::shared_ptr<VertexBuffer> vbo)
{
while (index >= m_vbos.count())
m_vbos.push(nullptr);
while (index >= int(m_vbos.size()))
m_vbos.push_back(nullptr);

m_vbos[index] = vbo;
}
@@ -102,7 +103,7 @@ void SubMesh::SetIndexBuffer(std::shared_ptr<IndexBuffer> ibo)

void SubMesh::AddTexture(std::string const &name, std::shared_ptr<Texture> texture)
{
m_textures.push(name, texture);
m_textures.push_back(std::make_tuple(name, texture));
}

void SubMesh::Render()
@@ -111,7 +112,7 @@ void SubMesh::Render()

m_vdecl->Bind();

for (int i = 0; i < m_vbos.count(); ++i)
for (size_t i = 0; i < m_vbos.size(); ++i)
{
ShaderAttrib attribs[12];

@@ -137,7 +138,7 @@ void SubMesh::Render()

UNUSED(vertex_count);

for (int i = 0; i < m_textures.count(); ++i)
for (size_t i = 0; i < m_textures.size(); ++i)
{
// TODO: might be good to cache this
ShaderUniform u_tex = m_shader->GetUniformLocation(std::get<0>(m_textures[i]));


+ 4
- 4
src/mesh/mesh.h Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright © 2010—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -105,11 +105,11 @@ protected:
MeshPrimitive m_mesh_prim;
std::shared_ptr<Shader> m_shader;
std::shared_ptr<VertexDeclaration> m_vdecl;
array<std::shared_ptr<VertexBuffer>> m_vbos;
std::vector<std::shared_ptr<VertexBuffer>> m_vbos;
std::shared_ptr<IndexBuffer> m_ibo;

array<std::string, std::shared_ptr<Texture>> m_textures;
std::vector<std::tuple<std::string, std::shared_ptr<Texture>>> m_textures;
};

} /* namespace lol */
} // namespace lol


+ 11
- 15
src/messageservice.cpp Ver fichero

@@ -1,8 +1,8 @@
//
// Lol Engine
//
// Copyright © 2013—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
// © 2017—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2017—2020 Sam Hocevar <sam@hocevar.net>
// © 2013—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -67,8 +67,8 @@ bool MessageService::Send(MessageBucket id, const std::string& message)
if (g_messageservice)
{
MessageService& g = *g_messageservice;
array<MessageList>& bucket = g.m_bucket[id.ToScalar()];
bucket << MessageList(time(nullptr), message);
auto& bucket = g.m_bucket[id.ToScalar()];
bucket.push_back(MessageList(time(nullptr), message));
return true;
}
return false;
@@ -79,7 +79,6 @@ bool MessageService::FetchFirst(MessageBucket id, std::string& message)
{
if (g_messageservice)
{
ASSERT(0 <= id.ToScalar() && id.ToScalar() < g_messageservice->m_bucket.count());
time_t timestamp;
return g_messageservice->FetchFirst(id, message, timestamp);
}
@@ -90,15 +89,14 @@ bool MessageService::FetchFirst(MessageBucket id, std::string& message, time_t&
{
if (g_messageservice)
{
ASSERT(0 <= id.ToScalar() && id.ToScalar() < g_messageservice->m_bucket.count());
MessageService& g = *g_messageservice;
array<MessageList>& bucket = g.m_bucket[id.ToScalar()];
auto& bucket = g.m_bucket[id.ToScalar()];

if (bucket.count())
if (bucket.size())
{
message = bucket[0].m_message;
timestamp = bucket[0].m_timestamp;
bucket.remove(0);
remove_at(bucket, 0);
return true;
}
}
@@ -110,7 +108,6 @@ bool MessageService::FetchAll(MessageBucket id, std::string& message)
{
if (g_messageservice)
{
ASSERT(0 <= id.ToScalar() && id.ToScalar() < g_messageservice->m_bucket.count());
time_t timestamp;
return g_messageservice->FetchAll(id, message, timestamp);
}
@@ -121,15 +118,14 @@ bool MessageService::FetchAll(MessageBucket id, std::string& message, time_t& fi
{
if (g_messageservice)
{
ASSERT(0 <= id.ToScalar() && id.ToScalar() < g_messageservice->m_bucket.count());
MessageService& g = *g_messageservice;
array<MessageList>& bucket = g.m_bucket[id.ToScalar()];
auto& bucket = g.m_bucket[id.ToScalar()];
message = "";

if (bucket.count())
if (bucket.size())
{
first_timestamp = bucket[0].m_timestamp;
for (int i = 0; i < bucket.count(); ++i)
for (size_t i = 0; i < bucket.size(); ++i)
message += bucket[i].m_message;
bucket.clear();
return true;
@@ -138,5 +134,5 @@ bool MessageService::FetchAll(MessageBucket id, std::string& message, time_t& fi
return false;
}

