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38
.gitignore
vendored
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38
.gitignore
vendored
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# Swift Package Manager
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.build/
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.swiftpm/
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Package.resolved
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|
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# Xcode
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||||
xcuserdata/
|
||||
*.xcworkspace
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||||
*.xcodeproj
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DerivedData/
|
||||
|
||||
# macOS
|
||||
.DS_Store
|
||||
|
||||
# IDE
|
||||
.vscode/
|
||||
.idea/
|
||||
*.swp
|
||||
*.swo
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||||
*~
|
||||
|
||||
# Build artifacts
|
||||
*.o
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||||
*.a
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||||
*.so
|
||||
*.dylib
|
||||
*.dll
|
||||
*.exe
|
||||
|
||||
# Logs
|
||||
*.log
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||||
|
||||
# Temporary files
|
||||
*.tmp
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||||
*.temp
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||||
|
||||
# Prompts
|
||||
prompt*.md
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||||
396
ARCHITECTURE.md
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396
ARCHITECTURE.md
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# 🏗️ SportsBallEngine Architecture
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This document provides a detailed overview of the engine's architecture, following industry-standard design patterns for cross-platform game development.
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## Core Principles
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### 1. Strict Layer Separation
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The engine is divided into two distinct categories:
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#### **Platform-Agnostic Layer (Engine Core)**
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- Pure Swift code with **ZERO** platform-specific imports
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- Contains all game logic, physics, and asset management
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- Can be tested and developed independently of any platform
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- Modules: `EngineCore`, `PhysicsEngine`, `AssetLoader`
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|
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#### **Platform Abstraction Layer (PAL)**
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- Thin wrappers around OS-specific APIs
|
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- Implements protocols defined by the core layer
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- Only place where platform-specific code exists
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- Modules: `PlatformLinux`, `PlatformWin32`, `VulkanRenderer`, `DX12Renderer`
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|
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### 2. Protocol-Oriented Design
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|
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All platform-dependent functionality is accessed through Swift protocols:
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|
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```swift
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// RendererAPI module (platform-agnostic)
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public protocol Renderer: Sendable {
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func initialize(config: RendererConfig) async throws
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func beginFrame() throws
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func draw(scene: Scene) throws
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func endFrame() throws
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func shutdown() async
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// ... more methods
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}
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|
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// VulkanRenderer module (platform-specific)
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public final class VulkanRenderer: Renderer {
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// Concrete Vulkan implementation
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}
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|
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// DX12Renderer module (platform-specific)
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public final class DX12Renderer: Renderer {
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// Concrete DirectX 12 implementation
|
||||
}
|
||||
```
|
||||
|
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### 3. Dependency Injection
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Platform implementations are created and injected at startup:
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|
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```swift
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// main.swift
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let renderer = PlatformFactory.createRenderer() // Creates Vulkan or DX12
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let windowManager = PlatformFactory.createWindowManager()
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let inputHandler = PlatformFactory.createInputHandler()
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let audioEngine = PlatformFactory.createAudioEngine()
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// Inject into engine core
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let engine = GameEngine(
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renderer: renderer,
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windowManager: windowManager,
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inputHandler: inputHandler,
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audioEngine: audioEngine
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)
|
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```
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|
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## Module Dependency Graph
|
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|
||||
```
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┌─────────────────────────────────────────────────────────────┐
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│ main.swift │
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│ (Platform Detection) │
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└────────────────┬────────────────────────────────────────────┘
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||||
│
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│ Creates & Injects
|
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│
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▼
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┌─────────────────────────────────────────────────────────────┐
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│ EngineCore │
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│ ┌────────────┐ ┌────────────┐ ┌────────────┐ │
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│ │ Main Loop │ │ Scene │ │ Systems │ │
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│ │ (Fixed Δt) │ │ Management │ │Coordinator │ │
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│ └────────────┘ └────────────┘ └────────────┘ │
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│ │
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│ Depends on protocols only: │
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│ - Renderer (draw calls) │
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│ - WindowManager (events) │
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│ - InputHandler (keyboard/mouse) │
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│ - AudioEngine (sound) │
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└────────┬───────────────────┬──────────────────────────────┘
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||||
│ │
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│ │
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||||
┌────▼────┐ ┌────▼────┐
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│ Physics │ │ Asset │
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│ Engine │ │ Loader │
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└─────────┘ └─────────┘
|
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|
||||
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ RendererAPI (Protocols) │
|
||||
│ ┌──────────┐ ┌──────────┐ ┌──────────┐ ┌──────────┐ │
|
||||
│ │ Renderer │ │ Window │ │ Input │ │ Audio │ │
|
||||
│ │ Protocol │ │ Protocol │ │ Protocol │ │ Protocol │ │
|
||||
│ └──────────┘ └──────────┘ └──────────┘ └──────────┘ │
|
||||
│ │
|
||||
│ Also defines: Scene, Camera, Entity, Transform, etc. │
|
||||
└────┬─────────────┬─────────────┬─────────────┬────────────┘
|
||||
│ │ │ │
|
||||
│ │ │ │
|
||||
│ │ │ │
|
||||
┌────▼────┐ ┌────▼────┐ ┌────▼────┐ ┌────▼────┐
|
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│ Vulkan │ │ DX12 │ │ Platform│ │ Platform│
|
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│Renderer │ │Renderer │ │ Linux │ │ Win32 │
|
||||
└─────────┘ └─────────┘ └─────────┘ └─────────┘
|
||||
│ │ │ │
|
||||
│ │ │ │
|
||||
┌────▼────────────▼─────────────▼─────────────▼────┐
|
||||
│ Operating System APIs │
|
||||
│ Vulkan | DirectX 12 | X11 | Wayland | Win32 │
|
||||
└───────────────────────────────────────────────────┘
|
||||
```
|
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|
||||
## Data Flow
|
||||
|
||||
### Frame Rendering Flow
|
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|
||||
```
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1. main.swift
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└─> GameEngine.runMainLoop()
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|
||||
2. EngineCore
|
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├─> windowManager.processEvents() [Platform layer]
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├─> inputHandler.pollEvents() [Platform layer]
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│
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├─> fixedUpdate(deltaTime) [Fixed timestep]
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│ ├─> physicsEngine.step() [Core layer]
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│ ├─> audioEngine.update() [Platform layer]
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│ └─> updateGameLogic() [Core layer]
|
||||
│
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||||
└─> render(interpolationAlpha)
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├─> renderer.beginFrame() [Platform layer]
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├─> renderer.draw(scene) [Platform layer]
|
||||
└─> renderer.endFrame() [Platform layer]
|
||||
|
||||
3. Renderer (Vulkan or DX12)
|
||||
├─> Acquire swapchain image
|
||||
├─> Record command buffer
|
||||
│ ├─> Bind pipeline
|
||||
│ ├─> Set viewport/scissor
|
||||
│ └─> For each entity:
|
||||
│ ├─> Bind vertex/index buffers
|
||||
│ └─> Draw indexed
|
||||
├─> Submit command buffer
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||||
└─> Present to window
|
||||
```
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||||
|
||||
### Asset Loading Flow
|
||||
|
||||
```
|
||||
1. EngineCore
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||||
└─> assetLoader.loadMesh("player.fbx")
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||||
|
||||
2. AssetLoader
|
||||
├─> Read file from disk
|
||||
├─> Parse FBX format
|
||||
├─> Extract vertices, indices, bones
|
||||
└─> Return MeshData (CPU-side)
|
||||
|
||||
3. EngineCore
|
||||
└─> renderer.loadMesh(vertices, indices)
|
||||
|
||||
4. Renderer (Vulkan or DX12)
|
||||
├─> Allocate GPU buffer
|
||||
├─> Upload data to GPU
|
||||
└─> Return MeshHandle (GPU resource)
|
||||
|
||||
5. EngineCore
|
||||
└─> Store MeshHandle for rendering
|
||||
```
|
||||
|
||||
## Key Abstractions
|
||||
|
||||
### Renderer Protocol
|
||||
|
||||
Handles all graphics API calls:
|
||||
- Frame management (begin/end)
|
||||
- Scene rendering
|
||||
- Resource loading (meshes, textures)
|
||||
- Material creation
|
||||
|
||||
**Implementations**: `VulkanRenderer`, `DX12Renderer`
|
||||
|
||||
### WindowManager Protocol
|
||||
|
||||
Handles OS window management:
|
||||
- Window creation/destruction
|
||||
- Event processing (resize, close, etc.)
|
||||
- Native handle retrieval (for surface creation)
|
||||
- Fullscreen toggling
|
||||
|
||||
**Implementations**: `LinuxWindowManager`, `Win32WindowManager`
|
||||
|
||||
### InputHandler Protocol
|
||||
|
||||
Handles user input:
|
||||
- Keyboard state
|
||||
- Mouse state and position
|
||||
- Gamepad/controller support
|
||||
- Input events
|
||||
|
||||
**Implementations**: `LinuxInputHandler`, `Win32InputHandler`
|
||||
|
||||
### AudioEngine Protocol
|
||||
|
||||
Handles 3D audio:
|
||||
- Audio loading and playback
|
||||
- 3D spatial audio
|
||||
- Listener position (camera)
|
||||
- Volume control
|
||||
|
||||
**Implementations**: `LinuxAudioEngine`, `Win32AudioEngine`
|
||||
|
||||
## Sports Game Optimizations
|
||||
|
||||
### Physics System
|
||||
|
||||
The `PhysicsEngine` is optimized for sports scenarios:
|
||||
|
||||
```swift
|
||||
// Special tracking for sports entities
|
||||
private var ballBodies: Set<UUID> = [] // Balls/pucks
|
||||
private var playerBodies: Set<UUID> = [] // Players
|
||||
|
||||
// Custom physics for balls
|
||||
if ballBodies.contains(id) {
|
||||
// Apply spin, air drag, magnus effect
|
||||
let drag = -body.velocity * dragCoefficient
|
||||
body.acceleration += drag / body.mass
|
||||
}
|
||||
```
|
||||
|
||||
### Animation System (Future)
|
||||
|
||||
Skeletal animation with state machines:
|
||||
- Running → Shooting transition
|
||||
- Tackling animations
|
||||
- Celebration sequences
|
||||
- Injury reactions
|
||||
|
||||
### Stadium Rendering (Future)
|
||||
|
||||
Large environment optimizations:
|
||||
- LOD (Level of Detail) for distant objects
|
||||
- Occlusion culling
|
||||
- Crowd rendering (instancing)
|
||||
- Particle systems (grass, dust)
|
||||
|
||||
## Thread Safety
|
||||
|
||||
The engine uses Swift 6 concurrency features:
|
||||
|
||||
- `actor` for thread-safe state management
|
||||
- `Sendable` protocols for cross-thread data
|
||||
- `async/await` for asynchronous operations
|
||||
- `@unchecked Sendable` for platform handles
|
||||
|
||||
```swift
|
||||
// EngineCore is an actor - all access is serialized
|
||||
public actor GameEngine {
|
||||
private let physicsEngine: PhysicsWorld
|
||||
private var currentScene: Scene
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
## Build System
|
||||
|
||||
Uses Swift Package Manager with modular targets:
|
||||
|
||||
```swift
|
||||
// Package.swift structure
|
||||
targets: [
|
||||
// Executable
|
||||
.executableTarget(name: "SportsBallEngine", dependencies: [...]),
|
||||
|
||||
// Core modules (platform-agnostic)
|
||||
.target(name: "EngineCore", dependencies: ["RendererAPI", ...]),
|
||||
.target(name: "RendererAPI", dependencies: []),
|
||||
.target(name: "PhysicsEngine", dependencies: []),
|
||||
.target(name: "AssetLoader", dependencies: []),
|
||||
|
||||
// Platform modules (platform-specific)
|
||||
.target(name: "VulkanRenderer", dependencies: ["RendererAPI"]),
|
||||
.target(name: "DX12Renderer", dependencies: ["RendererAPI"]),
|
||||
.target(name: "PlatformLinux", dependencies: ["RendererAPI", "VulkanRenderer"]),
|
||||
.target(name: "PlatformWin32", dependencies: ["RendererAPI", "DX12Renderer"]),
|
||||
]
|
||||
```
|
||||
|
||||
## Testing Strategy
|
||||
|
||||
### Unit Tests
|
||||
|
||||
- Test core modules in isolation (no platform dependencies)
|
||||
- Mock platform implementations using protocols
|
||||
- Physics simulation verification
|
||||
- Asset parsing validation
|
||||
|
||||
### Integration Tests
|
||||
|
||||
- Test platform implementations on target OS
|
||||
- Renderer functionality tests
|
||||
- Window management tests
|
||||
- Input handling tests
|
||||
|
||||
### Performance Tests
|
||||
|
||||
- Frame time consistency
|
||||
- Physics simulation speed
|
||||
- Asset loading performance
|
||||
- Memory usage profiling
|
||||
|
||||
## Extension Points
|
||||
|
||||
### Adding a New Platform
|
||||
|
||||
1. Create `Sources/Platform{Name}/`
|
||||
2. Implement all protocols:
|
||||
- `WindowManager`
|
||||
- `InputHandler`
|
||||
- `AudioEngine`
|
||||
3. Choose or implement renderer
|
||||
4. Update `PlatformFactory` in `main.swift`
|
||||
|
||||
### Adding a New Renderer
|
||||
|
||||
1. Create `Sources/{API}Renderer/`
|
||||
2. Implement `Renderer` protocol
|
||||
3. Handle resource loading (meshes, textures)
|
||||
4. Implement draw commands
|
||||
5. Add to `PlatformFactory`
|
||||
|
||||
### Adding Game-Specific Features
|
||||
|
||||
All game logic stays in `EngineCore` or custom modules:
|
||||
- Player AI systems
|
||||
- Ball physics customization
|
||||
- Game rules and scoring
|
||||
- Network synchronization
|
||||
|
||||
**Never** add game logic to platform layers!
|
||||
|
||||
## Performance Considerations
|
||||
|
||||
### Fixed Timestep
|
||||
|
||||
Uses fixed timestep for deterministic physics:
|
||||
|
||||
```swift
|
||||
// Variable framerate for rendering
|
||||
// Fixed 60Hz for physics/gameplay
|
||||
while accumulator >= fixedTimeStep {
|
||||
fixedUpdate(deltaTime: fixedTimeStep)
|
||||
accumulator -= fixedTimeStep
|
||||
}
|
||||
|
||||
// Interpolate between physics states for smooth rendering
|
||||
render(interpolationAlpha: accumulator / fixedTimeStep)
|
||||
```
|
||||
|
||||
### Memory Management
|
||||
|
||||
- GPU resources managed through opaque handles
|
||||
- Asset caching with LRU eviction (future)
|
||||
- Pool allocators for frequent objects (future)
|
||||
- Reference counting for shared resources
|
||||
|
||||
### Multithreading (Future)
|
||||
|
||||
- Physics on separate thread
|
||||
- Async asset loading
|
||||
- GPU command recording parallelization
|
||||
- Job system for parallel tasks
|
||||
|
||||
---
|
||||
|
||||
This architecture ensures:
|
||||
- ✅ Clean separation of concerns
|
||||
- ✅ Easy platform porting
|
||||
- ✅ Testable core logic
|
||||
- ✅ Maintainable codebase
|
||||
- ✅ Performance optimization opportunities
|
||||
- ✅ Sports game-specific features
|
||||
|
||||
375
GETTING_STARTED.md
Normal file
375
GETTING_STARTED.md
Normal file
|
|
@ -0,0 +1,375 @@
|
|||
# 🚀 Getting Started with SportsBallEngine
|
||||
|
||||
This guide will help you understand and start working with the SportsBallEngine codebase.
|
||||
|
||||
## Quick Overview
|
||||
|
||||
SportsBallEngine is a **cross-platform 3D game engine** written in Swift 6, designed specifically for **professional sports games** across multiple disciplines (soccer, football, basketball, hockey, and more). It uses strict separation between platform-agnostic core and platform-specific implementations.
|
||||
|
||||
## What Was Generated (Phase 1)
|
||||
|
||||
Based on `prompt_phase1.md`, the following foundational structure was created:
|
||||
|
||||
### 📦 Package Structure
|
||||
|
||||
```
|
||||
SportsBallEngine_1/
|
||||
├── Package.swift # Swift Package Manager manifest
|
||||
├── README.md # Main documentation
|
||||
├── ARCHITECTURE.md # Detailed architecture guide
|
||||
├── GETTING_STARTED.md # This file
|
||||
├── .gitignore # Git ignore rules
|
||||
│
|
||||
└── Sources/
|
||||
├── SportsBallEngine/ # Main entry point
|
||||
│ └── main.swift # Platform detection & initialization
|
||||
│
|
||||
├── RendererAPI/ # Protocol definitions (CORE)
|
||||
│ ├── RendererProtocol.swift # Rendering abstraction
|
||||
│ ├── InputProtocol.swift # Input abstraction
|
||||
│ ├── WindowProtocol.swift # Window abstraction
|
||||
│ └── AudioProtocol.swift # Audio abstraction
|
||||
│
|
||||
├── EngineCore/ # Platform-agnostic core
|
||||
│ └── Engine.swift # Main game loop
|
||||
│
|
||||
├── PhysicsEngine/ # Sports-optimized physics
|
||||
│ └── PhysicsWorld.swift # Physics simulation
|
||||
│
|
||||
├── AssetLoader/ # Asset management
|
||||
│ └── AssetManager.swift # Asset loading & caching
|
||||
│
|
||||
├── VulkanRenderer/ # Vulkan backend (Linux/Windows)
|
||||
│ └── VulkanRenderer.swift
|
||||
│
|
||||
├── DX12Renderer/ # DirectX 12 backend (Windows)
|
||||
│ └── DX12Renderer.swift
|
||||
│
|
||||
├── PlatformLinux/ # Linux platform layer
|
||||
│ └── LinuxPlatform.swift # Window, Input, Audio for Linux
|
||||
│
|
||||
└── PlatformWin32/ # Windows platform layer
|
||||
└── Win32Platform.swift # Window, Input, Audio for Windows
|
||||
```
|
||||
|
||||
### 🎯 Key Files to Understand
|
||||
|
||||
#### 1. **main.swift** - Entry Point
|
||||
This is where the magic happens! It:
|
||||
- Detects the current platform (Linux/Windows/macOS)
|
||||
- Creates platform-specific implementations
|
||||
- Injects them into the platform-agnostic `EngineCore`
|
||||
- Starts the main game loop
|
||||
|
||||
```swift
|
||||
// Platform detection
|
||||
#if os(Linux)
|
||||
let renderer = VulkanRenderer()
|
||||
let windowManager = LinuxWindowManager()
|
||||
#elseif os(Windows)
|
||||
let renderer = DX12Renderer() // or VulkanRenderer
|
||||
let windowManager = Win32WindowManager()
|
||||
#endif
|
||||
|
||||
// Inject into core
|
||||
let engine = GameEngine(
|
||||
renderer: renderer,
|
||||
windowManager: windowManager,
|
||||
inputHandler: inputHandler,
|
||||
audioEngine: audioEngine
|
||||
)
|
||||
|
||||
// Start the engine
|
||||
try await engine.start()
|
||||
```
|
||||
|
||||
#### 2. **RendererAPI Protocols** - The Contract
|
||||
These protocols define the **interface** between the core and platform layers:
|
||||
|
||||
- `Renderer` - All rendering operations
|
||||
- `WindowManager` - Window management
|
||||
- `InputHandler` - Keyboard, mouse, gamepad input
|
||||
- `AudioEngine` - 3D spatial audio
|
||||
|
||||
**No platform-specific code here!** Just pure Swift protocols.
|
||||
|
||||
#### 3. **Engine.swift** - The Heart
|
||||
This is the main game loop using a fixed timestep approach for deterministic physics:
|
||||
|
||||
```swift
|
||||
// Fixed timestep for physics (deterministic)
|
||||
while accumulator >= fixedTimeStep {
|
||||
fixedUpdate(deltaTime: fixedTimeStep)
|
||||
accumulator -= fixedTimeStep
|
||||
}
|
||||
|
||||
// Variable timestep for rendering (smooth)
|
||||
render(interpolationAlpha: accumulator / fixedTimeStep)
|
||||
```
|
||||
|
||||
#### 4. **Platform Implementations** - The Glue
|
||||
Each platform has implementations of all protocols:
|
||||
|
||||
- **Linux**: Uses GLFW/SDL + Vulkan
|
||||
- **Windows**: Uses Win32 API + DirectX 12 (or Vulkan)
|
||||
- **Future macOS**: Will use Cocoa + Metal
|
||||
|
||||
## Building the Project
|
||||
|
||||
### Prerequisites
|
||||
|
||||
```bash
|
||||
# Swift 6.0+
|
||||
swift --version
|
||||
|
||||
# Linux dependencies (if on Linux)
|
||||
sudo apt install libvulkan-dev libglfw3-dev
|
||||
|
||||
# Windows dependencies (if on Windows)
|
||||
# Install Visual Studio 2022 with C++ tools
|
||||
# Install Vulkan SDK or DirectX 12 SDK
|
||||
```
|
||||
|
||||
### Build Commands
|
||||
|
||||
```bash
|
||||
# Clone/navigate to project
|
||||
cd SportsBallEngine_1
|
||||
|
||||
# Build in debug mode
|
||||
swift build
|
||||
|
||||
# Build in release mode (optimized)
|
||||
swift build -c release
|
||||
|
||||
# Run the engine
|
||||
swift run
|
||||
|
||||
# Run with custom options
|
||||
swift run SportsBallEngine -- --renderer vulkan --width 2560 --height 1440
|
||||
```
|
||||
|
||||
### Expected Output
|
||||
|
||||
```
|
||||
============================================================
|
||||
🏀 SportsBallEngine - Cross-Platform 3D Game Engine
|
||||
============================================================
|
||||
|
||||
📍 Platform: Linux
|
||||
🔧 Swift Version: 6.0
|
||||
|
||||
🔨 Creating platform abstractions...
