Standardise and make ECS more robust

This commit is contained in:
Hugo Mårdbrink 2025-08-28 14:31:55 +02:00
parent b9aaeb62c9
commit 2ba1022f79
13 changed files with 245 additions and 232 deletions

130
main.odin
View file

@ -40,14 +40,13 @@ Globals :: struct {
g: ^Globals
default_context: runtime.Context
tracking_allocator: mem.Tracking_Allocator
main :: proc() {
context.logger = log.create_console_logger()
tracking_allocator: mem.Tracking_Allocator
mem.tracking_allocator_init(&tracking_allocator, context.allocator)
context.allocator = mem.tracking_allocator(&tracking_allocator)
defer reset_tracking_allocator(&tracking_allocator)
default_context = context
@ -71,7 +70,7 @@ init_cb :: proc "c" () {
sa.lock_mouse(true)
g = new(Globals)
g.coordinator = ecs.coordinator_create()
ecs.coordinator_init(&g.coordinator)
create_scene()
}
@ -99,8 +98,10 @@ cleanup_cb :: proc "c" () {
ecs.render_system_delete(g.render_system, &g.coordinator)
ecs.coordinator_destroy(&g.coordinator)
ecs.coordinator_delete(&g.coordinator)
free(g)
reset_tracking_allocator(&tracking_allocator)
}
event_cb :: proc "c" (event: ^sa.Event) {
@ -113,24 +114,22 @@ create_cube :: proc() {
entity := ecs.coordinator_create_entity(&g.coordinator)
ecs.coordinator_add_component(
ecs.GravityComponent,
&g.coordinator,
entity,
ecs.GravityComponent{
ecs.Vec3{ 0.0, program_config.GRAVITY_CONSTANT, 0.0 }
})
},
entity
)
ecs.coordinator_add_component(
ecs.RigidBodyComponent,
&g.coordinator,
entity,
ecs.RigidBodyComponent{
velocity = ecs.Vec3{ 0.0, 0.0, 0.0 },
acceleration = ecs.Vec3{ 0.0, 0.0, 0.0 },
})
},
entity
)
ecs.coordinator_add_component(
ecs.TransformComponent,
&g.coordinator,
entity,
ecs.TransformComponent{
position = Vec3{
f32(rand.int_max(program_config.SPAWN_AREA)),
@ -139,108 +138,115 @@ create_cube :: proc() {
},
rotation = ecs.Vec3{ 0.0, 0.0, 0.0 },
scale = ecs.Vec3{ 1.0, 1.0, 1.0 },
})
},
entity
)
ecs.coordinator_add_component(
ecs.ColorComponent,
&g.coordinator,
entity,
ecs.ColorComponent{
color = program_config.CUBE_COLORS[g.current_color]
})
},
entity
)
g.current_color += 1
g.current_color %= i32(len(program_config.CUBE_COLORS))
ecs.coordinator_add_component(
ecs.MeshComponent,
&g.coordinator,
entity,
ecs.MeshComponent{
mesh_id = .Cube
})
},
entity
)
ecs.coordinator_add_component(
ecs.MaterialComponent,
&g.coordinator,
entity,
ecs.MaterialComponent{
material_id = .Cube
})
},
entity
)
}
create_scene :: proc() {
ecs.coordinator_register_component(ecs.GravityComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.RigidBodyComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.TransformComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.ColorComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.CameraComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.MaterialComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.MeshComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.InputComponent, &g.coordinator)
coordinator := &g.coordinator
g.physics_system = ecs.coordinator_register_system(ecs.PhysicsSystem, &g.coordinator)
signature := ecs.signature_create()
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.GravityComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.RigidBodyComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.TransformComponent, &g.coordinator))
ecs.coordinator_set_system_signature(ecs.PhysicsSystem, &g.coordinator, signature)
ecs.coordinator_register_component(coordinator, ecs.GravityComponent)
ecs.coordinator_register_component(coordinator, ecs.RigidBodyComponent)
ecs.coordinator_register_component(coordinator, ecs.TransformComponent)
ecs.coordinator_register_component(coordinator, ecs.ColorComponent)
ecs.coordinator_register_component(coordinator, ecs.CameraComponent)
ecs.coordinator_register_component(coordinator, ecs.MaterialComponent)
ecs.coordinator_register_component(coordinator, ecs.MeshComponent)
ecs.coordinator_register_component(coordinator, ecs.InputComponent)
