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  • gamedev/fggl
  • onuralpsezer/fggl
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with 1440 additions and 71 deletions
......@@ -18,19 +18,23 @@
#include <tuple>
#include <iostream>
#include <glm/glm.hpp>
#include "fggl/math/vector.hpp"
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtx/quaternion.hpp>
#include "fggl/math/fmath.hpp"
#include "fggl/util/guid.hpp"
#ifndef M_PI
#define M_PI 3.14159265358979323846
#define M_PI 3.14159265358979323846
#endif
#ifndef M_PI_2
#define M_PI_2 1.57079632679489661923
#define M_PI_2 1.57079632679489661923
#endif
namespace fggl::math {
......@@ -42,36 +46,99 @@ namespace fggl::math {
using uint8 = std::uint8_t;
// math types (aliased for ease of use)
/**
* A 4D floating-point vector.
*/
using vec4 = glm::vec4;
using vec4f = glm::vec4;
/**
* A 4D signed integer vector.
*/
using vec4i = glm::ivec4;
using vec4ui = glm::ivec4;
/**
* A 4D unsigned integer vector.
*/
using vec4ui = glm::uvec4;
/**
* A 3D floating-point vector.
*/
using vec3 = glm::vec3;
/**
* A 3D integer vector.
*/
using vec3i = glm::ivec3;
using vec3f = glm::vec3;
using vec3ui = glm::ivec3;
/**
* A 3D unsigned integer vector.
*/
using vec3ui = glm::uvec3;
/**
* A 2D floating-point vector
*/
using vec2 = glm::vec2;
using vec2f = glm::vec2;
/**
* A 2D integer vector
*/
using vec2i = glm::ivec2;
using vec2ui = glm::ivec2;
/**
* a 2D unsigned integer vector
*/
using vec2ui = glm::uvec2;
using vec2b = glm::bvec2;
using vec3b = glm::bvec3;
using vec4b = glm::bvec4;
/**
* A 2x2 floating-point matrix.
*/
using mat2 = glm::mat2;
/**
* A 3x3 floating-point matrix.
*/
using mat3 = glm::mat3;
/**
* A 4x4 floating-point matrix.
*/
using mat4 = glm::mat4;
/**
* A quaternion.
*/
using quat = glm::quat;
constexpr static const math::vec2 VEC2_ZERO {0.0F, 0.0F};
constexpr static const math::vec3 VEC3_ZERO {0.0F, 0.0F, 0.0F};
constexpr static const math::vec3 VEC3_ONES {1.0F, 1.0F, 1.0F};
constexpr static const math::mat4 IDENTITY_M4{1.0F};
constexpr static const math::quat IDENTITY_Q{1.0F, 0.0, 0.0, 0.0};
constexpr static const math::vec3 AXIS_X{1.0F, 0.0F, 0.0F};
constexpr static const math::vec3 AXIS_Y{0.0F, 1.0F, 0.0F};
constexpr static const math::vec3 AXIS_Z{0.0F, 0.0F, 1.0F};
constexpr static const math::mat4 IDENTITY_M4 {1.0F};
constexpr static const math::quat IDENTITY_Q {1.0F, 0.0, 0.0, 0.0};
constexpr auto minElm(vec3 a, vec3 b) -> vec3{
return {
a.x < b.x ? a.x : b.x,
a.y < b.y ? a.y : b.y,
a.z < b.z ? a.z : b.z
};
}
constexpr static const math::vec3 AXIS_X { 1.0F, 0.0F, 0.0F };
constexpr static const math::vec3 AXIS_Y { 0.0F, 1.0F, 0.0F };
constexpr static const math::vec3 AXIS_Z { 0.0F, 0.0F, 1.0F };
constexpr auto maxElm(vec3 a, vec3 b) -> vec3 {
return {
a.x > b.x ? a.x : b.x,
a.y > b.y ? a.y : b.y,
a.z > b.z ? a.z : b.z
};
}
// fastFloor from OpenSimplex2
inline int fastFloor(double x) {
......@@ -79,27 +146,60 @@ namespace fggl::math {
return x < xi ? xi - 1 : xi;
}
inline float rescale_norm(float value, float min, float max) {
/**
* Rescale a value between [min, max] into [0, 1].
*
* @param value the value to rescale
* @param min the minimum value of the original range
* @param max the maximum value of the original range
* @return the rescaled value, [0, 1]
*/
constexpr float rescale_norm(float value, float min, float max) {
return (value - min) / (max - min);
}
inline float rescale_norm(float value, float min, float max, float newMin, float newMax) {
/**
* Rescale a value between [min, max] into [newMin, newMax].
*
* @param value the value to rescale
* @param min the minimum value of the original range
* @param max the maximum value of the original range
* @param newMin the new minimum value
* @param newMax the new maximum value
* @return the rescaled value, [newMin, newMax]
*/
constexpr float rescale_norm(float value, float min, float max, float newMin, float newMax) {
return newMin + ((value - min) * (newMax - newMin)) / (max - min);
}
inline float rescale_ndc(float value, float newMin, float newMax){
/**
* Rescale a normalised device-coordinate value [-1, 1] into another range.
*
* @param value the value to rescale, [-1.0, 1.0]
* @param newMin the new minimum value
* @param newMax the new maximum value
* @return the rescaled value, [newMin, newMax]
*/
constexpr float rescale_ndc(float value, float newMin, float newMax) {
return rescale_norm(value, -1, 1, newMin, newMax);
}
inline float rescale_01(float value, float newMin, float newMax){
/**
* Rescale a normalised value [0, 1] into another range.