|
||||
🐧 LinuxWindowManager created
|
||||
🌋 VulkanRenderer created
|
||||
🐧 LinuxInputHandler created
|
||||
🐧 LinuxAudioEngine created
|
||||
|
||||
🪟 Creating window...
|
||||
→ Creating Linux window...
|
||||
✓ Linux window created: SportsBallEngine (1920x1080)
|
||||
|
||||
⚙️ Initializing engine core...
|
||||
🎮 SportsBallEngine initialized
|
||||
|
||||
============================================================
|
||||
🎮 Starting game engine...
|
||||
============================================================
|
||||
|
||||
Controls:
|
||||
ESC - Exit application
|
||||
```
|
||||
|
||||
## Understanding the Code
|
||||
|
||||
### Protocol-Based Architecture in Action
|
||||
|
||||
**Problem**: How do you write a game engine that runs on multiple platforms without `#if` statements everywhere?
|
||||
|
||||
**Solution**: Strict layer separation with protocols!
|
||||
|
||||
#### ❌ Bad Approach (Platform-specific code everywhere)
|
||||
```swift
|
||||
// DON'T DO THIS!
|
||||
class Renderer {
|
||||
func draw() {
|
||||
#if os(Linux)
|
||||
vulkanDraw()
|
||||
#elif os(Windows)
|
||||
dx12Draw()
|
||||
#endif
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### ✅ Good Approach (Protocol-based abstraction)
|
||||
```swift
|
||||
// Define protocol (in RendererAPI)
|
||||
protocol Renderer {
|
||||
func draw(scene: Scene) throws
|
||||
}
|
||||
|
||||
// Implement for each platform
|
||||
class VulkanRenderer: Renderer {
|
||||
func draw(scene: Scene) throws {
|
||||
// Vulkan-specific code
|
||||
}
|
||||
}
|
||||
|
||||
class DX12Renderer: Renderer {
|
||||
func draw(scene: Scene) throws {
|
||||
// DirectX 12-specific code
|
||||
}
|
||||
}
|
||||
|
||||
// Core code uses protocol (no platform awareness)
|
||||
class GameEngine {
|
||||
let renderer: any Renderer // Could be Vulkan or DX12!
|
||||
|
||||
func render() {
|
||||
try renderer.draw(scene: currentScene)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Sports Game Features
|
||||
|
||||
The engine is specifically designed for sports games:
|
||||
|
||||
#### 1. **Physics System** (`PhysicsWorld.swift`)
|
||||
- Ball physics with spin and air drag
|
||||
- Player collision detection
|
||||
- Sports-specific constraints
|
||||
|
||||
```swift
|
||||
// Special handling for balls
|
||||
if ballBodies.contains(id) {
|
||||
let dragCoefficient: Float = 0.1
|
||||
let drag = -body.velocity * dragCoefficient
|
||||
body.acceleration += drag / body.mass
|
||||
}
|
||||
```
|
||||
|
||||
#### 2. **Asset System** (`AssetManager.swift`)
|
||||
- Skeletal animation support
|
||||
- Animation blending (future)
|
||||
- High-res character models
|
||||
- Stadium environment loading
|
||||
|
||||
```swift
|
||||
// Load player model with skeleton
|
||||
let mesh = await assetLoader.loadMesh("player.fbx")
|
||||
let skeleton = await assetLoader.loadSkeleton("player_skeleton.json")
|
||||
let animation = await assetLoader.loadAnimation("run.anim")
|
||||
```
|
||||
|
||||
#### 3. **Rendering** (Vulkan/DX12)
|
||||
- High-fidelity character rendering
|
||||
- Large stadium environments
|
||||
- Dynamic lighting
|
||||
- Particle effects (future)
|
||||
|
||||
## Next Steps
|
||||
|
||||
### Phase 2 Development (See `prompt_phase2.md`)
|
||||
The next phase will add:
|
||||
- Complete Vulkan/DX12 implementation with real bindings
|
||||
- Skeletal animation system
|
||||
- State machine for player AI
|
||||
- Networking for multiplayer
|
||||
- Advanced physics (spin, magnus effect)
|
||||
|
||||
### Customizing for Your Game
|
||||
|
||||
#### Adding Game Logic
|
||||
Create a new module in the `EngineCore`:
|
||||
|
||||
```swift
|
||||
// Sources/EngineCore/SportsGameLogic.swift
|
||||
struct Player {
|
||||
var position: SIMD3<Float>
|
||||
var team: Team
|
||||
var stats: PlayerStats
|
||||
}
|
||||
|
||||
struct SportsGameState {
|
||||
var players: [Player]
|
||||
var ball: Ball
|
||||
var score: Score
|
||||
}
|
||||
```
|
||||
|
||||
#### Adding Custom Rendering
|
||||
Implement custom shaders and materials:
|
||||
|
||||
```swift
|
||||
// In your renderer implementation
|
||||
func createSportsShader() {
|
||||
// Load SPIR-V shaders (Vulkan) or HLSL (DirectX)
|
||||
// Implement player skin rendering, grass effects, etc.
|
||||
}
|
||||
```
|
||||
|
||||
### Learning Resources
|
||||
|
||||
1. **Read ARCHITECTURE.md** - Detailed system design
|
||||
2. **Read the protocol files** - Understand the contracts
|
||||
3. **Study Engine.swift** - Learn the game loop
|
||||
4. **Explore PhysicsWorld.swift** - See sports physics
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Build Errors
|
||||
|
||||
**Error**: `cannot find module 'CVulkan'`
|
||||
- You need to add actual Vulkan bindings (Phase 2)
|
||||
- Current code uses placeholders
|
||||
|
||||
**Error**: `platform-specific code in EngineCore`
|
||||
- Check imports - EngineCore should NOT import platform modules
|
||||
- Use protocols instead
|
||||
|
||||
### Runtime Issues
|
||||
|
||||
**Black screen**
|
||||
- Renderer implementations are currently stubs
|
||||
- They demonstrate architecture but don't render yet
|
||||
- Phase 2 will add real rendering code
|
||||
|
||||
**No input response**
|
||||
- Input implementations need platform library bindings
|
||||
- Currently stubs for architectural demonstration
|
||||
|
||||
## Contributing
|
||||
|
||||
When adding code, follow these rules:
|
||||
|
||||
1. ✅ **Platform-agnostic code** → `EngineCore`, `PhysicsEngine`, `AssetLoader`
|
||||
2. ✅ **Protocol definitions** → `RendererAPI`
|
||||
3. ✅ **Platform-specific code** → `Platform{Name}`, `{API}Renderer`
|
||||
4. ❌ **NO platform imports in core modules**
|
||||
5. ❌ **NO game logic in platform layers**
|
||||
|
||||
## Summary
|
||||
|
||||
You now have:
|
||||
- ✅ Complete module structure
|
||||
- ✅ Protocol-based platform abstraction
|
||||
- ✅ Sports-optimized physics engine
|
||||
- ✅ Asset management system
|
||||
- ✅ Rendering backend stubs (Vulkan, DX12)
|
||||
- ✅ Platform layers (Linux, Windows)
|
||||
- ✅ Main entry point with platform detection
|
||||
|
||||
This is a **production-ready architecture** with **educational placeholder implementations**.
|
||||
|
||||
The next phase will add real platform bindings and complete renderer implementations!
|
||||
|
||||
---
|
||||
|
||||
**Questions?** Check:
|
||||
- `README.md` - High-level overview
|
||||
- `ARCHITECTURE.md` - Detailed design
|
||||
- `prompt_phase1.md` - Original requirements
|
||||
- `prompt_phase2.md` - Next steps
|
||||
|
||||
103
Package.swift
Normal file
103
Package.swift
Normal file
|
|
@ -0,0 +1,103 @@
|
|||
// swift-tools-version: 6.0
|
||||
// The swift-tools-version declares the minimum version of Swift required to build this package.
|
||||
|
||||
import PackageDescription
|
||||
|
||||
let package = Package(
|
||||
name: "SportsBallEngine",
|
||||
platforms: [
|
||||
.macOS(.v14),
|
||||
.linux
|
||||
],
|
||||
products: [
|
||||
.executable(
|
||||
name: "SportsBallEngine",
|
||||
targets: ["SportsBallEngine"]
|
||||
),
|
||||
],
|
||||
dependencies: [
|
||||
// Add external dependencies here (e.g., GLFW/SDL bindings, Vulkan bindings)
|
||||
// .package(url: "https://github.com/example/swift-vulkan.git", from: "1.0.0"),
|
||||
],
|
||||
targets: [
|
||||
// Main executable target
|
||||
.executableTarget(
|
||||
name: "SportsBallEngine",
|
||||
dependencies: [
|
||||
"EngineCore",
|
||||
"PlatformWin32",
|
||||
"PlatformLinux"
|
||||
]
|
||||
),
|
||||
|
||||
// ====== PLATFORM-AGNOSTIC CORE MODULES ======
|
||||
|
||||
// Engine Core - Main loop and scene management
|
||||
.target(
|
||||
name: "EngineCore",
|
||||
dependencies: [
|
||||
"RendererAPI",
|
||||
"PhysicsEngine",
|
||||
"AssetLoader"
|
||||
]
|
||||
),
|
||||
|
||||
// Renderer API - Protocol definitions only
|
||||
.target(
|
||||
name: "RendererAPI",
|
||||
dependencies: []
|
||||
),
|
||||
|
||||
// Physics Engine - Sports-optimized physics simulation
|
||||
.target(
|
||||
name: "PhysicsEngine",
|
||||
dependencies: []
|
||||
),
|
||||
|
||||
// Asset Loader - 3D models, textures, animations
|
||||
.target(
|
||||
name: "AssetLoader",
|
||||
dependencies: []
|
||||
),
|
||||
|
||||
// ====== PLATFORM-SPECIFIC MODULES ======
|
||||
|
||||
// Windows Platform Layer
|
||||
.target(
|
||||
name: "PlatformWin32",
|
||||
dependencies: [
|
||||
"RendererAPI",
|
||||
"DX12Renderer"
|
||||
]
|
||||
),
|
||||
|
||||
// Linux Platform Layer
|
||||
.target(
|
||||
name: "PlatformLinux",
|
||||
dependencies: [
|
||||
"RendererAPI",
|
||||
"VulkanRenderer"
|
||||
]
|
||||
),
|
||||
|
||||
// Vulkan Renderer Implementation
|
||||
.target(
|
||||
name: "VulkanRenderer",
|
||||
dependencies: ["RendererAPI"]
|
||||
),
|
||||
|
||||
// DirectX 12 Renderer Implementation
|
||||
.target(
|
||||
name: "DX12Renderer",
|
||||
dependencies: ["RendererAPI"]
|
||||
),
|
||||
|
||||
// ====== TESTS ======
|
||||
|
||||
.testTarget(
|
||||
name: "EngineCoreTests",
|
||||
dependencies: ["EngineCore"]
|
||||
),
|
||||
]
|
||||
)
|
||||
|
||||
270
README.md
Normal file
270
README.md
Normal file
|
|
@ -0,0 +1,270 @@
|
|||
# 🏀 SportsBallEngine
|
||||
|
||||
A high-performance, cross-platform 3D game engine written in Swift 6, designed for professional sports games across multiple disciplines. Built with strict platform abstraction and protocol-oriented design.
|
||||
|
||||
## 🎯 Design Philosophy
|
||||
|
||||
### Clean Architecture
|
||||
|
||||
This engine follows industry-standard architectural principles:
|
||||
|
||||
1. **Strict Code Separation**
|
||||
- **Platform-Agnostic Core**: Pure Swift modules with NO platform-specific imports
|
||||
- **Platform Abstraction Layers (PAL)**: Thin, platform-specific modules that interact with OS APIs
|
||||
|
||||
2. **Protocol-Oriented Design**
|
||||
- All platform-dependent systems use Swift protocols
|
||||
- EngineCore depends only on protocols, never concrete implementations
|
||||
- Platform layers are dependency-injected at startup
|
||||
|
||||
3. **Explicit Rendering APIs**
|
||||
- Vulkan (primary cross-platform)
|
||||
- DirectX 12 (Windows optimization)
|
||||
- Metal (future macOS support)
|
||||
|
||||
## 🏗️ Architecture
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────┐
|
||||
│ main.swift │
|
||||
│ (Platform Detection & Injection) │
|
||||
└────────────┬────────────────────────────────────────────┘
|
||||
│
|
||||
├──────────────┬──────────────┬──────────────┐
|
||||
│ │ │ │
|
||||
▼ ▼ ▼ ▼
|
||||
┌──────────────┐ ┌──────────┐ ┌──────────┐ ┌──────────┐
|
||||
│ EngineCore │ │ Renderer │ │ Window │ │ Input │
|
||||
│ (Protocol- │ │ Protocol │ │ Protocol │ │ Protocol │
|
||||
│ Agnostic) │ └──────────┘ └──────────┘ └──────────┘
|
||||
└───┬──────────┘ │ │ │
|
||||
│ │ │ │
|
||||
├─────────┬───────┘ │ │
|
||||
│ │ │ │
|
||||
▼ ▼ ▼ ▼
|
||||
┌─────────┐ ┌─────────┐ ┌─────────────┐ ┌─────────────┐
|
||||
│ Physics │ │ Asset │ │ Linux/Win32 │ │ Linux/Win32 │
|
||||
│ Engine │ │ Loader │ │ Window │ │ Input │
|
||||
└─────────┘ └─────────┘ └─────────────┘ └─────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────┐
|
||||
│ Vulkan / DX12 │
|
||||
│ Renderer │
|
||||
└─────────────────┘
|
||||
```
|
||||
|
||||
## 📦 Module Structure
|
||||
|
||||
### Platform-Agnostic Core Modules
|
||||
|
||||
#### **EngineCore**
|
||||
- Main game loop (Carmack-style fixed timestep)
|
||||
- Scene management
|
||||
- System coordination
|
||||
- **NO platform imports allowed**
|
||||
|
||||
#### **RendererAPI**
|
||||
- Protocol definitions for rendering
|
||||
- Camera, Scene, Entity types
|
||||
- Vertex, Mesh, Material handles
|
||||
- **NO platform imports allowed**
|
||||
|
||||
#### **PhysicsEngine**
|
||||
- Sports-optimized physics simulation
|
||||
- Ball/puck physics with spin and drag
|
||||
- Player collision detection
|
||||
- Impulse-based collision resolution
|
||||
- **NO platform imports allowed**
|
||||
|
||||
#### **AssetLoader**
|
||||
- 3D model loading (FBX, GLTF, OBJ)
|
||||
- Texture loading (DDS, PNG, JPG)
|
||||
- Skeletal animation data
|
||||
- Animation blending system
|
||||
- **NO platform imports allowed**
|
||||
|
||||
### Platform-Specific Modules
|
||||
|
||||
#### **PlatformLinux**
|
||||
- GLFW/SDL windowing (X11/Wayland)
|
||||
- Linux input handling
|
||||
- ALSA/PulseAudio audio
|
||||
|
||||
#### **PlatformWin32**
|
||||
- Win32 API windowing
|
||||
- Raw Input / XInput
|
||||
- WASAPI/XAudio2 audio
|
||||
|
||||
#### **VulkanRenderer**
|
||||
- Vulkan 1.3 rendering backend
|
||||
- Cross-platform (Linux + Windows)
|
||||
- Explicit GPU resource management
|
||||
|
||||
#### **DX12Renderer**
|
||||
- DirectX 12 rendering backend
|
||||
- Windows-optimized path
|
||||
- Low-level GPU control
|
||||
|
||||
## 🎮 Sports Game Optimizations
|
||||
|
||||
This engine is specifically designed for professional sports games across multiple disciplines:
|
||||
|
||||
### Character Rendering
|
||||
- High-fidelity player models with PBR materials
|
||||
- Skeletal animation with smooth blending
|
||||
- State machine-driven movement (running, shooting, tackling)
|
||||
- Facial animation support
|
||||
|
||||
### Physics
|
||||
- Fast ball/puck simulation with spin
|
||||
- Player-to-player collision detection
|
||||
- Ball-to-player interaction physics
|
||||
- Field boundaries and out-of-bounds detection
|
||||
|
||||
### Rendering
|
||||
- Large stadium/arena rendering with LOD
|
||||
- Crowd rendering and animation
|
||||
- Dynamic lighting for different times of day
|
||||
- Particle effects (grass, dust, sweat)
|
||||
|
||||
### Performance
|
||||
- Fixed timestep physics (60 Hz)
|
||||
- Multithreaded asset streaming
|
||||
- GPU-driven rendering
|
||||
- Spatial culling and occlusion
|
||||
|
||||
## 🚀 Building & Running
|
||||
|
||||
### Prerequisites
|
||||
|
||||
- **Swift 6.0+**
|
||||
- **Platform-specific dependencies:**
|
||||
- Linux: Vulkan SDK, GLFW/SDL
|
||||
- Windows: DirectX 12 SDK, GLFW/SDL or Win32 API
|
||||
|
||||
### Build Commands
|
||||
|
||||
```bash
|
||||
# Build the engine
|
||||
swift build
|
||||
|
||||
# Build release version
|
||||
swift build -c release
|
||||
|
||||
# Run the engine
|
||||
swift run
|
||||
|
||||
# Run with options
|
||||
swift run SportsBallEngine -- --renderer vulkan --width 2560 --height 1440
|
||||
```
|
||||
|
||||
### Command-Line Options
|
||||
|
||||
```
|
||||
Usage: SportsBallEngine [OPTIONS]
|
||||
|
||||
Options:
|
||||
--renderer, -r <api> Renderer API (vulkan, dx12) [Windows only]
|
||||
--title, -t <title> Window title
|
||||
--width, -w <pixels> Window width (default: 1920)
|
||||
--height, -h <pixels> Window height (default: 1080)
|
||||
--help Show this help message
|
||||
|
||||
Examples:
|
||||
SportsBallEngine --renderer vulkan --width 2560 --height 1440
|
||||
SportsBallEngine --title "My Sports Game"
|
||||
```
|
||||
|
||||
## 🔧 Development
|
||||
|
||||
### Adding New Platform Support
|
||||
|
||||
1. Create new module: `Sources/Platform{Name}/`
|
||||
2. Implement protocols: `WindowManager`, `InputHandler`, `AudioEngine`
|
||||
3. Add to `PlatformFactory` in `main.swift`
|
||||
4. Update `Package.swift` dependencies
|
||||
|
||||
### Adding New Renderer
|
||||
|
||||
1. Create new module: `Sources/{API}Renderer/`
|
||||
2. Implement `Renderer` protocol from `RendererAPI`
|
||||
3. Add to `PlatformFactory.createRenderer()`
|
||||
4. Update `Package.swift` dependencies
|
||||
|
||||
### Project Structure
|
||||
|
||||
```
|
||||
SportsBallEngine_1/
|
||||
├── Package.swift # Swift Package Manager manifest
|
||||
├── README.md # This file
|
||||
├── Sources/
|
||||
│ ├── SportsBallEngine/ # Main entry point
|
||||
│ │ └── main.swift
|
||||
│ ├── EngineCore/ # Platform-agnostic core
|
||||
│ │ └── Engine.swift
|
||||
│ ├── RendererAPI/ # Protocol definitions
|
||||
│ │ ├── RendererProtocol.swift
|
||||
│ │ ├── InputProtocol.swift
|
||||
│ │ ├── WindowProtocol.swift
|
||||
│ │ └── AudioProtocol.swift
|
||||
│ ├── PhysicsEngine/ # Physics simulation
|
||||
│ │ └── PhysicsWorld.swift
|
||||
│ ├── AssetLoader/ # Asset management
|
||||
│ │ └── AssetManager.swift
|
||||
│ ├── VulkanRenderer/ # Vulkan backend
|
||||
│ │ └── VulkanRenderer.swift
|
||||
│ ├── DX12Renderer/ # DirectX 12 backend
|
||||
│ │ └── DX12Renderer.swift
|
||||
│ ├── PlatformLinux/ # Linux platform layer
|
||||
│ │ └── LinuxPlatform.swift
|
||||
│ └── PlatformWin32/ # Windows platform layer
|
||||
│ └── Win32Platform.swift
|
||||
└── Tests/
|
||||
└── EngineCoreTests/
|
||||
```
|
||||
|
||||
## 🎯 Sports Game Features (Roadmap)
|
||||
|
||||
### Phase 1: Core Engine ✅
|
||||
- [x] Platform abstraction layer
|
||||
- [x] Renderer protocols (Vulkan, DX12)
|
||||
- [x] Physics engine
|
||||
- [x] Asset loading system
|
||||
- [x] Main game loop
|
||||
|
||||
### Phase 2: Sports-Specific Features
|
||||
- [ ] Skeletal animation system
|
||||
- [ ] Animation blending
|
||||
- [ ] State machines for player AI
|
||||
- [ ] Ball physics with spin
|
||||
- [ ] Stadium rendering
|
||||
- [ ] Crowd simulation
|
||||
|
||||
### Phase 3: Advanced Features
|
||||
- [ ] Networking (multiplayer)
|
||||
- [ ] Replay system
|
||||
- [ ] Statistics tracking
|
||||
- [ ] Dynamic weather
|
||||
- [ ] Commentary system
|
||||
|
||||
## 📝 License
|
||||
|
||||
Copyright (c) 2025. All rights reserved.
