WIP (broken): Refactor components

This commit is contained in:
David Allemang
2023-02-13 15:02:01 -05:00
parent 3792d11ae8
commit a8d0606127
3 changed files with 115 additions and 50 deletions

71
entt-question.md Normal file
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@@ -0,0 +1,71 @@
I have some "composite" objects that I'm not sure how best to map into an ECS. Each composite object has multiple "parts" with various properties. But the parts of a given composite object are intrinsically linked: they transform together and use the same buffers during rendering.
Note that I'm still pretty early in adopting `entt` for this project, so I'm not particularly tied to any of the architecture here. The only constraint is that, for optimization reasons, I need each composite object to get _one_ buffer on GPU, and each part owns some interval within its parent's buffer. This nested scheme seems the most straightforward way to do that.
---
My first attempt has only one entity for each composite object, with a `Parts` component that holds an `std::vector<Part>`.
Rendering code looks something like this. In reality I save the draw commands in a separate component and re-use those on each frame.
```c++
auto view = registry.view<Parts>();
for (auto [entity, parts]: view.each()) {
std::vector<Command> commands;
for (auto part: parts.parts) {
// assemble draw command
commands.emplace_back(...);
}
// bind buffers for entity
// issue draw command
}
```
However it seems appropriate to give each part its own entity. My attempt for this was to switch to `std::vector<entt::entity>` where each entity has a `Part` as a component.
Rendering code then looks like:
```c++
auto view = registry.view<Parts>();
for (auto [entity, parts]: view.each()) {
std::vector<Command> commands;
for (auto part_entity: parts.parts) {
auto &part = registry.get<Part>(part_entity);
// assemble draw command
commands.emplace_back(...);
}
// bind buffers for entity
// issue draw command with shared buffer
}
```
---
In my last attempt, I invert this so each `Part` holds only parent entity. The `Parts` component is removed. I can then use a `view<Part>` directly, but it's trickier to organize the draw calls since they must be grouped by the parent entity itself.
```c++
auto view = registry.view<Part>();
for (auto [entity, part]: view.each()) {
// assemble draw command
auto &commands = registry.get<Commands>(part.parent);
commands.emplace_back(...);
}
for (auto [entity, commands]: view
for (auto [entity, commands]: commands) {
// bind buffers for entity
auto &commands = registry.get<Commands>(entity);
// issue draw commands
}
```
---
Is there any more sensible approach to this kind of many-to-one entity composition? Or some way to declare _multiple_ `Part` components on the same entity? It seems like I almost need some group-by kind of operation, but I don't see such on the registry/view docs.

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@@ -18,56 +18,46 @@
#include <shaders.hpp>
namespace vis {
using Color = Eigen::Vector<float, 3>;
template<int R_, int D_, int G_>
struct Structure {
static constexpr auto Rank = R_;
static constexpr auto Dim = D_;
static constexpr auto Grade = G_;
using Affine = Eigen::Transform<float, Dim, Eigen::Affine>;
using AffineDf = Eigen::Transform<float, Dim, Eigen::Affine>;
using VectorRf = Eigen::Vector<float, Rank>;
using MatrixRXf = Eigen::Matrix<float, Rank, Eigen::Dynamic>;
using VectorDf = Eigen::Vector<float, Dim>;
using MatrixDXf = Eigen::Matrix<float, Dim, Eigen::Dynamic>;
using VectorGf = Eigen::Vector<float, Grade>;
using MatrixGXf = Eigen::Matrix<float, Grade, Eigen::Dynamic>;
using ArrayRui = Eigen::Array<GLuint, Rank, 1>;
using ArrayRXui = Eigen::Array<GLuint, Rank, Eigen::Dynamic>;
using ArrayDui = Eigen::Array<GLuint, Dim, 1>;
using ArrayDXui = Eigen::Array<GLuint, Dim, Eigen::Dynamic>;
using ArrayGui = Eigen::Array<GLuint, Grade, 1>;
using ArrayGXui = Eigen::Array<GLuint, Grade, Eigen::Dynamic>;
using Color = Eigen::Vector<float, 3>; // todo global typedef
// todo cache and recompute cells/points on frame (only if changed) in a system.
tc::Group group;
VectorRf root;
Affine transform = Affine::Identity();
AffineDf transform = AffineDf::Identity();
struct Part {
GLuint first;
GLuint count;
Color color = Color::Ones();
bool enabled = true;
};
std::vector<entt::entity> parts{};
explicit Structure(
tc::Group group,
VectorRf root
) :
group(group),
root(root),
transform(Affine::Identity()) {
explicit Structure(tc::Group const &group, VectorRf root) :
group(group), root(root), transform(AffineDf::Identity()) {
}
};
template<typename Str_>
struct Part {
using Str = Str_;
entt::entity parent;
GLuint first;
GLuint count;
Color color = Color::Ones();
bool enabled = true;
};
struct Command {
unsigned int count, instanceCount, first, baseInstance;
};
template<typename Str_>
struct VBOs {
using Str = Str_;
@@ -81,10 +71,6 @@ namespace vis {
Eigen::Vector4f translation;
};
struct Command {
unsigned int count, instanceCount, first, baseInstance;
};
cgl::Buffer<VectorDf> vertices;
cgl::Buffer<Color> colors;
cgl::Buffer<ArrayGui> indices;

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@@ -21,39 +21,42 @@
namespace vis {
template<typename Str>
void upload_structure(entt::registry &registry) {
{
auto parts = registry.view<Part<Str>>();
registry.destroy(parts.begin(), parts.end());
}
auto view = registry.view<Str, VBOs<Str>>();
for (auto [entity, structure, vbos]: view.each()) {
Points points(structure.group, structure.root);
Hull<Str::Grade> hull(structure.group);
registry.destroy(structure.parts.begin(), structure.parts.end());
structure.parts.clear();
auto &&vertices = points.verts.colwise();
auto &&indices = hull.inds.colwise();
vbos.vertices.put(vertices.begin(), vertices.end());
vbos.indices.put(indices.begin(), indices.end());
for (const auto &tiling: hull.tilings) {
auto part_entity = registry.create();
registry.emplace<typename Str::Part>(
registry.emplace<Part<Str>>(
part_entity,
entity,
tiling.first,
tiling.count
);
structure.parts.push_back(part_entity);
}
vbos.vertices.put(
points.verts.colwise().begin(),
points.verts.colwise().end()
);
vbos.indices.put(
hull.inds.colwise().begin(),
hull.inds.colwise().end()
);
}
}
template<typename Str>
void upload_uniforms(entt::registry &registry) {
auto view = registry.view<Str, VBOs<Str>>();
auto view = registry.view<Part<Str>>();
for (auto [entity, part]: view.each()) {
auto &vbos = registry.get<VBOs<Str>>(part.parent);
}
for (auto [entity, structure, vbos]: view.each()) {
std::vector<typename Str::Color> colors;
@@ -73,6 +76,11 @@ namespace vis {
template<typename Str>
void upload_commands(entt::registry &registry) {
auto view = registry.view<Part<Str>>();
for (auto [entity, part]: view.each()) {
Command comm(part.count, 1, part.first, )
}
auto view = registry.view<Str, VBOs<Str>>();
for (auto [entity, structure, vbos]: view.each()) {