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hugom/rend
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main
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| 77c5c23cf5 | |||
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| 29e7b5e499 |
10
Makefile
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@ -1,17 +1,25 @@
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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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build-debug: build-shaders
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odin build . -debug -use-single-module
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build-release: build-shaders
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odin build . -o:speed -use-single-module
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run: build-shaders
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odin run . -use-single-module
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run-debug: build-shaders
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odin run . -debug -use-single-module
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run-release: build-shaders
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odin run . -o:speed -use-single-module
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check: build-shaders
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odin strip-semicolon .
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odin check .
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5
README.md
Normal file
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@ -0,0 +1,5 @@
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# ECS Test
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A project where I created a simple ECS in Odin to test performance/developer experience. The project uses Sokol to render the scene.
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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 :: 0.05 // in seconds
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GRAVITY_CONSTANT :: -2.5
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SPAWN_AREA :: 30 // 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{ 15, 0, 60 }
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47
ecs/camera_system.odin
Normal file
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@ -0,0 +1,47 @@
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package ecs
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import "core:math"
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import "core:math/linalg"
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CameraSystem :: struct {
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using _: SystemBase,
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}
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camera_system_update :: proc(camera_system: ^CameraSystem, coordinator: ^Coordinator, dt: f32) {
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for entity_id in camera_system.entities {
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camera := coordinator_get_component(coordinator, CameraComponent, entity_id)
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input := coordinator_get_component(coordinator, InputComponent, entity_id)
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move_input: Vec3
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if input.key_down[.W] do move_input.y = 1
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else if input.key_down[.S] do move_input.y = -1
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if input.key_down[.D] do move_input.x = 1
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else if input.key_down[.A] do move_input.x = -1
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if input.key_down[.SPACE] do move_input.z = 1
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else if input.key_down[.LEFT_SHIFT] do move_input.z = -1
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look_input: Vec2 = -input.mouse_movement * camera.look_sensitivity
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camera.look += look_input
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camera.look.x = math.wrap(camera.look.x, 360)
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camera.look.y = math.clamp(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(camera.look.x),
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linalg.to_radians(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) * camera.movement_speed * dt
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camera.position += motion
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camera.target = camera.position + forward
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}
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}
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@ -1,66 +1,88 @@
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#+private
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package ecs
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import "core:log"
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ComponentManager :: struct {
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component_types: map[typeid]ComponentType,
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component_ids: map[typeid]ComponentID,
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component_pools: map[typeid]^ComponentPool(any),
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next_component_type: ComponentType,
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next_component_id: ComponentID,
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component_pool_destroy_entity_cbs: map[typeid]proc(pool: ^ComponentPool(any), entity_id: EntityID),
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component_pool_delete_cbs: map[typeid]proc(pool: ^ComponentPool(any)),
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}
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component_manager_create :: proc() -> ComponentManager {
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component_manager := ComponentManager {
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component_types = make(map[typeid]ComponentType, context.allocator),
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component_pools = make(map[typeid]^ComponentPool(any), context.allocator),
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next_component_type = 0
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component_manager_init :: proc(component_manager: ^ComponentManager) {
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component_manager.component_ids = make(map[typeid]ComponentID, context.allocator)
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component_manager.component_pools = make(map[typeid]^ComponentPool(any), context.allocator)
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component_manager.component_pool_destroy_entity_cbs = make(map[typeid]proc(pool: ^ComponentPool(any), entity_id: EntityID), context.allocator)
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component_manager.component_pool_delete_cbs = make(map[typeid]proc(pool: ^ComponentPool(any)), context.allocator)
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component_manager.next_component_id = 0
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}
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component_manager_register_component :: proc($Component: typeid, component_manager: ^ComponentManager) {
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log.assertf(Component not_in component_manager.component_ids, "Registering component more than once")
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component_manager.component_ids[Component] = component_manager.next_component_id
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component_pool := new(ComponentPool(Component), context.allocator)
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component_pool_init(component_pool)
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component_manager.component_pools[Component] = cast(^ComponentPool(any))component_pool
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component_manager.component_pool_destroy_entity_cbs[Component] = proc(any_component_pool: ^ComponentPool(any), entity_id: EntityID) {
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typed_component_pool := cast(^ComponentPool(Component))any_component_pool
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if entity_id in typed_component_pool.entity_to_index {
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component_pool_remove_data(typed_component_pool, entity_id)
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}
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}
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return component_manager
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component_manager.component_pool_delete_cbs[Component] = proc(any_component_pool: ^ComponentPool(any)) {
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typed_component_pool := cast(^ComponentPool(Component))any_component_pool
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component_pool_delete(typed_component_pool)
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free(typed_component_pool)
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}
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component_manager.next_component_id += 1