} /* namespace lol */
} // namespace lol


+ 3
- 3
src/messageservice.h Ver fichero

@@ -1,8 +1,8 @@
//
// Lol Engine
//
// Copyright © 2013—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
// © 2017—2018 Sam Hocevar <sam@hocevar.net>
// Copyright © 2017—2020 Sam Hocevar <sam@hocevar.net>
// © 2013—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -103,7 +103,7 @@ public:
static bool FetchAll(MessageBucket id, std::string& message, time_t &first_timestamp);

private:
array<array<MessageList> > m_bucket;
std::vector<std::vector<MessageList> > m_bucket;
};

extern MessageService *g_messageservice;


+ 3
- 2
src/numeric.h Ver fichero

@@ -17,7 +17,8 @@
// ------------------
//

#include <lol/math>
#include <lol/math> // lol::lerp, lol::clamp
#include <algorithm> // std::swap
#include <cstdlib>
#include <stdint.h>

@@ -49,7 +50,7 @@ template <typename T1, typename T2, typename Tf> static inline T1 damp(const T1
static inline float SmoothClamp(float &x, float a, float b, float sd)
{
if (b < a)
Swap(a, b);
std::swap(a, b);

float tx = x;
float ta = a - sd;


+ 23
- 23
src/t/base/array.cpp Ver fichero

@@ -15,7 +15,7 @@
#endif

#include <lol/unit_test>
#include <lol/base/array.h>
#include <lol/../easymesh/easyarray.h>

namespace lol
{
@@ -36,7 +36,7 @@ lolunit_declare_fixture(array_test)
{
lolunit_declare_test(array_push)
{
array<int> a;
easy_array<int> a;
a.push(0);
a.push(1);
a.push(2);
@@ -50,21 +50,21 @@ lolunit_declare_fixture(array_test)

lolunit_declare_test(array_initializer)
{
array<int> a({ 2, 4, 6 });
easy_array<int> a({ 2, 4, 6 });

lolunit_assert_equal(a[0], 2);
lolunit_assert_equal(a[1], 4);
lolunit_assert_equal(a[2], 6);

array<int> b = { 2, 4, 6 };
easy_array<int> b = { 2, 4, 6 };

lolunit_assert_equal(b[0], 2);
lolunit_assert_equal(b[1], 4);
lolunit_assert_equal(b[2], 6);

array<int, float> c = { { 2, 3.0f },
{ 4, 5.0f },
{ 6, 7.0f } };
easy_array<int, float> c = { { 2, 3.0f },
{ 4, 5.0f },
{ 6, 7.0f } };

lolunit_assert_equal(std::get<0>(c[0]), 2);
lolunit_assert_equal(std::get<1>(c[0]), 3.0f);
@@ -76,7 +76,7 @@ lolunit_declare_fixture(array_test)

lolunit_declare_test(array_push_with_shift)
{
array<int> a;
easy_array<int> a;
a << 0 << 1 << 2 << 3;

lolunit_assert_equal(a[0], 0);
@@ -87,10 +87,10 @@ lolunit_declare_fixture(array_test)

lolunit_declare_test(array_copy)
{
array<int> a;
easy_array<int> a;
a << 0 << 1 << 2 << 3;

array<int> b = a;
easy_array<int> b = a;

lolunit_assert_equal(b[0], 0);
lolunit_assert_equal(b[1], 1);
@@ -100,7 +100,7 @@ lolunit_declare_fixture(array_test)

lolunit_declare_test(array_remove)
{
array<int> a;
easy_array<int> a;
a << 0 << 1 << 2 << 3;
a.remove(1);