*
* @param value the value to rescale
* @param newMin the new minimum value
* @param newMax the new maximum value
* @return the rescaled value, [newMin, newMax]
*/
constexpr float rescale_01(float value, float newMin, float newMax) {
return rescale_norm(value, 0, 1, newMin, newMax);
}
inline float recale_mean(float value, float avg, float max, float min) {
constexpr float recale_mean(float value, float avg, float max, float min) {
return (value - avg) / (max - min);
}
// reference vectors
constexpr vec3f UP{0.0f, 1.0f, 0.0f};
constexpr vec3f FORWARD{1.0f, 0.0f, 0.0f};
......@@ -113,8 +213,14 @@ namespace fggl::math {
return modelMatrix(offset, glm::quat(eulerAngles));
}
// FIXME: we have multiple definitions of rays in the codebase!
struct Ray {
vec3 origin;
vec3 direction;
};
struct Transform {
constexpr static const char name[] = "Transform";
constexpr static const util::GUID guid = util::make_guid("Transform");
Transform() :
m_model(IDENTITY_M4),
......@@ -182,14 +288,14 @@ namespace fggl::math {
[[nodiscard]]
inline mat4 local() const {
const glm::mat4 transformX = glm::rotate( math::IDENTITY_M4,glm::radians(m_euler.x), AXIS_X );
const glm::mat4 transformY = glm::rotate( math::IDENTITY_M4, glm::radians(m_euler.y), AXIS_Y );
const glm::mat4 transformZ = glm::rotate( math::IDENTITY_M4, glm::radians(m_euler.z), AXIS_Z );
const glm::mat4 transformX = glm::rotate(math::IDENTITY_M4, glm::radians(m_euler.x), AXIS_X);
const glm::mat4 transformY = glm::rotate(math::IDENTITY_M4, glm::radians(m_euler.y), AXIS_Y);
const glm::mat4 transformZ = glm::rotate(math::IDENTITY_M4, glm::radians(m_euler.z), AXIS_Z);
const auto rotation = transformY * transformX * transformZ;
return glm::translate(math::IDENTITY_M4, m_origin)
* rotation
* glm::scale( math::IDENTITY_M4, m_scale );
* glm::scale(math::IDENTITY_M4, m_scale);
}
[[nodiscard]]
......@@ -197,7 +303,7 @@ namespace fggl::math {
return local();
}
inline void update(const math::mat4& parent) {
inline void update(const math::mat4 &parent) {
m_model = parent * local();
}
......@@ -217,14 +323,14 @@ namespace fggl::math {
vec3 m_scale;
};
}
inline math::mat4 calc_view_matrix(const Transform &transform) {
return glm::lookAt(transform.origin(), transform.origin() + transform.forward(), transform.up());
}
// feels a bit strange to be doing this...
namespace glm {
inline bool operator<(const vec3 &lhs, const vec3 &rhs) {
return std::tie(lhs.x, lhs.y, lhs.z)
< std::tie(rhs.x, rhs.y, rhs.z);
inline math::mat4 calc_view_matrix(const Transform &transform, vec3 target) {
return glm::lookAt(transform.origin(), target, transform.up());
}
}
#endif
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 20/08/22.
//
#ifndef FGGL_MATH_VECTOR_HPP
#define FGGL_MATH_VECTOR_HPP
#include <ostream>
#include <tuple>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
namespace glm {
inline bool operator<(const vec2 &lhs, const vec2 &rhs) {
return std::tie(lhs.x, lhs.y)
< std::tie(rhs.x, rhs.y);
}
inline bool operator<(const vec3 &lhs, const vec3 &rhs) {
return std::tie(lhs.x, lhs.y, lhs.z)
< std::tie(rhs.x, rhs.y, rhs.z);
}
inline bool operator<(const vec4 &lhs, const vec4 &rhs) {
return std::tie(lhs.x, lhs.y, lhs.z, lhs.w)
< std::tie(rhs.x, rhs.y, rhs.z, rhs.w);
}
// output stream operators
inline std::ostream &operator<<(std::ostream &os, const vec2 &v) {
os << "(" << v.x << ", " << v.y << ")";
return os;
}
inline std::ostream &operator<<(std::ostream &os, const vec3 &v) {
os << "(" << v.x << ", " << v.y << "," << v.z << ")";
return os;
}
inline std::ostream &operator<<(std::ostream &os, const vec4 &v) {
os << "(" << v.x << ", " << v.y << "," << v.z << "," << v.w << ")";
return os;
}
}
#endif //FGGL_MATH_VECTOR_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 22/10/22.
// FIXME HACKY IMPLEMENTATION DETAIL BECAUSE THE ASSET LOADING PIPELINE IS BAD
//
#include "fggl/mesh/mesh.hpp"
#ifndef FGGL_MESH_COMPONENTS_HPP
#define FGGL_MESH_COMPONENTS_HPP
namespace fggl::mesh {
struct StaticMesh3D {
constexpr static const char name[] = "StaticMesh3D";
constexpr static const util::GUID guid = util::make_guid(name);
util::GUID meshReference;
Mesh3D mesh;
std::string pipeline;
inline StaticMesh3D() = default;
inline StaticMesh3D(const Mesh3D &aMesh, std::string aPipeline) :
mesh(aMesh), pipeline(std::move(aPipeline)) {}
};
struct StaticMultiMesh3D {
constexpr static const char name[] = "StaticMultiMesh3D";
constexpr static const util::GUID guid = util::make_guid(name);
util::GUID meshReference;
MultiMesh3D mesh;
std::string pipeline;
inline StaticMultiMesh3D() = default;
inline StaticMultiMesh3D(const MultiMesh3D &aMesh, std::string aPipeline) :
mesh(aMesh), pipeline(std::move(aPipeline)) {}
};
}
#endif //FGGL_MESH_COMPONENTS// _HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 18/10/22.