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}
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component_manager_register_component :: proc($T: typeid, component_manager: ^ComponentManager) {
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log.assertf(T not_in component_manager.component_types, "Registering component more than once")
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component_manager.component_types[T] = component_manager.next_component_type
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component_pool := new(ComponentPool(T), context.allocator)
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component_pool^ = component_pool_create(T)
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component_manager.component_pools[T] = cast(^ComponentPool(any))component_pool
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component_manager.next_component_type += 1
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component_manager_get_component_id :: proc(component_manager: ^ComponentManager, $Component: typeid) -> ComponentID {
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log.assertf(Component in component_manager.component_ids, "Component not registered before use")
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return component_manager.component_ids[Component]
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}
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component_manager_get_component_type :: proc($T: typeid, component_manager: ^ComponentManager) -> ComponentType {
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log.assertf(T in component_manager.component_types, "Component not registered before use")
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return component_manager.component_types[T]
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component_manager_add_component :: proc(component_manager: ^ComponentManager, component: $Component, entity_id: EntityID) {
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component_pool := cast(^ComponentPool(Component))component_manager.component_pools[Component]
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component_pool_insert_data(component_pool, entity_id, component)
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}
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component_manager_add_component :: proc($T: typeid, component_manager: ^ComponentManager, entity_id: EntityID, component: T) {
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component_pool := cast(^ComponentPool(T))component_manager.component_pools[T]
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component_pool_insert_data(T, component_pool, entity_id, component)
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component_manager_remove_component :: proc(component_manager: ^ComponentManager, $Component: typeid, entity_id: EntityID) {
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component_pool := cast(^ComponentPool(Component))component_manager.component_pools[Component]
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component_pool_remove_data(component_pool, entity_id)
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}
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component_manager_remove_component :: proc($T: typeid, component_manager: ^ComponentManager, entity_id: EntityID) {
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component_pool := cast(^ComponentPool(T))component_manager.component_pools[T]
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component_pool_remove_data(T, component_pool, entity_id)
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}
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component_manager_get_component :: proc($T: typeid, component_manager: ^ComponentManager, entity_id: EntityID) -> ^T {
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component_pool := cast(^ComponentPool(T))component_manager.component_pools[T]
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return component_pool_get(T, component_pool, entity_id)
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component_manager_get_component :: proc(component_manager: ^ComponentManager, $Component: typeid, entity_id: EntityID) -> ^Component {
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component_pool := cast(^ComponentPool(Component)) component_manager.component_pools[Component]
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return component_pool_get(component_pool, entity_id)
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}
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component_manager_destroy_entity :: proc(component_manager: ^ComponentManager, entity_id: EntityID) {
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for _, component_pool in component_manager.component_pools {
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component_pool_destroy_entity(component_pool, entity_id)
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for Component, component_pool in component_manager.component_pools {
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component_manager.component_pool_destroy_entity_cbs[Component](component_pool, entity_id)
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}
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}
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component_manager_destroy :: proc(component_manager: ^ComponentManager) {
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for _, &component_pool in component_manager.component_pools {
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component_pool_destroy(component_pool)
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free(component_pool)
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component_manager_delete :: proc(component_manager: ^ComponentManager) {
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for Component, &component_pool in component_manager.component_pools {
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component_manager.component_pool_delete_cbs[Component](component_pool)
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}
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delete(component_manager.component_pools)
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delete(component_manager.component_types)
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delete(component_manager.component_ids)
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delete(component_manager.component_pool_destroy_entity_cbs)
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delete(component_manager.component_pool_delete_cbs)
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}
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|
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@ -1,26 +1,23 @@
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#+private
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package ecs
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import "core:log"
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ComponentPool :: struct($T: typeid) {
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data: []T,
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ComponentPool :: struct(Component: typeid) {
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data: []Component,
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entity_to_index: map[EntityID]uintptr,
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index_to_entity: map[uintptr]EntityID,
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size: uintptr,
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}
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component_pool_create :: proc($T: typeid) -> ComponentPool(T) {
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component_pool := ComponentPool(T) {
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data = make([]T, ENTITY_MAX),
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entity_to_index = make(map[EntityID]uintptr, context.allocator),
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index_to_entity = make(map[uintptr]EntityID, context.allocator),
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size = 0,
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}
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return component_pool
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component_pool_init :: proc(component_pool: ^ComponentPool($Component)) {
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component_pool.data = make([]Component, ENTITY_MAX, context.allocator)
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component_pool.entity_to_index = make(map[EntityID]uintptr, context.allocator)
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component_pool.index_to_entity = make(map[uintptr]EntityID, context.allocator)
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component_pool.size = 0
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}
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component_pool_insert_data :: proc($T: typeid, component_pool: ^ComponentPool(T), entity_id: EntityID, component: T) {
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component_pool_insert_data :: proc(component_pool: ^ComponentPool($Component), entity_id: EntityID, component: Component) {
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log.assertf(entity_id not_in component_pool.entity_to_index, "Component already added to entity")
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new_idx := component_pool.size
