Add outline pass to cubes
This commit is contained in:
parent
1852cf3a7f
commit
2ee22c118c
10 changed files with 425 additions and 108 deletions
3
Makefile
3
Makefile
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@ -1,5 +1,6 @@
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build-shaders:
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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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./sokol-shdc -i shaders/src/cube.glsl -o shaders/out/cube.odin -l metal_macos -f sokol_odin
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./sokol-shdc -i shaders/src/outline.glsl -o shaders/out/outline.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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28
config/program_config.odin
Normal file
28
config/program_config.odin
Normal file
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@ -0,0 +1,28 @@
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package program_config
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import sg "../sokol/gfx"
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// Application
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WINDOW_TITLE :: "ECS Test"
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// Behaviour
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SPAWN_INTERVAL :: 0.2 // in seconds
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GRAVITY_CONSTANT :: -2.5
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SPAWN_AREA :: 50 // one side
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Y_DESPAWN_CUTOFF :: -15
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// Colors
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BACKGROUND_COLOR :: sg.Color{ 1.0000, 0.9725, 0.9059, 1 }
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CUBE_COLORS := [][4]f32{
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{ 0.6235, 0.7725, 0.9098, 1 },
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{ 0.9216, 0.6392, 0.6392, 1 },
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{ 0.7137, 0.8431, 0.6588, 1 },
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{ 0.7059, 0.6549, 0.8392, 1 },
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{ 1.0000, 0.8980, 0.6000, 1 },
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}
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BORDER_COLOR :: [4]f32{ 0, 0, 0, 1 }
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// User
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MOVEMENT_SPEED :: 3.0
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LOOK_SENSITIVITY :: 0.15
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START_POSITION :: [3]f32{ 30, 0, 60 }
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@ -37,7 +37,8 @@ MeshComponent :: struct {
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}
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MaterialID :: enum {
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Grid,
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Cube,
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Outline,
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}
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MaterialComponent :: struct {
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@ -2,6 +2,8 @@ package ecs
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import "core:log"
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import program_config "../config"
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PhysicsSystem :: struct {
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using base: SystemBase,
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}
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@ -18,7 +20,7 @@ physics_system_update :: proc(physics_system: ^PhysicsSystem, coordinator: ^Coor
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transform.position += rigid_body.velocity * dt
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rigid_body.velocity += gravity.force * dt
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if transform.position.y < -15 {
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if transform.position.y < program_config.Y_DESPAWN_CUTOFF {
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append(&entities_to_delete, entity)
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}
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}
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@ -20,6 +20,8 @@ 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 program_config "../config"
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import shaders "../shaders/out"
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VertexData :: struct {
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@ -48,14 +50,46 @@ RenderSystem :: struct {
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}
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@(private)
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init_grid_material :: proc(render_system: ^RenderSystem) {
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shader := sg.make_shader(shaders.main_shader_desc(sg.query_backend()))
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init_outline_material :: proc(render_system: ^RenderSystem) {
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shader := sg.make_shader(shaders.outline_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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shaders.ATTR_outline_pos = { format = .FLOAT3 },
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shaders.ATTR_outline_uv = { format = .FLOAT2 },
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},
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},
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index_type = .UINT16,
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cull_mode = .FRONT,
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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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sampler := sg.make_sampler({})
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render_system.materials[.Outline] = Material{
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shader = shader,
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pipeline = pipeline,
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sampler = sampler,
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}
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}
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@(private)
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init_cube_material :: proc(render_system: ^RenderSystem) {
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shader := sg.make_shader(shaders.cube_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_cube_pos = { format = .FLOAT3 },
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shaders.ATTR_cube_uv = { format = .FLOAT2 },
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},
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},
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index_type = .UINT16,
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@ -93,7 +127,7 @@ init_grid_material :: proc(render_system: ^RenderSystem) {
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sampler := sg.make_sampler({})
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render_system.materials[.Grid] = Material{
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render_system.materials[.Cube] = Material{
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shader = shader,
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pipeline = pipeline,
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image = image,
