Add render system
This commit is contained in:
parent
af76df6a81
commit
29e7b5e499
8 changed files with 395 additions and 330 deletions
2
Makefile
2
Makefile
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@ -1,5 +1,5 @@
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build-shaders:
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./sokol-shdc -i shader.glsl -o shader.odin -l metal_macos -f sokol_odin
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./sokol-shdc -i shaders/src/shader.glsl -o shaders/out/shader.odin -l metal_macos -f sokol_odin
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build: build-shaders
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odin build . -use-single-module
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45
ecs/components.odin
Normal file
45
ecs/components.odin
Normal file
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@ -0,0 +1,45 @@
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package ecs
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import sg "../sokol/gfx"
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Mat4 :: matrix[4, 4]f32
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Vec2 :: [2]f32
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Vec3 :: [3]f32
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Vec4 :: [4]f32
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Gravity :: struct {
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force: Vec3
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}
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RigidBody :: struct {
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velocity: Vec3,
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acceleration: Vec3,
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}
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Transform :: struct {
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position: Vec3,
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rotation: Vec3,
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scale: Vec3,
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}
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Color :: struct {
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color: Vec4,
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}
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Mesh :: struct {
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vertex_buffer: sg.Buffer,
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index_buffer: sg.Buffer,
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}
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Material :: struct {
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shader: sg.Shader,
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image: sg.Image,
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sampler: sg.Sampler,
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}
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Camera :: struct {
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position: Vec3,
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target: Vec3,
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look: Vec2
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}
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@ -1,27 +1,9 @@
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package ecs
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Vec3 :: distinct [3]f32
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Gravity :: struct {
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force: Vec3
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}
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RigidBody :: struct {
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velocity: Vec3,
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acceleration: Vec3,
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}
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Transform :: struct {
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position: Vec3,
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rotation: Vec3,
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scale: Vec3,
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}
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PhysicsSystem :: struct {
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using base: SystemBase,
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}
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physics_system_update :: proc(physics_system: ^PhysicsSystem, coordinator: ^Coordinator, dt: f32) {
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for entity in physics_system.entities {
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rigid_body := coordinator_get_component(RigidBody, coordinator, entity)
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@ -1,10 +1,268 @@
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package ecs
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import "base:runtime"
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import "base:intrinsics"
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import "core:log"
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import "core:mem"
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import "core:time"
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import "core:fmt"
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import "core:testing"
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import "core:strings"
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import "core:path/filepath"
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import "core:math"
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import "core:math/linalg"
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import "core:os"
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import stbi "vendor:stb/image"
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import sa "../sokol/app"
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import sh "../sokol/helpers"
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import sg "../sokol/gfx"
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import shaders "../shaders/out"
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VertexData :: struct {
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pos: Vec3,
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uv: Vec2,
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}
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RenderSystem :: struct {
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using base: SystemBase,
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shader: sg.Shader,
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pipeline: sg.Pipeline,
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vertex_buffer: sg.Buffer,
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index_buffer: sg.Buffer,
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image: sg.Image,
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sampler: sg.Sampler,
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camera: struct {
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pos: Vec3,
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target: Vec3,
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look: Vec2,
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},
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}
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render_system_update :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator) {
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for entity in render_system.entities {
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init_render_system :: proc(render_system: ^RenderSystem) {
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default_context := runtime.default_context()
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sg.setup({
