Removed ecs dependency from rendering

This commit is contained in:
Lorenzo Torres 2025-08-10 20:35:04 +02:00
parent 4d5da504fb
commit a15e0c06ca
6 changed files with 108 additions and 80 deletions

View file

@ -18,12 +18,6 @@ pub fn build(b: *std.Build) void {
.optimize = optimize,
});
const ecs = b.createModule(.{
.root_source_file = b.path("src/ecs/ecs.zig"),
.target = target,
.optimize = optimize,
});
const rendering = b.createModule(.{
.root_source_file = b.path("src/rendering/rendering.zig"),
.target = target,
@ -33,7 +27,12 @@ pub fn build(b: *std.Build) void {
rendering.addIncludePath(b.path("ext"));
rendering.addCSourceFile(.{ .file = b.path("ext/stb_image.c") });
rendering.addImport("math", math);
rendering.addImport("ecs", ecs);
const ecs = b.createModule(.{
.root_source_file = b.path("src/ecs/ecs.zig"),
.target = target,
.optimize = optimize,
});
ecs.addImport("rendering", rendering);
compileAllShaders(b, rendering);
@ -52,6 +51,7 @@ pub fn build(b: *std.Build) void {
sideros.root_module.addImport("mods", mods);
sideros.root_module.addImport("ecs", ecs);
sideros.root_module.addImport("rendering", rendering);
sideros.root_module.addImport("math", math);
b.installArtifact(sideros);

View file

@ -24,27 +24,4 @@ pub fn getView(self: *Camera) math.Matrix {
return math.Matrix.lookAt(self.position, self.position + self.target, self.up);
}
pub fn moveCamera(pool: *ecs.Pool) !void {
const input = pool.resources.input;
var camera = pool.resources.camera;
const mul = @as(@Vector(3, f32), @splat(camera.speed * pool.resources.delta_time));
if (input.isKeyDown(.w)) {
camera.position += camera.target * mul;
}
if (input.isKeyDown(.s)) {
camera.position -= camera.target * mul;
}
if (input.isKeyDown(.a)) {
camera.position -= math.normalize(math.cross(camera.target, camera.up)) * mul;
}
if (input.isKeyDown(.d)) {
camera.position += math.normalize(math.cross(camera.target, camera.up)) * mul;
}
if (input.isKeyDown(.space)) {
camera.position += camera.up * mul;
}
if (input.isKeyDown(.left_shift)) {
camera.position -= camera.up * mul;
}
}