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@ -178,7 +212,9 @@ render_system_init :: proc(render_system: ^RenderSystem, camera_entity: EntityID
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render_system.camera_entity = camera_entity
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init_cube_mesh(render_system)
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init_grid_material(render_system)
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init_cube_material(render_system)
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init_outline_material(render_system)
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}
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render_system_delete :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator) {
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@ -186,11 +222,16 @@ render_system_delete :: proc(render_system: ^RenderSystem, coordinator: ^Coordin
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sg.destroy_buffer(cube_mesh.index_buffer)
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sg.destroy_buffer(cube_mesh.vertex_buffer)
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grid_material := render_system.materials[.Grid]
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sg.destroy_image(grid_material.image)
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sg.destroy_sampler(grid_material.sampler)
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sg.destroy_pipeline(grid_material.pipeline)
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sg.destroy_shader(grid_material.shader)
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cube_material := render_system.materials[.Cube]
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sg.destroy_image(cube_material.image)
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sg.destroy_sampler(cube_material.sampler)
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sg.destroy_pipeline(cube_material.pipeline)
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sg.destroy_shader(cube_material.shader)
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outline_material := render_system.materials[.Outline]
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sg.destroy_sampler(outline_material.sampler)
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sg.destroy_pipeline(outline_material.pipeline)
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sg.destroy_shader(outline_material.shader)
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delete(render_system.materials)
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delete(render_system.meshes)
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@ -198,24 +239,55 @@ render_system_delete :: proc(render_system: ^RenderSystem, coordinator: ^Coordin
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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) {
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camera := coordinator_get_component(CameraComponent, coordinator, render_system.camera_entity)
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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(camera.position, camera.target, { 0, 1, 0 } )
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BACKGROUND_COLOR :: sg.Color{ 0, 0, 0, 1 }
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@(private)
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CLEAR_SCREEN_ACTION :: sg.Pass_Action{
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colors = {
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0 = {
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load_action = .CLEAR,
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clear_value = BACKGROUND_COLOR,
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clear_value = program_config.BACKGROUND_COLOR,
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}
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}
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}
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sg.begin_pass({ swapchain = sh.glue_swapchain(), action = CLEAR_SCREEN_ACTION })
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outline_pass :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator, proj: Mat4, view: Mat4) {
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for entity in render_system.entities {
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transform := coordinator_get_component(TransformComponent, coordinator, entity)
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mesh_id := coordinator_get_component(MeshComponent, coordinator, entity).mesh_id
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mesh := render_system.meshes[mesh_id]
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scale_mat := linalg.matrix4_scale_f32(transform.scale * 1.2)
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rot_mat := linalg.matrix4_from_yaw_pitch_roll_f32(
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transform.rotation.y,
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transform.rotation.x,
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transform.rotation.z
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)
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pos_mat := linalg.matrix4_translate_f32(transform.position)
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model := pos_mat * rot_mat * scale_mat
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mvp := proj * view * model
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outline_material := render_system.materials[.Outline]
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sg.apply_pipeline(outline_material.pipeline)
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sg.apply_bindings({
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vertex_buffers = { 0 = mesh.vertex_buffer },
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index_buffer = mesh.index_buffer,
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})
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sg.apply_uniforms(shaders.UB_VsParamsOutline, sg_range(&shaders.Vsparamsoutline{
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mvp = mvp,
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}))
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sg.apply_uniforms(shaders.UB_FsParamsOutline, sg_range(&shaders.Fsparamsoutline{
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col = program_config.BORDER_COLOR,
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}))
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sg.draw(0, 36, 1)
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}
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}
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cube_pass :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator, proj: Mat4, view: Mat4) {
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for entity in render_system.entities {
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transform := coordinator_get_component(TransformComponent, coordinator, entity)
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@ -246,15 +318,26 @@ render_system_update :: proc(render_system: ^RenderSystem, coordinator: ^Coordin
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index_buffer = mesh.index_buffer,
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})
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sg.apply_uniforms(shaders.UB_VsParams, sg_range(&shaders.Vsparams{
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sg.apply_uniforms(shaders.UB_VsParamsCube, sg_range(&shaders.Vsparamscube{
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mvp = mvp,
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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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}
