ecs-test/main.odin

240 lines
7.9 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 sh "sokol/helpers"
import "ecs"
Vec2 :: [2]f32
Vec3 :: [3]f32
Vec4 :: [4]f32
Globals :: struct {
coordinator: ecs.Coordinator,
input_system: ^ecs.InputSystem,
physics_system: ^ecs.PhysicsSystem,
camera_system: ^ecs.CameraSystem,
render_system: ^ecs.RenderSystem,
entities: []ecs.EntityID,
}
g: ^Globals
default_context: runtime.Context
main :: proc() {
context.logger = log.create_console_logger()
tracking_allocator: mem.Tracking_Allocator
mem.tracking_allocator_init(&tracking_allocator, context.allocator)
context.allocator = mem.tracking_allocator(&tracking_allocator)
defer reset_tracking_allocator(&tracking_allocator)
default_context = context
sa.run({
window_title = "ECS",
allocator = sa.Allocator(sh.allocator(&default_context)),
logger = sa.Logger(sh.logger(&default_context)),
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)
g.coordinator = ecs.coordinator_create()
create_scene()
}
frame_cb:: proc "c" () {
context = default_context
dt := f32(sa.frame_duration())
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, dt)
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)
delete(g.entities)
ecs.coordinator_destroy(&g.coordinator)
free(g)
}
event_cb :: proc "c" (event: ^sa.Event) {
context = default_context
ecs.input_system_update(g.input_system, &g.coordinator, event)
}
create_scene :: proc() {
ecs.coordinator_register_component(ecs.GravityComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.RigidBodyComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.TransformComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.ColorComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.CameraComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.MaterialComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.MeshComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.InputComponent, &g.coordinator)
g.physics_system = ecs.coordinator_register_system(ecs.PhysicsSystem, &g.coordinator)
signature := ecs.signature_create()
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.GravityComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.RigidBodyComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.TransformComponent, &g.coordinator))
ecs.coordinator_set_system_signature(ecs.PhysicsSystem, &g.coordinator, signature)
g.render_system = ecs.coordinator_register_system(ecs.RenderSystem, &g.coordinator)
ecs.signature_clear(&signature)
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.TransformComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.ColorComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.MeshComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.MaterialComponent, &g.coordinator))
ecs.coordinator_set_system_signature(ecs.RenderSystem, &g.coordinator, signature)
g.camera_system = ecs.coordinator_register_system(ecs.CameraSystem, &g.coordinator)
ecs.signature_clear(&signature)
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.CameraComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.InputComponent, &g.coordinator))
ecs.coordinator_set_system_signature(ecs.CameraSystem, &g.coordinator, signature)
g.input_system = ecs.coordinator_register_system(ecs.InputSystem, &g.coordinator)
ecs.signature_clear(&signature)
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.InputComponent, &g.coordinator))
ecs.coordinator_set_system_signature(ecs.InputSystem, &g.coordinator, signature)
camera_entity := ecs.coordinator_create_entity(&g.coordinator)
ecs.coordinator_add_component(
ecs.CameraComponent,
&g.coordinator,
camera_entity,
ecs.CameraComponent{
position = { 30, 0, 60 },
target = { 0, 0, 1 },
look = { 0, 0 },
movement_speed = 3.0,
look_sensitivity = 0.15,
})
ecs.coordinator_add_component(
ecs.InputComponent,
&g.coordinator,
camera_entity,
ecs.InputComponent{
key_down = {},
mouse_movement = Vec2{ 0, 0 }
})
ecs.render_system_init(g.render_system, camera_entity)
g.entities = make([]ecs.EntityID, 1000)
for &entity in g.entities {
entity = ecs.coordinator_create_entity(&g.coordinator)
ecs.coordinator_add_component(
ecs.GravityComponent,
&g.coordinator,
entity,
ecs.GravityComponent{
ecs.Vec3{0.0, -2.82, 0.0}
})
ecs.coordinator_add_component(
ecs.RigidBodyComponent,
&g.coordinator,
entity,
ecs.RigidBodyComponent{
velocity = ecs.Vec3{0.0, 0.0, 0.0},
acceleration = ecs.Vec3{0.0, 0.0, 0.0},
})
ecs.coordinator_add_component(
ecs.TransformComponent,
&g.coordinator,
entity,
ecs.TransformComponent{
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.ColorComponent,
&g.coordinator,
entity,
ecs.ColorComponent{
color = Vec4{
rand.float32_uniform(0,1),
rand.float32_uniform(0,1),
rand.float32_uniform(0,1),
rand.float32_uniform(0,1),
},
})
ecs.coordinator_add_component(
ecs.MeshComponent,
&g.coordinator,
entity,
ecs.MeshComponent{
mesh_id = .Cube
})
ecs.coordinator_add_component(
ecs.MaterialComponent,
&g.coordinator,
entity,
ecs.MaterialComponent{
material_id = .Grid
})
}
}
reset_tracking_allocator :: proc(track: ^mem.Tracking_Allocator) {
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)
}
}
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)
}
}
mem.tracking_allocator_destroy(track)
}