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@ -31,7 +28,7 @@ component_pool_insert_data :: proc($T: typeid, component_pool: ^ComponentPool(T)
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component_pool.size += 1
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}
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component_pool_remove_data :: proc(component_pool: ^ComponentPool(any), entity_id: EntityID) {
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component_pool_remove_data :: proc(component_pool: ^ComponentPool($Component), entity_id: EntityID) {
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log.assertf(entity_id in component_pool.entity_to_index, "Entity doesn't have component")
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removed_entity_idx := component_pool.entity_to_index[entity_id]
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@ -48,21 +45,21 @@ component_pool_remove_data :: proc(component_pool: ^ComponentPool(any), entity_i
|
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component_pool.size -= 1
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}
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|
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component_pool_get :: proc($T: typeid, component_pool: ^ComponentPool(T), entity_id: EntityID) -> ^T {
|
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component_pool_get :: proc(component_pool: ^ComponentPool($Component), entity_id: EntityID) -> ^Component {
|
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log.assertf(entity_id in component_pool.entity_to_index, "Entity doesn't have component")
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|
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idx := component_pool.entity_to_index[entity_id]
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return &component_pool.data[idx]
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}
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|
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component_pool_destroy_entity :: proc(component_pool: ^ComponentPool(any), entity_id: EntityID) {
|
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component_pool_destroy_entity :: proc(component_pool: ^ComponentPool($Component), entity_id: EntityID) {
|
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if entity_id in component_pool.entity_to_index {
|
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component_pool_remove_data(component_pool, entity_id)
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}
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}
|
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|
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component_pool_destroy :: proc(component_pool: ^ComponentPool(any)) {
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component_pool_delete :: proc(component_pool: ^ComponentPool($Component)) {
|
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delete(component_pool.data)
|
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delete(component_pool.entity_to_index)
|
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delete(component_pool.index_to_entity)
|
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delete(component_pool.data)
|
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}
|
||||
|
|
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|
|
@ -1,5 +1,6 @@
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package ecs
|
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|
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import sa "../sokol/app"
|
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import sg "../sokol/gfx"
|
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|
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Mat4 :: matrix[4, 4]f32
|
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|
|
@ -8,38 +9,52 @@ Vec2 :: [2]f32
|
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Vec3 :: [3]f32
|
||||
Vec4 :: [4]f32
|
||||
|
||||
Gravity :: struct {
|
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GravityComponent :: struct {
|
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force: Vec3
|
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}
|
||||
|
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RigidBody :: struct {
|
||||
RigidBodyComponent :: struct {
|
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velocity: Vec3,
|
||||
acceleration: Vec3,
|
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}
|
||||
|
||||
Transform :: struct {
|
||||
TransformComponent :: struct {
|
||||
position: Vec3,
|
||||
rotation: Vec3,
|
||||
scale: Vec3,
|
||||
}
|
||||
|
||||
Color :: struct {
|
||||
ColorComponent :: struct {
|
||||
color: Vec4,
|
||||
}
|
||||
|
||||
Mesh :: struct {
|
||||
vertex_buffer: sg.Buffer,
|
||||
index_buffer: sg.Buffer,
|
||||
MeshID :: enum {
|
||||
Cube,
|
||||
}
|
||||
|
||||
Material :: struct {
|
||||
shader: sg.Shader,
|
||||
image: sg.Image,
|
||||
sampler: sg.Sampler,
|
||||
MeshComponent :: struct {
|
||||
mesh_id: MeshID
|
||||
}
|
||||
|
||||
Camera :: struct {
|
||||
MaterialID :: enum {
|
||||
Cube,
|
||||
Outline,
|
||||
}
|
||||
|
||||
MaterialComponent :: struct {
|
||||
material_id: MaterialID
|
||||
}
|
||||
|
||||
CameraComponent :: struct {
|
||||
position: Vec3,
|
||||
target: Vec3,
|
||||
look: Vec2
|
||||
look: Vec2,
|
||||
|
||||
look_sensitivity: f32,
|
||||
movement_speed: f32,
|
||||
}
|
||||
|
||||
InputComponent :: struct {
|
||||
mouse_movement: Vec2,
|
||||
key_down: #sparse[sa.Keycode]bool,
|
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}
|
||||
|
|
|
|||
|
|
@ -6,4 +6,4 @@ COMPONENT_MAX :: 32
|
|||
ID :: u32
|
||||
|
||||
EntityID :: ID
|
||||
ComponentType :: u8
|
||||
ComponentID :: u16
|
||||
|
|
|
|||
|
|
@ -1,82 +1,70 @@
|
|||
package ecs
|
||||
|
||||
Coordinator :: struct {
|
||||
component_manager: ^ComponentManager,
|
||||
entity_manager: ^EntityManager,
|
||||
system_manager: ^SystemManager,
|
||||
component_manager: ComponentManager,
|
||||
entity_manager: EntityManager,
|
||||
system_manager: SystemManager,
|
||||
}
|
||||
|
||||
coordinator_create :: proc() -> Coordinator {
|
||||
coordinator := Coordinator{}
|
||||
coordinator.component_manager = new(ComponentManager, context.allocator)
|
||||
coordinator.component_manager^ = component_manager_create()
|
||||
|
||||
coordinator.entity_manager = new(EntityManager, context.allocator)
|
||||
coordinator.entity_manager^ = entity_manager_create()
|
||||
|
||||
coordinator.system_manager = new(SystemManager, context.allocator)
|
||||
coordinator.system_manager^ = system_manager_create()
|
||||
|
||||
return coordinator
|
||||
coordinator_init:: proc(coordinator: ^Coordinator) {
|
||||
component_manager_init(&coordinator.component_manager)
|
||||
entity_manager_init(&coordinator.entity_manager)
|
||||
system_manager_init(&coordinator.system_manager)
|
||||
}
|
||||
|
||||
coordinator_create_entity :: proc(coordinator: ^Coordinator) -> EntityID {
|
||||
return entity_manager_create_entity(coordinator.entity_manager)
|
||||
return entity_manager_create_entity(&coordinator.entity_manager)
|
||||
}
|
||||
|
||||
coordinator_destroy_entity :: proc(coordinator: ^Coordinator, entity_id: EntityID) {
|
||||
component_manager_destroy_entity(coordinator.component_manager, entity_id)
|
||||
entity_manager_destroy_entity(coordinator.entity_manager, entity_id)
|
||||
system_manager_destroy_entity(coordinator.system_manager, entity_id)
|
||||
component_manager_destroy_entity(&coordinator.component_manager, entity_id)
|
||||
entity_manager_destroy_entity(&coordinator.entity_manager, entity_id)
|
||||
system_manager_destroy_entity(&coordinator.system_manager, entity_id)
|
||||
}
|
||||
|
||||
coordinator_register_component :: proc($T: typeid, coordinator: ^Coordinator) {
|
||||
component_manager_register_component(T, coordinator.component_manager)
|
||||
coordinator_register_component :: proc(coordinator: ^Coordinator, $Component: typeid) {
|
||||
component_manager_register_component(Component, &coordinator.component_manager)
|
||||
}
|
||||
|
||||
coordinator_add_component :: proc($T: typeid, coordinator: ^Coordinator, entity_id: EntityID, component: T) {
|
||||
component_manager_add_component(T, coordinator.component_manager, entity_id, component)
|
||||
coordinator_add_component :: proc(coordinator: ^Coordinator, component: $Component, entity_id: EntityID) {
|
||||
component_manager_add_component(&coordinator.component_manager, component, entity_id)
|
||||
|
||||
signature := entity_manager_get_signature(coordinator.entity_manager, entity_id)
|
||||
signature_set(&signature, component_manager_get_component_type(T, coordinator.component_manager))
|
||||
entity_manager_set_signature(coordinator.entity_manager, entity_id, signature)
|
||||
signature := entity_manager_get_signature(&coordinator.entity_manager, entity_id)
|
||||
signature_set(&signature, component_manager_get_component_id(&coordinator.component_manager, Component))
|
||||
entity_manager_set_signature(&coordinator.entity_manager, entity_id, signature)
|
||||
|
||||
system_manager_change_entity_signature(coordinator.system_manager, entity_id, signature)
|
||||
system_manager_change_entity_signature(&coordinator.system_manager, entity_id, signature)
|
||||
}
|
||||
|
||||
coordinator_remove_component :: proc($T: typeid, coordinator: ^Coordinator, entity_id: EntityID) {
|
||||
component_manager_remove_component(T, coordinator.component_manager, entity_id)
|
||||