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environment = sh.glue_environment(),
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allocator = sg.Allocator(sh.allocator(&default_context)),
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logger = sg.Logger(sh.logger(&default_context)),
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})
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shader := sg.make_shader(shaders.main_shader_desc(sg.query_backend()))
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pipeline := sg.make_pipeline({
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shader = shader,
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layout = {
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attrs = {
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shaders.ATTR_main_pos = { format = .FLOAT3 },
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shaders.ATTR_main_uv = { format = .FLOAT2 },
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},
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},
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index_type = .UINT16,
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cull_mode = .BACK,
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depth = {
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pixel_format = .DEFAULT,
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write_enabled = true,
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bias = 0.001,
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bias_clamp = 0.0,
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bias_slope_scale = 1.0,
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compare = .LESS_EQUAL,
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},
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})
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vertices := []VertexData {
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{ pos = { -0.5, -0.5, 0.5 }, uv = { 0, 0 } },
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{ pos = { 0.5, -0.5, 0.5 }, uv = { 1, 0 } },
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{ pos = { 0.5, 0.5, 0.5 }, uv = { 1, 1 } },
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{ pos = { -0.5, 0.5, 0.5 }, uv = { 0, 1 } },
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{ pos = { -0.5, -0.5, -0.5 }, uv = { 1, 0 } },
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{ pos = { 0.5, -0.5, -0.5 }, uv = { 0, 0 } },
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{ pos = { 0.5, 0.5, -0.5 }, uv = { 0, 1 } },
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{ pos = { -0.5, 0.5, -0.5 }, uv = { 1, 1 } },
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{ pos = { -0.5, 0.5, 0.5 }, uv = { 0, 0 } },
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{ pos = { 0.5, 0.5, 0.5 }, uv = { 1, 0 } },
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{ pos = { 0.5, 0.5, -0.5 }, uv = { 1, 1 } },
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{ pos = { -0.5, 0.5, -0.5 }, uv = { 0, 1 } },
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{ pos = { -0.5, -0.5, 0.5 }, uv = { 0, 0 } },
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{ pos = { 0.5, -0.5, 0.5 }, uv = { 1, 0 } },
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{ pos = { 0.5, -0.5, -0.5 }, uv = { 1, 1 } },
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{ pos = { -0.5, -0.5, -0.5 }, uv = { 0, 1 } },
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{ pos = { 0.5, -0.5, 0.5 }, uv = { 0, 0 } },
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{ pos = { 0.5, -0.5, -0.5 }, uv = { 1, 0 } },
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{ pos = { 0.5, 0.5, -0.5 }, uv = { 1, 1 } },
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{ pos = { 0.5, 0.5, 0.5 }, uv = { 0, 1 } },
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{ pos = { -0.5, -0.5, 0.5 }, uv = { 1, 0 } },
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{ pos = { -0.5, -0.5, -0.5 }, uv = { 0, 0 } },
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{ pos = { -0.5, 0.5, -0.5 }, uv = { 0, 1 } },
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{ pos = { -0.5, 0.5, 0.5 }, uv = { 1, 1 } },
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}
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vertex_buffer := sg.make_buffer({
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data = sg_range(vertices)
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})
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indices := []u16 {
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1, 0, 2,
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3, 2, 0,
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7, 4, 6,
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5, 6, 4,
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9, 8, 10,
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11, 10, 8,
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15, 12, 14,
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13, 14, 12,
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17, 16, 18,
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19, 18, 16,
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23, 20, 22,
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21, 22, 20,
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}
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index_buffer := sg.make_buffer({
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usage = { index_buffer = true },
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data = sg_range(indices),
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})
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w, h: i32
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pixels := stbi.load("res/white.png", &w, &h, nil, 4)
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assert(pixels != nil)
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defer(stbi.image_free(pixels))
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image := sg.make_image({
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width = w,
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height = h,
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pixel_format = .RGBA8,
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data = {
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subimage = {
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0 = {
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0 = {
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ptr = pixels,
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size = uint(w * h * 4)
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}
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}
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}
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}
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})
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sampler := sg.make_sampler({})
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render_system.sampler = sampler
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render_system.shader = shader
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render_system.image = image
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render_system.pipeline = pipeline
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render_system.vertex_buffer = vertex_buffer
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render_system.index_buffer = index_buffer
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render_system.camera = {
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pos = { 30, 0, 60 },
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target = { 0, 0, 1 },
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}
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}
