]> git.localhorst.tv Git - blank.git/blobdiff - src/app/app.cpp
add frame statistics printout
[blank.git] / src / app / app.cpp
index 5c068a45bc15419fa9be74a5c9af36c8d51607f1..b111402e4809fca4bc8bb10db79b2f90da476213 100644 (file)
@@ -1,71 +1,63 @@
 #include "Application.hpp"
 #include "Assets.hpp"
+#include "Environment.hpp"
 #include "FrameCounter.hpp"
+#include "State.hpp"
+#include "StateControl.hpp"
 
+#include "init.hpp"
+#include "../audio/Sound.hpp"
+#include "../graphics/ArrayTexture.hpp"
+#include "../graphics/CubeMap.hpp"
 #include "../graphics/Font.hpp"
+#include "../graphics/Texture.hpp"
+#include "../io/TokenStreamReader.hpp"
+#include "../model/bounds.hpp"
+#include "../model/Model.hpp"
+#include "../model/ModelRegistry.hpp"
+#include "../model/Shape.hpp"
+#include "../model/ShapeRegistry.hpp"
+#include "../shared/ResourceIndex.hpp"
 #include "../world/BlockType.hpp"
+#include "../world/BlockTypeRegistry.hpp"
 #include "../world/Entity.hpp"
 
+#include <fstream>
+#include <iomanip>
 #include <iostream>
 #include <stdexcept>
+#include <SDL_image.h>
 
-using std::string;
+using namespace std;
 
 
-namespace {
+namespace blank {
+
+HeadlessApplication::HeadlessApplication(HeadlessEnvironment &e)
+: env(e)
+, states() {
 
-string get_asset_path() {
-       char *base = SDL_GetBasePath();
-       string assets(base);
-       assets += "assets/";
-       SDL_free(base);
-       return assets;
 }
 
+HeadlessApplication::~HeadlessApplication() {
+
 }
 
-namespace blank {
 
-Application::Application(const Config &config)
-: init_sdl()
-, init_img()
-, init_ttf()
-, init_gl(config.doublebuf, config.multisampling)
-, window()
-, ctx(window.CreateContext())
-, init_glew()
-, assets(get_asset_path())
-, counter()
-, chunk_prog()
-, entity_prog()
-, sprite_prog()
-, cam()
-, world(config.world)
-, interface(config.interface, assets, world)
-, test_controller(MakeTestEntity(world))
-, running(false) {
-       if (config.vsync) {
-               GLContext::EnableVSync();
-       }
-
-       glClearColor(0.0, 0.0, 0.0, 1.0);
-}
-
-Entity &Application::MakeTestEntity(World &world) {
-       Entity &e = world.AddEntity();
-       e.Name("test");
-       e.Position({ 0.0f, 0.0f, 0.0f });
-       e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
-       e.WorldCollidable(true);
-       e.SetShape(world.BlockTypes()[1].shape, { 1.0f, 1.0f, 0.0f });
-       e.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f }));
-       return e;
-}
-
-
-void Application::RunN(size_t n) {
+Application::Application(Environment &e)
+: HeadlessApplication(e)
+, env(e) {
+
+}
+
+Application::~Application() {
+       env.audio.StopAll();
+}
+
+
+void HeadlessApplication::RunN(size_t n) {
        Uint32 last = SDL_GetTicks();
-       for (size_t i = 0; i < n; ++i) {
+       for (size_t i = 0; HasState() && i < n; ++i) {
                Uint32 now = SDL_GetTicks();
                int delta = now - last;
                Loop(delta);
@@ -73,10 +65,10 @@ void Application::RunN(size_t n) {
        }
 }
 
-void Application::RunT(size_t t) {
+void HeadlessApplication::RunT(size_t t) {
        Uint32 last = SDL_GetTicks();
        Uint32 finish = last + t;
-       while (last < finish) {
+       while (HasState() && last < finish) {
                Uint32 now = SDL_GetTicks();
                int delta = now - last;
                Loop(delta);
@@ -84,18 +76,22 @@ void Application::RunT(size_t t) {
        }
 }
 