coordinator_remove_component :: proc(coordinator: ^Coordinator, $Component: typeid, entity_id: EntityID) {
|
||||
component_manager_remove_component(&coordinator.component_manager, Component, entity_id)
|
||||
|
||||
signature := entity_manager_get_signature(coordinator.entity_manager, entity_id)
|
||||
signature_unset(&signature, component_manager_get_component_type(T, coordinator.component_manager))
|
||||
entity_manager_set_signature(coordinator.entity_manager, entity_id, signature)
|
||||
signature := entity_manager_get_signature(&coordinator.entity_manager, entity_id)
|
||||
signature_unset(&signature, component_manager_get_component_id(&coordinator.component_manager, Component))
|
||||
entity_manager_set_signature(&coordinator.entity_manager, entity_id, signature)
|
||||
|
||||
system_manager_change_entity_signature(coordinator.system_manager, entity_id, signature)
|
||||
system_manager_change_entity_signature(&coordinator.system_manager, entity_id, signature)
|
||||
}
|
||||
|
||||
coordinator_get_component :: proc($T: typeid, coordinator: ^Coordinator, entity_id: EntityID) -> ^T {
|
||||
return component_manager_get_component(T, coordinator.component_manager, entity_id)
|
||||
coordinator_get_component :: proc(coordinator: ^Coordinator, $Component: typeid, entity_id: EntityID) -> ^Component {
|
||||
return component_manager_get_component(&coordinator.component_manager, Component, entity_id)
|
||||
}
|
||||
|
||||
coordinator_get_component_type :: proc($T: typeid, coordinator: ^Coordinator) -> ComponentType {
|
||||
return component_manager_get_component_type(T, coordinator.component_manager)
|
||||
coordinator_get_component_id :: proc(coordinator: ^Coordinator, $Component: typeid) -> ComponentID {
|
||||
return component_manager_get_component_id(&coordinator.component_manager, Component)
|
||||
}
|
||||
|
||||
coordinator_register_system :: proc($T: typeid, coordinator: ^Coordinator) -> ^T {
|
||||
return system_manager_register_system(T, coordinator.system_manager)
|
||||
coordinator_register_system :: proc(coordinator: ^Coordinator, $System: typeid) -> ^System {
|
||||
return system_manager_register_system(&coordinator.system_manager, System)
|
||||
}
|
||||
|
||||
coordinator_set_system_signature :: proc($T: typeid, coordinator: ^Coordinator, signature: Signature) {
|
||||
system_manager_set_signature(T, coordinator.system_manager, signature)
|
||||
coordinator_set_system_signature :: proc(coordinator: ^Coordinator, $System: typeid, signature: Signature) {
|
||||
system_manager_set_signature(&coordinator.system_manager, System, signature)
|
||||
}
|
||||
|
||||
coordinator_destroy :: proc(coordinator: ^Coordinator) {
|
||||
component_manager_destroy(coordinator.component_manager)
|
||||
entity_manager_destroy(coordinator.entity_manager)
|
||||
system_manager_destroy(coordinator.system_manager)
|
||||
|
||||
free(coordinator.component_manager)
|
||||
free(coordinator.entity_manager)
|
||||
free(coordinator.system_manager)
|
||||
coordinator_delete :: proc(coordinator: ^Coordinator) {
|
||||
component_manager_delete(&coordinator.component_manager)
|
||||
entity_manager_delete(&coordinator.entity_manager)
|
||||
system_manager_delete(&coordinator.system_manager)
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
#+private
|
||||
package ecs
|
||||
|
||||
import "core:log"
|
||||
|
|
@ -9,15 +10,12 @@ EntityManager :: struct {
|
|||
living_entity_count: u32,
|
||||
}
|
||||
|
||||
entity_manager_create :: proc() -> EntityManager {
|
||||
entity_manager := EntityManager{living_entity_count = 0}
|
||||
entity_manager_init :: proc(entity_manager: ^EntityManager) {
|
||||
queue.init(&entity_manager.available_entities)
|
||||
|
||||
for entity_id in 0..<ENTITY_MAX {
|
||||
queue.push_back(&entity_manager.available_entities, cast(EntityID)entity_id)
|
||||
queue.push_back(&entity_manager.available_entities, cast(EntityID) entity_id)
|
||||
}
|
||||
|
||||
return entity_manager
|
||||
}
|
||||
|
||||
entity_manager_create_entity :: proc(entity_manager: ^EntityManager) -> EntityID {
|
||||
|
|
@ -49,6 +47,6 @@ entity_manager_get_signature :: proc(entity_manager: ^EntityManager, entity_id:
|
|||
return entity_manager.signatures[entity_id]
|
||||
}
|
||||
|
||||
entity_manager_destroy :: proc(entity_manager: ^EntityManager) {
|
||||
entity_manager_delete :: proc(entity_manager: ^EntityManager) {
|
||||
queue.destroy(&entity_manager.available_entities)
|
||||
}
|
||||
|
|
|
|||
32
ecs/input_system.odin
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
package ecs
|
||||
|
||||
import sa "../sokol/app"
|
||||
|
||||
InputSystem :: struct {
|
||||
using _: SystemBase,
|
||||
}
|
||||
|
||||
input_system_update :: proc(input_system: ^InputSystem, coordinator: ^Coordinator, event: ^sa.Event) {
|
||||
for entity_id in input_system.entities {
|
||||
input := coordinator_get_component(coordinator, InputComponent, entity_id)
|
||||
|
||||
#partial switch event.type {
|
||||
case .MOUSE_MOVE:
|
||||
input.mouse_movement += {event.mouse_dx, event.mouse_dy}
|
||||
case .KEY_DOWN:
|
||||
input.key_down[event.key_code] = true
|
||||
case .KEY_UP:
|
||||
input.key_down[event.key_code] = false
|
||||
}
|
||||
|
||||
if input.key_down[.ESCAPE] do sa.quit()
|
||||
}
|
||||
}
|
||||
|
||||
input_system_mouse_reset :: proc(input_system: ^InputSystem, coordinator: ^Coordinator) {
|
||||
for entity_id in input_system.entities {
|
||||
input_id := coordinator_get_component(coordinator, InputComponent, entity_id)
|
||||
|
||||
input_id.mouse_movement = { 0, 0 }
|
||||
}
|
||||
}
|
||||
|
|
@ -1,16 +1,31 @@
|
|||
package ecs
|
||||
|
||||
import "core:log"
|
||||
|
||||
import program_config "../config"
|
||||
|
||||
PhysicsSystem :: struct {
|
||||
using base: SystemBase,
|
||||
using _: SystemBase,
|
||||
}
|
||||
|
||||
physics_system_update :: proc(physics_system: ^PhysicsSystem, coordinator: ^Coordinator, dt: f32) {
|
||||
for entity in physics_system.entities {
|
||||
rigid_body := coordinator_get_component(RigidBody, coordinator, entity)
|
||||
transform := coordinator_get_component(Transform, coordinator, entity)
|
||||
gravity := coordinator_get_component(Gravity, coordinator, entity)
|
||||
entities_to_delete := make([dynamic]EntityID)
|
||||
defer delete(entities_to_delete)
|
||||
|
||||
for entity_id in physics_system.entities {
|
||||
rigid_body := coordinator_get_component(coordinator, RigidBodyComponent, entity_id)
|
||||
transform := coordinator_get_component(coordinator, TransformComponent, entity_id)
|
||||
gravity := coordinator_get_component(coordinator, GravityComponent, entity_id)
|
||||
|
||||
transform.position += rigid_body.velocity * dt
|
||||
rigid_body.velocity += gravity.force * dt
|
||||
|
||||
if transform.position.y < program_config.Y_DESPAWN_CUTOFF {
|
||||
append(&entities_to_delete, entity_id)
|
||||
}
|
||||
}
|
||||
|
||||
for entity in entities_to_delete {
|
||||
coordinator_destroy_entity(coordinator, entity)
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -17,49 +17,44 @@ import "core:os"
|
|||
import stbi "vendor:stb/image"
|
||||
|
||||
import sa "../sokol/app"
|
||||
import sl "../sokol/log"
|
||||
import sh "../sokol/helpers"
|
||||
import sg "../sokol/gfx"
|
||||
|
||||
import program_config "../config"
|
||||
|
||||
import shaders "../shaders/out"
|
||||
|
||||
VertexData :: struct {
|
||||
pos: Vec3,
|
||||
uv: Vec2,
|
||||
}
|
||||
|
||||
Mesh :: struct {
|
||||
vertex_buffer: sg.Buffer,
|
||||
index_buffer: sg.Buffer,
|
||||
}
|
||||
|
||||
Material :: struct {
|
||||
pipeline: sg.Pipeline,
|
||||
shader: sg.Shader,
|
||||
}
|
||||
|
||||
RenderSystem :: struct {
|
||||
using base: SystemBase,
|
||||
using _: SystemBase,
|
||||
user_entity: EntityID,
|
||||
|
||||
shader: sg.Shader,
|
||||
pipeline: sg.Pipeline,
|
||||
vertex_buffer: sg.Buffer,
|
||||
index_buffer: sg.Buffer,
|
||||
image: sg.Image,
|
||||
sampler: sg.Sampler,
|
||||
|
||||
camera: struct {
|
||||
pos: Vec3,
|
||||
target: Vec3,
|
||||
look: Vec2,
|
||||
},
|
||||
materials: map[MaterialID]Material,
|
||||
meshes : map[MeshID]Mesh,
|
||||
}
|
||||
|
||||
init_render_system :: proc(render_system: ^RenderSystem) {
|
||||
default_context := runtime.default_context()
|
||||
|
||||
sg.setup({
|
||||
environment = sh.glue_environment(),
|
||||
allocator = sg.Allocator(sh.allocator(&default_context)),
|
||||
logger = sg.Logger(sh.logger(&default_context)),
|
||||
})
|
||||
|
||||
shader := sg.make_shader(shaders.main_shader_desc(sg.query_backend()))
|
||||
@(private="file")
|
||||
init_outline_material :: proc(render_system: ^RenderSystem) {
|
||||
shader := sg.make_shader(shaders.outline_shader_desc(sg.query_backend()))
|
||||
pipeline := sg.make_pipeline({
|
||||
shader = shader,
|
||||
layout = {
|
||||
attrs = {
|
||||
shaders.ATTR_main_pos = { format = .FLOAT3 },
|
||||
shaders.ATTR_main_uv = { format = .FLOAT2 },
|
||||
shaders.ATTR_outline_pos = { format = .FLOAT3 },
|
||||
},
|
||||
},
|
||||
index_type = .UINT16,
|
||||
|
|
@ -72,187 +67,247 @@ init_render_system :: proc(render_system: ^RenderSystem) {
|
|||
bias_slope_scale = 1.0,
|
||||
compare = .LESS_EQUAL,
|
||||
},
|
||||
sample_count = 4,
|
||||
})
|
||||
|
||||
vertices := []VertexData {
|
||||
{ pos = { -0.5, -0.5, 0.5 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, -0.5, 0.5 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, 0.5, 0.5 }, uv = { 1, 1 } },
|
||||
{ pos = { -0.5, 0.5, 0.5 }, uv = { 0, 1 } },
|
||||
|
||||
{ pos = { -0.5, -0.5, -0.5 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, -0.5, -0.5 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, 0.5, -0.5 }, uv = { 0, 1 } },
