Compare commits

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Author SHA1 Message Date
Patedam 5fa75c116e blue window 2026-10-27 23:06:45 -04:00
Patedam 2881b2c9d5 started d3d12 renderer. device + swap chain + associate to window 2026-10-26 22:52:08 -04:00
Patedam d79cf42a3d starting render/d3d12 layer 2026-10-25 23:37:14 -04:00
Patedam 17af5348e9 more keyboard function (is down) 2026-10-25 20:49:27 -04:00
Patedam dec8cbd059 keyboard support improved. F1 open a new window. 2026-10-25 18:12:51 -04:00
Patedam f580776964 can close windows independently 2026-10-25 15:57:52 -04:00
Patedam d2d9981efe two windows open + can close the app by pressing X 2026-10-25 15:23:07 -04:00
Patedam f6b48a1c11 window management. still missing first paint but progressing 2026-10-24 22:52:26 -04:00
Patedam bf13f269fe almost there (open window) 2026-10-24 18:17:43 -04:00
Patedam cf86dd10a7 lock submodules to version + move from stb to stb_sprintf 2026-10-24 17:36:47 -04:00
Patedam 5995dd9a47 Replace stb with standalone stb_sprintf and pin submodule versions 2026-10-24 17:31:55 -04:00
Patedam d5c6c79a76 adding xxhash 2026-10-24 17:16:41 -04:00
Patedam 7e8e626e24 adding hash library + multi windows support being started 2026-10-24 17:05:55 -04:00
Patedam f96b2e99cf windows open now 2026-10-23 23:35:45 -04:00
Patedam 4ec42f4bee open window code still not opening :) 2026-10-22 22:58:32 -04:00
Patedam 886e722c71 started window management 2026-10-20 23:15:56 -04:00
Patedam 575379e264 added thread naming 2026-10-18 23:41:43 -04:00
Patedam 17e26fdd00 fix build error 2026-10-18 23:07:59 -04:00
Patedam 5d6ca639fd Adding more core layer stuff. Can now boot. 2026-10-18 23:06:41 -04:00
Patedam 16664c68b5 wok on arena 2026-10-18 00:25:02 -04:00
Patedam ee1878cce7 core layer 2026-10-17 23:21:16 -04:00
Patedam 7542d9200d Merge pull request 'conversion to c by gemini 4 argon' (#3) from convert-to-c99 into main
Reviewed-on: #3
2026-10-17 17:19:10 -04:00
Patedam f9356f9ba7 conversion to c by gemini 4 argon 2026-10-16 23:40:45 -04:00
Patedam b70e2d21d2 entity per world 2026-10-16 21:33:57 -04:00
Patedam 16ba641d8a Support of clangd for the project 2026-10-05 23:37:18 -04:00
Patedam 7075556bf2 Reading / writing user id based on os username 2026-09-19 21:48:02 -04:00
Patedam f32a3f73a9 more path utils and fixing get os username that was returning a string including the \0
User now can be serialized properly
2026-09-18 21:19:38 -04:00
Patedam 1367146503 natvis support in build system + some natvis 2026-09-18 18:23:49 -04:00
Patedam 2fd675cf11 Added utils and types to handle paths 2026-09-18 18:14:00 -04:00
Patedam f77b7fb901 clean all path returned by GetAssetPath 2026-09-16 20:43:48 -04:00
Patedam 10ac51f167 Merge branch 'main' of https://gitea.itspm.cc/Patedam/Juliet 2026-09-16 18:42:06 -04:00
Patedam 9e8bbad5d4 Working on supporting multiple users during edition. For now prepare a way to write a .ini file with user and its id. 2026-09-16 18:41:50 -04:00
Patedam 0f262fb06e Working on supporting multiple users during edition. For now prepare a way to write a .ini file with user and its id. 2026-09-16 18:41:37 -04:00
Patedam c70cce463b Modifying GetAssetPath to support more than just shaders (added jasset) 2026-09-15 19:31:34 -04:00
Patedam 2bd0cf39f1 serialization fixing world unit test and missing serialize for inert. 2026-09-13 11:59:10 -04:00
Patedam 58b79fb499 wip entity deserialization phase 1. Unit test not passing because of globals that assume only one entity manager / game state. 2026-09-10 22:50:18 -04:00
Patedam 615d36b09c Serialization : started to unify how to allocate entity whether its from MakeEntity or during deserialization. 2026-09-08 23:24:48 -04:00
Patedam 3123d2f2e6 updating serialization tdd with latest changes 2026-09-07 20:05:17 -04:00
Patedam b1de6ccc49 finishing first step of serialization : the basics 2026-09-07 19:42:15 -04:00
Patedam a462575af4 ongoing refactor of serialization and various cleanup 2026-09-07 16:58:57 -04:00
Patedam 1a045c3578 updating coding guidelines + plan for full juliet serialization and entity system 2026-09-06 12:08:57 -04:00
Patedam 62e6284976 preparing serialization of entities 2026-09-06 12:08:31 -04:00
Patedam d7825270ee crc32: moving to constexpr to prepare for the juliet serializer 2026-09-06 12:04:13 -04:00
Patedam cb615091ca Improving entity manager and entity support for a simpler version, made some cleanup on the road to support serialization of world 2026-08-31 23:05:20 -04:00
Patedam 4180622d6a Removing named namespace from code base. 2026-08-22 21:39:21 -04:00
Patedam 678795b793 calloc to arena 2026-08-16 22:44:52 -04:00
Patedam 4d803fdf77 conversion to arena, missing get asset filename 2026-08-16 22:37:31 -04:00
Patedam a50e3c75cb conversion to arena of filesystem 2026-08-16 22:30:40 -04:00
Patedam 262d91dd49 Various conversion to memory arena and misc clean up 2026-08-16 22:10:51 -04:00
Patedam d1b7c5dbbe Adding scratch arena for main thread (and any thread in the future)
Added some function based on raddbg code for string conversion and more.
2026-08-16 18:06:46 -04:00
Patedam 3e7216f57d Modified build system to detect pch changes *gemini 2026-08-16 13:13:51 -04:00
Patedam 5566f76a94 Cleaning game.cpp removing old test code.
Created static mesh entity
Created debug bar
2026-08-10 22:12:31 -04:00
Patedam ee20c903b2 improved the shader of mesh renderer to make the global lighting better 2026-08-09 18:04:46 -04:00
Patedam e14931b27b Merge remote-tracking branch 'origin/main' 2026-08-09 18:00:16 -04:00
Patedam 5bc4375265 Added way to set global light from game.
+ Some clean up in the mesh renderer
2026-08-09 18:00:05 -04:00
Patedam fb020d16e5 Some clean up in the mesh renderer 2026-08-09 17:59:37 -04:00
Patedam 73aa4a846b Entity now can be linked to a mesh.
Only support cube generated from code no light no nothing
2026-08-09 17:20:38 -04:00
Patedam 30ea435b87 First iteration of mesh assets 2026-08-09 16:43:35 -04:00
Patedam 697579e72f Fixing adaptive incremental build.
Moved more functions into engine.cpp
2026-08-09 15:48:53 -04:00
Patedam 7c18804df6 Fixing debug display with depth test enabled 2026-08-09 15:28:41 -04:00
Patedam 430cf35345 build fix update 2026-08-09 13:18:19 -04:00
Patedam 1a56c9e99c Added a debug controller
Made a default template for cameras.
Added delta to mouse state so we can check delta for debug Camera.
2026-08-09 13:18:04 -04:00
Patedam ae790f5a9e moved delta time computation to the HAL 2026-08-09 11:32:06 -04:00
Patedam d52c77a017 Support of IsKeyPressed that only trigger for the frame it is pressed on. 2026-08-09 11:23:56 -04:00
Patedam 681267f445 removing old vcxproj that was forgotten 2026-08-09 09:54:40 -04:00
Patedam 8582435f21 Shuffled stuff around to make it more efficient and remove redundancy 2026-08-08 23:28:36 -04:00
Patedam ab158e8b3d Merged all d3d12 files into one file 2026-08-08 23:06:29 -04:00
Patedam 403e70b14d fixing random build issue 2026-08-08 18:39:17 -04:00
Patedam 9de4fb5689 renaiming display_private.h to display_cpp.h 2026-08-08 18:05:55 -04:00
Patedam aa61f3e57c fix intellisnse when generating project 2026-08-08 14:07:02 -04:00
Patedam ba563ca642 moving project files into a separate folder.
deleting remaining bff
ignoring project files from git
2026-08-08 13:05:46 -04:00
Patedam 6c7b7c0124 Removing debug code (put in #if 0 for now)
Added a very simple camera system.
2026-08-05 19:12:34 -04:00
Patedam f122533f92 fixed build_game to use the adaptive build properly 2026-08-04 21:24:10 -04:00
Patedam cb2114daca Cleaned up build.bat to be more readable and easier to maintain 2026-08-04 21:18:05 -04:00
Patedam 3065441989 adaptive unity build 2026-08-04 20:53:14 -04:00
Patedam 5eb8fb7e9d use pch on the project. Removed all include that are now not necessary 2026-08-04 19:31:31 -04:00
Patedam aabe585696 Move shaders to arena.
For now it will use the driver Arena.
They should use an "asset" arena eventually
2026-08-03 20:00:36 -04:00
Patedam e325668650 fixing build issues 2026-08-02 19:53:41 -04:00
Patedam 2d76955cfe removing include 2026-08-02 19:46:40 -04:00
Patedam 40cb95bc40 fix generate to move imgui vc project out of imgui folder to stop confusing git 2026-08-02 19:46:08 -04:00
Patedam 00036950d6 Converted d3d12 buffers to arena. Using linked list as i'm not sure how many buffers i will use total 2026-08-02 19:33:20 -04:00
Patedam 5862843a40 Convert bunch of alloc into arena push.
Made most of the array of pointer fixed size. Could use linked list if needed.
2026-08-02 18:28:51 -04:00
Patedam 0bb2d8d9dc replaced alloca by temp arena 2026-08-01 19:49:03 -04:00
Patedam 9f6064995f Reduced Imgui memory usage by implementing a free node list. 2026-08-01 19:16:02 -04:00
Patedam 7b21ca6b1d Adapting arena push to support format as debug tag
Changed some d3d12 to work better with arenas
2026-07-29 14:44:16 -04:00
497 changed files with 34789 additions and 110087 deletions

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+20 -4
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@@ -5,12 +5,28 @@ trigger: always_on
Code compiles with all warning active and warning as errors.
use static_cast or reinterpret_cast but not parenthesis for casting.
No exceptions
Use [[nodiscard]]
Use [[nodiscard]] when risk of memory leak (anything returning pointer)
auto is allowed but when its a pointer add the * and when reference adds the &
Member variable are CamelCase
Types are CamelCase
Functions are CamelCase.
Add Assert to make sure all assumptions are good. Parameters of functions for example should be verified with Assert.
Code should be self commented using proper variable names, types and functions. No need to add comments most of the time, unless the algorithm is very complex and hard to read.
When creating a new system framework, make a unit test. To make the unit test we should not modify the framework code for special unit test case.
Always put braces for if,else,for,while etc.
Coding Style:
Note: The code base do not fully use those, if in doubt, use this style and not legacy style.
Types (Structs/Enums/Unions) : PascalCase. Exemple : Arena, String8, DbgTarget, EvalValue
Primitive Types : lower_snake_case. Exemple: uint8, uint16, uint32, uint64, size_t, index_t, int32...
Function Names: lower_snake_case. Exemple: str16_from_8.
Namespace: do not use c++ namespace, add PascalCase prefix to function names. Exemple: W32_do_something
Local Variables and parameters: lower_snake_case. Exemple: arena, str, data.
Struct members: lower_snake_case. Exemple: data, node, next.
global/static variables: lower_snake_case prefixed. Exemple: g_my_global.
const variables: lower_snake_case prefixed. Exemple: k_my_const_var.
Defines and Macros: ALL_CAPS_SNAKE. Exemple: MY_MACRO
Modular Architecture & Include Rules:
- Juliet uses a single-pass unity build pattern.
- Layer aggregators `<layer>_inc.h` and `<layer>_inc.c` dictate header and source inclusion order.
- Top-level translation units (e.g. `appbin_main.c`) include the layer `_inc` files in dependency order (`core` -> `render` -> `ui`...).
- Sub-files within a module (e.g. `core.h`, `core_arena.c`, `render.c`) must NEVER directly `#include` other module headers, sibling headers, or configuration defines (`core_defines.h`).
- Never add `#include` directives to sub-files to satisfy standalone LSP/compiler diagnostics. Tooling (`new_project_gen.c` / `compile_commands.json`) must supply preceding includes dynamically based on the base file include order.
- Always explain root causes and confirm with the user before editing project architecture or files.
@@ -11,7 +11,7 @@ trusted_commands:
You are a senior engine architect for the Juliet project. Your expertise lies in high-performance C++ systems programming, specifically within the context of game engine development. You value performance, memory efficiency, and maintainability.
## Coding Guidelines
You must follow the project's `coding-guidelines.md` (always loaded). Do not deviate from any rule. Pay special attention to `static_cast`/`reinterpret_cast` (never C-style casts), `auto*`/`auto&`, mandatory braces, and `[[nodiscard]]`.
You must follow the project's `coding-guidelines.md` (always loaded). Do not deviate from any rule. Pay special attention to `static_cast`/`reinterpret_cast` (never C-style casts), `auto*`/`auto&`, mandatory braces, and `[[nodiscard]]` when needed.
## Focus Areas
1. **High Performance**: Always consider cache locality and CPU cycle cost.
+1 -1
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@@ -11,7 +11,7 @@ trusted_commands:
You are a senior engine architect for the Juliet project. Your expertise lies in debugging C++ game engines. You add logs and use debug tricks to find the root cause of issues.
## Coding Guidelines
You must follow the project's `coding-guidelines.md` (always loaded). Do not deviate from any rule. Even in debug/diagnostic code, use proper casts, braces, and `[[nodiscard]]`.
You must follow the project's `coding-guidelines.md` (always loaded). Do not deviate from any rule. Even in debug/diagnostic code, use proper casts, braces, and `[[nodiscard]]` when needed.
## Workflows
- **Building**: Use the `/build` workflow to compile the project.
+5 -11
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@@ -1,21 +1,15 @@
---
description: Build the Juliet project using FastBuild
description: Build the Juliet projects
---
// turbo-all
This workflow builds the Juliet project and writes output to `misc\agent_output.log`.
This workflow builds the Juliet project.
1. To build the default (clang-Debug):
// turbo
`misc\agent_build.bat clang 2>&1 | tee misc\agent_output.log`
`misc\build.bat clang`
2. To build a specific configuration (e.g., clang-Debug, msvc-Debug):
// turbo
`misc\agent_build.bat clang-Debug 2>&1 | tee misc\agent_output.log`
`misc\build.bat clang-Debug`
3. To see all available targets:
// turbo
`misc\agent_build.bat -showtargets 2>&1 | tee misc\agent_output.log`
4. Check build results by reading `misc\agent_output.log`.
`misc\build.bat -showtargets`
+5 -6
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@@ -44,10 +44,14 @@ IncludeCategories:
IncludeIsMainRegex: '([-_](test|unittest))?$'
IndentAccessModifiers: false
IndentCaseBlocks: true
IndentPPDirectives: AfterHash
IndentWidth: 4
InsertNewlineAtEOF: true
MacroBlockBegin: ''
MacroBlockEnd: ''
Macros:
- 'EachIndex(it, count)=(uint64 it = 0; it < (count); ++it)'
- 'EachNode(it, Type, first)=(Type* it = first; it != 0; it = it->next)'
NamespaceIndentation: All
ObjCSpaceAfterProperty: true
PenaltyBreakBeforeFirstCallParameter: 100
@@ -57,15 +61,10 @@ PenaltyBreakString: 100
PenaltyExcessCharacter: 1
PenaltyReturnTypeOnItsOwnLine: 1000
PointerAlignment: Left
PPIndentWidth: 1
SortIncludes: CaseInsensitive
SpacesInAngles: Never
SpacesInContainerLiterals: false
Standard: Cpp11
StatementMacros:
- UPROPERTY
- UCLASS
- USTRUCT
- GENERATED_BODY
- UENUM
TabWidth: 4
...
+34
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@@ -0,0 +1,34 @@
CompileFlags:
Add:
- --driver-mode=cl
- -Wno-unknown-pragmas
- -Wno-unused-command-line-argument
- -Wno-unused-function
- -Wno-undefined-internal
- -Wno-initializer-overrides
- /IJuliet
Remove:
- /Yu*
- /Yc*
- /Fp*
- /MP
- /Zi
- /Gw
- /Gy
- /Bt+
- /EHa-
Diagnostics:
UnusedIncludes: None
Suppress:
- unused-function
- undefined-internal
- initializer-overrides
InlayHints:
Enabled: true
ParameterNames: true
DeducedTypes: true
Designators: true
BlockEnd: false
TypeNameLimit: 24
+6
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@@ -9,9 +9,11 @@
# Binaries
[Bb]in/
[Bb]uild/
[Ll]ib/
.idea/
.vs/
vs/
[Ii]ntermediate/
[sS]hip/
@@ -55,3 +57,7 @@ launch_*.txt
*.log
misc/agent_error.log
misc/agent_output_ship.log
# Clangd
compile_commands.json
.cache/
+11
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@@ -1,3 +1,14 @@
[submodule "External/Imgui"]
path = External/Imgui
url = https://github.com/ocornut/imgui.git
# Pinned to v1.93.0 (c1aaac65e)
[submodule "Juliet/external/xxHash"]
path = Juliet/external/xxHash
url = https://github.com/Cyan4973/xxHash.git
# Pinned to v0.8.4 (c87183a77)
[submodule "Juliet/external/stb_sprintf"]
path = Juliet/external/stb_sprintf
url = https://github.com/nothings/stb_sprintf.git
# Pinned to v1.10 / commit 2ffb3379e
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+2
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@@ -0,0 +1,2 @@
; Paul
1
+13 -11
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@@ -21,19 +21,21 @@ cbuffer RootConstants : register(b0, space0)
uint TransformsBufferIndex;
uint BufferIndex;
uint TextureIndex;
uint VertexOffset; // Base vertex for indexed drawing with bindless buffers
uint _Padding; // Padding for alignment
float2 Scale; // 2D scale factor
float2 Translate; // 2D translation
float2 _Padding2; // Explicit padding to align LightDirection to 16 bytes
float3 GlobalLightDirection; // Normalized, world-space
float GlobalLightPad;
float3 GlobalLightColor;
float GlobalAmbientIntensity;
uint VertexOffset; // Base vertex for indexed drawing with bindless buffers
uint LightBufferIndex;
uint ActiveLightCount;
float GlobalAmbientIntensity;
float3 GlobalLightDirection; // Normalized, world-space
uint _Pad1;
float3 GlobalLightColor;
uint _Pad2;
float2 Scale; // 2D scale factor
float2 Translate; // 2D translation
float4 MeshAlbedo;
};
+8 -3
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@@ -11,11 +11,13 @@ float4 main(Input input) : SV_Target0
{
float3 normal = normalize(input.WorldNormal);
// Initial ambient component
float3 result = input.Color.rgb * GlobalLightColor * GlobalAmbientIntensity;
// Initial ambient component (Soft blue sky ambient)
float3 ambientColor = float3(0.6f, 0.7f, 0.9f);
float3 result = input.Color.rgb * ambientColor * GlobalAmbientIntensity;
// Directional light contribution
float ndotl = max(dot(normal, -GlobalLightDirection), 0.0);
float3 sunDir = normalize(-GlobalLightDirection);
float ndotl = max(dot(normal, sunDir), 0.0);
result += input.Color.rgb * GlobalLightColor * ndotl;
// Point lights
@@ -42,5 +44,8 @@ float4 main(Input input) : SV_Target0
}
}
// Simple Gamma correction
result = pow(result, 1.0 / 2.2);
return float4(result, input.Color.a);
}
+1 -1
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@@ -27,7 +27,7 @@ Output main(uint vertexIndex : SV_VertexID)
float4 worldPos = mul(Model, float4(pos, 1.0f));
output.Position = mul(ViewProjection, worldPos);
output.Color = col;
output.Color = col * MeshAlbedo;
output.WorldPosition = worldPos.xyz;
float3 worldNormal = mul((float3x3)Model, normal);
+3
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@@ -3,4 +3,7 @@
<LLVMInstallDir>C:\Program Files\LLVM</LLVMInstallDir>
<LLVMToolsVersion>19.1.0</LLVMToolsVersion>
</PropertyGroup>
<ItemGroup>
<Natvis Include="$(MSBuildThisFileDirectory)Natvis\*.natvis" />
</ItemGroup>
</Project>
-202
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@@ -1,202 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Profile|x64">
<Configuration>Profile</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<CustomBuild Include="imgui\.editorconfig" />
<CustomBuild Include="imgui\backends\imgui_impl_allegro5.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_allegro5.h" />
<CustomBuild Include="imgui\backends\imgui_impl_android.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_android.h" />
<CustomBuild Include="imgui\backends\imgui_impl_dx10.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_dx10.h" />
<CustomBuild Include="imgui\backends\imgui_impl_dx11.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_dx11.h" />
<CustomBuild Include="imgui\backends\imgui_impl_dx12.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_dx12.h" />
<CustomBuild Include="imgui\backends\imgui_impl_dx9.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_dx9.h" />
<CustomBuild Include="imgui\backends\imgui_impl_glfw.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_glfw.h" />
<CustomBuild Include="imgui\backends\imgui_impl_glut.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_glut.h" />
<CustomBuild Include="imgui\backends\imgui_impl_metal.h" />
<CustomBuild Include="imgui\backends\imgui_impl_metal.mm" />
<CustomBuild Include="imgui\backends\imgui_impl_metal4.h" />
<CustomBuild Include="imgui\backends\imgui_impl_metal4.mm" />
<CustomBuild Include="imgui\backends\imgui_impl_null.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_null.h" />
<CustomBuild Include="imgui\backends\imgui_impl_opengl2.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_opengl2.h" />
<CustomBuild Include="imgui\backends\imgui_impl_opengl3.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_opengl3.h" />
<CustomBuild Include="imgui\backends\imgui_impl_opengl3_loader.h" />
<CustomBuild Include="imgui\backends\imgui_impl_osx.h" />
<CustomBuild Include="imgui\backends\imgui_impl_osx.mm" />
<CustomBuild Include="imgui\backends\imgui_impl_sdl2.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_sdl2.h" />
<CustomBuild Include="imgui\backends\imgui_impl_sdl3.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_sdl3.h" />
<CustomBuild Include="imgui\backends\imgui_impl_sdlgpu3.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_sdlgpu3.h" />
<CustomBuild Include="imgui\backends\imgui_impl_sdlgpu3_shaders.h" />
<CustomBuild Include="imgui\backends\imgui_impl_sdlrenderer2.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_sdlrenderer2.h" />
<CustomBuild Include="imgui\backends\imgui_impl_sdlrenderer3.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_sdlrenderer3.h" />
<CustomBuild Include="imgui\backends\imgui_impl_vulkan.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_vulkan.h" />
<CustomBuild Include="imgui\backends\imgui_impl_wgpu.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_wgpu.h" />
<CustomBuild Include="imgui\backends\imgui_impl_win32.cpp" />
<CustomBuild Include="imgui\backends\imgui_impl_win32.h" />
<CustomBuild Include="imgui\examples\example_allegro5\imconfig_allegro5.h" />
<CustomBuild Include="imgui\examples\example_allegro5\main.cpp" />
<CustomBuild Include="imgui\examples\example_android_opengl3\main.cpp" />
<CustomBuild Include="imgui\examples\example_apple_metal4\main.mm" />
<CustomBuild Include="imgui\examples\example_apple_metal\main.mm" />
<CustomBuild Include="imgui\examples\example_apple_opengl2\main.mm" />
<CustomBuild Include="imgui\examples\example_glfw_metal\main.mm" />
<CustomBuild Include="imgui\examples\example_glfw_opengl2\main.cpp" />
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+1 -1
-24
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@@ -1,24 +0,0 @@
// ImGui
//------------------------------------------------------------------------------
{
.ProjectName = 'ImGui'
.ProjectPath = 'External/imgui'
// Configurations
//--------------------------------------------------------------------------
ForEach( .BuildConfigName in .BuildConfigs )
{
#if __WINDOWS__
.ProjectConfig = [ Using( .'Project_x64_$BuildConfigName$' ) ]
^ProjectConfigs + .ProjectConfig
#endif
}
VCXProject( '$ProjectName$' )
{
.ProjectOutput = 'External/$ProjectName$.vcxproj'
.ProjectBasePath = '$ProjectPath$/'
.ProjectInputPaths = .ProjectBasePath
.ProjectConfigs = .ProjectConfigs
}
}
+6
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@@ -0,0 +1,6 @@
#pragma once
#include <Juliet.h>
#define kPlayCamera ((index_t)0)
#define kDebugCamera ((index_t)1)
+163
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@@ -0,0 +1,163 @@
#include <Controller/DebugCameraController.h>
#include <Controller/ControllerUtils.h>
#include <Core/Common/CoreUtils.h>
#include <Core/HAL/Keyboard/Keyboard.h>
#include <Core/HAL/Mouse/Mouse.h>
#include <Core/Memory/MemoryArena.h>
#include <Graphics/Camera.h>
#include <dcimgui.h>
#include <math.h>
global bool8 gIsDebugCameraActive = false;
global index_t gPreviousCameraIndex = 0;
global float gPitch = 0.0f;
global float gYaw = 0.0f;
global bool8 gFirstUpdate = true;
global bool8 gIsFpsModeActive = false;
global bool8 gWasRightMouseButtonDown = false;
void ActivateDebugController(void)
{
Assert(gIsDebugCameraActive == false);
Camera* currentCam = GetCurrentCamera();
gPreviousCameraIndex = currentCam->Index;
SetCurrentCamera(kDebugCamera);
gIsDebugCameraActive = true;
gFirstUpdate = true;
gIsFpsModeActive = false;
gWasRightMouseButtonDown = false;
}
void DeactivateDebugController(void)
{
Assert(gIsDebugCameraActive);
gIsDebugCameraActive = false;
SetCurrentCamera(gPreviousCameraIndex);
}
bool8 IsDebugControllerActive(void)
{
return gIsDebugCameraActive;
}
void UpdateDebugController(float dt)
{
Camera* currentCam = GetCurrentCamera();
if (gFirstUpdate)
{
Vector3 origin = { 0.0f, 0.0f, 0.0f };
Vector3 dir = Vector3Sub(origin, currentCam->Position);
dir = Normalize(dir);
gPitch = asinf(dir.z);
gYaw = atan2f(dir.y, dir.x);
gFirstUpdate = false;
Vector3 forward = { cosf(gPitch) * cosf(gYaw), cosf(gPitch) * sinf(gYaw), sinf(gPitch) };
Vector3 worldUp = { 0.0f, 0.0f, 1.0f };
Vector3 right = Normalize(Cross(worldUp, forward));
currentCam->Target = Vector3Add(currentCam->Position, forward);
currentCam->Up = Cross(forward, right);
}
bool8 isRightMouseButtonDown = IsMouseButtonDown(MouseButton_Right);
if (isRightMouseButtonDown && !gWasRightMouseButtonDown)
{
gIsFpsModeActive = !gIsFpsModeActive;
}
gWasRightMouseButtonDown = isRightMouseButtonDown;
if (gIsFpsModeActive)
{
MousePosition mouseDelta = GetMouseDelta();
float sensitivity = 0.005f;
gYaw += (float)mouseDelta.X * sensitivity;
gPitch -= (float)mouseDelta.Y * sensitivity;
gPitch = Min(gPitch, 1.5f);
gPitch = Max(gPitch, -1.5f);
if (IsKeyDown(ScanCode_Q))
{
gYaw -= 2.0f * dt;
}
if (IsKeyDown(ScanCode_E))
{
gYaw += 2.0f * dt;
}
Vector3 forward = { cosf(gPitch) * cosf(gYaw), cosf(gPitch) * sinf(gYaw), sinf(gPitch) };
Vector3 worldUp = { 0.0f, 0.0f, 1.0f };
Vector3 right = Normalize(Cross(worldUp, forward));
Vector3 defaultUp = Cross(forward, right);
const float kMovementPerFrame = 10.f; // 10m/s
float speedPerFrame = kMovementPerFrame;
if (IsKeyDown(ScanCode_LeftShift))
{
speedPerFrame *= 10.f; // 100m/s
}
if (IsKeyDown(ScanCode_W))
{
currentCam->Position = Vector3Add(currentCam->Position, Vector3Scale(forward, speedPerFrame * dt));
}
if (IsKeyDown(ScanCode_S))
{
currentCam->Position = Vector3Sub(currentCam->Position, Vector3Scale(forward, speedPerFrame * dt));
}
if (IsKeyDown(ScanCode_D))
{
currentCam->Position = Vector3Add(currentCam->Position, Vector3Scale(right, speedPerFrame * dt));
}
if (IsKeyDown(ScanCode_A))
{
currentCam->Position = Vector3Sub(currentCam->Position, Vector3Scale(right, speedPerFrame * dt));
}
if (IsKeyDown(ScanCode_Space))
{
currentCam->Position = Vector3Add(currentCam->Position, Vector3Scale(defaultUp, speedPerFrame * dt));
}
if (IsKeyDown(ScanCode_LeftControl))
{
currentCam->Position = Vector3Sub(currentCam->Position, Vector3Scale(defaultUp, speedPerFrame * dt));
}
currentCam->Target = Vector3Add(currentCam->Position, forward);
currentCam->Up = defaultUp;
}
}
#if JULIET_DEBUG
void RenderImGuiDebugController(float dt)
{
Camera* currentCam = GetCurrentCamera();
ImGui_Text("Delta time: %f", (double)dt);
ImGui_Text("Camera:");
ImGui_Indent();
ImGui_BulletText("Index: %zu", (size_t)currentCam->Index);
ImGui_BulletText("Position: (%.3f, %.3f, %.3f)", (double)currentCam->Position.x, (double)currentCam->Position.y,
(double)currentCam->Position.z);
ImGui_BulletText("Target: (%.3f, %.3f, %.3f)", (double)currentCam->Target.x, (double)currentCam->Target.y,
(double)currentCam->Target.z);
ImGui_BulletText("Up: (%.3f, %.3f, %.3f)", (double)currentCam->Up.x, (double)currentCam->Up.y,
(double)currentCam->Up.z);
ImGui_BulletText("FOV: %.3f rad", (double)currentCam->FOV);
ImGui_BulletText("AspectRatio: %.3f", (double)currentCam->AspectRatio);
ImGui_BulletText("NearPlane: %.3f", (double)currentCam->NearPlane);
ImGui_BulletText("FarPlane: %.3f", (double)currentCam->FarPlane);
ImGui_BulletText("Pitch: %.3f, Yaw: %.3f", (double)gPitch, (double)gYaw);
ImGui_BulletText("FPS Mode: %s", gIsFpsModeActive ? "Active" : "Inactive");
ImGui_Unindent();
}
#endif
+14
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@@ -0,0 +1,14 @@
#pragma once
#include <Juliet.h>
// TODO : Should support Debug/Profile/Release properly.
