examples: import mach-examples@20ceb359231ff284cf343dddba8cf25112ffe717
Helps hexops/mach#1165 Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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162
examples/custom-renderer/Game.zig
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162
examples/custom-renderer/Game.zig
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const std = @import("std");
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const mach = @import("mach");
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const ecs = mach.ecs;
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const core = mach.core;
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const math = mach.math;
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const Renderer = @import("Renderer.zig");
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const vec3 = math.vec3;
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const vec2 = math.vec2;
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const Vec2 = math.Vec2;
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const Vec3 = math.Vec3;
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timer: mach.Timer,
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player: ecs.EntityID,
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direction: Vec2 = vec2(0, 0),
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spawning: bool = false,
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spawn_timer: mach.Timer,
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pub const components = struct {
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pub const follower = void;
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};
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// Each module must have a globally unique name declared, it is impossible to use two modules with
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// the same name in a program. To avoid name conflicts, we follow naming conventions:
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//
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// 1. `.mach` and the `.mach_foobar` namespace is reserved for Mach itself and the modules it
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// provides.
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// 2. Single-word names like `.renderer`, `.game`, etc. are reserved for the application itself.
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// 3. Libraries which provide modules MUST be prefixed with an "owner" name, e.g. `.ziglibs_imgui`
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// instead of `.imgui`. We encourage using e.g. your GitHub name, as these must be globally
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// unique.
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//
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pub const name = .game;
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pub const Mod = mach.Mod(@This());
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pub fn init(
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engine: *mach.Engine.Mod,
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renderer: *Renderer.Mod,
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game: *Mod,
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) !void {
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// The Mach .core is where we set window options, etc.
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core.setTitle("Hello, ECS!");
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// We can create entities, and set components on them. Note that components live in a module
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// namespace, e.g. the `.renderer` module could have a 3D `.location` component with a different
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// type than the `.physics2d` module's `.location` component if you desire.
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const player = try engine.newEntity();
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try renderer.set(player, .location, vec3(0, 0, 0));
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try renderer.set(player, .scale, 1.0);
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game.state = .{
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.timer = try mach.Timer.start(),
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.spawn_timer = try mach.Timer.start(),
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.player = player,
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};
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}
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pub fn tick(
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engine: *mach.Engine.Mod,
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renderer: *Renderer.Mod,
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game: *Mod,
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) !void {
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// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
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var iter = core.pollEvents();
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var direction = game.state.direction;
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var spawning = game.state.spawning;
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while (iter.next()) |event| {
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switch (event) {
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.key_press => |ev| {
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switch (ev.key) {
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.left => direction.v[0] -= 1,
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.right => direction.v[0] += 1,
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.up => direction.v[1] += 1,
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.down => direction.v[1] -= 1,
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.space => spawning = true,
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else => {},
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}
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},
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.key_release => |ev| {
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switch (ev.key) {
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.left => direction.v[0] += 1,
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.right => direction.v[0] -= 1,
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.up => direction.v[1] -= 1,
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.down => direction.v[1] += 1,
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.space => spawning = false,
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else => {},
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}
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},
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.close => try engine.send(.exit, .{}),
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else => {},
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}
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}
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game.state.direction = direction;
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game.state.spawning = spawning;
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var player_pos = renderer.get(game.state.player, .location).?;
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if (spawning and game.state.spawn_timer.read() > 1.0 / 60.0) {
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for (0..10) |_| {
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// Spawn a new follower entity
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_ = game.state.spawn_timer.lap();
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const new_entity = try engine.newEntity();
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try game.set(new_entity, .follower, {});
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try renderer.set(new_entity, .location, player_pos);
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try renderer.set(new_entity, .scale, 1.0 / 6.0);
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}
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}
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// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
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const delta_time = game.state.timer.lap();
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// Move following entities closer to us.
