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

@ -16,41 +16,41 @@ const gpu = mach.gpu;
const math = mach.math;
const sysaudio = mach.sysaudio;
pub const App = @This();
const App = @This();
pub const mach_module = .app;
pub const mach_systems = .{ .start, .init, .deinit, .tick, .audio_state_change };
// TODO: banish global allocator
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
pub const name = .app;
pub const Mod = mach.Mod(@This());
pub const systems = .{
.start = .{ .handler = start },
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.tick = .{ .handler = tick },
.audio_state_change = .{ .handler = audioStateChange },
};
pub const components = .{
.play_after = .{ .type = f32 },
};
ghost_key_mode: bool = false,
fn start(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
fn start(core: *mach.Core, audio: *mach.Audio, app: *App) void {
core.schedule(.init);
audio.schedule(.init);
app.schedule(.init);
}
fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
core.state().on_tick = app.system(.tick);
core.state().on_exit = app.system(.deinit);
fn init(
core: *mach.Core,
audio: *mach.Audio,
app: *App,
app_tick: mach.Call(App, .tick),
app_deinit: mach.Call(App, .deinit),
app_audio_state_change: mach.Call(App, .audio_state_change),
) !void {
core.on_tick = app_tick.id;
core.on_exit = app_deinit.id;
// Configure the audio module to send our app's .audio_state_change event when an entity's sound
// finishes playing.
audio.state().on_state_change = app.system(.audio_state_change);
audio.on_state_change = app_audio_state_change.id;
// Initialize piano module state
app.init(.{});
@ -60,24 +60,21 @@ fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
std.debug.print("[spacebar] enable ghost-key mode (demonstrate seamless back-to-back sound playback)\n", .{});
std.debug.print("[arrow up] increase volume 10%\n", .{});
std.debug.print("[arrow down] decrease volume 10%\n", .{});
core.schedule(.start);
}
fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
fn deinit(audio: *mach.Audio) void {
audio.schedule(.deinit);
core.schedule(.deinit);
}
fn audioStateChange(
entities: *mach.Entities.Mod,
audio: *mach.Audio.Mod,
app: *Mod,
audio: *mach.Audio,
app: *App,
) !void {
// Find audio entities that are no longer playing
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.playings = mach.Audio.Mod.read(.playing),
.playings = mach.Audio.read(.playing),
});
while (q.next()) |v| {
for (v.ids, v.playings) |id, playing| {
@ -87,7 +84,7 @@ fn audioStateChange(
// Play a new sound
const e = try entities.new();
try audio.set(e, .samples, try fillTone(audio, frequency));
try audio.set(e, .channels, @intCast(audio.state().player.channels().len));
try audio.set(e, .channels, @intCast(audio.player.channels().len));
try audio.set(e, .playing, true);
try audio.set(e, .index, 0);
}
@ -100,24 +97,24 @@ fn audioStateChange(
fn tick(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
audio: *mach.Audio.Mod,
app: *Mod,
core: *mach.Core,
audio: *mach.Audio,
app: *App,
) !void {
while (core.state().nextEvent()) |event| {
while (core.nextEvent()) |event| {
switch (event) {
.key_press => |ev| {
switch (ev.key) {
// Controls
.space => app.state().ghost_key_mode = !app.state().ghost_key_mode,
.space => app.ghost_key_mode = !app.ghost_key_mode,
.down => {
const vol = math.clamp(try audio.state().player.volume() - 0.1, 0, 1);
try audio.state().player.setVolume(vol);
const vol = math.clamp(try audio.player.volume() - 0.1, 0, 1);
try audio.player.setVolume(vol);
std.debug.print("[volume] {d:.0}%\n", .{vol * 100.0});
},
.up => {
const vol = math.clamp(try audio.state().player.volume() + 0.1, 0, 1);
try audio.state().player.setVolume(vol);
const vol = math.clamp(try audio.player.volume() + 0.1, 0, 1);
try audio.player.setVolume(vol);
std.debug.print("[volume] {d:.0}%\n", .{vol * 100.0});
},
@ -126,11 +123,11 @@ fn tick(
// Play a new sound
const e = try entities.new();
try audio.set(e, .samples, try fillTone(audio, keyToFrequency(ev.key)));
try audio.set(e, .channels, @intCast(audio.state().player.channels().len));
try audio.set(e, .channels, @intCast(audio.player.channels().len));
try audio.set(e, .playing, true);
try audio.set(e, .index, 0);
if (app.state().ghost_key_mode) {
if (app.ghost_key_mode) {
// After that sound plays, we'll chain on another sound that is one semi-tone higher.
const one_semi_tone_higher = keyToFrequency(ev.key) * math.pow(f32, 2.0, (1.0 / 12.0));
try app.set(e, .play_after, one_semi_tone_higher);
@ -138,19 +135,19 @@ fn tick(
},
}
},
.close => core.schedule(.exit),
.close => core.exit(),
else => {},
}
}
// 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();
// Begin render pass
@ -175,15 +172,12 @@ fn tick(
// 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});
}
fn fillTone(audio: *mach.Audio.Mod, frequency: f32) ![]const f32 {
const channels = audio.state().player.channels().len;
const sample_rate: f32 = @floatFromInt(audio.state().player.sampleRate());
fn fillTone(audio: *mach.Audio, frequency: f32) ![]const f32 {
const channels = audio.player.channels().len;
const sample_rate: f32 = @floatFromInt(audio.player.sampleRate());
const duration: f32 = 1.5 * @as(f32, @floatFromInt(channels)) * sample_rate; // play the tone for 1.5s
const gain = 0.1;

View file

@ -1,24 +1,22 @@
const std = @import("std");
const mach = @import("mach");
// The global list of Mach modules our application may use.
pub const modules = .{
// The set of Mach modules our application may use.
const Modules = mach.Modules(.{
mach.Core,
mach.Audio,
@import("App.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);
}