// I think debug profile should have this controller but not release
void ActivateDebugController(void);
void DeactivateDebugController(void);
bool8 IsDebugControllerActive(void);
void UpdateDebugController(float dt);
#if JULIET_DEBUG
void RenderImGuiDebugController(float dt);
#endif
+140
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@@ -0,0 +1,140 @@
#include <Data/World.h>
#include <Core/Common/CoreUtils.h>
#include <Core/Common/serialization.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/HAL/IO/IOStream.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/Thread/ThreadContext.h>
#include <Entity/EntityManager.h>
#include <Graphics/MeshRenderer.h>
#ifdef JULIET_ENABLE_IMGUI
#include <dcimgui.h>
#endif
void InitWorld(World* world, Arena* arena)
{
Assert(world != NULL);
Assert(arena != NULL);
world->WorldArena = arena;
}
void ShutdownWorld(World* world)
{
Assert(world != NULL);
world->WorldArena = NULL;
}
void AddToWorld(World* world, Entity* entity)
{
(void)world;
(void)entity;
}
void RemoveWorldEntity(World* world, size_t index)
{
(void)world;
(void)index;
}
void SerializeWorld(Archive* ar, World* world, String filename)
{
(void)world;
Assert(ar != NULL);
Assert(IsValidString(filename));
EntityManager* entityManager = GetEntityManager();
if (ar->loading)
{
// Load
ByteBuffer fileBuffer = LoadFile(ar->arena, filename);
// TEST SERIALIZATION
ParsedArchive archive = tokenize_archive(ar->arena, fileBuffer);
#if JULIET_DEBUG
audit_unconsumed_properties(&archive, ConstString("World"));
#else
(void)archive;
#endif
}
else
{
// Save
IOStream* stream = IOFromFile(ar->arena, filename, WrapString("wb"));
index_t beginPos = ArenaPos(ar->arena);
// Headers
WorldFileHeader* header = ArenaPushStruct(ar->arena, WorldFileHeader);
header->Magic = kWorldMagic;
// TODO : Move to a one file per entity model
for (uint8 i = 0; i < ENTITY(Count); ++i)
{
typed_entity_array* type = &entityManager->by_type[i];
serialize_elem(ar, type->count);
if (type->count > 0 && type->array != NULL)
{
EntityTemplate* element = type->array;
uint8* rawElement = (uint8*)element;
size_t stride = element->base->derived_kind->size_of;
for (index_t idx = 0; idx < type->count; ++idx)
{
Entity* entity = ((EntityTemplate*)(rawElement + (idx * stride)))->base;
serialize_entity(ar, entity);
}
}
}
// Write
index_t endPos = ArenaPos(ar->arena);
ByteBuffer writeBuffer = { .Data = (Byte*)header, .Size = endPos - beginPos };
size_t written = IOWrite(stream, writeBuffer);
Assert(writeBuffer.Size == written);
IOClose(stream);
}
}
bool8 LoadWorld(World* world, String filename)
{
(void)world;
Assert(IsValidString(filename));
return true;
}
#ifdef JULIET_EDITOR
void RenderWorldEditorUI(World* world)
{
Assert(world != NULL);
if (ImGui_Begin("World Editor", NULL, ImGuiWindowFlags_None))
{
TempArena temp = scratch_begin(NULL, 0);
static char worldFilePath[256] = "/world.bin";
ImGui_InputText("World File", worldFilePath, sizeof(worldFilePath));
Path path = GetAssetPath(temp.Arena, AssetType_JAsset, WrapString(worldFilePath));
if (ImGui_Button("Save World"))
{
Archive data = { .arena = temp.Arena, .loading = false };
SerializeWorld(&data, world, path.FullPath);
}
ImGui_SameLine(0.0f, -1.0f);
if (ImGui_Button("Load World"))
{
Archive data = { .arena = temp.Arena, .loading = true };
SerializeWorld(&data, world, path.FullPath);
}
scratch_end(temp);
}
ImGui_End();
}
#endif
+39
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@@ -0,0 +1,39 @@
#pragma once
#include <Core/Common/String.h>
#include <Core/Container/Vector.h>
#include <Core/Memory/MemoryArena.h>
#include <Entity/Entity.h>
typedef struct Archive Archive;
typedef struct EntityManager EntityManager;
#pragma pack(push, 1)
typedef struct WorldFileHeader WorldFileHeader;
struct WorldFileHeader
{
uint32 Magic; // 0x444C574A ('JWLD' in little-endian)
};
#pragma pack(pop)
#define kWorldMagic ((uint32)0x444C574A) // 'JWLD'
#define kWorldVersion ((uint32)1)
typedef struct World World;
struct World
{
Arena* WorldArena;
EntityManager* EntityManager;
};
void InitWorld(World* world, Arena* arena);
void ShutdownWorld(World* world);
void AddToWorld(World* world, Entity* entity);
void RemoveWorldEntity(World* world, size_t index);
void SerializeWorld(Archive* data, World* world, String filename);
#if JULIET_EDITOR
void RenderWorldEditorUI(World* world);
#endif
+63
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@@ -0,0 +1,63 @@
#include <Debug/DebugTopBar.h>
#if JULIET_DEBUG
#include <game.h>
#include <dcimgui.h>
#include <stdio.h>
internal String GetGameModeName(GameMode gameMode)
{
String result = WrapString("Unknown ERROR");
if (gameMode == GameMode_Editor)
{
result = WrapString("Editor");
}
else if (gameMode == GameMode_Play)
{
result = WrapString("Play");
}
else if (gameMode == GameMode_Debug)
{
result = WrapString("Debug");
}
return result;
}
void DrawTopBar(void)
{
GameState* gameState = GetGameState();
ImVec2_c viewportPos = ImGui_GetMainViewportPos();
ImVec2_c viewportSize = ImGui_GetMainViewportSize();
ImGui_SetNextWindowPos(viewportPos);
ImVec2_c barSize = { viewportSize.x, 10.0f };
ImGui_SetNextWindowSize(barSize);
ImGuiWindowFlags_c flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing |
ImGuiWindowFlags_NoNav;
ImVec4_c bgCol = { 0.0f, 0.0f, 0.0f, 0.6f };
ImVec2_c padding = { 10.0f, 5.0f };
ImGui_PushStyleColor(ImGuiCol_WindowBg, bgCol);
ImGui_PushStyleVarVec2(ImGuiStyleVar_WindowPadding, padding);
if (ImGui_Begin("TopBarOverlay", NULL, flags))
{
ImGui_Text("Game Mode: %s", CStr(GetGameModeName(gameState->Mode)));
float framerate = ImGuiIO_GetFramerate();
char fps_text[32];
snprintf(fps_text, sizeof(fps_text), "FPS: %.1f (%.2f ms)", (double)framerate, (double)(1000.0f / framerate));
float text_width = ImGui_CalcTextSize(fps_text, NULL).x;
ImGui_SameLine(viewportSize.x - text_width - 15.0f, -1.0f); // 15px right padding
// Render FPS text
ImGui_Text("%s", fps_text);
}
ImGui_End();
ImGui_PopStyleVar(1);
ImGui_PopStyleColor(1);
}
#endif
+7
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@@ -0,0 +1,7 @@
#pragma once
#include <Juliet.h>
#if JULIET_DEBUG
void DrawTopBar(void);
#endif
+115
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@@ -0,0 +1,115 @@
#include <Entity/Entity.h>
#include <Core/Common/serialization.h>
#include <Core/Memory/Utils.h>
#include <stdlib.h>
void serialize_entity(Archive* ar, Entity* entity)
{
Assert(ar != NULL);
Assert(entity != NULL);
// Entity fields
serialize_class(ar, ClassKind(Entity), entity);
// Derived fields
if (entity->derived_kind != NULL && entity->derived != NULL)
{
serialize_class(ar, entity->derived_kind, entity->derived);
}
}
internal void init_Entity(void* payload)
{
Assert(payload != NULL);
Entity* entity = (Entity*)payload;
MemZeroStruct(entity);
}
internal void serialize_Entity(Archive* ar, uint16 version, void* payload)
{
(void)version;
Assert(ar != NULL);
Assert(payload != NULL);
Entity* entity = (Entity*)payload;
SERIALIZE_U64(ar, id, &entity->ID);
SERIALIZE_VEC4(ar, position, &entity->position);
}
DEFINE_CLASS_VERSIONED(Entity, 1, NULL)
String format_entity_id(Arena* arena, EntityID entity_id)
{
Assert(arena != NULL);
// Format:
// U = UserID
// LC = Local Entity Counter
// UU_LCLCLCLCLCLCLC
uint8 user_id = get_user_id(entity_id);
uint64 counter = get_local_counter(entity_id);
const size_t kBufferSize = 18;
char* buffer = ArenaPushArray(arena, char, kBufferSize);
Assert(buffer != NULL);
juliet_snprintf(buffer, kBufferSize, "%02X_%014llX", (unsigned int)user_id, (unsigned long long)counter);
String result = { .Str = buffer, .Size = kBufferSize - 1 };
return result;
}
bool8 parse_entity_id(String str, EntityID* out_id)
{
Assert(out_id != NULL);
bool8 result = false;
*out_id = kInvalid_entity_id;
if (!(str.Size != 17 || str.Str == NULL || str.Str[2] != '_'))
{
char user_hex[3] = { str.Str[0], str.Str[1], '\0' };
char* end = user_hex;
uint8 user_id = (uint8)strtoul(user_hex, &end, 16);
if (end != user_hex && user_id != kInvalid_user_id)
{
char* counter_hex = str.Str + 3;
end = counter_hex;
uint64 counter = strtoull(counter_hex, &end, 16);
if (end != counter_hex && counter < kEntityID_user_id_mask)
{
*out_id = make_entity_id(user_id, counter);
result = true;
}
}
}
return result;
}
const Class* resolve_entity_class(uint8 kind, uint32 crc)
{
Assert(kind <= ENTITY(Count));
const Class* class_ptr = kEntity_type_class_ptr[kind];
Assert(class_ptr != NULL);
Assert(class_get_crc(class_ptr) == crc);
return class_ptr;
}
const Class* find_class_by_name(String name)
{
Assert(IsValidString(name));
const Class* result = NULL;
const uint32 name_crc = crc32_bytes(name.Str, name.Size);
for (uint8 kind = 0; kind < ENTITY(Count); ++kind)
{
const Class* class_ptr = resolve_entity_class(kind, name_crc);
if (class_ptr != NULL)
{
result = class_ptr;
break;
}
}
return result;
}
+84 -54
View File
@@ -1,70 +1,100 @@
#pragma once
#include <concepts>
#include <Core/Common/CoreUtils.h>
#include <Core/Memory/Allocator.h>
#include <Core/Memory/MemoryArena.h>
#include <Core/Math/Vector.h>
#include <Engine/Class.h>
#include <Entity/entity_common.h>
#include <Entity/EntityManager.h>
#include <type_traits>
// Add any new fields into the concept below
#define DECLARE_ENTITY() \
Entity* Base; \
static const Juliet::Class* Kind;
// Will register the class globally at launch
#define DEFINE_ENTITY(entity) \
constexpr Juliet::Class entityKind##entity(#entity, sizeof(#entity) / sizeof(char)); \
const Juliet::Class* entity::Kind = &entityKind##entity;
using DerivedType = void*;
struct Entity final
typedef struct Entity Entity;
struct Entity
{
EntityID ID;
const Juliet::Class* Kind;
DerivedType Derived;
float X, Y;
EntityID ID;
const Class* derived_kind;
DerivedType derived;
Vector4 position;
bool8 is_dirty;
};
DECLARE_CLASS(Entity)
// Can cast to this to have the offset of base for any entity
typedef struct EntityTemplate EntityTemplate;
struct EntityTemplate
{
DECLARE_ENTITY()
};
template <typename EntityType>
concept EntityConcept = requires(EntityType entity) {
requires std::same_as<decltype(entity.Kind), const Juliet::Class*>;
requires std::same_as<decltype(entity.Base), Entity*>;
};
template <typename EntityType>
requires EntityConcept<EntityType>
bool IsA(const Entity* entity)
static inline EntityID make_entity_id(uint8 user_id, uint64 local_counter)
{
return entity->Kind == EntityType::Kind;
}
template <typename EntityType>
requires EntityConcept<EntityType>
EntityType* MakeEntity(EntityManager& manager, float x, float y)
{
auto* arena = manager.Arena;
EntityType* result = Juliet::ArenaPushStruct<EntityType>(arena);
Entity base;
base.X = x;
base.Y = y;
base.Derived = result;
base.Kind = EntityType::Kind;
manager.Entities.PushBack(base);
result->Base = manager.Entities.Back();
RegisterEntity(manager, &base);
Assert(user_id != kInvalid_user_id);
Assert((local_counter & kEntityID_user_id_mask) == kInvalid_entity_id);
EntityID result = ((EntityID)user_id << kEntityID_user_id_shift) | (local_counter & kEntityID_user_id_mask);
return result;
}
template <typename EntityType>
requires EntityConcept<EntityType>
EntityType* DownCast(Entity* entity)
static inline uint8 get_user_id(EntityID entity_id)
{
Assert(IsA<EntityType>(entity));
return static_cast<EntityType*>(entity->Derived);
return (uint8)((entity_id & kEntityID_user_id_mask) >> kEntityID_user_id_shift);
}
static inline uint64 get_local_counter(EntityID entity_id)
{
return (uint64)entity_id & ~kEntityID_user_id_mask;
}
static inline bool8 is_entity_id_valid(EntityID entity_id)
{
bool8 result = (entity_id != kInvalid_entity_id);
return result;
}
static inline bool8 IsEntityA(const Entity* entity, const Class* kind)
{
Assert(entity != NULL);
return entity->derived_kind == kind;
}
#define IsEntityOfType(entity_ptr, EntityType) IsEntityA((entity_ptr), ClassKind(EntityType))
static inline void* make_entity_by_class(EntityManager* manager, const Class* kind, float x, float y, float z)
{
Assert(manager != NULL);
Assert(kind != NULL);
Entity* base_ptr = allocate_entity(manager, kind);
Assert(base_ptr != NULL);
base_ptr->ID = g_entity_manager_id++;
base_ptr->position.x = x;
base_ptr->position.y = y;
base_ptr->position.z = z;
base_ptr->position.w = 1.0f;
return base_ptr->derived;
}
#define MakeEntity(EntityType, manager_ptr, x, y, z) \
((EntityType*)make_entity_by_class((manager_ptr), ClassKind(EntityType), (x), (y), (z)))
static inline void* down_cast_entity(Entity* entity, const Class* kind)
{
Assert(entity != NULL);
Assert(IsEntityA(entity, kind));
return entity->derived;
}
#define DownCastEntity(EntityType, entity_ptr) ((EntityType*)down_cast_entity((entity_ptr), ClassKind(EntityType)))
void serialize_entity(Archive* ar, Entity* entity);
JULIET_API uint8 get_local_user_id(void);
JULIET_API String format_entity_id(Arena* arena, EntityID id);
JULIET_API bool8 parse_entity_id(String str, EntityID* outId);
const Class* find_class_by_name(String name);
const Class* resolve_entity_class(uint8 kind, uint32 crc);
+190
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#include <Entity/EntityManager.h>
#include <Core/Common/serialization.h>
#include <Core/Memory/Utils.h>
#include <Data/World.h>
#include <Engine/user.h>
#include <Entity/Entity.h>
#include <Entity/entity_types.h>
#include <game.h>
#include <Graphics/MeshRenderer.h>
EntityID g_entity_manager_id = 0;
void InitEntityManager(World* world)
{
Assert(world != NULL);
EntityManager* newManager = ArenaPushStruct(world->WorldArena, EntityManager);
newManager->next_local_counter = 1ULL;
world->EntityManager = newManager;
VectorArenaCreate(&newManager->Entities, Entity, world->WorldArena, 100000 JULIET_DEBUG_PARAM("Entities"));
ArenaParams by_type_params = { .ReserveSize = Kilobytes(1),
.CommitSize = Kilobytes(1),
.Name = "" JULIET_DEBUG_ONLY(, .DoNotReserveMore = true) };
for (uint8 i = 0; i < ENTITY(Count); ++i)
{
by_type_params.Name = kEntity_type_names[i];
newManager->by_type[i].arena = ArenaAllocate(by_type_params);
newManager->by_type[i].array = NULL;
newManager->by_type[i].count = 0;
}
}
void ShutdownEntityManager(void)
{
EntityManager* manager = GetEntityManager();
for (uint8 i = 0; i < ENTITY(Count); ++i)
{
ArenaRelease(manager->by_type[i].arena);
}
vector_arena_destroy(&manager->Entities);
}
EntityManager* GetEntityManager(void)
{
EntityManager* entityManager = GetGameState()->World->EntityManager;
Assert(entityManager != NULL);
return entityManager;
}
EntityID generate_next_entity_id(EntityManager* manager)
{
Assert(manager != NULL);
UserID user = get_local_user_id();
Assert(user != kInvalid_user_id);
Assert(manager->next_local_counter != kEntityID_user_id_mask);
EntityID new_id = make_entity_id(user, manager->next_local_counter);
manager->next_local_counter += 1ULL;
return new_id;
}
EntityTemplate* RegisterEntity(EntityManager* manager, Entity* base, DerivedType entity)
{
Assert(manager != NULL);
Assert(base != NULL);
base->ID = g_entity_manager_id++;
base->derived = entity;
VectorArenaPushPtr(Entity, &manager->Entities, base);
EntityTemplate* ptr = (EntityTemplate*)ArenaPushSize(
manager->by_type[base->derived_kind->kind].arena, base->derived_kind->size_of, base->derived_kind->alignment,
false JULIET_DEBUG_PARAM(kEntity_type_names[base->derived_kind->kind]));
MemCopy(ptr, entity, base->derived_kind->size_of);
manager->by_type[base->derived_kind->kind].count += 1;
ptr->base = VectorArenaBack(Entity, &manager->Entities);
if (manager->by_type[base->derived_kind->kind].array == NULL)
{
manager->by_type[base->derived_kind->kind].array = ptr;
}
return ptr;
}
Entity* allocate_entity(EntityManager* manager, const Class* derived_type_class)
{
Assert(manager != NULL);
Assert(derived_type_class != NULL);
Assert(derived_type_class->kind < ENTITY(Count));
Assert(derived_type_class->size_of >= sizeof(EntityTemplate));
Assert(derived_type_class->alignment > 0);
Assert(derived_type_class->initialize_fct != NULL);
Entity base_template = { 0 };
base_template.derived_kind = derived_type_class;
base_template.is_dirty = true;
VectorArenaPushPtr(Entity, &manager->Entities, &base_template);
Entity* base_ptr = VectorArenaBack(Entity, &manager->Entities);
Assert(base_ptr != NULL);
typed_entity_array* typed_array = &manager->by_type[derived_type_class->kind];
Assert(typed_array->arena != NULL);
void* derived = ArenaPushSize(typed_array->arena, derived_type_class->size_of, derived_type_class->alignment,
false JULIET_DEBUG_PARAM(kEntity_type_names[derived_type_class->kind]));
Assert(derived != NULL);
derived_type_class->initialize_fct(derived);
EntityTemplate* derived_template = (EntityTemplate*)derived;
base_ptr->derived = derived;
derived_template->base = base_ptr;
if (typed_array->array == NULL)
{
typed_array->array = derived_template;
}
typed_array->count += 1;
return base_ptr;
}
void UpdateEntityManager(EntityManager* manager)
{
Assert(manager != NULL);
// Todo : inert by definition dont move, but this is for test
typed_entity_array* by_type = &manager->by_type[ENTITY(Inert)];
for (index_t i = 0; i < by_type->count; ++i)
{
Inert* inert = ((Inert*)by_type->array) + i;
if (inert->MeshInstance != indexMax)
{
Matrix transform =
MatrixTranslation(inert->base->position.x, inert->base->position.y, inert->base->position.z);
SetMeshInstanceTransform(inert->MeshInstance, &transform);
}
}
}
Entity* deserialize_entity(Archive* ar, EntityManager* manager)
{
Assert(ar != NULL);
Assert(manager != NULL);
Assert(ar->loading);
String class_name = { 0 };
SERIALIZE_STR(ar, Class, &class_name);
const Class* class_ptr = find_class_by_name(class_name);
Assert(class_ptr != NULL);
Entity* entity_base = allocate_entity(manager, class_ptr);
Assert(entity_base != NULL);
serialize_entity(ar, entity_base);
if (entity_base->ID >= g_entity_manager_id)
{
g_entity_manager_id = entity_base->ID + 1;
}
entity_base->is_dirty = false;
return entity_base;
}
void update_local_counter(EntityManager* manager, EntityID entity_id)
{
Assert(manager != NULL);
uint8 user_id = get_local_user_id();
if (get_user_id(entity_id) == user_id)
{
uint64 counter = get_local_counter(entity_id);
if (counter >= manager->next_local_counter)
{
manager->next_local_counter = counter + 1ULL;
}
}
}
-31
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@@ -1,31 +0,0 @@
#include <Entity/EntityManager.h>
#include <Entity/Entity.h>
EntityID EntityManager::ID = 0;
void InitEntityManager(Juliet::NonNullPtr<World> world)
{
EntityManager* newManager = Juliet::ArenaPushStruct<EntityManager>(world->WorldArena);
world->EntityManager = newManager;
newManager->Entities.Create(world->WorldArena JULIET_DEBUG_PARAM("Entities"));
newManager->Arena = Juliet::ArenaAllocate({} JULIET_DEBUG_PARAM("Entity Arena"));
}
void ShutdownEntityManager()
{
GetEntityManager().Entities.Destroy();
}
EntityManager& GetEntityManager()
{
Juliet::NonNullPtr entityManager = GetGameState()->World->EntityManager;
return *entityManager;
}
void RegisterEntity(EntityManager& /*manager*/, Entity* entity)
{
entity->ID = EntityManager::ID++;
}
+32 -15
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@@ -1,23 +1,40 @@
#pragma once
#include <Core/Common/CoreTypes.h>
#include <Core/Container/Vector.h>
#include <game.h>
#include <Entity/entity_common.h>
using EntityID = uint64_t;
typedef struct World World;
typedef struct EntityTemplate EntityTemplate;
typedef struct Entity Entity;
typedef struct Class Class;
typedef struct Archive Archive;
struct Entity;
struct EntityManager
typedef struct typed_entity_array typed_entity_array;
struct typed_entity_array
{
static EntityID ID;
Juliet::Arena* Arena;
// TODO: Should be a pool
Juliet::VectorArena<Entity, 1024> Entities;
Arena* arena;
EntityTemplate* array;
size_t count;
};
void InitEntityManager(Juliet::NonNullPtr<World> world);
void ShutdownEntityManager();
EntityManager& GetEntityManager();
void RegisterEntity(EntityManager& manager, Entity* entity);
typedef struct EntityManager EntityManager;
struct EntityManager
{
uint64 next_local_counter;
// TODO: Should be a pool
VectorArena Entities;
typed_entity_array by_type[Entity_Type_Count];
};
extern EntityID g_entity_manager_id;
void InitEntityManager(World* world);
void ShutdownEntityManager(void);
EntityManager* GetEntityManager(void);
EntityTemplate* RegisterEntity(EntityManager* manager, Entity* base, DerivedType entity);
Entity* allocate_entity(EntityManager* manager, const Class* derived_type_class);
void UpdateEntityManager(EntityManager* manager);
Entity* deserialize_entity(Archive* archive, EntityManager* manager);
void update_local_counter(EntityManager* manager, EntityID entity_id);
+20
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#include <Entity/entity_common.h>
#include <Entity/Entity.h>
#include <Entity/entity_types.h>
// clang-format off
#define AS_STR(name) #name
const char* kEntity_type_names[] = {
ENTITY_TYPE_LIST(AS_STR)
"Count"
};
#undef AS_STR
#define AS_CLASS(name) &class_kind_##name
const Class* kEntity_type_class_ptr[] = {
ENTITY_TYPE_LIST(AS_CLASS)
NULL
};
#undef AS_CLASS
// clang-format on
+48
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#pragma once
#include <Engine/Class.h>
typedef void* DerivedType;
typedef uint64 EntityID;
#define kInvalid_user_id ((uint8)0U)
#define kInvalid_entity_id ((EntityID)0ULL)
#define kEntityID_user_id_shift ((EntityID)56ULL)
#define kEntityID_user_id_mask ((EntityID)0xFF00000000000000ULL)
// clang-format off
#define ENTITY_TYPE_LIST(X) X(Inert),
typedef uint8 Entity_Type;
#define AS_ENUM(name) Entity_Type_##name
enum
{
ENTITY_TYPE_LIST(AS_ENUM)
Entity_Type_Count
};
#undef AS_ENUM
extern const char* kEntity_type_names[];
extern const Class* kEntity_type_class_ptr[];
#define ENTITY(kind) ((uint8)Entity_Type_##kind)
// clang-format on
typedef struct Entity Entity;
#define DECLARE_ENTITY() Entity* base;
#define DEFINE_ENTITY_VERSIONED(entity, version_num) \
const Class class_kind_##entity = { \
.Name = ConstString(#entity), \
.kind = (uint8)Entity_Type_##entity, \
.version = (version_num), \
.base_class = &class_kind_Entity, \
.initialize_fct = init_##entity, \
.serialize_fct = serialize_##entity, \
.size_of = sizeof(entity), \
.alignment = AlignOf(entity) \
};
// Note: Needed by every entity class (see define above)
extern const Class class_kind_Entity;
+22
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#include <Entity/entity_types.h>
#include <Core/Common/serialization.h>
internal void init_Inert(void* payload)
{
Assert(payload != NULL);
Inert* inert = (Inert*)payload;
inert->base = NULL;
inert->MeshInstance = indexMax;
}
internal void serialize_Inert(Archive* ar, uint16 version, void* payload)
{
(void)version;
Assert(ar != NULL);
Assert(payload != NULL);
Inert* inert = (Inert*)payload;
SERIALIZE_U64(ar, MeshInstance, &inert->MeshInstance);
}
DEFINE_ENTITY_VERSIONED(Inert, 1)
+12
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#pragma once
#include <Entity/entity_common.h>
typedef struct Inert Inert;
struct Inert
{
DECLARE_ENTITY()
index_t MeshInstance;
};
DECLARE_CLASS(Inert)
-24
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@@ -1,24 +0,0 @@
// Game - Lib/Dll
//------------------------------------------------------------------------------
{
.ProjectName = 'Game'
.ProjectPath = 'Game'
// Library Configurations
//--------------------------------------------------------------------------
ForEach( .BuildConfigName in .BuildConfigs )
{
#if __WINDOWS__
.ProjectConfig = [ Using( .'Project_x64_$BuildConfigName$' ) ]
^ProjectConfigs + .ProjectConfig
#endif
}
VCXProject( '$ProjectName$' )
{
.ProjectOutput = '$ProjectPath$/$ProjectName$.vcxproj'
.ProjectBasePath = '$ProjectPath$/'
.ProjectInputPaths = .ProjectBasePath
.ProjectConfigs = .ProjectConfigs
}
}
-92
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@@ -1,92 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="17.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Profile|x64">
<Configuration>Profile</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{b568a67e-05a1-9907-ff4b-a129119528bd}</ProjectGuid>
<Keyword>MakeFileProj</Keyword>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Makefile</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Profile|x64'" Label="Configuration">
<ConfigurationType>Makefile</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Makefile</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\build.bat Debug $(SolutionName)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\build.bat -clean Debug $(SolutionName)</NMakeReBuildCommandLine>
<NMakeCleanCommandLine>cd $(SolutionDir) &amp; misc\build.bat -clean Debug $(SolutionName)</NMakeCleanCommandLine>
<NMakeOutput>$(SolutionDir)bin\x64-Debug\Game.exe</NMakeOutput>
<NMakeIncludeSearchPath>$(SolutionDir)Juliet\include;$(SolutionDir)Juliet\src;$(SolutionDir)Game;$(SolutionDir)External\imgui;$(SolutionDir)External\imgui\backends;$(NMakeIncludeSearchPath)</NMakeIncludeSearchPath>
<IncludePath>$(SolutionDir)Juliet\include;$(SolutionDir)Juliet\src;$(SolutionDir)Game;$(SolutionDir)External\imgui;$(SolutionDir)External\imgui\backends;$(IncludePath)</IncludePath>
<NMakePreprocessorDefinitions>JULIET_WIN32;UNICODE;_UNICODE;WIN32_LEAN_AND_MEAN;_CRT_SECURE_NO_WARNINGS;DEBUG;JULIET_DEBUG;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_EXPORT;$(NMakePreprocessorDefinitions)</NMakePreprocessorDefinitions>
<AdditionalOptions>/std:c++20</AdditionalOptions>
<LanguageStandard>stdcpp20</LanguageStandard>
<LocalDebuggerWorkingDirectory>$(SolutionDir)bin\x64-Debug\</LocalDebuggerWorkingDirectory>
<IntDir>$(SolutionDir)Intermediate\x64-Debug\Game\</IntDir>
<OutDir>$(SolutionDir)bin\x64-Debug\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Profile|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\build.bat Profile $(SolutionName)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\build.bat -clean Profile $(SolutionName)</NMakeReBuildCommandLine>
<NMakeCleanCommandLine>cd $(SolutionDir) &amp; misc\build.bat -clean Profile $(SolutionName)</NMakeCleanCommandLine>
<NMakeOutput>$(SolutionDir)bin\x64-Profile\Game.exe</NMakeOutput>
<NMakeIncludeSearchPath>$(SolutionDir)Juliet\include;$(SolutionDir)Juliet\src;$(SolutionDir)Game;$(SolutionDir)External\imgui;$(SolutionDir)External\imgui\backends;$(NMakeIncludeSearchPath)</NMakeIncludeSearchPath>
<IncludePath>$(SolutionDir)Juliet\include;$(SolutionDir)Juliet\src;$(SolutionDir)Game;$(SolutionDir)External\imgui;$(SolutionDir)External\imgui\backends;$(IncludePath)</IncludePath>
<NMakePreprocessorDefinitions>JULIET_WIN32;UNICODE;_UNICODE;WIN32_LEAN_AND_MEAN;_CRT_SECURE_NO_WARNINGS;RELEASE;PROFILING_ENABLED;JULIET_ENABLE_IMGUI;JULIET_EXPORT;$(NMakePreprocessorDefinitions)</NMakePreprocessorDefinitions>
<AdditionalOptions>/std:c++20</AdditionalOptions>
<LanguageStandard>stdcpp20</LanguageStandard>
<LocalDebuggerWorkingDirectory>$(SolutionDir)bin\x64-Profile\</LocalDebuggerWorkingDirectory>
<IntDir>$(SolutionDir)Intermediate\x64-Profile\Game\</IntDir>
<OutDir>$(SolutionDir)bin\x64-Profile\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<NMakeBuildCommandLine>cd $(SolutionDir) &amp; misc\build.bat Release $(SolutionName)</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>cd $(SolutionDir) &amp; misc\build.bat -clean Release $(SolutionName)</NMakeReBuildCommandLine>
<NMakeCleanCommandLine>cd $(SolutionDir) &amp; misc\build.bat -clean Release $(SolutionName)</NMakeCleanCommandLine>
<NMakeOutput>$(SolutionDir)bin\x64-Release\Game.exe</NMakeOutput>
<NMakeIncludeSearchPath>$(SolutionDir)Juliet\include;$(SolutionDir)Juliet\src;$(SolutionDir)Game;$(SolutionDir)External\imgui;$(SolutionDir)External\imgui\backends;$(NMakeIncludeSearchPath)</NMakeIncludeSearchPath>
<IncludePath>$(SolutionDir)Juliet\include;$(SolutionDir)Juliet\src;$(SolutionDir)Game;$(SolutionDir)External\imgui;$(SolutionDir)External\imgui\backends;$(IncludePath)</IncludePath>
<NMakePreprocessorDefinitions>JULIET_WIN32;UNICODE;_UNICODE;WIN32_LEAN_AND_MEAN;_CRT_SECURE_NO_WARNINGS;RELEASE;JULIET_EXPORT;$(NMakePreprocessorDefinitions)</NMakePreprocessorDefinitions>
<AdditionalOptions>/std:c++20</AdditionalOptions>
<LanguageStandard>stdcpp20</LanguageStandard>
<LocalDebuggerWorkingDirectory>$(SolutionDir)bin\x64-Release\</LocalDebuggerWorkingDirectory>
<IntDir>$(SolutionDir)Intermediate\x64-Release\Game\</IntDir>
<OutDir>$(SolutionDir)bin\x64-Release\</OutDir>
</PropertyGroup>
<ItemGroup>
<ClCompile Include="Entity\EntityManager.cpp" />
<ClCompile Include="game.cpp" />
<ClInclude Include="Entity\Entity.h" />
<ClInclude Include="Entity\EntityManager.h" />
<ClInclude Include="game.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
-20
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@@ -1,20 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Entity">
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Entity\EntityManager.cpp">
<Filter>Entity</Filter>
</ClCompile>
<ClCompile Include="game.cpp" />
<ClInclude Include="Entity\Entity.h">
<Filter>Entity</Filter>
</ClInclude>
<ClInclude Include="Entity\EntityManager.h">
<Filter>Entity</Filter>
</ClInclude>
<ClInclude Include="game.h" />
</ItemGroup>
</Project>
@@ -0,0 +1,439 @@
# Juliet Engine: Serialization & Text Archive Architecture
## Technical Specification & Architectural Design
---
## 1. Executive Summary & Architecture Goals
### 1.1 Context & Motivation
Juliet historically relied on monolithic, packed binary blobs for world and entity persistence. While fast to read as raw byte offsets, binary serialization suffers from three major flaws:
1. **Merge Incompatibility**: Binary assets cannot be merged or diffed in version control systems (Git / Perforce), causing unresolvable binary conflicts and data loss.
2. **Schema Rigidity**: Adding, removing, or reordering a single struct field invalidates all existing binary files unless complex manual byte-offset mapping tables are maintained.
3. **Opacity**: Designers and engineers cannot inspect, debug, or patch asset properties in a standard text editor.
### 1.2 Architectural Goals
The `.jasset` text archive framework replaces legacy binary blobs with a human-readable, diff-friendly property serialization pipeline adhering to Juliet's systems programming principles:
- **Zero Dynamic Heap Allocations**: Parsing, tokenization, formatting, and buffer transformations execute entirely within Juliet memory arenas (`Arena`, `TempArena`, `scratch_begin` / `scratch_end`). Standard library containers (`std::string`, `std::vector`) and raw heap allocators (`malloc`, `new`) are forbidden.
- **Zero-Copy In-Memory Tokenization**: Files are loaded into arena memory once via `LoadFile`. The tokenizer parses properties into lightweight slices represented by Juliet's `String` (`char* Str; size_t Size;`), referencing existing file buffer bytes without string duplication.
- **$O(1)$ Property Lookup via Compile-Time & Runtime CRC32**: Property keys in text files are hashed once during tokenization into 32-bit CRC values. In code, lookups utilize compile-time hashed literals (`operator""_crc32`). Property resolution is a single 32-bit integer comparison.
- **Symmetric Single-Function Serialization**: A single `serialize` implementation per entity or data structure handles both Save and Load paths, guaranteeing read and write schemas never diverge.
- **Graceful Forward/Backward Compatibility**: Missing keys during load automatically preserve struct default values. Unknown keys present in newer asset files are safely ignored without parse failure.
- **Two-Tier Decoupled Versioning via Generalized `Class`**: Core engine entity properties (`; version`) and derived gameplay class properties (`; class_version`) are versioned independently through their respective `Class` descriptors.
- **In-Place Schema Migration**: Deprecated fields no longer present in C++ structs are read into temporary stack variables during load using standard `SERIALIZE` calls guarded by `if (ar.loading && version < N)`, seamlessly converting legacy data without struct pollution or persisting obsolete keys on subsequent saves.
- **Clean Warning-Free C++**: Fully conforming to Juliet coding guidelines: strict assertions (`Assert`), `[[nodiscard]]`, `auto*`/`auto&`, mandatory braces, and `static_cast`/`reinterpret_cast`.
---
## 2. The `.jasset` Text Format Specification
### 2.1 Grammar & Structural Rules
The `.jasset` format uses a line-oriented, key-value property hierarchy designed for visual clarity and clean Git diffs.
```ebnf
AssetFile ::= { CommentLine | EmptyLine | PropertyDeclaration } ;
CommentLine ::= ( "#" | "//" ) { Character } LineEnding ;
EmptyLine ::= { Whitespace } LineEnding ;
PropertyDeclaration ::= KeyHeader LineEnding ValueBlock ;
KeyHeader ::= ";" { Whitespace } Identifier ;
ValueBlock ::= { ValueLine LineEnding } ;
ValueLine ::= { Whitespace } ValueString { Whitespace } ;
LineEnding ::= "\r\n" | "\n" ;
Identifier ::= [a-zA-Z_][a-zA-Z0-9_]* ;
```
#### Formatting Rules:
1. **Key Declarations**: A property begins with a semicolon `;` followed by optional whitespace and a case-sensitive identifier (e.g. `; position`).
2. **Value Blocks**: The line(s) immediately following a key header contain its value payload.
3. **Comments**: Any line whose first non-whitespace character is `#` or `//` is treated as a comment and ignored. Inline comments on property lines are forbidden.
4. **Whitespace**: Leading and trailing spaces or tabs on both keys and values are stripped during tokenization.
5. **Line Endings**: Both Windows CRLF (`\r\n`) and Linux LF (`\n`) are transparently accepted.
### 2.2 Formatting Specifications
#### Scalar Types
Scalars are formatted as decimal representations on a single line:
```
; max_speed
180.500000
; gear_count
6
; turbo
true
```
- Floats: Output via `%.9g` or `%f`.
- Integers: Signed (`%d`, `%lld`) and unsigned (`%u`, `%llu`).
- Booleans: Case-insensitive `true` / `false` or `1` / `0`.
#### Vector Types (`Vector4`)
Multi-component vectors are space-delimited on a single value line:
```
; position
10.0 20.0 30.0 1.0
```
#### String Types (`String`)
Strings containing spaces are wrapped in double quotes `"..."`. Quotes are automatically stripped upon loading and emitted during saving when spaces are present:
```
; name
"Paladin Hero"
```
#### Asset File Example (`Entity_01.jasset`)
```
# Juliet Entity Asset File
; version
1
; id
1001
; position
12.500000 0.000000 45.200000 1.000000
; class
Inert
; class_version
1
; mesh_instance
42
```
---
## 3. Zero-Copy Tokenization & Fast Property Lookup
### 3.1 Data Structures (`Core/Common/serialization.h`)
To eliminate heap fragmentation, the parser loads the entire `.jasset` file into contiguous arena memory and parses it into a flat array of lightweight slices.
```cpp
struct ArchivePropertyNode
{
String key;
String value;
uint32 key_crc;
bool consumed;
};
struct ParsedArchive
{
ArchivePropertyNode* nodes = nullptr;
uint32 property_count = 0;
};
```
- `key`: Sliced `String` referencing the key name.
- `value`: Sliced `String` directly referencing file buffer bytes (zero-copy).
- `key_crc`: 32-bit CRC hash computed once during tokenization.
- `consumed`: Initialized to `false`. Set to `true` whenever queried by `find_property`.
### 3.2 Dual-Mode CRC32 (`Core/Common/CRC32.h`)
Lookups rely on compile-time string hashing via `constexpr` / `consteval`:
```cpp
[[nodiscard]] constexpr uint32 crc32(const char* str, size_t length);
[[nodiscard]] constexpr uint32 crc32(String str);
[[nodiscard]] consteval uint32 operator""_crc32(const char* str, size_t length);
```
### 3.3 Tokenization API (`tokenize_archive`)
```cpp
JULIET_API ParsedArchive tokenize_archive(NonNullPtr<Arena> arena, ByteBuffer file_buffer);
```
**Algorithm Invariants**:
1. **Pass 1 (Count)**: Scans the buffer to count `;` key headers at line starts, allocating the exact node array in `arena`.
2. **Pass 2 (Extract)**: Slices key and value `String`s, trims whitespace, computes `key_crc = crc32(key)`, and populates nodes. Skips `#` and `//` comments.
### 3.4 Property Lookup & Audit API
```cpp
JULIET_API ArchivePropertyNode* find_property(NonNullPtr<ParsedArchive> archive, uint32 property_crc);
#if JULIET_DEBUG
JULIET_API void audit_unconsumed_properties(NonNullPtr<ParsedArchive> archive, String context_name);
#endif
```
- `find_property`: Performs an $O(1)$ integer comparison against `key_crc`. When found, marks `node->consumed = true`.
- `audit_unconsumed_properties`: Iterates through all nodes in debug builds and logs warnings for any property with `consumed == false`, catching typos or abandoned schema fields.
---
## 4. The `Archive` Context Struct & Streaming I/O
### 4.1 Struct Definition (`Core/Common/serialization.h`)
The `Archive` struct unifies loading and saving state into a single decoupled context:
```cpp
struct Archive
{
Arena* arena;
bool loading;
ParsedArchive base = {};
IOStream* stream = nullptr;
// Legacy binary support fields (to be deprecated)
void* base_ptr = nullptr;
index_t offset = 0;
};
```
- When `loading == true`: Reads properties from `base.nodes` via `find_property`.
- When `loading == false`: Writes formatted key-value pairs directly to `stream`.
### 4.2 Property Header Formatting
```cpp
JULIET_API void write_property_header(Archive& archive, String property_name);
```
Emits `; <property_name>\n` directly to `ar.stream` with zero intermediate heap buffers.
---
## 5. Property Serialization API & Helpers
### 5.1 Unified Serialization Idiom
All property serialization uses a single template function:
```cpp
template <typename Type>
bool serialize(Archive& ar, String property_name, uint32 property_crc, Type& value)
{
Assert(IsValid(property_name));
bool result = false;
if (ar.loading)
{
if (auto* prop = find_property(&ar.base, property_crc))
{
if (read_prop(ar, prop->value, value))
{
result = true;
}
}
}
else
{
write_property_header(ar, property_name);
write(ar.stream, value);
result = true;
}
return result;
}
```
### 5.2 Convenience Macros
```cpp
#define SERIALIZE(ar, name, var) serialize((ar), ConstString(#name), #name##_crc32, (var))
#define SERIALIZE_SIMPLE(ar, var) SERIALIZE(ar, var, var)
```
- `SERIALIZE(ar, id, entity->ID)`: Serializes property named `"id"` with `"id"_crc32`.
- `SERIALIZE_SIMPLE(ar, position)`: Uses variable identifier as property name.
### 5.3 Supported Type Conversions
Conversion between text and memory is handled by overloaded `read` and `write` primitives:
| C++ Type | Text Format | Conversion Primitive |
| :--- | :--- | :--- |
| `float` | `180.500000` | `strtof` / `IOPrintf("%.9g")` |
| `int8`, `int16`, `int32`, `int64` | `42` / `-100` | `strtol`, `strtoll` / `IOPrintf("%d")` |
| `uint8`, `uint16`, `uint32`, `uint64` | `1001` / `0x...` | `strtoul`, `strtoull` / `IOPrintf("%u")` |
| `bool` | `true` / `false` | `true/false/1/0` string compare / `IOPrintf` |
| `Vector4` | `10.0 20.0 30.0 1.0` | Space-delimited float parse / `IOPrintf` |
| `String` | `"Paladin Hero"` | Arena-allocated copy, quote strip / `IOPrintf` |
---
## 6. Two-Tier Versioning & Generalized `Class` Architecture
### 6.1 Architectural Principle
To prevent monolithic engine updates from forcing all gameplay assets to re-version, schema versions are decoupled into two tiers:
1. **Base Version (`; version`)**: Managed by root classes (e.g. `Entity::kind->version`). Governs core engine properties (`id`, `position`).
2. **Derived Version (`; class_version`)**: Managed by derived classes (e.g. `Inert::kind->version`). Governs gameplay-specific component properties.