-void Application::RunS(size_t n, size_t t) {
-       for (size_t i = 0; i < n; ++i) {
+void HeadlessApplication::RunS(size_t n, size_t t) {
+       for (size_t i = 0; HasState() && i < n; ++i) {
                Loop(t);
+               cout << '.';
+               if (i % 32 == 31) {
+                       cout << setfill(' ') << setw(5) << right << (i + 1) << endl;
+               } else {
+                       cout << flush;
+               }
        }
 }
 
 
-void Application::Run() {
-       running = true;
+void HeadlessApplication::Run() {
        Uint32 last = SDL_GetTicks();
-       window.GrabMouse();
-       while (running) {
+       while (HasState()) {
                Uint32 now = SDL_GetTicks();
                int delta = now - last;
                Loop(delta);
@@ -103,105 +99,421 @@ void Application::Run() {
        }
 }
 
+void HeadlessApplication::Loop(int dt) {
+       env.counter.EnterFrame();
+       HandleEvents();
+       if (!HasState()) return;
+       Update(dt);
+       CommitStates();
+       if (!HasState()) return;
+       env.counter.ExitFrame();
+}
+
 void Application::Loop(int dt) {
-       counter.EnterFrame();
+       env.counter.EnterFrame();
        HandleEvents();
+       if (!HasState()) return;
        Update(dt);
+       CommitStates();
+       if (!HasState()) return;
        Render();
-       counter.ExitFrame();
+       env.counter.ExitFrame();
+}
+
+
+void HeadlessApplication::HandleEvents() {
+       env.counter.EnterHandle();
+       SDL_Event event;
+       while (HasState() && SDL_PollEvent(&event)) {
+               Handle(event);
+               CommitStates();
+       }
+       env.counter.ExitHandle();
+}
+
+void HeadlessApplication::Handle(const SDL_Event &event) {
+       GetState().Handle(event);
 }
 
 
 void Application::HandleEvents() {
-       counter.EnterHandle();
+       env.counter.EnterHandle();
        SDL_Event event;
-       while (SDL_PollEvent(&event)) {
-               switch (event.type) {
-                       case SDL_KEYDOWN:
-                               interface.HandlePress(event.key);
-                               break;
-                       case SDL_KEYUP:
-                               interface.HandleRelease(event.key);
-                               break;
-                       case SDL_MOUSEBUTTONDOWN:
-                               interface.HandlePress(event.button);
-                               break;
-                       case SDL_MOUSEBUTTONUP:
-                               interface.HandleRelease(event.button);
-                               break;
-                       case SDL_MOUSEMOTION:
-                               interface.Handle(event.motion);
-                               break;
-                       case SDL_MOUSEWHEEL:
-                               interface.Handle(event.wheel);
-                               break;
-                       case SDL_QUIT:
-                               running = false;
-                               break;
-                       case SDL_WINDOWEVENT:
-                               Handle(event.window);
-                               break;
-                       default:
-                               break;
-               }
+       while (HasState() && SDL_PollEvent(&event)) {
+               Handle(event);
+               CommitStates();
+       }
+       env.counter.ExitHandle();
+}
+
+void Application::Handle(const SDL_Event &event) {
+       switch (event.type) {
+               case SDL_WINDOWEVENT:
+                       Handle(event.window);
+                       break;
+               default:
+                       GetState().Handle(event);
+                       break;
        }
-       counter.ExitHandle();
 }
 
 void Application::Handle(const SDL_WindowEvent &event) {
        switch (event.event) {
                case SDL_WINDOWEVENT_FOCUS_GAINED:
-                       window.GrabMouse();
+                       GetState().OnFocus();
                        break;
                case SDL_WINDOWEVENT_FOCUS_LOST:
-                       window.ReleaseMouse();
+                       GetState().OnBlur();
                        break;
                case SDL_WINDOWEVENT_RESIZED:
-                       cam.Viewport(event.data1, event.data2);
-                       interface.Handle(event);
+                       env.viewport.Resize(event.data1, event.data2);
+                       GetState().OnResize(env.viewport);
                        break;
                default:
-                       interface.Handle(event);
                        break;
        }
 }
 
