Add render system
This commit is contained in:
parent
af76df6a81
commit
05ba2a60d6
8 changed files with 395 additions and 330 deletions
329
main.odin
329
main.odin
|
|
@ -13,12 +13,12 @@ import "core:path/filepath"
|
|||
import "core:math"
|
||||
import "core:math/linalg"
|
||||
import "core:os"
|
||||
import "core:math/rand"
|
||||
|
||||
import stbi "vendor:stb/image"
|
||||
|
||||
import sa "sokol/app"
|
||||
import sh "sokol/helpers"
|
||||
import sg "sokol/gfx"
|
||||
|
||||
import "ecs"
|
||||
|
||||
|
|
@ -26,37 +26,11 @@ Vec2 :: [2]f32
|
|||
Vec3 :: [3]f32
|
||||
Vec4 :: [4]f32
|
||||
|
||||
Mat4 :: matrix[4, 4]f32
|
||||
|
||||
VertexData :: struct {
|
||||
pos: Vec3,
|
||||
col: sg.Color,
|
||||
uv: Vec2,
|
||||
}
|
||||
|
||||
Scene :: struct {
|
||||
physics_system: ^ecs.PhysicsSystem,
|
||||
entities: []ecs.EntityID,
|
||||
}
|
||||
|
||||
Globals :: struct {
|
||||
shader: sg.Shader,
|
||||
pipeline: sg.Pipeline,
|
||||
vertex_buffer: sg.Buffer,
|
||||
index_buffer: sg.Buffer,
|
||||
image: sg.Image,
|
||||
sampler: sg.Sampler,
|
||||
rotation: f32,
|
||||
|
||||
camera: struct {
|
||||
pos: Vec3,
|
||||
target: Vec3,
|
||||
look: Vec2,
|
||||
},
|
||||
|
||||
coordinator: ecs.Coordinator,
|
||||
scene: Scene,
|
||||
dt: f32,
|
||||
physics_system: ^ecs.PhysicsSystem,
|
||||
render_system: ^ecs.RenderSystem,
|
||||
entities: []ecs.EntityID,
|
||||
}
|
||||
g: ^Globals
|
||||
|
||||
|
|
@ -86,131 +60,18 @@ main :: proc() {
|
|||
cleanup_cb = cleanup_cb,
|
||||
event_cb = event_cb,
|
||||
})
|
||||
|
||||
g.coordinator = ecs.coordinator_create()
|
||||
defer ecs.coordinator_destroy(&g.coordinator)
|
||||
|
||||
g.scene = create_scene(&g.coordinator)
|
||||
defer delete(g.scene.entities)
|
||||
}
|
||||
|
||||
init_cb :: proc "c" () {
|
||||
context = default_context
|
||||
|
||||
sg.setup({
|
||||
environment = sh.glue_environment(),
|
||||
allocator = sg.Allocator(sh.allocator(&default_context)),
|
||||
logger = sg.Logger(sh.logger(&default_context)),
|
||||
})
|
||||
|
||||
sa.show_mouse(false)
|
||||
sa.lock_mouse(true)
|
||||
|
||||
g = new(Globals)
|
||||
g.coordinator = ecs.coordinator_create()
|
||||
|
||||
g.camera = {
|
||||
pos = { 0, 0, 2 },
|
||||
target = { 0, 0, 1 },
|
||||
}
|
||||
|
||||
g.shader = sg.make_shader(main_shader_desc(sg.query_backend()))
|
||||
g.pipeline = sg.make_pipeline({
|
||||
shader = g.shader,
|
||||
layout = {
|
||||
attrs = {
|
||||
ATTR_main_pos = { format = .FLOAT3 },
|
||||
ATTR_main_col = { format = .FLOAT4 },
|
||||
ATTR_main_uv = { format = .FLOAT2 },
|
||||
},
|
||||
},
|
||||
index_type = .UINT16,
|
||||
cull_mode = .BACK,
|
||||
depth = {
|
||||
pixel_format = .DEFAULT,
|
||||
write_enabled = true,
|
||||
bias = 0.001,
|
||||
bias_clamp = 0.0,
|
||||
bias_slope_scale = 1.0,
|
||||
compare = .LESS_EQUAL,
|
||||
},
|
||||
})
|
||||
|
||||
vertices := []VertexData {
|
||||
{ pos = { -0.5, -0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, -0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, 0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 1 } },
|
||||
{ pos = { -0.5, 0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 1 } },
|
||||
|
||||
{ pos = { -0.5, -0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, -0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, 0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 1 } },