//
#ifndef FGGL_MESH_MESH_HPP
#define FGGL_MESH_MESH_HPP
#include "fggl/math/types.hpp"
#include "fggl/assets/types.hpp"
#include <vector>
#include <span>
namespace fggl::mesh {
struct Vertex3D {
math::vec3 position;
math::vec3 normal;
math::vec3 colour{ 1.0F, 1.0F, 1.0F };
math::vec2 texPos{ NAN, NAN };
static Vertex3D from_pos(math::vec3 pos) {
return {
.position = pos,
.normal {NAN, NAN, NAN},
.colour {1.0F, 1.0F, 1.0F},
.texPos { pos.x, pos.z }
};
}
};
struct Vertex2D {
math::vec2 position;
math::vec2 colour;
math::vec2 texPos;
};
enum TextureType {
DIFFUSE, NORMAL
};
constexpr auto MISSING_TEXTURE = assets::AssetID::make(0);
struct Material {
std::string name;
math::vec3 ambient;
math::vec3 diffuse;
math::vec3 specular;
std::vector<assets::AssetID> diffuseTextures{};
std::vector<assets::AssetID> normalTextures{};
std::vector<assets::AssetID> specularTextures{};
inline assets::AssetID getPrimaryDiffuse() {
assert( !diffuseTextures.empty() );
return diffuseTextures.empty() ? MISSING_TEXTURE : diffuseTextures[0];
}
inline assets::AssetID getPrimaryNormals() {
assert( !normalTextures.empty() );
return normalTextures.empty() ? MISSING_TEXTURE : normalTextures[0];
}
inline assets::AssetID getPrimarySpecular() {
assert( !specularTextures.empty() );
return specularTextures.empty() ? MISSING_TEXTURE : specularTextures[0];
}
};
template<typename VertexFormat>
struct Mesh {
std::vector<VertexFormat> data;
std::vector<uint32_t> indices;
assets::AssetID material;
inline uint32_t append(const VertexFormat& vert) {
auto nextIdx = data.size();
data.push_back(vert);
return nextIdx;
}
};
template<typename MeshFormat>
struct MultiMesh {
std::vector<MeshFormat> meshes;
std::vector<assets::AssetID> materials;
MeshFormat& generate() {
return meshes.template emplace_back();
}
};
using Mesh2D = Mesh<Vertex2D>;
using MultiMesh2D = MultiMesh<Mesh2D>;
using Mesh3D = Mesh<Vertex3D>;
using MultiMesh3D = MultiMesh<Mesh3D>;
}
#endif //FGGL_MESH_MESH_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 27/06/22.
//
#ifndef FGGL_MODULES_MANAGER_HPP
#define FGGL_MODULES_MANAGER_HPP
#include "fggl/modules/module.hpp"
#include "fggl/debug/logging.hpp"
#include "fggl/ds/graph.hpp"
#include <cassert>
#include <queue>
#include <vector>
#include <map>
#include <stack>
#include <set>
#include <iostream>
namespace fggl::modules {
/**
* Store and initialise modules present in the engine.
*
* This class is responsible for keeping track of which modules the library user has requested, and ensuring that
* their dependencies are loaded in the correct order. Once the dependency graph has been built and instances
* created, it is responsible for providing references to these initialised classes.
*/
class Manager {
public:
Manager() = default;
template<ServiceType T>
class Service {
public:
inline Service(Manager* manager) : m_manager(manager) {}
inline T* operator->() {
if ( m_ptr == nullptr ) {
m_ptr = m_manager->get<T>();
}
return m_ptr;
}
private:
Manager* m_manager;
std::shared_ptr<T> m_ptr;
};
inline void addVirtual(const Config &config) {
assert(!m_locked);
m_modules[config.name] = config;
for (const auto &service : config.provides) {
m_serviceProviders[service] = config.name;
}
}
template<ModuleType T>
void use() {
assert(!m_locked);
Config config{.name = T::name, .provides = {}, .depends = {}};
for (auto service : T::provides) {
config.provides.push_back(service);
}
for (auto service : T::depends) {
config.depends.push_back(service);
}
config.factory = T::factory;
addVirtual(config);
}
// FIXME this should be in cpp file
bool buildGraph() {
// resolve links between modules
for (auto &moduleItr : m_modules) {
if (moduleItr.second.depends.empty()) {
m_dependencies.addVertex(moduleItr.first);
continue;
}
for (auto &service : moduleItr.second.depends) {
auto provider = m_serviceProviders.find(service);
if (provider == m_serviceProviders.end()) {
debug::log(debug::Level::warning,
"{} depends on {}, but nothing provides it",
moduleItr.first,
service.get());
// nothing can provide the service requested, setup is invalid.
return false;
}
m_dependencies.addEdge(moduleItr.first, provider->second);
}
}
return true;
}
template<ServiceType T>
T *get() const {
assert(m_locked);
return m_services.template get<T>();
}
template<ServiceType T>
Service<T> getLazy() const {
assert(m_locked);
return { this };
}
//FIXME this should be in cpp file!