+void HeadlessApplication::Update(int dt) {
+       env.counter.EnterUpdate();
+       if (HasState()) {
+               GetState().Update(dt);
+       }
+       env.counter.ExitUpdate();
+}
+
 void Application::Update(int dt) {
-       counter.EnterUpdate();
-       interface.Update(dt);
-       test_controller.Update(dt);
-       world.Update(dt);
-       counter.ExitUpdate();
+       env.counter.EnterUpdate();
+       env.audio.Update(dt);
+       if (HasState()) {
+               GetState().Update(dt);
+       }
+       env.counter.ExitUpdate();
 }
 
 void Application::Render() {
        // gl implementation may (and will probably) delay vsync blocking until
        // the first write after flipping, which is this clear call
-       GLContext::Clear();
-       counter.EnterRender();
+       env.viewport.Clear();
+       env.counter.EnterRender();
 
-       chunk_prog.SetProjection(cam.Projection());
-       entity_prog.SetProjection(cam.Projection());
+       if (HasState()) {
+               GetState().Render(env.viewport);
+       }
 
-       world.Render(chunk_prog, entity_prog);
+       env.counter.ExitRender();
+       env.window.Flip();
+}
 
-       interface.Render(entity_prog, sprite_prog);
 
-       counter.ExitRender();
-       window.Flip();
+void HeadlessApplication::PushState(State *s) {
+       if (!states.empty()) {
+               states.top()->OnPause();
+       }
+       states.emplace(s);
+       ++s->ref_count;
+       if (s->ref_count == 1) {
+               s->OnEnter();
+       }
+       s->OnResume();
+}
+
+State *HeadlessApplication::PopState() {
+       State *s = states.top();
+       states.pop();
+       s->OnPause();
+       s->OnExit();
+       if (!states.empty()) {
+               states.top()->OnResume();
+       }
+       return s;
+}
+
+State *HeadlessApplication::SwitchState(State *s_new) {
+       State *s_old = states.top();
+       states.top() = s_new;
+       --s_old->ref_count;
+       ++s_new->ref_count;
+       s_old->OnPause();
+       if (s_old->ref_count == 0) {
+               s_old->OnExit();
+       }
+       if (s_new->ref_count == 1) {
+               s_new->OnEnter();
+       }
+       s_new->OnResume();
+       return s_old;
 }
 
+State &HeadlessApplication::GetState() {
+       return *states.top();
+}
 
-Assets::Assets(const string &base)
-: fonts(base + "fonts/") {
+void HeadlessApplication::CommitStates() {
+       env.state.Commit(*this);
+}
 
+bool HeadlessApplication::HasState() const noexcept {
+       return !states.empty();
 }
 