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delete_render_system :: proc(render_system: ^RenderSystem) {
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sg.destroy_buffer(render_system.index_buffer)
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sg.destroy_buffer(render_system.vertex_buffer)
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sg.destroy_image(render_system.image)
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sg.destroy_sampler(render_system.sampler)
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sg.destroy_pipeline(render_system.pipeline)
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sg.destroy_shader(render_system.shader)
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sg.shutdown()
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}
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render_system_update :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator, dt: f32, key_down: #sparse[sa.Keycode]bool, mouse_move: Vec2) {
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update_camera(render_system, dt, key_down, mouse_move)
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proj := linalg.matrix4_perspective_f32(70, sa.widthf() / sa.heightf(), 0.001, 1000)
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view := linalg.matrix4_look_at_f32(render_system.camera.pos, render_system.camera.target, { 0, 1, 0 } )
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sg.begin_pass({ swapchain = sh.glue_swapchain() })
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sg.apply_pipeline(render_system.pipeline)
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sg.apply_bindings({
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vertex_buffers = { 0 = render_system.vertex_buffer },
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index_buffer = render_system.index_buffer,
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images = { shaders.IMG_tex = render_system.image },
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samplers = { shaders.SMP_smp = render_system.sampler },
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})
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for entity in render_system.entities {
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transform := coordinator_get_component(Transform, coordinator, entity)
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color := coordinator_get_component(Color, coordinator, entity)
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pos_mat := linalg.matrix4_translate_f32(transform.position)
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rot_mat := linalg.matrix4_from_yaw_pitch_roll_f32(transform.rotation.y, transform.rotation.x, transform.rotation.z)
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model := pos_mat * rot_mat
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sg.apply_uniforms(shaders.UB_VsParams, sg_range(&shaders.Vsparams{
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mvp = proj * view * model,
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col = color.color
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}))
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sg.draw(0, 36, 1)
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}
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sg.end_pass()
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sg.commit()
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}
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@(private)
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update_camera :: proc(render_system: ^RenderSystem, dt: f32, key_down: #sparse[sa.Keycode]bool, mouse_move: Vec2) {
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MOVE_SPEED :: 3
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LOOK_SENSITIVITY :: 0.15
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move_input: Vec3
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if key_down[.W] do move_input.y = 1
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else if key_down[.S] do move_input.y = -1
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if key_down[.D] do move_input.x = 1
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else if key_down[.A] do move_input.x = -1
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if key_down[.SPACE] do move_input.z = 1
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else if key_down[.LEFT_SHIFT] do move_input.z = -1
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look_input: Vec2 = -mouse_move * LOOK_SENSITIVITY
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render_system.camera.look += look_input
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render_system.camera.look.x = math.wrap(render_system.camera.look.x, 360)
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render_system.camera.look.y = math.clamp(render_system.camera.look.y, -89.5, 89.5)
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look_mat := linalg.matrix4_from_yaw_pitch_roll_f32(
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linalg.to_radians(render_system.camera.look.x),
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linalg.to_radians(render_system.camera.look.y),
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0,
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)
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forward := (look_mat * Vec4{0, 0, -1, 1}).xyz
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right := (look_mat * Vec4{1, 0, 0, 1}).xyz
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up := (look_mat * Vec4{0, 1, 0, 1}).xyz
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move_dir := forward * move_input.y + right * move_input.x + up * move_input.z
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motion := linalg.normalize0(move_dir) * MOVE_SPEED * dt
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render_system.camera.pos += motion
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render_system.camera.target = render_system.camera.pos + forward
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}
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sg_range :: proc {
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sg_range_from_slice,
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sg_range_from_struct,
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}
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sg_range_from_slice :: proc(s: []$T) -> sg.Range {
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return {
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ptr = raw_data(s),
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size = len(s) * size_of(T),
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}
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}
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sg_range_from_struct :: proc(s: ^$T) -> sg.Range where intrinsics.type_is_struct(T) {
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return {
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ptr = s,
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size = size_of(T),
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}
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}
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325
main.odin
325
main.odin
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@ -13,12 +13,12 @@ import "core:path/filepath"
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import "core:math"
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import "core:math/linalg"
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import "core:os"
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import "core:math/rand"
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import stbi "vendor:stb/image"
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import sa "sokol/app"
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import sh "sokol/helpers"
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import sg "sokol/gfx"