@@ -109,7 +109,7 @@ lolunit_declare_fixture(array_test)
lolunit_assert_equal(a[1], 2);
lolunit_assert_equal(a[2], 3);

array<int> b;
easy_array<int> b;
b << 0 << 1 << 2 << 3;
b.remove(-2);

@@ -121,7 +121,7 @@ lolunit_declare_fixture(array_test)

lolunit_declare_test(array_remove_swap)
{
array<int> a;
easy_array<int> a;
a << 0 << 1 << 2 << 3;
a.remove_swap(1);

@@ -130,7 +130,7 @@ lolunit_declare_fixture(array_test)
lolunit_assert_equal(a[1], 3);
lolunit_assert_equal(a[2], 2);

array<int> b;
easy_array<int> b;
b << 0 << 1 << 2 << 3;
b.remove(1, 2);

@@ -141,7 +141,7 @@ lolunit_declare_fixture(array_test)

lolunit_declare_test(eight_element_arrays)
{
array<int, long, float, double, unsigned, char, bool, void *> a;
easy_array<int, long, float, double, unsigned, char, bool, void *> a;
a.push(1, 2, 3.f, 4.0, 5, 'a', true, 0);

lolunit_assert_equal(std::get<0>(a[0]), 1);
@@ -156,7 +156,7 @@ lolunit_declare_fixture(array_test)

lolunit_declare_test(array_swap)
{
array<int, int> a;
easy_array<int, int> a;
a.push(10, 20);
a.push(30, 40);

@@ -170,7 +170,7 @@ lolunit_declare_fixture(array_test)

lolunit_declare_test(array_insert)
{
array<int> a;
easy_array<int> a;
a << 1 << 2;

a.insert(5, 0);
@@ -194,7 +194,7 @@ lolunit_declare_fixture(array_test)

lolunit_declare_test(array_insert_tuple)
{
array<int, float, std::string> b;
easy_array<int, float, std::string> b;
b.insert(0, 5, 6.f, "lol");
lolunit_assert_equal(5, std::get<0>(b[0]));
lolunit_assert_equal(6.f, std::get<1>(b[0]));
@@ -216,11 +216,11 @@ lolunit_declare_fixture(array_test)

lolunit_declare_test(array_concat)
{
array<int> a, b;
easy_array<int> a, b;
a << 0 << 1;
b << 2 << 3;

array<int> c = a + b;
easy_array<int> c = a + b;
lolunit_assert_equal(c[0], 0);
lolunit_assert_equal(c[1], 1);
lolunit_assert_equal(c[2], 2);
@@ -229,7 +229,7 @@ lolunit_declare_fixture(array_test)

lolunit_declare_test(array_append)
{
array<int> a, b;
easy_array<int> a, b;
a << 0 << 1;
b << 2 << 3;

@@ -253,7 +253,7 @@ lolunit_declare_fixture(array_test)
tracked_object::m_ctor = 0;
tracked_object::m_dtor = 0;
{
array<tracked_object> a;
easy_array<tracked_object> a;

a.push(tracked_object());
}
@@ -262,7 +262,7 @@ lolunit_declare_fixture(array_test)
tracked_object::m_ctor = 0;
tracked_object::m_dtor = 0;
{
array<tracked_object> a;
easy_array<tracked_object> a;

a.resize(2);
a.resize(4);


+ 10
- 8
src/ui/d3d9-input.cpp Ver fichero

@@ -20,6 +20,8 @@
#endif

#include <memory>
#include <vector> // std::vector
#include <tuple> // std::tuple

#include <lol/engine-internal.h>

@@ -39,7 +41,8 @@ class D3d9InputData

private:
#if defined LOL_USE_XINPUT
array<int, std::shared_ptr<input::device::joystick>> m_joysticks;
// FIXME: use std::map here!
std::vector<std::tuple<int, std::shared_ptr<input::device::joystick>>> m_joysticks;
#endif // LOL_USE_XINPUT
};

@@ -69,7 +72,7 @@ D3d9Input::D3d9Input()
#define _BTN(id, name) stick->internal_add_button(input::button::BTN_##name, #name);
#include "ui/buttons.inc" // FIXME: ignore mouse buttons here

m_data->m_joysticks.push(i, stick);
m_data->m_joysticks.push_back(std::make_tuple(i, stick));
}
#endif

