Remove textures

This commit is contained in:
Hugo Mårdbrink 2025-08-27 21:03:35 +02:00
parent db75a10f2b
commit f658d040ed
14 changed files with 66 additions and 155 deletions

View file

@ -8,7 +8,7 @@ WINDOW_TITLE :: "ECS Test"
// Behaviour // Behaviour
SPAWN_INTERVAL :: 0.2 // in seconds SPAWN_INTERVAL :: 0.2 // in seconds
GRAVITY_CONSTANT :: -2.5 GRAVITY_CONSTANT :: -2.5
SPAWN_AREA :: 50 // one side SPAWN_AREA :: 30 // one side
Y_DESPAWN_CUTOFF :: -15 Y_DESPAWN_CUTOFF :: -15
// Colors // Colors
@ -25,4 +25,4 @@ BORDER_COLOR :: [4]f32{ 0, 0, 0, 1 }
// User // User
MOVEMENT_SPEED :: 3.0 MOVEMENT_SPEED :: 3.0
LOOK_SENSITIVITY :: 0.15 LOOK_SENSITIVITY :: 0.15
START_POSITION :: [3]f32{ 30, 0, 60 } START_POSITION :: [3]f32{ 15, 0, 60 }

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@ -24,9 +24,12 @@ import program_config "../config"
import shaders "../shaders/out" import shaders "../shaders/out"
VertexData :: struct { CubeVertexData :: struct {
pos: Vec3,
}
OutlineVertexData :: struct {
pos: Vec3, pos: Vec3,
uv: Vec2,
} }
Mesh :: struct { Mesh :: struct {
@ -37,8 +40,6 @@ Mesh :: struct {
Material :: struct { Material :: struct {
pipeline: sg.Pipeline, pipeline: sg.Pipeline,
shader: sg.Shader, shader: sg.Shader,
image: sg.Image,
sampler: sg.Sampler,
} }
RenderSystem :: struct { RenderSystem :: struct {
@ -57,7 +58,6 @@ init_outline_material :: proc(render_system: ^RenderSystem) {
layout = { layout = {
attrs = { attrs = {
shaders.ATTR_outline_pos = { format = .FLOAT3 }, shaders.ATTR_outline_pos = { format = .FLOAT3 },
shaders.ATTR_outline_uv = { format = .FLOAT2 },
}, },
}, },
index_type = .UINT16, index_type = .UINT16,
@ -73,12 +73,9 @@ init_outline_material :: proc(render_system: ^RenderSystem) {
sample_count = 4, sample_count = 4,
}) })
sampler := sg.make_sampler({})
render_system.materials[.Outline] = Material{ render_system.materials[.Outline] = Material{
shader = shader, shader = shader,
pipeline = pipeline, pipeline = pipeline,
sampler = sampler,
} }
} }
@ -90,7 +87,6 @@ init_cube_material :: proc(render_system: ^RenderSystem) {
layout = { layout = {
attrs = { attrs = {
shaders.ATTR_cube_pos = { format = .FLOAT3 }, shaders.ATTR_cube_pos = { format = .FLOAT3 },
shaders.ATTR_cube_uv = { format = .FLOAT2 },
}, },
}, },
index_type = .UINT16, index_type = .UINT16,
@ -106,69 +102,44 @@ init_cube_material :: proc(render_system: ^RenderSystem) {
sample_count = 4, sample_count = 4,
}) })
w, h: i32
pixels := stbi.load("res/white.png", &w, &h, nil, 4)
assert(pixels != nil)
defer(stbi.image_free(pixels))
image := sg.make_image({
width = w,
height = h,
pixel_format = .RGBA8,
data = {
subimage = {
0 = {
0 = {
ptr = pixels,
size = uint(w * h * 4)
}
}
}
},
})
sampler := sg.make_sampler({})
render_system.materials[.Cube] = Material{ render_system.materials[.Cube] = Material{
shader = shader, shader = shader,
pipeline = pipeline, pipeline = pipeline,
image = image,
sampler = sampler,
} }
} }
@(private) @(private)
init_cube_mesh :: proc (render_system: ^RenderSystem) { init_cube_mesh :: proc (render_system: ^RenderSystem) {
cube_vertices := []VertexData { cube_vertices := []CubeVertexData {
{ pos = { -0.5, -0.5, 0.5 }, uv = { 0, 0 } }, { pos = { -0.5, -0.5, 0.5 } },