|
||||
|
||||
## 🙏 Acknowledgments
|
||||
|
||||
- **Swift Community** - For excellent cross-platform support
|
||||
- **Open Source Contributors** - For graphics API bindings and tooling
|
||||
|
||||
---
|
||||
|
||||
**Note**: This is a foundational structure. Renderer implementations are currently stubs that demonstrate the architecture. Production use would require:
|
||||
- Actual Vulkan/DirectX 12 C bindings
|
||||
- Complete shader pipeline
|
||||
- Full asset format parsers
|
||||
- Advanced physics optimizations
|
||||
- Networking layer
|
||||
|
||||
The architecture is production-ready; the implementations are educational scaffolding.
|
||||
|
||||
464
Sources/AssetLoader/AssetManager.swift
Normal file
464
Sources/AssetLoader/AssetManager.swift
Normal file
|
|
@ -0,0 +1,464 @@
|
|||
/// AssetLoader - Asset management and loading system
|
||||
/// NO PLATFORM-SPECIFIC IMPORTS ALLOWED IN THIS MODULE
|
||||
/// Handles loading of 3D models, textures, animations, and audio files
|
||||
|
||||
import Foundation
|
||||
|
||||
// MARK: - Asset Types
|
||||
|
||||
/// Asset loading result
|
||||
public enum AssetResult<T> {
|
||||
case success(T)
|
||||
case failure(AssetError)
|
||||
}
|
||||
|
||||
/// Asset loading errors
|
||||
public enum AssetError: Error, LocalizedError {
|
||||
case fileNotFound(String)
|
||||
case invalidFormat(String)
|
||||
case corruptedData(String)
|
||||
case unsupportedVersion(String)
|
||||
case outOfMemory
|
||||
|
||||
public var errorDescription: String? {
|
||||
switch self {
|
||||
case .fileNotFound(let path):
|
||||
return "Asset file not found: \(path)"
|
||||
case .invalidFormat(let format):
|
||||
return "Invalid asset format: \(format)"
|
||||
case .corruptedData(let reason):
|
||||
return "Corrupted asset data: \(reason)"
|
||||
case .unsupportedVersion(let version):
|
||||
return "Unsupported asset version: \(version)"
|
||||
case .outOfMemory:
|
||||
return "Out of memory while loading asset"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Asset handle for reference counting and management
|
||||
public struct AssetHandle<T>: Hashable, Sendable where T: Hashable {
|
||||
public let id: UUID
|
||||
public let path: String
|
||||
|
||||
public init(id: UUID = UUID(), path: String) {
|
||||
self.id = id
|
||||
self.path = path
|
||||
}
|
||||
|
||||
public func hash(into hasher: inout Hasher) {
|
||||
hasher.combine(id)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Mesh Data
|
||||
|
||||
/// Mesh data structure (vertex and index buffers)
|
||||
public struct MeshData: Sendable, Hashable {
|
||||
public var name: String
|
||||
public var vertices: [MeshVertex]
|
||||
public var indices: [UInt32]
|
||||
public var bounds: BoundingBox
|
||||
|
||||
public init(name: String, vertices: [MeshVertex], indices: [UInt32], bounds: BoundingBox) {
|
||||
self.name = name
|
||||
self.vertices = vertices
|
||||
self.indices = indices
|
||||
self.bounds = bounds
|
||||
}
|
||||
|
||||
public func hash(into hasher: inout Hasher) {
|
||||
hasher.combine(name)
|
||||
}
|
||||
}
|
||||
|
||||
/// Vertex structure for mesh data
|
||||
public struct MeshVertex: Sendable, Hashable {
|
||||
public var position: SIMD3<Float>
|
||||
public var normal: SIMD3<Float>
|
||||
public var uv: SIMD2<Float>
|
||||
public var tangent: SIMD3<Float>
|
||||
public var boneIndices: SIMD4<UInt8> // For skeletal animation
|
||||
public var boneWeights: SIMD4<Float> // For skeletal animation
|
||||
|
||||
public init(position: SIMD3<Float>, normal: SIMD3<Float>, uv: SIMD2<Float>,
|
||||
tangent: SIMD3<Float> = .zero, boneIndices: SIMD4<UInt8> = .zero,
|
||||
boneWeights: SIMD4<Float> = .zero) {
|
||||
self.position = position
|
||||
self.normal = normal
|
||||
self.uv = uv
|
||||
self.tangent = tangent
|
||||
self.boneIndices = boneIndices
|
||||
self.boneWeights = boneWeights
|
||||
}
|
||||
}
|
||||
|
||||
/// Bounding box for culling
|
||||
public struct BoundingBox: Sendable, Hashable {
|
||||
public var min: SIMD3<Float>
|
||||
public var max: SIMD3<Float>
|
||||
|
||||
public init(min: SIMD3<Float>, max: SIMD3<Float>) {
|
||||
self.min = min
|
||||
self.max = max
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Texture Data
|
||||
|
||||
/// Texture data structure
|
||||
public struct TextureData: Sendable, Hashable {
|
||||
public var name: String
|
||||
public var width: Int
|
||||
public var height: Int
|
||||
public var format: TextureFormat
|
||||
public var data: Data
|
||||
public var mipLevels: Int
|
||||
|
||||
public init(name: String, width: Int, height: Int, format: TextureFormat, data: Data, mipLevels: Int = 1) {
|
||||
self.name = name
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.format = format
|
||||
self.data = data
|
||||
self.mipLevels = mipLevels
|
||||
}
|
||||
|
||||
public func hash(into hasher: inout Hasher) {
|
||||
hasher.combine(name)
|
||||
}
|
||||
}
|
||||
|
||||
/// Texture format
|
||||
public enum TextureFormat: Sendable, Hashable {
|
||||
case rgba8
|
||||
case rgba16f
|
||||
case rgba32f
|
||||
case dxt1
|
||||
case dxt5
|
||||
case bc7
|
||||
}
|
||||
|
||||
// MARK: - Animation Data
|
||||
|
||||
/// Skeletal animation data
|
||||
public struct AnimationData: Sendable, Hashable {
|
||||
public var name: String
|
||||
public var duration: Float
|
||||
public var ticksPerSecond: Float
|
||||
public var channels: [AnimationChannel]
|
||||
|
||||
public init(name: String, duration: Float, ticksPerSecond: Float, channels: [AnimationChannel]) {
|
||||
self.name = name
|
||||
self.duration = duration
|
||||
self.ticksPerSecond = ticksPerSecond
|
||||
self.channels = channels
|
||||
}
|
||||
|
||||
public func hash(into hasher: inout Hasher) {
|
||||
hasher.combine(name)
|
||||
}
|
||||
}
|
||||
|
||||
/// Animation channel (per-bone)
|
||||
public struct AnimationChannel: Sendable, Hashable {
|
||||
public var boneName: String
|
||||
public var positionKeys: [KeyFrame<SIMD3<Float>>]
|
||||
public var rotationKeys: [KeyFrame<SIMD4<Float>>]
|
||||
public var scaleKeys: [KeyFrame<SIMD3<Float>>]
|
||||
|
||||
public init(boneName: String, positionKeys: [KeyFrame<SIMD3<Float>>],
|
||||
rotationKeys: [KeyFrame<SIMD4<Float>>], scaleKeys: [KeyFrame<SIMD3<Float>>]) {
|
||||
self.boneName = boneName
|
||||
self.positionKeys = positionKeys
|
||||
self.rotationKeys = rotationKeys
|
||||
self.scaleKeys = scaleKeys
|
||||
}
|
||||
}
|
||||
|
||||
/// Animation keyframe
|
||||
public struct KeyFrame<T: Sendable & Hashable>: Sendable, Hashable {
|
||||
public var time: Float
|
||||
public var value: T
|
||||
|
||||
public init(time: Float, value: T) {
|
||||
self.time = time
|
||||
self.value = value
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Skeleton Data
|
||||
|
||||
/// Skeletal hierarchy for character animation
|
||||
public struct SkeletonData: Sendable, Hashable {
|
||||
public var bones: [Bone]
|
||||
public var rootBoneIndex: Int
|
||||
|
||||
public init(bones: [Bone], rootBoneIndex: Int = 0) {
|
||||
self.bones = bones
|
||||
self.rootBoneIndex = rootBoneIndex
|
||||
}
|
||||
}
|
||||
|
||||
/// Individual bone in skeleton
|
||||
public struct Bone: Sendable, Hashable {
|
||||
public var name: String
|
||||
public var parentIndex: Int?
|
||||
public var offsetMatrix: float4x4
|
||||
|
||||
public init(name: String, parentIndex: Int?, offsetMatrix: float4x4) {
|
||||
self.name = name
|
||||
self.parentIndex = parentIndex
|
||||
self.offsetMatrix = offsetMatrix
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Asset Manager
|
||||
|
||||
/// Main asset management system
|
||||
public actor AssetManager {
|
||||
|
||||
private var meshCache: [String: MeshData] = [:]
|
||||
private var textureCache: [String: TextureData] = [:]
|
||||
private var animationCache: [String: AnimationData] = [:]
|
||||
private var skeletonCache: [String: SkeletonData] = [:]
|
||||
|
||||
private var loadedAssets: Set<String> = []
|
||||
|
||||
public init() {}
|
||||
|
||||
// MARK: - Lifecycle
|
||||
|
||||
public func initialize() {
|
||||
print(" ✓ Asset manager initialized")
|
||||
}
|
||||
|
||||
public func shutdown() {
|
||||
meshCache.removeAll()
|
||||
textureCache.removeAll()
|
||||
animationCache.removeAll()
|
||||
skeletonCache.removeAll()
|
||||
loadedAssets.removeAll()
|
||||
|
||||
print(" ✓ Asset manager shutdown (cleared caches)")
|
||||
}
|
||||
|
||||
// MARK: - Mesh Loading
|
||||
|
||||
/// Load a 3D mesh from file
|
||||
public func loadMesh(path: String) async -> AssetResult<MeshData> {
|
||||
// Check cache first
|
||||
if let cached = meshCache[path] {
|
||||
return .success(cached)
|
||||
}
|
||||
|
||||
// Load from disk
|
||||
guard let data = try? Data(contentsOf: URL(fileURLWithPath: path)) else {
|
||||
return .failure(.fileNotFound(path))
|
||||
}
|
||||
|
||||
// Parse mesh format (OBJ, FBX, GLTF, etc.)
|
||||
guard let mesh = parseMeshData(data: data, path: path) else {
|
||||
return .failure(.invalidFormat(path))
|
||||
}
|
||||
|
||||
// Cache and return
|
||||
meshCache[path] = mesh
|
||||
loadedAssets.insert(path)
|
||||
|
||||
return .success(mesh)
|
||||
}
|
||||
|
||||
private func parseMeshData(data: Data, path: String) -> MeshData? {
|
||||
// Simplified placeholder - would parse actual formats
|
||||
// For sports games: support FBX (player models), GLTF (stadiums), custom formats
|
||||
|
||||
// Create a simple test mesh (placeholder)
|
||||
return createTestMesh(name: path)
|
||||
}
|
||||
|
||||
private func createTestMesh(name: String) -> MeshData {
|
||||
// Create a simple cube for testing
|
||||
let vertices: [MeshVertex] = [
|
||||
MeshVertex(position: SIMD3<Float>(-1, -1, -1), normal: SIMD3<Float>(0, 0, -1), uv: SIMD2<Float>(0, 0)),
|
||||
MeshVertex(position: SIMD3<Float>(1, -1, -1), normal: SIMD3<Float>(0, 0, -1), uv: SIMD2<Float>(1, 0)),
|
||||
MeshVertex(position: SIMD3<Float>(1, 1, -1), normal: SIMD3<Float>(0, 0, -1), uv: SIMD2<Float>(1, 1)),
|
||||
MeshVertex(position: SIMD3<Float>(-1, 1, -1), normal: SIMD3<Float>(0, 0, -1), uv: SIMD2<Float>(0, 1)),
|
||||
]
|
||||
|
||||
let indices: [UInt32] = [0, 1, 2, 0, 2, 3]
|
||||
|
||||
let bounds = BoundingBox(
|
||||
min: SIMD3<Float>(-1, -1, -1),
|
||||
max: SIMD3<Float>(1, 1, 1)
|
||||
)
|
||||
|
||||
return MeshData(name: name, vertices: vertices, indices: indices, bounds: bounds)
|
||||
}
|
||||
|
||||
// MARK: - Texture Loading
|
||||
|
||||
/// Load a texture from file
|
||||
public func loadTexture(path: String) async -> AssetResult<TextureData> {
|
||||
// Check cache first
|
||||
if let cached = textureCache[path] {
|
||||
return .success(cached)
|
||||
}
|
||||
|
||||
// Load from disk
|
||||
guard let data = try? Data(contentsOf: URL(fileURLWithPath: path)) else {
|
||||
return .failure(.fileNotFound(path))
|
||||
}
|
||||
|
||||
// Parse texture format (PNG, JPG, DDS, KTX, etc.)
|
||||
guard let texture = parseTextureData(data: data, path: path) else {
|
||||
return .failure(.invalidFormat(path))
|
||||
}
|
||||
|
||||
// Cache and return
|
||||
textureCache[path] = texture
|
||||
loadedAssets.insert(path)
|
||||
|
||||
return .success(texture)
|
||||
}
|
||||
|
||||
private func parseTextureData(data: Data, path: String) -> TextureData? {
|
||||
// Simplified placeholder - would use image decoding libraries
|
||||
// For sports games: support DDS (compressed), PNG, JPG, HDR textures
|
||||
|
||||
// Create a simple test texture
|
||||
return createTestTexture(name: path)
|
||||
}
|
||||
|
||||
private func createTestTexture(name: String) -> TextureData {
|
||||
// Create a 2x2 test texture (white)
|
||||
let width = 2
|
||||
let height = 2
|
||||
var data = Data(count: width * height * 4)
|
||||
for i in 0..<(width * height * 4) {
|
||||
data[i] = 255
|
||||
}
|
||||
|
||||
return TextureData(name: name, width: width, height: height, format: .rgba8, data: data)
|
||||
}
|
||||
|
||||
// MARK: - Animation Loading
|
||||
|
||||
/// Load skeletal animation from file
|
||||
public func loadAnimation(path: String) async -> AssetResult<AnimationData> {
|
||||
// Check cache first
|
||||
if let cached = animationCache[path] {
|
||||
return .success(cached)
|
||||
}
|
||||
|
||||
// Load from disk
|
||||
guard let data = try? Data(contentsOf: URL(fileURLWithPath: path)) else {
|
||||
return .failure(.fileNotFound(path))
|
||||
}
|
||||
|
||||
// Parse animation format
|
||||
guard let animation = parseAnimationData(data: data, path: path) else {
|
||||
return .failure(.invalidFormat(path))
|
||||
}
|
||||
|
||||
// Cache and return
|
||||
animationCache[path] = animation
|
||||
loadedAssets.insert(path)
|
||||
|
||||
return .success(animation)
|
||||
}
|
||||
|
||||
private func parseAnimationData(data: Data, path: String) -> AnimationData? {
|
||||
// Simplified placeholder - would parse FBX/GLTF animations
|
||||
// For sports games: running, shooting, passing, tackling animations
|
||||
return createTestAnimation(name: path)
|
||||
}
|
||||
|
||||
private func createTestAnimation(name: String) -> AnimationData {
|
||||
// Create a simple test animation
|
||||
let channel = AnimationChannel(
|
||||
boneName: "Root",
|
||||
positionKeys: [
|
||||
KeyFrame(time: 0.0, value: SIMD3<Float>(0, 0, 0)),
|
||||
KeyFrame(time: 1.0, value: SIMD3<Float>(1, 0, 0))
|
||||
],
|
||||
rotationKeys: [
|
||||
KeyFrame(time: 0.0, value: SIMD4<Float>(0, 0, 0, 1)),
|
||||
KeyFrame(time: 1.0, value: SIMD4<Float>(0, 0, 0, 1))
|
||||
],
|
||||
scaleKeys: [
|
||||
KeyFrame(time: 0.0, value: SIMD3<Float>(1, 1, 1)),
|
||||
KeyFrame(time: 1.0, value: SIMD3<Float>(1, 1, 1))
|
||||
]
|
||||
)
|
||||
|
||||
return AnimationData(name: name, duration: 1.0, ticksPerSecond: 30.0, channels: [channel])
|
||||
}
|
||||
|
||||
// MARK: - Skeleton Loading
|
||||
|
||||
/// Load skeletal hierarchy from file
|
||||
public func loadSkeleton(path: String) async -> AssetResult<SkeletonData> {
|
||||
// Check cache first
|
||||
if let cached = skeletonCache[path] {
|
||||
return .success(cached)
|
||||
}
|
||||
|
||||
// Load from disk
|
||||
guard let data = try? Data(contentsOf: URL(fileURLWithPath: path)) else {
|
||||
return .failure(.fileNotFound(path))
|
||||
}
|
||||
|
||||
// Parse skeleton format
|
||||
guard let skeleton = parseSkeletonData(data: data, path: path) else {
|
||||
return .failure(.invalidFormat(path))
|
||||
}
|
||||
|
||||
// Cache and return
|
||||
skeletonCache[path] = skeleton
|
||||
loadedAssets.insert(path)
|
||||
|
||||
return .success(skeleton)
|
||||
}
|
||||
|
||||
private func parseSkeletonData(data: Data, path: String) -> SkeletonData? {
|
||||
// Simplified placeholder
|
||||
return createTestSkeleton()
|
||||
}
|
||||
|
||||
private func createTestSkeleton() -> SkeletonData {
|
||||
let rootBone = Bone(name: "Root", parentIndex: nil, offsetMatrix: matrix_identity_float4x4)
|
||||
return SkeletonData(bones: [rootBone], rootBoneIndex: 0)
|
||||
}
|
||||
|
||||
// MARK: - Cache Management
|
||||
|
||||
public func unloadAsset(path: String) {
|
||||
meshCache.removeValue(forKey: path)
|
||||
textureCache.removeValue(forKey: path)
|
||||
animationCache.removeValue(forKey: path)
|
||||
skeletonCache.removeValue(forKey: path)
|
||||
loadedAssets.remove(path)
|
||||
}
|
||||
|
||||
public func clearCache() {
|
||||
meshCache.removeAll()
|
||||
textureCache.removeAll()
|
||||
animationCache.removeAll()
|
||||
skeletonCache.removeAll()
|
||||
loadedAssets.removeAll()
|
||||
}
|
||||
|
||||
public func getCacheSize() -> (meshes: Int, textures: Int, animations: Int, skeletons: Int) {
|
||||
return (meshCache.count, textureCache.count, animationCache.count, skeletonCache.count)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Matrix Helper
|
||||
|
||||
extension float4x4 {
|
||||
static var identity: float4x4 {
|
||||
return matrix_identity_float4x4
|
||||
}
|
||||
}
|
||||
|
||||
370
Sources/DX12Renderer/DX12Renderer.swift
Normal file
370
Sources/DX12Renderer/DX12Renderer.swift
Normal file
|
|
@ -0,0 +1,370 @@
|
|||
/// DX12Renderer - DirectX 12 rendering backend implementation
|
||||
/// This is a PLATFORM-SPECIFIC module (DirectX 12 API on Windows)
|
||||
|
||||
import Foundation
|
||||
import RendererAPI
|
||||
|
||||
#if os(Windows)
|
||||
// Note: In a real implementation, this would import DirectX 12 C bindings
|
||||
// import CDirectX12 or similar Swift DirectX wrapper
|
||||
#endif
|
||||
|
||||
/// DirectX 12-based renderer implementation
|
||||
public final class DX12Renderer: Renderer, @unchecked Sendable {
|
||||
|
||||
private var config: RendererConfig?
|
||||
private var isInitialized: Bool = false
|
||||
|
||||
// DirectX 12 handles (placeholders - would be actual D3D12 types)
|
||||
private var device: UnsafeMutableRawPointer?
|
||||
private var commandQueue: UnsafeMutableRawPointer?
|
||||
private var swapChain: UnsafeMutableRawPointer?
|
||||
private var rtvHeap: UnsafeMutableRawPointer? // Render Target View heap
|
||||
private var dsvHeap: UnsafeMutableRawPointer? // Depth Stencil View heap
|
||||
private var commandAllocator: UnsafeMutableRawPointer?
|
||||
private var commandList: UnsafeMutableRawPointer?
|
||||
private var pipelineState: UnsafeMutableRawPointer?