-Font Assets::LoadFont(const string &name, int size) const {
+
+void StateControl::Commit(HeadlessApplication &app) {
+       while (!cue.empty()) {
+               Memo m(cue.front());
+               cue.pop();
+               switch (m.cmd) {
+                       case PUSH:
+                               app.PushState(m.state);
+                               break;
+                       case SWITCH:
+                               app.SwitchState(m.state);
+                               break;
+                       case POP:
+                               app.PopState();
+                               break;
+                       case POP_ALL:
+                               while (app.HasState()) {
+                                       app.PopState();
+                               }
+                               break;
+                       case POP_AFTER:
+                               while (app.HasState() && &app.GetState() != m.state) {
+                                       app.PopState();
+                               }
+                               break;
+                       case POP_UNTIL:
+                               while (app.HasState()) {
+                                       if (app.PopState() == m.state) {
+                                               break;
+                                       }
+                               }
+               }
+       }
+}
+
+
+AssetLoader::AssetLoader(const string &base)
+: fonts(base + "fonts/")
+, sounds(base + "sounds/")
+, textures(base + "textures/")
+, data(base + "data/") {
+
+}
+
+Assets::Assets(const AssetLoader &loader)
+: large_ui_font(loader.LoadFont("DejaVuSans", 24))
+, small_ui_font(loader.LoadFont("DejaVuSans", 16)) {
+
+}
+
+void AssetLoader::LoadBlockTypes(
+       const string &set_name,
+       BlockTypeRegistry &reg,
+       ResourceIndex &snd_index,
+       ResourceIndex &tex_index,
+       const ShapeRegistry &shapes
+) const {
+       string full = data + set_name + ".types";
+       ifstream file(full);
+       if (!file) {
+               throw runtime_error("failed to open block type file " + full);
+       }
+       TokenStreamReader in(file);
+       string proto;
+       while (in.HasMore()) {
+               BlockType type;
+               in.ReadIdentifier(type.name);
+               in.Skip(Token::EQUALS);
+               if (in.Peek().type == Token::IDENTIFIER) {
+                       // prototype
+                       in.ReadIdentifier(proto);
+                       type.Copy(reg.Get(proto));
+               }
+               type.Read(in, snd_index, tex_index, shapes);
+               in.Skip(Token::SEMICOLON);
+               reg.Add(move(type));
+       }
+}
+
+CubeMap AssetLoader::LoadCubeMap(const string &name) const {
+       string full = textures + name;
+       string right = full + "-right.png";
+       string left = full + "-left.png";
+       string top = full + "-top.png";
+       string bottom = full + "-bottom.png";
+       string back = full + "-back.png";
+       string front = full + "-front.png";
+
+       CubeMap cm;
+       cm.Bind();
+       SDL_Surface *srf;
+
+       if (!(srf = IMG_Load(right.c_str()))) throw SDLError("IMG_Load");
+       try {
+               cm.Data(CubeMap::RIGHT, *srf);
+       } catch (...) {
+               SDL_FreeSurface(srf);
+               throw;
+       }
+       SDL_FreeSurface(srf);
+
+       if (!(srf = IMG_Load(left.c_str()))) throw SDLError("IMG_Load");
+       try {
+               cm.Data(CubeMap::LEFT, *srf);
+       } catch (...) {
+               SDL_FreeSurface(srf);
+               throw;
+       }
+       SDL_FreeSurface(srf);
+
+       if (!(srf = IMG_Load(top.c_str()))) throw SDLError("IMG_Load");
+       try {
+               cm.Data(CubeMap::TOP, *srf);
+       } catch (...) {
+               SDL_FreeSurface(srf);
+               throw;
+       }
+       SDL_FreeSurface(srf);
+
+       if (!(srf = IMG_Load(bottom.c_str()))) throw SDLError("IMG_Load");
+       try {
+               cm.Data(CubeMap::BOTTOM, *srf);
+       } catch (...) {
+               SDL_FreeSurface(srf);
+               throw;
+       }
+       SDL_FreeSurface(srf);
+
+       if (!(srf = IMG_Load(back.c_str()))) throw SDLError("IMG_Load");
+       try {
+               cm.Data(CubeMap::BACK, *srf);
+       } catch (...) {
+               SDL_FreeSurface(srf);
+               throw;
+       }
+       SDL_FreeSurface(srf);
+
+       if (!(srf = IMG_Load(front.c_str()))) throw SDLError("IMG_Load");
+       try {
+               cm.Data(CubeMap::FRONT, *srf);
+       } catch (...) {
+               SDL_FreeSurface(srf);
+               throw;
+       }
+       SDL_FreeSurface(srf);
+
+       cm.FilterNearest();
+       cm.WrapEdge();
+
+       return cm;
+}
+
+Font AssetLoader::LoadFont(const string &name, int size) const {
        string full = fonts + name + ".ttf";
        return Font(full.c_str(), size);
 }
 