{ pos = { 0.5, -0.5, 0.5 }, uv = { 1, 0 } }, { pos = { 0.5, -0.5, 0.5 } },
{ pos = { 0.5, 0.5, 0.5 }, uv = { 1, 1 } }, { pos = { 0.5, 0.5, 0.5 } },
{ pos = { -0.5, 0.5, 0.5 }, uv = { 0, 1 } }, { pos = { -0.5, 0.5, 0.5 } },
{ pos = { -0.5, -0.5, -0.5 }, uv = { 1, 0 } }, { pos = { -0.5, -0.5, -0.5 } },
{ pos = { 0.5, -0.5, -0.5 }, uv = { 0, 0 } }, { pos = { 0.5, -0.5, -0.5 } },
{ pos = { 0.5, 0.5, -0.5 }, uv = { 0, 1 } }, { pos = { 0.5, 0.5, -0.5 } },
{ pos = { -0.5, 0.5, -0.5 }, uv = { 1, 1 } }, { pos = { -0.5, 0.5, -0.5 } },
{ pos = { -0.5, 0.5, 0.5 }, uv = { 0, 0 } }, { pos = { -0.5, 0.5, 0.5 } },
{ pos = { 0.5, 0.5, 0.5 }, uv = { 1, 0 } }, { pos = { 0.5, 0.5, 0.5 } },
{ pos = { 0.5, 0.5, -0.5 }, uv = { 1, 1 } }, { pos = { 0.5, 0.5, -0.5 } },
{ pos = { -0.5, 0.5, -0.5 }, uv = { 0, 1 } }, { pos = { -0.5, 0.5, -0.5 } },
{ pos = { -0.5, -0.5, 0.5 }, uv = { 0, 0 } }, { pos = { -0.5, -0.5, 0.5 } },
{ pos = { 0.5, -0.5, 0.5 }, uv = { 1, 0 } }, { pos = { 0.5, -0.5, 0.5 } },
{ pos = { 0.5, -0.5, -0.5 }, uv = { 1, 1 } }, { pos = { 0.5, -0.5, -0.5 } },
{ pos = { -0.5, -0.5, -0.5 }, uv = { 0, 1 } }, { pos = { -0.5, -0.5, -0.5 } },
{ pos = { 0.5, -0.5, 0.5 }, uv = { 0, 0 } }, { pos = { 0.5, -0.5, 0.5 } },
{ pos = { 0.5, -0.5, -0.5 }, uv = { 1, 0 } }, { pos = { 0.5, -0.5, -0.5 } },
{ pos = { 0.5, 0.5, -0.5 }, uv = { 1, 1 } }, { pos = { 0.5, 0.5, -0.5 } },
{ pos = { 0.5, 0.5, 0.5 }, uv = { 0, 1 } }, { pos = { 0.5, 0.5, 0.5 } },
{ pos = { -0.5, -0.5, 0.5 }, uv = { 1, 0 } }, { pos = { -0.5, -0.5, 0.5 } },
{ pos = { -0.5, -0.5, -0.5 }, uv = { 0, 0 } }, { pos = { -0.5, -0.5, -0.5 } },
{ pos = { -0.5, 0.5, -0.5 }, uv = { 0, 1 } }, { pos = { -0.5, 0.5, -0.5 } },
{ pos = { -0.5, 0.5, 0.5 }, uv = { 1, 1 } }, { pos = { -0.5, 0.5, 0.5 } },
} }
vertex_buffer := sg.make_buffer({ vertex_buffer := sg.make_buffer({
data = sg_range(cube_vertices) data = sg_range(cube_vertices)
@ -225,13 +196,10 @@ render_system_delete :: proc(render_system: ^RenderSystem, coordinator: ^Coordin
sg.destroy_buffer(cube_mesh.vertex_buffer) sg.destroy_buffer(cube_mesh.vertex_buffer)
cube_material := render_system.materials[.Cube] cube_material := render_system.materials[.Cube]
sg.destroy_image(cube_material.image)
sg.destroy_sampler(cube_material.sampler)
sg.destroy_pipeline(cube_material.pipeline) sg.destroy_pipeline(cube_material.pipeline)
sg.destroy_shader(cube_material.shader) sg.destroy_shader(cube_material.shader)
outline_material := render_system.materials[.Outline] outline_material := render_system.materials[.Outline]
sg.destroy_sampler(outline_material.sampler)
sg.destroy_pipeline(outline_material.pipeline) sg.destroy_pipeline(outline_material.pipeline)
sg.destroy_shader(outline_material.shader) sg.destroy_shader(outline_material.shader)
@ -313,9 +281,6 @@ cube_pass :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator, proj:
sg.apply_pipeline(material.pipeline) sg.apply_pipeline(material.pipeline)
sg.apply_bindings({ sg.apply_bindings({
images = { shaders.IMG_tex = material.image },
samplers = { shaders.SMP_smp = material.sampler },
vertex_buffers = { 0 = mesh.vertex_buffer }, vertex_buffers = { 0 = mesh.vertex_buffer },
index_buffer = mesh.index_buffer, index_buffer = mesh.index_buffer,
}) })