|
||||
{ pos = { -0.5, 0.5, -0.5 }, uv = { 1, 1 } },
|
||||
|
||||
{ pos = { -0.5, 0.5, 0.5 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, 0.5, 0.5 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, 0.5, -0.5 }, uv = { 1, 1 } },
|
||||
{ pos = { -0.5, 0.5, -0.5 }, uv = { 0, 1 } },
|
||||
|
||||
{ pos = { -0.5, -0.5, 0.5 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, -0.5, 0.5 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, -0.5, -0.5 }, uv = { 1, 1 } },
|
||||
{ pos = { -0.5, -0.5, -0.5 }, uv = { 0, 1 } },
|
||||
|
||||
{ pos = { 0.5, -0.5, 0.5 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, -0.5, -0.5 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, 0.5, -0.5 }, uv = { 1, 1 } },
|
||||
{ pos = { 0.5, 0.5, 0.5 }, uv = { 0, 1 } },
|
||||
|
||||
{ pos = { -0.5, -0.5, 0.5 }, uv = { 1, 0 } },
|
||||
{ pos = { -0.5, -0.5, -0.5 }, uv = { 0, 0 } },
|
||||
{ pos = { -0.5, 0.5, -0.5 }, uv = { 0, 1 } },
|
||||
{ pos = { -0.5, 0.5, 0.5 }, uv = { 1, 1 } },
|
||||
}
|
||||
vertex_buffer := sg.make_buffer({
|
||||
data = sg_range(vertices)
|
||||
})
|
||||
|
||||
indices := []u16 {
|
||||
1, 0, 2,
|
||||
3, 2, 0,
|
||||
7, 4, 6,
|
||||
5, 6, 4,
|
||||
9, 8, 10,
|
||||
11, 10, 8,
|
||||
15, 12, 14,
|
||||
13, 14, 12,
|
||||
17, 16, 18,
|
||||
19, 18, 16,
|
||||
23, 20, 22,
|
||||
21, 22, 20,
|
||||
}
|
||||
|
||||
index_buffer := sg.make_buffer({
|
||||
usage = { index_buffer = true },
|
||||
data = sg_range(indices),
|
||||
})
|
||||
|
||||
w, h: i32
|
||||
pixels := stbi.load("res/white.png", &w, &h, nil, 4)
|
||||
assert(pixels != nil)
|
||||
defer(stbi.image_free(pixels))
|
||||
|
||||
image := sg.make_image({
|
||||
width = w,
|
||||
height = h,
|
||||
pixel_format = .RGBA8,
|
||||
data = {
|
||||
subimage = {
|
||||
0 = {
|
||||
0 = {
|
||||
ptr = pixels,
|
||||
size = uint(w * h * 4)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
sampler := sg.make_sampler({})
|
||||
|
||||
render_system.sampler = sampler
|
||||
render_system.shader = shader
|
||||
render_system.image = image
|
||||
render_system.pipeline = pipeline
|
||||
render_system.vertex_buffer = vertex_buffer
|
||||
render_system.index_buffer = index_buffer
|
||||
render_system.camera = {
|
||||
pos = { 30, 0, 60 },
|
||||
target = { 0, 0, 1 },
|
||||
render_system.materials[.Outline] = Material{
|
||||
shader = shader,
|
||||
pipeline = pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
delete_render_system :: proc(render_system: ^RenderSystem) {
|
||||
sg.destroy_buffer(render_system.index_buffer)
|
||||
sg.destroy_buffer(render_system.vertex_buffer)
|
||||
sg.destroy_image(render_system.image)
|
||||
sg.destroy_sampler(render_system.sampler)
|
||||
sg.destroy_pipeline(render_system.pipeline)
|
||||
sg.destroy_shader(render_system.shader)
|
||||
@(private="file")
|
||||
init_cube_material :: proc(render_system: ^RenderSystem) {
|
||||
shader := sg.make_shader(shaders.cube_shader_desc(sg.query_backend()))
|
||||
pipeline := sg.make_pipeline({
|
||||
shader = shader,
|
||||
layout = {
|
||||
attrs = {
|
||||
shaders.ATTR_cube_pos = { format = .FLOAT3 },
|
||||
},
|
||||
},
|
||||
index_type = .UINT16,
|
||||
cull_mode = .FRONT,
|
||||
depth = {
|
||||
pixel_format = .DEFAULT,
|
||||
write_enabled = true,
|
||||
bias = 0.001,
|
||||
bias_clamp = 0.0,
|
||||
bias_slope_scale = 1.0,
|
||||
compare = .LESS_EQUAL,
|
||||
},
|
||||
sample_count = 4,
|
||||
})
|
||||
|
||||
render_system.materials[.Cube] = Material{
|
||||
shader = shader,
|
||||
pipeline = pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
@(private="file")
|
||||
init_cube_mesh :: proc (render_system: ^RenderSystem) {
|
||||
cube_vertices := []VertexData {
|
||||
{ pos = { -0.5, -0.5, 0.5 }, },
|
||||
{ pos = { 0.5, -0.5, 0.5 }, },
|
||||
{ pos = { 0.5, 0.5, 0.5 }, },
|
||||
{ pos = { -0.5, 0.5, 0.5 }, },
|
||||
|
||||
{ pos = { -0.5, -0.5, -0.5 }, },
|
||||
{ pos = { 0.5, -0.5, -0.5 }, },
|
||||
{ pos = { 0.5, 0.5, -0.5 }, },
|
||||
{ pos = { -0.5, 0.5, -0.5 }, },
|
||||
|
||||
{ pos = { -0.5, 0.5, 0.5 }, },
|
||||
{ pos = { 0.5, 0.5, 0.5 }, },
|
||||
{ pos = { 0.5, 0.5, -0.5 }, },
|
||||
{ pos = { -0.5, 0.5, -0.5 }, },
|
||||
|
||||
{ pos = { -0.5, -0.5, 0.5 }, },
|
||||
{ pos = { 0.5, -0.5, 0.5 }, },
|
||||
{ pos = { 0.5, -0.5, -0.5 }, },
|
||||
{ pos = { -0.5, -0.5, -0.5 }, },
|
||||
|
||||
{ pos = { 0.5, -0.5, 0.5 }, },
|
||||
{ pos = { 0.5, -0.5, -0.5 }, },
|
||||
{ pos = { 0.5, 0.5, -0.5 }, },
|
||||
{ pos = { 0.5, 0.5, 0.5 }, },
|
||||
|
||||
{ pos = { -0.5, -0.5, 0.5 }, },
|
||||
{ pos = { -0.5, -0.5, -0.5 }, },
|
||||
{ pos = { -0.5, 0.5, -0.5 }, },
|
||||
{ pos = { -0.5, 0.5, 0.5 }, },
|
||||
}
|
||||
vertex_buffer := sg.make_buffer({
|
||||
data = sg_range(cube_vertices)
|
||||
})
|
||||
|
||||
cube_indices := []u16 {
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20,
|
||||
}
|
||||
|
||||
index_buffer := sg.make_buffer({
|
||||
usage = { index_buffer = true },
|
||||
data = sg_range(cube_indices),
|
||||
})
|
||||
|
||||
render_system.meshes[.Cube] = Mesh{
|
||||
vertex_buffer = vertex_buffer,
|
||||
index_buffer = index_buffer,
|
||||
}
|
||||
}
|
||||
|
||||
render_system_init :: proc(render_system: ^RenderSystem, user_entity: EntityID) {
|
||||
default_context := runtime.default_context()
|
||||
|
||||
sg.setup({
|
||||
environment = sh.glue_environment(),
|
||||
allocator = sg.Allocator(sh.allocator(&default_context)),
|
||||
logger = sg.Logger( { func = sl.func } ),
|
||||
})
|
||||
|
||||
render_system.materials = make(map[MaterialID]Material)
|
||||
render_system.meshes = make(map[MeshID]Mesh)
|
||||
render_system.user_entity = user_entity
|
||||
|
||||
init_cube_mesh(render_system)
|
||||
init_cube_material(render_system)
|
||||
|
||||
init_outline_material(render_system)
|
||||
}
|
||||
|
||||
render_system_delete :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator) {
|
||||
cube_mesh := render_system.meshes[.Cube]
|
||||
sg.destroy_buffer(cube_mesh.index_buffer)
|
||||
sg.destroy_buffer(cube_mesh.vertex_buffer)
|
||||
|
||||
cube_material := render_system.materials[.Cube]
|
||||
sg.destroy_pipeline(cube_material.pipeline)
|
||||
sg.destroy_shader(cube_material.shader)
|
||||
|
||||
outline_material := render_system.materials[.Outline]
|
||||
sg.destroy_pipeline(outline_material.pipeline)
|
||||
sg.destroy_shader(outline_material.shader)
|
||||
|
||||
delete(render_system.materials)
|
||||
delete(render_system.meshes)
|
||||
|
||||
sg.shutdown()
|
||||
}
|
||||
|
||||
render_system_update :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator, dt: f32, key_down: #sparse[sa.Keycode]bool, mouse_move: Vec2) {
|
||||
update_camera(render_system, dt, key_down, mouse_move)
|
||||
@(private="file")
|
||||
CLEAR_SCREEN_ACTION :: sg.Pass_Action{
|
||||
colors = {
|
||||
0 = {
|
||||
load_action = .CLEAR,
|
||||
clear_value = program_config.BACKGROUND_COLOR,
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
proj := linalg.matrix4_perspective_f32(70, sa.widthf() / sa.heightf(), 0.001, 1000)
|
||||
view := linalg.matrix4_look_at_f32(render_system.camera.pos, render_system.camera.target, { 0, 1, 0 } )
|
||||
@(private="file")
|
||||
outline_pass :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator, proj: Mat4, view: Mat4) {
|
||||
for entity_id in render_system.entities {
|
||||
transform := coordinator_get_component(coordinator, TransformComponent, entity_id)
|
||||
mesh_id := coordinator_get_component(coordinator, MeshComponent, entity_id).mesh_id
|
||||
mesh := render_system.meshes[mesh_id]
|
||||
|
||||
sg.begin_pass({ swapchain = sh.glue_swapchain() })
|
||||
|
||||
sg.apply_pipeline(render_system.pipeline)
|
||||
sg.apply_bindings({
|
||||
vertex_buffers = { 0 = render_system.vertex_buffer },
|
||||
index_buffer = render_system.index_buffer,
|
||||
images = { shaders.IMG_tex = render_system.image },
|
||||
samplers = { shaders.SMP_smp = render_system.sampler },
|
||||
})
|
||||
|
||||
for entity in render_system.entities {
|
||||
transform := coordinator_get_component(Transform, coordinator, entity)
|
||||
color := coordinator_get_component(Color, coordinator, entity)
|
||||
scale_mat := linalg.matrix4_scale_f32(transform.scale * 1.2)
|
||||
rot_mat := linalg.matrix4_from_yaw_pitch_roll_f32(
|
||||
transform.rotation.y,
|
||||
transform.rotation.x,
|
||||
transform.rotation.z
|
||||
)
|
||||
pos_mat := linalg.matrix4_translate_f32(transform.position)
|
||||
rot_mat := linalg.matrix4_from_yaw_pitch_roll_f32(transform.rotation.y, transform.rotation.x, transform.rotation.z)
|
||||
model := pos_mat * rot_mat
|
||||
model := pos_mat * rot_mat * scale_mat
|
||||
mvp := proj * view * model
|
||||
|
||||
sg.apply_uniforms(shaders.UB_VsParams, sg_range(&shaders.Vsparams{
|
||||
mvp = proj * view * model,
|
||||
col = color.color
|
||||
outline_material := render_system.materials[.Outline]
|
||||
sg.apply_pipeline(outline_material.pipeline)
|
||||
|
||||
sg.apply_bindings({
|
||||
vertex_buffers = { 0 = mesh.vertex_buffer },
|
||||
index_buffer = mesh.index_buffer,
|
||||
})
|
||||
|
||||
sg.apply_uniforms(shaders.UB_VsParamsOutline, sg_range(&shaders.Vsparamsoutline{
|
||||
mvp = mvp,
|
||||
}))
|
||||
|
||||
sg.apply_uniforms(shaders.UB_FsParamsOutline, sg_range(&shaders.Fsparamsoutline{
|
||||
col = program_config.BORDER_COLOR,
|
||||
}))
|
||||
|
||||
|
||||
sg.draw(0, 36, 1)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@(private="file")
|
||||
cube_pass :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator, proj: Mat4, view: Mat4) {
|
||||
for entity_id in render_system.entities {
|
||||