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var archetypes_iter = engine.entities.query(.{ .all = &.{
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.{ .game = &.{.follower} },
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} });
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while (archetypes_iter.next()) |archetype| {
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const ids = archetype.slice(.entity, .id);
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const locations = archetype.slice(.renderer, .location);
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for (ids, locations) |id, location| {
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// Avoid other follower entities by moving away from them if they are close to us.
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const close_dist = 1.0 / 15.0;
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var avoidance = Vec3.splat(0);
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var avoidance_div: f32 = 1.0;
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var archetypes_iter_2 = engine.entities.query(.{ .all = &.{
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.{ .game = &.{.follower} },
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} });
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while (archetypes_iter_2.next()) |archetype_2| {
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const other_ids = archetype_2.slice(.entity, .id);
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const other_locations = archetype_2.slice(.renderer, .location);
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for (other_ids, other_locations) |other_id, other_location| {
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if (id == other_id) continue;
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if (location.dist(&other_location) < close_dist) {
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avoidance = avoidance.sub(&location.dir(&other_location, 0.0000001));
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avoidance_div += 1.0;
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}
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}
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}
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// Avoid the player
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var avoid_player_multiplier: f32 = 1.0;
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if (location.dist(&player_pos) < close_dist * 6.0) {
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avoidance = avoidance.sub(&location.dir(&player_pos, 0.0000001));
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avoidance_div += 1.0;
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avoid_player_multiplier = 4.0;
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}
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// Move away from things we want to avoid
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const move_speed = 1.0 * delta_time;
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var new_location = location.add(&avoidance.divScalar(avoidance_div).mulScalar(move_speed * avoid_player_multiplier));
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// Move towards the center
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new_location = new_location.lerp(&vec3(0, 0, 0), move_speed / avoidance_div);
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try renderer.set(id, .location, new_location);
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}
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}
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// Calculate the player position, by moving in the direction the player wants to go
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// by the speed amount.
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const speed = 1.0;
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player_pos.v[0] += direction.x() * speed * delta_time;
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player_pos.v[1] += direction.y() * speed * delta_time;
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try renderer.set(game.state.player, .location, player_pos);
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}
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166
examples/custom-renderer/Renderer.zig
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166
examples/custom-renderer/Renderer.zig
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const std = @import("std");
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const mach = @import("mach");
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const core = mach.core;
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const gpu = mach.gpu;
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const math = mach.math;
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const Vec3 = math.Vec3;
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const num_bind_groups = 1024 * 32;
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// uniform bind group offset must be 256-byte aligned
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const uniform_offset = 256;
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pipeline: *gpu.RenderPipeline,
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queue: *gpu.Queue,
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bind_groups: [num_bind_groups]*gpu.BindGroup,
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uniform_buffer: *gpu.Buffer,
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pub const name = .renderer;
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pub const Mod = mach.Mod(@This());
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pub const components = struct {
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pub const location = Vec3;
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pub const rotation = Vec3;
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pub const scale = f32;
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};
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// TODO: this shouldn't be a packed struct, it should be extern.