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render_system_update :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator) {
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camera := coordinator_get_component(CameraComponent, coordinator, render_system.camera_entity)
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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(camera.position, camera.target, { 0, 1, 0 } )
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sg.begin_pass({ swapchain = sh.glue_swapchain(), action = CLEAR_SCREEN_ACTION })
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outline_pass(render_system, coordinator, proj, view)
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cube_pass(render_system, coordinator, proj, view)
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sg.end_pass()
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sg.commit()
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}
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40
main.odin
40
main.odin
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@ -21,10 +21,11 @@ import sa "sokol/app"
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import sh "sokol/helpers"
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import "ecs"
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import program_config "config"
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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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Vec2 :: ecs.Vec2
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Vec3 :: ecs.Vec3
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Vec4 :: ecs.Vec4
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Globals :: struct {
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coordinator: ecs.Coordinator,
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@ -34,6 +35,7 @@ Globals :: struct {
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render_system: ^ecs.RenderSystem,
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time_since_cube: f32,
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current_color: i32,
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}
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g: ^Globals
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@ -50,7 +52,7 @@ main :: proc() {
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default_context = context
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sa.run({
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window_title = "ECS Test",
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window_title = program_config.WINDOW_TITLE,
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allocator = sa.Allocator(sh.allocator(&default_context)),
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logger = sa.Logger(sh.logger(&default_context)),
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@ -80,14 +82,14 @@ frame_cb:: proc "c" () {
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dt := f32(sa.frame_duration())
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g.time_since_cube += dt
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if g.time_since_cube >= 0.2 {
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create_cube()
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if g.time_since_cube >= program_config.SPAWN_INTERVAL {
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g.time_since_cube = 0
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create_cube()
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}
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ecs.physics_system_update(g.physics_system, &g.coordinator, dt)
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ecs.camera_system_update(g.camera_system, &g.coordinator, dt)
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ecs.render_system_update(g.render_system, &g.coordinator, dt)
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ecs.render_system_update(g.render_system, &g.coordinator)
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ecs.input_system_mouse_reset(g.input_system, &g.coordinator)
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}
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@ -115,7 +117,7 @@ create_cube :: proc() {
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&g.coordinator,
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entity,
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ecs.GravityComponent{
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ecs.Vec3{ 0.0, -2.5, 0.0 }
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ecs.Vec3{ 0.0, program_config.GRAVITY_CONSTANT, 0.0 }
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})
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ecs.coordinator_add_component(
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ecs.RigidBodyComponent,
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@ -131,9 +133,9 @@ create_cube :: proc() {
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entity,
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ecs.TransformComponent{
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position = Vec3{
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f32(rand.int_max(50)),
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f32(rand.int_max(program_config.SPAWN_AREA)),
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10,
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f32(rand.int_max(50)),
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f32(rand.int_max(program_config.SPAWN_AREA)),
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},
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rotation = ecs.Vec3{ 0.0, 0.0, 0.0 },
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scale = ecs.Vec3{ 1.0, 1.0, 1.0 },
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@ -143,13 +145,11 @@ create_cube :: proc() {
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&g.coordinator,
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entity,
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ecs.ColorComponent{
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color = Vec4{
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rand.float32_uniform(0,1),
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rand.float32_uniform(0,1),
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rand.float32_uniform(0,1),
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rand.float32_uniform(0,1),
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},
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color = program_config.CUBE_COLORS[g.current_color]
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})
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g.current_color += 1
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g.current_color %= i32(len(program_config.CUBE_COLORS))
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ecs.coordinator_add_component(
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ecs.MeshComponent,
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&g.coordinator,
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@ -162,7 +162,7 @@ create_cube :: proc() {
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&g.coordinator,
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entity,
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ecs.MaterialComponent{
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material_id = .Grid
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material_id = .Cube
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})
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}