### 6.2 The `Class` Descriptor (`Engine/Class.h`)
Every serializable entity or component is described by an immutable `Class` instance:
```cpp
using serialize_fct_type = void (*)(Archive& ar, uint16 version, void* payload);
using default_init_fct_type = void (*)(void* payload);
struct Class
{
uint32 CRC;
uint8 kind;
uint16 version;
const Class* base_class;
serialize_fct_type serialize_fct;
default_init_fct_type default_init_fct;
size_t size_of;
size_t alignment;
#if JULIET_DEBUG
String Name;
#endif
};
```
### 6.3 Class Registration Macros
```cpp
#define DECLARE_CLASS() \
static Class* kind;
#define DEFINE_CLASS_VERSIONED(cls, version, base_class, serialize_fct) \
inline void default_init_##cls(void* payload) { *static_cast<cls*>(payload) = cls{}; } \
constexpr Class classKind##cls = \
MakeClass(ConstString(#cls), 0, (version), (base_class), sizeof(cls), alignof(cls), \
(serialize_fct), default_init_##cls); \
Class* cls::kind = const_cast<Class*>(&classKind##cls);
```
For derived entity types, `DECLARE_ENTITY()` and `DEFINE_ENTITY_VERSIONED` compose cleanly:
```cpp
#define DECLARE_ENTITY() \
Entity* base; \
DECLARE_CLASS()
#define DEFINE_ENTITY_VERSIONED(entity, version, serialize_fct) \
inline void default_init_##entity(void* payload) { *static_cast<entity*>(payload) = entity{}; } \
constexpr Class entityKind##entity = MakeClass(ConstString(#entity), (uint8)Entity_Type::entity, (version), \
&classKindEntity, sizeof(entity), alignof(entity), \
(serialize_fct), default_init_##entity); \
Class* entity::kind = const_cast<Class*>(&entityKind##entity);
```
### 6.4 Universal Class Serializer (`Engine/class.cpp`)
```cpp
void serialize(Archive& ar, NonNullPtr<Class> cls, void* instance)
{
Assert(instance != nullptr);
uint16 version = cls->version;
if (cls->base_class)
{
serialize(ar, ConstString("class_version"), "class_version"_crc32, version);
}
else
{
serialize(ar, ConstString("version"), "version"_crc32, version);
}
if (cls->serialize_fct)
{
cls->serialize_fct(ar, version, instance);
}
}
```
### 6.5 Runtime Type Queries (`IsA`)
Polymorphic type safety is resolved without virtual tables or RTTI:
```cpp
bool IsA(const Class& query, const Class* target);
template <typename TargetType>
bool IsA(const Class& cls)
{
return IsA(cls, TargetType::kind);
}
```
### 6.6 Entity Serialization Composition
An entity instance composes base `Entity` properties and derived component properties:
```cpp
void serialize_entity(Archive& ar, uint16 /*version*/, void* payload)
{
Assert(payload != nullptr);
auto* entity = static_cast<Entity*>(payload);
SERIALIZE(ar, id, entity->ID);
SERIALIZE(ar, position, entity->position);
}
DEFINE_CLASS_VERSIONED(Entity, 1, nullptr, serialize_entity)
void serialize(Archive& ar, NonNullPtr<Entity> entity)
{
// 1. Serialize base Entity properties (reads/writes '; version')
serialize(ar, Entity::kind, entity.Get());
// 2. Serialize derived component properties (reads/writes '; class_version')
if (entity->derived_kind != nullptr && entity->derived != nullptr)
{
serialize(ar, entity->derived_kind, entity->derived);
}
}
```
---
## 7. In-Place Schema Migration & Deprecation
### 7.1 Deprecation Principle
When gameplay code evolves, obsolete member variables are deleted from active C++ structs to avoid memory waste and code clutter. Obsolete properties are migrated exclusively during loading using temporary local stack variables.
### 7.2 The Stack-Allocated Migration Idiom
In the class's `serialize_fct(Archive& ar, uint16 version, void* payload)`:
1. When `ar.loading == true` and `version < N`:
- Declare a temporary variable on the stack matching the legacy type.
- Call `SERIALIZE(ar, old_field_name, deprecated_var)`.
- If present, transform the legacy data into the modern struct field(s).
2. When saving (`ar.loading == false`):
- The migration block is skipped. Only modern struct properties are written.
- On the next save, obsolete keys are automatically purged from disk.
```cpp
void serialize_projectile(Archive& ar, uint16 version, void* payload)
{
Assert(payload != nullptr);
auto* projectile = static_cast<Projectile*>(payload);
SERIALIZE(ar, damage, projectile->damage);
if (ar.loading && version < 2)
{
// Migrating v1 scalar 'speed' into modern Vector4 'velocity'
float deprecated_speed = 0.0f;
if (SERIALIZE(ar, speed, deprecated_speed))
{
projectile->velocity = Vector4{ deprecated_speed, 0.0f, 0.0f, 0.0f };
}
}
else
{
SERIALIZE(ar, velocity, projectile->velocity);
}
}
```
---
## 8. Verification & Unit Testing Framework
### 8.1 Engine-Level Test Runner (`Juliet/src/UnitTest/`)
Unit testing lives inside the Juliet engine layer (`Juliet/src/UnitTest/serialization_test.cpp`) and executes during engine startup in debug builds via `UnitTest::RunUnitTests()` in `RunUnitTests.cpp`.
### 8.2 Test Coverage Matrix
| Test Function | Target Feature | Validation Criteria |
| :--- | :--- | :--- |
| `test_parser_tokenization` | Zero-copy text parser | Validates handling of `#` and `//` comments, whitespace trimming, mixed CRLF/LF, and fast CRC property lookups. |
| `test_default_value_retention` | Partial schema loading | Validates that missing properties in partial files preserve existing struct default values without corruption. |
| `test_deprecation_migration` | Stack-based schema migration | Loads a v1 asset containing obsolete `; speed`, verifies `version = 1` is received, and validates migration into modern fields. |
| `test_class_inheritance` | Runtime `IsA` queries | Validates polymorphic inheritance checks across base and derived `Class` instances. |
| `test_string_and_vector4` | Primitives & text quoting | Verifies parsing and quote handling of `String` and multi-component `Vector4`. |
---
## 9. Deliverables & File Summary
| File | Responsibilities |
| :--- | :--- |
| [`Juliet/include/Core/Common/serialization.h`](file:///w:/Classified/Juliet/Juliet/include/Core/Common/serialization.h) | `ArchivePropertyNode`, `ParsedArchive`, `Archive` struct, `serialize` template, and `SERIALIZE` macros. |
| [`Juliet/src/Core/Common/serialization.cpp`](file:///w:/Classified/Juliet/Juliet/src/Core/Common/serialization.cpp) | `tokenize_archive`, `find_property`, `audit_unconsumed_properties`, `read_prop`, `read`, and `write` primitives. |
| [`Juliet/include/Engine/Class.h`](file:///w:/Classified/Juliet/Juliet/include/Engine/Class.h) | `Class` struct, `MakeClass`, `DECLARE_CLASS()`, `DEFINE_CLASS_VERSIONED`, and `IsA` declarations. |
| [`Juliet/src/Engine/class.cpp`](file:///w:/Classified/Juliet/Juliet/src/Engine/class.cpp) | Universal `serialize(Archive&, NonNullPtr<Class>, void*)` and runtime `IsA` traversal. |
| [`Juliet/src/UnitTest/serialization_test.cpp`](file:///w:/Classified/Juliet/Juliet/src/UnitTest/serialization_test.cpp) | Exhaustive unit tests for tokenization, defaults retention, version migration, and type queries. |
| [`Game/Entity/Entity.h`](file:///w:/Classified/Juliet/Game/Entity/Entity.h) | `DECLARE_ENTITY()`, `DEFINE_ENTITY_VERSIONED`, and `Entity` struct definition. |
| [`Game/Entity/Entity.cpp`](file:///w:/Classified/Juliet/Game/Entity/Entity.cpp) | `serialize_entity` registration and two-tier `serialize(Archive&, NonNullPtr<Entity>)` composition. |
@@ -0,0 +1,818 @@
# Juliet Game Engine Architecture Specification
## Document: 02 - Entity Allocation & In-Place Lifecycle
**Document ID:** JULIET-SPEC-002
**Status:** Approved for Implementation
**Author:** Senior Engine Architect
**Subsystems:** `Game/Entity`, `Game/Data`, `Game/UnitTest`
**Target Files:**
- [`Entity.h`](file:///w:/Classified/Juliet/Game/Entity/Entity.h)
- [`Entity.cpp`](file:///w:/Classified/Juliet/Game/Entity/Entity.cpp)
- [`EntityManager.h`](file:///w:/Classified/Juliet/Game/Entity/EntityManager.h)
- [`EntityManager.cpp`](file:///w:/Classified/Juliet/Game/Entity/EntityManager.cpp)
- [`World.h`](file:///w:/Classified/Juliet/Game/Data/World.h)
- [`World.cpp`](file:///w:/Classified/Juliet/Game/Data/World.cpp)
- [`WorldUnitTest.h`](file:///w:/Classified/Juliet/Game/UnitTest/WorldUnitTest.h)
- [`WorldUnitTest.cpp`](file:///w:/Classified/Juliet/Game/UnitTest/WorldUnitTest.cpp)
---
## 1. Executive Summary & Problem Statement
### 1.1 Background & Context
The Juliet game engine organizes game entities using a hybrid data-oriented architecture:
1. A flat array of **Base Entities** (`Entity`) encapsulating universal properties: unique 64-bit ID, runtime type reflection pointer (`Class* Kind`), spatial coordinates (`X, Y, Z`), and an opaque pointer to the derived payload (`DerivedType Derived`).
2. Type-segregated contiguous arrays of **Derived Entities** (`Inert`, etc.) stored in dedicated per-type memory arenas (`typed_entity_array`).
This design is intended to provide maximum cache efficiency during spatial and general-purpose entity processing, while retaining dense SIMD-friendly streaming for type-specific systems (e.g., transform updates on `Inert` mesh instances).
### 1.2 Root-Cause Analysis of `Game/Data/World.cpp` Loading Flaws
In the initial implementation of entity serialization in [`Game/Data/World.cpp`](file:///w:/Classified/Juliet/Game/Data/World.cpp#L40-L68), loading was fundamentally broken and incomplete:
```cpp
// Existing flawed deserialization in World.cpp
for (typed_entity_array& type : entityManager.by_type)
{
serialize_elem(ar, type.count);
if (type.count > 0)
{
// Unserialize the base entity to get informations
Entity entity;
serialize(ar, &entity);
RegisterBaseEntity(entityManager, entity);
}
}
```
This implementation suffers from several fatal defects:
1. **Single-Element Iteration Bug:** It uses `if (type.count > 0)` instead of a loop `for (size_t i = 0; i < type.count; ++i)`, deserializing at most one single entity per type bucket, leaving all subsequent entities in the stream unread and corrupting the archive read offset.
2. **Missing Derived Allocation:** It invokes `RegisterBaseEntity(entityManager, entity)`, which merely pushes the stack-allocated `Entity` into `manager.Entities`. The derived payload arena (`type.arena`) is completely untouched: `type.array` remains null, `type.count` in the manager is desynchronized, and `entity.Derived` remains unassigned or points to an invalid address.
3. **Invalid Pointer in `RegisterEntity`:** In [`Game/Entity/EntityManager.cpp`](file:///w:/Classified/Juliet/Game/Entity/EntityManager.cpp#L46-L66), `RegisterEntity` assigns `base->Derived = entity` before pushing `*base` into `manager.Entities`. The parameter `entity` is a pointer to caller-provided memory (often stack-allocated in helper functions like `MakeEntity`). When `ArenaPushSize` later allocates the persistent derived memory block, `base->Derived` stored inside `manager.Entities.Back()` is **never updated**—it remains dangling, pointing to the transient caller stack!
### 1.3 The "Chicken-and-Egg" Stack Allocation Dilemma
The existing registration API requires a pre-existing derived instance:
```cpp
entity_template* RegisterEntity(EntityManager& manager, Entity* base, DerivedType entity);
```
During runtime programmatic creation via `MakeEntity<T>()`, a temporary instance of `T` is created on the stack and passed by pointer:
```cpp
template <typename EntityType>
EntityType* MakeEntity(EntityManager& manager, float x, float y, float z)
{
EntityType result; // Stack allocation
Entity base; // Stack allocation
base.X = x;
base.Y = y;
base.Z = z;
base.Kind = EntityType::Kind;
return (EntityType*)RegisterEntity(manager, &base, &result);
}
```
When loading an entity from a stream or disk file, **the type is not known at compile time**. The engine reads a runtime type tag (`uint8 kind` or `uint32 CRC`), looks up the reflection metadata (`Class*`), and must instantiate the entity dynamically.
Because C++ does not permit allocating a dynamic struct of unknown type on the stack, and because Juliet strictly forbids heap allocations (`malloc`, `new`, `std::vector`), deserialization cannot construct a temporary instance on the stack to pass to `RegisterEntity`.
This is the classic **chicken-and-egg memory problem**:
- `RegisterEntity` requires an existing instance in memory to copy from.
- Deserialization requires an allocated memory buffer to deserialize into.
### 1.4 Architectural Objectives
This specification establishes a robust in-place lifecycle pipeline that completely eliminates stack temporaries and dynamic heap allocations:
1. **Direct In-Place Allocation:** Introduce `AllocateEntity(EntityManager& manager, Class* classPtr)` which allocates both the base `Entity` and the derived struct directly within their respective engine memory arenas.
2. **Bidirectional Pointer Integrity:** Wire mutual pointers (`base->derived` and `derived->base`) at allocation time before any field deserialization begins.
3. **In-Place Stream Deserialization:** Read class reflection metadata first, invoke `AllocateEntity`, and stream base and derived properties directly into arena-resident memory.
4. **Isolated Entity Assets (`.jasset`):** Transition from a monolithic `world.bin` to a modular one-file-per-entity architecture (`Assets/Entities/{ID}.jasset`).
5. **Dirty Tracking & Optimal Saves:** Introduce an `is_dirty` flag on `Entity` to avoid rewriting unchanged entity files, minimizing disk I/O and eliminating spurious Git repository modifications.
6. **Robust Deletion Lifecycle:** Decouple in-memory removal (`RemoveAtFast` with pointer fixup) from disk synchronization using `World::PendingDeletions`.
---
## 2. The Dual Arena Memory Model in `EntityManager`
### 2.1 The Need for Dual Storage
Game engines execute systems with vastly different cache locality profiles:
- **Spatial / Frustum Culling / Transform Sync:** Iterates every entity in the world, needing only `X, Y, Z`, bounding spheres, and base status flags.
- **Specialized Logic / Render Updates:** Iterates only entities possessing specific components (e.g., `Inert` static meshes requiring instance transform updates to the GPU bindless descriptor table).
Storing large monolithic polymorphic structs in a single array causes severe cache line pollution during spatial passes. Conversely, storing entities in fragmented individual allocations introduces cache misses and pointer-chasing overhead.
Juliet resolves this with a **Dual Arena Memory Model**:
```
+---------------------------------------------------------------------------------------------+
| EntityManager |
+---------------------------------------------------------------------------------------------+
| |
| manager.Entities (VectorArena<Entity, 100'000>) |
| +------------------------------------+------------------------------------+ |
| | Entity 0 (ID=1001, X, Y, Z) | Entity 1 (ID=1002, X, Y, Z) | ... |
| | Derived ------------------------+ | Derived ---------------------+ | |
| +---------------------------------|--+------------------------------|-----+ |
| | | |
| v v |
| manager.by_type[ENTITY(Inert)].arena |
| +------------------------------------+------------------------------------+ |
| | Inert 0 (MeshInstance=4) | Inert 1 (MeshInstance=12) | ... |
| | Base ---------------------------+ | Base ------------------------+ | |
| +---------------------------------|--+------------------------------|-----+ |
| +---------------------------------+ |
+---------------------------------------------------------------------------------------------+
```
### 2.2 `manager.Entities`: Cache-Friendly Base Entity Vector
Base entities reside in a pre-reserved contiguous array:
```cpp
VectorArena<Entity, 100'000> Entities;
```
- **Capacity:** Fixed reserve of 100,000 entities allocated from the `WorldArena`.
- **Memory Footprint:**
$$\text{sizeof(Entity)} = 8\text{ (ID)} + 8\text{ (derived\_kind)} + 8\text{ (derived)} + 16\text{ (position)} + 1\text{ (is\_dirty)} + 7\text{ (Padding)} = 48\text{ bytes}$$
Total reserved space: $100{,}000 \times 48\text{ bytes} \approx 4.8\text{ MB}$.
- **Access Speed:** O(1) random access by index; sequential streaming utilizes L1/L2 hardware prefetchers with zero cache line waste.
### 2.3 `manager.by_type[kind].arena`: Typed Component Arenas
Derived structs reside in per-type contiguous memory arenas:
```cpp
struct typed_entity_array
{
Arena* arena;
entity_template* array;
size_t count;
};
```
- Each `Entity_Type` index owns an isolated `Arena*` allocated during `InitEntityManager`.
- Allocations are packed linearly with alignment specified by `classPtr->alignment`.
- `array` points directly to the first element in the arena, permitting typed array indexing:
```cpp
Inert* inertArray = reinterpret_cast<Inert*>(manager.by_type[ENTITY(Inert)].array);
```
### 2.4 Mutual Back-Pointer Architecture & Invariants
Every entity instance consists of two mutually linked allocations:
1. `basePtr->Derived`: Points from `Entity` in `manager.Entities` to the derived struct in `by_type[kind].arena`.
2. `derivedPtr->Base`: Points from the derived struct (via `DECLARE_ENTITY()`) back to `Entity` in `manager.Entities`.
#### Invariant Rules:
1. **Non-Null Invariant:** For any active entity, `basePtr->Derived != nullptr` and `reinterpret_cast<entity_template*>(basePtr->Derived)->Base == basePtr`.
2. **Type Coherence Invariant:** `basePtr->Kind->kind == derivedTypeId`.
3. **Array Count Invariant:**
$$\sum_{k=0}^{\text{ENTITY(Count)}-1} \text{manager.by\_type}[k].\text{count} == \text{manager.Entities.Size()}$$
### 2.5 Pointer Stability in `VectorArena`
`VectorArena::Create` executes `Reserve(ReserveSize)` on creation:
```cpp
newManager->Entities.Create(world->WorldArena JULIET_DEBUG_PARAM("Entities"));
```
Because capacity ($100{,}000$) is fully reserved upfront in virtual address space, `VectorArena::PushBack` **never reallocates or moves existing memory**. Therefore:
- Pointers to `Entity` elements in `manager.Entities` remain absolutely stable across allocations.
- Derived struct `Base` pointers remain valid indefinitely unless an element is deleted.
- Element removal via swap-and-pop alters memory positions, requiring systematic pointer fixups (addressed in Section 5.2).
---
## 3. The Solution: `AllocateEntity(EntityManager& manager, Class* classPtr)`
### 3.1 Function Signature & Contract
The canonical allocation function is defined in `EntityManager.h`:
```cpp
[[nodiscard]] Entity* AllocateEntity(EntityManager& manager, Class* classPtr);
```
#### Preconditions:
- `classPtr != nullptr`.
- `classPtr->kind < ENTITY(Count)`.
- `classPtr->size_of >= sizeof(entity_template)`.
- `manager.Entities.Size() < manager.Entities.Capacity`.
- `manager.by_type[classPtr->kind].arena != nullptr`.
#### Postconditions:
- A new `Entity` record is appended to `manager.Entities`.
- A new typed block of `classPtr->size_of` bytes is allocated in `manager.by_type[classPtr->kind].arena`.
- The derived memory is initialized with C++ struct defaults via `classPtr->default_init_fct` (or zeroed via `MemZero` if null).
- `base->derived` points to the derived struct.
- `derived->base` points to the base `Entity`.
- `base->derived_kind` is assigned to `class_ptr`.
- `base->ID` is initialized to `0` (unassigned; populated by `MakeEntity` or deserialization).
- `base->is_dirty` is initialized to `true`.
- `typed_entity_array::count` is incremented.
- `typed_entity_array::array` is initialized if this is the first entity of this type.
### 3.2 Detailed Step-by-Step Implementation
The implementation replaces the flawed `RegisterEntity` routine in [`Game/Entity/EntityManager.cpp`](file:///w:/Classified/Juliet/Game/Entity/EntityManager.cpp):
```cpp
[[nodiscard]] Entity* AllocateEntity(EntityManager& manager, Class* derivedClassPtr)
{
Assert(derivedClassPtr != nullptr);
Assert(derivedClassPtr->kind < ENTITY(Count));
Assert(derivedClassPtr->size_of >= sizeof(entity_template));
Assert(derivedClassPtr->alignment > 0);
// 1. Allocate Base Entity in the contiguous VectorArena (ID is 0 until assigned by MakeEntity or deserialization)
Entity baseTemplate{};
baseTemplate.ID = 0;
baseTemplate.derived_kind = derivedClassPtr;
baseTemplate.derived = nullptr;
baseTemplate.position = {};
baseTemplate.is_dirty = true;
manager.Entities.PushBack(baseTemplate);
Entity* basePtr = manager.Entities.Back();
Assert(basePtr != nullptr);
// 2. Allocate derived component memory in the typed arena
typed_entity_array& typedArray = manager.by_type[derivedClassPtr->kind];
Assert(typedArray.arena != nullptr);
void* rawMemory = ArenaPushSize(
typedArray.arena,
derivedClassPtr->size_of,
derivedClassPtr->alignment,
false JULIET_DEBUG_PARAM(kEntity_type_names[derivedClassPtr->kind]));
Assert(rawMemory != nullptr);
// 3. Initialize derived component defaults via Class reflection stub
if (derivedClassPtr->default_init_fct != nullptr)
{
derivedClassPtr->default_init_fct(rawMemory);
}
else
{
MemZero(rawMemory, derivedClassPtr->size_of);
}
auto* derivedTemplate = reinterpret_cast<entity_template*>(rawMemory);
// 4. Establish mutual back-pointers
basePtr->derived = rawMemory;
derivedTemplate->base = basePtr;
// 5. Update typed array tracking
if (typedArray.array == nullptr)
{
typedArray.array = derivedTemplate;
}
typedArray.count += 1;
return basePtr;
}
```
### 3.3 Default Struct Initialization via `Class::default_init_fct`
#### The Problem with Zero-Only Initialization
If allocation only zeroes memory (`MemZero` / `0x00`), any C++ member variables with non-zero defaults (such as `index_t MeshInstance = indexMax;` or `float Density = 1.0f;`) are populated with `0`. During deserialization, if a `.jasset` file lacks that property (e.g. an older file version or an optional field), `SERIALIZE` leaves the field untouched, meaning it incorrectly remains `0` rather than its intended default sentinel value!
#### The Solution: Compile-Time Default Stub in `DEFINE_ENTITY_VERSIONED`
Every entity descriptor `Class` includes a function pointer:
```cpp
using default_init_fct_type = void (*)(void* payload);
struct Class
{
...
default_init_fct_type default_init_fct = nullptr;
};
```
When registering an entity type with `DEFINE_ENTITY_VERSIONED`, the macro automatically defines a tiny type-safe stub that aggregate value-initializes the struct:
```cpp
#define DEFINE_ENTITY_VERSIONED(entity, version, serialize_fct) \
inline void default_init_##entity(void* payload) \
{ \
*static_cast<entity*>(payload) = entity{}; \
} \
constexpr Class entityKind##entity = MakeClass(ConstString(#entity), (uint8)Entity_Type::entity, (version), \
&classKindEntity, sizeof(entity), alignof(entity), \
(serialize_fct), default_init_##entity); \
Class* entity::kind = const_cast<Class*>(&entityKind##entity);
```
#### Architectural Advantages:
1. **Zero Boilerplate**: Developers write member initializers once in the struct definition (`index_t MeshInstance = indexMax;`).
2. **Type-Agnostic Core**: `AllocateEntity` does not need to know any C++ struct types; it unconditionally calls `derivedClassPtr->default_init_fct(rawMemory)`.
3. **Robust Deserialization**: In `deserialize_entity_in_place`, newly allocated entities already hold their canonical C++ defaults. Any properties absent in the `.jasset` file naturally retain their correct initial values.
4. **No Dynamic Heap / Placement-New**: `*static_cast<entity*>(payload) = entity{}` is pure aggregate value-assignment without `<new>` headers or exceptions.
### 3.4 Bidirectional Pointer Wiring
Notice the sequence:
1. `manager.Entities.PushBack(baseTemplate)` places the struct at its final, fixed arena address.
2. `base_ptr = manager.Entities.Back()` retrieves the persistent memory pointer.
3. `derived_class_ptr->default_init_fct(raw_memory)` initializes canonical struct defaults.
4. `derived_template->base = base_ptr` wires the derived back-pointer directly to this permanent location.
5. `base_ptr->derived = raw_memory` wires the base forward-pointer to the arena-allocated derived struct.
No stack copying occurs. Neither pointer is ever left dangling.
### 3.5 Updating Type Counts and Array Cache
`typed_entity_array` maintains:
- `typedArray.count`: The exact count of active entities of this type.
- `typedArray.array`: Pointer to the first element in the arena.
When the first entity of a given type is allocated, `typedArray.array` is set to `derived_template`. Because the arena allocates sequentially, `typedArray.array[i]` can be indexed directly with stride `class_ptr->size_of` as long as memory remains contiguous.
### 3.6 Refactoring `MakeEntity<EntityType>` Template
With `AllocateEntity` handling memory allocation, default member initialization, and mutual pointer wiring, `MakeEntity` in [`Game/Entity/Entity.h`](file:///w:/Classified/Juliet/Game/Entity/Entity.h) becomes clean, safe, and stack-free:
```cpp
template <typename EntityType>
requires EntityConcept<EntityType>
[[nodiscard]] EntityType* MakeEntity(EntityManager& manager, float x, float y, float z)
{
Entity* base_ptr = AllocateEntity(manager, EntityType::kind);
Assert(base_ptr != nullptr);
base_ptr->ID = EntityManager::ID++;
base_ptr->position.x = x;
base_ptr->position.y = y;
base_ptr->position.z = z;
base_ptr->position.w = 1.0f;
return static_cast<EntityType*>(base_ptr->derived);
}
```
---
## 4. In-Place Deserialization Pipeline
### 4.1 Asset Format Specification (`.jasset`)
To achieve robust version control and modular streaming, Juliet adopts a human-readable, Git-diffable **one-file-per-entity** disk format with extension `.jasset`.
```ini
; asset_type
entity_instance
; id
0x0100000000000042
; class
Inert
; version
1
; class_version
1
; position
0.43 0.32 1.56
; mesh_instance
12
```
#### Important: No Header Structs for Derived Types
- **Derived types NEVER require their own file header**: You do **not** write an `InertHeader`, `DoorHeader`, or `PlayerHeader`. Derived types only serialize their own member variables.
- **Universal `; version` + optional `; class_version`**: Every `.jasset` file has a universal `; version` tag. For entity assets, `; version` governs base entity properties (`kEntityBaseVersion`), while an optional `; class_version` governs derived class properties (`Class::Version`). Non-entity assets like `WorldSettings.jasset` only have `; version`.
- **No binary `EntityFileHeader` struct is needed**: Under the `; variable_name\nvalues` text format, there is no packed binary C-struct header at all. The common properties (`; id`, `; class`, `; version`, `; class_version`, `; position`) are standard text Key-Value nodes read by the exact same `Archive` parser.
### 4.2 Eliminating Intermediate Stack Allocations
Under the new pipeline:
1. The `.jasset` text file is read into memory onto a `TempArena` via `LoadFile`.
2. The property nodes are parsed into a `ParsedArchive` via `tokenize_archive(tempArena.Arena, fileBuffer, &ar.base)`.
3. The engine reads `; class` (e.g. `"Inert"`) and resolves `Class* class_ptr = find_class_by_name(class_name)`.
4. `AllocateEntity(manager, class_ptr)` is called immediately. Memory for both base and derived components is allocated in-place in their permanent engine arenas.
5. `serialize(ar, NonNullPtr<Entity>(base_ptr))` is called. Base (`Entity::kind`) and derived (`base_ptr->derived_kind`) fields stream **directly into their permanent memory arenas** without temporary staging buffers or stack copies.
### 4.3 Runtime Class Resolution
To ensure fast and safe type lookup during file deserialization, Juliet provides two tiers of type resolution:
1. **Low-Level Indexed Validation (`ResolveEntityClass`)**: An $O(1)$ array lookup into `kEntity_type_class_ptr[kind]` that validates the class pointer and verifies schema compatibility against `classPtr->CRC`. This is the core validation primitive used by binary streaming, network replication, and internal lookups.
2. **High-Level Name Resolution (`find_class_by_name`)**: Bridges the human-readable text archive format (`; class\nInert`) to the entity class registry. It computes the `crc32` of the parsed class name and queries `ResolveEntityClass` across registered entity kinds.
```cpp
[[nodiscard]] const Class* ResolveEntityClass(uint8 kind, uint32 crc)
{
if (kind >= ENTITY(Count))
{
return nullptr;
}
const Class* class_ptr = kEntity_type_class_ptr[kind];
if (class_ptr == nullptr)
{
return nullptr;
}
if (class_ptr->CRC != crc)
{
return nullptr;
}
return class_ptr;
}
[[nodiscard]] Class* find_class_by_name(String name)
{
if (!IsValid(name))
{
return nullptr;
}
const uint32 name_crc = crc32(name.Str, name.Size);
for (uint8 kind = 0; kind < ENTITY(Count); ++kind)
{
const Class* class_ptr = ResolveEntityClass(kind, name_crc);
if (class_ptr != nullptr)
{
return const_cast<Class*>(class_ptr);
}
}
return nullptr;
}
```
### 4.4 In-Place Deserialization Algorithm
```
+---------------------------------------------------------------------------------------+
| In-Place Deserialization Flowchart |
+---------------------------------------------------------------------------------------+
| |
| 1. LoadFile(scratch.Arena, filepath) into ByteBuffer |
| | |
| v |
| 2. tokenize_archive(scratch.Arena, file_buffer, &ar.base) |
| | |
| v |
| 3. Read "; class" & Resolve Class* via find_class_by_name(class_name) |
| | |
| v |
| 4. base_ptr = AllocateEntity(manager, class_ptr) |
| | |
| +--> [manager.Entities]: Allocates base Entity |
| +--> [manager.by_type[kind].arena]: Allocates derived struct |
| +--> Mutual Back-Pointers Wired In-Place |
| | |
| v |
| 5. serialize(ar, NonNullPtr<Entity>(base_ptr)) |
| | |
| +--> Streams Base Entity (Entity::kind, version, ID, position) |
| +--> Streams Derived Component (base_ptr->derived_kind, class_version) |
| | |
| v |
| 6. Clear Dirty Flag: base_ptr->is_dirty = false |
| |
+---------------------------------------------------------------------------------------+
```
```cpp
[[nodiscard]] Entity* deserialize_entity_in_place(EntityManager& manager, Archive& ar)
{
Assert(ar.loading);
// 1. Read class name and resolve Class*
String class_name = {};
SERIALIZE(ar, class, class_name);
Class* class_ptr = find_class_by_name(class_name);
if (!class_ptr)
{
return nullptr;
}
// 2. Allocate persistent memory for base and derived components in their respective arenas
Entity* base_ptr = AllocateEntity(manager, class_ptr);
Assert(base_ptr != nullptr);
// 3. Serialize Base Entity and Derived in-place (loads ID and properties from disk)
serialize(ar, NonNullPtr<Entity>(base_ptr));
// 4. Advance generator counter to avoid collisions with loaded IDs
if (base_ptr->ID >= EntityManager::ID)
{
EntityManager::ID = base_ptr->ID + 1;
}
// Freshly loaded entity matches disk state exactly
base_ptr->is_dirty = false;
return base_ptr;
}
```
---
## 5. Entity Deletion Lifecycle & Disk Synchronization (Extracted for Rework)
> [!WARNING]
> **Status: Extracted for Rework**
> The original swap-and-pop in-memory removal logic (`DestroyEntity`, `RemoveDerivedComponent`, and mutual back-pointer fixups) was determined to be overly complex and has been extracted to [`Game/Plans/Entity_Removal_Brainstorm.md`](file:///w:/Classified/Juliet/Game/Plans/Entity_Removal_Brainstorm.md) for further brainstorming and redesign.
>
> Simpler alternative architectures under consideration include:
> - **Active / Tombstone Flag (`is_active` bool):** Retaining entities in-place without moving memory during frame simulation, eliminating pointer invalidation entirely.
> - **Intrusive Free List:** Linking inactive slots via an intrusive linked list to find the first free slot in $O(1)$ without memory shifting.
> - **Generational Handles / Slot Map:** Enabling safe, non-dangling entity references across systems.
> - **Deferred Compaction:** Batch-compacting memory during level loads or scene transitions rather than per-frame swap-and-pop.
---
## 6. Dirty Tracking for Optimal Saves
### 6.1 The Cost of Naive Monolithic & Full-Directory Writes
In a level containing $10{,}000$ entities:
- **Monolithic `world.bin` Save:** Modifying a single entity's $X$ coordinate requires re-serializing all $10{,}000$ entities and overwriting a multi-megabyte binary file. This introduces a huge Git diff and constant merge conflicts.
- **Full-Directory `.jasset` Save:** Iterating through all $10{,}000$ entities and unconditionally writing $10{,}000$ `.jasset` files incurs massive OS file-system overhead (directory table locks, I/O bandwidth) and changes the file timestamps of every asset. Git reports thousands of modified files even when only one entity changed!
### 6.2 The `is_dirty` Flag on `Entity`
To solve this, `Entity` in [`Game/Entity/Entity.h`](file:///w:/Classified/Juliet/Game/Entity/Entity.h#L28-L36) is augmented with an explicit dirty flag:
```cpp
struct Entity final
{
DECLARE_CLASS() // static Class* kind; (Entity's own Class descriptor)
EntityID ID = 0;
Class* derived_kind = nullptr; // Pointer to derived class descriptor (e.g. Inert::kind)
DerivedType derived = nullptr; // Pointer to derived component memory
Vector4 position = {};
bool is_dirty = false;
};
```
### 6.3 Granular State Transitions
The `is_dirty` flag obeys a strict lifecycle state machine:
```
+-----------------------------------+
| Entity Created |
| (AllocateEntity / Editor) |
+-----------------+-----------------+
|
v
+---------------+
+------->|is_dirty: TRUE |<-------+
| +-------+-------+ |
| | |
Entity Mutated | SaveWorld
(Position, Component) | Completed
| v |
| +---------------+ |
+--------+is_dirty: FALSE+--------+
+-------+-------+
^
|
Deserialization
(LoadWorld / Asset)
```
1. **Entity Creation:** Newly spawned entities in the editor have `is_dirty = true`.
2. **Property Mutation:** Any modification to `position` or derived component payload sets `entity->is_dirty = true`.
3. **Successful Deserialization:** Entities loaded from disk initialize with `is_dirty = false`.
4. **Successful Save:** Upon successfully writing an entity to its `.jasset` file, the engine resets `entity->is_dirty = false`.
### 6.4 Version Control Benefits (Git Friendly Assets)
By coupling the one-file-per-entity `.jasset` format with dirty tracking:
- Only modified entities are touched on disk.
- Git status displays only the exact `.jasset` files that were altered by the designer.
- Team members can work concurrently in the same game scene without encountering binary merge conflicts.
### 6.5 Editor Integration (`RenderWorldEditorUI` Hooks)
In [`Game/Data/World.cpp`](file:///w:/Classified/Juliet/Game/Data/World.cpp#L291-L311), editor UI widgets automatically set the dirty flag upon receiving user input:
```cpp
float pos[4] = { ent.position.x, ent.position.y, ent.position.z, ent.position.w };
if (ImGui::DragFloat3("Position", pos, 0.1f))
{
ent.position.x = pos[0];
ent.position.y = pos[1];
ent.position.z = pos[2];
ent.is_dirty = true; // Mark dirty for persistence
UpdateWorld(world);
}
```
---
## 7. Step-by-Step Implementation Roadmap
### Phase 1: Data Structures & Header Definitions
1. **Update `Class.h` & `Entity.h`:**
- Add `using default_init_fct_type = void (*)(void* payload);` and `default_init_fct` to `struct Class` and `MakeClass`.
- Update `DEFINE_ENTITY_VERSIONED` and `DEFINE_CLASS_VERSIONED` to define `default_init_##entity` and pass it to `MakeClass`.
- Add `bool is_dirty = false;` to `struct Entity`.
- Update `MakeEntity<EntityType>` to assign `base_ptr->ID = EntityManager::ID++;` and delegate allocation and defaults cleanly to `AllocateEntity`.
- Declare `[[nodiscard]] const Class* ResolveEntityClass(uint8 kind, uint32 crc);` and `[[nodiscard]] Class* find_class_by_name(String name);` in `Entity.h`.
2. **Update `EntityManager.h`:**
- Declare `[[nodiscard]] Entity* AllocateEntity(EntityManager& manager, Class* class_ptr);`.
- *(Note: `DestroyEntity` and `RemoveDerivedComponent` deferred to `Entity_Removal_Brainstorm.md`)*
3. **Update `World.h`:**
- Add `VectorArena<EntityID, 1024> PendingDeletions;` to `struct World`.
- Update `SaveWorld` and `LoadWorld` signatures to take directory paths.
### Phase 2: Core Memory Allocation & Wiring in `EntityManager.cpp`
1. Implement `AllocateEntity`:
- Enforce parameter assertions.
- Push to `manager.Entities` with `baseTemplate.ID = 0` (unassigned).
- Allocate block in `manager.by_type[kind].arena`.
- Call `derivedClassPtr->default_init_fct(rawMemory)` (or `MemZero` if null) to initialize struct defaults.
- Wire mutual pointers (`base->derived` and `derived->base`).
- Increment `typedArray.count` and initialize `typedArray.array`.
2. *(Deferred for rework)* `DestroyEntity` & `RemoveDerivedComponent` (See [`Game/Plans/Entity_Removal_Brainstorm.md`](file:///w:/Classified/Juliet/Game/Plans/Entity_Removal_Brainstorm.md)).
### Phase 3: In-Place Deserialization & Serialization Pipeline
1. In `Entity.cpp`:
- Implement `ResolveEntityClass` and `find_class_by_name`.
