commit 6d27a8ed3a313506d0326f2ac0aa6ec979351d25 Author: robojerk Date: Mon Dec 15 16:03:37 2025 -0800 initial commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..be386e3 --- /dev/null +++ b/.gitignore @@ -0,0 +1,38 @@ +# Swift Package Manager +.build/ +.swiftpm/ +Package.resolved + +# Xcode +xcuserdata/ +*.xcworkspace +*.xcodeproj +DerivedData/ + +# macOS +.DS_Store + +# IDE +.vscode/ +.idea/ +*.swp +*.swo +*~ + +# Build artifacts +*.o +*.a +*.so +*.dylib +*.dll +*.exe + +# Logs +*.log + +# Temporary files +*.tmp +*.temp + +# Prompts +prompt*.md \ No newline at end of file diff --git a/ARCHITECTURE.md b/ARCHITECTURE.md new file mode 100644 index 0000000..f0882da --- /dev/null +++ b/ARCHITECTURE.md @@ -0,0 +1,396 @@ +# ๐Ÿ—๏ธ SportsBallEngine Architecture + +This document provides a detailed overview of the engine's architecture, following industry-standard design patterns for cross-platform game development. + +## Core Principles + +### 1. Strict Layer Separation + +The engine is divided into two distinct categories: + +#### **Platform-Agnostic Layer (Engine Core)** +- Pure Swift code with **ZERO** platform-specific imports +- Contains all game logic, physics, and asset management +- Can be tested and developed independently of any platform +- Modules: `EngineCore`, `PhysicsEngine`, `AssetLoader` + +#### **Platform Abstraction Layer (PAL)** +- Thin wrappers around OS-specific APIs +- Implements protocols defined by the core layer +- Only place where platform-specific code exists +- Modules: `PlatformLinux`, `PlatformWin32`, `VulkanRenderer`, `DX12Renderer` + +### 2. Protocol-Oriented Design + +All platform-dependent functionality is accessed through Swift protocols: + +```swift +// RendererAPI module (platform-agnostic) +public protocol Renderer: Sendable { + func initialize(config: RendererConfig) async throws + func beginFrame() throws + func draw(scene: Scene) throws + func endFrame() throws + func shutdown() async + // ... more methods +} + +// VulkanRenderer module (platform-specific) +public final class VulkanRenderer: Renderer { + // Concrete Vulkan implementation +} + +// DX12Renderer module (platform-specific) +public final class DX12Renderer: Renderer { + // Concrete DirectX 12 implementation +} +``` + +### 3. Dependency Injection + +Platform implementations are created and injected at startup: + +```swift +// main.swift +let renderer = PlatformFactory.createRenderer() // Creates Vulkan or DX12 +let windowManager = PlatformFactory.createWindowManager() +let inputHandler = PlatformFactory.createInputHandler() +let audioEngine = PlatformFactory.createAudioEngine() + +// Inject into engine core +let engine = GameEngine( + renderer: renderer, + windowManager: windowManager, + inputHandler: inputHandler, + audioEngine: audioEngine +) +``` + +## Module Dependency Graph + +``` +โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” +โ”‚ main.swift โ”‚ +โ”‚ (Platform Detection) โ”‚ +โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ + โ”‚ + โ”‚ Creates & Injects + โ”‚ + โ–ผ +โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” +โ”‚ EngineCore โ”‚ +โ”‚ โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ +โ”‚ โ”‚ Main Loop โ”‚ โ”‚ Scene โ”‚ โ”‚ Systems โ”‚ โ”‚ +โ”‚ โ”‚ (Fixed ฮ”t) โ”‚ โ”‚ Management โ”‚ โ”‚Coordinator โ”‚ โ”‚ +โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ”‚ +โ”‚ โ”‚ +โ”‚ Depends on protocols only: โ”‚ +โ”‚ - Renderer (draw calls) โ”‚ +โ”‚ - WindowManager (events) โ”‚ +โ”‚ - InputHandler (keyboard/mouse) โ”‚ +โ”‚ - AudioEngine (sound) โ”‚ +โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ + โ”‚ โ”‚ + โ”‚ โ”‚ + โ”Œโ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ” + โ”‚ Physics โ”‚ โ”‚ Asset โ”‚ + โ”‚ Engine โ”‚ โ”‚ Loader โ”‚ + โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ + + +โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” +โ”‚ RendererAPI (Protocols) โ”‚ +โ”‚ โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ +โ”‚ โ”‚ Renderer โ”‚ โ”‚ Window โ”‚ โ”‚ Input โ”‚ โ”‚ Audio โ”‚ โ”‚ +โ”‚ โ”‚ Protocol โ”‚ โ”‚ Protocol โ”‚ โ”‚ Protocol โ”‚ โ”‚ Protocol โ”‚ โ”‚ +โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ”‚ +โ”‚ โ”‚ +โ”‚ Also defines: Scene, Camera, Entity, Transform, etc. โ”‚ +โ””โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ + โ”‚ โ”‚ โ”‚ โ”‚ + โ”‚ โ”‚ โ”‚ โ”‚ + โ”‚ โ”‚ โ”‚ โ”‚ +โ”Œโ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ” +โ”‚ Vulkan โ”‚ โ”‚ DX12 โ”‚ โ”‚ Platformโ”‚ โ”‚ Platformโ”‚ +โ”‚Renderer โ”‚ โ”‚Renderer โ”‚ โ”‚ Linux โ”‚ โ”‚ Win32 โ”‚ +โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ + โ”‚ โ”‚ โ”‚ โ”‚ + โ”‚ โ”‚ โ”‚ โ”‚ +โ”Œโ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ” +โ”‚ Operating System APIs โ”‚ +โ”‚ Vulkan | DirectX 12 | X11 | Wayland | Win32 โ”‚ +โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ +``` + +## Data Flow + +### Frame Rendering Flow + +``` +1. main.swift + โ””โ”€> GameEngine.runMainLoop() + +2. EngineCore + โ”œโ”€> windowManager.processEvents() [Platform layer] + โ”œโ”€> inputHandler.pollEvents() [Platform layer] + โ”‚ + โ”œโ”€> fixedUpdate(deltaTime) [Fixed timestep] + โ”‚ โ”œโ”€> physicsEngine.step() [Core layer] + โ”‚ โ”œโ”€> audioEngine.update() [Platform layer] + โ”‚ โ””โ”€> updateGameLogic() [Core layer] + โ”‚ + โ””โ”€> render(interpolationAlpha) + โ”œโ”€> renderer.beginFrame() [Platform layer] + โ”œโ”€> renderer.draw(scene) [Platform layer] + โ””โ”€> renderer.endFrame() [Platform layer] + +3. Renderer (Vulkan or DX12) + โ”œโ”€> Acquire swapchain image + โ”œโ”€> Record command buffer + โ”‚ โ”œโ”€> Bind pipeline + โ”‚ โ”œโ”€> Set viewport/scissor + โ”‚ โ””โ”€> For each entity: + โ”‚ โ”œโ”€> Bind vertex/index buffers + โ”‚ โ””โ”€> Draw indexed + โ”œโ”€> Submit command buffer + โ””โ”€> Present to window +``` + +### Asset Loading Flow + +``` +1. EngineCore + โ””โ”€> assetLoader.loadMesh("player.fbx") + +2. AssetLoader + โ”œโ”€> Read file from disk + โ”œโ”€> Parse FBX format + โ”œโ”€> Extract vertices, indices, bones + โ””โ”€> Return MeshData (CPU-side) + +3. EngineCore + โ””โ”€> renderer.loadMesh(vertices, indices) + +4. Renderer (Vulkan or DX12) + โ”œโ”€> Allocate GPU buffer + โ”œโ”€> Upload data to GPU + โ””โ”€> Return MeshHandle (GPU resource) + +5. EngineCore + โ””โ”€> 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 = [] // Balls/pucks +private var playerBodies: Set = [] // 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 โ†’ 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: +- โœ… Clean separation of concerns +- โœ… Easy platform porting +- โœ… Testable core logic +- โœ… Maintainable codebase +- โœ… Performance optimization opportunities +- โœ… Sports game-specific features + diff --git a/GETTING_STARTED.md b/GETTING_STARTED.md new file mode 100644 index 0000000..2a0a3e4 --- /dev/null +++ b/GETTING_STARTED.md @@ -0,0 +1,375 @@ +# ๐Ÿš€ 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: + +### ๐Ÿ“ฆ Package Structure + +``` +SportsBallEngine_1/ +โ”œโ”€โ”€ Package.swift # Swift Package Manager manifest +โ”œโ”€โ”€ README.md # Main documentation +โ”œโ”€โ”€ ARCHITECTURE.md # Detailed architecture guide +โ”œโ”€โ”€ GETTING_STARTED.md # This file +โ”œโ”€โ”€ .gitignore # Git ignore rules +โ”‚ +โ””โ”€โ”€ Sources/ + โ”œโ”€โ”€ SportsBallEngine/ # Main entry point + โ”‚ โ””โ”€โ”€ main.swift # Platform detection & initialization + โ”‚ + โ”œโ”€โ”€ RendererAPI/ # Protocol definitions (CORE) + โ”‚ โ”œโ”€โ”€ RendererProtocol.swift # Rendering abstraction + โ”‚ โ”œโ”€โ”€ InputProtocol.swift # Input abstraction + โ”‚ โ”œโ”€โ”€ WindowProtocol.swift # Window abstraction + โ”‚ โ””โ”€โ”€ AudioProtocol.swift # Audio abstraction + โ”‚ + โ”œโ”€โ”€ EngineCore/ # Platform-agnostic core + โ”‚ โ””โ”€โ”€ Engine.swift # Main game loop + โ”‚ + โ”œโ”€โ”€ PhysicsEngine/ # Sports-optimized physics + โ”‚ โ””โ”€โ”€ PhysicsWorld.swift # Physics simulation + โ”‚ + โ”œโ”€โ”€ AssetLoader/ # Asset management + โ”‚ โ””โ”€โ”€ AssetManager.swift # Asset loading & caching + โ”‚ + โ”œโ”€โ”€ VulkanRenderer/ # Vulkan backend (Linux/Windows) + โ”‚ โ””โ”€โ”€ VulkanRenderer.swift + โ”‚ + โ”œโ”€โ”€ DX12Renderer/ # DirectX 12 backend (Windows) + โ”‚ โ””โ”€โ”€ DX12Renderer.swift + โ”‚ + โ”œโ”€โ”€ PlatformLinux/ # Linux platform layer + โ”‚ โ””โ”€โ”€ LinuxPlatform.swift # Window, Input, Audio for Linux + โ”‚ + โ””โ”€โ”€ PlatformWin32/ # Windows platform layer + โ””โ”€โ”€ Win32Platform.swift # Window, Input, Audio for Windows +``` + +### ๐ŸŽฏ 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 + +``` +============================================================ +๐Ÿ€ SportsBallEngine - Cross-Platform 3D Game Engine +============================================================ + +๐Ÿ“ Platform: Linux +๐Ÿ”ง Swift Version: 6.0 + +๐Ÿ”จ Creating platform abstractions... + ๐Ÿง LinuxWindowManager created + ๐ŸŒ‹ VulkanRenderer created + ๐Ÿง LinuxInputHandler created + ๐Ÿง LinuxAudioEngine created + +๐ŸชŸ Creating window... + โ†’ Creating Linux window... + โœ“ Linux window created: SportsBallEngine (1920x1080) + +โš™๏ธ Initializing engine core... + ๐ŸŽฎ SportsBallEngine initialized + +============================================================ +๐ŸŽฎ 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! + +#### โŒ Bad Approach (Platform-specific code everywhere) +```swift +// DON'T DO THIS! +class Renderer { + func draw() { + #if os(Linux) + vulkanDraw() + #elif os(Windows) + dx12Draw() + #endif + } +} +``` + +#### โœ… 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 + 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. โœ… **Platform-agnostic code** โ†’ `EngineCore`, `PhysicsEngine`, `AssetLoader` +2. โœ… **Protocol definitions** โ†’ `RendererAPI` +3. โœ… **Platform-specific code** โ†’ `Platform{Name}`, `{API}Renderer` +4. โŒ **NO platform imports in core modules** +5. โŒ **NO game logic in platform layers** + +## Summary + +You now have: +- โœ… Complete module structure +- โœ… Protocol-based platform abstraction +- โœ… Sports-optimized physics engine +- โœ… Asset management system +- โœ… Rendering backend stubs (Vulkan, DX12) +- โœ… Platform layers (Linux, Windows) +- โœ… 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 + diff --git a/Package.swift b/Package.swift new file mode 100644 index 0000000..38bf496 --- /dev/null +++ b/Package.swift @@ -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"] + ), + ] +) + diff --git a/README.md b/README.md new file mode 100644 index 0000000..bdd1922 --- /dev/null +++ b/README.md @@ -0,0 +1,270 @@ +# ๐Ÿ€ 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. + +## ๐ŸŽฏ 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) + +## ๐Ÿ—๏ธ Architecture + +``` +โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” +โ”‚ main.swift โ”‚ +โ”‚ (Platform Detection & Injection) โ”‚ +โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ + โ”‚ + โ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” + โ”‚ โ”‚ โ”‚ โ”‚ + โ–ผ โ–ผ โ–ผ โ–ผ + โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” + โ”‚ EngineCore โ”‚ โ”‚ Renderer โ”‚ โ”‚ Window โ”‚ โ”‚ Input โ”‚ + โ”‚ (Protocol- โ”‚ โ”‚ Protocol โ”‚ โ”‚ Protocol โ”‚ โ”‚ Protocol โ”‚ + โ”‚ Agnostic) โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ + โ””โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ”‚ โ”‚ โ”‚ + โ”‚ โ”‚ โ”‚ โ”‚ + โ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ”‚ โ”‚ + โ”‚ โ”‚ โ”‚ โ”‚ + โ–ผ โ–ผ โ–ผ โ–ผ + โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” + โ”‚ Physics โ”‚ โ”‚ Asset โ”‚ โ”‚ Linux/Win32 โ”‚ โ”‚ Linux/Win32 โ”‚ + โ”‚ Engine โ”‚ โ”‚ Loader โ”‚ โ”‚ Window โ”‚ โ”‚ Input โ”‚ + โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ + โ”‚ + โ–ผ + โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” + โ”‚ Vulkan / DX12 โ”‚ + โ”‚ Renderer โ”‚ + โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ +``` + +## ๐Ÿ“ฆ 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 + +## ๐ŸŽฎ 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 + +## ๐Ÿš€ 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 Renderer API (vulkan, dx12) [Windows only] + --title, -t 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" +``` + +## ๐Ÿ”ง 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/ +โ”œโ”€โ”€ Package.swift # Swift Package Manager manifest +โ”œโ”€โ”€ README.md # This file +โ”œโ”€โ”€ Sources/ +โ”‚ โ”œโ”€โ”€ SportsBallEngine/ # Main entry point +โ”‚ โ”‚ โ””โ”€โ”€ main.swift +โ”‚ โ”œโ”€โ”€ EngineCore/ # Platform-agnostic core +โ”‚ โ”‚ โ””โ”€โ”€ Engine.swift +โ”‚ โ”œโ”€โ”€ RendererAPI/ # Protocol definitions +โ”‚ โ”‚ โ”œโ”€โ”€ RendererProtocol.swift +โ”‚ โ”‚ โ”œโ”€โ”€ InputProtocol.swift +โ”‚ โ”‚ โ”œโ”€โ”€ WindowProtocol.swift +โ”‚ โ”‚ โ””โ”€โ”€ AudioProtocol.swift +โ”‚ โ”œโ”€โ”€ PhysicsEngine/ # Physics simulation +โ”‚ โ”‚ โ””โ”€โ”€ PhysicsWorld.swift +โ”‚ โ”œโ”€โ”€ AssetLoader/ # Asset management +โ”‚ โ”‚ โ””โ”€โ”€ AssetManager.swift +โ”‚ โ”œโ”€โ”€ VulkanRenderer/ # Vulkan backend +โ”‚ โ”‚ โ””โ”€โ”€ VulkanRenderer.swift +โ”‚ โ”œโ”€โ”€ DX12Renderer/ # DirectX 12 backend +โ”‚ โ”‚ โ””โ”€โ”€ DX12Renderer.swift +โ”‚ โ”œโ”€โ”€ PlatformLinux/ # Linux platform layer +โ”‚ โ”‚ โ””โ”€โ”€ LinuxPlatform.swift +โ”‚ โ””โ”€โ”€ PlatformWin32/ # Windows platform layer +โ”‚ โ””โ”€โ”€ Win32Platform.swift +โ””โ”€โ”€ Tests/ + โ””โ”€โ”€ EngineCoreTests/ +``` + +## ๐ŸŽฏ Sports Game Features (Roadmap) + +### Phase 1: Core Engine โœ… +- [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 + +## ๐Ÿ“ License + +Copyright (c) 2025. All rights reserved. + +## ๐Ÿ™ 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. + diff --git a/Sources/AssetLoader/AssetManager.swift b/Sources/AssetLoader/AssetManager.swift new file mode 100644 index 0000000..2ca541d --- /dev/null +++ b/Sources/AssetLoader/AssetManager.swift @@ -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(" โœ“ Asset manager initialized") + } + + public func shutdown() { + meshCache.removeAll() + textureCache.removeAll() + animationCache.removeAll() + skeletonCache.removeAll() + loadedAssets.removeAll() + + print(" โœ“ 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 + } +} + diff --git a/Sources/DX12Renderer/DX12Renderer.swift b/Sources/DX12Renderer/DX12Renderer.swift new file mode 100644 index 0000000..f270919 --- /dev/null +++ b/Sources/DX12Renderer/DX12Renderer.swift @@ -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(" ๐ŸชŸ DX12Renderer created") + } + + // MARK: - Renderer Protocol Implementation + + public func initialize(config: RendererConfig) async throws { + print(" โ†’ 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(" โœ“ 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(" โ†’ 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(" โœ“ 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(" โ€ข Enabling D3D12 debug layer...") + // ID3D12Debug::EnableDebugLayer() + } + + private func createFactory() throws { + print(" โ€ข Creating DXGI factory...") + // CreateDXGIFactory2(...) + } + + private func createDevice() throws { + print(" โ€ข Creating D3D12 device...") + // D3D12CreateDevice(...) with hardware adapter + } + + private func createCommandQueue() throws { + print(" โ€ข Creating command queue...") + // ID3D12Device::CreateCommandQueue(D3D12_COMMAND_LIST_TYPE_DIRECT) + } + + private func createSwapChain(windowHandle: UnsafeMutableRawPointer?, width: Int, height: Int) throws { + print(" โ€ข Creating swap chain (\(width)x\(height))...") + // IDXGIFactory::CreateSwapChainForHwnd(...) + } + + private func createDescriptorHeaps() throws { + print(" โ€ข Creating descriptor heaps...") + // ID3D12Device::CreateDescriptorHeap for RTV, DSV, CBV/SRV/UAV + } + + private func