void resolve() {
assert( !m_locked );
if (!buildGraph()) {
return;
}
std::queue<ModuleIdentifier> stack;
m_dependencies.getOrderRev(stack);
while (!stack.empty()) {
auto nextToInit = stack.front();
debug::log(debug::Level::info, "Initializing {}", nextToInit);
auto &module = m_modules.at(nextToInit);
if (module.factory != nullptr) {
for (auto &service : module.provides) {
bool result = module.factory(service, m_services);
if (!result) {
debug::log(debug::Level::warning,
"{} could not create service {}",
nextToInit,
service.get());
}
}
} else {
debug::log(debug::Level::warning, "{} has no factory - skipping", nextToInit);
}
stack.pop();
}
debug::log(debug::Level::info, "engine boot complete");
m_locked = true;
}
inline Services& services() {
return m_services;
}
private:
bool m_locked = false;
Services m_services;
std::map<ModuleIdentifier, Config> m_modules;
ds::DirectedGraph<ModuleIdentifier> m_dependencies;
std::map<ServiceName, ModuleIdentifier> m_serviceProviders;
};
} // namespace fggl::modules
#endif //FGGL_MODULES_MANAGER_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 27/06/22.
//
#ifndef FGGL_MODULES_MODULE_HPP
#define FGGL_MODULES_MODULE_HPP
#include <string>
#include <vector>
#include <functional>
#include <map>
#include <memory>
#include "fggl/util/safety.hpp"
#include "service.hpp"
namespace fggl::modules {
template<typename T>
concept ModuleType = requires(T type) {
{ T::provides };
{ T::depends };
};
using ModuleIdentifier = std::string;
using ServiceFactory = std::function<bool(ServiceName , Services &)>;
struct Config {
ModuleIdentifier name;
std::vector<ServiceName> provides;
std::vector<ServiceName> depends;
ServiceFactory factory = nullptr;
};
class Module {
public:
virtual ~Module() = default;
// copying modules is bad
Module(const Module&) = delete;
Module& operator=(const Module&) = delete;
// moving modules is bad
Module(Module&&) = delete;
Module& operator=(Module&&) = delete;
virtual auto create(ServiceName, Services&) -> bool = 0;
};
} // namespace fggl::modules
#endif //FGGL_MODULES_MODULE_HPP
......@@ -13,77 +13,64 @@
*/
//
// Created by webpigeon on 23/10/2021.
// Created by webpigeon on 25/03/23.
//
#ifndef FGGL_ECS3_MODULE_MODULE_HPP
#define FGGL_ECS3_MODULE_MODULE_HPP
#ifndef FGGL_MODULES_SERVICE_HPP
#define FGGL_MODULES_SERVICE_HPP
#include <string>
#include <map>
#include <memory>
#include <fggl/ecs3/types.hpp>
#include "fggl/util/safety.hpp"
namespace fggl::ecs3 {
namespace fggl::modules {
class Module {
public:
virtual ~Module() = default;
[[nodiscard]] virtual std::string name() const = 0;
virtual void onLoad(ModuleManager &manager, TypeRegistry &tr) {};
using ServiceName = util::OpaqueName<std::string_view, struct ModuleServiceTag>;
constexpr ServiceName make_service(const std::string_view name) {
return ServiceName::make(name);
}
virtual void onUpdate();
virtual void onFrameStart();
virtual void onFrameEnd();
template<typename T>
concept ServiceType = requires(T* type) {
{ T::service };
};
class ModuleManager {
public:
explicit ModuleManager(TypeRegistry &types) : m_types(types), m_modules() {}
~ModuleManager() = default;
template<typename C, typename... Args>
std::shared_ptr<C> load(Args &... args) {
auto ptr = std::make_shared<C>(args...);
m_modules[ptr->name()] = ptr;
template<typename T, typename U>
concept Derived = std::is_base_of<U, T>::value;
ptr->onLoad(*this, m_types);
//spdlog::info("loaded ECS module: {}", ptr->name());
return ptr;
}
template<typename C>
void onAdd(const callback_t &cb) {
m_types.callbackAdd(Component<C>::typeID(), cb);
class Services {
public:
template<ServiceType Svc, Derived<Svc> Impl, typename ...Args>
void bind(Args... args) {
m_services[Svc::service] = std::make_shared<Impl>(args...);
}
void onUpdate() {
for (auto &[id, ptr] : m_modules) {
ptr->onUpdate();
}
template<ServiceType Svc, typename ...Args>
Svc *create(Args... args) {
auto svc = std::make_shared<Svc>(args...);
m_services[Svc::service] = svc;
return svc.get();
}
void onFrameStart() {
for (auto &[id, ptr] : m_modules) {
ptr->onFrameStart();
}
template<ServiceType Svc>
void provide(std::shared_ptr<Svc> service) {
m_services[Svc::service] = service;
}
void onFrameEnd() {
for (auto &[id, ptr] : m_modules) {
ptr->onFrameEnd();
}
template<ServiceType S>
S *get() const {
auto serviceWrapper = m_services.at(S::service);
auto ptr = std::static_pointer_cast<S>(serviceWrapper);
return ptr.get();
}
private:
TypeRegistry &m_types;
std::map<std::string, std::shared_ptr<Module>> m_modules;
std::map<ServiceName, std::shared_ptr<void>> m_services;
};
}
} // namespace fggl::modules
#endif //FGGL_ECS3_MODULE_MODULE_HPP
#endif //FGGL_MODULES_SERVICE_HPP
......@@ -21,22 +21,23 @@
#include <functional>
#include <unordered_set>
#include "fggl/entity/entity.hpp"
namespace fggl::phys {
using CollisionCB = std::function<void(ecs3::entity_t, ecs3::entity_t)>;
using CollisionCB = std::function<void(entity::EntityID, entity::EntityID)>;
struct CollisionCallbacks {
constexpr static const char* name = "phys::Callbacks";
constexpr static const char *name = "phys::Callbacks";
CollisionCB onEnter = nullptr;
CollisionCB onExit = nullptr;
CollisionCB onStay = nullptr;
};
struct CollisionCache {
constexpr static const char* name = "phys::Cache";
std::unordered_set<ecs3::entity_t> collisions;
std::unordered_set<ecs3::entity_t> lastFrame;
constexpr static const char *name = "phys::Cache";
std::unordered_set<entity::EntityID> collisions;
std::unordered_set<entity::EntityID> lastFrame;
};
} // namespace fggl::phys
......