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import "ecs"
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@ -26,37 +26,11 @@ Vec2 :: [2]f32
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Vec3 :: [3]f32
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Vec4 :: [4]f32
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Mat4 :: matrix[4, 4]f32
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VertexData :: struct {
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pos: Vec3,
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col: sg.Color,
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uv: Vec2,
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}
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Scene :: struct {
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physics_system: ^ecs.PhysicsSystem,
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entities: []ecs.EntityID,
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}
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Globals :: struct {
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shader: sg.Shader,
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pipeline: sg.Pipeline,
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vertex_buffer: sg.Buffer,
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index_buffer: sg.Buffer,
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image: sg.Image,
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sampler: sg.Sampler,
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rotation: f32,
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camera: struct {
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pos: Vec3,
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target: Vec3,
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look: Vec2,
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},
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coordinator: ecs.Coordinator,
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scene: Scene,
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dt: f32,
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physics_system: ^ecs.PhysicsSystem,
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render_system: ^ecs.RenderSystem,
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entities: []ecs.EntityID,
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}
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g: ^Globals
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@ -86,131 +60,18 @@ main :: proc() {
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cleanup_cb = cleanup_cb,
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event_cb = event_cb,
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})
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g.coordinator = ecs.coordinator_create()
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defer ecs.coordinator_destroy(&g.coordinator)
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g.scene = create_scene(&g.coordinator)
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defer delete(g.scene.entities)
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}
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init_cb :: proc "c" () {
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context = default_context
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sg.setup({
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environment = sh.glue_environment(),
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allocator = sg.Allocator(sh.allocator(&default_context)),
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logger = sg.Logger(sh.logger(&default_context)),
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})
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sa.show_mouse(false)
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sa.lock_mouse(true)
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g = new(Globals)
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g.coordinator = ecs.coordinator_create()
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g.camera = {
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pos = { 0, 0, 2 },
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target = { 0, 0, 1 },
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}
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g.shader = sg.make_shader(main_shader_desc(sg.query_backend()))
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g.pipeline = sg.make_pipeline({
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shader = g.shader,
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layout = {
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attrs = {
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ATTR_main_pos = { format = .FLOAT3 },
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ATTR_main_col = { format = .FLOAT4 },
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ATTR_main_uv = { format = .FLOAT2 },
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},
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},
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index_type = .UINT16,
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cull_mode = .BACK,
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depth = {
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pixel_format = .DEFAULT,
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write_enabled = true,
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bias = 0.001,
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bias_clamp = 0.0,
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bias_slope_scale = 1.0,
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compare = .LESS_EQUAL,
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},
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})
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vertices := []VertexData {
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{ pos = { -0.5, -0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 0 } },
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{ pos = { 0.5, -0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 0 } },
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{ pos = { 0.5, 0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 1 } },
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{ pos = { -0.5, 0.5, 0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 1 } },
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{ pos = { -0.5, -0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 1, 0 } },
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{ pos = { 0.5, -0.5, -0.5 }, col = { 1, 1, 1, 1 }, uv = { 0, 0 } },
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{ 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
|
||||
dt := f32(sa.frame_duration())
|
||||
|
||||
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 } )
|
||||
|
||||
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{}
|
||||
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)
|
||||
|
||||
ecs.coordinator_register_component(ecs.Gravity, coordinator)
|
||||
ecs.coordinator_register_component(ecs.RigidBody, coordinator)
|
||||
ecs.coordinator_register_component(ecs.Transform, 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},
|
||||
|
|
@ -369,34 +155,29 @@ 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},
|
||||
})
|
||||
}
|
||||
|
||||
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),
|
||||
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),
|
||||
},
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
BIN
res/white.png
Normal file
BIN
res/white.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 105 B |
|
|
@ -1,12 +1,13 @@
|
|||
package main
|
||||
import sg "sokol/gfx"
|
||||
package shader
|
||||
import sg "../../sokol/gfx"
|
||||
import ecs "../../types"
|
||||
/*
|
||||
#version:1# (machine generated, don't edit!)