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const UniformBufferObject = packed struct {
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offset: Vec3.Vector,
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scale: f32,
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};
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pub fn init(
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engine: *mach.Engine.Mod,
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renderer: *Mod,
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) !void {
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const device = engine.state.device;
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const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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// Fragment state
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const blend = gpu.BlendState{};
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const color_target = gpu.ColorTargetState{
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.format = core.descriptor.format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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const fragment = gpu.FragmentState.init(.{
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.module = shader_module,
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.entry_point = "frag_main",
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.targets = &.{color_target},
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});
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const uniform_buffer = device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(UniformBufferObject) * uniform_offset * num_bind_groups,
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.mapped_at_creation = .false,
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});
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const bind_group_layout_entry = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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const bind_group_layout = device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor.init(.{
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.entries = &.{bind_group_layout_entry},
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}),
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);
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var bind_groups: [num_bind_groups]*gpu.BindGroup = undefined;
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for (bind_groups, 0..) |_, i| {
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bind_groups[i] = device.createBindGroup(
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&gpu.BindGroup.Descriptor.init(.{
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.layout = bind_group_layout,
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, uniform_buffer, uniform_offset * i, @sizeOf(UniformBufferObject)),
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},
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}),
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);
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}
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const bind_group_layouts = [_]*gpu.BindGroupLayout{bind_group_layout};
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const pipeline_layout = device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
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.bind_group_layouts = &bind_group_layouts,
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}));
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.layout = pipeline_layout,
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.vertex = gpu.VertexState{
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.module = shader_module,
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.entry_point = "vertex_main",
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},
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};
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renderer.state = .{
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.pipeline = device.createRenderPipeline(&pipeline_descriptor),
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.queue = device.getQueue(),
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.bind_groups = bind_groups,
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.uniform_buffer = uniform_buffer,
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};
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shader_module.release();
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}
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pub fn deinit(
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renderer: *Mod,
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) !void {
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renderer.state.pipeline.release();
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renderer.state.queue.release();
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for (renderer.state.bind_groups) |bind_group| bind_group.release();
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renderer.state.uniform_buffer.release();
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}
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pub fn tick(
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engine: *mach.Engine.Mod,
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renderer: *Mod,
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) !void {
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const device = engine.state.device;
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// Begin our render pass
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.clear_value = std.mem.zeroes(gpu.Color),
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.load_op = .clear,
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.store_op = .store,
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};
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const encoder = device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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});
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// Update uniform buffer
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var archetypes_iter = engine.entities.query(.{ .all = &.{
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.{ .renderer = &.{ .location, .scale } },
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} });
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var num_entities: usize = 0;
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while (archetypes_iter.next()) |archetype| {
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const ids = archetype.slice(.entity, .id);
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const locations = archetype.slice(.renderer, .location);
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const scales = archetype.slice(.renderer, .scale);
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for (ids, locations, scales) |id, location, scale| {
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_ = id;
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const ubo = UniformBufferObject{
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.offset = location.v,
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.scale = scale,
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};
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encoder.writeBuffer(renderer.state.uniform_buffer, uniform_offset * num_entities, &[_]UniformBufferObject{ubo});
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num_entities += 1;
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}
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}
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const pass = encoder.beginRenderPass(&render_pass_info);
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for (renderer.state.bind_groups[0..num_entities]) |bind_group| {
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pass.setPipeline(renderer.state.pipeline);
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pass.setBindGroup(0, bind_group, &.{0});
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pass.draw(3, 1, 0, 0);
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}
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pass.end();
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pass.release();
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var command = encoder.finish(null);
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encoder.release();
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renderer.state.queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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core.swap_chain.present();
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back_buffer_view.release();
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}
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15
examples/custom-renderer/main.zig
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15
examples/custom-renderer/main.zig
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// Experimental ECS app example. Not yet ready for actual use.
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const mach = @import("mach");
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const Renderer = @import("Renderer.zig");
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const Game = @import("Game.zig");
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// The list of modules to be used in our application. Our game itself is implemented in our own
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// module called Game.
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pub const modules = .{
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mach.Engine,
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Renderer,
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Game,
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};
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pub const App = mach.App;
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22
examples/custom-renderer/shader.wgsl
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22
examples/custom-renderer/shader.wgsl
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struct Uniform {
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pos: vec3<f32>,
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scale: f32,
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};
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@group(0) @binding(0) var<uniform> in : Uniform;
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@vertex fn vertex_main(
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@builtin(vertex_index) VertexIndex : u32
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) -> @builtin(position) vec4<f32> {
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var positions = array<vec2<f32>, 3>(
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vec2<f32>( 0.0, 0.1),
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vec2<f32>(-0.1, -0.1),
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vec2<f32>( 0.1, -0.1)
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);
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var pos = positions[VertexIndex];
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return vec4<f32>((pos*in.scale)+in.pos.xy, 0.0, 1.0);
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}
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@fragment fn frag_main() -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 0.0, 0.0, 0.0);
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}
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