@@ -80,8 +83,7 @@ D3d9Input::~D3d9Input()
{
#if defined LOL_USE_XINPUT
/* Unregister all the joysticks we added (FIXME: this code seems unnecessary) */
while (m_data->m_joysticks.count())
m_data->m_joysticks.remove(0);
m_data->m_joysticks.clear();
#endif
delete m_data;
}
@@ -91,13 +93,13 @@ void D3d9Input::tick_game(float seconds)
entity::tick_game(seconds);

#if defined LOL_USE_XINPUT
for (int i = 0; i < m_data->m_joysticks.count(); i++)
for (auto &joy : m_data->m_joysticks)
{
XINPUT_STATE state;
if (XInputGetState(std::get<0>(m_data->m_joysticks[i]), &state) != ERROR_SUCCESS)
if (XInputGetState(std::get<0>(joy), &state) != ERROR_SUCCESS)
continue;

auto stick = std::get<1>(m_data->m_joysticks[i]);
auto stick = std::get<1>(joy);
stick->internal_begin_frame();
stick->internal_set_axis(input::axis::LeftX, state.Gamepad.sThumbLX / 32768.f);
stick->internal_set_axis(input::axis::LeftY, -state.Gamepad.sThumbLY / 32768.f);
@@ -114,7 +116,7 @@ void D3d9Input::tick_game(float seconds)

int key_index = (1 << b) > XINPUT_GAMEPAD_RIGHT_SHOULDER ? b - 2 : b;

std::get<1>(m_data->m_joysticks[i])->internal_set_button((input::button)key_index, ((uint16_t)(state.Gamepad.wButtons) >> b) & 1);
std::get<1>(joy)->internal_set_button((input::button)key_index, ((uint16_t)(state.Gamepad.wButtons) >> b) & 1);
}
}
#endif


+ 4
- 4
src/ui/gui.cpp Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright © 2017—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2017—2020 Sam Hocevar <sam@hocevar.net>
// © 2009—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
@@ -264,9 +264,9 @@ bool gui::init_draw()
m_ortho.m_uniform = m_shader->GetUniformLocation(m_ortho.m_var.tostring());
m_texture.m_uniform = m_shader->GetUniformLocation(m_texture.m_var.tostring());

m_attribs << m_shader->GetAttribLocation(VertexUsage::Position, 0)
<< m_shader->GetAttribLocation(VertexUsage::TexCoord, 0)
<< m_shader->GetAttribLocation(VertexUsage::Color, 0);
m_attribs.push_back(m_shader->GetAttribLocation(VertexUsage::Position, 0));
m_attribs.push_back(m_shader->GetAttribLocation(VertexUsage::TexCoord, 0));
m_attribs.push_back(m_shader->GetAttribLocation(VertexUsage::Color, 0));

m_vdecl = std::make_shared<VertexDeclaration>(
VertexStream<vec2, vec2, u8vec4>(


+ 2
- 2
src/ui/gui.h Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright © 2017—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2017—2020 Sam Hocevar <sam@hocevar.net>
// © 2009—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
@@ -87,7 +87,7 @@ protected:
std::shared_ptr<Shader> m_shader = nullptr;
Uniform m_ortho;
Uniform m_texture;
array<ShaderAttrib> m_attribs;
std::vector<ShaderAttrib> m_attribs;
std::shared_ptr<VertexDeclaration> m_vdecl;
std::string m_clipboard;



+ 11
- 13
src/ui/sdl-input.cpp Ver fichero

@@ -91,7 +91,7 @@ SdlInput::SdlInput(int screen_w, int screen_h)
for (int j = 0; j < SDL_JoystickNumButtons(sdlstick); ++j)
stick->internal_add_button((input::button)(j + 1), format("Button%d", j + 1).c_str());

m_joysticks.push(sdlstick, stick);
m_joysticks.push_back(std::make_tuple(sdlstick, stick));
}
#endif

@@ -102,11 +102,9 @@ SdlInput::~SdlInput()
{
#if LOL_USE_SDL && !__EMSCRIPTEN__
/* Unregister all the joysticks we added */
while (m_joysticks.count())
{
SDL_JoystickClose(std::get<0>(m_joysticks[0]));
m_joysticks.remove(0);
}
for (auto &joy : m_joysticks)
SDL_JoystickClose(std::get<0>(joy));
m_joysticks.clear();
#endif
}