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@ -16,25 +16,13 @@ import sg "../../sokol/gfx"
Fragment Shader: fs_cube Fragment Shader: fs_cube
Attributes: Attributes:
ATTR_cube_pos => 0 ATTR_cube_pos => 0
ATTR_cube_uv => 1
Bindings: Bindings:
Uniform block 'VsParamsCube': Uniform block 'VsParamsCube':
Odin struct: Vsparamscube Odin struct: Vsparamscube
Bind slot: UB_VsParamsCube => 0 Bind slot: UB_VsParamsCube => 0
Image 'tex':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: IMG_tex => 0
Sampler 'smp':
Type: .FILTERING
Bind slot: SMP_smp => 0
*/ */
ATTR_cube_pos :: 0 ATTR_cube_pos :: 0
ATTR_cube_uv :: 1
UB_VsParamsCube :: 0 UB_VsParamsCube :: 0
IMG_tex :: 0
SMP_smp :: 0
Vsparamscube :: struct #align(16) { Vsparamscube :: struct #align(16) {
using _: struct #packed { using _: struct #packed {
mvp: Mat4, mvp: Mat4,
@ -56,14 +44,12 @@ Vsparamscube :: struct #align(16) {
struct main0_out struct main0_out
{ {
float4 color [[user(locn0)]]; float4 color [[user(locn0)]];
float2 tex_coord [[user(locn1)]];
float4 gl_Position [[position]]; float4 gl_Position [[position]];
}; };
struct main0_in struct main0_in
{ {
float3 pos [[attribute(0)]]; float3 pos [[attribute(0)]];
float2 uv [[attribute(1)]];
}; };
vertex main0_out main0(main0_in in [[stage_in]], constant VsParamsCube& _19 [[buffer(0)]]) vertex main0_out main0(main0_in in [[stage_in]], constant VsParamsCube& _19 [[buffer(0)]])
@ -71,13 +57,12 @@ Vsparamscube :: struct #align(16) {
main0_out out = {}; main0_out out = {};
out.gl_Position = _19.mvp * float4(in.pos, 1.0); out.gl_Position = _19.mvp * float4(in.pos, 1.0);
out.color = _19.col; out.color = _19.col;
out.tex_coord = in.uv;
return out; return out;
} }
*/ */
@(private="file") @(private="file")
vs_cube_source_metal_macos := [593]u8 { vs_cube_source_metal_macos := [496]u8 {
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@ -90,32 +75,26 @@ vs_cube_source_metal_macos := [593]u8 {
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0x00,
} }
/* /*
#include <metal_stdlib> #include <metal_stdlib>
@ -131,19 +110,18 @@ vs_cube_source_metal_macos := [593]u8 {
struct main0_in struct main0_in
{ {
float4 color [[user(locn0)]]; float4 color [[user(locn0)]];
float2 tex_coord [[user(locn1)]];
}; };
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]]) fragment main0_out main0(main0_in in [[stage_in]])
{ {
main0_out out = {}; main0_out out = {};
out.frag_color = tex.sample(smp, in.tex_coord) * in.color; out.frag_color = in.color;
return out; return out;
} }
*/ */
@(private="file") @(private="file")
fs_cube_source_metal_macos := [450]u8 { fs_cube_source_metal_macos := [315]u8 {
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@ -155,24 +133,15 @@ fs_cube_source_metal_macos := [450]u8 {
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0x0a,0x00,
} }
cube_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc { cube_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc desc: sg.Shader_Desc
@ -184,22 +153,10 @@ cube_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.fragment_func.source = transmute(cstring)&fs_cube_source_metal_macos desc.fragment_func.source = transmute(cstring)&fs_cube_source_metal_macos
desc.fragment_func.entry = "main0" desc.fragment_func.entry = "main0"
desc.attrs[0].base_type = .FLOAT desc.attrs[0].base_type = .FLOAT
desc.attrs[1].base_type = .FLOAT
desc.uniform_blocks[0].stage = .VERTEX desc.uniform_blocks[0].stage = .VERTEX
desc.uniform_blocks[0].layout = .STD140 desc.uniform_blocks[0].layout = .STD140
desc.uniform_blocks[0].size = 80 desc.uniform_blocks[0].size = 80
desc.uniform_blocks[0].msl_buffer_n = 0 desc.uniform_blocks[0].msl_buffer_n = 0
desc.images[0].stage = .FRAGMENT
desc.images[0].multisampled = false
desc.images[0].image_type = ._2D
desc.images[0].sample_type = .FLOAT
desc.images[0].msl_texture_n = 0
desc.samplers[0].stage = .FRAGMENT
desc.samplers[0].sampler_type = .FILTERING
desc.samplers[0].msl_sampler_n = 0
desc.image_sampler_pairs[0].stage = .FRAGMENT
desc.image_sampler_pairs[0].image_slot = 0
desc.image_sampler_pairs[0].sampler_slot = 0
} }
return desc return desc
} }