|
||||
private var rootSignature: UnsafeMutableRawPointer?
|
||||
|
||||
// Synchronization
|
||||
private var fence: UnsafeMutableRawPointer?
|
||||
private var fenceValue: UInt64 = 0
|
||||
private var fenceEvent: UnsafeMutableRawPointer?
|
||||
|
||||
// Resource storage
|
||||
private var meshes: [MeshHandle: DX12Mesh] = [:]
|
||||
private var textures: [TextureHandle: DX12Texture] = [:]
|
||||
private var materials: [MaterialHandle: DX12Material] = [:]
|
||||
|
||||
private var currentFrameIndex: UInt32 = 0
|
||||
private let maxFramesInFlight: UInt32 = 2
|
||||
|
||||
public init() {
|
||||
print(" 🪟 DX12Renderer created")
|
||||
}
|
||||
|
||||
// MARK: - Renderer Protocol Implementation
|
||||
|
||||
public func initialize(config: RendererConfig) async throws {
|
||||
print(" → Initializing DirectX 12 renderer...")
|
||||
self.config = config
|
||||
|
||||
#if os(Windows)
|
||||
// 1. Enable debug layer in debug builds
|
||||
try enableDebugLayer()
|
||||
|
||||
// 2. Create DXGI Factory
|
||||
try createFactory()
|
||||
|
||||
// 3. Create D3D12 Device
|
||||
try createDevice()
|
||||
|
||||
// 4. Create Command Queue
|
||||
try createCommandQueue()
|
||||
|
||||
// 5. Create Swap Chain
|
||||
try createSwapChain(windowHandle: config.windowHandle, width: config.width, height: config.height)
|
||||
|
||||
// 6. Create Descriptor Heaps
|
||||
try createDescriptorHeaps()
|
||||
|
||||
// 7. Create Render Target Views
|
||||
try createRenderTargets()
|
||||
|
||||
// 8. Create Command Allocator and List
|
||||
try createCommandAllocatorAndList()
|
||||
|
||||
// 9. Create Root Signature
|
||||
try createRootSignature()
|
||||
|
||||
// 10. Create Pipeline State Object (PSO)
|
||||
try createPipelineState()
|
||||
|
||||
// 11. Create Fence for synchronization
|
||||
try createFence()
|
||||
#else
|
||||
throw RendererError.unsupportedPlatform("DirectX 12 is only available on Windows")
|
||||
#endif
|
||||
|
||||
isInitialized = true
|
||||
print(" ✓ DirectX 12 renderer initialized")
|
||||
}
|
||||
|
||||
public func beginFrame() throws {
|
||||
guard isInitialized else { throw RendererError.notInitialized }
|
||||
|
||||
#if os(Windows)
|
||||
// Wait for previous frame
|
||||
// Reset command allocator
|
||||
// Reset command list
|
||||
// Set render target
|
||||
// Clear render target and depth buffer
|
||||
#endif
|
||||
}
|
||||
|
||||
public func draw(scene: Scene) throws {
|
||||
guard isInitialized else { throw RendererError.notInitialized }
|
||||
|
||||
#if os(Windows)
|
||||
// Set root signature
|
||||
// Set pipeline state
|
||||
// Set viewport and scissor rect
|
||||
|
||||
// Draw each entity
|
||||
for entity in scene.entities {
|
||||
// Set root parameters (CBV/SRV/UAV)
|
||||
// Set vertex and index buffers
|
||||
// Draw indexed
|
||||
drawEntity(entity, camera: scene.camera)
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
public func endFrame() throws {
|
||||
guard isInitialized else { throw RendererError.notInitialized }
|
||||
|
||||
#if os(Windows)
|
||||
// Transition render target to present state
|
||||
// Close command list
|
||||
// Execute command list on queue
|
||||
// Present swap chain
|
||||
// Signal fence
|
||||
|
||||
currentFrameIndex = (currentFrameIndex + 1) % maxFramesInFlight
|
||||
#endif
|
||||
}
|
||||
|
||||
public func shutdown() async {
|
||||
print(" → Shutting down DirectX 12 renderer...")
|
||||
|
||||
#if os(Windows)
|
||||
// Wait for GPU to finish
|
||||
// Destroy all resources in reverse order
|
||||
destroyFence()
|
||||
destroyPipelineState()
|
||||
destroyRootSignature()
|
||||
destroyCommandResources()
|
||||
destroyRenderTargets()
|
||||
destroyDescriptorHeaps()
|
||||
destroySwapChain()
|
||||
destroyCommandQueue()
|
||||
destroyDevice()
|
||||
#endif
|
||||
|
||||
isInitialized = false
|
||||
print(" ✓ DirectX 12 renderer shutdown complete")
|
||||
}
|
||||
|
||||
public func loadMesh(vertices: [Vertex], indices: [UInt32]) async throws -> MeshHandle {
|
||||
let handle = MeshHandle()
|
||||
|
||||
#if os(Windows)
|
||||
// Create D3D12 vertex buffer (committed resource)
|
||||
// Create D3D12 index buffer (committed resource)
|
||||
// Upload data to GPU using upload heap
|
||||
#endif
|
||||
|
||||
let dx12Mesh = DX12Mesh(
|
||||
vertexBuffer: nil,
|
||||
indexBuffer: nil,
|
||||
vertexBufferView: nil,
|
||||
indexBufferView: nil,
|
||||
indexCount: UInt32(indices.count)
|
||||
)
|
||||
|
||||
meshes[handle] = dx12Mesh
|
||||
return handle
|
||||
}
|
||||
|
||||
public func loadTexture(data: Data, width: Int, height: Int, format: TextureFormat) async throws -> TextureHandle {
|
||||
let handle = TextureHandle()
|
||||
|
||||
#if os(Windows)
|
||||
// Create D3D12 texture resource
|
||||
// Create Shader Resource View (SRV)
|
||||
// Upload texture data via upload heap
|
||||
#endif
|
||||
|
||||
let dx12Texture = DX12Texture(
|
||||
resource: nil,
|
||||
srvHeapIndex: 0,
|
||||
width: width,
|
||||
height: height
|
||||
)
|
||||
|
||||
textures[handle] = dx12Texture
|
||||
return handle
|
||||
}
|
||||
|
||||
public func createMaterial(albedoTexture: TextureHandle?, normalTexture: TextureHandle?) async throws -> MaterialHandle {
|
||||
let handle = MaterialHandle()
|
||||
|
||||
#if os(Windows)
|
||||
// Create material constant buffer
|
||||
// Set up descriptor table for textures
|
||||
#endif
|
||||
|
||||
let dx12Material = DX12Material(
|
||||
constantBuffer: nil,
|
||||
albedoTexture: albedoTexture,
|
||||
normalTexture: normalTexture
|
||||
)
|
||||
|
||||
materials[handle] = dx12Material
|
||||
return handle
|
||||
}
|
||||
|
||||
public var info: RendererInfo {
|
||||
return RendererInfo(
|
||||
apiName: "DirectX 12",
|
||||
apiVersion: "12.0",
|
||||
deviceName: "D3D12 Device (placeholder)",
|
||||
maxTextureSize: 16384
|
||||
)
|
||||
}
|
||||
|
||||
// MARK: - DirectX 12-Specific Implementation
|
||||
|
||||
#if os(Windows)
|
||||
|
||||
private func enableDebugLayer() throws {
|
||||
print(" • Enabling D3D12 debug layer...")
|
||||
// ID3D12Debug::EnableDebugLayer()
|
||||
}
|
||||
|
||||
private func createFactory() throws {
|
||||
print(" • Creating DXGI factory...")
|
||||
// CreateDXGIFactory2(...)
|
||||
}
|
||||
|
||||
private func createDevice() throws {
|
||||
print(" • Creating D3D12 device...")
|
||||
// D3D12CreateDevice(...) with hardware adapter
|
||||
}
|
||||
|
||||
private func createCommandQueue() throws {
|
||||
print(" • Creating command queue...")
|
||||
// ID3D12Device::CreateCommandQueue(D3D12_COMMAND_LIST_TYPE_DIRECT)
|
||||
}
|
||||
|
||||
private func createSwapChain(windowHandle: UnsafeMutableRawPointer?, width: Int, height: Int) throws {
|
||||
print(" • Creating swap chain (\(width)x\(height))...")
|
||||
// IDXGIFactory::CreateSwapChainForHwnd(...)
|
||||
}
|
||||
|
||||
private func createDescriptorHeaps() throws {
|
||||
print(" • Creating descriptor heaps...")
|
||||
// ID3D12Device::CreateDescriptorHeap for RTV, DSV, CBV/SRV/UAV
|
||||
}
|
||||
|
||||
private func createRenderTargets() throws {
|
||||
print(" • Creating render target views...")
|
||||
// ID3D12Device::CreateRenderTargetView for each swap chain buffer
|
||||
}
|
||||
|
||||
private func createCommandAllocatorAndList() throws {
|
||||
print(" • Creating command allocator and list...")
|
||||
// ID3D12Device::CreateCommandAllocator
|
||||
// ID3D12Device::CreateCommandList
|
||||
}
|
||||
|
||||
private func createRootSignature() throws {
|
||||
print(" • Creating root signature...")
|
||||
// ID3D12Device::CreateRootSignature with CBVs, SRVs, samplers
|
||||
}
|
||||
|
||||
private func createPipelineState() throws {
|
||||
print(" • Creating pipeline state...")
|
||||
// Compile HLSL shaders
|
||||
// ID3D12Device::CreateGraphicsPipelineState with shaders and state
|
||||
}
|
||||
|
||||
private func createFence() throws {
|
||||
print(" • Creating fence...")
|
||||
// ID3D12Device::CreateFence
|
||||
// CreateEventEx for CPU-side waiting
|
||||
}
|
||||
|
||||
private func drawEntity(_ entity: Entity, camera: Camera) {
|
||||
// ID3D12GraphicsCommandList::SetGraphicsRootConstantBufferView (MVP matrix)
|
||||
// ID3D12GraphicsCommandList::SetGraphicsRootDescriptorTable (textures)
|
||||
// ID3D12GraphicsCommandList::IASetVertexBuffers
|
||||
// ID3D12GraphicsCommandList::IASetIndexBuffer
|
||||
// ID3D12GraphicsCommandList::DrawIndexedInstanced
|
||||
}
|
||||
|
||||
// MARK: - Cleanup
|
||||
|
||||
private func destroyFence() {
|
||||
// CloseHandle(fenceEvent)
|
||||
// fence->Release()
|
||||
}
|
||||
|
||||
private func destroyPipelineState() {
|
||||
// pipelineState->Release()
|
||||
}
|
||||
|
||||
private func destroyRootSignature() {
|
||||
// rootSignature->Release()
|
||||
}
|
||||
|
||||
private func destroyCommandResources() {
|
||||
// commandList->Release()
|
||||
// commandAllocator->Release()
|
||||
}
|
||||
|
||||
private func destroyRenderTargets() {
|
||||
// Release all RTV resources
|
||||
}
|
||||
|
||||
private func destroyDescriptorHeaps() {
|
||||
// rtvHeap->Release()
|
||||
// dsvHeap->Release()
|
||||
}
|
||||
|
||||
private func destroySwapChain() {
|
||||
// swapChain->Release()
|
||||
}
|
||||
|
||||
private func destroyCommandQueue() {
|
||||
// commandQueue->Release()
|
||||
}
|
||||
|
||||
private func destroyDevice() {
|
||||
// device->Release()
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
// MARK: - DirectX 12 Resource Types
|
||||
|
||||
private struct DX12Mesh {
|
||||
var vertexBuffer: UnsafeMutableRawPointer?
|
||||
var indexBuffer: UnsafeMutableRawPointer?
|
||||
var vertexBufferView: UnsafeMutableRawPointer?
|
||||
var indexBufferView: UnsafeMutableRawPointer?
|
||||
var indexCount: UInt32
|
||||
}
|
||||
|
||||
private struct DX12Texture {
|
||||
var resource: UnsafeMutableRawPointer?
|
||||
var srvHeapIndex: Int
|
||||
var width: Int
|
||||
var height: Int
|
||||
}
|
||||
|
||||
private struct DX12Material {
|
||||
var constantBuffer: UnsafeMutableRawPointer?
|
||||
var albedoTexture: TextureHandle?
|
||||
var normalTexture: TextureHandle?
|
||||
}
|
||||
|
||||
// MARK: - Errors
|
||||
|
||||
private enum RendererError: Error {
|
||||
case notInitialized
|
||||
case unsupportedPlatform(String)
|
||||
case dx12Error(String)
|
||||
}
|
||||
|
||||
334
Sources/EngineCore/Engine.swift
Normal file
334
Sources/EngineCore/Engine.swift
Normal file
|
|
@ -0,0 +1,334 @@
|
|||
/// EngineCore - Platform-agnostic game engine core
|
||||
/// NO PLATFORM-SPECIFIC IMPORTS ALLOWED IN THIS MODULE
|
||||
|
||||
import Foundation
|
||||
import RendererAPI
|
||||
import PhysicsEngine
|
||||
import AssetLoader
|
||||
|
||||
// MARK: - Engine Configuration
|
||||
|
||||
/// Configuration for the game engine
|
||||
public struct EngineConfig: Sendable {
|
||||
public var targetFrameRate: Int
|
||||
public var fixedTimeStep: Double
|
||||
public var maxFrameSkip: Int
|
||||
|
||||
public init(targetFrameRate: Int = 60, fixedTimeStep: Double = 1.0/60.0, maxFrameSkip: Int = 5) {
|
||||
self.targetFrameRate = targetFrameRate
|
||||
self.fixedTimeStep = fixedTimeStep
|
||||
self.maxFrameSkip = maxFrameSkip
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Game Engine
|
||||
|
||||
/// Main game engine class - coordinates all subsystems
|
||||
public actor GameEngine {
|
||||
|
||||
// Platform abstraction layers (injected by platform-specific code)
|
||||
private let renderer: any Renderer
|
||||
private let windowManager: any WindowManager
|
||||
private let inputHandler: any InputHandler
|
||||
private let audioEngine: any AudioEngine
|
||||
|
||||
// Core systems
|
||||
private let physicsEngine: PhysicsWorld
|
||||
private let assetLoader: AssetManager
|
||||
|
||||
// Engine state
|
||||
private var isRunning: Bool = false
|
||||
private var config: EngineConfig
|
||||
|
||||
// Scene management
|
||||
private var currentScene: Scene
|
||||
|
||||
// Timing
|
||||
private var lastFrameTime: Double = 0
|
||||
private var accumulator: Double = 0
|
||||
private var frameCount: UInt64 = 0
|
||||
|
||||
// MARK: - Initialization
|
||||
|
||||
/// Initialize the engine with platform-specific abstractions
|
||||
public init(
|
||||
renderer: any Renderer,
|
||||
windowManager: any WindowManager,
|
||||
inputHandler: any InputHandler,
|
||||
audioEngine: any AudioEngine,
|
||||
config: EngineConfig = EngineConfig()
|
||||
) {
|
||||
self.renderer = renderer
|
||||
self.windowManager = windowManager
|
||||
self.inputHandler = inputHandler
|
||||
self.audioEngine = audioEngine
|
||||
self.config = config
|
||||
|
||||
// Initialize core systems (platform-agnostic)
|
||||
self.physicsEngine = PhysicsWorld()
|
||||
self.assetLoader = AssetManager()
|
||||
|
||||
// Create default scene
|
||||
self.currentScene = Scene(
|
||||
entities: [],
|
||||
camera: Camera(),
|
||||
lights: []
|
||||
)
|
||||
|
||||
print("🎮 SportsBallEngine initialized")
|
||||
}
|
||||
|
||||
// MARK: - Engine Lifecycle
|
||||
|
||||
/// Start the engine and run the main loop
|
||||
public func start() async throws {
|
||||
print("🚀 Starting engine...")
|
||||
|
||||
// Initialize all systems
|
||||
try await initializeSystems()
|
||||
|
||||
// Load initial scene/assets
|
||||
try await loadInitialScene()
|
||||
|
||||
// Start the main loop
|
||||
isRunning = true
|
||||
lastFrameTime = getCurrentTime()
|
||||
|
||||
print("✅ Engine started successfully")
|
||||
|
||||
// Run the game loop
|
||||
await runMainLoop()
|
||||
}
|
||||
|
||||
/// Stop the engine and cleanup
|
||||
public func stop() async {
|
||||
print("🛑 Stopping engine...")
|
||||
isRunning = false
|
||||
|
||||
await shutdownSystems()
|
||||
|
||||
print("✅ Engine stopped")
|
||||
}
|
||||
|
||||
// MARK: - System Initialization
|
||||
|
||||
private func initializeSystems() async throws {
|
||||
print(" → Initializing renderer...")
|
||||
let windowSize = windowManager.getSize()
|
||||
let rendererConfig = RendererConfig(
|
||||
windowHandle: windowManager.getNativeHandle(),
|
||||
width: windowSize.width,
|
||||
height: windowSize.height,
|
||||
vsyncEnabled: true,
|
||||
msaaSamples: 4
|
||||
)
|
||||
try await renderer.initialize(config: rendererConfig)
|
||||
print(" ✓ Renderer: \(renderer.info.apiName) \(renderer.info.apiVersion)")
|
||||
print(" ✓ Device: \(renderer.info.deviceName)")
|
||||
|
||||
print(" → Initializing input system...")
|
||||
try await inputHandler.initialize()
|
||||
|
||||
print(" → Initializing audio system...")
|
||||
try await audioEngine.initialize(config: AudioConfig())
|
||||
|
||||
print(" → Initializing physics engine...")
|
||||
await physicsEngine.initialize()
|
||||
|
||||
print(" → Initializing asset loader...")
|
||||
await assetLoader.initialize()
|
||||
}
|
||||
|
||||
private func shutdownSystems() async {
|
||||
await renderer.shutdown()
|
||||
await inputHandler.shutdown()
|
||||
await audioEngine.shutdown()
|
||||
await physicsEngine.shutdown()
|
||||
await assetLoader.shutdown()
|
||||
}
|
||||
|
||||
// MARK: - Main Game Loop (Carmack-style fixed timestep)
|
||||
|
||||
private func runMainLoop() async {
|
||||
while isRunning {
|
||||
let currentTime = getCurrentTime()
|
||||
let frameTime = currentTime - lastFrameTime
|
||||
lastFrameTime = currentTime
|
||||
|
||||
// Cap frame time to prevent spiral of death
|
||||
let clampedFrameTime = min(frameTime, config.fixedTimeStep * Double(config.maxFrameSkip))
|
||||
accumulator += clampedFrameTime
|
||||
|
||||
// Process window events
|
||||
let windowEvents = windowManager.processEvents()
|
||||
for event in windowEvents {
|
||||
handleWindowEvent(event)
|
||||
}
|
||||
|
||||
// Check if window should close
|
||||
if windowManager.shouldClose() {
|
||||
isRunning = false
|
||||
break
|
||||
}
|
||||
|
||||
// Process input events
|
||||
let inputEvents = inputHandler.pollEvents()
|
||||
handleInputEvents(inputEvents)
|
||||
|
||||
// Fixed timestep update loop (deterministic physics/gameplay)
|
||||
while accumulator >= config.fixedTimeStep {
|
||||
try? await fixedUpdate(deltaTime: Float(config.fixedTimeStep))
|
||||
accumulator -= config.fixedTimeStep
|
||||
}
|
||||
|
||||
// Variable timestep render
|
||||
let alpha = Float(accumulator / config.fixedTimeStep)
|
||||
try? await render(interpolationAlpha: alpha)
|
||||
|
||||
frameCount += 1
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Update & Render
|
||||
|
||||
/// Fixed timestep update for physics and gameplay logic
|
||||
private func fixedUpdate(deltaTime: Float) async throws {
|
||||
// Update physics simulation
|
||||
await physicsEngine.step(deltaTime: deltaTime)
|
||||
|
||||
// Update audio engine
|
||||
try audioEngine.update(deltaTime: deltaTime)
|
||||
|
||||
// Update game logic (this would call game-specific code)
|
||||
updateGameLogic(deltaTime: deltaTime)
|
||||
|
||||
// Sync physics state to scene entities
|
||||
syncPhysicsToScene()
|
||||
}
|
||||
|
||||
/// Render the current frame
|
||||
private func render(interpolationAlpha: Float) async throws {
|
||||
try renderer.beginFrame()
|
||||
|
||||
// Interpolate entity positions for smooth rendering
|
||||
let interpolatedScene = interpolateScene(currentScene, alpha: interpolationAlpha)
|
||||
|
||||
// Draw the scene
|
||||
try renderer.draw(scene: interpolatedScene)
|
||||
|
||||
try renderer.endFrame()
|
||||
try windowManager.swapBuffers()
|
||||
}
|
||||
|
||||
// MARK: - Scene Management
|
||||
|
||||
private func loadInitialScene() async throws {
|
||||
print(" → Loading initial scene...")
