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instancing.cpp
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instancing.cpp
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#include "../example_common.h"
using namespace put;
using namespace ecs;
namespace pen
{
pen_creation_params pen_entry(int argc, char** argv)
{
pen::pen_creation_params p;
p.window_width = 1280;
p.window_height = 720;
p.window_title = "instancing";
p.window_sample_count = 4;
p.user_thread_function = user_setup;
p.flags = pen::e_pen_create_flags::renderer;
return p;
}
} // namespace pen
void example_setup(ecs_scene* scene, camera& cam)
{
clear_scene(scene);
material_resource* default_material = get_material_resource(PEN_HASH("default_material"));
geometry_resource* box_resource = get_geometry_resource(PEN_HASH("cube"));
// add light
u32 light = get_new_entity(scene);
scene->names[light] = "front_light";
scene->id_name[light] = PEN_HASH("front_light");
scene->lights[light].colour = vec3f::one();
scene->lights[light].direction = vec3f::one();
scene->lights[light].type = e_light_type::dir;
scene->transforms[light].translation = vec3f::zero();
scene->transforms[light].rotation = quat();
scene->transforms[light].scale = vec3f::one();
scene->entities[light] |= e_cmp::light;
scene->entities[light] |= e_cmp::transform;
f32 spacing = 4.0f;
s32 num = 32; // 32768 instances;
f32 start = (spacing * (num - 1)) * 0.5f;
vec3f start_pos = vec3f(-start, -start, -start);
u32 master_node = get_new_entity(scene);
scene->names[master_node] = "master";
scene->transforms[master_node].rotation = quat();
scene->transforms[master_node].rotation.euler_angles(0.0f, 0.0f, 0.0f);
scene->transforms[master_node].scale = vec3f::one();
scene->transforms[master_node].translation = vec3f::zero();
scene->entities[master_node] |= e_cmp::transform;
scene->parents[master_node] = master_node;
instantiate_geometry(box_resource, scene, master_node);
instantiate_material(default_material, scene, master_node);
instantiate_model_cbuffer(scene, master_node);
vec3f cur_pos = start_pos;
for (s32 i = 0; i < num; ++i)
{
cur_pos.y = start_pos.y;
for (s32 j = 0; j < num; ++j)
{
cur_pos.x = start_pos.x;
for (s32 k = 0; k < num; ++k)
{
u32 new_prim = get_new_entity(scene);
scene->names[new_prim] = "box";
scene->names[new_prim].appendf("%i", new_prim);
// random rotation offset
f32 x = maths::deg_to_rad(rand() % 360);
f32 y = maths::deg_to_rad(rand() % 360);
f32 z = maths::deg_to_rad(rand() % 360);
scene->transforms[new_prim].rotation = quat();
scene->transforms[new_prim].rotation.euler_angles(z, y, x);
scene->transforms[new_prim].scale = vec3f::one();
scene->transforms[new_prim].translation = cur_pos;
scene->entities[new_prim] |= e_cmp::transform;
scene->parents[new_prim] = master_node;
scene->bounding_volumes[new_prim] = scene->bounding_volumes[master_node];
scene->entities[new_prim] |= e_cmp::geometry;
scene->entities[new_prim] |= e_cmp::material;
scene->entities[new_prim] |= e_cmp::sub_instance;
vec3f hsv = vec3f((f32)(rand() % RAND_MAX) / (f32)RAND_MAX, 1.0f, 1.0f);
vec3f rgb = maths::hsv_to_rgb(hsv);
scene->draw_call_data[new_prim].v2 = vec4f(rgb, 1.0f);
cur_pos.x += spacing;
}
cur_pos.y += spacing;
}
cur_pos.z += spacing;
}
instance_entity_range(scene, 1, pow(num, 3));
}
void example_update(ecs::ecs_scene* scene, camera& cam, f32 dt)
{
quat q;
q.euler_angles(0.01f, 0.01f, 0.01f);
static pen::timer* timer = pen::timer_create();
pen::timer_start(timer);
for (s32 i = 2; i < scene->num_entities; ++i)
{
scene->transforms.data[i].rotation = scene->transforms.data[i].rotation * q;
scene->entities.data[i] |= e_cmp::transform;
}
#if 1 // debug / test array cost vs operator [] in component entity system
f32 array_cost = pen::timer_elapsed_ms(timer);
pen::timer_start(timer);
for (s32 i = 2; i < scene->num_entities; ++i)
{
scene->transforms[i].rotation = scene->transforms[i].rotation * q;
scene->entities[i] |= e_cmp::transform;
}
f32 operator_cost = pen::timer_elapsed_ms(timer);
// PEN_LOG("operator: %f, array: %f\n", operator_cost, array_cost);
#endif
}