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@ -208,12 +208,12 @@ create_scene :: proc() {
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&g.coordinator,
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user_entity,
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ecs.CameraComponent{
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position = { 30, 0, 60 },
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position = program_config.START_POSITION,
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target = { 0, 0, 1 },
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look = { 0, 0 },
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movement_speed = 3.0,
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look_sensitivity = 0.15,
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movement_speed = program_config.MOVEMENT_SPEED,
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look_sensitivity = program_config.LOOK_SENSITIVITY,
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})
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ecs.coordinator_add_component(
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@ -6,21 +6,21 @@ import sg "../../sokol/gfx"
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Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
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Cmdline:
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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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sokol-shdc -i shaders/src/cube.glsl -o shaders/out/cube.odin -l metal_macos -f sokol_odin
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Overview:
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=========
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Shader program: 'main':
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Get shader desc: main_shader_desc(sg.query_backend())
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Vertex Shader: vs
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Fragment Shader: fs
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Shader program: 'cube':
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Get shader desc: cube_shader_desc(sg.query_backend())
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Vertex Shader: vs_cube
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Fragment Shader: fs_cube
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Attributes:
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ATTR_main_pos => 0
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ATTR_main_uv => 1
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ATTR_cube_pos => 0
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ATTR_cube_uv => 1
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Bindings:
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Uniform block 'VsParams':
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Odin struct: Vsparams
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Bind slot: UB_VsParams => 0
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Uniform block 'VsParamsCube':
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Odin struct: Vsparamscube
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Bind slot: UB_VsParamsCube => 0
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Image 'tex':
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Image type: ._2D
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Sample type: .FLOAT
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@ -30,12 +30,12 @@ import sg "../../sokol/gfx"
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Type: .FILTERING
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Bind slot: SMP_smp => 0
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*/
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ATTR_main_pos :: 0
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ATTR_main_uv :: 1
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UB_VsParams :: 0
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ATTR_cube_pos :: 0
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ATTR_cube_uv :: 1
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UB_VsParamsCube :: 0
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IMG_tex :: 0
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SMP_smp :: 0
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Vsparams :: struct #align(16) {
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Vsparamscube :: struct #align(16) {
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using _: struct #packed {
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mvp: Mat4,
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col: [4]f32,
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@ -47,7 +47,7 @@ Vsparams :: struct #align(16) {
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using namespace metal;
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struct VsParams
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struct VsParamsCube
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{
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float4x4 mvp;
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float4 col;
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@ -66,7 +66,7 @@ Vsparams :: struct #align(16) {
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float2 uv [[attribute(1)]];
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||||
};
|
||||
|
||||
vertex main0_out main0(main0_in in [[stage_in]], constant VsParams& _19 [[buffer(0)]])
|
||||
vertex main0_out main0(main0_in in [[stage_in]], constant VsParamsCube& _19 [[buffer(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.gl_Position = _19.mvp * float4(in.pos, 1.0);
|
||||
|
|
@ -77,44 +77,45 @@ Vsparams :: struct #align(16) {
|
|||
|
||||
*/
|
||||
@(private="file")
|
||||
vs_source_metal_macos := [585]u8 {
|
||||
vs_cube_source_metal_macos := [593]u8 {
|
||||
0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x73,0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,
|
||||
0x2e,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x5f,0x31,0x39,0x2e,0x63,0x6f,0x6c,
|
||||
0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x74,0x65,0x78,0x5f,0x63,0x6f,
|
||||
0x6f,0x72,0x64,0x20,0x3d,0x20,0x69,0x6e,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,
|
||||
}
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
|
|
@ -142,7 +143,7 @@ vs_source_metal_macos := [585]u8 {
|
|||
|
||||
*/
|
||||
@(private="file")
|
||||
fs_source_metal_macos := [450]u8 {
|
||||
fs_cube_source_metal_macos := [450]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,
|
||||
|
|
@ -173,14 +174,14 @@ fs_source_metal_macos := [450]u8 {
|
|||
0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,
|
||||
0x0a,0x00,
|
||||
}
|
||||
main_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
||||
cube_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
||||
desc: sg.Shader_Desc
|
||||
desc.label = "main_shader"
|
||||
desc.label = "cube_shader"
|
||||
#partial switch backend {
|
||||
case .METAL_MACOS:
|
||||
desc.vertex_func.source = transmute(cstring)&vs_source_metal_macos
|
||||
desc.vertex_func.source = transmute(cstring)&vs_cube_source_metal_macos
|
||||
desc.vertex_func.entry = "main0"
|
||||
desc.fragment_func.source = transmute(cstring)&fs_source_metal_macos
|
||||
desc.fragment_func.source = transmute(cstring)&fs_cube_source_metal_macos
|
||||
desc.fragment_func.entry = "main0"
|
||||
desc.attrs[0].base_type = .FLOAT
|
||||
desc.attrs[1].base_type = .FLOAT
|
||||
170
shaders/out/outline.odin
Normal file
170
shaders/out/outline.odin
Normal file
|
|
@ -0,0 +1,170 @@
|
|||
package shaders
|
||||
import sg "../../sokol/gfx"
|
||||
/*
|
||||
#version:1# (machine generated, don't edit!)