g.render_system = ecs.coordinator_register_system(ecs.RenderSystem, &g.coordinator)
g.physics_system = ecs.coordinator_register_system(coordinator, ecs.PhysicsSystem)
signature := ecs.signature_make()
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.GravityComponent))
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.RigidBodyComponent))
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.TransformComponent))
ecs.coordinator_set_system_signature(coordinator, ecs.PhysicsSystem, signature)
g.render_system = ecs.coordinator_register_system(coordinator, ecs.RenderSystem)
ecs.signature_clear(&signature)
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.TransformComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.ColorComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.MeshComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.MaterialComponent, &g.coordinator))
ecs.coordinator_set_system_signature(ecs.RenderSystem, &g.coordinator, signature)
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.TransformComponent))
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.ColorComponent))
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.MeshComponent))
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.MaterialComponent))
ecs.coordinator_set_system_signature(coordinator, ecs.RenderSystem, signature)
g.camera_system = ecs.coordinator_register_system(ecs.CameraSystem, &g.coordinator)
g.camera_system = ecs.coordinator_register_system(coordinator, ecs.CameraSystem)
ecs.signature_clear(&signature)
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.CameraComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.InputComponent, &g.coordinator))
ecs.coordinator_set_system_signature(ecs.CameraSystem, &g.coordinator, signature)
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.CameraComponent))
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.InputComponent))
ecs.coordinator_set_system_signature(coordinator, ecs.CameraSystem, signature)
g.input_system = ecs.coordinator_register_system(ecs.InputSystem, &g.coordinator)
g.input_system = ecs.coordinator_register_system(coordinator, ecs.InputSystem)
ecs.signature_clear(&signature)
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.InputComponent, &g.coordinator))
ecs.coordinator_set_system_signature(ecs.InputSystem, &g.coordinator, signature)
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.InputComponent))
ecs.coordinator_set_system_signature(coordinator, ecs.InputSystem, signature)
user_entity := ecs.coordinator_create_entity(&g.coordinator)
user_entity := ecs.coordinator_create_entity(coordinator)
ecs.coordinator_add_component(
ecs.CameraComponent,
&g.coordinator,
user_entity,
coordinator,
ecs.CameraComponent{
position = program_config.START_POSITION,
target = { 0, 0, 1 },
look = { 0, 0 },
movement_speed = program_config.MOVEMENT_SPEED,
look_sensitivity = program_config.LOOK_SENSITIVITY,
})
},
user_entity
)
ecs.coordinator_add_component(
ecs.InputComponent,
&g.coordinator,
user_entity,
coordinator,
ecs.InputComponent{
key_down = {},
mouse_movement = Vec2{ 0, 0 }
})
},
user_entity
)
ecs.render_system_init(g.render_system, user_entity)
}
reset_tracking_allocator :: proc(track: ^mem.Tracking_Allocator) {
clean := true
if len(track.allocation_map) > 0 {
fmt.eprintf("=== %v allocations not freed: ===\n", len(track.allocation_map))
fmt.eprintfln("=== %v allocations not freed: ===", len(track.allocation_map))
for _, entry in track.allocation_map {
fmt.eprintf("- %v bytes @ %v\n", entry.size, entry.location)
}
clean = false
}
if len(track.bad_free_array) > 0 {
fmt.eprintf("=== %v incorrect frees: ===\n", len(track.bad_free_array))
fmt.eprintfln("=== %v incorrect frees: ===", len(track.bad_free_array))
for entry in track.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
clean = false
}
if clean do fmt.printfln("=== No memory leaked ===")
mem.tracking_allocator_destroy(track)
}