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 20/08/22.
//
#ifndef FGGL_PHYS_NULL_HPP
#define FGGL_PHYS_NULL_HPP
#include "fggl/phys/types.hpp"
#include "fggl/phys/service.hpp"
namespace fggl::phys {
inline void build_noop(const entity::ComponentSpec & /*config*/,
entity::EntityManager &manager,
const entity::EntityID &entity,
modules::Services &/*services*/) {
manager.add<fggl::phys::RigidBody>(entity);
manager.add<fggl::phys::Dynamics>(entity);
}
class NullPhysicsEngine : public PhysicsEngine {
public:
inline void step() override {}
void setDebugDraw(bool /* enable */) override {}
inline std::vector<ContactPoint> scanCollisions(entity::EntityID /*entity*/) override {
return {};
}
inline entity::EntityID raycast(math::vec3 /*from*/, math::vec3 /*to*/) override {
return entity::INVALID;
}
inline std::vector<entity::EntityID> raycastAll(math::vec3 /*from*/, math::vec3 /*to*/) override {
return {};
}
inline std::vector<entity::EntityID> sweep(PhyShape & /*shape*/,
math::Transform & /*from*/,
math::Transform & /*to*/) override {
return {};
}
};
class NullPhysicsProvider : public PhysicsProvider {
public:
virtual ~NullPhysicsProvider() = default;
inline PhysicsEngine *create(entity::EntityManager * /*entityManager*/,
entity::EntityFactory *factory) override {
factory->bind(util::make_guid("phys::Body"), build_noop);
return new NullPhysicsEngine();
}
};
struct NullPhysics {
constexpr static const char *name = "fggl::phys::null";
constexpr static const std::array<modules::ServiceName, 1> provides = {
phys::PhysicsProvider::service
};
constexpr static const std::array<modules::ServiceName, 1> depends = {
entity::EntityFactory::service
};
static bool factory(modules::ServiceName serviceName, modules::Services &serviceManager);
};
} // namespace fggl::phys
#endif //FGGL_PHYS_NULL_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 01/08/22.
//
#ifndef FGGL_PHYS_SERVICE_HPP
#define FGGL_PHYS_SERVICE_HPP
#include "fggl/modules/module.hpp"
#include "fggl/entity/module.hpp"
#include "fggl/phys/types.hpp"
namespace fggl::phys {
class PhysicsProvider {
public:
constexpr static const auto service = modules::make_service("fggl::phys::service");
virtual ~PhysicsProvider() = default;
virtual PhysicsEngine *create(entity::EntityManager *entityManager, entity::EntityFactory *factory) = 0;
};
}
#endif //FGGL_PHYS_SERVICE_HPP
......@@ -19,6 +19,7 @@
#ifndef FGGL_PHYS_TYPES_HPP
#define FGGL_PHYS_TYPES_HPP
#include "fggl/math/types.hpp"
#include "fggl/phys/callbacks.hpp"
namespace fggl::phys {
......@@ -27,9 +28,9 @@ namespace fggl::phys {
constexpr math::vec3 UNIT_EXTENTS{0.5F, 0.5F, 0.5F};
enum class ShapeType {
UNSET,
BOX,
SPHERE
UNSET,
BOX,
SPHERE
};
struct PhyShape {
......@@ -41,22 +42,24 @@ namespace fggl::phys {
struct Box : public PhyShape {
math::vec3 extents;
explicit inline Box(math::vec3 ext) : PhyShape(ShapeType::BOX), extents(ext) {}
};
struct Sphere : public PhyShape {
float radius = 1.0F;
explicit inline Sphere(float rad) : PhyShape(ShapeType::SPHERE), radius(rad) {}
};
enum class BodyType {
STATIC, KINEMATIC, DYNAMIC
STATIC, KINEMATIC, DYNAMIC
};
struct RigidBody {
constexpr static const char* name = "phys::Body";
constexpr static const char *name = "phys::Body";
float mass = MASS_DEFAULT;
PhyShape* shape = nullptr;
PhyShape *shape = nullptr;
BodyType type = BodyType::DYNAMIC;
[[nodiscard]]
......@@ -66,13 +69,13 @@ namespace fggl::phys {
};
struct Dynamics {
constexpr static const char* name = "phys::Dynamics";
constexpr static const char *name = "phys::Dynamics";
math::vec3 force = math::VEC3_ZERO;
};
struct ContactPoint {
ecs3::entity_t entityA;
ecs3::entity_t entityB;
entity::EntityID entityA;
entity::EntityID entityB;
math::vec3 localA;
math::vec3 localB;
math::vec3 normal;
......@@ -97,19 +100,30 @@ namespace fggl::phys {
virtual ~PhysicsEngine() = default;
// no copy and no move
PhysicsEngine(PhysicsEngine&) = delete;
PhysicsEngine(PhysicsEngine&&) = delete;
PhysicsEngine& operator=(PhysicsEngine&) = delete;
PhysicsEngine& operator=(PhysicsEngine&&) = delete;
PhysicsEngine(PhysicsEngine &) = delete;
PhysicsEngine(PhysicsEngine &&) = delete;
PhysicsEngine &operator=(PhysicsEngine &) = delete;
PhysicsEngine &operator=(PhysicsEngine &&) = delete;
// query methods (first cut - unstable APIs)
virtual std::vector<ContactPoint> scanCollisions(ecs3::entity_t entity) = 0;
virtual ecs3::entity_t raycast(math::vec3 from, math::vec3 to) = 0;
virtual std::vector<ecs3::entity_t> raycastAll(math::vec3 from, math::vec3 to) = 0;
virtual std::vector<ecs3::entity_t> sweep(PhyShape& shape, math::Transform& from, math::Transform& to) = 0;
virtual std::vector<ContactPoint> scanCollisions(entity::EntityID entity) = 0;
virtual entity::EntityID raycast(math::vec3 from, math::vec3 to) = 0;
inline entity::EntityID raycast(math::Ray ray, float maxDist = 1000.0F) {
return raycast(ray.origin, ray.origin + ray.direction * maxDist);
}
virtual std::vector<entity::EntityID> raycastAll(math::vec3 from, math::vec3 to) = 0;
virtual std::vector<entity::EntityID> sweep(PhyShape &shape,
math::Transform &from,
math::Transform &to) = 0;
// update
virtual void step() = 0;
// debug
virtual void setDebugDraw(bool enable) = 0;
};
} // namespace fggl::phys
......
