initial commit

This commit is contained in:
2025-05-26 19:36:50 +09:00
parent c0ed33ca17
commit 9a20f0b3db
9 changed files with 224 additions and 21 deletions

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@@ -5,6 +5,5 @@
namespace veng {
struct Material {
TextureHandle texture_handle;
std::vector<std::uint8_t> texture_image;
};
} // namespace veng

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@@ -9,8 +9,34 @@
#include <optional>
#include <string>
#include <string_view>
#include <chrono>
#include <limits>
#include "spdlog/spdlog.h"
#include "utilities.h"
#ifdef _WIN32
#define NOMINMAX
#include <winsock2.h>
#include <ws2tcpip.h>
#include <ws2bth.h>
#include <ws2def.h>
#include <windows.h>
#define in_addr_t ULONG
#elif __linux__
#include <sys/types.h>
#include <sys/socket.h>
#include <sys/epoll.h>
#include <arpa/inet.h>
#include <fcntl.h>
#include <errno.h>
#include <netinet/in.h>
#include <sys/eventfd.h>
#define SOCKET int
#define INVALID_SOCKET -1
#define SOCKET_ERROR -1
#else
#error "이 플랫폼은 지원되지 않습니다."
#endif
#define MAX_BUFFERED_FRAMES (2)

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@@ -0,0 +1,78 @@
#pragma once
#include <condition_variable>
#include <functional>
#include <future>
#include <memory>
#include <mutex>
#include <queue>
#include <vector>
#include <thread>
namespace utils {
class ThreadPool {
public:
ThreadPool();
ThreadPool(std::uint32_t numThreads);
~ThreadPool();
void init(std::uint32_t numThreads);
void terminate();
void respawnWorker(std::uint32_t numThreads);
template <typename _Callable, typename... _Args>
requires(
!std::is_void_v<std::invoke_result_t<_Callable, ThreadPool*, _Args...>>)
int enqueueJob(_Callable&& __job,
std::invoke_result_t<_Callable, _Args...>& retVal,
_Args&&... __args) {
if (terminate_) {
spdlog::error("Cannot run jobs on threads that terminating...");
return -1;
}
std::lock_guard<std::mutex> lock(jobQueueMutex);
auto boundFunc = [this, &retVal, __job,
... __args = std::move(__args)]() mutable {
retVal = __job(this, std::move(__args)...);
};
auto task = std::packaged_task<void()>(std::move(boundFunc));
jobs_.push(std::move(task));
jobQueueCV_.notify_one();
return 0;
}
template <typename _Callable, typename... _Args>
requires std::is_void_v<
std::invoke_result_t<_Callable, ThreadPool*, _Args...>>
int enqueueJob(_Callable&& __job, _Args&&... __args) {
if (terminate_) {
spdlog::error("Cannot run jobs on threads that terminating...");
return -1;
}
std::lock_guard<std::mutex> lock(jobQueueMutex);
auto boundFunc = [this, __job, ... __args = std::move(__args)]() mutable {
__job(this, std::move(__args)...);
};
auto task = std::packaged_task<void()>(std::move(boundFunc));
jobs_.push(std::move(task));
jobQueueCV_.notify_one();
return 0;
}
int threadCount = 0;
private:
void* Worker();
std::condition_variable jobQueueCV_;
std::mutex jobQueueMutex;
std::queue<std::packaged_task<void()>> jobs_;
std::vector<std::thread> workers_;
bool terminate_ = false;
};
} // namespace Chattr

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@@ -1,8 +1,9 @@
#pragma once
#include "asset/loader.h"
#include "physics.h"
#include "graphics.h"
#include "physics.h"
#include "utils/thread_pool.h"
namespace veng {
@@ -34,10 +35,11 @@ class Engine {
glm::perspective(glm::radians(103.f), 800.f / 600.f, 0.1f, 1000.f);
gsl::not_null<Graphics*> vulkan_graphics;
private:
Loader asset_loader_;
Physics physics_controller_;
utils::ThreadPool thread_pool_;
glm::ivec2 window_size_ = {0, 0};
std::double_t last_frame_time_ = 0.0;

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@@ -2,11 +2,12 @@
#include "asset/object/model.h"
#include "vulkan/vertex.h"
#include "utils/thread_pool.h"
namespace veng {
class Physics {
public:
void invokeOnColisionEvent(gsl::span<Model*> models);
void invokeOnColisionEvent(gsl::not_null<utils::ThreadPool *> thread_pool, gsl::span<Model*> models);
bool RayTrace(const glm::vec3& rayOrigin, const glm::vec3& rayDir,
const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2,

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@@ -18,6 +18,17 @@ void BeginPlay(veng::Engine& engine) {
veng::Model* const player = engine.SpawnModel("player", "player");
player->scale = glm::vec3(.02f);
player->colision = true;
player->OnColision = [](veng::Model* self, veng::Model* other) {
if (other->owner == self) return;
std::cout << self << " and " << other << " is Nearby." << std::endl;
std::cout << self << "'s owner: " << self->owner << std::endl;
std::cout << other << "'s owner: " << other->owner << std::endl;
std::cout << "Colided." << std::endl;
other->colision = false;
other->visible = false;
};
veng::Model* const player_flame =
engine.SpawnModel("player_flame", "player_flame");
player_flame->scale = player->scale;