- `serialize(Archive& ar, NonNullPtr<Entity> entity)` handles both base and derived class serialization.
2. In `World.cpp`:
- Implement `serialize_entity_asset(Archive& ar, NonNullPtr<Entity> entity, String filepath)`.
- Implement `deserialize_entity_asset(EntityManager& manager, Archive& ar, String filepath)`.
- In `deserialize_entity_in_place`, advance `EntityManager::ID` past `base_ptr->ID` to prevent ID collisions.
### Phase 4: World Save/Load Pipeline & Disk Deletion
1. In `World.cpp`:
- Implement `ProcessPendingDeletions(World& world, NonNullPtr<Arena> scratchArena)`.
- Implement `SaveWorld(World& world, String worldDirectory)`:
- Process pending deletions.
- Iterate `manager.Entities`, skipping entities where `!entity.is_dirty`.
- Write dirty entities to `.jasset` files and clear `is_dirty`.
- Implement `LoadWorld(World& world, String worldDirectory)`:
- Enumerate `.jasset` files in directory.
- Call `deserialize_entity_asset` for each file.
### Phase 5: Editor Integration
1. In `RenderWorldEditorUI`:
- Hook `ImGui::DragFloat3` and property inspectors to set `is_dirty = true`.
- Hook "Add Entity" button to call `MakeEntity<Inert>(*world.EntityManager, 0.0f, 0.0f, 0.0f)`.
- Hook "Delete Entity" button to call `RemoveWorldEntity(world, selectedEntityId)`.
---
## 8. Unit Testing & Verification Plan
### 8.1 Test Philosophy & Constraints
Following Juliet coding guidelines:
> "When creating a new system framework, make a unit test. To make the unit test we should not modify the framework code for special unit test case."
Testing is isolated in [`Game/UnitTest/WorldUnitTest.cpp`](file:///w:/Classified/Juliet/Game/UnitTest/WorldUnitTest.cpp) and executed during engine initialization in debug builds.
### 8.2 Comprehensive Test Suite (`WorldUnitTest.cpp`)
The test suite validates every guarantee made in this specification:
```cpp
#include <UnitTest/WorldUnitTest.h>
#if JULIET_DEBUG
#include <Core/Common/CoreUtils.h>
#include <Core/Common/serialization.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/HAL/IO/IOStream.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/Memory/MemoryArena.h>
#include <Core/Thread/ThreadContext.h>
#include <Data/World.h>
#include <Entity/Entity.h>
#include <Entity/EntityManager.h>
namespace UnitTest
{
namespace
{
void TestEntityAllocationAndWiring()
{
Log(LogLevel::Message, LogCategory::Game, "[UnitTest] Running TestEntityAllocationAndWiring...");
TempArena tempArena = scratch_begin(nullptr, 0);
World testWorld{};
InitWorld(&testWorld, tempArena.Arena);
InitEntityManager(&testWorld);
EntityManager& manager = *testWorld.EntityManager;
// 1. Allocate Inert Entity via AllocateEntity
Entity* base_entity = AllocateEntity(manager, Inert::kind);
Assert(base_entity != nullptr);
Assert(base_entity->ID == 0); // Pure memory allocator leaves ID unassigned (0) until MakeEntity or deserialization
base_entity->ID = EntityManager::ID++;
Assert(base_entity->ID > 0);
Assert(base_entity->derived_kind == Inert::kind);
Assert(base_entity->derived != nullptr);
Assert(base_entity->is_dirty == true);
// 2. Validate mutual back-pointer wiring
auto* derived = reinterpret_cast<entity_template*>(base_entity->derived);
Assert(derived->base == base_entity);
// 3. DownCast verification
Inert* inert = DownCast<Inert>(base_entity);
Assert(inert != nullptr);
Assert(inert->base == base_entity);
// 4. Validate typed array tracking
typed_entity_array& inert_array = manager.by_type[ENTITY(Inert)];
Assert(inert_array.count == 1);
Assert(inert_array.array == derived);
ShutdownEntityManager();
ShutdownWorld(&testWorld);
scratch_end(tempArena);
Log(LogLevel::Message, LogCategory::Game, "[UnitTest] PASSED: TestEntityAllocationAndWiring");
}
void TestInPlaceDeserialization()
{
Log(LogLevel::Message, LogCategory::Game, "[UnitTest] Running TestInPlaceDeserialization...");
TempArena tempArena = scratch_begin(nullptr, 0);
World testWorld{};
InitWorld(&testWorld, tempArena.Arena);
InitEntityManager(&testWorld);
EntityManager& manager = *testWorld.EntityManager;
// 1. Create and populate entity
Inert* created_inert = MakeEntity<Inert>(manager, 12.5f, -44.0f, 108.2f);
Assert(created_inert != nullptr);
created_inert->MeshInstance = 42;
Entity* original_base = created_inert->base;
EntityID original_id = original_base->ID;
// 2. Serialize to text archive memory stream
MemoryStream mem_stream = MakeMemoryStream(tempArena.Arena);
Archive save_ar{ .arena = tempArena.Arena, .loading = false, .stream = &mem_stream };
serialize(save_ar, NonNullPtr<Entity>(original_base));
// 3. Clear manager to simulate fresh load
ShutdownEntityManager();
InitEntityManager(&testWorld);
EntityManager& fresh_manager = *testWorld.EntityManager;
// 4. Tokenize and deserialize in-place
Archive load_ar{ .arena = tempArena.Arena, .loading = true };
tokenize_archive(tempArena.Arena, mem_stream.buffer, &load_ar.base);
Entity* loaded_base = deserialize_entity_in_place(fresh_manager, load_ar);
Assert(loaded_base != nullptr);
Assert(loaded_base->ID == original_id);
Assert(EntityManager::ID > original_id); // Counter was advanced past loaded ID to prevent collisions
Assert(loaded_base->position.x == 12.5f);
Assert(loaded_base->position.y == -44.0f);
Assert(loaded_base->position.z == 108.2f);
Assert(loaded_base->is_dirty == false);
Inert* loaded_inert = DownCast<Inert>(loaded_base);
Assert(loaded_inert != nullptr);
Assert(loaded_inert->base == loaded_base);
Assert(loaded_inert->MeshInstance == 42);
ShutdownEntityManager();
ShutdownWorld(&testWorld);
scratch_end(tempArena);
Log(LogLevel::Message, LogCategory::Game, "[UnitTest] PASSED: TestInPlaceDeserialization");
}
void TestDirtyTrackingLifecycle()
{
Log(LogLevel::Message, LogCategory::Game, "[UnitTest] Running TestDirtyTrackingLifecycle...");
TempArena tempArena = scratch_begin(nullptr, 0);
World testWorld{};
InitWorld(&testWorld, tempArena.Arena);
InitEntityManager(&testWorld);
EntityManager& manager = *testWorld.EntityManager;
Entity* entity = AllocateEntity(manager, Inert::kind);
Assert(entity->is_dirty == true);
// Simulate save
entity->is_dirty = false;
Assert(entity->is_dirty == false);
// Simulate mutation
entity->position.x += 1.0f;
entity->is_dirty = true;
Assert(entity->is_dirty == true);
ShutdownEntityManager();
ShutdownWorld(&testWorld);
scratch_end(tempArena);
Log(LogLevel::Message, LogCategory::Game, "[UnitTest] PASSED: TestDirtyTrackingLifecycle");
}
} // namespace
void WorldUnitTest()
{
Log(LogLevel::Message, LogCategory::Game, "==================================================");
Log(LogLevel::Message, LogCategory::Game, "Starting Entity Allocation & Lifecycle Unit Tests");
Log(LogLevel::Message, LogCategory::Game, "==================================================");
TestEntityAllocationAndWiring();
TestInPlaceDeserialization();
// TestSwapAndPopPointerFixup(); // Deferred to Entity_Removal_Brainstorm.md
TestDirtyTrackingLifecycle();
Log(LogLevel::Message, LogCategory::Game, "==================================================");
Log(LogLevel::Message, LogCategory::Game, "All Entity Lifecycle Unit Tests PASSED Successfully");
Log(LogLevel::Message, LogCategory::Game, "==================================================");
}
} // namespace UnitTest
#endif
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,934 @@
# Juliet Game Engine: Technical Specification & Implementation Plan
# 04: Entity Templates ("Blueprints / Prefabs") & Delta Inheritance
- **Document ID**: ENG-PLAN-04
- **Component**: Game Architecture / Entity Component System / Asset Pipeline / Editor
- **Author**: Senior Engine Architect
- **Status**: Draft / Approved for Implementation
- **Target Engine**: Juliet Engine (Milestone: 3D Platformer / World System)
- **Target File**: `w:\Classified\Juliet\Game\Plans\04_Entity_Templates_And_Inheritance.md`
---
## 1. Executive Summary & Architecture Goals
### 1.1 Motivation & Context
As the Juliet engine evolves toward supporting complex interactive worlds, populating scenes by manually constructing raw entity memory from hardcoded values or monolithic binary streams (`world.bin`) creates severe scalability bottlenecks. Designers and environment artists require reusable entity archetypes—such as foliage, dynamic destructibles, hazards, enemies, and interactive props—that can be authored once and instantiated thousands of times with custom overrides.
In modern commercial engines, this pattern is foundational:
- **Unreal Engine**: Blueprint classes (`.uasset`) serve as class archetypes, instanced as Actors with per-instance component property overrides.
- **Unity**: Prefabs (`.prefab`) serve as asset archetypes, instanced in scenes with explicit serialized property modification lists.
In the **Juliet Game Engine**, this feature is formalized as **Entity Templates**.
### 1.2 Architectural Goals
1. **Unified File Format (`.jasset`)**:
Templates and world entity instances must share the exact same human-readable, version-control-friendly Key-Value (KV) file format. A template is simply an entity `.jasset` file located within `Assets/Templates/`, while a world entity is a `.jasset` file located within `Assets/Worlds/<WorldName>/Entities/` that references a parent template via metadata.
2. **Zero Format Duplication**:
There must be no separate "prefab file format" versus "entity instance file format". The same serialization/deserialization code paths parse both archetypes and instances, completely eliminating format divergence, schema version desynchronization, and redundant parsing logic.
3. **Delta Property Overrides (Sparse Inheritance)**:
Instances only serialize the fields that intentionally deviate from their template archetype. Any property omitted in the instance `.jasset` retains the exact bitwise value defined by the template archetype.
4. **Zero Runtime Inheritance Overhead**:
No virtual table lookups, no runtime inheritance trees, and no pointer chasing at tick time. At instantiation time, the template archetype's memory footprint is blitted into contiguous engine arrays (`EntityManager::by_type`), and instance delta overrides are parsed directly into that memory block. Once instantiated, an entity created from a template executes with identical CPU cache locality and zero performance penalty compared to a hardcoded entity.
5. **Arena-Centric Memory Model**:
All template assets are loaded into a dedicated, isolated `TemplateArena`. World entity instances allocate their runtime state out of `World::WorldArena` and `EntityManager::by_type[kind].arena`. Scratch computations during parsing utilize thread-local scratch arenas (`scratch_begin` / `scratch_end`). No heap allocation (`malloc`, `calloc`, `new`) is permitted.
6. **Strict Engine Conformance**:
- Zero exceptions (`noexcept` by design).
- Strict warning compliance (`-Wall -Wextra -Werror` / `/W4 /WX`).
- Strict explicit casting (`static_cast`, `reinterpret_cast`; C-style casts strictly prohibited).
- Universal `[[nodiscard]]` on all value-returning queries and allocators.
- Consistent naming (`CamelCase` for types, functions, and member variables).
- Comprehensive precondition assertions via `Assert`.
- Mandatory curly braces `{}` across all control flow statements.
---
## 2. The Template Linking Mechanism
### 2.1 File Format Specification (`.jasset`)
All templates and entities in Juliet use the `.jasset` text format. The format consists of:
- **Comment Lines**: Lines starting with `#` or `//` are treated as comments and ignored.
- **Metadata Directives**: Lines starting with `; ` represent engine-level structural metadata (e.g., entity type, template references, versioning).
- **Key-Value Pairs**: Key name followed by a colon and a space (`<Key>: <Value>`).
```ini
# ==============================================================================
# Assets/Templates/RockLarge.jasset
# Entity Archetype: Large Mossy Rock
# ==============================================================================
; entity_type: Inert
Position: 0.0, 0.0, 0.0
MeshAsset: Assets/Meshes/Rock_01.obj
Scale: 1.0, 1.0, 1.0
Mass: 250.0
IsDestructible: true
Health: 100.0
```
### 2.2 The `; template` Directive
When an entity instance is authored for a world, it specifies its archetype via the `; template` directive:
```ini
# ==============================================================================
# Assets/Worlds/Level01/Entities/RockLarge_042.jasset
# Instance: Rock Large #042 in Level 01
# ==============================================================================
; template: Assets/Templates/RockLarge.jasset
Position: 142.5, 12.0, -84.2
Scale: 1.4, 1.4, 1.4
Health: 50.0
```
Notice the power of sparse delta overrides in this format:
- `Position` is set to the instance's unique world coordinates.
- `Scale` is enlarged to $1.4\times$.
- `Health` is damaged down to $50.0$.
- Properties omitted—`MeshAsset`, `Mass`, and `IsDestructible`—are not duplicated in the file. They automatically inherit the authoritative values from `RockLarge.jasset`.
### 2.3 Relative Path vs CRC Identifier
To balance human-readability in source control with blazing runtime lookup speeds:
- **Asset Authoring & Storage**: Files store canonical workspace-relative paths (e.g., `Assets/Templates/RockLarge.jasset`).
- **Runtime Representation**: The engine computes a 32-bit CRC (`crc32`) of the normalized relative path string.
- Runtime lookup into `EntityTemplateCache` operates via `uint32 TemplateCrc`.
- In `JULIET_DEBUG` builds, the original `String TemplatePath` is retained within the cached struct for diagnostic logging, error messages, and inspector UI display.
```cpp
constexpr uint32 kInvalidTemplateCrc = 0;
[[nodiscard]] inline uint32 HashTemplatePath(String path)
{
Assert(IsValid(path));
return crc32(path.Str, path.Size);
}
```
### 2.4 Standalone Entities vs Templated Instances
The engine architecture seamlessly unifies two entity categories:
| Entity Category | `; template` Directive Present? | Memory Initialization Source | Primary Use Case |
| :--- | :--- | :--- | :--- |
| **Standalone Entity** | **No** | Zero-initialized memory block (`ArenaPushStruct` / `MemSet`). All properties must be specified in the instance `.jasset`. | Unique, one-off actors (e.g., Level Script Trigger, Primary Player Spawn Marker, Boss Controller). |
| **Templated Instance** | **Yes** | Blitted directly from `CachedTemplate::DefaultDerivedMemory`. Instance `.jasset` only specifies delta property overrides. | Reusable archetypes (e.g., environmental props, foliage, pickups, enemy minions, projectiles). |
---
## 3. In-Engine Template Caching
### 3.1 Memory Layout & `TemplateArena` Isolation
Reading and parsing text files from storage is orders of magnitude slower than memory copying. In a world containing 10,000 instances of `GrassClump` and 2,000 instances of `RockLarge`, disk I/O and text tokenization must occur **exactly once per archetype**.
To achieve zero memory fragmentation and eliminate dynamic heap allocations:
1. The engine instantiates an isolated `TemplateArena` at subsystem startup.
2. When a template is requested, the system checks the `EntityTemplateCache`.
3. If not cached, the template `.jasset` file is loaded from disk into temporary scratch memory, parsed, and baked into a contiguous binary archetype memory snapshot inside `TemplateArena`.
4. The parsed archetype snapshot remains resident in `TemplateArena` for the lifetime of the application or world session.
```
+---------------------------------------------------------------------------------+
| TemplateArena |
+---------------------------------------------------------------------------------+
| [CachedTemplate #0] |
| - TemplateCrc: 0x9A4B12F0 ("Assets/Templates/RockLarge.jasset") |
| - EntityKind: Pointer to Inert::Kind |
| - DefaultBase: { ID=0, Kind=Inert::Kind, Derived=nullptr, X=0, Y=0, Z=0 } |
| - DefaultDerivedMemory: [ sizeof(Inert) binary snapshot: MeshInstance=... ] |
+---------------------------------------------------------------------------------+
| [CachedTemplate #1] |
| - TemplateCrc: 0x4D2E88C1 ("Assets/Templates/CoinPickup.jasset") |
| - EntityKind: Pointer to Collectible::Kind |
| - DefaultBase: { ID=0, Kind=Collectible::Kind, ... } |
| - DefaultDerivedMemory: [ sizeof(Collectible) binary snapshot: Value=100 ] |
+---------------------------------------------------------------------------------+
| ... Free Arena Capacity for Additional Archetypes ... |
+---------------------------------------------------------------------------------+
```
### 3.2 Data Structures
The template caching infrastructure is defined with explicit, strictly-typed C++ structures adhering to Juliet guidelines:
```cpp
#pragma once
#include <Core/Common/CoreTypes.h>
#include <Core/Common/CoreUtils.h>
#include <Core/Common/NonNullPtr.h>
#include <Core/Common/String.h>
#include <Core/Container/Vector.h>
#include <Core/Memory/MemoryArena.h>
#include <Engine/Class.h>
#include <Entity/Entity.h>
struct CachedTemplate
{
uint32 TemplateCrc = 0;
Class* EntityKind = nullptr;
Entity DefaultBase = {};
void* DefaultDerivedMemory = nullptr;
size_t DerivedMemorySize = 0;
#if JULIET_DEBUG
String SourcePath = {};
#endif
};
constexpr size_t kMaxCachedTemplates = 1024;
struct EntityTemplateCache
{
Arena* CacheArena = nullptr;
VectorArena<CachedTemplate, kMaxCachedTemplates> Templates;
};
// Subsystem API
[[nodiscard]] EntityTemplateCache* InitEntityTemplateCache(NonNullPtr<Arena> parentArena);
void ShutdownEntityTemplateCache(NonNullPtr<EntityTemplateCache> cache);
[[nodiscard]] CachedTemplate* GetOrLoadTemplate(NonNullPtr<EntityTemplateCache> cache, String relativePath);
[[nodiscard]] CachedTemplate* FindCachedTemplate(NonNullPtr<EntityTemplateCache> cache, uint32 templateCrc);
void InvalidateTemplateCache(NonNullPtr<EntityTemplateCache> cache);
```
### 3.3 Loading Pipeline: Disk to Archetype Memory Snapshot
When `GetOrLoadTemplate` is invoked with a relative path:
1. **Hash & Probe**: Compute `crc32` of `relativePath`. Search `cache->Templates` for an existing entry. If found, immediately return the cached pointer ($O(1)$ amortized).
2. **Scratch Allocation**: Open a scratch arena frame (`TempArena scratch = scratch_begin(nullptr, 0);`).
3. **Disk I/O**: Resolve the path via `GetAssetPath(scratch.Arena, relativePath)` and load the entire file into a raw byte buffer via `LoadFile(scratch.Arena, fullPath)`.
- Precondition check: `Assert(fileBuffer.Data != nullptr);`
4. **Header Parse**: Scan the file buffer for `; entity_type: <TypeName>`. Look up the corresponding `Class*` via the global entity registry (`kEntity_type_class_ptr`).
5. **Archetype Memory Allocation**: Allocate `DefaultDerivedMemory` directly out of `cache->CacheArena`:
```cpp
void* archetypeMem = ArenaPushSize(cache->CacheArena,
entityClass->size_of,
entityClass->alignment,
true JULIET_DEBUG_PARAM("CachedTemplateDerived"));
```
6. **Default Base Setup**: Initialize a local `Entity defaultBase`:
```cpp
Entity defaultBase = {};
defaultBase.derived_kind = entityClass;
defaultBase.derived = archetypeMem;
```
7. **Back-Pointer Linking**: Set `entity_template::base` in the archetype memory:
```cpp
auto* archetypeTemplate = reinterpret_cast<entity_template*>(archetypeMem);
archetypeTemplate->base = &cachedEntry->DefaultBase;
```
8. **KV Property Parsing**: Parse all key-value pairs in the template `.jasset` file and write their deserialized values directly into `archetypeMem` and `defaultBase`.
9. **Cache Insertion**: Store the fully baked `CachedTemplate` record in `cache->Templates`.
10. **Scratch Release**: Release the temporary file buffer (`scratch_end(scratch);`).
---
## 4. Instantiation & Delta Property Overrides
### 4.1 Memory Architecture: Base vs. Derived Entities
In Juliet, an entity is split into two tightly coupled structures:
1. **`Entity` (Base)**: Contains universal spatial and lifecycle fields:
```cpp
struct Entity final
{
DECLARE_CLASS()
EntityID ID = 0;
Class* derived_kind = nullptr;
DerivedType derived = nullptr; // Points to the specialized struct
Vector4 position = {};
bool is_dirty = false;
};
```
2. **`Derived` (Specialized Type)**: e.g., `Inert`, `Collectible`, `Player`. The first member is always `DECLARE_ENTITY()`, which expands to:
```cpp
Entity* base; // Back-pointer to the base Entity
DECLARE_CLASS() // static Class* kind;
```
Because `DerivedType` stores a back-pointer (`base`) to `Entity`, **a shallow memory copy of an archetype invalidates this pointer**! The loading pipeline must explicitly restore this invariant.
### 4.2 The 5-Step Instantiation Pipeline
When an entity instance is spawned or deserialized from a `.jasset` file, the engine executes this strict 5-step sequence:
```
[ Step 1: Pre-allocate ]
- manager.Entities.PushBack(Entity{})
- ArenaPushSize(manager.by_type[Kind].arena)
|
v
[ Step 2: Copy Archetype Memory ]
- MemCopy(instanceDerivedMem, template->DefaultDerivedMemory, size_of)
- instanceBase->X/Y/Z = template->DefaultBase.X/Y/Z
|
v
[ Step 3: Fixup Base Back-Pointer ] <--- CRITICAL ARCHITECTURAL STEP
- instanceDerived->Base = instanceBase
- instanceBase->Derived = instanceDerived
|
v
[ Step 4: Parse Instance KV Delta ]
- Scan instance .jasset tokens
- Match each key to struct property offset
- Overwrite only specified properties
|
v
[ Step 5: Finalize & Post-Init ]
- Assign Unique EntityID
- Register with Render/Physics systems
```
#### Step-by-Step Code Execution
```cpp
[[nodiscard]] Entity* InstantiateEntityFromTemplate(EntityManager& manager,
NonNullPtr<const CachedTemplate> templateArchetype,
NonNullPtr<Arena> scratchArena,
String instanceKvContent)
{
Assert(templateArchetype->EntityKind != nullptr);
Assert(templateArchetype->DefaultDerivedMemory != nullptr);
Class* entityKind = templateArchetype->EntityKind;
const size_t derivedSize = entityKind->size_of;
const size_t derivedAlign = entityKind->alignment;
// -------------------------------------------------------------------------
// STEP 1: Pre-allocate instance in EntityManager
// -------------------------------------------------------------------------
Entity baseEntity = {};
baseEntity.ID = EntityManager::ID++;
baseEntity.Kind = entityKind;
// Push into flat base vector
manager.Entities.PushBack(baseEntity);
Entity* instanceBase = manager.Entities.Back();
Assert(instanceBase != nullptr);
// Allocate memory in the typed array arena
auto* instanceDerived = reinterpret_cast<entity_template*>(
ArenaPushSize(manager.by_type[entityKind->kind].arena,
derivedSize,
derivedAlign,
false JULIET_DEBUG_PARAM(kEntity_type_names[entityKind->kind]))
);
Assert(instanceDerived != nullptr);
// Track array head if first element
if (manager.by_type[entityKind->kind].array == nullptr)
{
manager.by_type[entityKind->kind].array = instanceDerived;
}
manager.by_type[entityKind->kind].count += 1;
// -------------------------------------------------------------------------
// STEP 2: Copy cached template defaults into instance derived memory
// -------------------------------------------------------------------------
MemCopy(instanceDerived, templateArchetype->DefaultDerivedMemory, derivedSize);
// Inherit base spatial defaults
instanceBase->X = templateArchetype->DefaultBase.X;
instanceBase->Y = templateArchetype->DefaultBase.Y;
instanceBase->Z = templateArchetype->DefaultBase.Z;
// -------------------------------------------------------------------------
// STEP 3: Ensure derived back-pointer points to THIS instance's base
// -------------------------------------------------------------------------
instanceDerived->Base = instanceBase;
instanceBase->Derived = instanceDerived;
// -------------------------------------------------------------------------
// STEP 4: Parse instance .jasset KV nodes over the memory
// -------------------------------------------------------------------------
if (IsValid(instanceKvContent))
{
ApplyKvDeltaOverrides(instanceBase, instanceDerived, entityKind, instanceKvContent);
}
// -------------------------------------------------------------------------
// STEP 5: Post-Instantiation Initialization
// -------------------------------------------------------------------------
// If the entity is an Inert mesh, update its graphics transform
if (entityKind->kind == ENTITY(Inert))
{
auto* inert = reinterpret_cast<Inert*>(instanceDerived);
if (inert->MeshInstance != indexMax)
{
SetMeshInstanceTransform(inert->MeshInstance,
MatrixTranslation(instanceBase->X, instanceBase->Y, instanceBase->Z));
}
}
return instanceBase;
}
```
### 4.3 Key-Value Parsing & Reflection Binding
To apply delta overrides, the engine maps parsed string keys to memory offsets. Juliet utilizes lightweight property reflection metadata registered on each `Class`:
```cpp
enum class PropertyType : uint8
{
Float,
Int32,
Bool,
Vector3,
MeshAsset,
String
};
struct PropertyDescriptor
{
String Name;
size_t Offset;
PropertyType Type;
bool IsBaseProperty; // True if located on Entity, false if on Derived
};
void ApplyKvDeltaOverrides(Entity* base, void* derived, Class* cls, String kvContent)
{
Assert(base != nullptr);
Assert(derived != nullptr);
Assert(cls != nullptr);
TempArena scratch = scratch_begin(nullptr, 0);
KvParser parser = InitKvParser(kvContent);
KvPair pair = {};
while (NextKvPair(&parser, &pair))
{
// Directives like '; template' or '; entity_type' are skipped
if (pair.Key.Size > 0 && pair.Key.Str[0] == ';')
{
continue;
}
// Check base properties first
if (StringCompare(pair.Key, ConstString("Position")) == 0 || StringCompare(pair.Key, ConstString("position")) == 0)
{
Vector3 pos = ParseVector3(pair.Value);
base->position.x = pos.x;
base->position.y = pos.y;
base->position.z = pos.z;
continue;
}
// Look up property in Class reflection table
const PropertyDescriptor* prop = FindPropertyDescriptor(cls, pair.Key);
if (prop != nullptr)
{
void* targetField = static_cast<uint8*>(derived) + prop->Offset;
switch (prop->Type)
{
case PropertyType::Float:
{
*reinterpret_cast<float*>(targetField) = ParseFloat(pair.Value);
break;
}
case PropertyType::Int32:
{
*reinterpret_cast<int32*>(targetField) = ParseInt32(pair.Value);
break;
}
case PropertyType::Bool:
{
*reinterpret_cast<bool*>(targetField) = ParseBool(pair.Value);
break;
}
case PropertyType::MeshAsset:
{
String meshPath = TrimWhitespace(pair.Value);
MeshAssetID meshId = LoadMesh(meshPath);
*reinterpret_cast<MeshAssetID*>(targetField) = meshId;
break;
}
default:
{
break;
}
}
}
}
scratch_end(scratch);
}
```
---
## 5. Editor Workflow & Operations (Romeo / ImGui)
### 5.1 "Create Template from Entity" Workflow
An artist or designer often crafts an intricate entity in the active level (configuring mesh, collider, and scale) and decides it should become a reusable archetype.
#### Sequence Diagram / Workflow:
1. **User Action**: Right-click an entity in the Romeo World Editor Outliner $\rightarrow$ Select *"Convert to Template..."*.
2. **Modal Dialog**: The editor prompts for the template asset name (e.g., `SpikeTrap_Large`).
3. **Sanitize World Transform**:
- The world position (`X, Y, Z`) is sanitized to origin (`0.0, 0.0, 0.0`) for the template asset.
- Rotations and local scale are preserved.
4. **Serialize Archetype**:
- Write `Assets/Templates/SpikeTrap_Large.jasset` containing:
- `; entity_type: <KindName>`
- All authored property values.
5. **Convert Live Instance**:
- The selected world entity is transformed into an instance of the newly created template.
- The entity is assigned the template CRC: `entity->TemplateCrc = crc32("Assets/Templates/SpikeTrap_Large.jasset")`.
- When the world is saved, this entity serializes as a sparse delta referencing the template!
```cpp
#if JULIET_EDITOR
bool CreateTemplateFromEntity(World& world,
size_t entityIndex,
String templateName,
NonNullPtr<Arena> scratchArena)
{
auto& manager = *world.EntityManager;
Assert(entityIndex < manager.Entities.Size());
Entity* sourceEntity = &manager.Entities[entityIndex];
Class* entityKind = sourceEntity->derived_kind;
void* derivedMem = sourceEntity->derived;
// Format destination template path
String templatePath = Format(scratchArena, "Assets/Templates/{}.jasset", CStr(templateName));
String fullDiskPath = GetAssetPath(scratchArena, templatePath);
// Open IOStream for write
IOStream* fileStream = IOFromFile(scratchArena, fullDiskPath, ConstString("wb"));
if (fileStream == nullptr)
{
LogError(LogCategory::Game, "Failed to open file for template creation: %s", CStr(fullDiskPath));
return false;
}
// Write Header Directive
IOPrintf(fileStream, "; entity_type: %s\n\n", kEntity_type_names[entityKind->kind]);
// Write Origin Position
IOPrintf(fileStream, "Position: 0.0, 0.0, 0.0\n");
// Write Derived Properties via Reflection Table
SerializeDerivedPropertiesToKv(fileStream, entityKind, derivedMem);
IOClose(fileStream);
// Register with in-engine cache immediately
auto* templateCache = GetGameState()->TemplateCache;
if (templateCache != nullptr)
{
(void)GetOrLoadTemplate(templateCache, templatePath);
}
LogMessage(LogCategory::Game, "Successfully created template: %s", CStr(templatePath));
return true;
}
#endif
```
### 5.2 "Spawn Instance from Template" Workflow
1. In the Romeo Content Browser, browse `Assets/Templates/`.
2. Drag a `.jasset` template into the 3D viewport, or click *"Spawn Template"* in the World Editor toolbar.
3. The viewport raycasts against the collision mesh/floor to compute `hitPosition`.
4. The editor calls:
```cpp
CachedTemplate* archetype = GetOrLoadTemplate(templateCache, templatePath);
Entity* newInstance = InstantiateEntityFromTemplate(manager, archetype, scratchArena, {});
newInstance->X = hitPosition.X;
newInstance->Y = hitPosition.Y;
newInstance->Z = hitPosition.Z;
```
5. The entity is immediately live, selectable, and rendered.
### 5.3 Inspector Delta Highlighting & Property Diffing
To make template inheritance intuitive, the inspector visually flags overridden properties:
- **Default Property**: Rendered in standard gray text.
- **Overridden Property**: Rendered in **bold bright cyan** with an undo/revert icon button `[R]`.
```cpp
#if JULIET_EDITOR
void RenderEntityPropertyInspector(Entity* entity, CachedTemplate* archetype)
{
Assert(entity != nullptr);
const bool isTemplated = (archetype != nullptr);
ImGui::Text("Entity ID: %llu", entity->ID);
if (isTemplated)
{
ImGui::TextColored(ImVec2(0.4f, 0.8f, 1.0f, 1.0f), "Template: %s", archetype->SourcePath.Str);
ImGui::SameLine();
if (ImGui::SmallButton("Revert All to Template"))
{
RevertEntityToTemplate(entity, archetype);
}
ImGui::Separator();
}
// Iterate through properties
Class* cls = entity->derived_kind;
for (size_t i = 0; i < cls->PropertyCount; ++i)
{
const PropertyDescriptor& prop = cls->Properties[i];
void* instanceField = static_cast<uint8*>(entity->derived) + prop.Offset;
void* templateField = isTemplated ? (static_cast<uint8*>(archetype->DefaultDerivedMemory) + prop.Offset) : nullptr;
const bool isOverridden = isTemplated && (MemCompare(instanceField, templateField, GetPropertySize(prop.Type)) != 0);
if (isOverridden)
{
ImGui::PushStyleColor(ImGuiCol_Text, ImVec2(0.2f, 1.0f, 1.0f, 1.0f));
}
// Render editor widget (DragFloat, InputText, etc.)
RenderPropertyWidget(prop, instanceField);
if (isOverridden)
{
ImGui::PopStyleColor();
ImGui::SameLine();
ImGui::PushID(static_cast<int>(i));
if (ImGui::SmallButton("R"))
{
// Revert this single property
MemCopy(instanceField, templateField, GetPropertySize(prop.Type));
}
ImGui::PopID();
if (ImGui::IsItemHovered())
{
ImGui::SetTooltip("Revert property to template default");
}
}
}
}
#endif
```
### 5.4 "Revert to Template" Mechanics
Reverting an entire entity to its template archetype restores all properties while strictly preserving world positioning and the instance's unique `EntityID`:
```cpp
void RevertEntityToTemplate(NonNullPtr<Entity> instance, NonNullPtr<const CachedTemplate> archetype)
{
Assert(instance->derived_kind == archetype->EntityKind);
Assert(archetype->DefaultDerivedMemory != nullptr);
void* derivedMem = instance->derived;
const size_t derivedSize = archetype->EntityKind->size_of;
// Preserve the current Base pointer
Entity* basePtr = instance.Get();
// 1. Re-copy the archetype defaults
MemCopy(derivedMem, archetype->DefaultDerivedMemory, derivedSize);
// 2. Re-establish the Base back-pointer
auto* templateDerived = reinterpret_cast<entity_template*>(derivedMem);
templateDerived->base = basePtr;
// 3. Mark visual / physics state as updated
if (instance->derived_kind->kind == ENTITY(Inert))
{
auto* inert = reinterpret_cast<Inert*>(derivedMem);
if (inert->MeshInstance != indexMax)
{
SetMeshInstanceTransform(inert->MeshInstance,
MatrixTranslation(basePtr->position.x, basePtr->position.y, basePtr->position.z));
}
}
}
```
---
## 6. Step-by-Step Implementation Roadmap
```
+-----------------------------------------------------------------------------+
| Phase 1: Core KV Parser & File Serialization Architecture |
| - Fast, zero-allocation Key-Value streaming parser |
| - Property reflection table integration on Class struct |
+-----------------------------------------------------------------------------+
|
v
+-----------------------------------------------------------------------------+
| Phase 2: Template Cache Subsystem (`EntityTemplateCache`) |
| - Dedicated TemplateArena initialization |
| - Archetype loading, CRC hashing, and resident memory snapshot baking |
+-----------------------------------------------------------------------------+
|
v
+-----------------------------------------------------------------------------+
| Phase 3: Instantiation & Delta Overrides in `EntityManager` |
| - Implement 5-Step Instantiation Pipeline |
| - Derived back-pointer fixup validation |
| - Sparse delta serialization for world saving |
+-----------------------------------------------------------------------------+
|
v
+-----------------------------------------------------------------------------+
| Phase 4: Romeo Editor UI & Inspector Workflow |
| - Template browser window in ImGui |
| - "Create Template from Entity" context menu |
| - Inspector delta highlighting and per-property "Revert" action |
+-----------------------------------------------------------------------------+
|
v
+-----------------------------------------------------------------------------+
| Phase 5: Production Verification & Non-Invasive Unit Testing Suite |
| - Comprehensive test cases for cache, delta inheritance, and memory safety |
+-----------------------------------------------------------------------------+
```
### Detailed Milestone Tasks
| Phase | Target Files | Objective / Deliverable | Success Criteria |
| :--- | :--- | :--- | :--- |
| **Phase 1** | `Juliet/include/Engine/KvParser.h`<br>`Juliet/src/Engine/KvParser.cpp`<br>`Juliet/include/Engine/Class.h` | Build a zero-allocation streaming Key-Value parser operating entirely over `String` slices and `Arena*`. Add property descriptor tables to `Class`. | Parses full `.jasset` buffer in $<50\mu\text{s}$ without dynamic allocations. Zero exceptions. |
| **Phase 2** | `Game/Entity/TemplateCache.h`<br>`Game/Entity/TemplateCache.cpp` | Implement `EntityTemplateCache`, `CachedTemplate`, and on-demand disk loader backed by `TemplateArena`. | Repeated loads of same template return cached pointer in $O(1)$ time without disk reads. |
| **Phase 3** | `Game/Entity/EntityManager.h`<br>`Game/Entity/EntityManager.cpp`<br>`Game/Data/World.cpp` | Implement `InstantiateEntityFromTemplate` using the 5-step pipeline. Update world save/load to serialize sparse deltas when `; template` is present. | Instantiated entities correctly retain archetype defaults while applying deltas. `Base` pointer is guaranteed valid. |
| **Phase 4** | `Game/Data/World.cpp`<br>`Game/Debug/WorldEditorUI.cpp` | Add ImGui widgets for template authoring, template instantiation drag-and-drop, delta highlighting, and "Revert" actions. | Designer can convert an entity to a template and revert modified properties with instant visual update. |
| **Phase 5** | `Game/UnitTest/TemplateUnitTest.h`<br>`Game/UnitTest/TemplateUnitTest.cpp` | Author non-invasive unit tests validating KV parsing, caching, delta override correctness, back-pointer fixup, and revert operations. | 100% test pass rate with zero memory leaks and all assertions satisfied under `/WX`. |
---
## 7. Production-Grade Unit Testing Plan
### 7.1 Testing Philosophy & Non-Invasive Framework Rules
In accordance with Juliet engine guidelines:
- **No framework pollution**: Unit tests must not introduce test-only `#ifdef` branches or dummy parameters into production engine systems.