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 19/09/22.
//
#ifndef FGGL_PLATFORM_FALLBACK_FILE_HPP
#define FGGL_PLATFORM_FALLBACK_FILE_HPP
#include <cstdio>
#include <cassert>
namespace fggl::platform {
class File {
public:
inline File(FILE* filePtr) : m_handle(filePtr) {
assert(filePtr != nullptr);
}
inline ~File() {
release();
}
template<typename T>
inline void write(const T* dataPtr) {
assert( m_handle != nullptr );
int status = fwrite(dataPtr, sizeof(T), 1, m_handle );
assert( status == 1);
}
template<typename T>
inline void writeArr(const T* dataPtr, std::size_t numElms) {
assert( m_handle != nullptr);
int status = fwrite(dataPtr, sizeof(T), numElms, m_handle );
assert( status == 1);
}
private:
std::FILE* m_handle;
inline void release() {
if ( m_handle != NULL) {
fclose(m_handle);
}
}
};
} // namespace fggl::platform
#endif //FGGL_PLATFORM_FALLBACK_FILE_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Low-Level Linux-specific path management
// Created by webpigeon on 23/06/22.
// see https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html
//
#ifndef FGGL_PLATFORM_FALLBACK_PATHS_HPP
#define FGGL_PLATFORM_FALLBACK_PATHS_HPP
#include "fggl/platform/paths.hpp"
#include <filesystem>
#include <array>
#include <vector>
namespace fggl::platform {
/**
* The environment variable used for containing user configurations.
*
* The directory mentioned by this environment variable should be read/writeable.
* The directory should be used for storing user-editable configuration options (eg. preferences).
*/
constexpr const char *ENV_USER_CONFIG = "FGGL_CONFIG_HOME";
/**
* Fallback user configuration directory.
*
* Default user configuration directory if none is set by the environment variable.
*/
constexpr const char *DEFAULT_USER_CONFIG = "user_config";
/**
* The environment variable used for containing engine data.
*
* This directory is used for storing persistent user data and therefore should be read/writable.
* The directory should be used for storing user-modifiable state (eg, save files) or downloaded modifications.
*/
constexpr const char *ENV_USER_DATA = "FGGL_DATA_HOME";
/**
* Fallback user data directory.
*
* Default user data directory if none is set by the environment variable.
*/
constexpr const char *DEFAULT_USER_DATA = "user_data";
/**
* The environment variable used for containing semi-persistent user data.
*
* The application should be able to expect this directory to exist while the application is running, but otherwise
* cannot expect the data to be persistent. It MAY be persistent but the application should not rely on this.
* It should be used for resources which can be re-generated if needed, but can be useful if already present.
*/
constexpr const char *ENV_USER_CACHE = "FGGL_CACHE_HOME";
struct EnginePaths {
std::filesystem::path userConfig;
std::filesystem::path userData;
std::filesystem::path userCache;
};
/**
* Fallback implementation of calc engine paths.
*
* For operating systems we don't know about, this simply uses the environment variables defined above and some
* sane defaults to construct the paths used to locate our data and user configuration.
*
* @param base an application-unique string used to construct the paths.
* @return the generated paths, for use with the rest of the engine.
*/
EnginePaths calc_engine_paths(const char *base);
// search routines for finding data and configuration files
std::filesystem::path locate_data(const EnginePaths &paths, const std::filesystem::path &relPath);
std::filesystem::path locate_config(const EnginePaths &paths, const std::filesystem::path &relPath);
std::filesystem::path locate_cache(const EnginePaths &paths, const std::filesystem::path &relPath);
}
#endif //FGGL_PLATFORM_FALLBACK_PATHS_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Low-Level Linux-specific path management
// Created by webpigeon on 23/06/22.
