206 lines
7.5 KiB
C
206 lines
7.5 KiB
C
#define BECS_MAX_ENTITIES 100000ULL
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#define BECS_MAX_COMPONENTS 4ULL
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#define BECS_IMPLEMENTATION
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#include "../../becs.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include "external/raylib/src/raylib.h"
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#include "external/raylib/src/rlgl.h"
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#include "external/raylib/src/raymath.h"
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// Component structs
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typedef struct {
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float x, y;
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} Position;
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typedef struct {
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float vx, vy;
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} Velocity;
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typedef struct {
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float ax, ay;
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} Acceleration;
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typedef struct {
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float radius;
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float lifetime;
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} ParticleData;
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// Function to spawn a particle
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void SpawnParticle(BECS_ECS *ecs, BECS_ComponentID posID, BECS_ComponentID velID, BECS_ComponentID accID, BECS_ComponentID dataID, float x, float y) {
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BECS_Entity entity = BECS_EntityCreate(ecs);
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if (entity == BECS_NULL_ENTITY) return;
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Position *pos = (Position *)BECS_ComponentAdd(ecs, entity, posID);
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pos->x = x;
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pos->y = y;
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Velocity *vel = (Velocity *)BECS_ComponentAdd(ecs, entity, velID);
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vel->vx = GetRandomValue(-100, 100);
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vel->vy = GetRandomValue(-200, -50);
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Acceleration *acc = (Acceleration *)BECS_ComponentAdd(ecs, entity, accID);
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acc->ax = 0.0f;
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acc->ay = 100.0f; // Gravity
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ParticleData *data = (ParticleData *)BECS_ComponentAdd(ecs, entity, dataID);
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data->radius = 5.0f;
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data->lifetime = 2.0f;
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}
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void LifetimeSystem(BECS_ECS *ecs, float dt, ParticleData *data, BECS_Entity *entity) {
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// ParticleData *data = (ParticleData *)ecs->componentPools[3].denseArray;
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// BECS_Entity *entity = (BECS_Entity *)ecs->componentPools[3].denseEntityMapping;
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// for (uint32_t i = 0; i < ecs->entityCount; i++) {
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uint32_t entityCount = ecs->entityCount;
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for (uint32_t i = 0; i < entityCount; i++) {
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data[i].lifetime -= dt;
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if (data[i].lifetime <= 0.0f) {
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BECS_EntityDestroy(ecs, entity[i]);
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}
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}
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}
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void PhysicsSystem(BECS_ECS *ecs, float dt, Position *pos, Velocity *vel, Acceleration *acc) {
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//Position *pos = ((Position *)ecs->componentPools[0].denseArray);
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//Velocity *vel = ((Velocity *)ecs->componentPools[1].denseArray);
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// Acceleration *acc = ((Acceleration *)ecs->componentPools[2].denseArray);
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// for (uint32_t i = 0; i < ecs->entityCount; i++) {
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uint32_t entityCount = ecs->entityCount;
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for (uint32_t i = 0; i < entityCount; i++) {
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vel[i].vy += acc[i].ay * dt;
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vel[i].vx += acc[i].ax * dt;
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pos[i].y += vel[i].vy * dt;
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pos[i].x += vel[i].vx * dt;
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}
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}
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void RenderSystem(BECS_ECS *ecs, float dt, Position *pos, ParticleData *data) {
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// Position *pos = ((Position *)ecs->componentPools[0].denseArray);
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// ParticleData *data = ((ParticleData *)ecs->componentPools[3].denseArray);
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// for (uint32_t i = 0; i < ecs->entityCount; i++) {
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uint32_t entityCount = ecs->entityCount;
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for (uint32_t i = 0; i < entityCount; i++) {
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float alpha = data[i].lifetime / 2.0;
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Color color = {255, 255, 255, (unsigned char)(alpha * 255)};
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DrawCircle(pos[i].x, pos[i].y, data[i].radius, color);
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}
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}
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// NOTE: This didn't actually improve it as much as I wanted. Gotta look for a better way to render.
