examples/core: building without ECS

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-09-22 13:25:49 -07:00 committed by Emi Gutekanst
parent 2a13c07d9e
commit 0e12857154
35 changed files with 1365 additions and 4176 deletions

View file

@ -7,6 +7,12 @@ const vec2 = math.vec2;
const Vec2 = math.Vec2;
const Vec3 = math.Vec3;
const App = @This();
pub const mach_module = .app;
pub const mach_systems = .{ .start, .init, .deinit, .tick };
// Global state for our game module.
timer: mach.time.Timer,
player: mach.EntityID,
@ -21,32 +27,14 @@ pub const components = .{
.follower = .{ .type = void },
};
pub const systems = .{
.start = .{ .handler = start },
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.tick = .{ .handler = tick },
};
// Define the globally unique name of our module. You can use any name here, but keep in mind no
// two modules in the program can have the same name.
pub const name = .app;
// The mach.Mod type corresponding to our module struct (this file.) This provides methods for
// working with this module (e.g. sending events, working with its components, etc.)
//
// Note that Mod.state() returns an instance of our module struct.
pub const Mod = mach.Mod(@This());
pub fn deinit(core: *mach.Core.Mod, renderer: *Renderer.Mod) void {
pub fn deinit(renderer: *Renderer) void {
renderer.schedule(.deinit);
core.schedule(.deinit);
}
fn start(
core: *mach.Core.Mod,
renderer: *Renderer.Mod,
app: *Mod,
core: *mach.Core,
renderer: *Renderer,
app: *App,
) !void {
core.schedule(.init);
renderer.schedule(.init);
@ -58,18 +46,20 @@ fn init(
// of the program we can have these types injected here, letting us work with other modules in
// our program seamlessly and with a type-safe API:
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
renderer: *Renderer.Mod,
app: *Mod,
core: *mach.Core,
renderer: *Renderer,
app: *App,
app_tick: mach.Call(App, .tick),
app_deinit: mach.Call(App, .deinit),
) !void {
core.state().on_tick = app.system(.tick);
core.state().on_exit = app.system(.deinit);
core.on_tick = app_tick.id;
core.on_exit = app_deinit.id;
// Create our player entity.
const player = try entities.new();
// Give our player entity a .renderer.position and .renderer.scale component. Note that these
// are defined by the Renderer module, so we use `renderer: *Renderer.Mod` to interact with
// are defined by the Renderer module, so we use `renderer: *Renderer` to interact with
// them.
//
// Components live in a module's namespace, so e.g. a physics2d module and renderer3d module could
@ -79,26 +69,24 @@ fn init(
try renderer.set(player, .scale, 1.0);
// Initialize our game module's state - these are the struct fields defined at the top of this
// file. If this is not done, then app.state() will panic indicating the state was never
// file. If this is not done, then app. will panic indicating the state was never
// initialized.
app.init(.{
.timer = try mach.time.Timer.start(),
.spawn_timer = try mach.time.Timer.start(),
.player = player,
});
core.schedule(.start);
}
fn tick(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
renderer: *Renderer.Mod,
app: *Mod,
core: *mach.Core,
renderer: *Renderer,
app: *App,
) !void {
var direction = app.state().direction;
var spawning = app.state().spawning;
while (core.state().nextEvent()) |event| {
var direction = app.direction;
var spawning = app.spawning;
while (core.nextEvent()) |event| {
switch (event) {
.key_press => |ev| {
switch (ev.key) {
@ -120,7 +108,7 @@ fn tick(
else => {},
}
},
.close => core.schedule(.exit), // Send an event telling mach to exit the app
.close => core.exit(),
else => {},
}
}
@ -128,18 +116,18 @@ fn tick(
// Keep track of which direction we want the player to move based on input, and whether we want
// to be spawning entities.
//
// Note that app.state() simply returns a pointer to a global singleton of the struct defined
// Note that app. simply returns a pointer to a global singleton of the struct defined
// by this file, so we can access fields defined at the top of this file.
app.state().direction = direction;
app.state().spawning = spawning;
app.direction = direction;
app.spawning = spawning;
// Get the current player position
var player_pos = renderer.get(app.state().player, .position).?;
var player_pos = renderer.get(app.player, .position).?;
// If we want to spawn new entities, then spawn them now. The timer just makes spawning rate
// independent of frame rate.
if (spawning and app.state().spawn_timer.read() > 1.0 / 60.0) {
_ = app.state().spawn_timer.lap(); // Reset the timer
if (spawning and app.spawn_timer.read() > 1.0 / 60.0) {
_ = app.spawn_timer.lap(); // Reset the timer
for (0..5) |_| {
// Spawn a new entity at the same position as the player, but smaller in scale.
const new_entity = try entities.new();
@ -152,14 +140,14 @@ fn tick(
}
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
const delta_time = app.state().timer.lap();
const delta_time = app.timer.lap();
// Calculate the player position, by moving in the direction the player wants to go
// by the speed amount.
const speed = 1.0;
player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time;
try renderer.set(app.state().player, .position, player_pos);
try renderer.set(app.player, .position, player_pos);
// Query all the entities that have the .follower tag indicating they should follow the player.
// TODO(important): better querying API
@ -168,7 +156,7 @@ fn tick(
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.followers = Mod.read(.follower),
.positions = Renderer.Mod.write(.position),
.positions = Renderer.write(.position),
});
while (q.next()) |v| {
for (v.ids, v.positions) |id, *position| {
@ -182,7 +170,7 @@ fn tick(
var q2 = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.followers = Mod.read(.follower),
.positions = Renderer.Mod.read(.position),
.positions = Renderer.read(.position),
});
while (q2.next()) |v2| {
for (v2.ids, v2.positions) |other_id, other_position| {