View file

@ -1,5 +1,4 @@
const math = @import("math");
const ecs = @import("ecs");
const std = @import("std");
const vk = @import("vulkan.zig");
const c = vk.c;
@ -8,7 +7,7 @@ const Texture = vk.Texture;
const Camera = @import("Camera.zig");
const Allocator = std.mem.Allocator;
const Renderer = @This();
const Self = @This();
instance: vk.Instance,
surface: vk.Surface,
@ -21,8 +20,9 @@ current_frame: u32,
mesh: Mesh,
transforms: std.ArrayList(math.Transform),
previous_time: std.time.Instant,
current_image: usize,
pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_handle: vk.c.VkSurfaceKHR) !Renderer {
pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_handle: vk.c.VkSurfaceKHR) !Self {
const instance: vk.Instance = .{ .handle = instance_handle };
const surface: vk.Surface = .{ .handle = surface_handle };
var physical_device = try vk.PhysicalDevice.pick(allocator, instance);
@ -79,7 +79,7 @@ pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_hand
try transforms.append(math.Transform.init(.{0.0, 0.0, -1.0}, .{0.5, 0.5, 0.5}, .{0.0, 0.0, 0.0}));
try transforms.append(math.Transform.init(.{0.0, 0.0, 0.0}, .{0.5, 0.5, 0.5}, .{0.0, 0.0, 0.0}));
return Renderer{
return .{
.instance = instance,
.surface = surface,
.physical_device = physical_device,
@ -91,10 +91,11 @@ pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_hand
.transforms = transforms,
.previous_time = try std.time.Instant.now(),
.mesh = mesh,
.current_image = undefined,
};
}
pub fn deinit(self: Renderer) void {
pub fn deinit(self: Self) void {
self.device.waitIdle();
self.graphics_pipeline.deinit(self.device);
self.swapchain.deinit(self.device);
@ -102,54 +103,48 @@ pub fn deinit(self: Renderer) void {
self.device.deinit();
}
// TODO: render is maybe a bad name? something like present() or submit() is better?
pub fn render(pool: *ecs.Pool) anyerror!void {
var renderer = pool.resources.renderer;
var camera = pool.resources.camera;
const now = try std.time.Instant.now();
const delta_time: f32 = @as(f32, @floatFromInt(now.since(renderer.previous_time))) / @as(f32, 1_000_000_000.0);
pool.resources.delta_time = delta_time;
renderer.previous_time = now;
pub fn setCamera(self: *Self, camera: *Camera) void {
const view = camera.getView();
const view_memory = renderer.graphics_pipeline.view_memory;
const view_memory = self.graphics_pipeline.view_memory;
@memcpy(view_memory[0..@sizeOf(math.Matrix)], std.mem.asBytes(&view));
const view_pos_memory = renderer.graphics_pipeline.view_pos_memory;
const view_pos_memory = self.graphics_pipeline.view_pos_memory;
const view_pos: [*]f32 = @alignCast(@ptrCast(view_pos_memory));
view_pos[0] = camera.position[0];
view_pos[1] = camera.position[1];
view_pos[2] = camera.position[2];
const transform_memory = renderer.graphics_pipeline.transform_buffer.mapped_memory;
try renderer.device.waitFence(renderer.current_frame);
const image = try renderer.swapchain.nextImage(renderer.device, renderer.current_frame);
try renderer.device.resetCommand(renderer.current_frame);
try renderer.device.beginCommand(renderer.current_frame);
renderer.render_pass.begin(renderer.swapchain, renderer.device, image, renderer.current_frame);
renderer.graphics_pipeline.bind(renderer.device, renderer.current_frame);
renderer.device.bindVertexBuffer(renderer.graphics_pipeline.vertex_buffer, renderer.current_frame);
renderer.device.bindIndexBuffer(renderer.graphics_pipeline.index_buffer, renderer.current_frame);
renderer.device.bindDescriptorSets(renderer.graphics_pipeline, renderer.current_frame, 0);
var lights: u32 = 2;
for (renderer.transforms.items, 0..) |transform, i| {
transform_memory[i] = transform;
var index = i;
renderer.device.pushConstant(renderer.graphics_pipeline, c.VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4, @ptrCast(&lights), renderer.current_frame);
renderer.device.pushConstant(renderer.graphics_pipeline, c.VK_SHADER_STAGE_VERTEX_BIT, 4, 4, @ptrCast(&index), renderer.current_frame);
renderer.device.draw(renderer.mesh.index_count, renderer.current_frame, renderer.mesh);
}
renderer.render_pass.end(renderer.device, renderer.current_frame);
try renderer.device.endCommand(renderer.current_frame);
try renderer.device.submit(renderer.swapchain, image, renderer.current_frame);
renderer.current_frame = (renderer.current_frame + 1) % 2;
renderer.device.waitIdle();
}
pub fn begin(self: *Self) !void {
try self.device.waitFence(self.current_frame);
const image = try self.swapchain.nextImage(self.device, self.current_frame);
try self.device.resetCommand(self.current_frame);
try self.device.beginCommand(self.current_frame);
self.render_pass.begin(self.swapchain, self.device, image, self.current_frame);
self.graphics_pipeline.bind(self.device, self.current_frame);
self.device.bindVertexBuffer(self.graphics_pipeline.vertex_buffer, self.current_frame);
self.device.bindIndexBuffer(self.graphics_pipeline.index_buffer, self.current_frame);
self.device.bindDescriptorSets(self.graphics_pipeline, self.current_frame, 0);
self.current_image = image;
}
pub fn setLightCount(self: *Self, count: u32) void {
self.device.pushConstant(self.graphics_pipeline, c.VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4, @constCast(@ptrCast(&count)), self.current_frame);
}
pub fn setTransform(self: *Self, transform: u32) void {
self.device.pushConstant(self.graphics_pipeline, c.VK_SHADER_STAGE_VERTEX_BIT, 4, 4, @constCast(@ptrCast(&transform)), self.current_frame);
}
pub fn end(self: *Self) !void {
self.render_pass.end(self.device, self.current_frame);
try self.device.endCommand(self.current_frame);
try self.device.submit(self.swapchain, self.current_image, self.current_frame);
self.current_frame = (self.current_frame + 1) % 2;
self.device.waitIdle();
}

