This commit is contained in:
Asuro
2025-03-14 22:07:44 +01:00
parent a3e22b7b05
commit a5e32c414e
5 changed files with 236 additions and 185 deletions

View File

@@ -12,6 +12,7 @@ endif()
# This makes sure that the dynamic library goes into the build directory automatically. # This makes sure that the dynamic library goes into the build directory automatically.
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>") set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>") set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
set(PROFILE ON)
# Imgui # Imgui
file(GLOB imgui_sources dependency/imgui/*.h dependency/imgui/*.cpp) file(GLOB imgui_sources dependency/imgui/*.h dependency/imgui/*.cpp)
@@ -25,7 +26,7 @@ add_subdirectory("${CMAKE_SOURCE_DIR}/dependency/minidef")
file(GLOB_RECURSE sources_engine engine/*.cpp engine/*.h) file(GLOB_RECURSE sources_engine engine/*.cpp engine/*.h)
add_executable(PuzGameEngine ${sources_engine}) add_executable(PuzGameEngine ${sources_engine})
set_property(TARGET PuzGameEngine PROPERTY CXX_STANDARD 17) set_property(TARGET PuzGameEngine PROPERTY CXX_STANDARD 17)
target_include_directories(PuzGameEngine PUBLIC) target_include_directories(PuzGameEngine PUBLIC dependency/tracy/public/)
# Game # Game
add_custom_command( add_custom_command(
@@ -41,6 +42,15 @@ add_library(PuzGame SHARED ${sources_game} ${source_singleheader} ${imgui_source
set_property(TARGET PuzGame PROPERTY CXX_STANDARD 17) set_property(TARGET PuzGame PROPERTY CXX_STANDARD 17)
target_include_directories(PuzGame PUBLIC dependency/imgui) target_include_directories(PuzGame PUBLIC dependency/imgui)
# Profiling
if (PROFILE)
option(TRACY_ENABLE "" ON)
option(TRACY_ON_DEMAND "" ON)
set(TRACY_DELAYED_INIT ON)
set(TRACY_MANUAL_LIFETIME ON)
add_subdirectory("${CMAKE_SOURCE_DIR}/dependency/tracy")
endif()
# SDL # SDL
add_subdirectory("${CMAKE_SOURCE_DIR}/dependency/SDL" EXCLUDE_FROM_ALL) add_subdirectory("${CMAKE_SOURCE_DIR}/dependency/SDL" EXCLUDE_FROM_ALL)
@@ -50,6 +60,6 @@ SET(BGFX_BUILD_EXAMPLES OFF)
add_subdirectory("${CMAKE_SOURCE_DIR}/dependency/bgfx.cmake") add_subdirectory("${CMAKE_SOURCE_DIR}/dependency/bgfx.cmake")
# Link # Link
target_link_libraries(PuzGame bx bimg bgfx SDL3::SDL3) target_link_libraries(PuzGame bx bimg bgfx SDL3::SDL3 Tracy::TracyClient)
target_link_libraries(PuzGameEngine bx SDL3::SDL3) target_link_libraries(PuzGameEngine bx SDL3::SDL3 Tracy::TracyClient)
set_target_properties(PuzGame PROPERTIES OUTPUT_NAME "PuzGame2") set_target_properties(PuzGame PROPERTIES OUTPUT_NAME "PuzGame2")

View File

@@ -15,6 +15,7 @@
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <bx/math.h> #include <bx/math.h>
#include <cstdint> #include <cstdint>
#include <tracy/tracy.hpp>
namespace Game namespace Game
{ {
@@ -160,6 +161,7 @@ namespace Game
void Level::Update() void Level::Update()
{ {
ZoneScopedN("Level update");
START_PERF(); START_PERF();
PlayerData& player = GetInstance().Player; PlayerData& player = GetInstance().Player;
@@ -237,6 +239,7 @@ namespace Game
void Level::Render(uint16_t viewId, const Model* models, const Material* materials) void Level::Render(uint16_t viewId, const Model* models, const Material* materials)
{ {
ZoneScopedN("Level Render");
auto& shared = GetShared(); auto& shared = GetShared();
float proj[16]; float proj[16];