createRenderTargets() throws { + print(" โ€ข Creating render target views...") + // ID3D12Device::CreateRenderTargetView for each swap chain buffer + } + + private func createCommandAllocatorAndList() throws { + print(" โ€ข Creating command allocator and list...") + // ID3D12Device::CreateCommandAllocator + // ID3D12Device::CreateCommandList + } + + private func createRootSignature() throws { + print(" โ€ข Creating root signature...") + // ID3D12Device::CreateRootSignature with CBVs, SRVs, samplers + } + + private func createPipelineState() throws { + print(" โ€ข Creating pipeline state...") + // Compile HLSL shaders + // ID3D12Device::CreateGraphicsPipelineState with shaders and state + } + + private func createFence() throws { + print(" โ€ข 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) +} + diff --git a/Sources/EngineCore/Engine.swift b/Sources/EngineCore/Engine.swift new file mode 100644 index 0000000..246ea91 --- /dev/null +++ b/Sources/EngineCore/Engine.swift @@ -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("๐ŸŽฎ SportsBallEngine initialized") + } + + // MARK: - Engine Lifecycle + + /// Start the engine and run the main loop + public func start() async throws { + print("๐Ÿš€ Starting engine...") + + // Initialize all systems + try await initializeSystems() + + // Load initial scene/assets + try await loadInitialScene() + + // Start the main loop + isRunning = true + lastFrameTime = getCurrentTime() + + print("โœ… Engine started successfully") + + // Run the game loop + await runMainLoop() + } + + /// Stop the engine and cleanup + public func stop() async { + print("๐Ÿ›‘ Stopping engine...") + isRunning = false + + await shutdownSystems() + + print("โœ… Engine stopped") + } + + // MARK: - System Initialization + + private func initializeSystems() async throws { + print(" โ†’ 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(" โœ“ Renderer: \(renderer.info.apiName) \(renderer.info.apiVersion)") + print(" โœ“ Device: \(renderer.info.deviceName)") + + print(" โ†’ Initializing input system...") + try await inputHandler.initialize() + + print(" โ†’ Initializing audio system...") + try await audioEngine.initialize(config: AudioConfig()) + + print(" โ†’ Initializing physics engine...") + await physicsEngine.initialize() + + print(" โ†’ 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(" โ†’ Loading initial scene...") + + // Create a simple test scene (stadium environment) + let stadium = try await createStadiumScene() + currentScene = stadium + + print(" โœ“ 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(" โ†” Window resized: \(width)x\(height)") + // Notify renderer of resize + case .focus(let focused): + print(" ๐Ÿ‘ Window focus changed: \(focused)") + case .minimize: + print(" โฌ‡ Window minimized") + case .maximize: + print(" โฌ† Window maximized") + case .restore: + print(" โ†• 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 + } +} + diff --git a/Sources/PhysicsEngine/PhysicsWorld.swift b/Sources/PhysicsEngine/PhysicsWorld.swift new file mode 100644 index 0000000..03dc00e --- /dev/null +++ b/Sources/PhysicsEngine/PhysicsWorld.swift @@ -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(" โœ“ 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 + } +} + diff --git a/Sources/PlatformLinux/LinuxPlatform.swift b/Sources/PlatformLinux/LinuxPlatform.swift new file mode 100644 index 0000000..b2f1095 --- /dev/null +++ b/Sources/PlatformLinux/LinuxPlatform.swift @@ -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(" ๐Ÿง LinuxWindowManager created") + } + + public func createWindow(config: WindowConfig) async throws { + print(" โ†’ 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(" โœ“ 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(" โ†’ Destroying Linux window...") + + // glfwDestroyWindow(window) + // glfwTerminate() + // or + // SDL_DestroyWindow(window) + // SDL_Quit() + + window = nil + print(" โœ“ 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(" ๐Ÿง LinuxInputHandler created") + } + + public func initialize() async throws { + print(" โ†’ 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(" โœ“ 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(" โ†’ Shutting down Linux input system...") + keyStates.removeAll() + mouseButtonStates.removeAll() + eventQueue.removeAll() + print(" โœ“ 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(" ๐Ÿง LinuxAudioEngine created") + } + + public func initialize(config: AudioConfig) async throws { + print(" โ†’ Initializing Linux audio (ALSA/PulseAudio/PipeWire)...") + // Initialize audio backend (ALSA, PulseAudio, PipeWire, or OpenAL) + print(" โœ“ 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(" โ†’ Shutting down Linux audio...") + print(" โœ“ Linux audio shutdown") + } +} + diff --git a/Sources/PlatformWin32/Win32Platform.swift b/Sources/PlatformWin32/Win32Platform.swift new file mode 100644 index 0000000..cfb5b60 --- /dev/null +++ b/Sources/PlatformWin32/Win32Platform.swift @@ -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(" ๐ŸชŸ Win32WindowManager created") + } + + public func createWindow(config: WindowConfig) async throws { + print(" โ†’ 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(" โœ“ 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(" โ†’ Destroying Windows window...") + + #if os(Windows) + // DestroyWindow(hwnd) + // UnregisterClassW(L"SportsBallEngineWindowClass", hinstance) + #endif + + hwnd = nil + print(" โœ“ 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(" ๐ŸชŸ Win32InputHandler created") + } + + public func initialize() async throws { + print(" โ†’ 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(" โœ“ 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(" โ†’ Shutting down Windows input system...") + keyStates.removeAll() + mouseButtonStates.removeAll() + eventQueue.removeAll() + print(" โœ“ 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(" ๐ŸชŸ Win32AudioEngine created") + } + + public func initialize(config: AudioConfig) async throws { + print(" โ†’ Initializing Windows audio (WASAPI/XAudio2)...") + // Initialize audio backend (WASAPI, XAudio2, or OpenAL) + print(" โœ“ 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(" โ†’ Shutting down Windows audio...") + print(" โœ“ Windows audio shutdown") + } +} + +// MARK: - Errors + +private enum PlatformError: Error { + case unsupportedPlatform(String) +} + diff --git a/Sources/RendererAPI/AudioProtocol.swift b/Sources/RendererAPI/AudioProtocol.swift new file mode 100644 index 0000000..d3419e1 --- /dev/null +++ b/Sources/RendererAPI/AudioProtocol.swift @@ -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 +} + diff --git a/Sources/RendererAPI/InputProtocol.swift b/Sources/RendererAPI/InputProtocol.swift new file mode 100644 index 0000000..f751a1f --- /dev/null +++ b/Sources/RendererAPI/InputProtocol.swift @@ -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 +} + diff --git a/Sources/RendererAPI/RendererProtocol.swift b/Sources/RendererAPI/RendererProtocol.swift new file mode 100644 index 0000000..3402f25 --- /dev/null +++ b/Sources/RendererAPI/RendererProtocol.swift @@ -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 +} + diff --git a/Sources/RendererAPI/WindowProtocol.swift b/Sources/RendererAPI/WindowProtocol.swift new file mode 100644 index 0000000..a6c3210 --- /dev/null +++ b/Sources/RendererAPI/WindowProtocol.swift @@ -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 +} + diff --git a/Sources/SportsBallEngine/main.swift b/Sources/SportsBallEngine/main.swift new file mode 100644 index 0000000..1445ff8 --- /dev/null +++ b/Sources/SportsBallEngine/main.swift @@ -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("๐Ÿ€ SportsBallEngine - Cross-Platform 3D Game Engine") +print("=" * 60) +print() + +// Detect