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@@ -0,0 +1,82 @@
#include "utils/thread_pool.h"
#include "precomp.h"
namespace utils {
ThreadPool::ThreadPool() : ThreadPool(0) {}
ThreadPool::ThreadPool(std::uint32_t numThreads) { init(numThreads); }
ThreadPool::~ThreadPool() { terminate(); }
void ThreadPool::init(std::uint32_t numThreads) {
int numCPU = numThreads;
if (numThreads == 0) {
#ifdef _WIN32
SYSTEM_INFO sysinfo;
GetSystemInfo(&sysinfo);
numCPU = sysinfo.dwNumberOfProcessors;
#elif __linux__
numCPU = sysconf(_SC_NPROCESSORS_ONLN);
#endif
spdlog::info("Auto-detected cpu count: {}", numCPU);
if (numCPU == 1 || numCPU == 2) {
numCPU = 4;
spdlog::info(
"Set ThreadPool Worker count to: {} due to program to oprate "
"concurrently",
numCPU);
} else {
spdlog::info("Set ThreadPool Worker count to: {}", numCPU);
}
}
threadCount = numCPU;
workers_.reserve(numCPU);
while (numCPU--) workers_.emplace_back([this]() { this->Worker(); });
}
void ThreadPool::terminate() {
terminate_ = true;
jobQueueCV_.notify_all();
spdlog::debug("waiting for threads to end their jobs...");
for (auto& t : workers_) t.join();
}
void ThreadPool::respawnWorker(std::uint32_t numThreads) {
terminate();
terminate_ = false;
init(numThreads);
}
void* ThreadPool::Worker() {
#ifdef _WIN32
DWORD pid = GetCurrentThreadId();
#elif __linux__
pthread_t pid = pthread_self();
#endif
spdlog::trace("ThreadPool Worker : {} up", pid);
while (!terminate_) {
std::unique_lock<std::mutex> lock(jobQueueMutex);
jobQueueCV_.wait(lock,
[this]() { return !this->jobs_.empty() || terminate_; });
if (this->jobs_.empty() || terminate_) {
jobs_ = std::queue<std::packaged_task<void()>>();
break;
}
if (this->jobs_.empty()) continue;
auto job = std::move(jobs_.front());
jobs_.pop();
lock.unlock();
spdlog::trace("ThreadPool Worker : {} Executing a job", pid);
job();
}
spdlog::trace("ThreadPool Worker : {} down", pid);
return nullptr;
}
} // namespace Chattr

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@@ -14,17 +14,6 @@ void Engine::init() {
1000.f);
vulkan_graphics->SetViewProjection(view, projection);
for (auto it = model_assets_.begin(); it != model_assets_.end();) {
it->second.vertex_buffer =
vulkan_graphics->CreateVertexBuffer(it->second.vertices);
it->second.index_buffer =
vulkan_graphics->CreateIndexBuffer(it->second.indices);
it->second.material.texture_handle =
vulkan_graphics->CreateTexture(it->second.material.texture_image);
++it;
}
if (BeginPlay != nullptr) BeginPlay(*this);
}
@@ -32,7 +21,11 @@ void Engine::LoadModelAsset(std::string path, std::string name) {
veng::Model model(vulkan_graphics);
asset_loader_.setPath(path);
asset_loader_.loadModel(model);
model.material.texture_image = asset_loader_.readTexture();
model.vertex_buffer = vulkan_graphics->CreateVertexBuffer(model.vertices);
model.index_buffer = vulkan_graphics->CreateIndexBuffer(model.indices);
model.material.texture_handle =
vulkan_graphics->CreateTexture(asset_loader_.readTexture());
model_assets_[name] = std::move(model);
}
@@ -175,7 +168,7 @@ void Engine::Update() {
vulkan_graphics->RenderModel(it);
}
physics_controller_.invokeOnColisionEvent({models.data(), models.size()});
physics_controller_.invokeOnColisionEvent(&thread_pool_, {models.data(), models.size()});
vulkan_graphics->EndFrame();
}

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@@ -6,8 +6,9 @@
#include "precomp.h"
namespace veng {
void Physics::invokeOnColisionEvent(gsl::span<Model*> models) {
const std::float_t EPSILON = std::numeric_limits<std::float_t>::epsilon();
void Physics::invokeOnColisionEvent(
gsl::not_null<utils::ThreadPool*> thread_pool, gsl::span<Model*> models) {
constexpr std::float_t EPSILON = std::numeric_limits<std::float_t>::epsilon();
for (int first = 0; first < models.size(); first++) {
if (!models[first]->colision) continue;
@@ -21,9 +22,19 @@ void Physics::invokeOnColisionEvent(gsl::span<Model*> models) {
models[second]->radius * models[second]->scale.x;
if (distance <= model1_radius + model2_radius) {
if (models[first]->OnColision != nullptr)
models[first]->OnColision(models[first], models[second]);
thread_pool->enqueueJob(
[OnColision = models[first]->OnColision](
utils::ThreadPool* thread_pool, Model* self, Model* other) {
OnColision(self, other);
},
models[first], models[second]);
if (models[second]->OnColision != nullptr)
models[second]->OnColision(models[second], models[first]);
thread_pool->enqueueJob(
[OnColision = models[second]->OnColision](
utils::ThreadPool* thread_pool, Model* self, Model* other) {
OnColision(self, other);
},
models[second], models[first]);
break;
}
}