View file

@ -86,7 +86,7 @@ pub fn DynamicBuffer(comptime T: type) type {
var free_indices = std.ArrayList(usize).init(allocator);
for (0..10) |i| {
free_indices.append(i);
try free_indices.append(i);
}
return .{

View file

@ -10,6 +10,8 @@ const api = @cImport({
const std = @import("std");
const systems = @import("systems.zig");
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
const allocator = gpa.allocator();
var pool: ecs.Pool = undefined;
@ -59,7 +61,7 @@ export fn sideros_init(init: api.GameInit) callconv(.c) void {
pool = ecs.Pool.init(allocator, &resources) catch @panic("TODO: Gracefully handle error");
// TODO(ernesto): I think this @ptrCast are unavoidable but maybe not?
renderer = Renderer.init(allocator, @ptrCast(init.instance), @ptrCast(init.surface)) catch @panic("TODO: Gracefully handle error");
pool.addSystemGroup(&[_]ecs.System{Renderer.render, rendering.Camera.moveCamera}, true) catch @panic("TODO: Gracefuly handle error");
pool.addSystemGroup(&[_]ecs.System{systems.render, systems.moveCamera}, true) catch @panic("TODO: Gracefuly handle error");
pool.resources.renderer = &renderer;
pool.tick();
init_mods();

54
src/systems.zig Normal file
View file

@ -0,0 +1,54 @@
const ecs = @import("ecs");
const math = @import("math");
const std = @import("std");
pub fn render(pool: *ecs.Pool) anyerror!void {
var renderer = pool.resources.renderer;
const camera = pool.resources.camera;
const now = try std.time.Instant.now();
const delta_time: f32 = @as(f32, @floatFromInt(now.since(renderer.previous_time))) / @as(f32, 1_000_000_000.0);
pool.resources.delta_time = delta_time;
renderer.previous_time = now;
renderer.setCamera(camera);
const transform_memory = renderer.graphics_pipeline.transform_buffer.mapped_memory;
try renderer.begin();
renderer.setLightCount(2);
for (renderer.transforms.items, 0..) |transform, i| {
transform_memory[i] = transform;
renderer.setTransform(@intCast(i));
renderer.device.draw(renderer.mesh.index_count, renderer.current_frame, renderer.mesh);
}
try renderer.end();
}
pub fn moveCamera(pool: *ecs.Pool) !void {
const input = pool.resources.input;
var camera = pool.resources.camera;
const mul = @as(@Vector(3, f32), @splat(camera.speed * pool.resources.delta_time));
if (input.isKeyDown(.w)) {
camera.position += camera.target * mul;
}
if (input.isKeyDown(.s)) {
camera.position -= camera.target * mul;
}
if (input.isKeyDown(.a)) {
camera.position -= math.normalize(math.cross(camera.target, camera.up)) * mul;
}
if (input.isKeyDown(.d)) {
camera.position += math.normalize(math.cross(camera.target, camera.up)) * mul;
}
if (input.isKeyDown(.space)) {
camera.position += camera.up * mul;
}
if (input.isKeyDown(.left_shift)) {
camera.position -= camera.up * mul;
}
}