ecs-test/main.odin

256 lines
7.7 KiB
Odin

package main
import "base:runtime"
import "base:intrinsics"
import "core:log"
import "core:mem"
import "core:time"
import "core:fmt"
import "core:testing"
import "core:strings"
import "core:path/filepath"
import "core:math"
import "core:math/linalg"
import "core:os"
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 :: 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,
time_since_cube: f32,
current_color: i32,
}
g: ^Globals
default_context: runtime.Context
tracking_allocator: mem.Tracking_Allocator
main :: proc() {
context.logger = log.create_console_logger()
mem.tracking_allocator_init(&tracking_allocator, context.allocator)
context.allocator = mem.tracking_allocator(&tracking_allocator)
default_context = context
sa.run({
window_title = program_config.WINDOW_TITLE,
allocator = sa.Allocator(sh.allocator(&default_context)),
logger = sg.Logger( { func = sl.func } ),
sample_count = 4,
init_cb = init_cb,
frame_cb = frame_cb,
cleanup_cb = cleanup_cb,
event_cb = event_cb,
})
}
init_cb :: proc "c" () {
context = default_context
sa.show_mouse(false)
sa.lock_mouse(true)
g = new(Globals)
ecs.coordinator_init(&g.coordinator)
create_scene()
}
frame_cb:: proc "c" () {
context = default_context
dt := f32(sa.frame_duration())
g.time_since_cube += dt
if g.time_since_cube >= program_config.SPAWN_INTERVAL {
g.time_since_cube = 0
create_cube()
}
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.render_system_delete(g.render_system, &g.coordinator)
ecs.coordinator_delete(&g.coordinator)
free(g)
reset_tracking_allocator(&tracking_allocator)
}
event_cb :: proc "c" (event: ^sa.Event) {
context = default_context
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() {
coordinator := &g.coordinator
ecs.coordinator_register_component(coordinator, ecs.GravityComponent)
ecs.coordinator_register_component(coordinator, ecs.RigidBodyComponent)
ecs.coordinator_register_component(coordinator, ecs.TransformComponent)
ecs.coordinator_register_component(coordinator, ecs.ColorComponent)
ecs.coordinator_register_component(coordinator, ecs.CameraComponent)
ecs.coordinator_register_component(coordinator, ecs.MaterialComponent)
ecs.coordinator_register_component(coordinator, ecs.MeshComponent)
ecs.coordinator_register_component(coordinator, ecs.InputComponent)
g.physics_system = ecs.coordinator_register_system(coordinator, ecs.PhysicsSystem)
signature := ecs.signature_make()
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.GravityComponent))
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.RigidBodyComponent))
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.TransformComponent))
ecs.coordinator_set_system_signature(coordinator, ecs.PhysicsSystem, signature)
g.render_system = ecs.coordinator_register_system(coordinator, ecs.RenderSystem)
ecs.signature_clear(&signature)
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.TransformComponent))
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.ColorComponent))
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.MeshComponent))
ecs.signature_set(&signature, ecs.coordinator_get_component_id(coordinator, ecs.MaterialComponent))
ecs.coordinator_set_system_signature(coordinator, ecs.RenderSystem, signature)
g.camera_system = ecs.coordinator_register_system(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)
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.eprintfln("=== %v allocations not freed: ===", len(track.allocation_map))
for _, entry in track.allocation_map {
fmt.eprintf("- %v bytes @ %v\n", entry.size, entry.location)
}
clean = false
}
if len(track.bad_free_array) > 0 {
fmt.eprintfln("=== %v incorrect frees: ===", len(track.bad_free_array))
for entry in track.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
clean = false
}
if clean do fmt.printfln("=== No memory leaked ===")
mem.tracking_allocator_destroy(track)
}