Use built-in qsort instead of flecs (better perf)
This commit is contained in:
38
game/main.c
38
game/main.c
@@ -1,5 +1,8 @@
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#include <rlImGui.h>
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#include <raygui.h>
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#include <time.h>
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#include <raymath.h>
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#include <stdlib.h>
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#include "systems.h"
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#include "components.h"
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@@ -15,8 +18,6 @@
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#include "pathfinding.h"
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#include <time.h>
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#include <raymath.h>
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ECS_COMPONENT_DECLARE(Game);
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ECS_COMPONENT_DECLARE(InputState);
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@@ -148,12 +149,11 @@ ECS_DTOR(Path, path, {
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}
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})
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int cmpPos(ecs_entity_t e1, const void *v1, ecs_entity_t e2, const void *v2) {
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const Position *pos1 = v1;
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const Position *pos2 = v2;
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int cmpDrawData(const void *a, const void *b) {
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const DrawData *lhs = (DrawData *) a;
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const DrawData *rhs = (DrawData *) b;
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// NOTE: entities with lower Y are in front
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f32 dif = pos2->y - pos1->y;
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f32 dif = (rhs->dst.y) - (lhs->dst.y);
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int cmpVal = 0;
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if (dif < 0) cmpVal = 1;
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else if (dif > 0) cmpVal = -1;
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@@ -179,6 +179,7 @@ bool init(void *userData) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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game->screen = SCREEN_MAIN_MENU;
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game->font = LoadFontEx("assets/fonts/CompassPro.ttf", 92, NULL, 0);
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game->drawData = bzArrayCreate(DrawData, 1000);
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game->drawQuery = ecs_query(ECS, {
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.filter.terms = {
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{ ecs_id(Position) },
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@@ -186,8 +187,6 @@ bool init(void *userData) {
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{ ecs_id(Rotation) },
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{ ecs_id(TextureRegion) }
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},
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.order_by_component = ecs_id(Position),
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.order_by = cmpPos
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});
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ECS_COMPONENT_DEFINE(ECS, InputState);
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@@ -250,10 +249,6 @@ bool init(void *userData) {
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ECS_SYSTEM(ECS, renderDebugPath, EcsOnUpdate, Path);
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//ECS_SYSTEM(ECS, renderTerrain, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureTerrain);
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//ECS_SYSTEM(ECS, renderBuildings, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureBuildings);
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//ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureEntities);
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ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
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ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation);
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@@ -294,6 +289,8 @@ void deinit(void *userData) {
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bzObjectPoolDestroy(game->pools.pathData);
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bzObjectPoolDestroy(game->pools.actions);
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bzArrayDestroy(game->drawData);
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bzUIDestroy(UI);
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UI = NULL;
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@@ -342,6 +339,7 @@ static void renderGame(Game *game, float dt) {
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// Ground UI
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drawPlayerInputUIGround();
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// Entities
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bzArrayClear(game->drawData);
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ecs_iter_t it = ecs_query_iter(ECS, game->drawQuery);
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while (ecs_iter_next(&it)) {
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Position *p = ecs_field(&it, Position, 1);
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@@ -354,9 +352,21 @@ static void renderGame(Game *game, float dt) {
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Rectangle src = t[i].rec;
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if (t[i].flipX) src.width *= -1.0f;
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if (t[i].flipY) src.height *= -1.0f;
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DrawTexturePro(t[i].texture, src, dst, origin, t[i].rotation, WHITE);
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bzArrayPush(game->drawData, (DrawData) {
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.tex = t[i].texture,
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.src = src,
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.dst = dst,
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.origin = origin,
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.rotation = t[i].rotation
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});
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}
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}
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qsort(game->drawData, bzArraySize(game->drawData), sizeof(*game->drawData), cmpDrawData);
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for (i32 i = 0; i < bzArraySize(game->drawData); i++) {
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DrawData draw = game->drawData[i];
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DrawTexturePro(draw.tex, draw.src, draw.dst, draw.origin, draw.rotation, WHITE);
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}
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ecs_progress(ECS, dt);
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ecs_enable(ECS, renderDebugPathSystem, game->debugDraw.path);
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