|
||||
|
||||
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
|
||||
|
||||
Cmdline:
|
||||
sokol-shdc -i shaders/src/outline.glsl -o shaders/out/outline.odin -l metal_macos -f sokol_odin
|
||||
|
||||
Overview:
|
||||
=========
|
||||
Shader program: 'outline':
|
||||
Get shader desc: outline_shader_desc(sg.query_backend())
|
||||
Vertex Shader: vs_outline
|
||||
Fragment Shader: fs_outline
|
||||
Attributes:
|
||||
ATTR_outline_pos => 0
|
||||
ATTR_outline_uv => 1
|
||||
Bindings:
|
||||
Uniform block 'VsParamsOutline':
|
||||
Odin struct: Vsparamsoutline
|
||||
Bind slot: UB_VsParamsOutline => 0
|
||||
Uniform block 'FsParamsOutline':
|
||||
Odin struct: Fsparamsoutline
|
||||
Bind slot: UB_FsParamsOutline => 1
|
||||
*/
|
||||
ATTR_outline_pos :: 0
|
||||
ATTR_outline_uv :: 1
|
||||
UB_VsParamsOutline :: 0
|
||||
UB_FsParamsOutline :: 1
|
||||
Vsparamsoutline :: struct #align(16) {
|
||||
using _: struct #packed {
|
||||
mvp: Mat4,
|
||||
},
|
||||
}
|
||||
Fsparamsoutline :: struct #align(16) {
|
||||
using _: struct #packed {
|
||||
col: [4]f32,
|
||||
},
|
||||
}
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct VsParamsOutline
|
||||
{
|
||||
float4x4 mvp;
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float3 pos [[attribute(0)]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(main0_in in [[stage_in]], constant VsParamsOutline& _19 [[buffer(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.gl_Position = _19.mvp * float4(in.pos, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
@(private="file")
|
||||
vs_outline_source_metal_macos := [427]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,
|
||||
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|
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|
||||
}
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct FsParamsOutline
|
||||
{
|
||||
float4 col;
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 frag_color [[color(0)]];
|
||||
};
|
||||
|
||||
fragment main0_out main0(constant FsParamsOutline& _12 [[buffer(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.frag_color = _12.col;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
@(private="file")
|
||||
fs_outline_source_metal_macos := [322]u8 {
|
||||
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|
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,
|
||||
0x0a,0x00,
|
||||
}
|
||||
outline_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
||||
desc: sg.Shader_Desc
|
||||
desc.label = "outline_shader"
|
||||
#partial switch backend {
|
||||
case .METAL_MACOS:
|
||||
desc.vertex_func.source = transmute(cstring)&vs_outline_source_metal_macos
|
||||
desc.vertex_func.entry = "main0"
|
||||
desc.fragment_func.source = transmute(cstring)&fs_outline_source_metal_macos
|
||||
desc.fragment_func.entry = "main0"
|
||||
desc.attrs[0].base_type = .FLOAT
|
||||
desc.attrs[1].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].msl_buffer_n = 0
|
||||
desc.uniform_blocks[1].stage = .FRAGMENT
|
||||
desc.uniform_blocks[1].layout = .STD140
|
||||
desc.uniform_blocks[1].size = 16
|
||||
desc.uniform_blocks[1].msl_buffer_n = 0
|
||||
}
|
||||
return desc
|
||||
}
|
||||
|
|
@ -3,11 +3,11 @@
|
|||
|
||||
@ctype mat4 Mat4
|
||||
|
||||
@vs vs
|
||||
@vs vs_cube
|
||||
in vec3 pos;
|
||||
in vec2 uv;
|
||||
|
||||
layout(binding = 0) uniform VsParams {
|
||||
layout(binding = 0) uniform VsParamsCube {
|
||||
mat4 mvp;
|
||||
vec4 col;
|
||||
};
|
||||
|
|
@ -23,7 +23,7 @@ void main() {
|
|||
|
||||
@end
|
||||
|
||||
@fs fs
|
||||
@fs fs_cube
|
||||
in vec4 color;
|
||||
in vec2 tex_coord;
|
||||
|
||||
|
|
@ -38,4 +38,4 @@ void main() {
|
|||
|
||||
@end
|
||||
|
||||
@program main vs fs
|
||||
@program cube vs_cube fs_cube
|
||||
31
shaders/src/outline.glsl
Normal file
31
shaders/src/outline.glsl
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
@header package shaders
|
||||
@header import sg "../../sokol/gfx"
|
||||
|
||||
@ctype mat4 Mat4
|
||||
|
||||
@vs vs_outline
|
||||
in vec3 pos;
|
||||
in vec2 uv;
|
||||
|
||||
layout(binding = 0) uniform VsParamsOutline {
|
||||
mat4 mvp;
|
||||
};
|
||||
|
||||
void main() {
|
||||
gl_Position = mvp * vec4(pos, 1);
|
||||
}
|
||||
@end
|
||||
|
||||
@fs fs_outline
|
||||
layout(binding = 1) uniform FsParamsOutline {
|
||||
vec4 col;
|
||||
};
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
frag_color = col;
|
||||
}
|
||||
@end
|
||||
|
||||
@program outline vs_outline fs_outline
|
||||
Loading…
Add table
Add a link
Reference in a new issue