+void AssetLoader::LoadModels(
+       const string &set_name,
+       ModelRegistry &models,
+       ResourceIndex &tex_index,
+       const ShapeRegistry &shapes
+) const {
+       string full = data + set_name + ".models";
+       ifstream file(full);
+       if (!file) {
+               throw runtime_error("failed to open model file " + full);
+       }
+       TokenStreamReader in(file);
+       string model_name;
+       string prop_name;
+       while (in.HasMore()) {
+               in.ReadIdentifier(model_name);
+               in.Skip(Token::EQUALS);
+               in.Skip(Token::ANGLE_BRACKET_OPEN);
+               Model &model = models.Add(model_name);
+               while (in.HasMore() && in.Peek().type != Token::ANGLE_BRACKET_CLOSE) {
+                       in.ReadIdentifier(prop_name);
+                       in.Skip(Token::EQUALS);
+                       if (prop_name == "root") {
+                               model.RootPart().Read(in, tex_index, shapes);
+                       } else if (prop_name == "body") {
+                               model.SetBody(in.GetULong());
+                       } else if (prop_name == "eyes") {
+                               model.SetEyes(in.GetULong());
+                       } else {
+                               while (in.HasMore() && in.Peek().type != Token::SEMICOLON) {
+                                       in.Next();
+                               }
+                       }
+                       in.Skip(Token::SEMICOLON);
+               }
+               model.Enumerate();
+               in.Skip(Token::ANGLE_BRACKET_CLOSE);
+               in.Skip(Token::SEMICOLON);
+       }
+}
+
+void AssetLoader::LoadShapes(const string &set_name, ShapeRegistry &shapes) const {
+       string full = data + set_name + ".shapes";
+       ifstream file(full);
+       if (!file) {
+               throw runtime_error("failed to open shape file " + full);
+       }
+       TokenStreamReader in(file);
+       string shape_name;
+       while (in.HasMore()) {
+               in.ReadIdentifier(shape_name);
+               in.Skip(Token::EQUALS);
+               Shape &shape = shapes.Add(shape_name);
+               shape.Read(in);
+               in.Skip(Token::SEMICOLON);
+       }
+}
+
+Sound AssetLoader::LoadSound(const string &name) const {
+       string full = sounds + name + ".wav";
+       return Sound(full.c_str());
+}
+
+Texture AssetLoader::LoadTexture(const string &name) const {
+       string full = textures + name + ".png";
+       Texture tex;
+       SDL_Surface *srf = IMG_Load(full.c_str());
+       if (!srf) {
+               throw SDLError("IMG_Load");
+       }
+       tex.Bind();
+       tex.Data(*srf);
+       SDL_FreeSurface(srf);
+       return tex;
+}
+
+void AssetLoader::LoadTexture(const string &name, ArrayTexture &tex, int layer) const {
+       string full = textures + name + ".png";
+       SDL_Surface *srf = IMG_Load(full.c_str());
+       if (!srf) {
+               throw SDLError("IMG_Load");
+       }
+       tex.Bind();
+       try {
+               tex.Data(layer, *srf);
+       } catch (...) {
+               SDL_FreeSurface(srf);
+               throw;
+       }
+       SDL_FreeSurface(srf);
+}
+
+void AssetLoader::LoadTextures(const ResourceIndex &index, ArrayTexture &tex) const {
+       // TODO: where the hell should that size come from?
+       tex.Reserve(16, 16, index.Size(), Format());
+       for (const auto &entry : index.Entries()) {
+               LoadTexture(entry.first, tex, entry.second);
+       }
+}
+
 
 void FrameCounter::EnterFrame() noexcept {
        last_enter = SDL_GetTicks();
@@ -213,7 +525,7 @@ void FrameCounter::EnterHandle() noexcept {
 }
 