View File

@@ -3,9 +3,12 @@
#include "Instance.h" #include "Instance.h"
#include "Log.h" #include "Log.h"
#include "Setup.h" #include "Setup.h"
#include "rendering/Rendering.h"
#include "bx/bx.h" #include "bx/bx.h"
#include "bx/timer.h" #include "bx/timer.h"
#include "rendering/Rendering.h" #include <client/TracyProfiler.hpp>
#include <tracy/tracy.hpp>
namespace Game namespace Game
{ {
@@ -23,6 +26,7 @@ namespace Game
void Setup(SharedData& shared) void Setup(SharedData& shared)
{ {
LOG("Game Setup Start!"); LOG("Game Setup Start!");
tracy::StartupProfiler();
if (shared.Game.PermanentStorage == nullptr) if (shared.Game.PermanentStorage == nullptr)
{ {
@@ -56,6 +60,8 @@ namespace Game
void Update() void Update()
{ {
{
ZoneScopedN("TimeUpdate");
auto& inst = GetInstance(); auto& inst = GetInstance();
int64_t newNowHP = bx::getHPCounter() - inst.Time.StartTime; int64_t newNowHP = bx::getHPCounter() - inst.Time.StartTime;
inst.Time.DeltaHP = newNowHP - inst.Time.NowHP; inst.Time.DeltaHP = newNowHP - inst.Time.NowHP;
@@ -64,25 +70,25 @@ namespace Game
inst.Time.Delta = (double)inst.Time.DeltaHP / bx::getHPFrequency(); inst.Time.Delta = (double)inst.Time.DeltaHP / bx::getHPFrequency();
GetShared().Window.PerfCounters[(int32_t)PerfCounterType::GameDelta].Write(inst.Time.DeltaHP, GetShared().Window.PerfCounters[(int32_t)PerfCounterType::GameDelta].Write(inst.Time.DeltaHP,
GetShared().Window.FrameCounter); GetShared().Window.FrameCounter);
if (GetKeyPressedNow(ScanCode::R))
{
GetInstance().Size = 0;
Shutdown();
Setup(GetShared());
} }
SetupInstance.Rendering.Update(); SetupInstance.Rendering.Update();
{
ZoneScopedN("MouseDeltaUpdate");
auto& win = GetShared().Window; auto& win = GetShared().Window;
win.MouseDeltaX = 0.0f; win.MouseDeltaX = 0.0f;
win.MouseDeltaY = 0.0f; win.MouseDeltaY = 0.0f;
bx::memCopy(win.LastHeldScanCodes, win.HeldScanCodes, sizeof(win.HeldScanCodes)); bx::memCopy(win.LastHeldScanCodes, win.HeldScanCodes, sizeof(win.HeldScanCodes));
bx::memCopy(win.LastHeldMouseButtons, win.HeldMouseButtons, sizeof(win.HeldMouseButtons)); bx::memCopy(win.LastHeldMouseButtons, win.HeldMouseButtons, sizeof(win.HeldMouseButtons));
} }
FrameMark;
}
void Shutdown() void Shutdown()
{ {
LOG("Shutdown"); LOG("Shutdown");
SetupInstance.Rendering.Shutdown(); SetupInstance.Rendering.Shutdown();
tracy::ShutdownProfiler();
} }
} // namespace Game } // namespace Game