transform := coordinator_get_component(coordinator, TransformComponent, entity_id)
|
||||
|
||||
mesh_id := coordinator_get_component(coordinator, MeshComponent, entity_id).mesh_id
|
||||
mesh := render_system.meshes[mesh_id]
|
||||
|
||||
material_id := coordinator_get_component(coordinator, MaterialComponent, entity_id).material_id
|
||||
material := render_system.materials[material_id]
|
||||
|
||||
color := coordinator_get_component(coordinator, ColorComponent, entity_id)
|
||||
|
||||
scale_mat := linalg.matrix4_scale_f32(transform.scale)
|
||||
rot_mat := linalg.matrix4_from_yaw_pitch_roll_f32(
|
||||
transform.rotation.y,
|
||||
transform.rotation.x,
|
||||
transform.rotation.z
|
||||
)
|
||||
pos_mat := linalg.matrix4_translate_f32(transform.position)
|
||||
model := pos_mat * rot_mat * scale_mat
|
||||
mvp := proj * view * model
|
||||
|
||||
sg.apply_pipeline(material.pipeline)
|
||||
sg.apply_bindings({
|
||||
vertex_buffers = { 0 = mesh.vertex_buffer },
|
||||
index_buffer = mesh.index_buffer,
|
||||
})
|
||||
|
||||
sg.apply_uniforms(shaders.UB_VsParamsCube, sg_range(&shaders.Vsparamscube{
|
||||
mvp = mvp,
|
||||
col = color.color,
|
||||
}))
|
||||
|
||||
sg.draw(0, 36, 1)
|
||||
}
|
||||
}
|
||||
|
||||
render_system_update :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator) {
|
||||
camera := coordinator_get_component(coordinator, CameraComponent, render_system.user_entity)
|
||||
|
||||
proj := linalg.matrix4_perspective_f32(70, sa.widthf() / sa.heightf(), 0.001, 1000)
|
||||
view := linalg.matrix4_look_at_f32(camera.position, camera.target, { 0, 1, 0 } )
|
||||
|
||||
sg.begin_pass({ swapchain = sh.glue_swapchain(), action = CLEAR_SCREEN_ACTION })
|
||||
cube_pass(render_system, coordinator, proj, view)
|
||||
outline_pass(render_system, coordinator, proj, view)
|
||||
sg.end_pass()
|
||||
|
||||
sg.commit()
|
||||
}
|
||||
|
||||
@(private)
|
||||
update_camera :: proc(render_system: ^RenderSystem, dt: f32, key_down: #sparse[sa.Keycode]bool, mouse_move: Vec2) {
|
||||
MOVE_SPEED :: 3
|
||||
LOOK_SENSITIVITY :: 0.15
|
||||
|
||||
move_input: Vec3
|
||||
if key_down[.W] do move_input.y = 1
|
||||
else if key_down[.S] do move_input.y = -1
|
||||
|
||||
if key_down[.D] do move_input.x = 1
|
||||
else if key_down[.A] do move_input.x = -1
|
||||
|
||||
if key_down[.SPACE] do move_input.z = 1
|
||||
else if key_down[.LEFT_SHIFT] do move_input.z = -1
|
||||
|
||||
look_input: Vec2 = -mouse_move * LOOK_SENSITIVITY
|
||||
render_system.camera.look += look_input
|
||||
render_system.camera.look.x = math.wrap(render_system.camera.look.x, 360)
|
||||
render_system.camera.look.y = math.clamp(render_system.camera.look.y, -89.5, 89.5)
|
||||
|
||||
look_mat := linalg.matrix4_from_yaw_pitch_roll_f32(
|
||||
linalg.to_radians(render_system.camera.look.x),
|
||||
linalg.to_radians(render_system.camera.look.y),
|
||||
0,
|
||||
)
|
||||
|
||||
forward := (look_mat * Vec4{0, 0, -1, 1}).xyz
|
||||
right := (look_mat * Vec4{1, 0, 0, 1}).xyz
|
||||
up := (look_mat * Vec4{0, 1, 0, 1}).xyz
|
||||
|
||||
move_dir := forward * move_input.y + right * move_input.x + up * move_input.z
|
||||
motion := linalg.normalize0(move_dir) * MOVE_SPEED * dt
|
||||
render_system.camera.pos += motion
|
||||
|
||||
render_system.camera.target = render_system.camera.pos + forward
|
||||
}
|
||||
|
||||
|
||||
@(private="file")
|
||||
sg_range :: proc {
|
||||
sg_range_from_slice,
|
||||
sg_range_from_struct,
|
||||
}
|
||||
|
||||
@(private="file")
|
||||
sg_range_from_slice :: proc(s: []$T) -> sg.Range {
|
||||
return {
|
||||
ptr = raw_data(s),
|
||||
|
|
@ -260,6 +315,7 @@ sg_range_from_slice :: proc(s: []$T) -> sg.Range {
|
|||
}
|
||||
}
|
||||
|
||||
@(private="file")
|
||||
sg_range_from_struct :: proc(s: ^$T) -> sg.Range where intrinsics.type_is_struct(T) {
|
||||
return {
|
||||
ptr = s,
|
||||
|
|
|
|||
|
|
@ -2,15 +2,15 @@ package ecs
|
|||
|
||||
Signature :: bit_set[0..<COMPONENT_MAX]
|
||||
|
||||
signature_create :: proc() -> Signature {
|
||||
signature_make :: proc() -> Signature {
|
||||
return Signature{}
|
||||
}
|
||||
|
||||
signature_set :: proc(signature: ^Signature, type: ComponentType) {
|
||||
signature_set :: proc(signature: ^Signature, type: ComponentID) {
|
||||
signature^ += {cast(int)type}
|
||||
}
|
||||
|
||||
signature_unset :: proc(signature: ^Signature, type: ComponentType) {
|
||||
signature_unset :: proc(signature: ^Signature, type: ComponentID) {
|
||||
signature^ -= {cast(int)type}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,10 +1,14 @@
|
|||
#+private
|
||||
package ecs
|
||||
|
||||
import "base:intrinsics"
|
||||
import "core:log"
|
||||
|
||||
@(private = "file")
|
||||
EntitySet :: map[EntityID]struct{}
|
||||
|
||||
SystemBase :: struct {
|
||||
entities: map[EntityID]struct{}, // Treat as set
|
||||
entities: EntitySet
|
||||
}
|
||||
|
||||
SystemManager :: struct {
|
||||
|
|
@ -12,29 +16,30 @@ SystemManager :: struct {
|
|||
systems: map[typeid]^SystemBase
|
||||
}
|
||||
|
||||
system_manager_create :: proc() -> SystemManager {
|
||||
system_manager := SystemManager{
|
||||
signatures = make(map[typeid]Signature, context.allocator),
|
||||
systems = make(map[typeid]^SystemBase, context.allocator),
|
||||
}
|
||||
|
||||
return system_manager
|
||||
system_base_init :: proc(system_base: ^SystemBase) {
|
||||
system_base.entities = make(EntitySet, context.allocator)
|
||||
}
|
||||
|
||||
system_manager_register_system :: proc($T: typeid, system_manager: ^SystemManager) -> ^T {
|
||||
log.assertf(T not_in system_manager.systems, "Registering system more than once")
|
||||
log.assertf(intrinsics.type_has_field(T, "entities"), "Registering non system type")
|
||||
system_manager_init :: proc(system_manager: ^SystemManager) {
|
||||
system_manager.signatures = make(map[typeid]Signature, context.allocator)
|
||||
system_manager.systems = make(map[typeid]^SystemBase, context.allocator)
|
||||
}
|
||||
|
||||
system := new(T, context.allocator)
|
||||
system.entities = make(map[EntityID]struct{})
|
||||
system_manager.systems[T] = system
|
||||
system_manager_register_system :: proc(system_manager: ^SystemManager, $System: typeid) -> ^System {
|
||||
log.assertf(System not_in system_manager.systems, "Registering system more than once")
|
||||
log.assertf(intrinsics.type_has_field(System, "entities"), "Registering non system type")
|
||||
|
||||
system := new(System, context.allocator)
|
||||
system_base_init(system)
|
||||
|
||||
system_manager.systems[System] = system
|
||||
|
||||
return system
|
||||
}
|
||||
|
||||
system_manager_set_signature :: proc($T: typeid, system_manager: ^SystemManager, signature: Signature) {
|
||||
log.assertf(T in system_manager.systems, "System used before registered")
|
||||
system_manager.signatures[T] = signature
|
||||
system_manager_set_signature :: proc(system_manager: ^SystemManager, $System: typeid, signature: Signature) {
|
||||
log.assertf(System in system_manager.systems, "System used before registered")
|
||||
system_manager.signatures[System] = signature
|
||||
}
|
||||
|
||||
system_manager_destroy_entity :: proc(system_manager: ^SystemManager, entity_id: EntityID) {
|
||||
|
|
@ -54,7 +59,7 @@ system_manager_change_entity_signature :: proc(system_manager: ^SystemManager, e
|
|||
}
|
||||
}
|
||||
|
||||
system_manager_destroy :: proc(system_manager: ^SystemManager) {
|
||||
system_manager_delete :: proc(system_manager: ^SystemManager) {
|
||||
for _, system in system_manager.systems {
|
||||
delete(system.entities)
|
||||
free(system)
|
||||
|
|
|
|||
BIN
examples/example.gif
Normal file
|
After Width: | Height: | Size: 1.1 MiB |
264
main.odin
|
|
@ -18,42 +18,47 @@ import "core:math/rand"
|
|||
import stbi "vendor:stb/image"
|
||||
|
||||
import sa "sokol/app"
|
||||
import sg "sokol/app"
|
||||
import sl "sokol/log"
|
||||
import sh "sokol/helpers"
|
||||
|
||||
import "ecs"
|
||||
import program_config "config"
|
||||
|
||||
Vec2 :: [2]f32
|
||||
Vec3 :: [3]f32
|
||||
Vec4 :: [4]f32
|
||||
Vec2 :: ecs.Vec2
|
||||
Vec3 :: ecs.Vec3
|
||||
Vec4 :: ecs.Vec4
|
||||
|
||||
Globals :: struct {
|
||||
coordinator: ecs.Coordinator,
|
||||
input_system: ^ecs.InputSystem,
|
||||
physics_system: ^ecs.PhysicsSystem,
|
||||
camera_system: ^ecs.CameraSystem,
|
||||
render_system: ^ecs.RenderSystem,
|
||||
entities: []ecs.EntityID,
|
||||
|
||||
time_since_cube: f32,
|
||||
current_color: i32,
|
||||
}
|
||||
g: ^Globals
|
||||
|
||||
mouse_move: Vec2
|
||||
key_down: #sparse[sa.Keycode]bool
|
||||
|
||||
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)
|
||||
mem.tracking_allocator_init(&tracking_allocator, context.allocator)
|
||||
context.allocator = mem.tracking_allocator(&tracking_allocator)
|
||||
|
||||
default_context = context
|
||||
|
||||
sa.run({
|
||||
window_title = "Ecs Test",
|
||||
window_title = program_config.WINDOW_TITLE,
|
||||
|
||||
allocator = sa.Allocator(sh.allocator(&default_context)),
|
||||
logger = sa.Logger(sh.logger(&default_context)),
|
||||
logger = sg.Logger( { func = sl.func } ),
|
||||
|
||||
sample_count = 4,
|
||||
|
||||
init_cb = init_cb,
|
||||
frame_cb = frame_cb,
|
||||
|
|
@ -69,7 +74,7 @@ init_cb :: proc "c" () {
|
|||
sa.lock_mouse(true)
|
||||
|
||||
g = new(Globals)
|
||||
g.coordinator = ecs.coordinator_create()
|
||||
ecs.coordinator_init(&g.coordinator)
|
||||
|
||||
create_scene()
|
||||
}
|
||||
|
|
@ -77,122 +82,175 @@ init_cb :: proc "c" () {
|
|||
frame_cb:: proc "c" () {
|
||||
context = default_context
|
||||
|
||||
if key_down[.ESCAPE] {
|
||||
sa.quit()
|
||||
return
|
||||
}
|
||||
|
||||
dt := f32(sa.frame_duration())