 void FrameCounter::ExitHandle() noexcept {
-       running.handle += Tick();
+       current.handle = Tick();
 }
 
 void FrameCounter::EnterUpdate() noexcept {
@@ -221,7 +533,7 @@ void FrameCounter::EnterUpdate() noexcept {
 }
 
 void FrameCounter::ExitUpdate() noexcept {
-       running.update += Tick();
+       current.update = Tick();
 }
 
 void FrameCounter::EnterRender() noexcept {
@@ -229,19 +541,19 @@ void FrameCounter::EnterRender() noexcept {
 }
 
 void FrameCounter::ExitRender() noexcept {
-       running.render += Tick();
+       current.render = Tick();
 }
 
 void FrameCounter::ExitFrame() noexcept {
        Uint32 now = SDL_GetTicks();
-       running.total += now - last_enter;
+       current.total = now - last_enter;
+       current.running = current.handle + current.update + current.render;
+       current.waiting = current.total - current.running;
+       Accumulate();
+
        ++cur_frame;
        if (cur_frame >= NUM_FRAMES) {
-               avg.handle = running.handle * factor;
-               avg.update = running.update * factor;
-               avg.render = running.render * factor;
-               avg.total = running.total * factor;
-               running = Frame<int>{};
+               Push();
                cur_frame = 0;
                changed = true;
        } else {
@@ -256,14 +568,55 @@ int FrameCounter::Tick() noexcept {
        return delta;
 }
 
-void FrameCounter::Print(std::ostream &out) const {
-       out << "frame:     " << AvgFrame() << std::endl;
-       out << "  handle:  " << AvgHandle() << std::endl;
-       out << "  update:  " << AvgUpdate() << std::endl;
-       out << "  render:  " << AvgRender() << std::endl;
-       out << "  running: " << AvgRunning() << std::endl;
-       out << "  waiting: " << AvgWaiting() << std::endl;
-       out << std::endl;
+void FrameCounter::Accumulate() noexcept {
+       sum.handle += current.handle;
+       sum.update += current.update;
+       sum.render += current.render;
+       sum.running += current.running;
+       sum.waiting += current.waiting;
+       sum.total += current.total;
+
+       max.handle = std::max(current.handle, max.handle);
+       max.update = std::max(current.update, max.update);
+       max.render = std::max(current.render, max.render);
+       max.running = std::max(current.running, max.running);
+       max.waiting = std::max(current.waiting, max.waiting);
+       max.total = std::max(current.total, max.total);
+
+       current = Frame<int>();
+}
+
+void FrameCounter::Push() noexcept {
+       peak = max;
+       avg.handle = sum.handle * factor;
+       avg.update = sum.update * factor;
+       avg.render = sum.render * factor;
+       avg.running = sum.running * factor;
+       avg.waiting = sum.waiting * factor;
+       avg.total = sum.total * factor;
+
+       //Print(cout);
+
+       sum = Frame<int>();
+       max = Frame<int>();
+}
+
+void FrameCounter::Print(ostream &out) const {
+       out << fixed << right << setprecision(2) << setfill(' ')
+               << "PEAK handle: " << setw(2) << peak.handle
+               << ".00ms, update: " << setw(2) << peak.update
+               << ".00ms, render: " << setw(2) << peak.render
+               << ".00ms, running: " << setw(2) << peak.running
+               << ".00ms, waiting: " << setw(2) << peak.waiting
+               << ".00ms, total: " << setw(2) << peak.total
+               << ".00ms" << endl
+               << " AVG handle: " << setw(5) << avg.handle
+               << "ms, update: " << setw(5) << avg.update
+               << "ms, render: " << setw(5) << avg.render
+               << "ms, running: " << setw(5) << avg.running
+               << "ms, waiting: " << setw(5) << avg.waiting
+               << "ms, total: " << setw(5) << avg.total
+               << "ms" << endl;
 }
 
 }