@@ -149,18 +147,18 @@ void SdlInput::tick(float seconds)

keyboard->internal_begin_frame();
mouse->internal_begin_frame();
for (int j = 0; j < m_joysticks.count(); j++)
std::get<1>(m_joysticks[j])->internal_begin_frame();
for (auto &joy : m_joysticks)
std::get<1>(joy)->internal_begin_frame();

/* Pump all joystick events because no event is coming to us. */
# if SDL_FORCE_POLL_JOYSTICK && !__EMSCRIPTEN__
SDL_JoystickUpdate();
for (int j = 0; j < m_joysticks.count(); j++)
for (auto &joy : m_joysticks)
{
for (int i = 0; i < SDL_JoystickNumButtons(std::get<0>(m_joysticks[j])); i++)
std::get<1>(m_joysticks[j])->internal_set_button((input::button)i, SDL_JoystickGetButton(std::get<0>(m_joysticks[j]), i) != 0);
for (int i = 0; i < SDL_JoystickNumAxes(std::get<0>(m_joysticks[j])); i++)
std::get<1>(m_joysticks[j])->internal_set_axis((input::axis)i, (float)SDL_JoystickGetAxis(std::get<0>(m_joysticks[j]), i) / 32768.f);
for (int i = 0; i < SDL_JoystickNumButtons(std::get<0>(joy)); i++)
std::get<1>(joy)->internal_set_button((input::button)i, SDL_JoystickGetButton(std::get<0>(joy), i) != 0);
for (int i = 0; i < SDL_JoystickNumAxes(std::get<0>(joy)); i++)
std::get<1>(joy)->internal_set_axis((input::axis)i, (float)SDL_JoystickGetAxis(std::get<0>(joy), i) / 32768.f);
}
# endif



+ 4
- 2
src/ui/sdl-input.h Ver fichero

@@ -1,7 +1,7 @@
//
// Lol Engine
//
// Copyright © 2010—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -28,6 +28,8 @@
#endif

#include <memory>
#include <vector>
#include <tuple>

namespace lol
{
@@ -49,7 +51,7 @@ private:
void tick(float seconds);

#if LOL_USE_SDL
array<SDL_Joystick *, std::shared_ptr<class input::device::joystick>> m_joysticks;
std::vector<std::tuple<SDL_Joystick *, std::shared_ptr<class input::device::joystick>>> m_joysticks;
#endif

vec2 m_app;


+ 0
- 76
src/utils.h Ver fichero

@@ -1,76 +0,0 @@
//
// Lol Engine
//
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net>
// © 2012—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
// and/or modify it under the terms of the Do What the Fuck You Want
// to Public License, Version 2, as published by the WTFPL Task Force.
// See http://www.wtfpl.net/ for more details.
//

#pragma once

//
// Various basic convenience functions
// -----------------------------------
//

#include <lol/utils>
#include <lol/math> // lol::rand

#include <string>

namespace lol
{

//Swaps two given values.
template< class T > inline void Swap( T& A, T& B )
{
const T Temp = A;
A = B;
B = Temp;
}

//TODO: random struct
//Gets a random Element from the given array<T>, considering you have implemented what follows :
//NEEDS : float T::m_weight; //if m_weight is 0, it automatically assumes that this step is ignored.
template< class T > inline int GetRandom(array<T> src)
{
float r_total = 0.f;
float r_alpha = rand(1.f);
float r_value = 0.f;
int r_j = 0;

for (int i = 0; i < src.count(); ++i)
{
T& tmp = src[i];
if (tmp.m_weight > .0f)
{
r_total += tmp.m_weight;
float r_tmp = r_alpha * r_total;
while (r_tmp > r_value + src[r_j].m_weight && r_j < i)
{
r_value += src[r_j].m_weight;
r_j++;
}
}
}

return (r_total > .0f)?(r_j):(-1);
}

// Gets the value for the given enum type.
template<class T> inline T FindValue(std::string const& name)
{
std::string needle = tolower(name);
for (int i = 0; i < T::Max; ++i)
if (tolower(T(i).tostring()).find(needle) != std::string::npos)
return T(i);
return T::Max;
}

} /* namespace lol */


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