|
||||
{ pos = { -0.5, 0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 1 } },
|
||||
|
||||
{ pos = { -0.5, 0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, 0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, 0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 1 } },
|
||||
{ pos = { -0.5, 0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 1 } },
|
||||
|
||||
{ pos = { -0.5, -0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, -0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, -0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 1 } },
|
||||
{ pos = { -0.5, -0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 1 } },
|
||||
|
||||
{ pos = { 0.5, -0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, -0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, 0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 1 } },
|
||||
{ pos = { 0.5, 0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 1 } },
|
||||
|
||||
{ pos = { -0.5, -0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 0 } },
|
||||
{ pos = { -0.5, -0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 0 } },
|
||||
{ pos = { -0.5, 0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 1 } },
|
||||
{ pos = { -0.5, 0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 1 } },
|
||||
}
|
||||
g.vertex_buffer = sg.make_buffer({
|
||||
data = sg_range(vertices)
|
||||
})
|
||||
|
||||
indices := []u16 {
|
||||
1, 0, 2,
|
||||
3, 2, 0,
|
||||
7, 4, 6,
|
||||
5, 6, 4,
|
||||
9, 8, 10,
|
||||
11, 10, 8,
|
||||
15, 12, 14,
|
||||
13, 14, 12,
|
||||
17, 16, 18,
|
||||
19, 18, 16,
|
||||
23, 20, 22,
|
||||
21, 22, 20,
|
||||
}
|
||||
|
||||
g.index_buffer = sg.make_buffer({
|
||||
usage = { index_buffer = true },
|
||||
data = sg_range(indices),
|
||||
})
|
||||
|
||||
w, h: i32
|
||||
pixels := stbi.load("res/texture_blue.png", &w, &h, nil, 4)
|
||||
assert(pixels != nil)
|
||||
defer(stbi.image_free(pixels))
|
||||
|
||||
g.image = sg.make_image({
|
||||
width = w,
|
||||
height = h,
|
||||
pixel_format = .RGBA8,
|
||||
data = {
|
||||
subimage = {
|
||||
0 = {
|
||||
0 = {
|
||||
ptr = pixels,
|
||||
size = uint(w * h * 4)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
g.sampler = sg.make_sampler({})
|
||||
create_scene()
|
||||
}
|
||||
|
||||
frame_cb:: proc "c" () {
|
||||
|
|
@ -221,103 +82,22 @@ frame_cb:: proc "c" () {
|
|||
return
|
||||
}
|
||||
|
||||
start_time := time.now()
|
||||
//ecs.physics_system_update(g.scene.physics_system, &g.coordinator, g.dt) // seg fault
|
||||
|
||||
g.dt = f32(sa.frame_duration())
|
||||
|
||||
update_camera(g.dt)
|
||||
|
||||
g.rotation += linalg.to_radians(50 * g.dt)
|
||||
|
||||
proj := linalg.matrix4_perspective_f32(70, sa.widthf() / sa.heightf(), 0.001, 1000)
|
||||
view := linalg.matrix4_look_at_f32(g.camera.pos, g.camera.target, { 0, 1, 0 } )
|
||||
dt := f32(sa.frame_duration())
|
||||
|
||||
Object :: struct {
|
||||
pos: Vec3,
|
||||
rot: Vec3,
|
||||
}
|
||||
objects := []Object {
|
||||
{ { -2, 0, 0 }, { 0, 0, 0 } },
|
||||
{ { 0, 0, 0 }, { 0, 0, 0 } },
|
||||
{ { 2, 0, 0 }, { 0, 0, 0 } },
|
||||
}
|
||||
|
||||
sg.begin_pass({ swapchain = sh.glue_swapchain() })
|
||||
|
||||
sg.apply_pipeline(g.pipeline)
|
||||
sg.apply_bindings({
|
||||
vertex_buffers = { 0 = g.vertex_buffer },
|
||||
index_buffer = g.index_buffer,