|
||||
|
||||
ecs.physics_system_update(g.physics_system, &g.coordinator, dt)
|
||||
ecs.render_system_update(g.render_system, &g.coordinator, dt, key_down, mouse_move)
|
||||
g.time_since_cube += dt
|
||||
if g.time_since_cube >= program_config.SPAWN_INTERVAL {
|
||||
g.time_since_cube = 0
|
||||
create_cube()
|
||||
}
|
||||
|
||||
mouse_move = {}
|
||||
ecs.physics_system_update(g.physics_system, &g.coordinator, dt)
|
||||
ecs.camera_system_update(g.camera_system, &g.coordinator, dt)
|
||||
ecs.render_system_update(g.render_system, &g.coordinator)
|
||||
|
||||
ecs.input_system_mouse_reset(g.input_system, &g.coordinator)
|
||||
}
|
||||
|
||||
cleanup_cb :: proc "c" () {
|
||||
context = default_context
|
||||
|
||||
ecs.delete_render_system(g.render_system)
|
||||
ecs.render_system_delete(g.render_system, &g.coordinator)
|
||||
|
||||
delete(g.entities)
|
||||
ecs.coordinator_destroy(&g.coordinator)
|
||||
ecs.coordinator_delete(&g.coordinator)
|
||||
free(g)
|
||||
|
||||
reset_tracking_allocator(&tracking_allocator)
|
||||
}
|
||||
|
||||
event_cb :: proc "c" (event: ^sa.Event) {
|
||||
context = default_context
|
||||
|
||||
#partial switch event.type {
|
||||
case .MOUSE_MOVE:
|
||||
mouse_move += {event.mouse_dx, event.mouse_dy}
|
||||
case .KEY_DOWN:
|
||||
key_down[event.key_code] = true
|
||||
case .KEY_UP:
|
||||
key_down[event.key_code] = false
|
||||
}
|
||||
ecs.input_system_update(g.input_system, &g.coordinator, event)
|
||||
}
|
||||
|
||||
create_cube :: proc() {
|
||||
entity := ecs.coordinator_create_entity(&g.coordinator)
|
||||
|
||||
ecs.coordinator_add_component(
|
||||
&g.coordinator,
|
||||
ecs.GravityComponent{
|
||||
ecs.Vec3{ 0.0, program_config.GRAVITY_CONSTANT, 0.0 }
|
||||
},
|
||||
entity
|
||||
)
|
||||
ecs.coordinator_add_component(
|
||||
&g.coordinator,
|
||||
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(
|
||||
&g.coordinator,
|
||||
ecs.TransformComponent{
|
||||
position = Vec3{
|
||||
f32(rand.int_max(program_config.SPAWN_AREA)),
|
||||
10,
|
||||
f32(rand.int_max(program_config.SPAWN_AREA)),
|
||||
},
|
||||
rotation = ecs.Vec3{ 0.0, 0.0, 0.0 },
|
||||
scale = ecs.Vec3{ 1.0, 1.0, 1.0 },
|
||||
},
|
||||
entity
|
||||
)
|
||||
ecs.coordinator_add_component(
|
||||
&g.coordinator,
|
||||
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(
|
||||
&g.coordinator,
|
||||
ecs.MeshComponent{
|
||||
mesh_id = .Cube
|
||||
},
|
||||
entity
|
||||
)
|
||||
ecs.coordinator_add_component(
|
||||
&g.coordinator,
|
||||
ecs.MaterialComponent{
|
||||
material_id = .Cube
|
||||
},
|
||||
entity
|
||||
)
|
||||
}
|
||||
|
||||
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)
|
||||
coordinator := &g.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)
|
||||
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)
|
||||
|
||||
signature := ecs.signature_create()
|
||||
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)
|
||||
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)
|
||||
|
||||
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.render_system = ecs.coordinator_register_system(coordinator, ecs.RenderSystem)
|
||||
ecs.signature_clear(&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.entities = make([]ecs.EntityID, ecs.ENTITY_MAX)
|
||||
for &entity in g.entities {
|
||||
entity = ecs.coordinator_create_entity(&g.coordinator)
|
||||
g.camera_system = ecs.coordinator_register_system(coordinator, ecs.CameraSystem)
|
||||
ecs.signature_clear(&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)
|
||||
|
||||
ecs.coordinator_add_component(
|
||||
ecs.Gravity,
|
||||
&g.coordinator,
|
||||
entity,
|
||||
ecs.Gravity{
|
||||
ecs.Vec3{0.0, -2.82, 0.0}
|
||||
})
|
||||
ecs.coordinator_add_component(
|
||||
ecs.RigidBody,
|
||||
&g.coordinator,
|
||||
entity,
|
||||
ecs.RigidBody{
|
||||
velocity = ecs.Vec3{0.0, 0.0, 0.0},
|
||||
acceleration = ecs.Vec3{0.0, 0.0, 0.0},
|
||||
})
|
||||
ecs.coordinator_add_component(
|
||||
ecs.Transform,
|
||||
&g.coordinator,
|
||||
entity,
|
||||
ecs.Transform{
|
||||
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},
|
||||
})
|
||||
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),
|
||||
},
|
||||
})
|
||||
}
|
||||
g.input_system = ecs.coordinator_register_system(coordinator, ecs.InputSystem)
|
||||
ecs.signature_clear(&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(coordinator)
|
||||
ecs.coordinator_add_component(
|
||||
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(
|
||||
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))
|
||||
for _, entry in track.allocation_map {
|
||||
fmt.eprintf("- %v bytes @ %v\n", entry.size, entry.location)
|
||||
}
|
||||
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)
|
||||
}
|
||||
if len(track.bad_free_array) > 0 {
|
||||
fmt.eprintf("=== %v incorrect frees: ===\n", len(track.bad_free_array))
|
||||
for entry in track.bad_free_array {
|
||||
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
|
||||
}
|
||||
clean = false
|
||||
}
|
||||
if len(track.bad_free_array) > 0 {
|
||||
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)
|
||||
}
|
||||
mem.tracking_allocator_destroy(track)
|
||||
clean = false
|
||||
}
|
||||
if clean do fmt.printfln("=== No memory leaked ===")
|
||||
|
||||
mem.tracking_allocator_destroy(track)
|
||||
}
|
||||
|
|
|
|||
|
Before Width: | Height: | Size: 165 B |
|
Before Width: | Height: | Size: 165 B |
|
Before Width: | Height: | Size: 165 B |
|
Before Width: | Height: | Size: 165 B |
|
Before Width: | Height: | Size: 165 B |
|
Before Width: | Height: | Size: 162 B |
|
Before Width: | Height: | Size: 165 B |
BIN
res/white.png
|
Before Width: | Height: | Size: 105 B |
162
shaders/out/cube.odin
Normal file
|
|
@ -0,0 +1,162 @@
|
|||
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/cube.glsl -o shaders/out/cube.odin -l metal_macos -f sokol_odin
|
||||
|
||||
Overview:
|
||||
=========
|
||||
Shader program: 'cube':
|
||||
Get shader desc: cube_shader_desc(sg.query_backend())
|
||||
Vertex Shader: vs_cube
|
||||
Fragment Shader: fs_cube
|
||||
Attributes:
|
||||
ATTR_cube_pos => 0
|
||||
Bindings:
|
||||
Uniform block 'VsParamsCube':
|
||||
Odin struct: Vsparamscube
|
||||
Bind slot: UB_VsParamsCube => 0
|
||||
*/
|
||||
ATTR_cube_pos :: 0
|
||||
UB_VsParamsCube :: 0
|
||||
Vsparamscube :: struct #align(16) {
|
||||
using _: struct #packed {
|
||||
mvp: Mat4,
|
||||
col: [4]f32,
|
||||
},
|
||||
}
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct VsParamsCube
|
||||
{
|
||||
float4x4 mvp;
|
||||
float4 col;
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 color [[user(locn0)]];
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float3 pos [[attribute(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);
|
||||
out.color = _19.col;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
@(private="file")
|
||||
vs_cube_source_metal_macos := [496]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,0x73,0x43,0x75,0x62,0x65,0x0a,0x7b,0x0a,0x20,0x20,
|
||||
0x20,0x20,0x66,0x6c,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,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,
|
||||
0x61,0x74,0x34,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,
|
||||
0x5b,0x5b,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x5d,0x5d,0x3b,0x0a,0x7d,0x3b,
|
||||
0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x69,
|
||||
0x6e,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x33,0x20,0x70,
|
||||
0x6f,0x73,0x20,0x5b,0x5b,0x61,0x74,0x74,0x72,0x69,0x62,0x75,0x74,0x65,0x28,0x30,
|
||||
0x29,0x5d,0x5d,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x76,0x65,0x72,0x74,0x65,0x78,0x20,
|
||||
0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x28,
|
||||
0x6d,0x61,0x69,0x6e,0x30,0x5f,0x69,0x6e,0x20,0x69,0x6e,0x20,0x5b,0x5b,0x73,0x74,
|
||||
0x61,0x67,0x65,0x5f,0x69,0x6e,0x5d,0x5d,0x2c,0x20,0x63,0x6f,0x6e,0x73,0x74,0x61,
|
||||
0x6e,0x74,0x20,0x56,0x73,0x50,0x61,0x72,0x61,0x6d,0x73,0x43,0x75,0x62,0x65,0x26,
|
||||
0x20,0x5f,0x31,0x39,0x20,0x5b,0x5b,0x62,0x75,0x66,0x66,0x65,0x72,0x28,0x30,0x29,
|
||||
0x5d,0x5d,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,
|
||||
0x6f,0x75,0x74,0x20,0x6f,0x75,0x74,0x20,0x3d,0x20,0x7b,0x7d,0x3b,0x0a,0x20,0x20,
|
||||
0x20,0x20,0x6f,0x75,0x74,0x2e,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,
|
||||
0x6e,0x20,0x3d,0x20,0x5f,0x31,0x39,0x2e,0x6d,0x76,0x70,0x20,0x2a,0x20,0x66,0x6c,
|
||||
0x6f,0x61,0x74,0x34,0x28,0x69,0x6e,0x2e,0x70,0x6f,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,
|
||||
0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
|
||||
}
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 frag_color [[color(0)]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float4 color [[user(locn0)]];
|
||||
};
|
||||
|
||||
fragment main0_out main0(main0_in in [[stage_in]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.frag_color = in.color;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
@(private="file")
|
||||
fs_cube_source_metal_macos := [315]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,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,
|
||||
0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,
|
||||
0x6c,0x6f,0x61,0x74,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,
|
||||
0x20,0x5b,0x5b,0x63,0x6f,0x6c,0x6f,0x72,0x28,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x7d,
|
||||
0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,
|
||||
0x69,0x6e,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,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x66,0x72,0x61,0x67,0x6d,
|
||||