View File

@@ -21,11 +21,11 @@
#include <cstdint> #include <cstdint>
#include <cstdio> #include <cstdio>
#include <thread> #include <thread>
#include <tracy/Tracy.hpp>
#include "imgui-helper.h" #include "imgui-helper.h"
#include "imgui-style.h" #include "imgui-style.h"
#include "imgui.h" #include "imgui.h"
#include "imgui_internal.h"
using namespace std::chrono_literals; using namespace std::chrono_literals;
@@ -333,6 +333,8 @@ namespace Game
void GameRendering::Setup() void GameRendering::Setup()
{ {
LOG("--- RENDERING STARTUP ---"); LOG("--- RENDERING STARTUP ---");
ZoneScopedN("Setup");
if (Instance != nullptr) LOG_WARN("old rendering wasn't destroyed!"); if (Instance != nullptr) LOG_WARN("old rendering wasn't destroyed!");
Instance = this; Instance = this;
SharedData& shared = GetShared(); SharedData& shared = GetShared();
@@ -407,11 +409,11 @@ namespace Game
DitherGen(DitherTextures, DitherRecursion); DitherGen(DitherTextures, DitherRecursion);
} }
void GameRendering::Update() void GameRendering::HandleEvents()
{ {
ZoneScopedN("Handle Events");
SharedData& shared = GetShared(); SharedData& shared = GetShared();
// Handle events
for (uint16_t i = 0; i < shared.Window.SDLEventCount; ++i) for (uint16_t i = 0; i < shared.Window.SDLEventCount; ++i)
{ {
ImGui_ImplSDL3_ProcessEvent(&shared.Window.SDLEvents[i]); ImGui_ImplSDL3_ProcessEvent(&shared.Window.SDLEvents[i]);
@@ -453,16 +455,16 @@ namespace Game
} }
} }
} }
}
// Start Rendering void GameRendering::RenderDebugUI()
imguiBeginFrame(20);
ImGui_ImplSDL3_NewFrame();
ImGui::DockSpaceOverViewport(0, 0, ImGuiDockNodeFlags_PassthruCentralNode);
auto& level = GetInstance().GameLevel;
auto& debug = GetInstance().DebugData;
if (UIVisible == UIVisibilityState::Debug)
{ {
ZoneScopedN("DebugUI");
auto& shared = GetShared();
auto& debug = GetInstance().DebugData;
auto& level = GetInstance().GameLevel;
if (ImGui::IsMouseClicked(ImGuiMouseButton_Right)) if (ImGui::IsMouseClicked(ImGuiMouseButton_Right))
{ {
debug.DebugCardRotation++; debug.DebugCardRotation++;
@@ -646,25 +648,53 @@ namespace Game
ImGui::End(); ImGui::End();
} }
void GameRendering::Update()
{
ZoneScopedN("Rendering");
SharedData& shared = GetShared();
HandleEvents();
// Start Rendering
{
ZoneScopedN("Imgui Start Frame");
imguiBeginFrame(20);
ImGui_ImplSDL3_NewFrame();
ImGui::DockSpaceOverViewport(0, 0, ImGuiDockNodeFlags_PassthruCentralNode);
}
if (UIVisible == UIVisibilityState::Debug)
{
RenderDebugUI();
}
GetInstance().GameLevel.Update(); GetInstance().GameLevel.Update();
GetInstance().GameLevel.Render(MainViewID, Models, Materials); GetInstance().GameLevel.Render(MainViewID, Models, Materials);
// Finish Frame // Finish Frame
{
ZoneScopedN("Imgui End Frame");
imguiEndFrame(); imguiEndFrame();
}
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{ {
ZoneScopedN("Imgui Platform Update");
ImGui::UpdatePlatformWindows(); ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault(); ImGui::RenderPlatformWindowsDefault();
} }
{
ZoneScopedN("BGFX Frame");
START_PERF(); START_PERF();
bgfx::frame(); bgfx::frame();
END_PERF(shared.Window.PerfCounters, PerfCounterType::Submit, shared.Window.FrameCounter); END_PERF(shared.Window.PerfCounters, PerfCounterType::Submit, shared.Window.FrameCounter);
} }
}
void GameRendering::Shutdown() void GameRendering::Shutdown()
{ {
ZoneScopedN("Shutdown");
LOG("--- RENDERING_SHUTDOWN ---"); LOG("--- RENDERING_SHUTDOWN ---");
ImGui::SaveIniSettingsToDisk("imgui.ini"); ImGui::SaveIniSettingsToDisk("imgui.ini");
auto& debug = GetInstance().DebugData; auto& debug = GetInstance().DebugData;

View File

@@ -105,7 +105,7 @@ namespace Game
Model Models[MaxModels]; Model Models[MaxModels];
int32_t LastWidth = 0; int32_t LastWidth = 0;
int32_t LastHeight = 0; int32_t LastHeight = 0;
uint32_t ResetFlags = BGFX_RESET_VSYNC; uint32_t ResetFlags = 0; // BGFX_RESET_VSYNC;
uint16_t MainViewID = 10; uint16_t MainViewID = 10;
float LastShaderLoadTime = 0.0f; float LastShaderLoadTime = 0.0f;
int32_t DitherRecursion = 1; int32_t DitherRecursion = 1;
@@ -115,6 +115,8 @@ namespace Game
public: public:
void Setup(); void Setup();
void Update(); void Update();
void HandleEvents();
void RenderDebugUI();
void Shutdown(); void Shutdown();
uint16_t GetModelHandleFromPath(const char* path); uint16_t GetModelHandleFromPath(const char* path);
}; };