|
||||
|
||||
// Create a simple test scene (stadium environment)
|
||||
let stadium = try await createStadiumScene()
|
||||
currentScene = stadium
|
||||
|
||||
print(" ✓ Scene loaded: \(currentScene.entities.count) entities")
|
||||
}
|
||||
|
||||
private func createStadiumScene() async throws -> Scene {
|
||||
// This would load actual assets, for now create a placeholder
|
||||
let camera = Camera(
|
||||
position: SIMD3<Float>(0, 10, 20),
|
||||
rotation: SIMD4<Float>(0, 0, 0, 1),
|
||||
fieldOfView: 60.0
|
||||
)
|
||||
|
||||
let sunLight = Light(
|
||||
type: .directional,
|
||||
direction: SIMD3<Float>(-0.3, -1, -0.3),
|
||||
color: SIMD3<Float>(1, 0.95, 0.8),
|
||||
intensity: 1.0
|
||||
)
|
||||
|
||||
return Scene(
|
||||
entities: [],
|
||||
camera: camera,
|
||||
lights: [sunLight]
|
||||
)
|
||||
}
|
||||
|
||||
// MARK: - Event Handling
|
||||
|
||||
private func handleWindowEvent(_ event: WindowEvent) {
|
||||
switch event {
|
||||
case .close:
|
||||
isRunning = false
|
||||
case .resize(let width, let height):
|
||||
print(" ↔ Window resized: \(width)x\(height)")
|
||||
// Notify renderer of resize
|
||||
case .focus(let focused):
|
||||
print(" 👁 Window focus changed: \(focused)")
|
||||
case .minimize:
|
||||
print(" ⬇ Window minimized")
|
||||
case .maximize:
|
||||
print(" ⬆ Window maximized")
|
||||
case .restore:
|
||||
print(" ↕ Window restored")
|
||||
}
|
||||
}
|
||||
|
||||
private func handleInputEvents(_ events: [InputEvent]) {
|
||||
for event in events {
|
||||
switch event {
|
||||
case .keyEvent(let key, let action):
|
||||
if key == .escape && action == .press {
|
||||
isRunning = false
|
||||
}
|
||||
default:
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Game Logic
|
||||
|
||||
private func updateGameLogic(deltaTime: Float) {
|
||||
// This is where sports game logic would go:
|
||||
// - Player AI
|
||||
// - Ball physics
|
||||
// - Animation state machines
|
||||
// - Collision detection
|
||||
// - Score tracking
|
||||
// etc.
|
||||
}
|
||||
|
||||
private func syncPhysicsToScene() {
|
||||
// Sync physics simulation results back to scene entities
|
||||
// This would update entity transforms based on physics bodies
|
||||
}
|
||||
|
||||
private func interpolateScene(_ scene: Scene, alpha: Float) -> Scene {
|
||||
// Interpolate between previous and current physics state for smooth rendering
|
||||
// For now, just return the scene as-is
|
||||
return scene
|
||||
}
|
||||
|
||||
// MARK: - Public API
|
||||
|
||||
public func loadScene(_ scene: Scene) {
|
||||
currentScene = scene
|
||||
}
|
||||
|
||||
public func getFrameCount() -> UInt64 {
|
||||
return frameCount
|
||||
}
|
||||
|
||||
public func getFPS() -> Double {
|
||||
// Calculate FPS based on frame timing
|
||||
return 60.0 // Placeholder
|
||||
}
|
||||
|
||||
// MARK: - Utilities
|
||||
|
||||
private func getCurrentTime() -> Double {
|
||||
return Double(DispatchTime.now().uptimeNanoseconds) / 1_000_000_000.0
|
||||
}
|
||||
}
|
||||
|
||||
317
Sources/PhysicsEngine/PhysicsWorld.swift
Normal file
317
Sources/PhysicsEngine/PhysicsWorld.swift
Normal file
|
|
@ -0,0 +1,317 @@
|
|||
/// PhysicsEngine - Sports-optimized physics simulation
|
||||
/// NO PLATFORM-SPECIFIC IMPORTS ALLOWED IN THIS MODULE
|
||||
|
||||
import Foundation
|
||||
|
||||
// MARK: - Physics Types
|
||||
|
||||
/// A physics body in the simulation
|
||||
public struct PhysicsBody: Sendable {
|
||||
public var id: UUID
|
||||
public var position: SIMD3<Float>
|
||||
public var velocity: SIMD3<Float>
|
||||
public var acceleration: SIMD3<Float>
|
||||
public var mass: Float
|
||||
public var restitution: Float // Bounciness (0-1)
|
||||
public var friction: Float
|
||||
public var isStatic: Bool
|
||||
|
||||
public init(id: UUID = UUID(), position: SIMD3<Float> = .zero, velocity: SIMD3<Float> = .zero,
|
||||
mass: Float = 1.0, restitution: Float = 0.5, friction: Float = 0.5, isStatic: Bool = false) {
|
||||
self.id = id
|
||||
self.position = position
|
||||
self.velocity = velocity
|
||||
self.acceleration = .zero
|
||||
self.mass = mass
|
||||
self.restitution = restitution
|
||||
self.friction = friction
|
||||
self.isStatic = isStatic
|
||||
}
|
||||
}
|
||||
|
||||
/// Collision shapes
|
||||
public enum CollisionShape: Sendable {
|
||||
case sphere(radius: Float)
|
||||
case box(halfExtents: SIMD3<Float>)
|
||||
case capsule(radius: Float, height: Float)
|
||||
case mesh(vertices: [SIMD3<Float>], indices: [UInt32])
|
||||
}
|
||||
|
||||
/// Collision data
|
||||
public struct Collision: Sendable {
|
||||
public var bodyA: UUID
|
||||
public var bodyB: UUID
|
||||
public var contactPoint: SIMD3<Float>
|
||||
public var normal: SIMD3<Float>
|
||||
public var penetrationDepth: Float
|
||||
|
||||
public init(bodyA: UUID, bodyB: UUID, contactPoint: SIMD3<Float>,
|
||||
normal: SIMD3<Float>, penetrationDepth: Float) {
|
||||
self.bodyA = bodyA
|
||||
self.bodyB = bodyB
|
||||
self.contactPoint = contactPoint
|
||||
self.normal = normal
|
||||
self.penetrationDepth = penetrationDepth
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Physics World
|
||||
|
||||
/// Main physics simulation world - optimized for sports game scenarios
|
||||
public actor PhysicsWorld {
|
||||
private var bodies: [UUID: PhysicsBody] = [:]
|
||||
private var shapes: [UUID: CollisionShape] = [:]
|
||||
private var gravity: SIMD3<Float> = SIMD3<Float>(0, -9.81, 0)
|
||||
private var collisions: [Collision] = []
|
||||
|
||||
// Sports-specific optimizations
|
||||
private var ballBodies: Set<UUID> = [] // Track ball/puck for special handling
|
||||
private var playerBodies: Set<UUID> = [] // Track player bodies
|
||||
|
||||
public init() {}
|
||||
|
||||
// MARK: - Lifecycle
|
||||
|
||||
public func initialize() {
|
||||
print(" ✓ Physics engine initialized (gravity: \(gravity))")
|
||||
}
|
||||
|
||||
public func shutdown() {
|
||||
bodies.removeAll()
|
||||
shapes.removeAll()
|
||||
collisions.removeAll()
|
||||
}
|
||||
|
||||
// MARK: - Body Management
|
||||
|
||||
public func addBody(_ body: PhysicsBody, shape: CollisionShape, isBall: Bool = false, isPlayer: Bool = false) {
|
||||
bodies[body.id] = body
|
||||
shapes[body.id] = shape
|
||||
|
||||
if isBall {
|
||||
ballBodies.insert(body.id)
|
||||
}
|
||||
if isPlayer {
|
||||
playerBodies.insert(body.id)
|
||||
}
|
||||
}
|
||||
|
||||
public func removeBody(_ id: UUID) {
|
||||
bodies.removeValue(forKey: id)
|
||||
shapes.removeValue(forKey: id)
|
||||
ballBodies.remove(id)
|
||||
playerBodies.remove(id)
|
||||
}
|
||||
|
||||
public func getBody(_ id: UUID) -> PhysicsBody? {
|
||||
return bodies[id]
|
||||
}
|
||||
|
||||
public func updateBody(_ id: UUID, transform: (inout PhysicsBody) -> Void) {
|
||||
guard var body = bodies[id] else { return }
|
||||
transform(&body)
|
||||
bodies[id] = body
|
||||
}
|
||||
|
||||
// MARK: - Simulation
|
||||
|
||||
/// Step the physics simulation forward by deltaTime
|
||||
public func step(deltaTime: Float) {
|
||||
// Apply forces
|
||||
applyForces(deltaTime: deltaTime)
|
||||
|
||||
// Integrate velocities
|
||||
integrateVelocities(deltaTime: deltaTime)
|
||||
|
||||
// Detect collisions
|
||||
detectCollisions()
|
||||
|
||||
// Resolve collisions
|
||||
resolveCollisions()
|
||||
|
||||
// Integrate positions
|
||||
integratePositions(deltaTime: deltaTime)
|
||||
|
||||
// Apply sports-specific constraints (e.g., keep ball in bounds)
|
||||
applySportsConstraints()
|
||||
}
|
||||
|
||||
private func applyForces(deltaTime: Float) {
|
||||
for (id, var body) in bodies {
|
||||
guard !body.isStatic else { continue }
|
||||
|
||||
// Apply gravity
|
||||
body.acceleration = gravity
|
||||
|
||||
// Apply custom forces (wind, drag, etc.)
|
||||
// For sports games: apply spin to balls, player momentum, etc.
|
||||
if ballBodies.contains(id) {
|
||||
// Apply air drag to ball
|
||||
let dragCoefficient: Float = 0.1
|
||||
let drag = -body.velocity * dragCoefficient
|
||||
body.acceleration += drag / body.mass
|
||||
}
|
||||
|
||||
bodies[id] = body
|
||||
}
|
||||
}
|
||||
|
||||
private func integrateVelocities(deltaTime: Float) {
|
||||
for (id, var body) in bodies {
|
||||
guard !body.isStatic else { continue }
|
||||
|
||||
// Semi-implicit Euler integration
|
||||
body.velocity += body.acceleration * deltaTime
|
||||
|
||||
bodies[id] = body
|
||||
}
|
||||
}
|
||||
|
||||
private func integratePositions(deltaTime: Float) {
|
||||
for (id, var body) in bodies {
|
||||
guard !body.isStatic else { continue }
|
||||
|
||||
body.position += body.velocity * deltaTime
|
||||
|
||||
bodies[id] = body
|
||||
}
|
||||
}
|
||||
|
||||
private func detectCollisions() {
|
||||
collisions.removeAll()
|
||||
|
||||
let bodyArray = Array(bodies.values)
|
||||
|
||||
// Broad phase - simple N^2 check (would use spatial partitioning in production)
|
||||
for i in 0..<bodyArray.count {
|
||||
for j in (i+1)..<bodyArray.count {
|
||||
let bodyA = bodyArray[i]
|
||||
let bodyB = bodyArray[j]
|
||||
|
||||
// Skip if both are static
|
||||
if bodyA.isStatic && bodyB.isStatic { continue }
|
||||
|
||||
// Narrow phase collision detection
|
||||
if let collision = checkCollision(bodyA: bodyA, bodyB: bodyB) {
|
||||
collisions.append(collision)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private func checkCollision(bodyA: PhysicsBody, bodyB: PhysicsBody) -> Collision? {
|
||||
guard let shapeA = shapes[bodyA.id], let shapeB = shapes[bodyB.id] else {
|
||||
return nil
|
||||
}
|
||||
|
||||
// Simplified collision detection (sphere-sphere for now)
|
||||
switch (shapeA, shapeB) {
|
||||
case (.sphere(let radiusA), .sphere(let radiusB)):
|
||||
return checkSphereSphere(bodyA: bodyA, radiusA: radiusA, bodyB: bodyB, radiusB: radiusB)
|
||||
default:
|
||||
return nil // Other collision shapes not implemented yet
|
||||
}
|
||||
}
|
||||
|
||||
private func checkSphereSphere(bodyA: PhysicsBody, radiusA: Float,
|
||||
bodyB: PhysicsBody, radiusB: Float) -> Collision? {
|
||||
let delta = bodyB.position - bodyA.position
|
||||
let distanceSquared = simd_length_squared(delta)
|
||||
let radiusSum = radiusA + radiusB
|
||||
|
||||
if distanceSquared < radiusSum * radiusSum {
|
||||
let distance = sqrt(distanceSquared)
|
||||
let normal = distance > 0.001 ? delta / distance : SIMD3<Float>(0, 1, 0)
|
||||
let penetration = radiusSum - distance
|
||||
let contactPoint = bodyA.position + normal * radiusA
|
||||
|
||||
return Collision(
|
||||
bodyA: bodyA.id,
|
||||
bodyB: bodyB.id,
|
||||
contactPoint: contactPoint,
|
||||
normal: normal,
|
||||
penetrationDepth: penetration
|
||||
)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
private func resolveCollisions() {
|
||||
for collision in collisions {
|
||||
guard var bodyA = bodies[collision.bodyA],
|
||||
var bodyB = bodies[collision.bodyB] else {
|
||||
continue
|
||||
}
|
||||
|
||||
// Position correction (separate bodies)
|
||||
let correctionPercent: Float = 0.8
|
||||
let correction = collision.normal * collision.penetrationDepth * correctionPercent
|
||||
|
||||
if !bodyA.isStatic && !bodyB.isStatic {
|
||||
let totalMass = bodyA.mass + bodyB.mass
|
||||
bodyA.position -= correction * (bodyB.mass / totalMass)
|
||||
bodyB.position += correction * (bodyA.mass / totalMass)
|
||||
} else if !bodyA.isStatic {
|
||||
bodyA.position -= correction
|
||||
} else if !bodyB.isStatic {
|
||||
bodyB.position += correction
|
||||
}
|
||||
|
||||
// Velocity resolution (impulse-based)
|
||||
let relativeVelocity = bodyB.velocity - bodyA.velocity
|
||||
let velocityAlongNormal = simd_dot(relativeVelocity, collision.normal)
|
||||
|
||||
// Don't resolve if bodies are separating
|
||||
if velocityAlongNormal > 0 {
|
||||
continue
|
||||
}
|
||||
|
||||
// Calculate restitution (bounciness)
|
||||
let restitution = min(bodyA.restitution, bodyB.restitution)
|
||||
|
||||
// Calculate impulse scalar
|
||||
let j = -(1 + restitution) * velocityAlongNormal
|
||||
let impulseScalar = bodyA.isStatic ? j / bodyB.mass :
|
||||
bodyB.isStatic ? j / bodyA.mass :
|
||||
j / (1/bodyA.mass + 1/bodyB.mass)
|
||||
|
||||
// Apply impulse
|
||||
let impulse = collision.normal * impulseScalar
|
||||
|
||||
if !bodyA.isStatic {
|
||||
bodyA.velocity -= impulse / bodyA.mass
|
||||
}
|
||||
if !bodyB.isStatic {
|
||||
bodyB.velocity += impulse / bodyB.mass
|
||||
}
|
||||
|
||||
bodies[collision.bodyA] = bodyA
|
||||
bodies[collision.bodyB] = bodyB
|
||||
}
|
||||
}
|
||||
|
||||
private func applySportsConstraints() {
|
||||
// Keep ball in play bounds, apply field friction, etc.
|
||||
// This would contain sports-specific rules
|
||||
}
|
||||
|
||||
// MARK: - Public API
|
||||
|
||||
public func setGravity(_ gravity: SIMD3<Float>) {
|
||||
self.gravity = gravity
|
||||
}
|
||||
|
||||
public func getGravity() -> SIMD3<Float> {
|
||||
return gravity
|
||||
}
|
||||
|
||||
public func getAllBodies() -> [PhysicsBody] {
|
||||
return Array(bodies.values)
|
||||
}
|
||||
|
||||
public func getCollisions() -> [Collision] {
|
||||
return collisions
|
||||
}
|
||||
}
|
||||
|
||||
294
Sources/PlatformLinux/LinuxPlatform.swift
Normal file
294
Sources/PlatformLinux/LinuxPlatform.swift
Normal file
|
|
@ -0,0 +1,294 @@
|
|||
/// PlatformLinux - Linux platform abstraction layer
|
||||
/// This module provides window management and input handling for Linux
|
||||
/// Uses X11/Wayland via GLFW or SDL bindings
|
||||
|
||||
import Foundation
|
||||
import RendererAPI
|
||||
|
||||
// Note: In a real implementation, this would import GLFW or SDL bindings
|
||||
// import CGLFW or import CSDL2
|
||||
|
||||
// MARK: - Linux Window Manager
|
||||
|
||||
public final class LinuxWindowManager: WindowManager, @unchecked Sendable {
|
||||
|
||||
private var window: UnsafeMutableRawPointer?
|
||||
private var config: WindowConfig?
|
||||
private var shouldCloseFlag: Bool = false
|
||||
private var currentWidth: Int = 0
|
||||
private var currentHeight: Int = 0
|
||||
|
||||
public init() {
|
||||
print(" 🐧 LinuxWindowManager created")
|
||||
}
|
||||
|
||||
public func createWindow(config: WindowConfig) async throws {
|
||||
print(" → Creating Linux window...")
|
||||
self.config = config
|
||||
self.currentWidth = config.width
|
||||
self.currentHeight = config.height
|
||||
|
||||
// Initialize GLFW or SDL
|
||||
// glfwInit() or SDL_Init(SDL_INIT_VIDEO)
|
||||
|
||||
// Set window hints for Vulkan (no OpenGL context)
|
||||
// glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API)
|
||||
// glfwWindowHint(GLFW_RESIZABLE, config.resizable ? GLFW_TRUE : GLFW_FALSE)
|
||||
|
||||
// Create window
|
||||
// window = glfwCreateWindow(width, height, title, monitor, share)
|
||||
// or
|
||||
// window = SDL_CreateWindow(title, x, y, width, height, SDL_WINDOW_VULKAN)
|
||||
|
||||
// Set up event callbacks
|
||||
// glfwSetWindowSizeCallback(window, sizeCallback)
|
||||
// glfwSetWindowCloseCallback(window, closeCallback)
|
||||
|
||||
print(" ✓ Linux window created: \(config.title) (\(config.width)x\(config.height))")
|
||||
}
|
||||
|
||||
public func shouldClose() -> Bool {
|
||||
// return glfwWindowShouldClose(window) != 0
|
||||
// or check SDL event queue for SDL_QUIT
|
||||
return shouldCloseFlag
|
||||
}
|
||||
|
||||
public func processEvents() -> [WindowEvent] {
|
||||
var events: [WindowEvent] = []
|
||||
|
||||
// Poll events from GLFW or SDL
|
||||
// glfwPollEvents()
|
||||
// or
|
||||
// while SDL_PollEvent(&event) {
|
||||
// switch event.type {
|
||||
// case SDL_QUIT: events.append(.close)
|
||||
// case SDL_WINDOWEVENT: ...
|
||||
// }
|
||||
// }
|
||||
|
||||
return events
|
||||
}
|
||||
|
||||
public func getSize() -> (width: Int, height: Int) {
|
||||
// glfwGetWindowSize(window, &width, &height)
|
||||
// or SDL_GetWindowSize(window, &width, &height)
|
||||
return (currentWidth, currentHeight)
|
||||
}
|
||||
|
||||
public func setSize(width: Int, height: Int) throws {
|
||||
currentWidth = width
|
||||
currentHeight = height
|
||||
// glfwSetWindowSize(window, width, height)
|
||||
// or SDL_SetWindowSize(window, width, height)
|
||||
}
|
||||
|
||||
public func setTitle(_ title: String) throws {
|
||||
// glfwSetWindowTitle(window, title)
|
||||
// or SDL_SetWindowTitle(window, title)
|
||||
}
|
||||
|
||||
public func setFullscreen(_ fullscreen: Bool) throws {
|
||||
// glfwSetWindowMonitor(...) for GLFW
|
||||
// or SDL_SetWindowFullscreen(window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0)
|
||||
}
|
||||
|
||||
public func getNativeHandle() -> UnsafeMutableRawPointer? {
|
||||
// For Vulkan surface creation on Linux:
|
||||
// X11: glfwGetX11Window(window) or SDL_GetProperty(window, SDL_PROP_WINDOW_X11_WINDOW_POINTER)
|
||||
// Wayland: glfwGetWaylandWindow(window) or SDL_GetProperty(window, SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER)
|
||||
return window
|
||||
}
|
||||
|
||||
public func swapBuffers() throws {
|
||||
// Not needed for Vulkan (presentation is handled by renderer)
|
||||
// For OpenGL: glfwSwapBuffers(window) or SDL_GL_SwapWindow(window)
|
||||
}
|
||||
|
||||
public func destroyWindow() async {
|
||||
print(" → Destroying Linux window...")
|
||||
|
||||
// glfwDestroyWindow(window)
|
||||
// glfwTerminate()
|
||||
// or
|
||||
// SDL_DestroyWindow(window)
|
||||
// SDL_Quit()
|
||||
|
||||
window = nil
|
||||
print(" ✓ Linux window destroyed")
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Linux Input Handler
|
||||
|
||||
public final class LinuxInputHandler: InputHandler, @unchecked Sendable {
|
||||
|
||||
private var window: UnsafeMutableRawPointer?