- **Isolated test arenas**: All tests create their own temporary scratch arena or sub-arena and release it upon completion.
- **Deterministic verification**: Every assumption (data alignment, pointer fixups, delta override values) is verified through explicit `Assert` statements.
### 7.2 Header Specification (`Game/UnitTest/TemplateUnitTest.h`)
```cpp
#pragma once
#include <Juliet.h>
#if JULIET_DEBUG
namespace UnitTest
{
void RunTemplateAndInheritanceUnitTests();
}
#endif
```
### 7.3 Complete Unit Test Suite Implementation (`Game/UnitTest/TemplateUnitTest.cpp`)
```cpp
#include <UnitTest/TemplateUnitTest.h>
#if JULIET_DEBUG
#include <Core/Common/CoreUtils.h>
#include <Core/Logging/LogManager.h>
#include <Core/Memory/MemoryArena.h>
#include <Core/Thread/ThreadContext.h>
#include <Data/World.h>
#include <Entity/Entity.h>
#include <Entity/EntityManager.h>
#include <Entity/TemplateCache.h>
namespace UnitTest
{
// =========================================================================
// Test 1: Key-Value Parser Verification
// =========================================================================
static void TestKvParser(NonNullPtr<Arena> testArena)
{
LogMessage(LogCategory::Game, "[UnitTest] Starting TestKvParser...");
const char* sampleKv =
"; entity_type: Inert\n"
"# This is a comment\n"
"Position: 10.5, -20.0, 30.25\n"
"Scale: 2.0, 2.0, 2.0\n"
"MeshAsset: Assets/Meshes/Cube.obj\n"
"IsActive: true\n";
KvParser parser = InitKvParser(WrapString(sampleKv));
KvPair pair = {};
// 1. Directive
Assert(NextKvPair(&parser, &pair));
Assert(StringCompare(pair.Key, ConstString("; entity_type")) == 0);
Assert(StringCompare(pair.Value, ConstString("Inert")) == 0);
// 2. Position
Assert(NextKvPair(&parser, &pair));
Assert(StringCompare(pair.Key, ConstString("Position")) == 0);
Vector3 pos = ParseVector3(pair.Value);
Assert(pos.X == 10.5f);
Assert(pos.Y == -20.0f);
Assert(pos.Z == 30.25f);
// 3. Scale
Assert(NextKvPair(&parser, &pair));
Assert(StringCompare(pair.Key, ConstString("Scale")) == 0);
// 4. MeshAsset
Assert(NextKvPair(&parser, &pair));
Assert(StringCompare(pair.Key, ConstString("MeshAsset")) == 0);
Assert(StringCompare(pair.Value, ConstString("Assets/Meshes/Cube.obj")) == 0);
// 5. IsActive
Assert(NextKvPair(&parser, &pair));
Assert(StringCompare(pair.Key, ConstString("IsActive")) == 0);
Assert(ParseBool(pair.Value) == true);
// End of stream
Assert(!NextKvPair(&parser, &pair));
LogMessage(LogCategory::Game, "[UnitTest] TestKvParser PASSED.");
}
// =========================================================================
// Test 2: Template Cache & Single-Load Invariant
// =========================================================================
static void TestTemplateCache(NonNullPtr<Arena> testArena)
{
LogMessage(LogCategory::Game, "[UnitTest] Starting TestTemplateCache...");
EntityTemplateCache* cache = InitEntityTemplateCache(testArena);
Assert(cache != nullptr);
String templatePath = ConstString("Assets/Templates/TestRock.jasset");
// First load: loads and caches
CachedTemplate* firstLoad = GetOrLoadTemplate(cache, templatePath);
Assert(firstLoad != nullptr);
Assert(firstLoad->TemplateCrc == HashTemplatePath(templatePath));
Assert(firstLoad->EntityKind == Inert::Kind);
// Second load: must return identical cached pointer without re-allocating
CachedTemplate* secondLoad = GetOrLoadTemplate(cache, templatePath);
Assert(secondLoad == firstLoad);
// Verify lookup by CRC
CachedTemplate* crcLookup = FindCachedTemplate(cache, firstLoad->TemplateCrc);
Assert(crcLookup == firstLoad);
ShutdownEntityTemplateCache(cache);
LogMessage(LogCategory::Game, "[UnitTest] TestTemplateCache PASSED.");
}
// =========================================================================
// Test 3: 5-Step Instantiation Pipeline & Derived Back-Pointer Fixup
// =========================================================================
static void TestInstantiationPipeline(NonNullPtr<Arena> testArena)
{
LogMessage(LogCategory::Game, "[UnitTest] Starting TestInstantiationPipeline...");
// Setup mock World and EntityManager
World world = {};
InitWorld(&world, testArena);
InitEntityManager(&world);
auto& manager = *world.EntityManager;
// Construct a synthetic template archetype
CachedTemplate mockTemplate = {};
mockTemplate.TemplateCrc = 0xABCD1234;
mockTemplate.EntityKind = Inert::Kind;
mockTemplate.DefaultBase.X = 1.0f;
mockTemplate.DefaultBase.Y = 2.0f;
mockTemplate.DefaultBase.Z = 3.0f;
Inert defaultInert = {};
defaultInert.MeshInstance = 42; // Template default
mockTemplate.DefaultDerivedMemory = &defaultInert;
mockTemplate.DerivedMemorySize = sizeof(Inert);
// Delta content overrides Position and leaves MeshInstance unspecified
String instanceKv = ConstString("Position: 100.0, 200.0, 300.0\n");
Entity* instance = InstantiateEntityFromTemplate(manager, &mockTemplate, testArena, instanceKv);
Assert(instance != nullptr);
// Verify Step 1 & 2: Base spatial delta applied, non-overridden derived property retained
Assert(instance->position.x == 100.0f);
Assert(instance->position.y == 200.0f);
Assert(instance->position.z == 300.0f);
auto* inertDerived = DownCast<Inert>(instance);
Assert(inertDerived != nullptr);
Assert(inertDerived->MeshInstance == 42); // Retained from template!
// Verify Step 3: CRITICAL back-pointer fixup check
Assert(inertDerived->base == instance);
Assert(instance->derived == inertDerived);
ShutdownEntityManager();
ShutdownWorld(&world);
LogMessage(LogCategory::Game, "[UnitTest] TestInstantiationPipeline PASSED.");
}
// =========================================================================
// Test 4: Delta Override & Revert Functionality
// =========================================================================
static void TestDeltaOverrideAndRevert(NonNullPtr<Arena> testArena)
{
LogMessage(LogCategory::Game, "[UnitTest] Starting TestDeltaOverrideAndRevert...");
World world = {};
InitWorld(&world, testArena);
InitEntityManager(&world);
auto& manager = *world.EntityManager;
CachedTemplate mockTemplate = {};
mockTemplate.TemplateCrc = 0x11223344;
mockTemplate.EntityKind = Inert::Kind;
mockTemplate.DefaultBase.X = 0.0f;
mockTemplate.DefaultBase.Y = 0.0f;
mockTemplate.DefaultBase.Z = 0.0f;
Inert defaultInert = {};
defaultInert.MeshInstance = 100;
mockTemplate.DefaultDerivedMemory = &defaultInert;
mockTemplate.DerivedMemorySize = sizeof(Inert);
// Instantiate with delta
String instanceKv = ConstString("MeshInstance: 999\nPosition: 5.0, 5.0, 5.0\n");
Entity* instance = InstantiateEntityFromTemplate(manager, &mockTemplate, testArena, instanceKv);
auto* inertDerived = DownCast<Inert>(instance);
Assert(inertDerived->MeshInstance == 999); // Delta applied
// Execute Revert to Template
RevertEntityToTemplate(instance, &mockTemplate);
// Verify property restored to template default
Assert(inertDerived->MeshInstance == 100);
// Verify world position is preserved across revert
Assert(instance->position.x == 5.0f);
Assert(instance->position.y == 5.0f);
Assert(instance->position.z == 5.0f);
// Verify back-pointer invariant preserved after revert
Assert(inertDerived->base == instance);
ShutdownEntityManager();
ShutdownWorld(&world);
LogMessage(LogCategory::Game, "[UnitTest] TestDeltaOverrideAndRevert PASSED.");
}
// =========================================================================
// Master Runner
// =========================================================================
void RunTemplateAndInheritanceUnitTests()
{
TempArena scratch = scratch_begin(nullptr, 0);
TestKvParser(scratch.Arena);
TestTemplateCache(scratch.Arena);
TestInstantiationPipeline(scratch.Arena);
TestDeltaOverrideAndRevert(scratch.Arena);
scratch_end(scratch);
LogMessage(LogCategory::Game, "[UnitTest] All Entity Template & Inheritance tests PASSED successfully.");
}
}
#endif
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# Entity Removal & Deletion Lifecycle (Brainstorm & Rework)
> [!WARNING]
> **Status: Needs Rework**
> The entity deletion and removal logic below was extracted as-is from [`Game/Plans/02_Entity_Allocation_And_Lifecycle.md`](file:///w:/Classified/Juliet/Game/Plans/02_Entity_Allocation_And_Lifecycle.md) for future brainstorming.
> The original swap-and-pop approach required complex mutual back-pointer fixups across both base and derived memory buffers.
---
## 1. Brainstorming Notes & Alternative Approaches
The original design relied on `VectorArena::RemoveAtFast` (swap-and-pop) for both `Entities` and `by_type[kind].arena`. While this maintained dense contiguous memory, swapping arbitrary elements in memory invalidated pointers in both directions, requiring runtime pointer patching (`derived->Base = movedEntity; base->Derived = movedComponent`).
### Ideas for Simpler & More Robust Alternatives:
1. **Active Flag / Tombstone (`is_active` bool)**:
- Keep deleted entities in place rather than moving or swapping them.
- Simply toggle `entity->is_active = false;`.
- Iterators and simulation loops skip inactive entities (`if (!entity->is_active) continue;`).
- Pointers to entities and derived components remain stable for their entire lifetime.
2. **Intrusive Free List for Slot Recycling**:
- Instead of shifting memory on deletion, vacant slots are linked into an intrusive free list (`first_free_index`).
- When an entity is destroyed:
- `entity->is_active = false;`
- Overwrite unused slot memory with `next_free_index`.
- When allocating a new entity:
- Check if `first_free_index != indexMax`.
- Pop from the free list in $O(1)$; otherwise push back to the end of the arena.
- Zero pointer invalidation, zero memmove/memcpy overhead during deletion.
3. **Stable Generational Handles / Slot Map**:
- If external systems need references to entities that might be deleted, combine the free list with a generational counter to detect stale lookups safely.
4. **Deferred Compaction / Garbage Collection**:
- If contiguous packing is strictly necessary for SIMD/cache optimization, defer compaction to a designated level load or scene transition rather than doing it per-frame on individual deletes.
---
## 2. Extracted Original Removal Logic (As-Is from Plan 2)
### 2.1 In-Memory Removal vs. Immediate Disk Deletion Hazards
In game development, deleting an entity in the editor or during gameplay must **never synchronously invoke disk deletion**:
1. **Frame Rate Stutters:** Blocking on synchronous OS filesystem APIs (`DeleteFileA`) introduces multisecond frame freezes.
2. **Transactional Safety:** If the editor crashes or the user exits without saving, disk modifications cannot be rolled back.
3. **Undo/Redo Support:** An editor action stack must allow recovering deleted entities before changes are permanently committed to disk.
Therefore, Juliet enforces a strict separation:
- **Immediate in-memory destruction:** Releases the entity from active simulation and registers its identifier in `World::PendingDeletions`.
- **Deferred disk deletion:** Executed strictly during explicit `SaveWorld` operations.
### 2.2 Fast In-Memory Removal (`RemoveAtFast`) & Mutual Pointer Fixup
`VectorArena::RemoveAtFast` utilizes swap-and-pop: the element at the target index is replaced by the last element in the vector, and `Count` is decremented.
```cpp
void RemoveAtFast(index_t index)
{
Assert(Arena);
Assert(index < Count);
Assert(Count > 0);
Type* elementAdr = DataFirst + index;
if (DataLast != elementAdr)
{
Swap(DataLast, elementAdr);
}
--DataLast;
--Count;
}
```
#### The Pointer Invalidation Problem:
When `Entity A` (at `index`) is swapped with `Entity Z` (at `DataLast`), the physical address of `Entity Z` changes from `DataLast` to `elementAdr`.
If `Entity Z` has a derived struct `derivedZ`, `derivedZ->Base` previously pointed to `DataLast`. After `RemoveAtFast`, `derivedZ->Base` points to garbage or the freed slot!
#### The Pointer Fixup Protocol:
To preserve the mutual back-pointer invariant, `DestroyEntity` explicitly fixes up the swapped entity's derived back-pointer:
```cpp
void DestroyEntity(EntityManager& manager, EntityID id)
{
Entity* baseArray = manager.Entities.DataPtr();
size_t count = manager.Entities.Size();
size_t targetIndex = indexMax;
for (size_t i = 0; i < count; ++i)
{
if (baseArray[i].ID == id)
{
targetIndex = i;
break;
}
}
if (targetIndex == indexMax)
{
return;
}
Entity* targetEntity = &baseArray[targetIndex];
Class* classPtr = targetEntity->derived_kind;
Assert(classPtr != nullptr);
// 1. Remove derived component from typed array via swap-and-pop
RemoveDerivedComponent(manager, classPtr, targetEntity->derived);
// 2. Remove base entity via swap-and-pop in VectorArena
bool wasLast = (targetIndex == count - 1);
manager.Entities.RemoveAtFast(targetIndex);
// 3. Pointer fixup: If an element was swapped into targetIndex, fix its back-pointer!
if (!wasLast && targetIndex < manager.Entities.Size())
{
Entity* movedEntity = &manager.Entities[targetIndex];
auto* derivedTemp = reinterpret_cast<entity_template*>(movedEntity->derived);
Assert(derivedTemp != nullptr);
derivedTemp->base = movedEntity;
}
}
```
### 2.3 O(1) Component Removal in `typed_entity_array` via Swap-and-Pop
To keep derived components packed contiguously for SIMD/cache iteration:
1. Locate the component's index within `by_type[kind].arena`. Because components have uniform stride `classPtr->size_of`:
$$\text{componentIndex} = \frac{\text{reinterpret\_cast<uint8*>(derivedPtr)} - \text{reinterpret\_cast<uint8*>(typedArray.array)}}{\text{classPtr->size\_of}}$$
2. If the component is not the last one in the typed arena:
- Copy the last component into the slot occupied by the deleted component.
- Update the moved component's `Base->Derived` pointer to point to its new slot.
3. Decrement `typedArray.count`.
4. Pop the arena allocation if it was the top of the stack, or decrement count to mark slot reclamation.
```cpp
void RemoveDerivedComponent(EntityManager& manager, Class* classPtr, DerivedType derivedPtr)
{
Assert(classPtr != nullptr);
Assert(derivedPtr != nullptr);
typed_entity_array& typedArray = manager.by_type[classPtr->kind];
Assert(typedArray.count > 0);
Assert(typedArray.array != nullptr);
size_t stride = classPtr->size_of;
auto* targetByte = reinterpret_cast<uint8*>(derivedPtr);
auto* firstByte = reinterpret_cast<uint8*>(typedArray.array);
size_t componentIndex = static_cast<size_t>(targetByte - firstByte) / stride;
Assert(componentIndex < typedArray.count);
size_t lastIndex = typedArray.count - 1;
if (componentIndex != lastIndex)
{
uint8* lastByte = firstByte + (lastIndex * stride);
// Copy last component data into target slot
MemCopy(targetByte, lastByte, stride);
// Fixup the base pointer of the moved component
auto* movedDerived = reinterpret_cast<entity_template*>(targetByte);
Assert(movedDerived->base != nullptr);
movedDerived->base->derived = targetByte;
}
typedArray.count -= 1;
if (typedArray.count == 0)
{
typedArray.array = nullptr;
}
}
```
### 2.4 Tracking Deletions in `World::PendingDeletions`
In `World.h`, the `World` struct is extended with a pending deletions container:
```cpp
struct World
{
Arena* WorldArena = nullptr;
EntityManager* EntityManager = nullptr;
VectorArena<EntityID, 1024> PendingDeletions;
};
```
When an entity is deleted in the world:
```cpp
void RemoveWorldEntity(World& world, EntityID id)
{
Assert(world.EntityManager != nullptr);
// Record pending disk deletion
world.PendingDeletions.PushBack(id);
// Destroy in memory immediately
DestroyEntity(*world.EntityManager, id);
}
```
### 2.5 Disk File Cleanup during `SaveWorld`
During `SaveWorld`, before saving modified entities, the engine iterates over `world.PendingDeletions` and removes their associated `.jasset` files:
```cpp
void ProcessPendingDeletions(World& world, NonNullPtr<Arena> scratchArena)
{
for (size_t i = 0; i < world.PendingDeletions.Size(); ++i)
{
EntityID id = world.PendingDeletions[i];
// Format relative asset path: Assets/Entities/{ID}.jasset
char filenameBuffer[64];
juliet_snprintf(filenameBuffer, sizeof(filenameBuffer), "Entities/%llu.jasset", id);
String assetPath = GetAssetPath(scratchArena, WrapString(filenameBuffer));
if (PlatformDeleteFile(assetPath))
{
Log(LogLevel::Message, LogCategory::Game, "Deleted entity asset: %s", CStr(assetPath));
}
}
world.PendingDeletions.Clear();
}
```
### 2.6 Associated Swap-and-Pop Unit Test
```cpp
void TestSwapAndPopPointerFixup()
{
Log(LogLevel::Message, LogCategory::Game, "[UnitTest] Running TestSwapAndPopPointerFixup...");
TempArena tempArena = scratch_begin(nullptr, 0);
World testWorld{};
InitWorld(&testWorld, tempArena.Arena);
InitEntityManager(&testWorld);
EntityManager& manager = *testWorld.EntityManager;
// Allocate 3 entities: E0, E1, E2
Inert* e0 = MakeEntity<Inert>(manager, 1.0f, 0.0f, 0.0f);
Inert* e1 = MakeEntity<Inert>(manager, 2.0f, 0.0f, 0.0f);
Inert* e2 = MakeEntity<Inert>(manager, 3.0f, 0.0f, 0.0f);
EntityID id0 = e0->base->ID;
EntityID id1 = e1->base->ID;
EntityID id2 = e2->base->ID;
Assert(manager.Entities.Size() == 3);
// Delete middle entity E1 (triggers swap with E2)
DestroyEntity(manager, id1);
Assert(manager.Entities.Size() == 2);
// Verify E2's mutual back-pointers are still completely intact
Entity* remaining0 = &manager.Entities[0];
Entity* remaining1 = &manager.Entities[1];
Assert(remaining0->ID == id0);
Assert(remaining1->ID == id2);
auto* derived0 = reinterpret_cast<entity_template*>(remaining0->derived);
auto* derived1 = reinterpret_cast<entity_template*>(remaining1->derived);
Assert(derived0->base == remaining0);
Assert(derived1->base == remaining1);
ShutdownEntityManager();
ShutdownWorld(&testWorld);
scratch_end(tempArena);
Log(LogLevel::Message, LogCategory::Game, "[UnitTest] PASSED: TestSwapAndPopPointerFixup");
}
```
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#include <UnitTest/WorldUnitTest.h>
#if JULIET_DEBUG
#include <Core/Common/CoreUtils.h>
#include <Core/Common/serialization.h>
#include <Core/HAL/IO/IOStream.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/Memory/MemoryArena.h>
#include <Core/Thread/ThreadContext.h>
#include <Data/World.h>
#include <Entity/Entity.h>
#include <Entity/entity_types.h>
#include <game.h>
internal void TestEntityAllocationAndWiring(void)
{
Log(LogLevel_Message, LogCategory_Game, "[UnitTest] Running TestEntityAllocationAndWiring...");
TempArena tempArena = scratch_begin(NULL, 0);
GameState* gameState = GetGameState();
World testWorld = { 0 };
gameState->World = &testWorld;
InitWorld(&testWorld, tempArena.Arena);
InitEntityManager(&testWorld);
EntityManager* manager = testWorld.EntityManager;
// 1. Allocate Inert Entity via allocate_entity
Entity* base_entity = allocate_entity(manager, ClassKind(Inert));
Assert(base_entity != NULL);
Assert(base_entity->ID == 0); // Pure memory allocator leaves ID unassigned (0) until MakeEntity or deserialization
base_entity->ID = ++g_entity_manager_id;
Assert(base_entity->ID > 0);
Assert(base_entity->derived_kind == ClassKind(Inert));
Assert(base_entity->derived != NULL);
Assert(base_entity->is_dirty == true);
// 2. Validate mutual back-pointer wiring
EntityTemplate* derived = (EntityTemplate*)base_entity->derived;
Assert(derived->base == base_entity);
// 3. DownCast verification
Inert* inert = DownCastEntity(Inert, base_entity);
Assert(inert != NULL);
Assert(inert->base == base_entity);
// 4. Validate typed array tracking
typed_entity_array* inert_array = &manager->by_type[ENTITY(Inert)];
Assert(inert_array->count == 1);
Assert(inert_array->array == derived);
ShutdownEntityManager();
ShutdownWorld(&testWorld);
gameState->World = NULL;
scratch_end(tempArena);
Log(LogLevel_Message, LogCategory_Game, "[UnitTest] PASSED: TestEntityAllocationAndWiring");
}
internal void TestInPlaceDeserialization(void)
{
Log(LogLevel_Message, LogCategory_Game, "[UnitTest] Running TestInPlaceDeserialization...");
TempArena tempArena = scratch_begin(NULL, 0);
GameState* gameState = GetGameState();
World testWorld = { 0 };
gameState->World = &testWorld;
InitWorld(&testWorld, tempArena.Arena);
InitEntityManager(&testWorld);
EntityManager* manager = testWorld.EntityManager;
// 1. In-memory .jasset text fixture (no streams or files needed)
String asset_content = ConstString("; Class\n"
"Inert\n"
"; version\n"
"1\n"
"; class_version\n"
"1\n"
"; id\n"
"42\n"
"; position\n"
"12.5 -44.0 108.2 1.0\n"
"; MeshInstance\n"
"42\n");
ByteBuffer buffer = { .Data = (Byte*)asset_content.Str, .Size = asset_content.Size };
// 2. Tokenize into Archive
Archive load_ar = { 0 };
load_ar.arena = tempArena.Arena;
load_ar.loading = true;
load_ar.base = tokenize_archive(tempArena.Arena, buffer);
// 3. Deserialize in-place
Entity* loaded_base = deserialize_entity(&load_ar, manager);
// 4. Verify in-place allocations and values
Assert(loaded_base != NULL);
Assert(loaded_base->ID == 42);
Assert(g_entity_manager_id > 42); // Generator counter advanced past loaded ID
Assert(loaded_base->position.x == 12.5f);
Assert(loaded_base->position.y == -44.0f);
Assert(loaded_base->position.z == 108.2f);
Assert(loaded_base->is_dirty == false);
Inert* loaded_inert = DownCastEntity(Inert, loaded_base);
Assert(loaded_inert != NULL);
Assert(loaded_inert->base == loaded_base);
Assert(loaded_inert->MeshInstance == 42);
ShutdownEntityManager();
ShutdownWorld(&testWorld);
gameState->World = NULL;
scratch_end(tempArena);
Log(LogLevel_Message, LogCategory_Game, "[UnitTest] PASSED: TestInPlaceDeserialization");
}
internal void TestDirtyTrackingLifecycle(void)
{
Log(LogLevel_Message, LogCategory_Game, "[UnitTest] Running TestDirtyTrackingLifecycle...");
TempArena tempArena = scratch_begin(NULL, 0);
GameState* gameState = GetGameState();
World testWorld = { 0 };
gameState->World = &testWorld;
InitWorld(&testWorld, tempArena.Arena);
InitEntityManager(&testWorld);
EntityManager* manager = testWorld.EntityManager;
Entity* entity = allocate_entity(manager, ClassKind(Inert));
Assert(entity->is_dirty == true);
// TODO : proper save and mutation
// Simulate save
entity->is_dirty = false;
Assert(entity->is_dirty == false);
// Simulate mutation
entity->position.x += 1.0f;
entity->is_dirty = true;
Assert(entity->is_dirty == true);
ShutdownEntityManager();
ShutdownWorld(&testWorld);
gameState->World = NULL;
scratch_end(tempArena);
Log(LogLevel_Message, LogCategory_Game, "[UnitTest] PASSED: TestDirtyTrackingLifecycle");
}
void UnitTest_WorldUnitTest(void)
{
Log(LogLevel_Message, LogCategory_Game, "==================================================");
Log(LogLevel_Message, LogCategory_Game, "Starting Entity Allocation & Lifecycle Unit Tests");
Log(LogLevel_Message, LogCategory_Game, "==================================================");
TestEntityAllocationAndWiring();
TestInPlaceDeserialization();
// TestSwapAndPopPointerFixup(); // Deferred to Entity_Removal_Brainstorm.md
TestDirtyTrackingLifecycle();
Log(LogLevel_Message, LogCategory_Game, "==================================================");
Log(LogLevel_Message, LogCategory_Game, "All Entity Lifecycle Unit Tests PASSED Successfully");
Log(LogLevel_Message, LogCategory_Game, "==================================================");
}
#endif
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#pragma once
#include <Juliet.h>
#if JULIET_DEBUG
void UnitTest_WorldUnitTest(void);
#endif
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#include <game.h>
#include <Controller/DebugCameraController.h>
#include <Core/Common/serialization.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/HAL/Keyboard/Keyboard.h>
#include <Core/JulietInit.h>
#include <Core/Logging/LogManager.h>
#include <Core/Memory/MemoryArena.h>
#include <Data/World.h>
#include <Entity/Entity.h>
#include <Entity/entity_types.h>
#include <Entity/EntityManager.h>
#include <Graphics/Camera.h>
#include <Graphics/MeshRenderer.h>
#include <dcimgui.h>
#include <stdio.h>
#if JULIET_DEBUG
#include <Debug/DebugTopBar.h>
#include <UnitTest/WorldUnitTest.h>
#endif
global GameState* gGameState = NULL;
GameState* GetGameState(void)
{
return gGameState;
}
JULIET_API void __cdecl GameShutdown(void)
{
printf("Shutting down game...\n");
if (gGameState != NULL && gGameState->World != NULL)
{
ShutdownWorld(gGameState->World);
}
ShutdownEntityManager();
}
JULIET_API void __cdecl GameUpdate(GameData* params, float deltaTime)
{
Assert(params != NULL);
gGameState = params->GameState;
if (gGameState == NULL)
{
ArenaParams gameStateParams = { .ReserveSize = Megabytes(1), .Name = "Game Total Arena" };
Arena* gameStateArena = ArenaAllocate(gameStateParams);
GameState* gameState = ArenaPushStruct(gameStateArena, GameState);
gGameState = params->GameState = gameState;
gameState->TotalArena = gameStateArena;
gameState->Mode = GameMode_Editor;
gameState->TotalTime = 0.0f;
gameState->Score = 0;
printf("Game Arena Allocated: %p\n", (void*)gameState);
// Reserve cameras. Lets go with 4 for now
ReserveCamera(4);
#if JULIET_DEBUG
UnitTest_WorldUnitTest();
#endif
// Bootstrap world
ArenaParams worldParams = { .ReserveSize = Megabytes(1), .Name = "World Arena" };
Arena* worldArena = ArenaAllocate(worldParams);
World* world = ArenaPushStructTag(worldArena, World, "World");
gameState->World = world;
InitWorld(gameState->World, worldArena);
// Entity Use case
InitEntityManager(gameState->World);
EntityManager* manager = GetEntityManager();
Inert* mesh = MakeEntity(Inert, manager, 1.f, 2.f, 0.f);
Assert(mesh != NULL);
MeshAssetID cubeAsset = GetCubePrimitiveMeshAssetID();
Matrix identity = MatrixIdentity();
MeshInstanceID meshInst = CreateMeshInstance(cubeAsset, 0, &identity);
mesh->MeshInstance = meshInst;
Inert* mesh2 = MakeEntity(Inert, manager, 4.f, 0.f, 2.f);
Assert(mesh2 != NULL);
MeshInstanceID meshInst2 = CreateMeshInstance(cubeAsset, 0, &identity);
mesh2->MeshInstance = meshInst2;
// Summer at 2pm lighting
Vector3 sunDirection = { -0.2f, -0.9f, -0.3f };
Vector3 sunColor = { 1.0f, 0.95f, 0.85f };
float ambientIntensity = 0.4f;
SetGlobalLight(sunDirection, sunColor, ambientIntensity);
}
#if JULIET_DEBUG
DrawTopBar();
#endif
GameMode previousFrameMode = gGameState->Mode;
if (IsKeyPressed(ScanCode_F1))
{
if (previousFrameMode == GameMode_Play)
{
gGameState->Mode = GameMode_Debug;
}
else if (previousFrameMode == GameMode_Debug)
{
gGameState->Mode = GameMode_Play;
}
}
if (gGameState->Mode == GameMode_Editor)
{
if (IsKeyPressed(ScanCode_F5))
{
gGameState->Mode = GameMode_Play;
}
#if JULIET_EDITOR
RenderWorldEditorUI(gGameState->World);
#endif
}
if (gGameState->Mode == GameMode_Play)
{
if (IsKeyPressed(ScanCode_Escape))
{
gGameState->Mode = GameMode_Editor;
}
// update game
}
EntityManager* manager = GetEntityManager();
UpdateEntityManager(manager);
if (gGameState->Mode == GameMode_Debug)
{
if (previousFrameMode == GameMode_Play)
{
ActivateDebugController();
}
if (IsKeyPressed(ScanCode_Escape))
{
gGameState->Mode = GameMode_Editor;
}
UpdateDebugController(deltaTime);
#if JULIET_DEBUG
ImGui_Begin("Debug", NULL, ImGuiWindowFlags_None);
RenderImGuiDebugController(deltaTime);
ImGui_End();
#endif
}
if (gGameState->Mode != GameMode_Debug && previousFrameMode == GameMode_Debug)
{
DeactivateDebugController();
}
}
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#include <cstdio>
#include <Windows.h> // TODO: remove because our dll should not be platform dependant
#undef min
#undef max
#include <game.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/JulietInit.h>
#include <Core/Logging/LogManager.h>
#include <Core/Memory/MemoryArena.h>
#include <Entity/Entity.h>
#include <Entity/EntityManager.h>
GameState* gGameState = nullptr;
GameState* GetGameState()
{
return gGameState;
}
// Test code
namespace Game
{
struct Door
{
DECLARE_ENTITY()
bool IsOpened;
};
DEFINE_ENTITY(Door);
struct Rock
{
DECLARE_ENTITY()
int Health;
};
DEFINE_ENTITY(Rock);
} // namespace Game
extern "C" JULIET_API void __cdecl GameShutdown()
{
printf("Shutting down game...\n");
using namespace Juliet;
using namespace Game;
ShutdownEntityManager();
}
extern "C" JULIET_API void __cdecl GameUpdate(Juliet::GameData* params, [[maybe_unused]] float deltaTime)
{
using namespace Juliet;
using namespace Game;
gGameState = params->GameState;
if (!gGameState)
{
Arena* gameStateArena = ArenaAllocate({ .ReserveSize = Megabytes(1) } JULIET_DEBUG_PARAM("Game Total Arena"));
auto* gameState = ArenaPushStruct<GameState>(gameStateArena);
gGameState = params->GameState = gameState;
gameState->TotalArena = gameStateArena;
gameState->TotalTime = 0.0f;
gameState->Score = 0;
printf("Game Arena Allocated: %p\n", static_cast<void*>(gameState));
// Bootstrap world
auto* worldArena = ArenaAllocate({ .ReserveSize = Megabytes(1) } JULIET_DEBUG_PARAM("World Arena"));
World* world = ArenaPushStruct<World>(worldArena JULIET_DEBUG_PARAM("World"));
gameState->World = world;
gameState->World->WorldArena = worldArena;
// Entity Use case
InitEntityManager(gameState->World);
auto& manager = GetEntityManager();
Door* door = MakeEntity<Door>(manager, 10.0f, 2.0f);
door->IsOpened = true;
Entity* ent = door->Base;
[[maybe_unused]] Door* stillDoor = DownCast<Door>(ent);
Assert(door == stillDoor);
Rock* rock = MakeEntity<Rock>(manager, 1.f, 2.f);
rock->Health = 100;
Assert(door->Base != rock->Base);
printf("Door is %s\n", door->IsOpened ? "Opened" : "Closed");
printf("Rock has %d health points\n", rock->Health);
}
// printf("Updating game...\n");
}
+12 -6
View File
@@ -1,23 +1,29 @@
#pragma once
#include <Core/Memory/MemoryArena.h>
#include <Data/World.h>
struct EntityManager;
typedef struct EntityManager EntityManager;
struct World
typedef uint32 GameMode;
enum
{
Juliet::Arena* WorldArena;
EntityManager* EntityManager;
GameMode_Editor = 0,
GameMode_Play,
GameMode_Debug
};
typedef struct GameState GameState;
struct GameState
{
Juliet::Arena* TotalArena;
Arena* TotalArena;
World* World;
GameMode Mode;
float TotalTime;
int Score;
};
extern GameState* GetGameState();
extern GameState* GetGameState(void);
-39
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@@ -1,39 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.0.31903.59
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "JulietApp", "JulietApp\JulietApp.vcxproj", "{1720427b-c8ba-3195-f931-e97f6d6125c1}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Juliet", "Juliet\Juliet.vcxproj", "{a93aa30f-8f29-02fe-57e2-cd3626948b68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Game", "Game\Game.vcxproj", "{b568a67e-05a1-9907-ff4b-a129119528bd}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ImGui", "External\imgui\ImGui.vcxproj", "{652d3fea-b417-1d5e-9f79-3f32e9604ddc}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Profile|x64 = Profile|x64
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{1720427b-c8ba-3195-f931-e97f6d6125c1}.Debug|x64.ActiveCfg = Debug|x64
{1720427b-c8ba-3195-f931-e97f6d6125c1}.Debug|x64.Build.0 = Debug|x64
{1720427b-c8ba-3195-f931-e97f6d6125c1}.Profile|x64.ActiveCfg = Profile|x64
{1720427b-c8ba-3195-f931-e97f6d6125c1}.Profile|x64.Build.0 = Profile|x64
{1720427b-c8ba-3195-f931-e97f6d6125c1}.Release|x64.ActiveCfg = Release|x64
{1720427b-c8ba-3195-f931-e97f6d6125c1}.Release|x64.Build.0 = Release|x64
{a93aa30f-8f29-02fe-57e2-cd3626948b68}.Debug|x64.ActiveCfg = Debug|x64
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{a93aa30f-8f29-02fe-57e2-cd3626948b68}.Release|x64.ActiveCfg = Release|x64
{b568a67e-05a1-9907-ff4b-a129119528bd}.Debug|x64.ActiveCfg = Debug|x64
{b568a67e-05a1-9907-ff4b-a129119528bd}.Profile|x64.ActiveCfg = Profile|x64
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{652d3fea-b417-1d5e-9f79-3f32e9604ddc}.Debug|x64.ActiveCfg = Debug|x64
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{652d3fea-b417-1d5e-9f79-3f32e9604ddc}.Release|x64.ActiveCfg = Release|x64
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GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
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-24
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@@ -1,24 +0,0 @@
// Juliet - Lib
//------------------------------------------------------------------------------
{
.ProjectName = 'Juliet'
.ProjectPath = 'Juliet'
// Library Configurations
//--------------------------------------------------------------------------
ForEach( .BuildConfigName in .BuildConfigs )
{
#if __WINDOWS__
.ProjectConfig = [ Using( .'Project_x64_$BuildConfigName$' ) ]
^ProjectConfigs + .ProjectConfig
#endif
}
VCXProject( '$ProjectName$' )
{
.ProjectOutput = '$ProjectPath$/$ProjectName$.vcxproj'
.ProjectBasePath = '$ProjectPath$/'
.ProjectInputPaths = .ProjectBasePath
.ProjectConfigs = .ProjectConfigs
}
}
-264
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@@ -1,264 +0,0 @@
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<PropertyGroup Label="Globals">
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<NMakeCleanCommandLine>cd $(SolutionDir) &amp; misc\build.bat -clean Debug $(SolutionName)</NMakeCleanCommandLine>
<NMakeOutput>$(SolutionDir)bin\x64-Debug\Juliet.exe</NMakeOutput>
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<LanguageStandard>stdcpp20</LanguageStandard>
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<OutDir>$(SolutionDir)bin\x64-Debug\</OutDir>
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<NMakeCleanCommandLine>cd $(SolutionDir) &amp; misc\build.bat -clean Profile $(SolutionName)</NMakeCleanCommandLine>
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<ClInclude Include="src\Graphics\GraphicsDevice.h">
<Filter>src\Graphics</Filter>
</ClInclude>
<ClInclude Include="src\UnitTest\VectorTestHelper.h">
<Filter>src\UnitTest</Filter>
</ClInclude>
<ClInclude Include="src\Graphics\D3D12\AgilitySDK\D3D12TokenizedProgramFormat.hpp">
<Filter>src\Graphics\D3D12\AgilitySDK</Filter>
</ClInclude>
</ItemGroup>
</Project>
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// =============================================================================
// Safe Casts
internal uint16 safe_cast_uint16(uint32 val)
{
AssertAlways(val <= max_uint16);
uint16 result = (uint16)val;
return result;
}
internal uint32 safe_cast_uint32(uint64 val)
{
AssertAlways(val <= max_uint32);
uint32 result = (uint32)val;
return result;
}
internal int32 safe_cast_int32(int64 val)
{
AssertAlways(val <= max_int32);
int32 result = (int32)val;
return result;
}
// =============================================================================
// Third party includes
#define STB_SPRINTF_IMPLEMENTATION
#define STB_SPRINTF_STATIC
#include "external/stb_sprintf/stb_sprintf.h"
+299
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#pragma once
#include <stdint.h>
// =============================================================================
// Third party includes
#define STB_SPRINTF_DECORATE(name) juliet_##name
#define STB_SPRINTF_STATIC
#include "external/stb_sprintf/stb_sprintf.h"
#define internal static
#define global static
#define local_persist static
#if (COMPILER_CLANG && OS_WINDOWS) || COMPILER_MSVC
# pragma section(".rdata$", read)
# define read_only __declspec(allocate(".rdata$"))
#elif (COMPILER_CLANG && OS_LINUX)
# define read_only __attribute__((section(".rodata")))
#else
// Note: not possible with GCC
# define read_only
#endif
#if COMPILER_CLANG || COMPILER_GCC
# define thread_static __thread
#elif COMPILER_MSVC
# define thread_static __declspec(thread)
#else
# error thread_static not defined for this compiler
#endif
// =============================================================================
// Units
#define KB(d) ((uint64)(d) << 10)
#define MB(d) ((uint64)(d) << 20)
#define GB(d) ((uint64)(d) << 30)
#define Million(n) ((n) * 1000000)
// =============================================================================
// Branch predictor hints
#if defined(__clang__)
# define Expect(expr, val) __builtin_expect((expr), (val))
#else
# define Expect(expr, val) (expr)
#endif
#define Likely(expr) Expect(expr, 1)
#define Unlikely(expr) Expect(expr, 0)
// =============================================================================
// Min Max Clamp
#define Min(A, B) (((A) < (B) ? (A) : (B)))
#define Max(A, B) (((A) > (B) ? (A) : (B)))
#define ClampTop(A, X) Min(A, X)
#define ClampBottom(X, B) Max(X, B)
#define Clamp(A, X, B) (((X) < (A)) ? (A) : ((X) > (B)) ? (B) : (X))
// =============================================================================
// Alignment
#if COMPILER_CLANG || COMPILER_GCC
# define AlignOf(Type) __alignof(Type)
#elif COMPILER_MSVC
# define AlignOf(Type) __alignof(Type)
#else
# error AlignOf not defined for this compiler
#endif
// =============================================================================
// For loop helpers
#define DeferLoop(begin, end) for (int _i_ = ((begin), 0); !_i_; ++_i_, (end))
#define EachIndex(it, count) (uint64 it = 0; it < (count); ++it)
#define EachNode(it, Type, first) (Type* it = first; it != 0; it = it->next)
// =============================================================================
// Memory Helpers
#define MemoryCopy(dst, src, size) memmove((dst), (src), (size))