|
||||
|
||||
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
|
||||
|
||||
Cmdline:
|
||||
sokol-shdc -i shader.glsl -o shader.odin -l metal_macos -f sokol_odin
|
||||
sokol-shdc -i shaders/src/shader.glsl -o shaders/out/shader.odin -l metal_macos -f sokol_odin
|
||||
|
||||
Overview:
|
||||
=========
|
||||
|
|
@ -16,8 +17,7 @@ import sg "sokol/gfx"
|
|||
Fragment Shader: fs
|
||||
Attributes:
|
||||
ATTR_main_pos => 0
|
||||
ATTR_main_col => 1
|
||||
ATTR_main_uv => 2
|
||||
ATTR_main_uv => 1
|
||||
Bindings:
|
||||
Uniform block 'VsParams':
|
||||
Odin struct: Vsparams
|
||||
|
|
@ -32,14 +32,14 @@ import sg "sokol/gfx"
|
|||
Bind slot: SMP_smp => 0
|
||||
*/
|
||||
ATTR_main_pos :: 0
|
||||
ATTR_main_col :: 1
|
||||
ATTR_main_uv :: 2
|
||||
ATTR_main_uv :: 1
|
||||
UB_VsParams :: 0
|
||||
IMG_tex :: 0
|
||||
SMP_smp :: 0
|
||||
Vsparams :: struct #align(16) {
|
||||
using _: struct #packed {
|
||||
mvp: Mat4,
|
||||
mvp: ecs.Mat4,
|
||||
col: [4]f32,
|
||||
},
|
||||
}
|
||||
/*
|
||||
|
|
@ -51,6 +51,7 @@ Vsparams :: struct #align(16) {
|
|||
struct VsParams
|
||||
{
|
||||
float4x4 mvp;
|
||||
float4 col;
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
|
|
@ -63,29 +64,29 @@ Vsparams :: struct #align(16) {
|
|||
struct main0_in
|
||||
{
|
||||
float3 pos [[attribute(0)]];
|
||||
float4 col [[attribute(1)]];
|
||||
float2 uv [[attribute(2)]];
|
||||
float2 uv [[attribute(1)]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(main0_in in [[stage_in]], constant VsParams& _19 [[buffer(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.gl_Position = _19.mvp * float4(in.pos, 1.0);
|
||||
out.color = in.col;
|
||||
out.color = _19.col;
|
||||
out.tex_coord = in.uv;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
@(private="file")
|
||||
vs_source_metal_macos := [601]u8 {
|
||||
vs_source_metal_macos := [585]u8 {
|
||||
0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
|
||||
0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,
|
||||
0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a,
|
||||
0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20,
|
||||
0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x56,
|
||||
0x73,0x50,0x61,0x72,0x61,0x6d,0x73,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,
|
||||
0x6f,0x61,0x74,0x34,0x78,0x34,0x20,0x6d,0x76,0x70,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,
|
||||
0x6f,0x61,0x74,0x34,0x78,0x34,0x20,0x6d,0x76,0x70,0x3b,0x0a,0x20,0x20,0x20,0x20,
|
||||
0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x63,0x6f,0x6c,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,
|
||||
0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,
|
||||
0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x63,0x6f,
|
||||
0x6c,0x6f,0x72,0x20,0x5b,0x5b,0x75,0x73,0x65,0x72,0x28,0x6c,0x6f,0x63,0x6e,0x30,
|
||||
|
|
@ -98,22 +99,20 @@ vs_source_metal_macos := [601]u8 {
|
|||
0x5f,0x69,0x6e,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x33,
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0x20,0x70,0x6f,0x73,0x20,0x5b,0x5b,0x61,0x74,0x74,0x72,0x69,0x62,0x75,0x74,0x65,
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||||
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||||
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||||
0x74,0x2e,0x74,0x65,0x78,0x5f,0x63,0x6f,0x6f,0x72,0x64,0x20,0x3d,0x20,0x69,0x6e,
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||||
0x2e,0x75,0x76,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,
|
||||
0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
|
|
@ -186,10 +185,9 @@ main_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
|||
desc.fragment_func.entry = "main0"
|
||||
desc.attrs[0].base_type = .FLOAT
|
||||
desc.attrs[1].base_type = .FLOAT
|
||||
desc.attrs[2].base_type = .FLOAT
|
||||
desc.uniform_blocks[0].stage = .VERTEX
|
||||
desc.uniform_blocks[0].layout = .STD140
|
||||
desc.uniform_blocks[0].size = 64
|
||||
desc.uniform_blocks[0].size = 80
|
||||
desc.uniform_blocks[0].msl_buffer_n = 0
|
||||
desc.images[0].stage = .FRAGMENT
|
||||
desc.images[0].multisampled = false
|
||||
|
|
@ -1,15 +1,16 @@
|
|||
@header package main
|
||||
@header import sg "sokol/gfx"
|
||||
@header package shader
|
||||
@header import sg "../../sokol/gfx"
|
||||
@header import ecs "../../types"
|
||||
|
||||
@ctype mat4 Mat4
|
||||
@ctype mat4 ecs.Mat4
|
||||
|
||||
@vs vs
|
||||
in vec3 pos;
|
||||
in vec4 col;
|
||||
in vec2 uv;
|
||||
|
||||
layout(binding = 0) uniform VsParams {
|
||||
mat4 mvp;
|
||||
vec4 col;
|
||||
};
|
||||
|
||||
out vec4 color;
|
||||
Loading…
Add table
Add a link
Reference in a new issue