View file

@ -16,7 +16,6 @@ import sg "../../sokol/gfx"
Fragment Shader: fs_outline Fragment Shader: fs_outline
Attributes: Attributes:
ATTR_outline_pos => 0 ATTR_outline_pos => 0
ATTR_outline_uv => 1
Bindings: Bindings:
Uniform block 'VsParamsOutline': Uniform block 'VsParamsOutline':
Odin struct: Vsparamsoutline Odin struct: Vsparamsoutline
@ -26,7 +25,6 @@ import sg "../../sokol/gfx"
Bind slot: UB_FsParamsOutline => 1 Bind slot: UB_FsParamsOutline => 1
*/ */
ATTR_outline_pos :: 0 ATTR_outline_pos :: 0
ATTR_outline_uv :: 1
UB_VsParamsOutline :: 0 UB_VsParamsOutline :: 0
UB_FsParamsOutline :: 1 UB_FsParamsOutline :: 1
Vsparamsoutline :: struct #align(16) { Vsparamsoutline :: struct #align(16) {
@ -156,7 +154,6 @@ outline_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.fragment_func.source = transmute(cstring)&fs_outline_source_metal_macos desc.fragment_func.source = transmute(cstring)&fs_outline_source_metal_macos
desc.fragment_func.entry = "main0" desc.fragment_func.entry = "main0"
desc.attrs[0].base_type = .FLOAT desc.attrs[0].base_type = .FLOAT
desc.attrs[1].base_type = .FLOAT
desc.uniform_blocks[0].stage = .VERTEX desc.uniform_blocks[0].stage = .VERTEX
desc.uniform_blocks[0].layout = .STD140 desc.uniform_blocks[0].layout = .STD140
desc.uniform_blocks[0].size = 64 desc.uniform_blocks[0].size = 64

View file

@ -5,7 +5,6 @@
@vs vs_cube @vs vs_cube
in vec3 pos; in vec3 pos;
in vec2 uv;
layout(binding = 0) uniform VsParamsCube { layout(binding = 0) uniform VsParamsCube {
mat4 mvp; mat4 mvp;
@ -13,27 +12,21 @@ layout(binding = 0) uniform VsParamsCube {
}; };
out vec4 color; out vec4 color;
out vec2 tex_coord;
void main() { void main() {
gl_Position = mvp * vec4(pos, 1); gl_Position = mvp * vec4(pos, 1);
color = col; color = col;
tex_coord = uv;
} }
@end @end
@fs fs_cube @fs fs_cube
in vec4 color; in vec4 color;
in vec2 tex_coord;
layout(binding=0) uniform texture2D tex;
layout(binding=0) uniform sampler smp;
out vec4 frag_color; out vec4 frag_color;
void main() { void main() {
frag_color = texture(sampler2D(tex, smp), tex_coord) * color; frag_color = color;
} }
@end @end

View file

@ -5,7 +5,6 @@
@vs vs_outline @vs vs_outline
in vec3 pos; in vec3 pos;
in vec2 uv;
layout(binding = 0) uniform VsParamsOutline { layout(binding = 0) uniform VsParamsOutline {
mat4 mvp; mat4 mvp;