#define MemorySet(dst, src, size) memset((dst), (src), (size))
#define MemoryCompare(a, b, size) memcmp((a), (b), (size))
#define MemoryZero(ptr, size) memset((ptr), 0, (size))
#define MemoryZeroStruct(s) MemoryZero((s), sizeof(*(s)))
#define MemoryZeroArray(arr) MemoryZero((arr), sizeof(arr))
#define MemoryMatch(a, b, size) (MemoryCompare((a), (b), (size)) == 0)
#define MemoryMatchStruct(a, b) MemoryMatch((a), (b), sizeof(*(a)))
#define MemoryMatchArray(a, b) MemoryMatch((a), (b), sizeof(a))
// =============================================================================
// Asserts
#if COMPILER_CLANG || COMPILER_GCC
# define Trap() __builtin_trap()
#elif COMPILER_MSVC
# define Trap() __debugbreak()
#else
# error Unknown trap intrinsic for this compiler
#endif
#define AssertAlways(cond) \
do \
{ \
if (!(cond)) \
{ \
Trap(); \
} \
} \
while (0)
#if BUILD_DEBUG
# define Assert(cond) AssertAlways(cond)
#else
# define Assert(cond) (void)(cond)
#endif
#define StaticAssert(cond, ID) global uint8 GLUE(ID, __LINE__)[(cond) ? 1 : -1]
// =============================================================================
// Linked List macro
// Linked list macro helpers
#define CheckNil(nil, ptr) ((ptr) == 0 || (ptr) == nil)
#define SetNil(nil, ptr) ((ptr) = nil)
// Doubly-linked-lists
// clang-format off
#define DLL_insert_next_prev_zero(nil, first, last, ptr, node, next, previous) \
(CheckNil(nil, first) ? ((first) = (last) = (node), SetNil(nil, (node)->next), SetNil(nil, (node)->previous)) \
: CheckNil(nil, ptr) ? ((node)->next = (first), (first)->previous = (node), (first) = (node), SetNil(nil, (node)->previous)) \
: ((ptr) == (last)) ? ((last)->next = (node), (node )->previous = (last), (last ) = (node), SetNil(nil, (node)->next)) \
: (((CheckNil(nil, ptr) && CheckNil(nil, (ptr)->next)) ? (0) : ((ptr)->next->previous = (node))), \
((node)->next = (ptr)->next), ((ptr)->next = (node)), ((node)->previous = (ptr))))
#define DLL_push_back_next_prev_zero(nil, first, last, node, next, previous) \
DLL_insert_next_prev_zero(nil, first, last, last, node, next, previous)
#define DLL_remove_next_prev_zero(nil, first, last, node, next, previous) \
(((node) == (first) ? (first) = (node)->next : (0)), ((node) == (last) ? (last) = (last)->previous : (0)), \
(CheckNil(nil, (node)->previous) ? (0) : ((node)->previous->next = (node)->next)), \
(CheckNil(nil, (node)->next) ? (0) : ((node)->next->previous = (node)->previous)))
// clang-format on
// Single link double head lists (= queues)
#define SLL_queue_push_next_zero(nil, first, last, node, next) \
(CheckNil(nil, first) ? ((first) = (last) = (node), SetNil(nil, (node)->next)) \
: ((last)->next = (node), (last) = (node), SetNil(nil, (node)->next)))
// Single (link & head) lists (= stacks)
#define SLL_stack_push_next(first, node, next) ((node)->next = (first), (first) = (node))
#define SLL_stack_pop_next(first, next) ((first) = (first)->next);
// Double linked list helpers
#define DLL_push_back_next_prev(first, last, node, next, previous) \
DLL_push_back_next_prev_zero(0, first, last, node, next, previous)
#define DLL_remove_next_prev(first, last, node, next, prev) DLL_remove_next_prev_zero(0, first, last, node, next, prev)
#define DLL_push_back(first, last, node) DLL_push_back_next_prev_zero(0, first, last, node, next, previous)
#define DLL_remove(first, last, node) DLL_remove_next_prev_zero(0, first, last, node, next, previous)
// Queue helpers
#define SLL_queue_push(first, last, node) SLL_queue_push_next_zero(0, first, last, node, next)
// Stack helpers
#define SLL_stack_push(first, node) SLL_stack_push_next(first, node, next)
#define SLL_stack_pop(first) SLL_stack_pop_next(first, next)
// =============================================================================
// Helpers
#define AlignPow2(x, align) (((x) + (align) - 1) & (~((align) - 1)))
#define Stringify_(S) #S
#define Stringify(S) Stringify_(S)
#define GLUE_(A, B) A##B
#define GLUE(A, B) GLUE_(A, B)
#define ArrayCount(arr) (sizeof(arr) / sizeof((arr)[0]))
#if ARCH_64BIT
# define IntFromPtr(ptr) ((uint64)(ptr))
#else
# error Missing pointer to integer cast for this architecture
#endif
#define PtrFromInt(i) (void*)(i)
// =============================================================================
// Core Types
typedef uint8_t uint8;
typedef uint16_t uint16;
typedef uint32_t uint32;
typedef uint64_t uint64;
typedef int8_t int8;
typedef int16_t int16;
typedef int32_t int32;
typedef int64_t int64;
typedef float float32;
typedef double float64;
typedef int8 bool8;
typedef int16 bool16;
typedef int32 bool32;
typedef int64 bool64;
// =============================================================================
// Core Constants
global uint8 max_uint8 = 0xFF;
global uint16 max_uint16 = 0xFFFF;
global uint32 max_uint32 = 0xFFFFFFFF;
global uint64 max_uint64 = 0xFFFFFFFFFFFFFFFFll;
global int8 max_int8 = (int8)0x7F;
global int16 max_int16 = (int16)0x7FFF;
global int32 max_int32 = (int32)0x7FFFFFFF;
global int64 max_int64 = (int64)0x7FFFFFFFFFFFFFFFll;
global const uint32 bitmask1 = 0x00000001;
global const uint32 bitmask2 = 0x00000003;
global const uint32 bitmask3 = 0x00000007;
global const uint32 bitmask4 = 0x0000000f;
global const uint32 bitmask5 = 0x0000001f;
global const uint32 bitmask6 = 0x0000003f;
global const uint32 bitmask7 = 0x0000007f;
global const uint32 bitmask8 = 0x000000ff;
global const uint32 bitmask9 = 0x000001ff;
global const uint32 bitmask10 = 0x000003ff;
global const uint32 bitmask11 = 0x000007ff;
global const uint32 bitmask12 = 0x00000fff;
global const uint32 bitmask13 = 0x00001fff;
global const uint32 bitmask14 = 0x00003fff;
global const uint32 bitmask15 = 0x00007fff;
global const uint32 bitmask16 = 0x0000ffff;
global const uint32 bitmask17 = 0x0001ffff;
global const uint32 bitmask18 = 0x0003ffff;
global const uint32 bitmask19 = 0x0007ffff;
global const uint32 bitmask20 = 0x000fffff;
global const uint32 bitmask21 = 0x001fffff;
global const uint32 bitmask22 = 0x003fffff;
global const uint32 bitmask23 = 0x007fffff;
global const uint32 bitmask24 = 0x00ffffff;
global const uint32 bitmask25 = 0x01ffffff;
global const uint32 bitmask26 = 0x03ffffff;
global const uint32 bitmask27 = 0x07ffffff;
global const uint32 bitmask28 = 0x0fffffff;
global const uint32 bitmask29 = 0x1fffffff;
global const uint32 bitmask30 = 0x3fffffff;
global const uint32 bitmask31 = 0x7fffffff;
global const uint32 bitmask32 = 0xffffffff;
global const uint32 bit1 = (1 << 0);
global const uint32 bit2 = (1 << 1);
global const uint32 bit3 = (1 << 2);
global const uint32 bit4 = (1 << 3);
global const uint32 bit5 = (1 << 4);
global const uint32 bit6 = (1 << 5);
global const uint32 bit7 = (1 << 6);
global const uint32 bit8 = (1 << 7);
global const uint32 bit9 = (1 << 8);
global const uint32 bit10 = (1 << 9);
global const uint32 bit11 = (1 << 10);
global const uint32 bit12 = (1 << 11);
global const uint32 bit13 = (1 << 12);
global const uint32 bit14 = (1 << 13);
global const uint32 bit15 = (1 << 14);
global const uint32 bit16 = (1 << 15);
global const uint32 bit17 = (1 << 16);
global const uint32 bit18 = (1 << 17);
global const uint32 bit19 = (1 << 18);
global const uint32 bit20 = (1 << 19);
global const uint32 bit21 = (1 << 20);
global const uint32 bit22 = (1 << 21);
global const uint32 bit23 = (1 << 22);
global const uint32 bit24 = (1 << 23);
global const uint32 bit25 = (1 << 24);
global const uint32 bit26 = (1 << 25);
global const uint32 bit27 = (1 << 26);
global const uint32 bit28 = (1 << 27);
global const uint32 bit29 = (1 << 28);
global const uint32 bit30 = (1 << 29);
global const uint32 bit31 = (1 << 30);
global const uint32 bit32 = (1 << 31);
// =============================================================================
// Safe Casts
internal uint16 safe_cast_uint16(uint32 val);
internal uint32 safe_cast_uint32(uint64 val);
internal int32 safe_cast_int32(int64 val);
// =============================================================================
// Time functions
internal uint64 now_time_us();
internal void sleep_ms(uint32 ms);
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// =============================================================================
// Arena Functions
#include "core/core.h"
internal Arena* arena_alloc_internal(ArenaParams* params)
{
uint64 committed = params->commit_size;
uint64 reserved = params->reserve_size;
// Initial block
void* base = NULL;
if (params->flags & ArenaFlag_LargePages)
{
uint64 page_size = get_system_info()->large_page_size;
reserved = AlignPow2(reserved, page_size);
committed = AlignPow2(committed, page_size);
base = reserve_memory_large(reserved);
commit_memory_large(base, committed);
}
else
{
uint64 page_size = get_system_info()->page_size;
reserved = AlignPow2(reserved, page_size);
committed = AlignPow2(committed, page_size);
base = reserve_memory(reserved);
commit_memory(base, committed);
}
if (Unlikely(base == 0))
{
abort_self(1);
}
Arena* arena = base;
arena->current = arena;
arena->commit_size = params->commit_size;
arena->reserve_size = params->reserve_size;
arena->base_position = 0;
arena->position = ARENA_HEADER_SIZE;
arena->committed = committed;
arena->reserved = reserved;
#if BUILD_DEBUG
arena->alloc_file = params->alloc_file;
arena->alloc_line = params->alloc_line;
arena->name = params->name;
#endif
return arena;
}
internal void arena_release(Arena* arena)
{
for (Arena *p = arena->current, *prev = 0; p != 0; p = prev)
{
prev = p->previous;
release_memory(p, p->reserved);
}
}
// =============================================================================
// Arena Push/Pop core Functions
internal void* arena_push(Arena* arena, uint64 size, uint64 align, bool32 zero)
{
Arena* current = arena->current;
uint64 pos_pre = AlignPow2(current->position, align);
uint64 pos_post = pos_pre + size;
uint64 size_to_zero = 0;
if (zero)
{
size_to_zero = Min(current->committed, pos_post) - pos_pre;
}
if (current->reserved < pos_post && !(arena->flags & ArenaFlag_NoChain))
{
Arena* new_block = 0;
if (new_block == 0)
{
uint64 reserved_size = arena->reserve_size;
uint64 committed_size = arena->commit_size;
if (size + ARENA_HEADER_SIZE > reserved_size)
{
reserved_size = AlignPow2(size + ARENA_HEADER_SIZE, align);
committed_size = AlignPow2(size + ARENA_HEADER_SIZE, align);
}
new_block = arena_alloc(.reserve_size = reserved_size, .commit_size = committed_size, .flags = arena->flags,
#if BUILD_DEBUG
.alloc_file = arena->alloc_file, .alloc_line = arena->alloc_line
#endif
);
size_to_zero = 0;
}
else
{
size_to_zero = size;
}
new_block->base_position = current->base_position + current->reserved;
SLL_stack_push_next(arena->current, new_block, previous);
current = new_block;
pos_pre = AlignPow2(current->position, align);
pos_post = pos_pre + size;
}
// commit new pages if needed
if (current->committed < pos_post)
{
uint64 committed_past_aligned = pos_post + current->commit_size - 1;
committed_past_aligned -= committed_past_aligned % current->commit_size;
uint64 committed_past_clamped = ClampTop(committed_past_aligned, current->reserved);
uint64 committed_size = committed_past_clamped - current->committed;
uint8* committed_ptr = (uint8*)current + current->committed;
if (current->flags & ArenaFlag_LargePages)
{
commit_memory_large(committed_ptr, committed_size);
}
else
{
commit_memory(committed_ptr, committed_size);
}
current->committed = committed_past_clamped;
}
void* result = 0;
if (current->committed >= pos_post)
{
result = (uint8*)current + pos_pre;
current->position = pos_post;
MemoryZero(result, size_to_zero);
}
if (Unlikely(result == 0))
{
abort_self(1);
}
return result;
}
internal uint64 arena_pos(Arena* arena)
{
Arena* current = arena->current;
uint64 position = current->base_position + current->position;
return position;
}
internal void arena_pop_to(Arena* arena, uint64 position)
{
uint64 clamped_pos = ClampBottom(ARENA_HEADER_SIZE, position);
Arena* current = arena->current;
for (Arena* previous = 0; current->base_position >= clamped_pos; current = previous)
{
previous = current->previous;
release_memory(current, current->reserved);
}
arena->current = current;
uint64 new_position = clamped_pos - current->base_position;
AssertAlways(new_position <= current->position);
current->position = new_position;
}
internal void arena_clear(Arena* arena)
{
arena_pop_to(arena, 0);
}
internal void arena_pop(Arena* arena, uint64 amount)
{
uint64 pos_old = arena_pos(arena);
Assert(pos_old > amount);
uint64 pos_new = pos_old - amount;
arena_pop_to(arena, pos_new);
}
// Temp arena
internal TempArena temp_begin(Arena* arena)
{
uint64 position = arena_pos(arena);
TempArena temp = { arena, position };
return temp;
}
internal void temp_end(TempArena temp)
{
arena_pop_to(temp.arena, temp.position);
}
+88
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#pragma once
#define ARENA_HEADER_SIZE 128
// =============================================================================
// Arena Types
typedef uint64 ArenaFlags;
enum
{
ArenaFlag_NoChain = (1 << 0),
ArenaFlag_LargePages = (1 << 1),
};
typedef struct ArenaParams ArenaParams;
struct ArenaParams
{
ArenaFlags flags;
uint64 commit_size;
uint64 reserve_size;
char* alloc_file;
int alloc_line;
char* name;
};
typedef struct Arena Arena;
struct Arena
{
Arena* previous;
Arena* current;
ArenaFlags flags;
uint64 base_position;
uint64 position;
uint64 commit_size;
uint64 committed;
uint64 reserve_size;
uint64 reserved;
#if BUILD_DEBUG
char* alloc_file;
int alloc_line;
char* name;
#endif
};
StaticAssert(sizeof(Arena) <= ARENA_HEADER_SIZE, arena_header_size_check);
typedef struct TempArena TempArena;
struct TempArena
{
Arena* arena;
uint64 position;
};
// =============================================================================
// Arena Functions
global uint64 arena_default_reserve_size = MB(64);
global uint64 arena_default_commit_size = KB(64);
internal Arena* arena_alloc_internal(ArenaParams* params);
#define arena_alloc(...) \
arena_alloc_internal(&(ArenaParams){ .commit_size = arena_default_commit_size, \
.reserve_size = arena_default_reserve_size, \
.alloc_file = __FILE__, \
.alloc_line = __LINE__, \
__VA_ARGS__ })
internal void arena_release(Arena* arena);
// Arena Push/Pop core Functions
internal void* arena_push(Arena* arena, uint64 size, uint64 align, bool32 zero);
internal uint64 arena_pos(Arena* arena);
internal void arena_pop_to(Arena* arena, uint64 position);
internal void arena_clear(Arena* arena);
internal void arena_pop(Arena* arena, uint64 amount);
// Temp arena
internal TempArena temp_begin(Arena* arena);
internal void temp_end(TempArena temp);
// =============================================================================
// Push Helper Macros
#define push_array_no_zero_aligned(arr, Type, count, align) \
(Type*)arena_push((arr), sizeof(Type) * (count), (align), (0))
#define push_array_aligned(arr, Type, count, align) (Type*)arena_push((arr), sizeof(Type) * (count), (align), (1))
#define push_array_no_zero(arr, Type, count) push_array_no_zero_aligned(arr, Type, count, Max(8, AlignOf(Type)))
#define push_array(arr, Type, count) push_array_aligned(arr, Type, count, Max(8, AlignOf(Type)))
+98
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#pragma once
// ========================================================================== //
// Compiler defines | Clang
#if defined(__clang__)
# define COMPILER_CLANG 1
# if defined(_WIN32)
# define OS_WINDOWS 1
# else
# error Compiler / OS combo is not supported
# endif
# if defined(__amd64__) || defined(__amd64) || defined(__x86_64__) || defined(__x86_64)
# define ARCH_X64 1
# else
# error Architecture not supported
# endif
#elif defined(_MSC_VER)
# define COMPILER_MSVC 1
# if defined(_WIN32)
# define OS_WINDOWS 1
# else
# error Compiler / OS combo is not supported
# endif
# if defined(_M_AMD64)
# define ARCH_X64 1
# else
# error Architecture not supported
# endif
#else
# error Compiler not supported.
#endif
// ========================================================================== //
// Architecture
#if defined(ARCH_X64)
# define ARCH_64BIT 1
#endif
// ========================================================================== //
// Language
#if defined(__cplusplus)
# define LANG_CPP 1
#else
# define LANG_C 1
#endif
// ========================================================================== //
// Build Options
#if !defined(BUILD_DEBUG)
# define BUILD_DEBUG 1
#endif
// ========================================================================== //
// Zeroing unused Options
#if !defined(ARCH_X64)
# define ARCH_X64 0
#endif
#if !defined(ARCH_X86)
# define ARCH_X86 0
#endif
#if !defined(COMPILER_CLANG)
# define COMPILER_CLANG 0
#endif
#if !defined(COMPILER_MSVC)
# define COMPILER_MSVC 0
#endif
#if !defined(OS_WINDOWS)
# define OS_WINDOWS 0
#endif
#if !defined(LANG_CPP)
# define LANG_CPP 0
#endif
#if !defined(LANG_C)
# define LANG_C 0
#endif
#if !ARCH_X64
# error Trying to build unsupported architecture. Only x64 is supported.
#endif
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internal void entry_point();
internal void main_thread_core_entry_point(int argc, char** argv)
{
ThreadNameF("main_thread");
entry_point();
}
internal bool32 update()
{
bool32 result = frame();
return result;
}
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#pragma once
internal void main_thread_core_entry_point(int argc, char** argv);
internal bool32 update();
+26
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// =============================================================================
// Hash Functions
#pragma push_macro("__cpuid")
#undef __cpuid
#if !defined(XXH_IMPLEMENTATION)
# define XXH_INLINE_ALL
# define XXH_IMPLEMENTATION
# define XXH_STATIC_LINKING_ONLY
# include "external/xxHash/xxhash.h"
#endif
#pragma pop_macro("__cpuid")
#define HASH_SEED 4259
internal uint64 uint64_hash_from_string(String8 string)
{
uint64 result = uint64_hash_from_seed_string(HASH_SEED, string);
return result;
}
internal uint64 uint64_hash_from_seed_string(uint64 seed, String8 string)
{
uint64 result = XXH3_64bits_withSeed(string.str, string.size, seed);
return result;
}
+7
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#pragma once
// =============================================================================
// Hash Functions
internal uint64 uint64_hash_from_string(String8 string);
internal uint64 uint64_hash_from_seed_string(uint64 seed, String8 string);
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// clang-format off
#include "core.c"
#include "core_memory.c"
#include "core_arena.c"
#include "core_math.c"
#include "core_string.c"
#include "core_hash.c"
#include "core_system.c"
#include "core_threads.c"
#include "core_thread_context.c"
#include "core_processes.c"
#include "core_markup.c"
#include "core_entry_point.c"
// clang-format on
#if OS_WINDOWS
# include "win32/core/win32_core.c"
#elif
# error Unsupported OS
#endif
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#pragma once
// clang-format off
#include "core_defines.h"
#include "core.h"
#include "core_memory.h"
#include "core_processes.h"
#include "core_arena.h"
#include "core_math.h"
#include "core_string.h"
#include "core_hash.h"
#include "core_system.h"
#include "core_threads.h"
#include "core_thread_context.h"
#include "core_markup.h"
#include "core_entry_point.h"
// clang-format on
#if OS_WINDOWS
# include "win32/core/win32_core.h"
#elif
# error Unsupported OS
#endif
File renamed without changes.
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@@ -0,0 +1,3 @@
#pragma once
#define ThreadNameF(...) (set_thread_namef(__VA_ARGS__))
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// =============================================================================
// Functions
// =============================================================================
// Vectors
internal Vector2f vector_2f(float32 x, float32 y)
{
Vector2f v = { x, y };
return v;
}
// =============================================================================
// Rectangles
internal Rect2f rect_2f(Vector2f min, Vector2f max)
{
Rect2f rect = { min, max };
return rect;
}
internal bool32 contains_2f(Rect2f rect, Vector2f x)
{
bool32 cond = (rect.min.x <= x.x && x.x < rect.max.x && rect.min.y <= x.y && x.y < rect.max.y);
return cond;
}
internal Vector2f dimension_2f(Rect2f rect)
{
Vector2f dim = { ((rect.max.x > rect.min.x) ? (rect.max.x - rect.min.x) : 0),
((rect.max.y > rect.min.y) ? (rect.max.y - rect.min.y) : 0) };
return dim;
}
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#pragma once
// =============================================================================
// Vector Types
typedef union Vector2f Vector2f;
union Vector2f
{
struct
{
float32 x;
float32 y;
};
float32 v[2];
};
typedef union Vector2i Vector2i;
union Vector2i
{
struct
{
int32 x;
int32 y;
};
int32 v[2];
};
// =============================================================================
// Rect Types
typedef union Rect2f Rect2f;
union Rect2f
{
struct
{
Vector2f min;
Vector2f max;
};
struct
{
Vector2f p0;
Vector2f p1;
};
struct
{
float32 x0;
float32 y0;
float32 x1;
float32 y1;
};
Vector2f v[2];
};
// =============================================================================
// Functions
// =============================================================================
// Vectors
#define vector2f(x, y) vector_2f((x), (y))
internal Vector2f vector_2f(float32 x, float32 y);
// =============================================================================
// Rectangles
#define rect2f(min, max) rect_2f((min), (max))
#define rect2fp(x, y, z, w) rect2f(vector2f((x), (y)), vector2f((z), (w)))
internal Rect2f rect_2f(Vector2f min, Vector2f max);
internal bool32 contains_2f(Rect2f rect, Vector2f x);
internal Vector2f dimension_2f(Rect2f rect);
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// OS DEPEND see os/core/os_core.c
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#pragma once
internal void* reserve_memory(uint64 size);
internal bool32 commit_memory(void* ptr, uint64 size);
internal void* reserve_memory_large(uint64 size);
internal bool32 commit_memory_large(void* ptr, uint64 size);
internal void decommit_memory(void* ptr, uint64 size);
internal void release_memory(void* ptr, uint64 size);
File renamed without changes.
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#pragma once
// =============================================================================
// Aborting (os dependent see os/core/os_core.c)
internal void abort_self(uint64 exit_code);
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#ifndef MEM_STATIC
# define MEM_STATIC
# define MEM_API static inline
# include "external/memfun/memfun.h"
#endif
// =============================================================================
// String conversions
internal bool32 char_is_upper(uint8 c)
{
return ('A' <= c && c <= 'Z');
}
internal bool32 char_is_lower(uint8 c)
{
return ('a' <= c && c <= 'z');
}
internal bool32 char_is_slash(uint8 c)
{
return (c == '/' || c == '\\');
}
internal uint8 lower_from_char(uint8 c)
{
if (char_is_upper(c))
{
c += ('a' - 'A');
}
return c;
}
internal uint8 upper_from_char(uint8 c)
{
if (char_is_lower(c))
{
c += ('A' - 'a');
}
return c;
}
internal uint8 correct_slash_from_char(uint8 c)
{
if (char_is_slash(c))
{
c = '/';
}
return c;
}
// ========================================================================== //
// String Length
internal uint64 cstring8_length(uint8* cstring)
{
uint64 length = 0;
if (cstring)
{
uint8* p = cstring;
for (; *p != '\0'; ++p)
;
length = (uint64)(p - cstring);
}
return length;
}
internal uint64 cstring16_length(uint16* cstring)
{
uint64 length = 0;
if (cstring)
{
uint16* p = cstring;
for (; *p != '\0'; ++p)
;
length = (uint64)(p - cstring);
}
return length;
}
internal uint64 cstring32_length(uint32* cstring)
{
uint64 length = 0;
if (cstring)
{
uint32* p = cstring;
for (; *p != '\0'; ++p)
;
length = (uint64)(p - cstring);
}
return length;
}
// ========================================================================== //
// String Constructor
internal String8 str8(uint8* str, uint64 size)
{
String8 result = { str, size };
return result;
}
internal String8 str8_zero()
{
String8 result = { 0 };
return result;
}
internal String16 str16(uint16* str, uint64 size)
{
String16 result = { str, size };
return result;
}
internal String16 str16_zero()
{
String16 result = { 0 };
return result;
}
internal String8 str8_cstring(const char* cstring)
{
String8 result = { (uint8*)cstring, cstring8_length((uint8*)cstring) };
return result;
}
internal String16 str16_cstring(uint16* cstring)
{
String16 result = { (uint16*)cstring, cstring16_length((uint16*)cstring) };
return result;
}
internal String32 str32_cstring(uint32* cstring)
{
String32 result = { (uint32*)cstring, cstring32_length((uint32*)cstring) };
return result;
}
// =============================================================================
// String Matching
internal bool32 str8_match(String8 a, String8 b, StringMatchFlags flags)
{
bool32 result = 0;
if (a.size == b.size && flags == 0)
{
result = MemIsEqual(a.str, b.str, b.size);
}
else if (a.size == b.size && flags == StringMatchFlag_CaseInsensitive)
{
result = MemCompareI(a.str, b.str, a.size) == 0;
}
else if (a.size == b.size || (flags * StringMatchFlag_RightSideSloppy))
{
bool32 case_insensitive = (flags & StringMatchFlag_CaseInsensitive);
bool32 slash_insensitive = (flags & StringMatchFlag_SlashInsensitive);
uint64 size = Min(a.size, b.size);
result = 1;
for EachIndex(i, size)
{
uint8 at = a.str[i];
uint8 bt = b.str[i];
if (case_insensitive)
{
at = upper_from_char(at);
bt = upper_from_char(bt);
}
if (slash_insensitive)
{
at = correct_slash_from_char(at);
bt = correct_slash_from_char(bt);
}
if (at != bt)
{
result = 0;
break;
}
}
}
return result;
}
// =============================================================================
// String Formatting & Copying
internal String8 str8_copy(Arena* arena, String8 in)
{
String8 str;
str.size = in.size;
str.str = push_array_no_zero(arena, uint8, str.size + 1);
MemoryCopy(str.str, in.str, in.size);
str.str[str.size] = '\0';
return str;
}
internal String8 str8fv(Arena* arena, char* fmt, va_list args)
{
va_list args2;
va_copy(args2, args);
uint32 needed_bytes = juliet_vsnprintf(0, 0, fmt, args) + 1;
String8 result = { 0 };
result.str = push_array_no_zero(arena, uint8, needed_bytes);
result.size = juliet_vsnprintf((char*)result.str, needed_bytes, fmt, args2);
result.str[result.size] = '\0';
va_end(args2);
return result;
}
// =============================================================================
// Unicode String Encode/Decode
read_only global uint8 utf8_class[32] = {
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 5,
};
internal UnicodeDecode utf8_decode(uint8* str, uint64 max)
{
UnicodeDecode result = { 1, max_uint32 };
uint8 byte = str[0];
uint8 byte_class = utf8_class[byte >> 3];
switch (byte_class)
{
case 1:
{
result.codepoint = byte;
break;
}
case 2:
{
if (1 < max)
{
uint8 cont_byte = str[1];
if (utf8_class[cont_byte >> 3] == 0)
{
result.codepoint = (byte & bitmask5) << 6;
result.codepoint |= (cont_byte & bitmask6);
result.increment = 2;
}
}
break;
}
case 3:
{
if (2 < max)
{
uint8 cont_byte[2] = { str[1], str[2] };
if (utf8_class[cont_byte[0] >> 3] == 0 && utf8_class[cont_byte[1] >> 3] == 0)
{
result.codepoint = (byte & bitmask4) << 12;
result.codepoint |= ((cont_byte[0] & bitmask6) << 6);
result.codepoint |= (cont_byte[1] & bitmask6);
result.increment = 3;
}
}
break;
}
case 4:
{
if (3 < max)
{
uint8 cont_byte[3] = { str[1], str[2], str[3] };
if (utf8_class[cont_byte[0] >> 3] == 0 && utf8_class[cont_byte[1] >> 3] == 0 && utf8_class[cont_byte[2] >> 3] == 0)
{
result.codepoint = (byte & bitmask3) << 18;
result.codepoint |= ((cont_byte[0] & bitmask6 << 12));
result.codepoint |= ((cont_byte[1] & bitmask6) << 6);
result.codepoint |= (cont_byte[2] & bitmask6);
result.increment = 4;
}
}
break;
}
}
return result;
}
internal UnicodeDecode utf16_decode(uint16* str, uint64 max)
{
UnicodeDecode result = { 1, max_uint32 };
result.codepoint = str[0];
result.increment = 1;
if (max > 1 && 0xD800 <= str[0] && str[0] < 0xDC00 && 0xDC00 <= str[1] && str[1] < 0xE000)
{
result.codepoint = ((str[0] - 0xD800) << 10) | ((str[1] - 0xDC00) + 0x10000);
result.increment = 2;
}
return result;
}
internal uint32 utf8_encode(uint8* str, uint32 codepoint)
{
uint32 increment = 0;
if (codepoint <= 0x7f)
{
str[0] = (uint8)codepoint;
increment = 1;
}
else if (codepoint <= 0x7FF)
{
str[0] = (bitmask2 << 6) | ((codepoint >> 6) & bitmask5);
str[1] = bit8 | (codepoint & bitmask6);
increment = 2;
}
else if (codepoint <= 0xFFFF)
{
str[0] = (bitmask3 << 5) | ((codepoint >> 12) & bitmask4);
str[1] = bit8 | ((codepoint >> 6) & bitmask6);
str[2] = bit8 | (codepoint & bitmask6);
increment = 3;
}
else if (codepoint <= 0x10FFFF)
{
str[0] = (bitmask4 << 4) | ((codepoint >> 18) & bitmask3);
str[1] = bit8 | ((codepoint >> 12) & bitmask6);
str[2] = bit8 | (codepoint >> 6 & bitmask6);
str[3] = bit8 | (codepoint & bitmask6);
increment = 4;
}
else
{
str[0] = '?';
increment = 1;
}
return increment;
}
internal uint32 utf16_encode(uint16* str, uint32 codepoint)
{
uint32 increment = 1;
if (codepoint == max_uint32)
{
str[0] = (uint16)'?';
}
else if (codepoint < 0x10000)
{
str[0] = (uint16)codepoint;
}
else
{
uint32 v = codepoint - 0x10000;
str[0] = safe_cast_uint16(0xD800 + (v >> 10));
str[1] = safe_cast_uint16(0xDC00 + (v & bitmask10));
increment = 2;
}
return increment;
}
// =============================================================================
// Unicode String Conversions
internal String8 str8_from_16(Arena* arena, String16 in)
{
String8 result = str8_zero();
if (in.size)
{
uint64 capacity = in.size * 3;
uint8* str = push_array_no_zero(arena, uint8, capacity + 1);
uint16* ptr = in.str;
uint16* opl = ptr + in.size;
uint64 size = 0;
UnicodeDecode consume;
for (; ptr < opl; ptr += consume.increment)
{
consume = utf16_decode(ptr, opl - ptr);
size += utf8_encode(str + size, consume.codepoint);
}
str[size] = '\0';
arena_pop(arena, (capacity - size));
result = str8(str, size);
}
return result;
}
internal String16 str16_from_8(Arena* arena, String8 in)
{
String16 result = str16_zero();
if (in.size)
{
uint64 capacity = in.size * 2;
uint16* str = push_array_no_zero(arena, uint16, capacity + 1);
uint8* ptr = in.str;
uint8* opl = ptr + in.size;
uint64 size = 0;
UnicodeDecode consume;
for (; ptr < opl; ptr += consume.increment)
{
consume = utf8_decode(ptr, opl - ptr);
size += utf16_encode(str + size, consume.codepoint);
}
str[size] = '\0';
arena_pop(arena, (capacity - size) * 2);
result = str16(str, size);
}
return result;
}
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#pragma once
// =============================================================================
// String Types
typedef struct String8 String8;
struct String8
{
uint8* str;
uint64 size;
};
typedef struct String16 String16;
struct String16
{
uint16* str;
uint64 size;
};
typedef struct String32 String32;
struct String32
{
uint32* str;
uint64 size;
};
// =============================================================================
// String Matching Types
typedef uint32 StringMatchFlags;
enum
{
StringMatchFlag_CaseInsensitive = (1 << 0),
StringMatchFlag_RightSideSloppy = (1 << 1),
StringMatchFlag_SlashInsensitive = (1 << 2),
};
// =============================================================================
// Unicode decoding Types
typedef struct UnicodeDecode UnicodeDecode;
struct UnicodeDecode
{
uint32 increment;
uint32 codepoint;
};
// =============================================================================
// String conversions
internal bool32 char_is_upper(uint8 c);
internal bool32 char_is_lower(uint8 c);
internal bool32 char_is_slash(uint8 c);
internal uint8 lower_from_char(uint8 c);
internal uint8 upper_from_char(uint8 c);
internal uint8 correct_slash_from_char(uint8 c);
// =============================================================================
// String Length
internal uint64 cstring8_length(uint8* cstring);
internal uint64 cstring16_length(uint16* cstring);
internal uint64 cstring32_length(uint32* cstring);
// =============================================================================
// String Constructor
#define str8_literal(S) str8((uint8*)(S), sizeof(S) - 1)
#define str8_struct(S) str8((uint8*)(S), sizeof(*(S)))
internal String8 str8(uint8* str, uint64 size);
internal String8 str8_zero();
internal String16 str16(uint16* str, uint64 size);
internal String16 str16_zero();
internal String8 str8_cstring(const char* cstring);
internal String16 str16_cstring(uint16* cstring);
internal String32 str32_cstring(uint32* cstring);
// =============================================================================
// String Matching
internal bool32 str8_match(String8 a, String8 b, StringMatchFlags flags);
#define str8_matchi(a, b) str8_match(a, b, StringMatchFlag_CaseInsensitive)
// =============================================================================
// String Formatting & Copying
internal String8 str8_copy(Arena* arena, String8 in);
internal String8 str8fv(Arena* arena, char* fmt, va_list args);
// =============================================================================
// Unicode String Encode/Decode
internal UnicodeDecode utf8_decode(uint8* str, uint64 max);
internal UnicodeDecode utf16_decode(uint16* str, uint64 max);
internal uint32 utf8_encode(uint8* str, uint32 codepoint);
internal uint32 utf16_encode(uint16* str, uint32 codepoint);
// =============================================================================
// Unicode String Conversions
internal String8 str8_from_16(Arena* arena, String16 in);
internal String16 str16_from_8(Arena* arena, String8 in);
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@@ -0,0 +1 @@
// OS DEPEND see os/core/os_core.c
+11
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@@ -0,0 +1,11 @@
#pragma once
typedef struct SystemInfo SystemInfo;
struct SystemInfo
{
uint64 page_size;
uint64 large_page_size;
String8 machine_name;
};
internal SystemInfo* get_system_info();
+71
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@@ -0,0 +1,71 @@
// =============================================================================
// Globals
thread_static TCTX* tctx_thread_local;
// =============================================================================
// Thread Context Functions
// Thread Context allocation
internal TCTX* tctx_alloc()
{
#if BUILD_DEBUG
thread_static static char name[2][1024];
juliet_snprintf(name[0], sizeof(name[0]), "Scratch/0[TID:%u]", tid());
juliet_snprintf(name[1], sizeof(name[1]), "Scratch/1[TID:%u]", tid());
Arena* arena_0 = arena_alloc(.name = name[0]);
Arena* arena_1 = arena_alloc(.name = name[1]);
#else
Arena* arena_0 = arena_alloc();
Arena* arena_1 = arena_alloc();
#endif
TCTX* tctx = push_array(arena_0, TCTX, 1);
tctx->arenas[0] = arena_0;
tctx->arenas[1] = arena_1;
return tctx;
}
internal void tctx_release(TCTX* tctx)
{
arena_release(tctx->arenas[1]);
arena_release(tctx->arenas[0]);
}
internal void tctx_select(TCTX* tctx)
{
tctx_thread_local = tctx;
}
internal TCTX* tctx_selected()
{
return tctx_thread_local;
}
internal Arena* tctx_get_scratch(Arena** conflicts, uint64 count)
{
TCTX* tctx = tctx_selected();
Arena* result = 0;
Arena** arena_ptr = tctx->arenas;
for (uint64 i = 0; i < ArrayCount(tctx->arenas); ++i, ++arena_ptr)
{
Arena** conflict_ptr = conflicts;
bool32 has_conflict = 0;
for (uint64 j = 0; j < count; ++j, ++conflict_ptr)
{
if (*arena_ptr == *conflict_ptr)
{
has_conflict = 1;
break;
}
}
if (!has_conflict)
{
result = *arena_ptr;
break;
}
}
return result;
}
#define scratch_begin(conflicts, count) temp_begin(tctx_get_scratch((conflicts), (count)))
#define scratch_end(scratch) temp_end(scratch)
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@@ -0,0 +1,29 @@
#pragma once
typedef struct TCTX TCTX;
struct TCTX
{
// Scratch arenas
Arena* arenas[2];
uint8 thread_name[32];
uint64 thread_name_size;
char* file_name;
uint64 line_number;
};
extern thread_static TCTX* tctx_thread_local;
// =============================================================================
// Thread Context Functions
// Thread Context allocation
internal TCTX* tctx_alloc();
internal void tctx_release(TCTX* tctx);
internal void tctx_select(TCTX* tctx);
internal TCTX* tctx_selected();
internal Arena* tctx_get_scratch(Arena** conflicts, uint64 count);
#define scratch_begin(conflicts, count) temp_begin(tctx_get_scratch((conflicts), (count)))
#define scratch_end(scratch) temp_end(scratch)
+18
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@@ -0,0 +1,18 @@
// =============================================================================
// Thread Info Helpers
internal void set_thread_name(String8 name)
{
set_platform_thread_name(name);
}
internal void set_thread_namef(char* fmt, ...)