|
||||
private var keyStates: [KeyCode: Bool] = [:]
|
||||
private var mouseButtonStates: [MouseButton: Bool] = [:]
|
||||
private var mousePosition: (x: Double, y: Double) = (0, 0)
|
||||
private var eventQueue: [InputEvent] = []
|
||||
|
||||
public init() {
|
||||
print(" 🐧 LinuxInputHandler created")
|
||||
}
|
||||
|
||||
public func initialize() async throws {
|
||||
print(" → Initializing Linux input system...")
|
||||
|
||||
// Set up GLFW or SDL input callbacks
|
||||
// glfwSetKeyCallback(window, keyCallback)
|
||||
// glfwSetMouseButtonCallback(window, mouseButtonCallback)
|
||||
// glfwSetCursorPosCallback(window, cursorPosCallback)
|
||||
// glfwSetScrollCallback(window, scrollCallback)
|
||||
// glfwSetJoystickCallback(joystickCallback)
|
||||
|
||||
print(" ✓ Linux input system initialized")
|
||||
}
|
||||
|
||||
public func pollEvents() -> [InputEvent] {
|
||||
// Events are accumulated in callbacks, return and clear the queue
|
||||
let events = eventQueue
|
||||
eventQueue.removeAll()
|
||||
return events
|
||||
}
|
||||
|
||||
public func isKeyPressed(_ key: KeyCode) -> Bool {
|
||||
return keyStates[key] ?? false
|
||||
}
|
||||
|
||||
public func isMouseButtonPressed(_ button: MouseButton) -> Bool {
|
||||
return mouseButtonStates[button] ?? false
|
||||
}
|
||||
|
||||
public func getMousePosition() -> (x: Double, y: Double) {
|
||||
// glfwGetCursorPos(window, &xpos, &ypos)
|
||||
// or SDL_GetMouseState(&x, &y)
|
||||
return mousePosition
|
||||
}
|
||||
|
||||
public func setCursorVisible(_ visible: Bool) {
|
||||
// glfwSetInputMode(window, GLFW_CURSOR, visible ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_HIDDEN)
|
||||
// or SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE)
|
||||
}
|
||||
|
||||
public func setCursorMode(_ mode: CursorMode) {
|
||||
// switch mode {
|
||||
// case .normal:
|
||||
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL)
|
||||
// case .hidden:
|
||||
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN)
|
||||
// case .locked:
|
||||
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED)
|
||||
// }
|
||||
}
|
||||
|
||||
public func getGamepadCount() -> Int {
|
||||
// Check for connected joysticks
|
||||
// glfwJoystickPresent(GLFW_JOYSTICK_1) through GLFW_JOYSTICK_16
|
||||
// or SDL_NumJoysticks()
|
||||
return 0
|
||||
}
|
||||
|
||||
public func isGamepadConnected(_ gamepadId: Int) -> Bool {
|
||||
// glfwJoystickPresent(gamepadId) != 0
|
||||
// or SDL_JoystickGetAttached(joystick)
|
||||
return false
|
||||
}
|
||||
|
||||
public func getGamepadName(_ gamepadId: Int) -> String? {
|
||||
// glfwGetJoystickName(gamepadId)
|
||||
// or SDL_JoystickName(joystick)
|
||||
return nil
|
||||
}
|
||||
|
||||
public func shutdown() async {
|
||||
print(" → Shutting down Linux input system...")
|
||||
keyStates.removeAll()
|
||||
mouseButtonStates.removeAll()
|
||||
eventQueue.removeAll()
|
||||
print(" ✓ Linux input system shutdown")
|
||||
}
|
||||
|
||||
// MARK: - Event Processing Helpers
|
||||
|
||||
internal func handleKeyEvent(key: KeyCode, action: InputAction) {
|
||||
keyStates[key] = (action == .press || action == .repeat_)
|
||||
eventQueue.append(.keyEvent(key: key, action: action))
|
||||
}
|
||||
|
||||
internal func handleMouseButton(button: MouseButton, action: InputAction) {
|
||||
mouseButtonStates[button] = (action == .press)
|
||||
eventQueue.append(.mouseButton(button: button, action: action))
|
||||
}
|
||||
|
||||
internal func handleMouseMove(x: Double, y: Double) {
|
||||
mousePosition = (x, y)
|
||||
eventQueue.append(.mouseMove(x: x, y: y))
|
||||
}
|
||||
|
||||
internal func handleMouseScroll(xOffset: Double, yOffset: Double) {
|
||||
eventQueue.append(.mouseScroll(xOffset: xOffset, yOffset: yOffset))
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Linux Audio Engine (Stub)
|
||||
|
||||
public final class LinuxAudioEngine: AudioEngine, @unchecked Sendable {
|
||||
|
||||
public init() {
|
||||
print(" 🐧 LinuxAudioEngine created")
|
||||
}
|
||||
|
||||
public func initialize(config: AudioConfig) async throws {
|
||||
print(" → Initializing Linux audio (ALSA/PulseAudio/PipeWire)...")
|
||||
// Initialize audio backend (ALSA, PulseAudio, PipeWire, or OpenAL)
|
||||
print(" ✓ Linux audio initialized")
|
||||
}
|
||||
|
||||
public func loadAudio(path: String) async throws -> AudioHandle {
|
||||
// Load audio file (WAV, OGG, MP3)
|
||||
return AudioHandle()
|
||||
}
|
||||
|
||||
public func loadAudioFromData(data: Data, sampleRate: Int, channels: Int) async throws -> AudioHandle {
|
||||
return AudioHandle()
|
||||
}
|
||||
|
||||
public func play(handle: AudioHandle, source: AudioSource3D) throws {
|
||||
// Play audio source
|
||||
}
|
||||
|
||||
public func stop(handle: AudioHandle) throws {
|
||||
// Stop audio source
|
||||
}
|
||||
|
||||
public func pause(handle: AudioHandle) throws {
|
||||
// Pause audio source
|
||||
}
|
||||
|
||||
public func resume(handle: AudioHandle) throws {
|
||||
// Resume audio source
|
||||
}
|
||||
|
||||
public func updateSource(handle: AudioHandle, source: AudioSource3D) throws {
|
||||
// Update 3D audio properties
|
||||
}
|
||||
|
||||
public func setListener(listener: AudioListener) throws {
|
||||
// Set listener (camera) position and orientation
|
||||
}
|
||||
|
||||
public func setMasterVolume(_ volume: Float) throws {
|
||||
// Set master volume
|
||||
}
|
||||
|
||||
public func update(deltaTime: Float) throws {
|
||||
// Update audio system
|
||||
}
|
||||
|
||||
public func shutdown() async {
|
||||
print(" → Shutting down Linux audio...")
|
||||
print(" ✓ Linux audio shutdown")
|
||||
}
|
||||
}
|
||||
|
||||
338
Sources/PlatformWin32/Win32Platform.swift
Normal file
338
Sources/PlatformWin32/Win32Platform.swift
Normal file
|
|
@ -0,0 +1,338 @@
|
|||
/// PlatformWin32 - Windows platform abstraction layer
|
||||
/// This module provides window management and input handling for Windows
|
||||
/// Uses Win32 API or GLFW/SDL bindings
|
||||
|
||||
import Foundation
|
||||
import RendererAPI
|
||||
|
||||
#if os(Windows)
|
||||
// Note: In a real implementation, this would import Win32 API bindings
|
||||
// import WinSDK or CGLFW
|
||||
#endif
|
||||
|
||||
// MARK: - Windows Window Manager
|
||||
|
||||
public final class Win32WindowManager: WindowManager, @unchecked Sendable {
|
||||
|
||||
private var hwnd: UnsafeMutableRawPointer? // HWND handle
|
||||
private var hinstance: UnsafeMutableRawPointer? // HINSTANCE
|
||||
private var config: WindowConfig?
|
||||
private var shouldCloseFlag: Bool = false
|
||||
private var currentWidth: Int = 0
|
||||
private var currentHeight: Int = 0
|
||||
|
||||
public init() {
|
||||
print(" 🪟 Win32WindowManager created")
|
||||
}
|
||||
|
||||
public func createWindow(config: WindowConfig) async throws {
|
||||
print(" → Creating Windows window...")
|
||||
self.config = config
|
||||
self.currentWidth = config.width
|
||||
self.currentHeight = config.height
|
||||
|
||||
#if os(Windows)
|
||||
// Get HINSTANCE
|
||||
// hinstance = GetModuleHandleW(nil)
|
||||
|
||||
// Register window class
|
||||
// WNDCLASSEXW wc = { ... }
|
||||
// wc.lpfnWndProc = WindowProc
|
||||
// wc.lpszClassName = L"SportsBallEngineWindowClass"
|
||||
// RegisterClassExW(&wc)
|
||||
|
||||
// Calculate window size (client area vs window size)
|
||||
// RECT rect = { 0, 0, width, height }
|
||||
// AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE)
|
||||
|
||||
// Create window
|
||||
// hwnd = CreateWindowExW(
|
||||
// 0, L"SportsBallEngineWindowClass", title,
|
||||
// WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
|
||||
// rect.right - rect.left, rect.bottom - rect.top,
|
||||
// nil, nil, hinstance, nil
|
||||
// )
|
||||
|
||||
// Show window
|
||||
// ShowWindow(hwnd, SW_SHOW)
|
||||
// UpdateWindow(hwnd)
|
||||
|
||||
print(" ✓ Windows window created: \(config.title) (\(config.width)x\(config.height))")
|
||||
#else
|
||||
throw PlatformError.unsupportedPlatform("Win32 platform is only available on Windows")
|
||||
#endif
|
||||
}
|
||||
|
||||
public func shouldClose() -> Bool {
|
||||
return shouldCloseFlag
|
||||
}
|
||||
|
||||
public func processEvents() -> [WindowEvent] {
|
||||
var events: [WindowEvent] = []
|
||||
|
||||
#if os(Windows)
|
||||
// Process Win32 message queue
|
||||
// MSG msg
|
||||
// while PeekMessageW(&msg, nil, 0, 0, PM_REMOVE) {
|
||||
// if msg.message == WM_QUIT {
|
||||
// shouldCloseFlag = true
|
||||
// events.append(.close)
|
||||
// }
|
||||
// TranslateMessage(&msg)
|
||||
// DispatchMessageW(&msg)
|
||||
// }
|
||||
#endif
|
||||
|
||||
return events
|
||||
}
|
||||
|
||||
public func getSize() -> (width: Int, height: Int) {
|
||||
#if os(Windows)
|
||||
// RECT rect
|
||||
// GetClientRect(hwnd, &rect)
|
||||
// return (rect.right - rect.left, rect.bottom - rect.top)
|
||||
#endif
|
||||
return (currentWidth, currentHeight)
|
||||
}
|
||||
|
||||
public func setSize(width: Int, height: Int) throws {
|
||||
currentWidth = width
|
||||
currentHeight = height
|
||||
#if os(Windows)
|
||||
// SetWindowPos(hwnd, nil, 0, 0, width, height, SWP_NOMOVE | SWP_NOZORDER)
|
||||
#endif
|
||||
}
|
||||
|
||||
public func setTitle(_ title: String) throws {
|
||||
#if os(Windows)
|
||||
// SetWindowTextW(hwnd, wideTitle)
|
||||
#endif
|
||||
}
|
||||
|
||||
public func setFullscreen(_ fullscreen: Bool) throws {
|
||||
#if os(Windows)
|
||||
// if fullscreen {
|
||||
// SetWindowLongPtrW(hwnd, GWL_STYLE, WS_POPUP)
|
||||
// SetWindowPos(hwnd, HWND_TOP, 0, 0, screenWidth, screenHeight, SWP_FRAMECHANGED)
|
||||
// } else {
|
||||
// SetWindowLongPtrW(hwnd, GWL_STYLE, WS_OVERLAPPEDWINDOW)
|
||||
// SetWindowPos(hwnd, nil, x, y, width, height, SWP_FRAMECHANGED)
|
||||
// }
|
||||
#endif
|
||||
}
|
||||
|
||||
public func getNativeHandle() -> UnsafeMutableRawPointer? {
|
||||
// Return HWND for DirectX 12 or Vulkan surface creation
|
||||
return hwnd
|
||||
}
|
||||
|
||||
public func swapBuffers() throws {
|
||||
// Not needed for Vulkan or DirectX 12 (presentation is handled by renderer)
|
||||
}
|
||||
|
||||
public func destroyWindow() async {
|
||||
print(" → Destroying Windows window...")
|
||||
|
||||
#if os(Windows)
|
||||
// DestroyWindow(hwnd)
|
||||
// UnregisterClassW(L"SportsBallEngineWindowClass", hinstance)
|
||||
#endif
|
||||
|
||||
hwnd = nil
|
||||
print(" ✓ Windows window destroyed")
|
||||
}
|
||||
|
||||
// MARK: - Win32 Window Procedure (would be separate C function)
|
||||
|
||||
// static LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
|
||||
// switch (uMsg) {
|
||||
// case WM_CLOSE:
|
||||
// PostQuitMessage(0)
|
||||
// return 0
|
||||
// case WM_SIZE:
|
||||
// // Handle resize
|
||||
// return 0
|
||||
// case WM_KEYDOWN:
|
||||
// case WM_KEYUP:
|
||||
// // Handle keyboard
|
||||
// return 0
|
||||
// default:
|
||||
// return DefWindowProcW(hwnd, uMsg, wParam, lParam)
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
// MARK: - Windows Input Handler
|
||||
|
||||
public final class Win32InputHandler: InputHandler, @unchecked Sendable {
|
||||
|
||||
private var keyStates: [KeyCode: Bool] = [:]
|
||||
private var mouseButtonStates: [MouseButton: Bool] = [:]
|
||||
private var mousePosition: (x: Double, y: Double) = (0, 0)
|
||||
private var eventQueue: [InputEvent] = []
|
||||
|
||||
public init() {
|
||||
print(" 🪟 Win32InputHandler created")
|
||||
}
|
||||
|
||||
public func initialize() async throws {
|
||||
print(" → Initializing Windows input system...")
|
||||
|
||||
#if os(Windows)
|
||||
// Initialize Raw Input or XInput for gamepads
|
||||
// RAWINPUTDEVICE rid[2]
|
||||
// rid[0].usUsagePage = 0x01 // HID_USAGE_PAGE_GENERIC
|
||||
// rid[0].usUsage = 0x02 // HID_USAGE_GENERIC_MOUSE
|
||||
// rid[1].usUsagePage = 0x01
|
||||
// rid[1].usUsage = 0x06 // HID_USAGE_GENERIC_KEYBOARD
|
||||
// RegisterRawInputDevices(rid, 2, sizeof(RAWINPUTDEVICE))
|
||||
#endif
|
||||
|
||||
print(" ✓ Windows input system initialized")
|
||||
}
|
||||
|
||||
public func pollEvents() -> [InputEvent] {
|
||||
let events = eventQueue
|
||||
eventQueue.removeAll()
|
||||
return events
|
||||
}
|
||||
|
||||
public func isKeyPressed(_ key: KeyCode) -> Bool {
|
||||
#if os(Windows)
|
||||
// GetAsyncKeyState(virtualKeyCode) & 0x8000
|
||||
#endif
|
||||
return keyStates[key] ?? false
|
||||
}
|
||||
|
||||
public func isMouseButtonPressed(_ button: MouseButton) -> Bool {
|
||||
#if os(Windows)
|
||||
// GetAsyncKeyState(VK_LBUTTON/VK_RBUTTON/VK_MBUTTON) & 0x8000
|
||||
#endif
|
||||
return mouseButtonStates[button] ?? false
|
||||
}
|
||||
|
||||
public func getMousePosition() -> (x: Double, y: Double) {
|
||||
#if os(Windows)
|
||||
// POINT pt
|
||||
// GetCursorPos(&pt)
|
||||
// ScreenToClient(hwnd, &pt)
|
||||
#endif
|
||||
return mousePosition
|
||||
}
|
||||
|
||||
public func setCursorVisible(_ visible: Bool) {
|
||||
#if os(Windows)
|
||||
// ShowCursor(visible ? TRUE : FALSE)
|
||||
#endif
|
||||
}
|
||||
|
||||
public func setCursorMode(_ mode: CursorMode) {
|
||||
#if os(Windows)
|
||||
// switch mode {
|
||||
// case .normal:
|
||||
// ShowCursor(TRUE)
|
||||
// ClipCursor(nil)
|
||||
// case .hidden:
|
||||
// ShowCursor(FALSE)
|
||||
// case .locked:
|
||||
// ShowCursor(FALSE)
|
||||
// RECT rect; GetClientRect(hwnd, &rect)
|
||||
// ClipCursor(&rect) // Confine cursor to window
|
||||
// }
|
||||
#endif
|
||||
}
|
||||
|
||||
public func getGamepadCount() -> Int {
|
||||
#if os(Windows)
|
||||
// Check XInput connected controllers (max 4)
|
||||
// for i in 0..<4 {
|
||||
// XINPUT_STATE state
|
||||
// if XInputGetState(i, &state) == ERROR_SUCCESS {
|
||||
// count++
|
||||
// }
|
||||
// }
|
||||
#endif
|
||||
return 0
|
||||
}
|
||||
|
||||
public func isGamepadConnected(_ gamepadId: Int) -> Bool {
|
||||
#if os(Windows)
|
||||
// XINPUT_STATE state
|
||||
// return XInputGetState(gamepadId, &state) == ERROR_SUCCESS
|
||||
#endif
|
||||
return false
|
||||
}
|
||||
|
||||
public func getGamepadName(_ gamepadId: Int) -> String? {
|
||||
return "Xbox Controller \(gamepadId)"
|
||||
}
|
||||
|
||||
public func shutdown() async {
|
||||
print(" → Shutting down Windows input system...")
|
||||
keyStates.removeAll()
|
||||
mouseButtonStates.removeAll()
|
||||
eventQueue.removeAll()
|
||||
print(" ✓ Windows input system shutdown")
|
||||
}
|
||||
|
||||
// MARK: - Event Processing Helpers
|
||||
|
||||
internal func handleKeyEvent(key: KeyCode, action: InputAction) {
|
||||
keyStates[key] = (action == .press || action == .repeat_)
|
||||
eventQueue.append(.keyEvent(key: key, action: action))
|
||||
}
|
||||
|
||||
internal func handleMouseButton(button: MouseButton, action: InputAction) {
|
||||
mouseButtonStates[button] = (action == .press)
|
||||
eventQueue.append(.mouseButton(button: button, action: action))
|
||||
}
|
||||
|
||||
internal func handleMouseMove(x: Double, y: Double) {
|
||||
mousePosition = (x, y)
|
||||
eventQueue.append(.mouseMove(x: x, y: y))
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Windows Audio Engine (Stub)
|
||||
|
||||
public final class Win32AudioEngine: AudioEngine, @unchecked Sendable {
|
||||
|
||||
public init() {
|
||||
print(" 🪟 Win32AudioEngine created")
|
||||
}
|
||||
|
||||
public func initialize(config: AudioConfig) async throws {
|
||||
print(" → Initializing Windows audio (WASAPI/XAudio2)...")
|
||||
// Initialize audio backend (WASAPI, XAudio2, or OpenAL)
|
||||
print(" ✓ Windows audio initialized")
|
||||
}
|
||||
|
||||
public func loadAudio(path: String) async throws -> AudioHandle {
|
||||
return AudioHandle()
|
||||
}
|
||||
|
||||
public func loadAudioFromData(data: Data, sampleRate: Int, channels: Int) async throws -> AudioHandle {
|
||||
return AudioHandle()
|
||||
}
|
||||
|
||||
public func play(handle: AudioHandle, source: AudioSource3D) throws {}
|
||||
public func stop(handle: AudioHandle) throws {}
|
||||
public func pause(handle: AudioHandle) throws {}
|
||||
public func resume(handle: AudioHandle) throws {}
|
||||
public func updateSource(handle: AudioHandle, source: AudioSource3D) throws {}
|
||||
public func setListener(listener: AudioListener) throws {}
|
||||
public func setMasterVolume(_ volume: Float) throws {}
|
||||
public func update(deltaTime: Float) throws {}
|
||||
|
||||
public func shutdown() async {
|
||||
print(" → Shutting down Windows audio...")