View file

@ -13,8 +13,7 @@ pipeline: *gpu.RenderPipeline,
bind_groups: [num_bind_groups]*gpu.BindGroup,
uniform_buffer: *gpu.Buffer,
pub const name = .renderer;
pub const Mod = mach.Mod(@This());
pub const mach_module = .renderer;
pub const components = .{
.position = .{ .type = Vec3 },
@ -22,11 +21,7 @@ pub const components = .{
.scale = .{ .type = f32 },
};
pub const systems = .{
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.render_frame = .{ .handler = renderFrame },
};
pub const mach_systems = .{ .init, .deinit, .render_frame };
const UniformBufferObject = extern struct {
offset: Vec3,
@ -34,17 +29,17 @@ const UniformBufferObject = extern struct {
};
fn init(
core: *mach.Core.Mod,
core: *mach.Core,
renderer: *Mod,
) !void {
const device = core.state().device;
const device = core.device;
const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
defer shader_module.release();
// Fragment state
const blend = gpu.BlendState{};
const color_target = gpu.ColorTargetState{
.format = core.get(core.state().main_window, .framebuffer_format).?,
.format = core.windows.get(core.main_window).?.framebuffer_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMaskFlags.all,
};
@ -54,7 +49,7 @@ fn init(
.targets = &.{color_target},
});
const label = @tagName(name) ++ ".init";
const label = @tagName(mach_module) ++ ".init";
const uniform_buffer = device.createBuffer(&.{
.label = label ++ " uniform buffer",
.usage = .{ .copy_dst = true, .uniform = true },
@ -116,17 +111,17 @@ fn deinit(
fn renderFrame(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
core: *mach.Core,
renderer: *Mod,
) !void {
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = core.state().swap_chain.getCurrentTextureView().?;
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(name) ++ ".tick";
const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
const label = @tagName(mach_module) ++ ".tick";
const encoder = core.device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Update uniform buffer
@ -173,8 +168,5 @@ fn renderFrame(
// Submit our commands to the queue
var command = encoder.finish(&.{ .label = label });
defer command.release();
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
// Present the frame
core.schedule(.present_frame);
core.queue.submit(&[_]*gpu.CommandBuffer{command});
}

View file

@ -1,24 +1,22 @@
const std = @import("std");
const mach = @import("mach");
// The global list of Mach modules registered for use in our application.
pub const modules = .{
// The set of Mach modules our application may use.
const Modules = mach.Modules(.{
mach.Core,
@import("App.zig"),
@import("Renderer.zig"),
};
});
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
pub fn main() !void {
const allocator = std.heap.c_allocator;
// Initialize module system
try mach.mods.init(allocator);
// The set of Mach modules our application may use.
var mods = Modules.init(allocator);
// TODO: enable mods.deinit(allocator); for allocator leak detection
// defer mods.deinit(allocator);
// Schedule .app.start to run.
mach.mods.schedule(.app, .start);
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
// then this will block forever and never return.
try mach.mods.dispatch(.{});
const app = mods.get(.app);
app.run(.main);
}