0x65,0x6e,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6d,0x61,
|
||||
0x69,0x6e,0x30,0x28,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x69,0x6e,0x20,0x69,0x6e,0x20,
|
||||
0x5b,0x5b,0x73,0x74,0x61,0x67,0x65,0x5f,0x69,0x6e,0x5d,0x5d,0x29,0x0a,0x7b,0x0a,
|
||||
0x20,0x20,0x20,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6f,0x75,
|
||||
0x74,0x20,0x3d,0x20,0x7b,0x7d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,
|
||||
0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x69,0x6e,0x2e,
|
||||
0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,
|
||||
0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
}
|
||||
cube_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
||||
desc: sg.Shader_Desc
|
||||
desc.label = "cube_shader"
|
||||
#partial switch backend {
|
||||
case .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_cube_source_metal_macos
|
||||
desc.fragment_func.entry = "main0"
|
||||
desc.attrs[0].base_type = .FLOAT
|
||||
desc.uniform_blocks[0].stage = .VERTEX
|
||||
desc.uniform_blocks[0].layout = .STD140
|
||||
desc.uniform_blocks[0].size = 80
|
||||
desc.uniform_blocks[0].msl_buffer_n = 0
|
||||
}
|
||||
return desc
|
||||
}
|
||||
167
shaders/out/outline.odin
Normal file
|
|
@ -0,0 +1,167 @@
|
|||
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
|
||||
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
|
||||
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,
|
||||
0x73,0x50,0x61,0x72,0x61,0x6d,0x73,0x4f,0x75,0x74,0x6c,0x69,0x6e,0x65,0x0a,0x7b,
|
||||
0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x78,0x34,0x20,0x6d,0x76,
|
||||
0x70,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,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,0x61,0x74,0x34,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,
|
||||
0x20,0x5b,0x5b,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x5d,0x5d,0x3b,0x0a,0x7d,
|
||||
0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,
|
||||
0x69,0x6e,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x33,0x20,
|
||||
0x70,0x6f,0x73,0x20,0x5b,0x5b,0x61,0x74,0x74,0x72,0x69,0x62,0x75,0x74,0x65,0x28,
|
||||
0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x76,0x65,0x72,0x74,0x65,0x78,
|
||||
0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,
|
||||
0x28,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x69,0x6e,0x20,0x69,0x6e,0x20,0x5b,0x5b,0x73,
|
||||
0x74,0x61,0x67,0x65,0x5f,0x69,0x6e,0x5d,0x5d,0x2c,0x20,0x63,0x6f,0x6e,0x73,0x74,
|
||||
0x61,0x6e,0x74,0x20,0x56,0x73,0x50,0x61,0x72,0x61,0x6d,0x73,0x4f,0x75,0x74,0x6c,
|
||||
0x69,0x6e,0x65,0x26,0x20,0x5f,0x31,0x39,0x20,0x5b,0x5b,0x62,0x75,0x66,0x66,0x65,
|
||||
0x72,0x28,0x30,0x29,0x5d,0x5d,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x6d,0x61,
|
||||
0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6f,0x75,0x74,0x20,0x3d,0x20,0x7b,0x7d,
|
||||
0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x67,0x6c,0x5f,0x50,0x6f,0x73,
|
||||
0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x5f,0x31,0x39,0x2e,0x6d,0x76,0x70,0x20,
|
||||
0x2a,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x28,0x69,0x6e,0x2e,0x70,0x6f,0x73,0x2c,
|
||||
0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,
|
||||
0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
}
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#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 {
|
||||
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,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x46,
|
||||
0x73,0x50,0x61,0x72,0x61,0x6d,0x73,0x4f,0x75,0x74,0x6c,0x69,0x6e,0x65,0x0a,0x7b,
|
||||
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,
|
||||
0x74,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x5b,0x5b,
|
||||
0x63,0x6f,0x6c,0x6f,0x72,0x28,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,
|
||||
0x66,0x72,0x61,0x67,0x6d,0x65,0x6e,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,
|
||||
0x75,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x28,0x63,0x6f,0x6e,0x73,0x74,0x61,0x6e,
|
||||
0x74,0x20,0x46,0x73,0x50,0x61,0x72,0x61,0x6d,0x73,0x4f,0x75,0x74,0x6c,0x69,0x6e,
|
||||
0x65,0x26,0x20,0x5f,0x31,0x32,0x20,0x5b,0x5b,0x62,0x75,0x66,0x66,0x65,0x72,0x28,
|
||||
0x30,0x29,0x5d,0x5d,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x6d,0x61,0x69,0x6e,
|
||||
0x30,0x5f,0x6f,0x75,0x74,0x20,0x6f,0x75,0x74,0x20,0x3d,0x20,0x7b,0x7d,0x3b,0x0a,
|
||||
0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,
|
||||
0x6f,0x72,0x20,0x3d,0x20,0x5f,0x31,0x32,0x2e,0x63,0x6f,0x6c,0x3b,0x0a,0x20,0x20,
|
||||
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.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
|
||||
}
|
||||
|
|
@ -1,205 +0,0 @@
|
|||
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 shaders/src/shader.glsl -o shaders/out/shader.odin -l metal_macos -f sokol_odin
|
||||
|
||||
Overview:
|
||||
=========
|
||||
Shader program: 'main':
|
||||
Get shader desc: main_shader_desc(sg.query_backend())
|
||||
Vertex Shader: vs
|
||||
Fragment Shader: fs
|
||||
Attributes:
|
||||
ATTR_main_pos => 0
|
||||
ATTR_main_uv => 1
|
||||
Bindings:
|
||||
Uniform block 'VsParams':
|
||||
Odin struct: Vsparams
|
||||
Bind slot: UB_VsParams => 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_main_pos :: 0
|
||||
ATTR_main_uv :: 1
|
||||
UB_VsParams :: 0
|
||||
IMG_tex :: 0
|
||||
SMP_smp :: 0
|
||||
Vsparams :: struct #align(16) {
|
||||
using _: struct #packed {
|
||||
mvp: ecs.Mat4,
|
||||
col: [4]f32,
|
||||
},
|
||||
}
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct VsParams
|
||||
{
|
||||
float4x4 mvp;
|
||||
float4 col;
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 color [[user(locn0)]];
|
||||
float2 tex_coord [[user(locn1)]];
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float3 pos [[attribute(0)]];
|
||||
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 = _19.col;
|
||||
out.tex_coord = in.uv;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
@(private="file")
|
||||
vs_source_metal_macos := [585]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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|
||||
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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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|
||||
}
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 frag_color [[color(0)]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
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)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.frag_color = tex.sample(smp, in.tex_coord) * in.color;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
@(private="file")
|
||||
fs_source_metal_macos := [450]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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|
||||
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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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|
||||
0x0a,0x00,
|
||||
}
|
||||
main_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
||||
desc: sg.Shader_Desc
|
||||
desc.label = "main_shader"
|
||||
#partial switch backend {
|
||||
case .METAL_MACOS:
|
||||
desc.vertex_func.source = transmute(cstring)&vs_source_metal_macos
|
||||
desc.vertex_func.entry = "main0"
|
||||
desc.fragment_func.source = transmute(cstring)&fs_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 = 80
|
||||
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
|
||||
}
|
||||
7
shaders/out/types.odin
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
package shaders
|
||||
|
||||
Mat4 :: matrix[4, 4]f32
|
||||
|
||||
Vec2 :: [2]f32
|
||||
Vec3 :: [3]f32
|
||||
Vec4 :: [4]f32
|
||||
34
shaders/src/cube.glsl
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
@header package shaders
|
||||
@header import sg "../../sokol/gfx"
|
||||
|
||||
@ctype mat4 Mat4
|
||||
|
||||
@vs vs_cube
|
||||
in vec3 pos;
|
||||
|
||||
layout(binding = 0) uniform VsParamsCube {
|
||||
mat4 mvp;
|
||||
vec4 col;
|
||||
};
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void main() {
|
||||
gl_Position = mvp * vec4(pos, 1);
|
||||
color = col;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
@fs fs_cube
|
||||
in vec4 color;
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
frag_color = color;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
@program cube vs_cube fs_cube
|
||||
30
shaders/src/outline.glsl
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
@header package shaders
|
||||
@header import sg "../../sokol/gfx"
|
||||
|
||||
@ctype mat4 Mat4
|
||||
|
||||
@vs vs_outline
|
||||
in vec3 pos;
|
||||
|
||||
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
|
||||
|
|
@ -1,42 +0,0 @@
|
|||
@header package shader
|
||||
@header import sg "../../sokol/gfx"
|
||||
@header import ecs "../../types"
|
||||
|
||||
@ctype mat4 ecs.Mat4
|
||||
|
||||
@vs vs
|
||||
in vec3 pos;
|
||||
in vec2 uv;
|
||||
|
||||
layout(binding = 0) uniform VsParams {
|
||||
mat4 mvp;
|
||||
vec4 col;
|
||||
};
|
||||
|
||||
out vec4 color;
|
||||
out vec2 tex_coord;
|
||||
|
||||
void main() {
|
||||
gl_Position = mvp * vec4(pos, 1);
|
||||
color = col;
|
||||
tex_coord = uv;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
@fs fs
|
||||
in vec4 color;
|
||||
in vec2 tex_coord;
|
||||
|
||||
layout(binding=0) uniform texture2D tex;
|
||||
layout(binding=0) uniform sampler smp;
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
frag_color = texture(sampler2D(tex, smp), tex_coord) * color;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
@program main vs fs
|
||||