// see https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html
//
#ifndef FGGL_PLATFORM_LINUX_PATHS_HPP
#define FGGL_PLATFORM_LINUX_PATHS_HPP
#include "fggl/platform/paths.hpp"
#include <filesystem>
#include <array>
#include <vector>
namespace fggl::platform {
constexpr const char *ENV_USER_CONFIG = "XDG_CONFIG_HOME";
constexpr const char *ENV_USER_DATA = "XDG_DATA_HOME";
constexpr const char *ENV_USER_CACHE = "XDG_CACHE_HOME";
constexpr const char *ENV_DATA_DIRS = "XDG_DATA_DIRS";
constexpr const char *ENV_CONFIG_DIRS = "XDG_CONFIG_DIRS";
// fallback user paths defined in the XDG spec
constexpr const char *DEFAULT_USER_CONFIG = "~/.config";
constexpr const char *DEFAULT_USER_DATA = "~/.local/share";
constexpr const char *DEFAULT_USER_CACHE = "~/.cache";
// fallback search paths defined in the XDG spec
constexpr const std::array<const char *, 2> DEFAULT_DATA_DIRS = {"/usr/local/share/", "/usr/share/"};
constexpr const std::array<const char *, 1> DEFAULT_CONFIG_DIRS = {"/etc/xdg"};
struct EnginePaths {
std::filesystem::path userConfig;
std::filesystem::path userData;
std::filesystem::path userCache;
std::vector<std::filesystem::path> dataDirs;
std::vector<std::filesystem::path> configDirs;
};
EnginePaths calc_engine_paths(const char *base);
// search routines for finding data and configuration files
std::filesystem::path locate_data(const EnginePaths &paths, const std::filesystem::path &relPath);
std::filesystem::path locate_config(const EnginePaths &paths, const std::filesystem::path &relPath);
std::filesystem::path locate_cache(const EnginePaths &paths, const std::filesystem::path &relPath);
}
#endif //FGGL_PLATFORM_LINUX_PATHS_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 26/06/22.
//
#ifndef FGGL_PLATFORM_PATHS_HPP
#define FGGL_PLATFORM_PATHS_HPP
#include <filesystem>
#include <vector>
#ifdef __linux__
#define FGGL_PLATFORM_PATHS linux
#include "fggl/platform/linux/paths.hpp"
#else
#define FGGL_PLATFORM_PATHS fallback
#include "fggl/platform/fallback/paths.hpp"
#endif
#endif //FGGL_PLATFORM_PATHS_HPP
......@@ -20,33 +20,68 @@
#define FGGL_SCENES_GAME_HPP
#include "fggl/app.hpp"
#include "fggl/entity/entity.hpp"
#include "fggl/phys/types.hpp"
namespace fggl::scenes {
class GameBase : public fggl::AppState {
public:
explicit GameBase(fggl::App &app);
void update(float dt) override;
void render(fggl::gfx::Graphics &gfx) override = 0;
protected:
inline auto input() -> input::Input & {
return *m_input;
}
inline void returnToMenu() {
m_owner.change_state(m_previous);
}
private:
input::Input *m_input;
std::string m_previous = "menu";
};
class Game : public fggl::AppState {
public:
explicit Game(fggl::App& app);
explicit Game(fggl::App &app);
void activate() override;
void deactivate() override;
void update() override;
void render(fggl::gfx::Graphics& gfx) override;
void update(float dt) override;
void render(fggl::gfx::Graphics &gfx) override;
protected:
inline auto world() -> ecs3::World& {
inline auto world() -> entity::EntityManager & {
return *m_world;
}
inline auto input() -> input::Input& {
protected:
bool hasPhys() const {
return m_phys != nullptr;
}
inline auto phys() -> phys::PhysicsEngine & {
assert(m_phys != nullptr);
return *m_phys;
}
inline auto input() -> input::Input & {
return *m_input;
}
bool m_debug;
private:
std::shared_ptr<input::Input> m_input;
std::unique_ptr<ecs3::World> m_world;
input::Input *m_input;
std::unique_ptr<entity::EntityManager> m_world;
std::unique_ptr<phys::PhysicsEngine> m_phys;
std::string m_previous = "menu";
};
......
......@@ -26,29 +26,29 @@
namespace fggl::scenes {
using callback = std::function<void(void)>;
using Callback = std::function<void(void)>;
class BasicMenu : public AppState {
public:
explicit BasicMenu(App &owner);
void update() override;
void update(float dt) override;
void render(gfx::Graphics &paint) override;
void activate() override;
void deactivate() override;
void add(const std::string &label, callback cb);
void add(const std::string &label, const Callback& /*cb*/);
private:
std::shared_ptr<input::Input> m_inputs;
std::map<const std::string, callback> m_items;
input::Input *m_inputs;
std::map<const std::string, Callback> m_items;
// menu state
std::string m_active;
math::vec2 m_cursorPos;
gui::Container m_canvas;
gui::Widget* m_hover;
gui::Widget *m_hover;
};
} // namepace fggl::scenes
......
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 15/10/22.
//
#ifndef FGGL_SCRIPT_ENGINE_H
#define FGGL_SCRIPT_ENGINE_H
#include "fggl/modules/module.hpp"
namespace fggl::script {
class ScriptEngine {
public:
virtual ~ScriptEngine() = default;
// TODO use protected virtual pattern
// scene callbacks
virtual void onActivate() = 0;
virtual void onDeactivate() = 0;
virtual void onUpdate() = 0;
// trigger callback
virtual void onEvent(const std::string& name) = 0;
// run code in engine
virtual bool run(const char* script) = 0;
virtual bool load(const char* filename) = 0;
virtual void setGlobal(const char* name, void* ptr) = 0;
};
class ScriptProvider {
public:
constexpr static const modules::ServiceName service = modules::make_service("fggl::script::service");
virtual ScriptEngine* create() = 0;
};
}
#endif //FGGL_SCRIPT_ENGINE_H
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 23/07/22.