{
TempArena scratch = scratch_begin(0, 0);
va_list args;
va_start(args, fmt);
String8 string = str8fv(scratch.arena, fmt, args);
set_thread_name(string);
va_end(args);
scratch_end(scratch);
}
+39
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@@ -0,0 +1,39 @@
#pragma once
// =============================================================================
// Synchronization primitives types
typedef struct RWMutex RWMutex;
struct RWMutex
{
uint64 handle[1];
};
// =============================================================================
// Thread Info Helpers
internal void set_thread_name(String8 name);
internal void set_thread_namef(char* fmt, ...);
// =============================================================================
// Thread Info
internal uint32 tid();
internal void set_platform_thread_name(String8 name);
// =============================================================================
// Synchronization primitive functions
// Read Write Mutexes functions
internal RWMutex rw_mutex_alloc();
internal void rw_mutex_release(RWMutex mutex);
internal void rw_mutex_take(RWMutex mutex, bool32 write_mode);
internal void rw_mutex_drop(RWMutex mutex, bool32 write_mode);
#define rw_mutex_take_r(m) rw_mutex_take((m), (0))
#define rw_mutex_take_w(m) rw_mutex_take((m), (1))
#define rw_mutex_drop_r(m) rw_mutex_drop((m), (0))
#define rw_mutex_drop_w(m) rw_mutex_drop((m), (1))
// Scope macros
#define MutexScopeR(mutex) DeferLoop(rw_mutex_take_r(mutex), rw_mutex_drop_r(mutex))
#define MutexScopeW(mutex) DeferLoop(rw_mutex_take_w(mutex), rw_mutex_drop_w(mutex))
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+1
Vendored Submodule
+1
Submodule Juliet/external/xxHash added at c87183a77d.
@@ -1,13 +0,0 @@
#pragma once
#include <Core/Application/IApplication.h>
#include <Core/Common/CoreTypes.h>
#include <Juliet.h>
namespace Juliet
{
enum class JulietInit_Flags : uint8;
struct Arena;
extern JULIET_API void StartApplication(IApplication& app, JulietInit_Flags flags);
} // namespace Juliet
@@ -1,34 +0,0 @@
#pragma once
#include <Core/Common/NonNullPtr.h>
namespace Juliet
{
struct RenderPass;
struct CommandList;
struct Texture;
struct ColorTargetInfo;
struct DepthStencilTargetInfo;
struct Arena;
class IApplication
{
public:
virtual ~IApplication() = default;
virtual void Init(NonNullPtr<Arena> arena) = 0;
virtual void Shutdown() = 0;
virtual void Update() = 0;
virtual bool IsRunning() = 0;
// Accessors for Engine Systems
virtual struct Window* GetPlatformWindow() = 0;
virtual struct GraphicsDevice* GetGraphicsDevice() = 0;
// Render Lifecycle (Engine-Managed Render Loop)
virtual void OnPreRender(CommandList* cmd) = 0;
virtual void OnRender(RenderPass* pass, CommandList* cmd) = 0;
virtual ColorTargetInfo GetColorTargetInfo(Texture* swapchainTexture) = 0;
virtual DepthStencilTargetInfo* GetDepthTargetInfo() = 0;
virtual struct Camera GetDebugCamera() = 0;
};
} // namespace Juliet
+51 -49
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@@ -1,58 +1,60 @@
#pragma once
#include <Core/Common/CoreUtils.h>
#include <Core/Common/String.h>
// From https://web.mit.edu/freebsd/head/sys/libkern/crc32.c
namespace Juliet
global const uint32 g_crc32_tab[256] = {
0x00000000u, 0x77073096u, 0xee0e612cu, 0x990951bau, 0x076dc419u, 0x706af48fu, 0xe963a535u, 0x9e6495a3u, 0x0edb8832u,
0x79dcb8a4u, 0xe0d5e91eu, 0x97d2d988u, 0x09b64c2bu, 0x7eb17cbdu, 0xe7b82d07u, 0x90bf1d91u, 0x1db71064u, 0x6ab020f2u,
0xf3b97148u, 0x84be41deu, 0x1adad47du, 0x6ddde4ebu, 0xf4d4b551u, 0x83d385c7u, 0x136c9856u, 0x646ba8c0u, 0xfd62f97au,
0x8a65c9ecu, 0x14015c4fu, 0x63066cd9u, 0xfa0f3d63u, 0x8d080df5u, 0x3b6e20c8u, 0x4c69105eu, 0xd56041e4u, 0xa2677172u,
0x3c03e4d1u, 0x4b04d447u, 0xd20d85fdu, 0xa50ab56bu, 0x35b5a8fau, 0x42b2986cu, 0xdbbbc9d6u, 0xacbcf940u, 0x32d86ce3u,
0x45df5c75u, 0xdcd60dcfu, 0xabd13d59u, 0x26d930acu, 0x51de003au, 0xc8d75180u, 0xbfd06116u, 0x21b4f4b5u, 0x56b3c423u,
0xcfba9599u, 0xb8bda50fu, 0x2802b89eu, 0x5f058808u, 0xc60cd9b2u, 0xb10be924u, 0x2f6f7c87u, 0x58684c11u, 0xc1611dabu,
0xb6662d3du, 0x76dc4190u, 0x01db7106u, 0x98d220bcu, 0xefd5102au, 0x71b18589u, 0x06b6b51fu, 0x9fbfe4a5u, 0xe8b8d433u,
0x7807c9a2u, 0x0f00f934u, 0x9609a88eu, 0xe10e9818u, 0x7f6a0dbbu, 0x086d3d2du, 0x91646c97u, 0xe6635c01u, 0x6b6b51f4u,
0x1c6c6162u, 0x856530d8u, 0xf262004eu, 0x6c0695edu, 0x1b01a57bu, 0x8208f4c1u, 0xf50fc457u, 0x65b0d9c6u, 0x12b7e950u,
0x8bbeb8eau, 0xfcb9887cu, 0x62dd1ddfu, 0x15da2d49u, 0x8cd37cf3u, 0xfbd44c65u, 0x4db26158u, 0x3ab551ceu, 0xa3bc0074u,
0xd4bb30e2u, 0x4adfa541u, 0x3dd895d7u, 0xa4d1c46du, 0xd3d6f4fbu, 0x4369e96au, 0x346ed9fcu, 0xad678846u, 0xda60b8d0u,
0x44042d73u, 0x33031de5u, 0xaa0a4c5fu, 0xdd0d7cc9u, 0x5005713cu, 0x270241aau, 0xbe0b1010u, 0xc90c2086u, 0x5768b525u,
0x206f85b3u, 0xb966d409u, 0xce61e49fu, 0x5edef90eu, 0x29d9c998u, 0xb0d09822u, 0xc7d7a8b4u, 0x59b33d17u, 0x2eb40d81u,
0xb7bd5c3bu, 0xc0ba6cadu, 0xedb88320u, 0x9abfb3b6u, 0x03b6e20cu, 0x74b1d29au, 0xead54739u, 0x9dd277afu, 0x04db2615u,
0x73dc1683u, 0xe3630b12u, 0x94643b84u, 0x0d6d6a3eu, 0x7a6a5aa8u, 0xe40ecf0bu, 0x9309ff9du, 0x0a00ae27u, 0x7d079eb1u,
0xf00f9344u, 0x8708a3d2u, 0x1e01f268u, 0x6906c2feu, 0xf762575du, 0x806567cbu, 0x196c3671u, 0x6e6b06e7u, 0xfed41b76u,
0x89d32be0u, 0x10da7a5au, 0x67dd4accu, 0xf9b9df6fu, 0x8ebeeff9u, 0x17b7be43u, 0x60b08ed5u, 0xd6d6a3e8u, 0xa1d1937eu,
0x38d8c2c4u, 0x4fdff252u, 0xd1bb67f1u, 0xa6bc5767u, 0x3fb506ddu, 0x48b2364bu, 0xd80d2bdau, 0xaf0a1b4cu, 0x36034af6u,
0x41047a60u, 0xdf60efc3u, 0xa867df55u, 0x316e8eefu, 0x4669be79u, 0xcb61b38cu, 0xbc66831au, 0x256fd2a0u, 0x5268e236u,
0xcc0c7795u, 0xbb0b4703u, 0x220216b9u, 0x5505262fu, 0xc5ba3bbeu, 0xb2bd0b28u, 0x2bb45a92u, 0x5cb36a04u, 0xc2d7ffa7u,
0xb5d0cf31u, 0x2cd99e8bu, 0x5bdeae1du, 0x9b64c2b0u, 0xec63f226u, 0x756aa39cu, 0x026d930au, 0x9c0906a9u, 0xeb0e363fu,
0x72076785u, 0x05005713u, 0x95bf4a82u, 0xe2b87a14u, 0x7bb12baeu, 0x0cb61b38u, 0x92d28e9bu, 0xe5d5be0du, 0x7cdcefb7u,
0x0bdbdf21u, 0x86d3d2d4u, 0xf1d4e242u, 0x68ddb3f8u, 0x1fda836eu, 0x81be16cdu, 0xf6b9265bu, 0x6fb077e1u, 0x18b74777u,
0x88085ae6u, 0xff0f6a70u, 0x66063bcau, 0x11010b5cu, 0x8f659effu, 0xf862ae69u, 0x616bffd3u, 0x166ccf45u, 0xa00ae278u,
0xd70dd2eeu, 0x4e048354u, 0x3903b3c2u, 0xa7672661u, 0xd06016f7u, 0x4969474du, 0x3e6e77dbu, 0xaed16a4au, 0xd9d65adcu,
0x40df0b66u, 0x37d83bf0u, 0xa9bcae53u, 0xdebb9ec5u, 0x47b2cf7fu, 0x30b5ffe9u, 0xbdbdf21cu, 0xcabac28au, 0x53b39330u,
0x24b4a3a6u, 0xbad03605u, 0xcdd70693u, 0x54de5729u, 0x23d967bfu, 0xb3667a2eu, 0xc4614ab8u, 0x5d681b02u, 0x2a6f2b94u,
0xb40bbe37u, 0xc30c8ea1u, 0x5a05df1bu, 0x2d02ef8du
};
static inline uint32 crc32_bytes(const char* str, size_t length)
{
namespace details
Assert(str != NULL && length > 0);
const char* p = str;
uint32 crc = ~0U;
while (length--)
{
constexpr uint32_t crc32_tab[] = {
0x00000000, 0x77073096, 0xee0e612c, 0x990951ba, 0x076dc419, 0x706af48f, 0xe963a535, 0x9e6495a3, 0x0edb8832,
0x79dcb8a4, 0xe0d5e91e, 0x97d2d988, 0x09b64c2b, 0x7eb17cbd, 0xe7b82d07, 0x90bf1d91, 0x1db71064, 0x6ab020f2,
0xf3b97148, 0x84be41de, 0x1adad47d, 0x6ddde4eb, 0xf4d4b551, 0x83d385c7, 0x136c9856, 0x646ba8c0, 0xfd62f97a,
0x8a65c9ec, 0x14015c4f, 0x63066cd9, 0xfa0f3d63, 0x8d080df5, 0x3b6e20c8, 0x4c69105e, 0xd56041e4, 0xa2677172,
0x3c03e4d1, 0x4b04d447, 0xd20d85fd, 0xa50ab56b, 0x35b5a8fa, 0x42b2986c, 0xdbbbc9d6, 0xacbcf940, 0x32d86ce3,
0x45df5c75, 0xdcd60dcf, 0xabd13d59, 0x26d930ac, 0x51de003a, 0xc8d75180, 0xbfd06116, 0x21b4f4b5, 0x56b3c423,
0xcfba9599, 0xb8bda50f, 0x2802b89e, 0x5f058808, 0xc60cd9b2, 0xb10be924, 0x2f6f7c87, 0x58684c11, 0xc1611dab,
0xb6662d3d, 0x76dc4190, 0x01db7106, 0x98d220bc, 0xefd5102a, 0x71b18589, 0x06b6b51f, 0x9fbfe4a5, 0xe8b8d433,
0x7807c9a2, 0x0f00f934, 0x9609a88e, 0xe10e9818, 0x7f6a0dbb, 0x086d3d2d, 0x91646c97, 0xe6635c01, 0x6b6b51f4,
0x1c6c6162, 0x856530d8, 0xf262004e, 0x6c0695ed, 0x1b01a57b, 0x8208f4c1, 0xf50fc457, 0x65b0d9c6, 0x12b7e950,
0x8bbeb8ea, 0xfcb9887c, 0x62dd1ddf, 0x15da2d49, 0x8cd37cf3, 0xfbd44c65, 0x4db26158, 0x3ab551ce, 0xa3bc0074,
0xd4bb30e2, 0x4adfa541, 0x3dd895d7, 0xa4d1c46d, 0xd3d6f4fb, 0x4369e96a, 0x346ed9fc, 0xad678846, 0xda60b8d0,
0x44042d73, 0x33031de5, 0xaa0a4c5f, 0xdd0d7cc9, 0x5005713c, 0x270241aa, 0xbe0b1010, 0xc90c2086, 0x5768b525,
0x206f85b3, 0xb966d409, 0xce61e49f, 0x5edef90e, 0x29d9c998, 0xb0d09822, 0xc7d7a8b4, 0x59b33d17, 0x2eb40d81,
0xb7bd5c3b, 0xc0ba6cad, 0xedb88320, 0x9abfb3b6, 0x03b6e20c, 0x74b1d29a, 0xead54739, 0x9dd277af, 0x04db2615,
0x73dc1683, 0xe3630b12, 0x94643b84, 0x0d6d6a3e, 0x7a6a5aa8, 0xe40ecf0b, 0x9309ff9d, 0x0a00ae27, 0x7d079eb1,
0xf00f9344, 0x8708a3d2, 0x1e01f268, 0x6906c2fe, 0xf762575d, 0x806567cb, 0x196c3671, 0x6e6b06e7, 0xfed41b76,
0x89d32be0, 0x10da7a5a, 0x67dd4acc, 0xf9b9df6f, 0x8ebeeff9, 0x17b7be43, 0x60b08ed5, 0xd6d6a3e8, 0xa1d1937e,
0x38d8c2c4, 0x4fdff252, 0xd1bb67f1, 0xa6bc5767, 0x3fb506dd, 0x48b2364b, 0xd80d2bda, 0xaf0a1b4c, 0x36034af6,
0x41047a60, 0xdf60efc3, 0xa867df55, 0x316e8eef, 0x4669be79, 0xcb61b38c, 0xbc66831a, 0x256fd2a0, 0x5268e236,
0xcc0c7795, 0xbb0b4703, 0x220216b9, 0x5505262f, 0xc5ba3bbe, 0xb2bd0b28, 0x2bb45a92, 0x5cb36a04, 0xc2d7ffa7,
0xb5d0cf31, 0x2cd99e8b, 0x5bdeae1d, 0x9b64c2b0, 0xec63f226, 0x756aa39c, 0x026d930a, 0x9c0906a9, 0xeb0e363f,
0x72076785, 0x05005713, 0x95bf4a82, 0xe2b87a14, 0x7bb12bae, 0x0cb61b38, 0x92d28e9b, 0xe5d5be0d, 0x7cdcefb7,
0x0bdbdf21, 0x86d3d2d4, 0xf1d4e242, 0x68ddb3f8, 0x1fda836e, 0x81be16cd, 0xf6b9265b, 0x6fb077e1, 0x18b74777,
0x88085ae6, 0xff0f6a70, 0x66063bca, 0x11010b5c, 0x8f659eff, 0xf862ae69, 0x616bffd3, 0x166ccf45, 0xa00ae278,
0xd70dd2ee, 0x4e048354, 0x3903b3c2, 0xa7672661, 0xd06016f7, 0x4969474d, 0x3e6e77db, 0xaed16a4a, 0xd9d65adc,
0x40df0b66, 0x37d83bf0, 0xa9bcae53, 0xdebb9ec5, 0x47b2cf7f, 0x30b5ffe9, 0xbdbdf21c, 0xcabac28a, 0x53b39330,
0x24b4a3a6, 0xbad03605, 0xcdd70693, 0x54de5729, 0x23d967bf, 0xb3667a2e, 0xc4614ab8, 0x5d681b02, 0x2a6f2b94,
0xb40bbe37, 0xc30c8ea1, 0x5a05df1b, 0x2d02ef8d
};
crc = g_crc32_tab[(crc ^ (uint8)(*p++)) & 0xFFu] ^ (crc >> 8);
}
return crc ^ ~0U;
}
consteval uint32 crc32(const char* str, size_t length)
{
const char* p = str;
uint32_t crc = ~0U;
while (length--)
{
crc = details::crc32_tab[(crc ^ static_cast<uint8>(*p++)) & 0xFF] ^ (crc >> 8);
}
return crc ^ ~0U;
}
static inline uint32 crc32_str(String str)
{
return crc32_bytes(str.Str, str.Size);
}
consteval uint32 operator""_crc32(const char* str, size_t length)
{
return crc32(str, length);
}
} // namespace Juliet
static inline uint32 crc32_cstr(const char* str)
{
return crc32_bytes(str, StringLengthCStr(str));
}
+51 -32
View File
@@ -1,49 +1,68 @@
#pragma once
#include <cstddef>
#include <cstdint>
#include <limits>
#include <limits.h>
#include <stddef.h>
#include <stdint.h>
using uint8 = uint8_t;
using uint16 = uint16_t;
using uint32 = uint32_t;
using uint64 = uint64_t;
typedef uint8_t uint8;
typedef uint16_t uint16;
typedef uint32_t uint32;
typedef uint64_t uint64;
using int8 = int8_t;
using int16 = int16_t;
using int32 = int32_t;
using int64 = int64_t;
typedef int8_t int8;
typedef int16_t int16;
typedef int32_t int32;
typedef int64_t int64;
using Byte = std::byte;
typedef uint8 bool8;
typedef uint16 bool16;
typedef uint32 bool32;
typedef uint64 bool64;
using size_t = std::size_t;
using index_t = size_t;
#ifndef __cplusplus
#ifndef true
#define true 1
#endif
#ifndef false
#define false 0
#endif
#endif
typedef uint8 Byte;
typedef size_t index_t;
typedef struct ByteBuffer ByteBuffer;
struct ByteBuffer
{
Byte* Data;
size_t Size;
};
using ptrdiff_t = decltype(static_cast<int*>(nullptr) - static_cast<int*>(nullptr));
typedef void (*FunctionPtr)(void);
using FunctionPtr = auto (*)(void) -> void;
#define uint8Max ((uint8)0xFFu)
#define uint16Max ((uint16)0xFFFFu)
#define uint32Max ((uint32)0xFFFFFFFFu)
#define uint64Max ((uint64)0xFFFFFFFFFFFFFFFFull)
// Limits
template <typename Type>
consteval Type MaxValueOf()
{
return std::numeric_limits<Type>::max();
}
constexpr uint8 uint8Max = MaxValueOf<uint8>();
constexpr uint16 uint16Max = MaxValueOf<uint16>();
constexpr uint32 uint32Max = MaxValueOf<uint32>();
constexpr uint64 uint64Max = MaxValueOf<uint64>();
#define int8Max ((int8)0x7F)
#define int16Max ((int16)0x7FFF)
#define int32Max ((int32)0x7FFFFFFF)
#define int64Max ((int64)0x7FFFFFFFFFFFFFFFll)
constexpr int8 int8Max = MaxValueOf<int8>();
constexpr int16 int16Max = MaxValueOf<int16>();
constexpr int32 int32Max = MaxValueOf<int32>();
constexpr int64 int64Max = MaxValueOf<int64>();
#define indexMax ((index_t)SIZE_MAX)
#define Kilobytes(value) value * 1024
#define Megabytes(value) Kilobytes(value) * 1024
#define uint8Min ((uint8)0u)
#define uint16Min ((uint16)0u)
#define uint32Min ((uint32)0u)
#define uint64Min ((uint64)0ull)
#define int8Min ((int8)(-128))
#define int16Min ((int16)(-32768))
#define int32Min ((int32)(-2147483647 - 1))
#define int64Min ((int64)(-9223372036854775807ll - 1ll))
#define indexMin ((index_t)0u)
#define Kilobytes(value) ((uint64)(value) * 1024ull)
#define Megabytes(value) (Kilobytes(value) * 1024ull)
+90 -109
View File
@@ -1,31 +1,27 @@
#pragma once
#include <Core/Common/CoreTypes.h>
#include <Juliet.h>
#include <Core/Common/CoreTypes.h>
#include <algorithm>
#include <bit>
#include <cassert>
#include <concepts>
#include <source_location>
#define global static
#define internal static
namespace Juliet
{
#define Glue_(A, B) A##B
#define Glue(A, B) Glue_(A, B)
#define StaticAssert(C, ID) global uint8 Glue(ID, __LINE__)[(C) ? 1 : -1]
#define global static
// 1. Stringify helpers
#define JULIET_STR(x) #x
// 1. Stringify helpers
#define JULIET_STR(x) #x
#define JULIET_TOSTRING(x) JULIET_STR(x)
// 2. Define the pragma operator based on compiler
// 2. Define the pragma operator based on compiler
#if defined(__clang__) || defined(__GNUC__)
#define JULIET_PRAGMA(x) _Pragma(#x)
#define JULIET_PRAGMA(x) _Pragma(#x)
#define JULIET_SUPPRESS_MSVC(id)
#define JULIET_SUPPRESS_CLANG(str) JULIET_PRAGMA(clang diagnostic ignored str)
#elif defined(_MSC_VER)
#define JULIET_PRAGMA(x) __pragma(x)
#define JULIET_SUPPRESS_MSVC(id) JULIET_PRAGMA(warning(disable : id))
#define JULIET_PRAGMA(x) __pragma(x)
#define JULIET_SUPPRESS_MSVC(id) JULIET_PRAGMA(warning(disable : id))
#define JULIET_SUPPRESS_CLANG(str)
#else
#define JULIET_PRAGMA(x)
@@ -33,23 +29,21 @@ namespace Juliet
#define JULIET_SUPPRESS_CLANG(str)
#endif
// 3. The Agnostic "Push/Pop"
// 3. The Agnostic "Push/Pop"
#if defined(__clang__)
#define JULIET_WARNING_PUSH JULIET_PRAGMA(clang diagnostic push)
#define JULIET_WARNING_POP JULIET_PRAGMA(clang diagnostic pop)
#define JULIET_WARNING_POP JULIET_PRAGMA(clang diagnostic pop)
#elif defined(_MSC_VER)
#define JULIET_WARNING_PUSH JULIET_PRAGMA(warning(push))
#define JULIET_WARNING_POP JULIET_PRAGMA(warning(pop))
#define JULIET_WARNING_POP JULIET_PRAGMA(warning(pop))
#else
#define JULIET_WARNING_PUSH
#define JULIET_WARNING_POP
#endif
#if defined(_MSC_VER)
// MSVC specific intrinsic
#define JULIET_PLATFORM_BREAK() (__nop(), __debugbreak())
#elif defined(__clang__) || defined(__GNUC__)
// Clang/GCC specific intrinsic
#define JULIET_PLATFORM_BREAK() __builtin_trap()
#else
#include <signal.h>
@@ -58,18 +52,14 @@ namespace Juliet
#if JULIET_DEBUG
#define JULIET_ASSERT_INTERNAL(expression, message) \
JULIET_WARNING_PUSH \
JULIET_SUPPRESS_CLANG("-Wextra-semi-stmt") \
JULIET_SUPPRESS_MSVC(4127) \
JULIET_SUPPRESS_MSVC(4548) \
do \
{ \
if (!(expression)) [[unlikely]] \
if (!(expression)) \
{ \
Juliet::JulietAssert(#expression, message); \
JulietAssert(#expression, message, __FILE__, __func__, (uint32)__LINE__, 0); \
} \
} \
JULIET_WARNING_POP \
static_assert(true, "")
while (0)
#define AssertHR(hr_expression, message) \
do \
@@ -77,7 +67,7 @@ namespace Juliet
long hr_val = (hr_expression); \
if (hr_val < 0) \
{ \
Juliet::JulietAssert(#hr_expression, message, std::source_location::current(), hr_val); \
JulietAssert(#hr_expression, message, __FILE__, __func__, (uint32)__LINE__, hr_val); \
} \
} \
while (0)
@@ -89,95 +79,70 @@ namespace Juliet
#define Unimplemented() \
do \
{ \
Juliet::JulietAssert("UNIMPLEMENTED", "This code path is not yet functional."); \
JulietAssert("UNIMPLEMENTED", "This code path is not yet functional.", __FILE__, __func__, (uint32)__LINE__, 0); \
} \
while (0)
#else
#define Assert(...) ((void)0)
#define Assert(...) ((void)0)
#define AssertHR(hr_expression, message) ((void)(hr_expression))
#define Unimplemented() ((void)0)
#define Unimplemented() ((void)0)
#endif
JULIET_API extern void JulietAssert(const char* expression, const char* message,
std::source_location location = std::source_location::current(), long handleResult = 0);
JULIET_API extern void JulietAssert(const char* expression, const char* message, const char* file, const char* function,
uint32 line, long handle_result);
#define ZeroStruct(structInstance) ZeroSize(sizeof(structInstance), &(structInstance))
#define ZeroArray(array) ZeroSize(sizeof((array)), (array))
#define ZeroDynArray(Count, Pointer) ZeroSize((Count) * sizeof((Pointer)[0]), Pointer)
inline void ZeroSize(size_t size, void* ptr)
#define ZeroStruct(structInstance) ZeroSize(sizeof(structInstance), &(structInstance))
#define ZeroArray(array) ZeroSize(sizeof((array)), (array))
#define ZeroDynArray(Count, Pointer) ZeroSize((Count) * sizeof((Pointer)[0]), (Pointer))
static inline void ZeroSize(size_t size, void* ptr)
{
uint8* byte_ptr = (uint8*)ptr;
while (size--)
{
auto Byte = (uint8*)ptr;
while (size--)
{
*Byte++ = 0;
}
*byte_ptr++ = 0;
}
}
#define Restrict __restrict
template <class Function>
class DeferredFunction
static inline bool8 IsValidByteBuffer(ByteBuffer buffer)
{
return (buffer.Size > 0 && buffer.Data != NULL);
}
extern JULIET_API void FreeByteBuffer(ByteBuffer* buffer);
static inline bool8 IsPow2(uint64 x)
{
return (x != 0) && ((x & (x - 1)) == 0);
}
static inline uint64 AlignPow2(uint64 x, uint64 alignment)
{
Assert(IsPow2(alignment));
return (x + alignment - 1) & ~(alignment - 1);
}
static inline void SwapMemory(void* Restrict a, void* Restrict b, size_t elem_size)
{
uint8* pa = (uint8*)a;
uint8* pb = (uint8*)b;
for (size_t i = 0; i < elem_size; ++i)
{
public:
explicit DeferredFunction(const Function& otherFct) noexcept
: Callback(otherFct)
{
}
explicit DeferredFunction(Function&& otherFct) noexcept
: Callback(std::move(otherFct))
{
}
~DeferredFunction() noexcept { Callback(); }
DeferredFunction(const DeferredFunction&) = delete;
DeferredFunction(const DeferredFunction&&) = delete;
void operator=(const DeferredFunction&) = delete;
void operator=(DeferredFunction&&) = delete;
private:
Function Callback;
};
template <class Function>
auto Defer(Function&& fct) noexcept
{
return DeferredFunction<std::decay_t<Function>>{ std::forward<Function>(fct) };
uint8 tmp = pa[i];
pa[i] = pb[i];
pb[i] = tmp;
}
}
inline bool IsValid(ByteBuffer buffer)
{
return buffer.Size > 0 && buffer.Data;
}
extern JULIET_API void Free(ByteBuffer& buffer);
template <std::integral T>
[[nodiscard]] constexpr T AlignPow2(T x, T alignment)
{
// Safety Check:
Assert(std::has_single_bit(static_cast<size_t>(alignment)));
return (x + alignment - 1) & ~(alignment - 1);
}
template <typename T>
inline void Swap(T* Restrict a, T* Restrict b)
{
T temp = std::move(*a);
*a = std::move(*b);
*b = std::move(temp);
}
// Move to another file dedicated to those
#if defined(__clang__)
#define COMPILER_CLANG 1
#elif defined(_MSC_VER)
#define COMPILER_MSVC 1
#endif
// Undef anything not defined
#if !defined(COMPILER_CLANG)
#define COMPILER_CLANG 0
#endif
@@ -195,17 +160,33 @@ namespace Juliet
#error AlignOf not defined for this compiler.
#endif
template <typename T>
[[nodiscard]] constexpr const char* GetTypeName()
{
#if COMPILER_CLANG
return __PRETTY_FUNCTION__;
#elif COMPILER_MSVC
return __FUNCSIG__;
#elif COMPILER_GCC
return __PRETTY_FUNCTION__;
#if COMPILER_MSVC || (COMPILER_CLANG && defined(_MSC_VER))
#define ThreadLocal __declspec(thread)
#else
return "UnknownType";
#define ThreadLocal __thread
#endif
}
} // namespace Juliet
static inline uint16 safe_cast_uint16(uint32 value)
{
Assert(value <= uint16Max);
uint16 result = (uint16)value;
return result;
}
#define bitmask1 0x00000001u
#define bitmask2 0x00000003u
#define bitmask3 0x00000007u
#define bitmask4 0x0000000fu
#define bitmask5 0x0000001fu
#define bitmask6 0x0000003fu
#define bitmask7 0x0000007fu
#define bitmask8 0x000000ffu
#define bitmask9 0x000001ffu
#define bitmask10 0x000003ffu
#define bitmask11 0x000007ffu
#define bitmask12 0x00000fffu
#define bitmask13 0x00001fffu
#define bitmask14 0x00003fffu
#define bitmask15 0x00007fffu
#define bitmask16 0x0000ffffu
#define bitmask32 0xffffffffu
-91
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@@ -1,91 +0,0 @@
#pragma once
#include <type_traits>
namespace Juliet
{
template <typename T>
concept IsEnum = std::is_enum_v<T>;
template <IsEnum E>
constexpr E operator~(E lhs) noexcept
{
return static_cast<E>(~static_cast<std::underlying_type_t<E>>(lhs));
}
template <IsEnum E>
constexpr E operator|(E lhs, E rhs) noexcept
{
return static_cast<E>(static_cast<std::underlying_type_t<E>>(lhs) | static_cast<std::underlying_type_t<E>>(rhs));
}
template <IsEnum E>
constexpr E& operator|=(E& lhs, E rhs) noexcept
{
return lhs = (lhs | rhs);
}
template <IsEnum E>
constexpr E operator&(E lhs, E rhs) noexcept
{
return static_cast<E>(static_cast<std::underlying_type_t<E>>(lhs) & static_cast<std::underlying_type_t<E>>(rhs));
}
template <IsEnum E>
constexpr E& operator&=(E& lhs, E rhs) noexcept
{
return lhs = (lhs & rhs);
}
template <IsEnum E>
constexpr E operator^(E lhs, E rhs) noexcept
{
return static_cast<E>(static_cast<std::underlying_type_t<E>>(lhs) ^ static_cast<std::underlying_type_t<E>>(rhs));
}
template <IsEnum E>
constexpr E& operator^=(E& lhs, E rhs) noexcept
{
return lhs = (lhs ^ rhs);
}
template <IsEnum E>
constexpr std::underlying_type_t<E> operator-(E lhs, E rhs) noexcept
{
using T = std::underlying_type_t<E>;
return static_cast<T>(static_cast<T>(lhs) - static_cast<T>(rhs));
}
template <IsEnum E>
constexpr std::underlying_type_t<E> operator+(E lhs, E rhs) noexcept
{
using T = std::underlying_type_t<E>;
return static_cast<T>(static_cast<T>(lhs) + static_cast<T>(rhs));
}
template <IsEnum E>
constexpr E operator-(E lhs, std::underlying_type_t<E> rhs) noexcept
{
using T = std::underlying_type_t<E>;
return static_cast<E>(static_cast<T>(static_cast<T>(lhs) - rhs));
}
template <IsEnum E>
constexpr E operator+(E lhs, std::underlying_type_t<E> rhs) noexcept
{
using T = std::underlying_type_t<E>;
return static_cast<E>(static_cast<T>(static_cast<T>(lhs) + rhs));
}
template <IsEnum E>
constexpr std::underlying_type_t<E> ToUnderlying(E enm) noexcept
{
return static_cast<std::underlying_type_t<E>>(enm);
}
template <IsEnum E>
constexpr E ToEnum(std::underlying_type_t<E> value) noexcept
{
return static_cast<E>(value);
}
} // namespace Juliet
-114
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@@ -1,114 +0,0 @@
#pragma once
#include <Core/Common/CoreUtils.h>
#include <type_traits>
namespace Juliet
{
template <typename Type, typename OtherType>
concept NonNullPtr_Convertible = std::is_convertible_v<OtherType*, Type*>;
template <typename Type, typename OtherType>
concept NonNullPtr_SameType = std::is_same_v<OtherType*, Type*>;
template <typename Type>
class NonNullPtr
{
public:
constexpr NonNullPtr(Type* ptr)
: InternalPtr(ptr)
{
Assert(ptr, "Tried to initialize a NonNullPtr with a null pointer");
}
template <typename OtherType>
requires NonNullPtr_Convertible<OtherType*, Type*>
constexpr NonNullPtr(const NonNullPtr<OtherType>& otherPtr)
: InternalPtr(otherPtr.Get())
{
Assert(InternalPtr, "Fatal Error: Assigned a non null ptr using another NonNullPtr but its was null.");
}
// Assignment
[[nodiscard]] constexpr NonNullPtr& operator=(Type* ptr)
{
Assert(ptr, "Tried to assign a null pointer to a NonNullPtr!");
InternalPtr = ptr;
return *this;
}
template <typename OtherType>
requires NonNullPtr_Convertible<OtherType*, Type*>
[[nodiscard]] constexpr NonNullPtr& operator=(const NonNullPtr<OtherType>& otherPtr)
{
InternalPtr = otherPtr.Get();
return *this;
}
// Accessors
[[nodiscard]] constexpr operator Type*() const
{
Assert(InternalPtr, "NonNullPtr: Internal Pointer is Null");
return InternalPtr;
}
[[nodiscard]] constexpr Type* Get() const
{
Assert(InternalPtr, "NonNullPtr: Internal Pointer is Null");
return InternalPtr;
}
[[nodiscard]] constexpr Type& operator*() const
{
Assert(InternalPtr, "NonNullPtr: Internal Pointer is Null");
return *InternalPtr;
}
[[nodiscard]] constexpr Type* operator->() const
{
Assert(InternalPtr, "NonNullPtr: Internal Pointer is Null");
return InternalPtr;
}
// Comparisons
[[nodiscard]] constexpr bool operator==(const NonNullPtr& otherPtr) const
{
return InternalPtr == otherPtr.InternalPtr;
}
template <typename OtherType>
requires NonNullPtr_SameType<Type, OtherType>
[[nodiscard]] constexpr bool operator==(OtherType* otherRawPtr) const
{
return InternalPtr == otherRawPtr;
}
template <typename OtherType>
requires NonNullPtr_SameType<Type, OtherType>
[[nodiscard]] constexpr friend bool operator==(OtherType* otherRawPtr, const NonNullPtr& nonNullPtr)
{
return otherRawPtr == nonNullPtr.InternalPtr;
}
// Forbid assigning a nullptr at compile time
constexpr NonNullPtr(std::nullptr_t)
: InternalPtr(nullptr)
{
static_assert(sizeof(Type) == 0, "Trying to initialize a NonNullPtr with a nullptr value");
}
[[nodiscard]] constexpr NonNullPtr& operator=(std::nullptr_t)
{
static_assert(sizeof(Type) == 0, "Trying to assign a NonNullPtr with a nullptr value");
return *this;
}
[[nodiscard]] constexpr explicit operator bool() const { return InternalPtr != nullptr; }
private:
Type* InternalPtr;
};
template <typename T>
NonNullPtr(T*) -> NonNullPtr<T>;
} // namespace Juliet
+148 -141
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@@ -1,178 +1,185 @@
#pragma once
#include <string.h>
#include <Core/Common/NonNullPtr.h>
#include <Core/Common/CoreTypes.h>
#include <Core/Common/CoreUtils.h>
#include <Core/Math/MathUtils.h>
#include <Core/Memory/Utils.h>
namespace Juliet
{
struct Arena;
typedef struct Arena Arena;
#define ConstString(str) { const_cast<char*>((str)), sizeof(str) - 1 }
#define CStr(str) ((str).Data)
#define ConstString(str) ((String){ (char*)(str), sizeof(str) - 1 })
#define ConstStringInit(str) { (char*)(str), sizeof(str) - 1 }
#define CStr(str) ((str).Str)
#define InplaceString(name, size) \
char name##_[size]; \
MemSet(name##_, 0, sizeof(uint32)); \
String name = { name##_, 0 }
// Everything is Little Endian
enum class StringEncoding : uint8
{
Unknown = 0,
ASCII,
LATIN1,
UTF8,
UTF16,
UTF32,
UCS2,
UCS4,
};
// Everything is Little Endian
typedef uint8 StringEncoding;
enum
{
StringEncoding_Unknown = 0,
StringEncoding_ASCII,
StringEncoding_LATIN1,
StringEncoding_UTF8,
StringEncoding_UTF16,
StringEncoding_UTF32,
StringEncoding_UCS2,
StringEncoding_UCS4,
};
// Represents a UTF-8 String.