platform +#if os(Linux) +print("๐Ÿ“ Platform: Linux") +let platformName = "Linux" +#elseif os(Windows) +print("๐Ÿ“ Platform: Windows") +let platformName = "Windows" +#elseif os(macOS) +print("๐Ÿ“ Platform: macOS") +let platformName = "macOS" +#else +print("๐Ÿ“ Platform: Unknown") +let platformName = "Unknown" +#endif + +print("๐Ÿ”ง 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("๐ŸŽจ Creating Vulkan renderer...") + return VulkanRenderer() + + #elseif os(Windows) + // Windows: DirectX 12 (default) or Vulkan + if let api = preferredAPI?.lowercased(), api == "vulkan" { + print("๐ŸŽจ Creating Vulkan renderer...") + return VulkanRenderer() + } else { + print("๐ŸŽจ 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("๐Ÿ”จ 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("๐ŸชŸ 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("โš™๏ธ 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("๐ŸŽฎ Starting game engine...") + print("=" * 60) + print() + print("Controls:") + print(" ESC - Exit application") + print() + + try await engine.start() + + // Engine has stopped + print() + print("=" * 60) + print("๐Ÿ‘‹ Engine shutdown complete. Goodbye!") + print("=" * 60) + + } catch { + print() + print("=" * 60) + print("โŒ 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) + * โ†’ Detect platform + * โ†’ Create platform-specific implementations + * โ†’ Inject into EngineCore + * โ†’ 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 + * + * ============================================================================ + */ + diff --git a/Sources/VulkanRenderer/VulkanRenderer.swift b/Sources/VulkanRenderer/VulkanRenderer.swift new file mode 100644 index 0000000..03baff0 --- /dev/null +++ b/Sources/VulkanRenderer/VulkanRenderer.swift @@ -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(" ๐ŸŒ‹ VulkanRenderer created") + } + + // MARK: - Renderer Protocol Implementation + + public func initialize(config: RendererConfig) async throws { + print(" โ†’ 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(" โœ“ 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(" โ†’ 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(" โœ“ 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(" โ€ข Creating Vulkan instance...") + // vkCreateInstance(...) with validation layers in debug + } + + private func createSurface(windowHandle: UnsafeMutableRawPointer?) throws { + print(" โ€ข Creating Vulkan surface...") + // Platform-specific surface creation: + // - Linux: vkCreateXlibSurfaceKHR or vkCreateWaylandSurfaceKHR + // - Windows: vkCreateWin32SurfaceKHR + } + + private func pickPhysicalDevice() throws { + print(" โ€ข Selecting physical device...") + // vkEnumeratePhysicalDevices + // Score devices and pick best one (dedicated GPU preferred) + } + + private func createLogicalDevice() throws { + print(" โ€ข Creating logical device...") + // vkCreateDevice with required extensions and features + } + + private func createSwapchain(width: Int, height: Int, vsync: Bool) throws { + print(" โ€ข Creating swapchain (\(width)x\(height))...") + // vkCreateSwapchainKHR with appropriate format and present mode + } + + private func createCommandResources() throws { + print(" โ€ข Creating command resources...") + // vkCreateCommandPool + // vkAllocateCommandBuffers + } + + private func createRenderPass() throws { + print(" โ€ข Creating render pass...") + // vkCreateRenderPass with color and depth attachments + } + + private func createFramebuffers() throws { + print(" โ€ข Creating framebuffers...") + // vkCreateFramebuffer for each swapchain image + } + + private func createGraphicsPipeline() throws { + print(" โ€ข Creating graphics pipeline...") + // Load shaders (SPIR-V) + // vkCreateGraphicsPipelines with all state + } + + private func createDescriptorResources() throws { + print(" โ€ข 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) +} +