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void DrawCircleBatched(Vector2 *positions, float *radii, Color *colors, uint32_t count, uint32_t segments) {
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rlBegin(RL_TRIANGLES);
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for(uint32_t i=0 ;i<count; i++){
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Vector2 center=positions[i];
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float radius=radii[i];
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Color color=colors[i];
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rlColor4ub(color.r,color.g,color.b,color.a);
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//Approximatecirclewithtriangles
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for(uint32_t j=0; j<segments; j++){
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float angle1=(j*2.0f*PI)/segments;
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float angle2=((j+1)*2.0f*PI)/segments;
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Vector2 v1={center.x+radius*cosf(angle1),center.y+radius*sinf(angle1)};
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Vector2 v2={center.x+radius*cosf(angle2),center.y+radius*sinf(angle2)};
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rlVertex2f(center.x,center.y);
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rlVertex2f(v1.x,v1.y);
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rlVertex2f(v2.x,v2.y);
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}
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}
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rlEnd();
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}
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void RenderSystemBatched(BECS_ECS *ecs, float dt, Position *pos, ParticleData *data, Vector2 *posArray, float *radArray, Color *colArray) {
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uint32_t batchCount = 0;
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uint32_t entityCount = ecs->componentPools[0].count;//Use correct count
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for(uint32_t i=0; i<entityCount; i++){
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posArray[batchCount]=(Vector2){pos[i].x,pos[i].y};
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radArray[batchCount]=data[i].radius;
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float alpha=data[i].lifetime/2.0f;
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colArray[batchCount]=(Color){255,255,255,(unsigned char)(alpha*255)};
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batchCount++;
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}
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DrawCircleBatched(posArray, radArray, colArray, batchCount, 16);
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}
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int main(void) {
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// Initialize ECS
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size_t componentSizes[4] = {sizeof(Position), sizeof(Velocity), sizeof(Acceleration), sizeof(ParticleData)};
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size_t memSize = BECS_GetMinMemoryArenaSize(componentSizes, 4);
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#ifdef _WIN32
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printf("%llu\n", memSize);
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#elif __unix__
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printf("%lu\n", memSize);
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#endif
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char *memory = (char *)malloc(memSize);
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BECS_ECS ecs = BECS_InitECS(memory, memSize);
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// Register components
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BECS_ComponentID posID = BECS_ComponentRegister(&ecs, sizeof(Position), BECS_MAX_ENTITIES);
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BECS_ComponentID velID = BECS_ComponentRegister(&ecs, sizeof(Velocity), BECS_MAX_ENTITIES);
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BECS_ComponentID accID = BECS_ComponentRegister(&ecs, sizeof(Acceleration), BECS_MAX_ENTITIES);
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BECS_ComponentID dataID = BECS_ComponentRegister(&ecs, sizeof(ParticleData), BECS_MAX_ENTITIES);
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Position *posData = (Position *)BECS_ComponentGetPool(&ecs, posID);
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Velocity *velData = (Velocity *)BECS_ComponentGetPool(&ecs, velID);
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Acceleration *accData = (Acceleration *)BECS_ComponentGetPool(&ecs, accID);
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ParticleData *dataData = (ParticleData *)BECS_ComponentGetPool(&ecs, dataID);
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// TODO: This should probably be done in a query system
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BECS_Entity *entityData = (BECS_Entity *)ecs.componentPools[dataID].denseEntityMapping;
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InitWindow(1600, 800, "2D Particle System with BECS");
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Vector2 *posArray = malloc(BECS_MAX_ENTITIES * sizeof(Vector2));
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float *radArray = malloc(BECS_MAX_ENTITIES * sizeof(float));
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Color *colArray = malloc(BECS_MAX_ENTITIES * sizeof(Color));
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rlMatrixMode(RL_PROJECTION);
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rlLoadIdentity();
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rlOrtho(0,GetScreenWidth(),GetScreenHeight(),0, 0.0f, 1.0f);
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rlMatrixMode(RL_MODELVIEW);
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rlLoadIdentity();
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rlSetBlendMode(RL_BLEND_ALPHA);
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rlDisableBackfaceCulling();
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rlDisableDepthTest();
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rlDisableTexture();
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rlDrawRenderBatchActive();
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while (!WindowShouldClose()) {
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float dt = GetFrameTime();
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LifetimeSystem(&ecs, dt, dataData, entityData);
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// Spawn particle on mouse click
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) {
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Vector2 mousePos = GetMousePosition();
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for (uint32_t i = 0; i < 100; i++) {
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SpawnParticle(&ecs, posID, velID, accID, dataID, mousePos.x, mousePos.y);
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}
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}
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PhysicsSystem(&ecs, dt, posData, velData, accData);
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BeginDrawing();
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ClearBackground(BLACK);
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// RenderSystem(&ecs, dt, posData, dataData);
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RenderSystemBatched(&ecs, dt, posData, dataData, posArray, radArray, colArray);
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DrawText(TextFormat("Particles: %u", ecs.entityCount), 10, 10, 20, WHITE);
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DrawText(TextFormat("Time(ms): %f", dt * 1000), 10, 30, 20, WHITE);
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DrawText(TextFormat("FPS: %f", 1/dt), 10, 50, 20, WHITE);
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DrawText(TextFormat("Screen Res: %d x %d", GetScreenWidth(), GetScreenHeight()), 10, 70, 20, WHITE);
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EndDrawing();
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}
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CloseWindow();
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free(memory);
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free(posArray);
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free(colArray);
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free(radArray);
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return 0;
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}
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