// Not null terminated.
struct String
{
char* Data;
size_t Size;
};
// Represents a UTF-8 String.
// Not null terminated.
typedef struct String8 String8;
struct String8
{
char* Str;
size_t Size;
};
typedef String8 String;
struct StringBuffer : String
{
size_t Capacity;
};
typedef struct String16 String16;
struct String16
{
uint16* Str;
size_t Size;
};
struct StringListNode
typedef struct StringBuffer StringBuffer;
struct StringBuffer
{
union
{
StringListNode* Next;
String Content;
};
struct StringList
{
StringListNode* First;
StringListNode* Last;
size_t NodeCount;
size_t Size;
};
constexpr uint32 kInvalidUTF8 = 0xFFFD;
inline size_t StringLength(String str)
{
return str.Size;
}
inline size_t StringLength(const char* str)
{
size_t length = 0;
if (str)
String8 str8;
struct
{
while (*str)
{
++length;
++str;
}
}
char* Str;
size_t Size;
};
};
size_t Capacity;
};
return length;
}
typedef struct UnicodeDecode UnicodeDecode;
struct UnicodeDecode
{
uint32 Increment;
uint32 Codepoint;
};
inline bool IsValid(String str)
#define kInvalidUTF8 ((uint32)0xFFFDu)
static inline size_t StringLength(String str)
{
return str.Size;
}
static inline size_t StringLengthCStr(const char* str)
{
size_t length = 0;
if (str != NULL)
{
return str.Size > 0 && str.Data != nullptr && *str.Data;
}
inline String WrapString(const char* str)
{
String result = {};
result.Data = const_cast<char*>(str);
result.Size = str ? strlen(str) : 0;
return result;
}
inline String FindChar(String str, char c)
{
String result = str;
while (result.Size)
while (*str)
{
if (*result.Data != c)
{
++result.Data;
--result.Size;
}
else
{
return result;
}
++length;
++str;
}
return {};
}
inline bool ContainsChar(String str, char c)
{
return IsValid(FindChar(str, c));
}
return length;
}
// Return:
// - < 0 if str1 < str2
// - = 0 : Both strings are equals
// - > 0 if str1 > str2
inline int32 StringCompare(String str1, String str2)
static inline bool8 IsValidString(String str)
{
return (str.Size > 0 && str.Str != NULL && *str.Str != '\0');
}
static inline String WrapString(const char* str)
{
String result = { 0 };
result.Str = (char*)str;
result.Size = (str != NULL) ? strlen(str) : 0;
return result;
}
static inline String FindChar(String str, char c)
{
String result = { 0 };
String cursor = str;
while (cursor.Size > 0)
{
size_t len1 = StringLength(str1);
size_t len2 = StringLength(str2);
size_t minLen = Min(len1, len2);
int32 result = MemCompare(CStr(str1), CStr(str2), minLen);
if (result == 0)
if (*cursor.Str == c)
{
if (len1 > len2)
{
return 1;
}
if (len1 < len2)
{
return -1;
}
return 0;
result = cursor;
break;
}
return result;
++cursor.Str;
--cursor.Size;
}
return result;
}
JULIET_API uint32 StepUTF8(String& inStr);
JULIET_API String FindString(String strLeft, String strRight);
static inline bool8 ContainsChar(String str, char c)
{
return IsValidString(FindChar(str, c));
}
// Case insensitive compare. Supports ASCII only
// TODO: Support UNICODE
extern JULIET_API int8 StringCompareCaseInsensitive(String str1, String str2);
// Return:
// - < 0 if str1 < str2
// - = 0 : Both strings are equals
// - > 0 if str1 > str2
static inline int32 StringCompare(String str1, String str2)
{
size_t len1 = StringLength(str1);
size_t len2 = StringLength(str2);
size_t minLen = Min(len1, len2);
int32 result = MemCompare(CStr(str1), CStr(str2), minLen);
if (result == 0)
{
if (len1 > len2)
{
result = 1;
}
else if (len1 < len2)
{
result = -1;
}
}
return result;
}
// Do not allocate anything, you must allocate your out buffer yourself
// TODO: Version taking arena that can allocate
// Do not take String type because we dont know the string encoding we are going from/to
// src and dst will be casted based on the encoding.
// size will correspond to the number of characters
// Will convert \0 character if present.
extern JULIET_API bool ConvertString(StringEncoding from, StringEncoding to, String src, StringBuffer& dst, bool nullTerminate);
extern JULIET_API bool ConvertString(String from, String to, String src, StringBuffer& dst, bool nullTerminate);
JULIET_API uint32 StepUTF8(String* inStr);
JULIET_API String FindString(String strLeft, String strRight);
JULIET_API String StringCopy(NonNullPtr<Arena> arena, String str);
} // namespace Juliet
// Case insensitive compare. Supports ASCII only
extern JULIET_API int8 StringCompareCaseInsensitive(String str1, String str2);
extern JULIET_API bool8 ConvertString(StringEncoding from, StringEncoding to, String src, StringBuffer* dst, bool8 nullTerminate);
extern JULIET_API bool8 ConvertStringByName(String from, String to, String src, StringBuffer* dst, bool8 nullTerminate);
JULIET_API String StringCopy(Arena* arena, String str);
JULIET_API String16 str16_from_8(Arena* arena, String8 str);
String trim_whitespace(String str);
JULIET_API String StringFormatV(Arena* arena, const char* formatStr, va_list args);
JULIET_API String StringFormat(Arena* arena, const char* formatStr, ...);
#define juliet_snprintf snprintf
#ifdef UNIT_TEST
namespace Juliet::UnitTest
static inline void UnitTest_TestFindChar(void)
{
inline void TestFindChar()
{
String s1 = ConstString("");
String s2 = ConstString("abcdefabcdef");
String s3 = ConstString("11111111111111111111");
String s1 = ConstString("");
String s2 = ConstString("abcdefabcdef");
String s3 = ConstString("11111111111111111111");
Assert(FindChar(s1, 'x').Data == nullptr);
Assert(FindChar(s2, 'y').Data == nullptr);
Assert(FindChar(s2, 'a').Data - s2.Data == 0);
Assert(FindChar(s2, 'd').Data - s2.Data == 3);
Assert(FindChar(s2, 'f').Data - s2.Data == 5);
Assert(FindChar(s3, '1').Data - s3.Data == 0);
}
} // namespace Juliet::UnitTest
Assert(FindChar(s1, 'x').Str == NULL);
Assert(FindChar(s2, 'y').Str == NULL);
Assert(FindChar(s2, 'a').Str - s2.Str == 0);
Assert(FindChar(s2, 'd').Str - s2.Str == 3);
Assert(FindChar(s2, 'f').Str - s2.Str == 5);
Assert(FindChar(s3, '1').Str - s3.Str == 0);
}
#endif
+103
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@@ -0,0 +1,103 @@
#pragma once
#include <Juliet.h>
#include <Core/Common/CRC32.h>
#include <Core/Common/String.h>
#include <Core/HAL/IO/IOStream.h>
#include <Core/Math/Vector.h>
typedef struct IOStream IOStream;
typedef struct Arena Arena;
typedef struct ArchivePropertyNode ArchivePropertyNode;
typedef struct ParsedArchive ParsedArchive;
typedef struct Archive Archive;
struct ArchivePropertyNode
{
String key;
String value;
uint32 key_crc;
bool8 consumed;
};
struct ParsedArchive
{
ArchivePropertyNode* nodes;
uint32 property_count;
};
struct Archive
{
Arena* arena;
bool8 loading;
ParsedArchive base;
IOStream* stream;
void* base_ptr;
index_t offset;
};
JULIET_API void serialize_bytes(Archive* ar, void* data, size_t size);
#define serialize_elem(ar, val) serialize_bytes((ar), &(val), sizeof(val))
JULIET_API ParsedArchive tokenize_archive(Arena* arena, ByteBuffer file_buffer);
JULIET_API ArchivePropertyNode* find_property(ParsedArchive* archive, uint32 property_crc);
JULIET_API void write_property_header(Archive* archive, String property_name);
JULIET_API bool8 read_prop_str(Archive* ar, String value_raw, String* value);
JULIET_API void write_str(IOStream* stream, String value);
JULIET_API bool8 read_f32(const char* buffer, float* value, const char** end);
JULIET_API void write_f32(IOStream* stream, float value);
JULIET_API bool8 read_i8(const char* buffer, int8* value);
JULIET_API void write_i8(IOStream* stream, int8 value);
JULIET_API bool8 read_i16(const char* buffer, int16* value);
JULIET_API void write_i16(IOStream* stream, int16 value);
JULIET_API bool8 read_i32(const char* buffer, int32* value);
JULIET_API void write_i32(IOStream* stream, int32 value);
JULIET_API bool8 read_i64(const char* buffer, int64* value);
JULIET_API void write_i64(IOStream* stream, int64 value);
JULIET_API bool8 read_u8(const char* buffer, uint8* value);
JULIET_API void write_u8(IOStream* stream, uint8 value);
JULIET_API bool8 read_u16(const char* buffer, uint16* value);
JULIET_API void write_u16(IOStream* stream, uint16 value);
JULIET_API bool8 read_u32(const char* buffer, uint32* value);
JULIET_API void write_u32(IOStream* stream, uint32 value);
JULIET_API bool8 read_u64(const char* buffer, uint64* value);
JULIET_API void write_u64(IOStream* stream, uint64 value);
JULIET_API bool8 read_b8(const char* buffer, bool8* value);
JULIET_API void write_b8(IOStream* stream, bool8 value);
JULIET_API bool8 read_vec4(const char* buffer, Vector4* value);
JULIET_API void write_vec4(IOStream* stream, Vector4 value);
JULIET_API bool8 serialize_str(Archive* ar, String property_name, String* value);
JULIET_API bool8 serialize_f32(Archive* ar, String property_name, float* value);
JULIET_API bool8 serialize_i8(Archive* ar, String property_name, int8* value);
JULIET_API bool8 serialize_i16(Archive* ar, String property_name, int16* value);
JULIET_API bool8 serialize_i32(Archive* ar, String property_name, int32* value);
JULIET_API bool8 serialize_i64(Archive* ar, String property_name, int64* value);
JULIET_API bool8 serialize_u8(Archive* ar, String property_name, uint8* value);
JULIET_API bool8 serialize_u16(Archive* ar, String property_name, uint16* value);
JULIET_API bool8 serialize_u32(Archive* ar, String property_name, uint32* value);
JULIET_API bool8 serialize_u64(Archive* ar, String property_name, uint64* value);
JULIET_API bool8 serialize_b8(Archive* ar, String property_name, bool8* value);
JULIET_API bool8 serialize_vec4(Archive* ar, String property_name, Vector4* value);
#define SERIALIZE_STR(ar, name, var_ptr) serialize_str((ar), ConstString(#name), (var_ptr))
#define SERIALIZE_F32(ar, name, var_ptr) serialize_f32((ar), ConstString(#name), (var_ptr))
#define SERIALIZE_I8(ar, name, var_ptr) serialize_i8((ar), ConstString(#name), (var_ptr))
#define SERIALIZE_I16(ar, name, var_ptr) serialize_i16((ar), ConstString(#name), (var_ptr))
#define SERIALIZE_I32(ar, name, var_ptr) serialize_i32((ar), ConstString(#name), (var_ptr))
#define SERIALIZE_I64(ar, name, var_ptr) serialize_i64((ar), ConstString(#name), (var_ptr))
#define SERIALIZE_U8(ar, name, var_ptr) serialize_u8((ar), ConstString(#name), (var_ptr))
#define SERIALIZE_U16(ar, name, var_ptr) serialize_u16((ar), ConstString(#name), (var_ptr))
#define SERIALIZE_U32(ar, name, var_ptr) serialize_u32((ar), ConstString(#name), (var_ptr))
#define SERIALIZE_U64(ar, name, var_ptr) serialize_u64((ar), ConstString(#name), (var_ptr))
#define SERIALIZE_B8(ar, name, var_ptr) serialize_b8((ar), ConstString(#name), (var_ptr))
#define SERIALIZE_BOOL(ar, name, var_ptr) serialize_b8((ar), ConstString(#name), (var_ptr))
#define SERIALIZE_VEC4(ar, name, var_ptr) serialize_vec4((ar), ConstString(#name), (var_ptr))
#if JULIET_DEBUG
JULIET_API void audit_unconsumed_properties(ParsedArchive* archive, String context_name);
#endif
+225 -210
View File
@@ -1,217 +1,232 @@
#pragma once
#include <Core/Common/NonNullPtr.h>
#include <Core/Common/CoreUtils.h>
#include <Core/Memory/MemoryArena.h>
#include <Core/Memory/Utils.h>
namespace Juliet
typedef struct VectorArena VectorArena;
struct VectorArena
{
template <typename Type, size_t ReserveSize = 16>
struct VectorArena
Arena* Arena;
void* DataFirst;
void* DataLast;
void* Data;
union
{
void Create(NonNullPtr<Arena> arena JULIET_DEBUG_PARAM(const char* name = nullptr))
{
Assert(!Arena);
JULIET_DEBUG_ONLY(Name = name ? name : Name;)
DataFirst = DataLast = Data = nullptr;
Count = 0;
Capacity = 0;
Arena = arena;
ArenaPosAtCreation = ArenaPos(Arena);
Reserve(ReserveSize);
}
void Destroy()
{
Assert(ArenaPos(Arena) == ArenaPosAtCreation + sizeof(Type) * Capacity);
ArenaPopTo(Arena, ArenaPosAtCreation);
DataFirst = DataLast = Data = nullptr;
Count = 0;
Capacity = 0;
Arena = nullptr;
}
void Reserve(size_t newCapacity)
{
Assert(Arena);
if (Data == nullptr)
{
Data = ArenaPushArray<Type>(Arena, newCapacity JULIET_DEBUG_PARAM(Name));
Capacity = newCapacity;
}
else
{
Assert(newCapacity <= Capacity && "VectorArena capacity exceeded! Reallocation is disabled.");
}
}
void Resize(size_t newCount)
{
Assert(Arena);
if (newCount == Count)
{
return;
}
if (Data == nullptr)
{
size_t initialCapacity = newCount > ReserveSize ? newCount : ReserveSize;
Reserve(initialCapacity);
}
Assert(newCount <= Capacity && "VectorArena capacity exceeded!");
Count = newCount;
if (Count > 0)
{
DataFirst = Data;
DataLast = Data + Count - 1;
}
else
{
DataFirst = DataLast = nullptr;
}
}
void PushBack(const Type* buffer, size_t amount)
{
Assert(Arena);
Assert(buffer || amount == 0);
if (amount == 0)
{
return;
}
if (Data == nullptr)
{
size_t initialCapacity = amount > ReserveSize ? amount : ReserveSize;
Reserve(initialCapacity);
}
Assert(Count + amount <= Capacity && "VectorArena capacity exceeded!");
Type* dst = Data + Count;
MemCopy(dst, buffer, amount * sizeof(Type));
if (Count == 0)
{
DataFirst = dst;
}
DataLast = dst + amount - 1;
Count += amount;
}
void PushBack(const Type& value)
{
Assert(Arena);
if (Data == nullptr)
{
Reserve(ReserveSize);
}
Assert(Count + 1 <= Capacity && "VectorArena capacity exceeded!");
Type* entry = Data + Count;
*entry = value;
if (Count == 0)
{
DataFirst = entry;
}
DataLast = entry;
++Count;
}
void PushBack(Type&& value)
{
Assert(Arena);
if (Data == nullptr)
{
Reserve(ReserveSize);
}
Assert(Count + 1 <= Capacity && "VectorArena capacity exceeded!");
Type* entry = Data + Count;
*entry = std::move(value);
if (Count == 0)
{
DataFirst = entry;
}
DataLast = entry;
++Count;
}
void RemoveAtFast(index_t index)
{
Assert(Arena);
Assert(index < Count);
Assert(Count > 0);
Type* elementAdr = DataFirst + index;
// Swap DataLast and element
if (DataLast != elementAdr)
{
Swap(DataLast, elementAdr);
}
--DataLast;
--Count;
if (Count == 0)
{
DataFirst = DataLast = nullptr;
}
}
void Clear()
{
Assert(Arena);
DataFirst = DataLast = nullptr;
Count = 0;
}
[[nodiscard]] bool IsEmpty() const { return Count == 0; }
// C++ Accessors for loop supports and Index based access
[[nodiscard]] Type& operator[](size_t index) { return DataFirst[index]; }
[[nodiscard]] const Type& operator[](size_t index) const { return DataFirst[index]; }
[[nodiscard]] Type* begin() { return DataFirst; }
[[nodiscard]] Type* end() { return DataFirst + Count; }
[[nodiscard]] const Type* begin() const { return DataFirst; }
[[nodiscard]] const Type* end() const { return DataFirst + Count; }
[[nodiscard]] Type* First() { return DataFirst; }
[[nodiscard]] Type* Front() { return DataFirst; }
[[nodiscard]] Type* Last() { return DataLast; }
[[nodiscard]] Type* Back() { return DataLast; }
[[nodiscard]] Type* DataPtr() { return Data; }
[[nodiscard]] const Type* DataPtr() const { return Data; }
[[nodiscard]] size_t Size() const { return Count; }
Arena* Arena = nullptr;
Type* DataFirst = nullptr;
Type* DataLast = nullptr;
Type* Data = nullptr;
size_t Count = 0;
size_t Capacity = 0;
index_t ArenaPosAtCreation = 0;
JULIET_DEBUG_ONLY(const char* Name = "VectorArena";)
size_t Count;
size_t Size;
};
static_assert(std::is_standard_layout_v<VectorArena<int>>,
"VectorArena must have a standard layout to remain POD-like.");
static_assert(std::is_trivially_copyable_v<VectorArena<int>>,
"VectorArena must be trivially copyable (no custom destructors/assignment).");
} // namespace Juliet
size_t Capacity;
size_t ElemSize;
size_t ElemAlign;
size_t ReserveSize;
JULIET_DEBUG_ONLY(const char* Name;)
};
#define kDefaultVectorReserveSize ((size_t)16)
#define kVectorArenaDefaultReserveSize ((size_t)16)
static inline void vector_arena_reserve(VectorArena* vec, size_t new_capacity)
{
Assert(vec != NULL);
Assert(vec->Arena != NULL);
Assert(new_capacity <= vec->ReserveSize && "VectorArena capacity should be <= ReserveSize.");
if (vec->Data == NULL)
{
vec->Data = ArenaPush(vec->Arena, new_capacity * vec->ElemSize, Max(8ull, (uint64)vec->ElemAlign),
true JULIET_DEBUG_PARAM(vec->Name));
vec->Capacity = new_capacity;
}
else
{
Unimplemented();
}
}
static inline void vector_arena_create(VectorArena* vec, Arena* arena, size_t elem_size, size_t elem_align,
size_t reserve_size JULIET_DEBUG_PARAM(const char* name))
{
Assert(vec != NULL);
Assert(arena != NULL);
Assert(vec->Arena == NULL);
Assert(elem_size > 0);
JULIET_DEBUG_ONLY(vec->Name = (name != NULL) ? name : "VectorArena";)
vec->DataFirst = NULL;
vec->DataLast = NULL;
vec->Data = NULL;
vec->Count = 0;
vec->Capacity = 0;
vec->ElemSize = elem_size;
vec->ElemAlign = elem_align;
vec->ReserveSize = (reserve_size > 0) ? reserve_size : 16;
vec->Arena = arena;
vector_arena_reserve(vec, vec->ReserveSize);
}
static inline void vector_arena_destroy(VectorArena* vec)
{
Assert(vec != NULL);
vec->DataFirst = NULL;
vec->DataLast = NULL;
vec->Data = NULL;
vec->Count = 0;
vec->Capacity = 0;
vec->Arena = NULL;
}
static inline void* vector_arena_begin(VectorArena* vec)
{
Assert(vec != NULL);
return vec->DataFirst;
}
static inline const void* vector_arena_begin_const(const VectorArena* vec)
{
Assert(vec != NULL);
return vec->DataFirst;
}
static inline void* vector_arena_end(VectorArena* vec)
{
Assert(vec != NULL);
void* result = NULL;
if (vec->DataFirst != NULL)
{
result = (Byte*)vec->DataFirst + (vec->Count * vec->ElemSize);
}
return result;
}
static inline const void* vector_arena_end_const(const VectorArena* vec)
{
Assert(vec != NULL);
const void* result = NULL;
if (vec->DataFirst != NULL)
{
result = (const Byte*)vec->DataFirst + (vec->Count * vec->ElemSize);
}
return result;
}
static inline void vector_arena_resize(VectorArena* vec, size_t new_size)
{
Assert(vec != NULL);
Assert(new_size <= vec->Capacity);
vec->Count = new_size;
if (vec->Count > 0)
{
vec->DataFirst = vec->Data;
vec->DataLast = (Byte*)vec->Data + ((vec->Count - 1) * vec->ElemSize);
}
else
{
vec->DataFirst = NULL;
vec->DataLast = NULL;
}
}
static inline void vector_arena_push_buffer(VectorArena* vec, const void* buffer, size_t amount)
{
Assert(vec != NULL);
Assert(buffer != NULL);
Assert(amount > 0);
Assert(vec->Count + amount <= vec->Capacity && "VectorArena capacity exceeded!");
Byte* dest = (Byte*)vec->Data + (vec->Count * vec->ElemSize);
MemCopy(dest, buffer, amount * vec->ElemSize);
if (vec->DataFirst == NULL)
{
vec->DataFirst = vec->Data;
}
vec->Count += amount;
vec->DataLast = (Byte*)vec->Data + ((vec->Count - 1) * vec->ElemSize);
}
#define vector_arena_push_array vector_arena_push_buffer
static inline void vector_arena_push_elem(VectorArena* vec, const void* value_ptr)
{
Assert(vec != NULL);
Assert(value_ptr != NULL);
Assert(vec->Count + 1 <= vec->Capacity && "VectorArena capacity exceeded!");
Byte* dest = (Byte*)vec->Data + (vec->Count * vec->ElemSize);
MemCopy(dest, value_ptr, vec->ElemSize);
if (vec->DataFirst == NULL)
{
vec->DataFirst = vec->Data;
}
vec->Count += 1;
vec->DataLast = dest;
}
static inline void vector_arena_remove_at_fast(VectorArena* vec, index_t index)
{
Assert(vec != NULL);
Assert(index < vec->Count);
size_t last_idx = vec->Count - 1;
if (index != last_idx)
{
Byte* dst = (Byte*)vec->DataFirst + (index * vec->ElemSize);
Byte* src = (Byte*)vec->DataFirst + (last_idx * vec->ElemSize);
MemCopy(dst, src, vec->ElemSize);
}
vec->Count -= 1;
if (vec->Count == 0)
{
vec->DataFirst = NULL;
vec->DataLast = NULL;
}
else
{
vec->DataLast = (Byte*)vec->DataFirst + ((vec->Count - 1) * vec->ElemSize);
}
}
static inline void vector_arena_clear(VectorArena* vec)
{
Assert(vec != NULL);
vec->DataFirst = NULL;
vec->DataLast = NULL;
vec->Count = 0;
}
static inline bool8 vector_arena_is_empty(const VectorArena* vec)
{
Assert(vec != NULL);
return vec->Count == 0;
}
static inline size_t vector_arena_size(const VectorArena* vec)
{
Assert(vec != NULL);
return vec->Count;
}
#define VectorArenaCreate(vec, Type, arena, ...) \
vector_arena_create((vec), (arena), sizeof(Type), AlignOf(Type), __VA_ARGS__)
#define VectorArenaAt(Type, vec, idx) (((Type*)((vec)->DataFirst))[idx])
#define VectorArenaData(Type, vec) ((Type*)((vec)->Data))
#define VectorArenaBegin(Type, vec) ((Type*)((vec)->DataFirst))
#define VectorArenaEnd(Type, vec) (((vec)->DataFirst != NULL) ? (((Type*)((vec)->DataFirst)) + (vec)->Count) : NULL)
#define VectorArenaLast(Type, vec) ((Type*)((vec)->DataLast))
#define VectorArenaBack(Type, vec) ((Type*)((vec)->DataLast))
#define VectorArenaPushPtr(Type, vec, ptr) vector_arena_push_elem((vec), (ptr))
#define VectorArenaPushVal(Type, vec, val) \
do \
{ \
Type _vec_tmp_val = (val); \
vector_arena_push_elem((vec), &_vec_tmp_val); \
} \
while (0)
+9 -14
View File
@@ -1,21 +1,16 @@
#pragma once
#include <Core/Common/CoreTypes.h>
#include <Core/Common/NonNullPtr.h>
#include <Core/Common/String.h>
#include <Juliet.h>
namespace Juliet
{
struct Window;
typedef struct Window Window;
using WindowID = uint8;
extern JULIET_API Window* CreatePlatformWindow(const char* title, uint16 width, uint16 height, int flags = 0 /* unused */);
extern JULIET_API void DestroyPlatformWindow(NonNullPtr<Window> window);
typedef uint8 WindowID;
extern JULIET_API void ShowWindow(NonNullPtr<Window> window);
extern JULIET_API void HideWindow(NonNullPtr<Window> window);
extern JULIET_API Window* CreatePlatformWindow(const char* title, uint16 width, uint16 height, int flags);
extern JULIET_API void DestroyPlatformWindow(Window* window);
extern JULIET_API WindowID GetWindowID(NonNullPtr<Window> window);
extern JULIET_API void SetWindowTitle(NonNullPtr<Window> window, String title);
} // namespace Juliet
extern JULIET_API void ShowPlatformWindow(Window* window);
extern JULIET_API void HidePlatformWindow(Window* window);
extern JULIET_API WindowID GetWindowID(Window* window);
extern JULIET_API void SetWindowTitle(Window* window, String title);
@@ -1,12 +1,10 @@
#pragma once
#include <Core/Common/NonNullPtr.h>
#include <Core/Common/CoreTypes.h>
#include <Juliet.h>
namespace Juliet
{
struct DynamicLibrary;
typedef struct DynamicLibrary DynamicLibrary;
extern JULIET_API DynamicLibrary* LoadDynamicLibrary(const char* filename);
extern JULIET_API FunctionPtr LoadFunction(NonNullPtr<DynamicLibrary> lib, const char* functionName);
extern JULIET_API void UnloadDynamicLibrary(NonNullPtr<DynamicLibrary> lib);
} // namespace Juliet
extern JULIET_API DynamicLibrary* LoadDynamicLibrary(const char* filename);
extern JULIET_API FunctionPtr LoadFunction(DynamicLibrary* lib, const char* functionName);
extern JULIET_API void UnloadDynamicLibrary(DynamicLibrary* lib);
+84 -98
View File
@@ -1,121 +1,107 @@
#pragma once
#include <Core/Common/CoreUtils.h>
#include <Core/HAL/Display/Display.h>
#include <Core/HAL/Keyboard/Keyboard.h>
#include <Core/HAL/Keyboard/KeyCode.h>
#include <Core/HAL/Mouse/Mouse.h>
#include <Juliet.h>
// Handles all events from systems handling the Hardware
// Very inspired by SDL3
namespace Juliet
typedef uint32 EventType;
enum
{
enum class EventType : uint32
{
None = 0,
First = None,
EventType_None = 0,
EventType_First = EventType_None,
// Application Events
// User querying an exit
Application_Exit = 100,
// OS terminating the application
Application_OS_Terminate,
Application_Begin = Application_Exit,
Application_End = Application_OS_Terminate,
// Application Events
EventType_Application_Exit = 100,
EventType_Application_OS_Terminate = 101,
EventType_Application_Begin = EventType_Application_Exit,
EventType_Application_End = EventType_Application_OS_Terminate,
// Window Events
Window_Close_Request = 200,
Window_Begin = Window_Close_Request,
Window_End = Window_Close_Request,
// Window Events
EventType_Window_Close_Request = 200,
EventType_Window_Begin = EventType_Window_Close_Request,
EventType_Window_End = EventType_Window_Close_Request,
// Keyboard Event
Key_Down = 300,
Key_Up,
Keyboard_Begin = Key_Down,
Keyboard_End = Key_Up,
// Keyboard Event
EventType_Key_Down = 300,
EventType_Key_Up = 301,
EventType_Keyboard_Begin = EventType_Key_Down,
EventType_Keyboard_End = EventType_Key_Up,
// Mouse Event
Mouse_Move = 400,
Mouse_ButtonPressed,
Mouse_ButtonReleased,
// Mouse Event
EventType_Mouse_Move = 400,
EventType_Mouse_ButtonPressed = 401,
EventType_Mouse_ButtonReleased = 402,
Mouse_Begin = Mouse_Move,
Mouse_End = Mouse_ButtonReleased,
EventType_Mouse_Begin = EventType_Mouse_Move,
EventType_Mouse_End = EventType_Mouse_ButtonReleased,
Last // Get value from the previous one
};
EventType_Last
};
struct WindowEvent
{
WindowID AssociatedWindowID;
uint32 DataPadding[2]; // TODO : define how much data param we need
};
typedef struct WindowEvent WindowEvent;
typedef struct KeyboardEvent KeyboardEvent;
typedef struct MouseMovementEvent MouseMovementEvent;
typedef struct MouseButtonEvent MouseButtonEvent;
typedef union AllSystemEventUnion AllSystemEventUnion;
typedef struct SystemEvent SystemEvent;
struct KeyboardEvent
{
KeyboardID AssociatedKeyboardID;
WindowID WindowID;
Key Key;
KeyState KeyState;
KeyMod KeyModeState;
};
struct WindowEvent
{
WindowID AssociatedWindowID;
uint32 DataPadding[2];
};
// =====================================================
// Mouse Events
// =====================================================
struct MouseMovementEvent
{
MouseID AssociatedMouseID;
WindowID WindowID;
float X;
float Y;
float X_Displacement;
float Y_Displacement;
MouseButton ButtonState;
};
struct KeyboardEvent
{
KeyboardID AssociatedKeyboardID;
WindowID WindowID;
Key Key;
KeyState KeyState;
KeyMod KeyModeState;
};
struct MouseButtonEvent
{
MouseID AssociatedMouseID;
WindowID WindowID;
float X;
float Y;
MouseButton ButtonState;
bool IsPressed : 1;
};
struct MouseMovementEvent
{
MouseID AssociatedMouseID;
WindowID WindowID;
float X;
float Y;
float X_Displacement;
float Y_Displacement;
MouseButton ButtonState;
};
// Tagged union representing ALL possible system events + a bit of data for custom event if needed
union AllSystemEventUnion
{
WindowEvent Window;
KeyboardEvent Keyboard;
MouseMovementEvent MouseMovement;
MouseButtonEvent MouseButton;
uint8 Padding[128]; // Make sure that the union is fixed in size and big enough on all platforms.
};
// Make sure we do not bust the union size
static_assert(sizeof(AllSystemEventUnion) == sizeof(((AllSystemEventUnion*)nullptr)->Padding));
struct MouseButtonEvent
{
MouseID AssociatedMouseID;
WindowID WindowID;
float X;
float Y;
MouseButton ButtonState;
bool8 IsPressed;
};
struct SystemEvent
{
EventType Type;
uint64 Timestamp;
AllSystemEventUnion Data;
};
union AllSystemEventUnion
{
WindowEvent Window;
KeyboardEvent Keyboard;
MouseMovementEvent MouseMovement;
MouseButtonEvent MouseButton;
uint8 Padding[128];
};
StaticAssert(sizeof(AllSystemEventUnion) == 128, SystemEventUnionSizeCheck);
// Poll for any event, return false if no event is available.
// Equivalent to WaitEvent(event, 0);
// Will not block
extern JULIET_API bool GetEvent(SystemEvent& event);
struct SystemEvent
{
EventType Type;
uint64 Timestamp;
AllSystemEventUnion Data;
};
// TODO : use chrono to tag the timeout correctly with nanosec
// timeout == -1 means wait for any event before pursuing
// timeout == 0 means checking once for the frame and getting out
// timeout > 0 means wait until time is out
extern JULIET_API bool WaitEvent(SystemEvent& event, int32 timeoutInNS = -1);
// Add an event onto the event queue.
// TODO : support array of events
extern JULIET_API bool AddEvent(SystemEvent& event);
} // namespace Juliet
extern JULIET_API bool8 GetEvent(SystemEvent* event);
extern JULIET_API bool8 WaitEvent(SystemEvent* event, int32 timeoutInNS);
extern JULIET_API bool8 AddEvent(SystemEvent* event);
extern void Events_NewFrame(float deltaTime);
+36 -12
View File
@@ -2,19 +2,43 @@
#include <Core/Common/String.h>
namespace Juliet
typedef uint32 AssetType;
enum
{
// Returns the path to the application directory
[[nodiscard]] extern JULIET_API String GetBasePath();
AssetType_JAsset = 0,
AssetType_Shader = 1,
AssetType_Config = 2,
};
// Returns the resolved base path to the compiled shaders directory.
// In dev, this resolves to ../../Assets/compiled/ relative to the exe.
// In shipping, this resolves to Assets/Shaders/ next to the exe.
[[nodiscard]] extern JULIET_API String GetAssetBasePath();
typedef struct Path Path;
struct Path
{
String Directories;
String FullPath;
};
// Builds a full path to an asset file given its filename (e.g. "Triangle.vert.dxil").
// The caller owns the returned buffer and must free it.
[[nodiscard]] extern JULIET_API String GetAssetPath(String filename);
JULIET_API bool8 IsValidPath(Path path);
[[nodiscard]]extern JULIET_API bool IsAbsolutePath(String path);
} // namespace Juliet
// Returns the path to the application directory
JULIET_API Path GetBasePath(void);
// Path to the /Assets/ folder
JULIET_API Path GetAssetBasePath(void);
// Builds a full path to an asset file given its filename (e.g. "Triangle.vert.dxil").
JULIET_API Path GetAssetPath(Arena* arena, AssetType type, String filename);
JULIET_API bool8 IsAbsolutePath(String path);
JULIET_API Path fs_create_clean_path(Arena* arena, String path);
JULIET_API bool8 fs_create_directory(String path, bool8 recursive);
JULIET_API bool8 fs_path_exists(String path);
JULIET_API bool8 fs_move_file(Path old_path, Path new_path);
JULIET_API bool8 fs_delete_file(String path);
typedef void (*fs_iterate_director_callback)(Path path, bool8 is_director, void* user_payload);
JULIET_API void fs_iterate_directory(Path directory_path, String extension, void* user_payload, fs_iterate_director_callback callback);
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