|
||||
print(" ✓ Windows audio shutdown")
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Errors
|
||||
|
||||
private enum PlatformError: Error {
|
||||
case unsupportedPlatform(String)
|
||||
}
|
||||
|
||||
103
Sources/RendererAPI/AudioProtocol.swift
Normal file
103
Sources/RendererAPI/AudioProtocol.swift
Normal file
|
|
@ -0,0 +1,103 @@
|
|||
/// Audio System Protocol - Platform-agnostic audio handling
|
||||
/// This module contains ONLY protocol definitions with no platform-specific imports
|
||||
|
||||
import Foundation
|
||||
|
||||
// MARK: - Audio Types
|
||||
|
||||
/// Audio source handle
|
||||
public struct AudioHandle: Hashable, Sendable {
|
||||
public let id: UUID
|
||||
public init(id: UUID = UUID()) { self.id = id }
|
||||
}
|
||||
|
||||
/// Audio configuration
|
||||
public struct AudioConfig: Sendable {
|
||||
public var sampleRate: Int
|
||||
public var channels: Int
|
||||
public var bufferSize: Int
|
||||
|
||||
public init(sampleRate: Int = 44100, channels: Int = 2, bufferSize: Int = 4096) {
|
||||
self.sampleRate = sampleRate
|
||||
self.channels = channels
|
||||
self.bufferSize = bufferSize
|
||||
}
|
||||
}
|
||||
|
||||
/// 3D audio source properties
|
||||
public struct AudioSource3D: Sendable {
|
||||
public var position: SIMD3<Float>
|
||||
public var velocity: SIMD3<Float>
|
||||
public var volume: Float
|
||||
public var pitch: Float
|
||||
public var looping: Bool
|
||||
public var spatialize: Bool
|
||||
|
||||
public init(position: SIMD3<Float> = .zero, velocity: SIMD3<Float> = .zero,
|
||||
volume: Float = 1.0, pitch: Float = 1.0, looping: Bool = false, spatialize: Bool = true) {
|
||||
self.position = position
|
||||
self.velocity = velocity
|
||||
self.volume = volume
|
||||
self.pitch = pitch
|
||||
self.looping = looping
|
||||
self.spatialize = spatialize
|
||||
}
|
||||
}
|
||||
|
||||
/// Audio listener properties (typically the camera)
|
||||
public struct AudioListener: Sendable {
|
||||
public var position: SIMD3<Float>
|
||||
public var velocity: SIMD3<Float>
|
||||
public var forward: SIMD3<Float>
|
||||
public var up: SIMD3<Float>
|
||||
|
||||
public init(position: SIMD3<Float> = .zero, velocity: SIMD3<Float> = .zero,
|
||||
forward: SIMD3<Float> = SIMD3<Float>(0, 0, -1), up: SIMD3<Float> = SIMD3<Float>(0, 1, 0)) {
|
||||
self.position = position
|
||||
self.velocity = velocity
|
||||
self.forward = forward
|
||||
self.up = up
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Audio Engine Protocol
|
||||
|
||||
/// Audio system abstraction - all platform-specific audio implementations must conform
|
||||
public protocol AudioEngine: Sendable {
|
||||
/// Initialize the audio system
|
||||
func initialize(config: AudioConfig) async throws
|
||||
|
||||
/// Load an audio clip from file
|
||||
func loadAudio(path: String) async throws -> AudioHandle
|
||||
|
||||
/// Load audio from raw PCM data
|
||||
func loadAudioFromData(data: Data, sampleRate: Int, channels: Int) async throws -> AudioHandle
|
||||
|
||||
/// Play an audio source
|
||||
func play(handle: AudioHandle, source: AudioSource3D) throws
|
||||
|
||||
/// Stop an audio source
|
||||
func stop(handle: AudioHandle) throws
|
||||
|
||||
/// Pause an audio source
|
||||
func pause(handle: AudioHandle) throws
|
||||
|
||||
/// Resume a paused audio source
|
||||
func resume(handle: AudioHandle) throws
|
||||
|
||||
/// Update audio source properties
|
||||
func updateSource(handle: AudioHandle, source: AudioSource3D) throws
|
||||
|
||||
/// Set listener properties (camera/player position)
|
||||
func setListener(listener: AudioListener) throws
|
||||
|
||||
/// Set master volume
|
||||
func setMasterVolume(_ volume: Float) throws
|
||||
|
||||
/// Update audio system (called each frame)
|
||||
func update(deltaTime: Float) throws
|
||||
|
||||
/// Shutdown the audio system
|
||||
func shutdown() async
|
||||
}
|
||||
|
||||
125
Sources/RendererAPI/InputProtocol.swift
Normal file
125
Sources/RendererAPI/InputProtocol.swift
Normal file
|
|
@ -0,0 +1,125 @@
|
|||
/// Input System Protocol - Platform-agnostic input handling
|
||||
/// This module contains ONLY protocol definitions with no platform-specific imports
|
||||
|
||||
import Foundation
|
||||
|
||||
// MARK: - Input Types
|
||||
|
||||
/// Keyboard key codes
|
||||
public enum KeyCode: Int, Sendable {
|
||||
case unknown = 0
|
||||
case space = 32
|
||||
case apostrophe = 39
|
||||
case comma = 44
|
||||
case minus = 45
|
||||
case period = 46
|
||||
case slash = 47
|
||||
case key0 = 48, key1, key2, key3, key4, key5, key6, key7, key8, key9
|
||||
case semicolon = 59
|
||||
case equal = 61
|
||||
case a = 65, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z
|
||||
case leftBracket = 91
|
||||
case backslash = 92
|
||||
case rightBracket = 93
|
||||
case graveAccent = 96
|
||||
case escape = 256
|
||||
case enter = 257
|
||||
case tab = 258
|
||||
case backspace = 259
|
||||
case insert = 260
|
||||
case delete = 261
|
||||
case right = 262
|
||||
case left = 263
|
||||
case down = 264
|
||||
case up = 265
|
||||
case pageUp = 266
|
||||
case pageDown = 267
|
||||
case home = 268
|
||||
case end = 269
|
||||
case capsLock = 280
|
||||
case scrollLock = 281
|
||||
case numLock = 282
|
||||
case printScreen = 283
|
||||
case pause = 284
|
||||
case f1 = 290, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12
|
||||
case leftShift = 340
|
||||
case leftControl = 341
|
||||
case leftAlt = 342
|
||||
case leftSuper = 343
|
||||
case rightShift = 344
|
||||
case rightControl = 345
|
||||
case rightAlt = 346
|
||||
case rightSuper = 347
|
||||
}
|
||||
|
||||
/// Mouse button codes
|
||||
public enum MouseButton: Int, Sendable {
|
||||
case left = 0
|
||||
case right = 1
|
||||
case middle = 2
|
||||
case button4 = 3
|
||||
case button5 = 4
|
||||
}
|
||||
|
||||
/// Input action state
|
||||
public enum InputAction: Sendable {
|
||||
case press
|
||||
case release
|
||||
case repeat_
|
||||
}
|
||||
|
||||
/// Input event types
|
||||
public enum InputEvent: Sendable {
|
||||
case keyEvent(key: KeyCode, action: InputAction)
|
||||
case mouseButton(button: MouseButton, action: InputAction)
|
||||
case mouseMove(x: Double, y: Double)
|
||||
case mouseScroll(xOffset: Double, yOffset: Double)
|
||||
case gamepadButton(gamepadId: Int, button: Int, action: InputAction)
|
||||
case gamepadAxis(gamepadId: Int, axis: Int, value: Float)
|
||||
}
|
||||
|
||||
// MARK: - Input Handler Protocol
|
||||
|
||||
/// Input system abstraction - all platform-specific input implementations must conform
|
||||
public protocol InputHandler: Sendable {
|
||||
/// Initialize the input system
|
||||
func initialize() async throws
|
||||
|
||||
/// Poll for input events (called each frame)
|
||||
func pollEvents() -> [InputEvent]
|
||||
|
||||
/// Check if a key is currently pressed
|
||||
func isKeyPressed(_ key: KeyCode) -> Bool
|
||||
|
||||
/// Check if a mouse button is currently pressed
|
||||
func isMouseButtonPressed(_ button: MouseButton) -> Bool
|
||||
|
||||
/// Get current mouse position
|
||||
func getMousePosition() -> (x: Double, y: Double)
|
||||
|
||||
/// Set mouse cursor visibility
|
||||
func setCursorVisible(_ visible: Bool)
|
||||
|
||||
/// Set mouse cursor mode (normal, hidden, locked)
|
||||
func setCursorMode(_ mode: CursorMode)
|
||||
|
||||
/// Get connected gamepad count
|
||||
func getGamepadCount() -> Int
|
||||
|
||||
/// Check if a gamepad is connected
|
||||
func isGamepadConnected(_ gamepadId: Int) -> Bool
|
||||
|
||||
/// Get gamepad name
|
||||
func getGamepadName(_ gamepadId: Int) -> String?
|
||||
|
||||
/// Shutdown the input system
|
||||
func shutdown() async
|
||||
}
|
||||
|
||||
/// Cursor display mode
|
||||
public enum CursorMode: Sendable {
|
||||
case normal
|
||||
case hidden
|
||||
case locked
|
||||
}
|
||||
|
||||
197
Sources/RendererAPI/RendererProtocol.swift
Normal file
197
Sources/RendererAPI/RendererProtocol.swift
Normal file
|
|
@ -0,0 +1,197 @@
|
|||
/// RendererAPI - Protocol Definitions for Platform Abstraction
|
||||
/// This module contains ONLY protocol definitions with no platform-specific imports
|
||||
|
||||
import Foundation
|
||||
|
||||
// MARK: - Core Rendering Types
|
||||
|
||||
/// Represents a 3D scene to be rendered
|
||||
public struct Scene {
|
||||
public var entities: [Entity]
|
||||
public var camera: Camera
|
||||
public var lights: [Light]
|
||||
|
||||
public init(entities: [Entity] = [], camera: Camera, lights: [Light] = []) {
|
||||
self.entities = entities
|
||||
self.camera = camera
|
||||
self.lights = lights
|
||||
}
|
||||
}
|
||||
|
||||
/// Represents a renderable entity in the scene
|
||||
public struct Entity {
|
||||
public var id: UUID
|
||||
public var transform: Transform
|
||||
public var mesh: MeshHandle
|
||||
public var material: MaterialHandle
|
||||
|
||||
public init(id: UUID = UUID(), transform: Transform, mesh: MeshHandle, material: MaterialHandle) {
|
||||
self.id = id
|
||||
self.transform = transform
|
||||
self.mesh = mesh
|
||||
self.material = material
|
||||
}
|
||||
}
|
||||
|
||||
/// Camera configuration
|
||||
public struct Camera {
|
||||
public var position: SIMD3<Float>
|
||||
public var rotation: SIMD4<Float> // Quaternion
|
||||
public var fieldOfView: Float
|
||||
public var nearPlane: Float
|
||||
public var farPlane: Float
|
||||
|
||||
public init(position: SIMD3<Float> = .zero, rotation: SIMD4<Float> = SIMD4<Float>(0, 0, 0, 1),
|
||||
fieldOfView: Float = 60.0, nearPlane: Float = 0.1, farPlane: Float = 1000.0) {
|
||||
self.position = position
|
||||
self.rotation = rotation
|
||||
self.fieldOfView = fieldOfView
|
||||
self.nearPlane = nearPlane
|
||||
self.farPlane = farPlane
|
||||
}
|
||||
}
|
||||
|
||||
/// Transform component
|
||||
public struct Transform {
|
||||
public var position: SIMD3<Float>
|
||||
public var rotation: SIMD4<Float> // Quaternion
|
||||
public var scale: SIMD3<Float>
|
||||
|
||||
public init(position: SIMD3<Float> = .zero, rotation: SIMD4<Float> = SIMD4<Float>(0, 0, 0, 1),
|
||||
scale: SIMD3<Float> = SIMD3<Float>(1, 1, 1)) {
|
||||
self.position = position
|
||||
self.rotation = rotation
|
||||
self.scale = scale
|
||||
}
|
||||
}
|
||||
|
||||
/// Light source
|
||||
public struct Light {
|
||||
public enum LightType {
|
||||
case directional
|
||||
case point
|
||||
case spot
|
||||
}
|
||||
|
||||
public var type: LightType
|
||||
public var position: SIMD3<Float>
|
||||
public var direction: SIMD3<Float>
|
||||
public var color: SIMD3<Float>
|
||||
public var intensity: Float
|
||||
|
||||
public init(type: LightType, position: SIMD3<Float> = .zero, direction: SIMD3<Float> = SIMD3<Float>(0, -1, 0),
|
||||
color: SIMD3<Float> = SIMD3<Float>(1, 1, 1), intensity: Float = 1.0) {
|
||||
self.type = type
|
||||
self.position = position
|
||||
self.direction = direction
|
||||
self.color = color
|
||||
self.intensity = intensity
|
||||
}
|
||||
}
|
||||
|
||||
/// Opaque handle for mesh resources
|
||||
public struct MeshHandle: Hashable {
|
||||
public let id: UUID
|
||||
public init(id: UUID = UUID()) { self.id = id }
|
||||
}
|
||||
|
||||
/// Opaque handle for material resources
|
||||
public struct MaterialHandle: Hashable {
|
||||
public let id: UUID
|
||||
public init(id: UUID = UUID()) { self.id = id }
|
||||
}
|
||||
|
||||
/// Opaque handle for texture resources
|
||||
public struct TextureHandle: Hashable {
|
||||
public let id: UUID
|
||||
public init(id: UUID = UUID()) { self.id = id }
|
||||
}
|
||||
|
||||
// MARK: - Renderer Protocol
|
||||
|
||||
/// Primary rendering abstraction - all rendering backends must conform to this
|
||||
public protocol Renderer: Sendable {
|
||||
/// Initialize the renderer with the given configuration
|
||||
func initialize(config: RendererConfig) async throws
|
||||
|
||||
/// Begin a new frame
|
||||
func beginFrame() throws
|
||||
|
||||
/// Draw the current scene
|
||||
func draw(scene: Scene) throws
|
||||
|
||||
/// End the current frame and present
|
||||
func endFrame() throws
|
||||
|
||||
/// Shutdown and cleanup resources
|
||||
func shutdown() async
|
||||
|
||||
/// Load a mesh into GPU memory
|
||||
func loadMesh(vertices: [Vertex], indices: [UInt32]) async throws -> MeshHandle
|
||||
|
||||
/// Load a texture into GPU memory
|
||||
func loadTexture(data: Data, width: Int, height: Int, format: TextureFormat) async throws -> TextureHandle
|
||||
|
||||
/// Create a material
|
||||
func createMaterial(albedoTexture: TextureHandle?, normalTexture: TextureHandle?) async throws -> MaterialHandle
|
||||
|
||||
/// Get renderer capabilities and information
|
||||
var info: RendererInfo { get }
|
||||
}
|
||||
|
||||
/// Renderer configuration
|
||||
public struct RendererConfig: Sendable {
|
||||
public var windowHandle: UnsafeMutableRawPointer?
|
||||
public var width: Int
|
||||
public var height: Int
|
||||
public var vsyncEnabled: Bool
|
||||
public var msaaSamples: Int
|
||||
|
||||
public init(windowHandle: UnsafeMutableRawPointer? = nil, width: Int = 1920, height: Int = 1080,
|
||||
vsyncEnabled: Bool = true, msaaSamples: Int = 4) {
|
||||
self.windowHandle = windowHandle
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.vsyncEnabled = vsyncEnabled
|
||||
self.msaaSamples = msaaSamples
|
||||
}
|
||||
}
|
||||
|
||||
/// Renderer information
|
||||
public struct RendererInfo: Sendable {
|
||||
public var apiName: String
|
||||
public var apiVersion: String
|
||||
public var deviceName: String
|
||||
public var maxTextureSize: Int
|
||||
|
||||
public init(apiName: String, apiVersion: String, deviceName: String, maxTextureSize: Int) {
|
||||
self.apiName = apiName
|
||||
self.apiVersion = apiVersion
|
||||
self.deviceName = deviceName
|
||||
self.maxTextureSize = maxTextureSize
|
||||
}
|
||||
}
|
||||
|
||||
/// Vertex data structure
|
||||
public struct Vertex: Sendable {
|
||||
public var position: SIMD3<Float>
|
||||
public var normal: SIMD3<Float>
|
||||
public var uv: SIMD2<Float>
|
||||
public var tangent: SIMD3<Float>
|
||||
|
||||
public init(position: SIMD3<Float>, normal: SIMD3<Float>, uv: SIMD2<Float>, tangent: SIMD3<Float> = .zero) {
|
||||
self.position = position
|
||||
self.normal = normal
|
||||
self.uv = uv
|
||||
self.tangent = tangent
|
||||
}
|
||||
}
|
||||
|
||||
/// Texture format enumeration
|
||||
public enum TextureFormat: Sendable {
|
||||
case rgba8
|
||||
case rgba16f
|
||||
case rgba32f
|
||||
case depth24stencil8
|
||||
}
|
||||
|
||||
72
Sources/RendererAPI/WindowProtocol.swift
Normal file
72
Sources/RendererAPI/WindowProtocol.swift
Normal file
|
|
@ -0,0 +1,72 @@
|
|||
/// Window Management Protocol - Platform-agnostic window handling
|
||||
/// This module contains ONLY protocol definitions with no platform-specific imports
|
||||
|
||||
import Foundation
|
||||
|
||||
// MARK: - Window Types
|
||||
|
||||
/// Window configuration
|
||||
public struct WindowConfig: Sendable {
|
||||
public var title: String
|
||||
public var width: Int
|
||||
public var height: Int
|
||||
public var fullscreen: Bool
|
||||
public var resizable: Bool
|
||||
public var vsyncEnabled: Bool
|
||||
|
||||
public init(title: String = "SportsBallEngine", width: Int = 1920, height: Int = 1080,
|
||||
fullscreen: Bool = false, resizable: Bool = true, vsyncEnabled: Bool = true) {
|
||||
self.title = title
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.fullscreen = fullscreen
|
||||
self.resizable = resizable
|
||||
self.vsyncEnabled = vsyncEnabled
|
||||
}
|
||||
}
|
||||
|
||||
/// Window event types
|
||||
public enum WindowEvent: Sendable {
|
||||
case close
|
||||
case resize(width: Int, height: Int)
|
||||
case focus(focused: Bool)
|
||||
case minimize
|
||||
case maximize
|
||||
case restore
|
||||
}
|
||||
|
||||
// MARK: - Window Manager Protocol
|
||||
|
||||
/// Window system abstraction - all platform-specific window implementations must conform
|
||||
public protocol WindowManager: Sendable {
|
||||
/// Create and initialize a window with the given configuration
|
||||
func createWindow(config: WindowConfig) async throws
|
||||
|
||||
/// Check if the window should close
|
||||
func shouldClose() -> Bool
|
||||
|
||||
/// Process window events (called each frame)
|
||||
func processEvents() -> [WindowEvent]
|
||||
|
||||
/// Get current window size
|
||||
func getSize() -> (width: Int, height: Int)
|
||||
|
||||
/// Set window size
|
||||
func setSize(width: Int, height: Int) throws
|
||||
|
||||
/// Set window title
|
||||
func setTitle(_ title: String) throws
|
||||
|
||||
/// Toggle fullscreen mode
|
||||
func setFullscreen(_ fullscreen: Bool) throws
|
||||
|
||||
/// Get native window handle (for renderer initialization)
|
||||
func getNativeHandle() -> UnsafeMutableRawPointer?
|
||||
|
||||
/// Swap buffers / present frame
|
||||
func swapBuffers() throws
|
||||
|
||||
/// Destroy the window and cleanup
|
||||
func destroyWindow() async
|
||||
}
|
||||
|
||||
312
Sources/SportsBallEngine/main.swift
Normal file
312
Sources/SportsBallEngine/main.swift
Normal file
|
|
@ -0,0 +1,312 @@
|
|||
/// SportsBallEngine - Main Entry Point
|
||||
/// This file handles platform detection and initializes the appropriate platform layers
|
||||
/// before handing off to the platform-agnostic EngineCore
|
||||
|
||||
import Foundation
|
||||
import EngineCore
|
||||
import RendererAPI
|
||||
|
||||
// Platform-specific imports (conditionally compiled)
|
||||
#if os(Linux)
|
||||
import PlatformLinux
|
||||
import VulkanRenderer
|
||||
#elseif os(Windows)
|
||||
import PlatformWin32
|
||||
import DX12Renderer
|
||||
import VulkanRenderer // Vulkan is also supported on Windows
|
||||
#elseif os(macOS)
|
||||
// Future: import PlatformMacOS and MetalRenderer
|
||||
#endif
|
||||
|
||||
// MARK: - Platform Detection and Initialization
|
||||
|
||||
print("=" * 60)
|
||||
print("🏀 SportsBallEngine - Cross-Platform 3D Game Engine")
|
||||
print("=" * 60)
|
||||
print()
|
||||
|
||||
// Detect platform
|
||||
#if os(Linux)
|
||||
print("📍 Platform: Linux")
|
||||
let platformName = "Linux"
|
||||
#elseif os(Windows)
|
||||
print("📍 Platform: Windows")
|
||||
let platformName = "Windows"
|
||||
#elseif os(macOS)
|
||||
print("📍 Platform: macOS")
|
||||
let platformName = "macOS"
|
||||
#else
|
||||
print("📍 Platform: Unknown")
|
||||
let platformName = "Unknown"
|
||||
#endif
|
||||
|
||||
print("🔧 Swift Version: \(#swiftVersion)")
|
||||
print()
|
||||
|
||||
// MARK: - Platform Layer Factory
|
||||
|
||||
/// Creates platform-specific implementations based on the current OS
|
||||
struct PlatformFactory {
|
||||
|
||||
static func createRenderer(preferredAPI: String? = nil) -> any Renderer {
|
||||
#if os(Linux)
|
||||
// Linux: Vulkan only
|
||||
print("🎨 Creating Vulkan renderer...")
|
||||
return VulkanRenderer()
|
||||
|
||||
#elseif os(Windows)
|
||||
// Windows: DirectX 12 (default) or Vulkan
|
||||
if let api = preferredAPI?.lowercased(), api == "vulkan" {
|
||||
print("🎨 Creating Vulkan renderer...")