|
||||
images = { IMG_tex = g.image },
|
||||
samplers = { SMP_smp = g.sampler },
|
||||
})
|
||||
|
||||
for obj in objects {
|
||||
model := linalg.matrix4_translate_f32(obj.pos) * linalg.matrix4_from_yaw_pitch_roll_f32(obj.rot.y, obj.rot.x, obj.rot.z)
|
||||
|
||||
sg.apply_uniforms(UB_VsParams, sg_range(&Vsparams {
|
||||
mvp = proj * view * model
|
||||
}))
|
||||
|
||||
sg.draw(0, 36, 1)
|
||||
}
|
||||
|
||||
|
||||
sg.end_pass()
|
||||
sg.commit()
|
||||
ecs.physics_system_update(g.physics_system, &g.coordinator, dt)
|
||||
ecs.render_system_update(g.render_system, &g.coordinator, dt, key_down, mouse_move)
|
||||
|
||||
mouse_move = {}
|
||||
}
|
||||
|
||||
update_camera :: proc(dt: f32) {
|
||||
MOVE_SPEED :: 3
|
||||
LOOK_SENSITIVITY :: 0.15
|
||||
|
||||
move_input: Vec3
|
||||
if key_down[.W] do move_input.y = 1
|
||||
else if key_down[.S] do move_input.y = -1
|
||||
|
||||
if key_down[.D] do move_input.x = 1
|
||||
else if key_down[.A] do move_input.x = -1
|
||||
|
||||
if key_down[.SPACE] do move_input.z = 1
|
||||
else if key_down[.LEFT_SHIFT] do move_input.z = -1
|
||||
|
||||
look_input: Vec2 = -mouse_move * LOOK_SENSITIVITY
|
||||
g.camera.look += look_input
|
||||
g.camera.look.x = math.wrap(g.camera.look.x, 360)
|
||||
g.camera.look.y = math.clamp(g.camera.look.y, -89.5, 89.5)
|
||||
|
||||
look_mat := linalg.matrix4_from_yaw_pitch_roll_f32(
|
||||
linalg.to_radians(g.camera.look.x),
|
||||
linalg.to_radians(g.camera.look.y),
|
||||
0,
|
||||
)
|
||||
|
||||
forward := (look_mat * Vec4{0, 0, -1, 1}).xyz
|
||||
right := (look_mat * Vec4{1, 0, 0, 1}).xyz
|
||||
up := (look_mat * Vec4{0, 1, 0, 1}).xyz
|
||||
|
||||
move_dir := forward * move_input.y + right * move_input.x + up * move_input.z
|
||||
motion := linalg.normalize0(move_dir) * MOVE_SPEED * dt
|
||||
g.camera.pos += motion
|
||||
|
||||
g.camera.target = g.camera.pos + forward
|
||||
}
|
||||
|
||||
cleanup_cb :: proc "c" () {
|
||||
context = default_context
|
||||
|
||||
sg.destroy_buffer(g.index_buffer)
|
||||
sg.destroy_buffer(g.vertex_buffer)
|
||||
sg.destroy_image(g.image)
|
||||
sg.destroy_sampler(g.sampler)
|
||||
sg.destroy_pipeline(g.pipeline)
|
||||
sg.destroy_shader(g.shader)
|
||||
|
||||
ecs.delete_render_system(g.render_system)
|
||||
|
||||
delete(g.entities)
|
||||
ecs.coordinator_destroy(&g.coordinator)
|
||||
free(g)
|
||||
sg.shutdown()
|
||||
}
|
||||
|
||||
event_cb :: proc "c" (event: ^sa.Event) {
|
||||
|
|
@ -333,35 +113,41 @@ event_cb :: proc "c" (event: ^sa.Event) {
|
|||
}
|
||||
}
|
||||
|
||||
create_scene :: proc(coordinator: ^ecs.Coordinator) -> Scene {
|
||||
scene := Scene{}
|
||||
|
||||
ecs.coordinator_register_component(ecs.Gravity, coordinator)
|
||||
ecs.coordinator_register_component(ecs.RigidBody, coordinator)
|
||||
ecs.coordinator_register_component(ecs.Transform, coordinator)
|
||||
create_scene :: proc() {
|
||||
ecs.coordinator_register_component(ecs.Gravity, &g.coordinator)
|
||||
ecs.coordinator_register_component(ecs.RigidBody, &g.coordinator)
|
||||
ecs.coordinator_register_component(ecs.Transform, &g.coordinator)
|
||||
ecs.coordinator_register_component(ecs.Color, &g.coordinator)
|
||||
|
||||
scene.physics_system = ecs.coordinator_register_system(ecs.PhysicsSystem, coordinator)
|
||||
g.physics_system = ecs.coordinator_register_system(ecs.PhysicsSystem, &g.coordinator)
|
||||
g.render_system = ecs.coordinator_register_system(ecs.RenderSystem, &g.coordinator)
|
||||
ecs.init_render_system(g.render_system)
|
||||
|
||||
signature := ecs.signature_create()
|
||||
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.Gravity, coordinator))
|
||||
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.RigidBody, coordinator))
|
||||
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.Transform, coordinator))
|
||||
ecs.coordinator_set_system_signature(ecs.PhysicsSystem, coordinator, signature)
|
||||
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.Gravity, &g.coordinator))
|
||||
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.RigidBody, &g.coordinator))
|
||||
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.Transform, &g.coordinator))
|
||||
ecs.coordinator_set_system_signature(ecs.PhysicsSystem, &g.coordinator, signature)
|
||||
|
||||
scene.entities = make([]ecs.EntityID, ecs.ENTITY_MAX)
|
||||
for &entity in scene.entities {
|
||||
entity = ecs.coordinator_create_entity(coordinator)
|
||||
signature = ecs.signature_create()
|
||||
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.Transform, &g.coordinator))
|
||||
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.Color, &g.coordinator))
|
||||
ecs.coordinator_set_system_signature(ecs.RenderSystem, &g.coordinator, signature)
|
||||
|
||||
g.entities = make([]ecs.EntityID, ecs.ENTITY_MAX)
|
||||
for &entity in g.entities {
|
||||
entity = ecs.coordinator_create_entity(&g.coordinator)
|
||||
|
||||
ecs.coordinator_add_component(
|
||||
ecs.Gravity,
|
||||
coordinator,
|
||||
&g.coordinator,
|
||||
entity,
|
||||
ecs.Gravity{
|
||||
ecs.Vec3{0.0, -9.82, 0.0}
|
||||
ecs.Vec3{0.0, -2.82, 0.0}
|
||||
})
|
||||
ecs.coordinator_add_component(
|
||||
ecs.RigidBody,
|
||||
coordinator,
|
||||
&g.coordinator,
|
||||
entity,
|
||||
ecs.RigidBody{
|
||||
velocity = ecs.Vec3{0.0, 0.0, 0.0},
|
||||
|
|
@ -369,35 +155,30 @@ create_scene :: proc(coordinator: ^ecs.Coordinator) -> Scene {
|
|||
})
|
||||
ecs.coordinator_add_component(
|
||||
ecs.Transform,
|
||||
coordinator,
|
||||
&g.coordinator,
|
||||
entity,
|
||||
ecs.Transform{
|
||||
position = ecs.Vec3{0.0, 0.0, 0.0},
|
||||
position = Vec3{
|
||||
f32(rand.int_max(50)),
|
||||
f32(rand.int_max(10)),
|
||||
f32(rand.int_max(50)),
|
||||
},
|
||||
rotation = ecs.Vec3{0.0, 0.0, 0.0},
|
||||
scale = ecs.Vec3{1.0, 1.0, 1.0},
|
||||
})
|
||||
ecs.coordinator_add_component(
|
||||
ecs.Color,
|
||||
&g.coordinator,
|
||||
entity,
|
||||
ecs.Color{
|
||||
color = Vec4{
|
||||
rand.float32_uniform(0,1),
|
||||
rand.float32_uniform(0,1),
|
||||
rand.float32_uniform(0,1),
|
||||
rand.float32_uniform(0,1),
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
return scene
|
||||
}
|
||||
|
||||
sg_range :: proc {
|
||||
sg_range_from_slice,
|
||||
sg_range_from_struct,
|
||||
}
|
||||
|
||||
sg_range_from_slice :: proc(s: []$T) -> sg.Range {
|
||||
return {
|
||||
ptr = raw_data(s),
|
||||
size = len(s) * size_of(T),
|
||||
}
|
||||
}
|
||||
|
||||
sg_range_from_struct :: proc(s: ^$T) -> sg.Range where intrinsics.type_is_struct(T) {
|
||||
return {
|
||||
ptr = s,
|
||||
size = size_of(T),
|
||||
}
|
||||
}
|
||||
|
||||
reset_tracking_allocator :: proc(track: ^mem.Tracking_Allocator) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue