Add render system

This commit is contained in:
Hugo Mårdbrink 2025-08-24 22:51:30 +02:00 committed by Hugo Mårdbrink
parent af76df6a81
commit 29e7b5e499
8 changed files with 395 additions and 330 deletions

View file

@ -1,10 +1,268 @@
package ecs
import "base:runtime"
import "base:intrinsics"
import "core:log"
import "core:mem"
import "core:time"
import "core:fmt"
import "core:testing"
import "core:strings"
import "core:path/filepath"
import "core:math"
import "core:math/linalg"
import "core:os"
import stbi "vendor:stb/image"
import sa "../sokol/app"
import sh "../sokol/helpers"
import sg "../sokol/gfx"
import shaders "../shaders/out"
VertexData :: struct {
pos: Vec3,
uv: Vec2,
}
RenderSystem :: struct {
using base: SystemBase,
shader: sg.Shader,
pipeline: sg.Pipeline,
vertex_buffer: sg.Buffer,
index_buffer: sg.Buffer,
image: sg.Image,
sampler: sg.Sampler,
camera: struct {
pos: Vec3,
target: Vec3,
look: Vec2,
},
}
render_system_update :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator) {
for entity in render_system.entities {
init_render_system :: proc(render_system: ^RenderSystem) {
default_context := runtime.default_context()
sg.setup({
environment = sh.glue_environment(),
allocator = sg.Allocator(sh.allocator(&default_context)),
logger = sg.Logger(sh.logger(&default_context)),
})
shader := sg.make_shader(shaders.main_shader_desc(sg.query_backend()))
pipeline := sg.make_pipeline({
shader = shader,
layout = {
attrs = {
shaders.ATTR_main_pos = { format = .FLOAT3 },
shaders.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 }, uv = { 0, 0 } },
{ pos = { 0.5, -0.5, 0.5 }, uv = { 1, 0 } },
{ pos = { 0.5, 0.5, 0.5 }, uv = { 1, 1 } },
{ pos = { -0.5, 0.5, 0.5 }, uv = { 0, 1 } },
{ pos = { -0.5, -0.5, -0.5 }, uv = { 1, 0 } },
{ pos = { 0.5, -0.5, -0.5 }, uv = { 0, 0 } },
{ pos = { 0.5, 0.5, -0.5 }, uv = { 0, 1 } },
{ pos = { -0.5, 0.5, -0.5 }, uv = { 1, 1 } },
{ pos = { -0.5, 0.5, 0.5 }, uv = { 0, 0 } },
{ pos = { 0.5, 0.5, 0.5 }, uv = { 1, 0 } },
{ pos = { 0.5, 0.5, -0.5 }, uv = { 1, 1 } },
{ pos = { -0.5, 0.5, -0.5 }, uv = { 0, 1 } },
{ pos = { -0.5, -0.5, 0.5 }, uv = { 0, 0 } },
{ pos = { 0.5, -0.5, 0.5 }, uv = { 1, 0 } },
{ pos = { 0.5, -0.5, -0.5 }, uv = { 1, 1 } },
{ pos = { -0.5, -0.5, -0.5 }, uv = { 0, 1 } },
{ pos = { 0.5, -0.5, 0.5 }, uv = { 0, 0 } },
{ pos = { 0.5, -0.5, -0.5 }, uv = { 1, 0 } },
{ pos = { 0.5, 0.5, -0.5 }, uv = { 1, 1 } },
{ pos = { 0.5, 0.5, 0.5 }, uv = { 0, 1 } },
{ pos = { -0.5, -0.5, 0.5 }, uv = { 1, 0 } },
{ pos = { -0.5, -0.5, -0.5 }, uv = { 0, 0 } },
{ pos = { -0.5, 0.5, -0.5 }, uv = { 0, 1 } },
{ pos = { -0.5, 0.5, 0.5 }, uv = { 1, 1 } },
}
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,
}
index_buffer := sg.make_buffer({
usage = { index_buffer = true },
data = sg_range(indices),
})
w, h: i32
pixels := stbi.load("res/white.png", &w, &h, nil, 4)
assert(pixels != nil)
defer(stbi.image_free(pixels))
image := sg.make_image({
width = w,
height = h,
pixel_format = .RGBA8,
data = {
subimage = {
0 = {
0 = {
ptr = pixels,
size = uint(w * h * 4)
}
}
}
}
})
sampler := sg.make_sampler({})
render_system.sampler = sampler
render_system.shader = shader
render_system.image = image
render_system.pipeline = pipeline
render_system.vertex_buffer = vertex_buffer
render_system.index_buffer = index_buffer
render_system.camera = {
pos = { 30, 0, 60 },
target = { 0, 0, 1 },
}
}
delete_render_system :: proc(render_system: ^RenderSystem) {
sg.destroy_buffer(render_system.index_buffer)
sg.destroy_buffer(render_system.vertex_buffer)
sg.destroy_image(render_system.image)
sg.destroy_sampler(render_system.sampler)
sg.destroy_pipeline(render_system.pipeline)
sg.destroy_shader(render_system.shader)
sg.shutdown()
}
render_system_update :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator, dt: f32, key_down: #sparse[sa.Keycode]bool, mouse_move: Vec2) {
update_camera(render_system, dt, key_down, mouse_move)
proj := linalg.matrix4_perspective_f32(70, sa.widthf() / sa.heightf(), 0.001, 1000)
view := linalg.matrix4_look_at_f32(render_system.camera.pos, render_system.camera.target, { 0, 1, 0 } )
sg.begin_pass({ swapchain = sh.glue_swapchain() })
sg.apply_pipeline(render_system.pipeline)
sg.apply_bindings({
vertex_buffers = { 0 = render_system.vertex_buffer },
index_buffer = render_system.index_buffer,
images = { shaders.IMG_tex = render_system.image },
samplers = { shaders.SMP_smp = render_system.sampler },
})
for entity in render_system.entities {
transform := coordinator_get_component(Transform, coordinator, entity)
color := coordinator_get_component(Color, coordinator, entity)
pos_mat := linalg.matrix4_translate_f32(transform.position)
rot_mat := linalg.matrix4_from_yaw_pitch_roll_f32(transform.rotation.y, transform.rotation.x, transform.rotation.z)
model := pos_mat * rot_mat
sg.apply_uniforms(shaders.UB_VsParams, sg_range(&shaders.Vsparams{
mvp = proj * view * model,
col = color.color
}))
sg.draw(0, 36, 1)
}
sg.end_pass()
sg.commit()
}
@(private)
update_camera :: proc(render_system: ^RenderSystem, dt: f32, key_down: #sparse[sa.Keycode]bool, mouse_move: Vec2) {
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
render_system.camera.look += look_input
render_system.camera.look.x = math.wrap(render_system.camera.look.x, 360)
render_system.camera.look.y = math.clamp(render_system.camera.look.y, -89.5, 89.5)
look_mat := linalg.matrix4_from_yaw_pitch_roll_f32(
linalg.to_radians(render_system.camera.look.x),
linalg.to_radians(render_system.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
render_system.camera.pos += motion
render_system.camera.target = render_system.camera.pos + forward
}
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),
}
}