// See http://www.isthe.com/chongo/tech/comp/fnv/
//
#ifndef FGGL_UTIL_GUID_HPP
#define FGGL_UTIL_GUID_HPP
#include <cstdint>
#include <cassert>
#include "fggl/util/safety.hpp"
#include "fggl/debug/logging.hpp"
namespace fggl::util {
using GUID = OpaqueName<std::uint64_t, struct GuidTag>;
constexpr uint32_t FNV_PRIME_32 = 0x01000193;
constexpr uint32_t FNV_OFFSET_BASIS_32 = 0x811c9dc5;
constexpr uint64_t FNV_PRIME_64 = 0x00000100000001B3;
constexpr uint64_t FNV_OFFSET_BASIS_64 = 0xcbf29ce484222325;
/**
* Folwer-Noll-Vo 32-bit hash function.
*
* @param str the string to hash.
* @return the hashed value
*/
constexpr uint32_t hash_fnv1a_32(const char *str) {
assert(str != nullptr);
uint32_t hash = FNV_OFFSET_BASIS_32;
for (int i = 0; str[i] != '\0'; i++) {
hash = hash ^ str[i];
hash = hash * FNV_PRIME_32;
}
return hash;
}
/**
* Folwer-Noll-Vo 64-bit hash function.
*
* @param str the string to be hashed
* @return the hashed value
*/
constexpr uint64_t hash_fnv1a_64(const char *str) {
assert(str != nullptr);
uint64_t hash = FNV_OFFSET_BASIS_64;
for (int i = 0; str[i] != '\0'; i++) {
hash = hash ^ str[i];
hash = hash * FNV_PRIME_64;
}
return hash;
}
template<unsigned N>
struct FString {
char c[N];
};
// https://stackoverflow.com/a/65440575
template<unsigned ...Len>
constexpr auto cat(const char (&...strings)[Len]) {
constexpr unsigned N = (... + Len) - sizeof...(Len);
FString<N + 1> result = {};
result.c[N] = '\0';
char* dst = result.c;
for (const char* src : {strings...}) {
for (; *src != '\0'; src++, dst++) {
*dst = *src;
}
}
return result;
}
// debug-only functions
#ifndef NDEBUG
GUID intern_string(const char *str);
std::string guid_to_string(GUID guid);
#endif
constexpr GUID make_guid(const char *str) {
return GUID(hash_fnv1a_64(str));
}
inline GUID make_guid_rt(const char* str) {
#ifndef NDEBUG
return intern_string(str);
#else
return make_guid(str);
#endif
}
inline GUID make_guid_rt(const std::string &str) {
return make_guid_rt(str.c_str());
}
} // namespace fggl::util
// formatter
template<> struct fmt::formatter<fggl::util::GUID> {
constexpr auto parse(format_parse_context& ctx) -> decltype(ctx.begin()) {
return ctx.begin();
}
template <typename FormatContext>
auto format(const fggl::util::GUID& guid, FormatContext& ctx) const -> decltype(ctx.out()) {
#ifndef NDEBUG
return fmt::format_to(ctx.out(), "GUID[{}]", guid_to_string(guid));
#else
return fmt::format_to(ctx.out(), "GUID[{}]", guid.get());
#endif
}
};
fggl::util::GUID operator "" _fid(const char *str);
fggl::util::GUID operator "" _fid(const char *str, std::size_t);
#endif //FGGL_UTIL_GUID_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 27/06/22.
//
#ifndef FGGL_UTIL_SAFETY_HPP
#define FGGL_UTIL_SAFETY_HPP
#include <string>
namespace fggl::util {
/**
* A type-safe opaque handle.
*
* Lots of low-level libraries we use pass around handles as some primative type. It's fairly easy to accidentally
* mix these up. This wrapper's job is to make sure that mixing up handle types is impossible (and results in
* compiler errors).
*
* @tparam T the underling type of the handle.
* @tparam Tag a unique tag used to identify the handle type.
*/
template<typename T, typename Tag>
struct OpaqueName {
private:
T m_value;
public:
explicit constexpr OpaqueName(T value) : m_value(value) {}
constexpr OpaqueName() : m_value() {}
constexpr T get() const {
return m_value;
}
/**
* Check for equality of two handles.
*
* Two values are considered the same of the values contained inside them are considered equal, and both
* types share the same tagging interface.
*
* @param other the value being compared against.
* @return true iff the contained values are equal
*/
bool operator==(const OpaqueName<T, Tag> &other) const {
return m_value == other.m_value;
}
/**
* Check for equality of two handles.
*
* Two values are considered the same of the values contained inside them are considered equal, and both
* types share the same tagging interface.
*
* @param other the value being compared against.
* @return true iff the contained values are not equal
*/
bool operator!=(const OpaqueName<T, Tag> &other) const {
return m_value != other.m_value;
}
bool operator<(const OpaqueName<T, Tag> &other) const {
return m_value < other.m_value;
}
std::strong_ordering operator<=>(const OpaqueName<T, Tag> &other) const noexcept {
return m_value <=> other.m_value;
}
/**
* Generate a new tagged instance of a handle.
*/
constexpr static OpaqueName<T, Tag> make(T value) {
return OpaqueName<T, Tag>(value);
}
};
} // namespace fggl::util
#endif //FGGL_UTIL_SAFETY_HPP