|
||||
return VulkanRenderer()
|
||||
} else {
|
||||
print("🎨 Creating DirectX 12 renderer...")
|
||||
return DX12Renderer()
|
||||
}
|
||||
|
||||
#elseif os(macOS)
|
||||
// macOS: Metal (future)
|
||||
fatalError("macOS support not yet implemented - Metal renderer coming soon")
|
||||
|
||||
#else
|
||||
fatalError("Unsupported platform: \(platformName)")
|
||||
#endif
|
||||
}
|
||||
|
||||
static func createWindowManager() -> any WindowManager {
|
||||
#if os(Linux)
|
||||
return LinuxWindowManager()
|
||||
|
||||
#elseif os(Windows)
|
||||
return Win32WindowManager()
|
||||
|
||||
#elseif os(macOS)
|
||||
// return MacOSWindowManager()
|
||||
fatalError("macOS support not yet implemented")
|
||||
|
||||
#else
|
||||
fatalError("Unsupported platform: \(platformName)")
|
||||
#endif
|
||||
}
|
||||
|
||||
static func createInputHandler() -> any InputHandler {
|
||||
#if os(Linux)
|
||||
return LinuxInputHandler()
|
||||
|
||||
#elseif os(Windows)
|
||||
return Win32InputHandler()
|
||||
|
||||
#elseif os(macOS)
|
||||
// return MacOSInputHandler()
|
||||
fatalError("macOS support not yet implemented")
|
||||
|
||||
#else
|
||||
fatalError("Unsupported platform: \(platformName)")
|
||||
#endif
|
||||
}
|
||||
|
||||
static func createAudioEngine() -> any AudioEngine {
|
||||
#if os(Linux)
|
||||
return LinuxAudioEngine()
|
||||
|
||||
#elseif os(Windows)
|
||||
return Win32AudioEngine()
|
||||
|
||||
#elseif os(macOS)
|
||||
// return MacOSAudioEngine()
|
||||
fatalError("macOS support not yet implemented")
|
||||
|
||||
#else
|
||||
fatalError("Unsupported platform: \(platformName)")
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Application Configuration
|
||||
|
||||
/// Parse command-line arguments for configuration
|
||||
func parseArguments() -> (rendererAPI: String?, windowTitle: String?, width: Int?, height: Int?) {
|
||||
let args = CommandLine.arguments
|
||||
|
||||
var rendererAPI: String?
|
||||
var windowTitle: String?
|
||||
var width: Int?
|
||||
var height: Int?
|
||||
|
||||
var i = 1
|
||||
while i < args.count {
|
||||
let arg = args[i]
|
||||
|
||||
switch arg {
|
||||
case "--renderer", "-r":
|
||||
if i + 1 < args.count {
|
||||
rendererAPI = args[i + 1]
|
||||
i += 1
|
||||
}
|
||||
case "--title", "-t":
|
||||
if i + 1 < args.count {
|
||||
windowTitle = args[i + 1]
|
||||
i += 1
|
||||
}
|
||||
case "--width", "-w":
|
||||
if i + 1 < args.count {
|
||||
width = Int(args[i + 1])
|
||||
i += 1
|
||||
}
|
||||
case "--height", "-h":
|
||||
if i + 1 < args.count {
|
||||
height = Int(args[i + 1])
|
||||
i += 1
|
||||
}
|
||||
case "--help":
|
||||
printHelp()
|
||||
exit(0)
|
||||
default:
|
||||
break
|
||||
}
|
||||
|
||||
i += 1
|
||||
}
|
||||
|
||||
return (rendererAPI, windowTitle, width, height)
|
||||
}
|
||||
|
||||
func printHelp() {
|
||||
print("""
|
||||
Usage: SportsBallEngine [OPTIONS]
|
||||
|
||||
Options:
|
||||
--renderer, -r <api> Renderer API (vulkan, dx12) [Windows only]
|
||||
--title, -t <title> Window title
|
||||
--width, -w <pixels> Window width (default: 1920)
|
||||
--height, -h <pixels> Window height (default: 1080)
|
||||
--help Show this help message
|
||||
|
||||
Examples:
|
||||
SportsBallEngine --renderer vulkan --width 2560 --height 1440
|
||||
SportsBallEngine --title "My Sports Game"
|
||||
""")
|
||||
}
|
||||
|
||||
// MARK: - Main Execution
|
||||
|
||||
@main
|
||||
struct SportsBallEngineApp {
|
||||
static func main() async {
|
||||
do {
|
||||
// Parse command-line arguments
|
||||
let args = parseArguments()
|
||||
|
||||
// Create platform-specific implementations
|
||||
print("🔨 Creating platform abstractions...")
|
||||
let renderer = PlatformFactory.createRenderer(preferredAPI: args.rendererAPI)
|
||||
let windowManager = PlatformFactory.createWindowManager()
|
||||
let inputHandler = PlatformFactory.createInputHandler()
|
||||
let audioEngine = PlatformFactory.createAudioEngine()
|
||||
print()
|
||||
|
||||
// Create window
|
||||
print("🪟 Creating window...")
|
||||
let windowConfig = WindowConfig(
|
||||
title: args.windowTitle ?? "SportsBallEngine - EA Sports-style Demo",
|
||||
width: args.width ?? 1920,
|
||||
height: args.height ?? 1080,
|
||||
fullscreen: false,
|
||||
resizable: true,
|
||||
vsyncEnabled: true
|
||||
)
|
||||
try await windowManager.createWindow(config: windowConfig)
|
||||
print()
|
||||
|
||||
// Create engine configuration
|
||||
let engineConfig = EngineConfig(
|
||||
targetFrameRate: 60,
|
||||
fixedTimeStep: 1.0 / 60.0,
|
||||
maxFrameSkip: 5
|
||||
)
|
||||
|
||||
// Initialize the engine core with platform abstractions
|
||||
print("⚙️ Initializing engine core...")
|
||||
let engine = GameEngine(
|
||||
renderer: renderer,
|
||||
windowManager: windowManager,
|
||||
inputHandler: inputHandler,
|
||||
audioEngine: audioEngine,
|
||||
config: engineConfig
|
||||
)
|
||||
print()
|
||||
|
||||
// Start the engine (this runs the main loop)
|
||||
print("=" * 60)
|
||||
print("🎮 Starting game engine...")
|
||||
print("=" * 60)
|
||||
print()
|
||||
print("Controls:")
|
||||
print(" ESC - Exit application")
|
||||
print()
|
||||
|
||||
try await engine.start()
|
||||
|
||||
// Engine has stopped
|
||||
print()
|
||||
print("=" * 60)
|
||||
print("👋 Engine shutdown complete. Goodbye!")
|
||||
print("=" * 60)
|
||||
|
||||
} catch {
|
||||
print()
|
||||
print("=" * 60)
|
||||
print("❌ Fatal Error: \(error)")
|
||||
print("=" * 60)
|
||||
exit(1)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - String Multiplication Helper
|
||||
|
||||
extension String {
|
||||
static func * (string: String, count: Int) -> String {
|
||||
return String(repeating: string, count: count)
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* ============================================================================
|
||||
* ARCHITECTURE NOTES - Carmack-Style Separation
|
||||
* ============================================================================
|
||||
*
|
||||
* This engine follows the id Software architectural pattern:
|
||||
*
|
||||
* 1. STRICT SEPARATION:
|
||||
* - EngineCore, PhysicsEngine, AssetLoader: NO platform imports
|
||||
* - PlatformLinux, PlatformWin32: Platform-specific code ONLY
|
||||
* - VulkanRenderer, DX12Renderer: Graphics API-specific code ONLY
|
||||
*
|
||||
* 2. PROTOCOL-ORIENTED DESIGN:
|
||||
* - All platform systems use protocols (Renderer, WindowManager, etc.)
|
||||
* - EngineCore only depends on protocols, never concrete types
|
||||
* - Platform layers are injected at startup via this main.swift
|
||||
*
|
||||
* 3. INITIALIZATION FLOW:
|
||||
* main.swift (this file)
|
||||
* → Detect platform
|
||||
* → Create platform-specific implementations
|
||||
* → Inject into EngineCore
|
||||
* → Start engine main loop
|
||||
*
|
||||
* 4. RENDER BACKENDS:
|
||||
* - Vulkan: Primary cross-platform (Linux + Windows)
|
||||
* - DirectX 12: Windows optimization
|
||||
* - Metal: Future macOS support
|
||||
*
|
||||
* 5. SPORTS GAME OPTIMIZATIONS:
|
||||
* - High-fidelity character rendering (skeletal animation)
|
||||
* - Fast ball/puck physics (custom collision detection)
|
||||
* - Large stadium rendering (LOD, culling)
|
||||
* - State machine-driven player movement
|
||||
* - Animation blending for smooth transitions
|
||||
*
|
||||
* ============================================================================
|
||||
*/
|
||||
|
||||
332
Sources/VulkanRenderer/VulkanRenderer.swift
Normal file
332
Sources/VulkanRenderer/VulkanRenderer.swift
Normal file
|
|
@ -0,0 +1,332 @@
|
|||
/// VulkanRenderer - Vulkan rendering backend implementation
|
||||
/// This is a PLATFORM-SPECIFIC module (Vulkan API)
|
||||
|
||||
import Foundation
|
||||
import RendererAPI
|
||||
|
||||
// Note: In a real implementation, this would import Vulkan C bindings
|
||||
// import CVulkan or similar Swift Vulkan wrapper
|
||||
|
||||
/// Vulkan-based renderer implementation
|
||||
public final class VulkanRenderer: Renderer, @unchecked Sendable {
|
||||
|
||||
private var config: RendererConfig?
|
||||
private var isInitialized: Bool = false
|
||||
|
||||
// Vulkan handles (placeholders - would be actual Vulkan types)
|
||||
private var instance: UnsafeMutableRawPointer?
|
||||
private var device: UnsafeMutableRawPointer?
|
||||
private var physicalDevice: UnsafeMutableRawPointer?
|
||||
private var surface: UnsafeMutableRawPointer?
|
||||
private var swapchain: UnsafeMutableRawPointer?
|
||||
private var commandPool: UnsafeMutableRawPointer?
|
||||
private var graphicsQueue: UnsafeMutableRawPointer?
|
||||
private var presentQueue: UnsafeMutableRawPointer?
|
||||
|
||||
// Resource storage
|
||||
private var meshes: [MeshHandle: VulkanMesh] = [:]
|
||||
private var textures: [TextureHandle: VulkanTexture] = [:]
|
||||
private var materials: [MaterialHandle: VulkanMaterial] = [:]
|
||||
|
||||
private var currentFrameIndex: UInt32 = 0
|
||||
private let maxFramesInFlight: UInt32 = 2
|
||||
|
||||
public init() {
|
||||
print(" 🌋 VulkanRenderer created")
|
||||
}
|
||||
|
||||
// MARK: - Renderer Protocol Implementation
|
||||
|
||||
public func initialize(config: RendererConfig) async throws {
|
||||
print(" → Initializing Vulkan renderer...")
|
||||
self.config = config
|
||||
|
||||
// 1. Create Vulkan Instance
|
||||
try createInstance()
|
||||
|
||||
// 2. Create Surface (from window handle)
|
||||
try createSurface(windowHandle: config.windowHandle)
|
||||
|
||||
// 3. Pick Physical Device (GPU)
|
||||
try pickPhysicalDevice()
|
||||
|
||||
// 4. Create Logical Device
|
||||
try createLogicalDevice()
|
||||
|
||||
// 5. Create Swapchain
|
||||
try createSwapchain(width: config.width, height: config.height, vsync: config.vsyncEnabled)
|
||||
|
||||
// 6. Create Command Pools and Buffers
|
||||
try createCommandResources()
|
||||
|
||||
// 7. Create Render Pass
|
||||
try createRenderPass()
|
||||
|
||||
// 8. Create Framebuffers
|
||||
try createFramebuffers()
|
||||
|
||||
// 9. Create Graphics Pipeline
|
||||
try createGraphicsPipeline()
|
||||
|
||||
// 10. Create Descriptor Sets for materials
|
||||
try createDescriptorResources()
|
||||
|
||||
isInitialized = true
|
||||
print(" ✓ Vulkan renderer initialized")
|
||||
}
|
||||
|
||||
public func beginFrame() throws {
|
||||
guard isInitialized else { throw RendererError.notInitialized }
|
||||
|
||||
// Wait for previous frame to finish
|
||||
// Acquire next swapchain image
|
||||
// Begin command buffer recording
|
||||
}
|
||||
|
||||
public func draw(scene: Scene) throws {
|
||||
guard isInitialized else { throw RendererError.notInitialized }
|
||||
|
||||
// Begin render pass
|
||||
// Set viewport and scissor
|
||||
// Bind pipeline
|
||||
|
||||
// Draw each entity
|
||||
for entity in scene.entities {
|
||||
// Set up push constants / uniform buffers
|
||||
// Bind vertex and index buffers
|
||||
// Draw indexed
|
||||
drawEntity(entity, camera: scene.camera)
|
||||
}
|
||||
|
||||
// End render pass
|
||||
}
|
||||
|
||||
public func endFrame() throws {
|
||||
guard isInitialized else { throw RendererError.notInitialized }
|
||||
|
||||
// End command buffer
|
||||
// Submit to graphics queue
|
||||
// Present to swapchain
|
||||
|
||||
currentFrameIndex = (currentFrameIndex + 1) % maxFramesInFlight
|
||||
}
|
||||
|
||||
public func shutdown() async {
|
||||
print(" → Shutting down Vulkan renderer...")
|
||||
|
||||
// Wait for device idle
|
||||
// Destroy all resources in reverse order
|
||||
destroyDescriptorResources()
|
||||
destroyGraphicsPipeline()
|
||||
destroyFramebuffers()
|
||||
destroyRenderPass()
|
||||
destroyCommandResources()
|
||||
destroySwapchain()
|
||||
destroyLogicalDevice()
|
||||
destroySurface()
|
||||
destroyInstance()
|
||||
|
||||
isInitialized = false
|
||||
print(" ✓ Vulkan renderer shutdown complete")
|
||||
}
|
||||
|
||||
public func loadMesh(vertices: [Vertex], indices: [UInt32]) async throws -> MeshHandle {
|
||||
let handle = MeshHandle()
|
||||
|
||||
// Create Vulkan vertex buffer
|
||||
// Create Vulkan index buffer
|
||||
// Upload data to GPU
|
||||
|
||||
let vulkanMesh = VulkanMesh(
|
||||
vertexBuffer: nil,
|
||||
indexBuffer: nil,
|
||||
vertexCount: UInt32(vertices.count),
|
||||
indexCount: UInt32(indices.count)
|
||||
)
|
||||
|
||||
meshes[handle] = vulkanMesh
|
||||
return handle
|
||||
}
|
||||
|
||||
public func loadTexture(data: Data, width: Int, height: Int, format: TextureFormat) async throws -> TextureHandle {
|
||||
let handle = TextureHandle()
|
||||
|
||||
// Create Vulkan image
|
||||
// Create Vulkan image view
|
||||
// Create Vulkan sampler
|
||||
// Upload texture data
|
||||
|
||||
let vulkanTexture = VulkanTexture(
|
||||
image: nil,
|
||||
imageView: nil,
|
||||
sampler: nil,
|
||||
width: width,
|
||||
height: height
|
||||
)
|
||||
|
||||
textures[handle] = vulkanTexture
|
||||
return handle
|
||||
}
|
||||
|
||||
public func createMaterial(albedoTexture: TextureHandle?, normalTexture: TextureHandle?) async throws -> MaterialHandle {
|
||||
let handle = MaterialHandle()
|
||||
|
||||
// Create descriptor set for this material
|
||||
// Bind textures to descriptor set
|
||||
|
||||
let vulkanMaterial = VulkanMaterial(
|
||||
descriptorSet: nil,
|
||||
albedoTexture: albedoTexture,
|
||||
normalTexture: normalTexture
|
||||
)
|
||||
|
||||
materials[handle] = vulkanMaterial
|
||||
return handle
|
||||
}
|
||||
|
||||
public var info: RendererInfo {
|
||||
return RendererInfo(
|
||||
apiName: "Vulkan",
|
||||
apiVersion: "1.3",
|
||||
deviceName: "Vulkan Device (placeholder)",
|
||||
maxTextureSize: 16384
|
||||
)
|
||||
}
|
||||
|
||||
// MARK: - Vulkan-Specific Implementation
|
||||
|
||||
private func createInstance() throws {
|
||||
print(" • Creating Vulkan instance...")
|
||||
// vkCreateInstance(...) with validation layers in debug
|
||||
}
|
||||
|
||||
private func createSurface(windowHandle: UnsafeMutableRawPointer?) throws {
|
||||
print(" • Creating Vulkan surface...")
|
||||
// Platform-specific surface creation:
|
||||
// - Linux: vkCreateXlibSurfaceKHR or vkCreateWaylandSurfaceKHR
|
||||
// - Windows: vkCreateWin32SurfaceKHR
|
||||
}
|
||||
|
||||
private func pickPhysicalDevice() throws {
|
||||
print(" • Selecting physical device...")
|
||||
// vkEnumeratePhysicalDevices
|
||||
// Score devices and pick best one (dedicated GPU preferred)
|
||||
}
|
||||
|
||||
private func createLogicalDevice() throws {
|
||||
print(" • Creating logical device...")
|
||||
// vkCreateDevice with required extensions and features
|
||||
}
|
||||
|
||||
private func createSwapchain(width: Int, height: Int, vsync: Bool) throws {
|
||||
print(" • Creating swapchain (\(width)x\(height))...")
|
||||
// vkCreateSwapchainKHR with appropriate format and present mode
|
||||
}
|
||||
|
||||
private func createCommandResources() throws {
|
||||
print(" • Creating command resources...")
|
||||
// vkCreateCommandPool
|
||||
// vkAllocateCommandBuffers
|
||||
}
|
||||
|
||||
private func createRenderPass() throws {
|
||||
print(" • Creating render pass...")
|
||||
// vkCreateRenderPass with color and depth attachments
|
||||
}
|
||||
|
||||
private func createFramebuffers() throws {
|
||||
print(" • Creating framebuffers...")
|
||||
// vkCreateFramebuffer for each swapchain image
|
||||
}
|
||||
|
||||
private func createGraphicsPipeline() throws {
|
||||
print(" • Creating graphics pipeline...")
|
||||
// Load shaders (SPIR-V)
|
||||
// vkCreateGraphicsPipelines with all state
|
||||
}
|
||||
|
||||
private func createDescriptorResources() throws {
|
||||
print(" • Creating descriptor resources...")
|
||||
// vkCreateDescriptorSetLayout
|
||||
// vkCreateDescriptorPool
|
||||
}
|
||||
|
||||
private func drawEntity(_ entity: Entity, camera: Camera) {
|
||||
// Bind mesh
|
||||
// Bind material
|
||||
// Set push constants (MVP matrix)
|
||||
// vkCmdDrawIndexed
|
||||
}
|
||||
|
||||
// MARK: - Cleanup
|
||||
|
||||
private func destroyDescriptorResources() {
|
||||
// vkDestroyDescriptorPool
|
||||
// vkDestroyDescriptorSetLayout
|
||||
}
|
||||
|
||||
private func destroyGraphicsPipeline() {
|
||||
// vkDestroyPipeline
|
||||
// vkDestroyPipelineLayout
|
||||
}
|
||||
|
||||
private func destroyFramebuffers() {
|
||||
// vkDestroyFramebuffer for each
|
||||
}
|
||||
|
||||
private func destroyRenderPass() {
|
||||
// vkDestroyRenderPass
|
||||
}
|
||||
|
||||
private func destroyCommandResources() {
|
||||
// vkFreeCommandBuffers
|
||||
// vkDestroyCommandPool
|
||||
}
|
||||
|
||||
private func destroySwapchain() {
|
||||
// vkDestroySwapchainKHR
|
||||
}
|
||||
|
||||
private func destroyLogicalDevice() {
|
||||
// vkDestroyDevice
|
||||
}
|
||||
|
||||
private func destroySurface() {
|
||||
// vkDestroySurfaceKHR
|
||||
}
|
||||
|
||||
private func destroyInstance() {
|
||||
// vkDestroyInstance
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Vulkan Resource Types
|
||||
|
||||
private struct VulkanMesh {
|
||||
var vertexBuffer: UnsafeMutableRawPointer?
|
||||
var indexBuffer: UnsafeMutableRawPointer?
|
||||
var vertexCount: UInt32
|
||||
var indexCount: UInt32
|
||||
}
|
||||
|
||||
private struct VulkanTexture {
|
||||
var image: UnsafeMutableRawPointer?
|
||||
var imageView: UnsafeMutableRawPointer?
|
||||
var sampler: UnsafeMutableRawPointer?
|
||||
var width: Int
|
||||
var height: Int
|
||||
}
|
||||
|
||||
private struct VulkanMaterial {
|
||||
var descriptorSet: UnsafeMutableRawPointer?
|
||||
var albedoTexture: TextureHandle?
|
||||
var normalTexture: TextureHandle?
|
||||
}
|
||||
|
||||
// MARK: - Errors
|
||||
|
||||
private enum RendererError: Error {
|
||||
case notInitialized
|
||||
case vulkanError(String)
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue