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

@ -14,6 +14,12 @@ const Vec3 = math.Vec3;
const Mat3x3 = math.Mat3x3;
const Mat4x4 = math.Mat4x4;
const App = @This();
pub const mach_module = .app;
pub const mach_systems = .{ .start, .init, .deinit, .tick, .end_frame };
// TODO: banish global allocator
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
@ -32,31 +38,14 @@ pipeline: mach.EntityID,
frame_encoder: *gpu.CommandEncoder = undefined,
frame_render_pass: *gpu.RenderPassEncoder = undefined,
// 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;
pub const Mod = mach.Mod(@This());
pub const systems = .{
.start = .{ .handler = start },
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.tick = .{ .handler = tick },
.end_frame = .{ .handler = endFrame },
};
fn deinit(
core: *mach.Core.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
) !void {
fn deinit(sprite_pipeline: *gfx.SpritePipeline.Mod) !void {
sprite_pipeline.schedule(.deinit);
core.schedule(.deinit);
}
fn start(
core: *mach.Core.Mod,
core: *mach.Core,
sprite_pipeline: *gfx.SpritePipeline.Mod,
app: *Mod,
app: *App,
) !void {
core.schedule(.init);
sprite_pipeline.schedule(.init);
@ -65,13 +54,15 @@ fn start(
fn init(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
core: *mach.Core,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
app: *Mod,
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;
// We can create entities, and set components on them. Note that components live in a module
// namespace, e.g. the `.mach_gfx_sprite` module could have a 3D `.location` component with a different
@ -103,20 +94,18 @@ fn init(
.allocator = allocator,
.pipeline = pipeline,
});
core.schedule(.start);
}
fn tick(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
core: *mach.Core,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
app: *Mod,
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) {
@ -138,34 +127,34 @@ fn tick(
else => {},
}
},
.close => core.schedule(.exit),
.close => core.exit(),
else => {},
}
}
app.state().direction = direction;
app.state().spawning = spawning;
app.direction = direction;
app.spawning = spawning;
var player_transform = sprite.get(app.state().player, .transform).?;
var player_transform = sprite.get(app.player, .transform).?;
var player_pos = player_transform.translation();
if (spawning and app.state().spawn_timer.read() > 1.0 / 60.0) {
if (spawning and app.spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities
_ = app.state().spawn_timer.lap();
_ = app.spawn_timer.lap();
for (0..100) |_| {
var new_pos = player_pos;
new_pos.v[0] += app.state().rand.random().floatNorm(f32) * 25;
new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 25;
new_pos.v[0] += app.rand.random().floatNorm(f32) * 25;
new_pos.v[1] += app.rand.random().floatNorm(f32) * 25;
const new_entity = try entities.new();
try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
try sprite.set(new_entity, .size, vec2(32, 32));
try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
try sprite.set(new_entity, .pipeline, app.state().pipeline);
app.state().sprites += 1;
try sprite.set(new_entity, .pipeline, app.pipeline);
app.sprites += 1;
}
}
// 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();
// Rotate entities
var q = try entities.query(.{
@ -179,8 +168,8 @@ fn tick(
// transform = transform.mul(&Mat4x4.translate(location));
var transform = Mat4x4.ident;
transform = transform.mul(&Mat4x4.translate(location));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.state().time));
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.state().time / 2.0), 0.5)));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time));
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.time / 2.0), 0.5)));
entity_transform.* = transform;
}
}
@ -190,19 +179,19 @@ fn tick(
const speed = 200.0;
player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time;
try sprite.set(app.state().player, .transform, Mat4x4.translate(player_pos));
try sprite.set(app.player, .transform, Mat4x4.translate(player_pos));
sprite.schedule(.update);
// Perform pre-render work
sprite_pipeline.schedule(.pre_render);
// Create a command encoder for this frame
const label = @tagName(name) ++ ".tick";
app.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
const label = @tagName(mach_module) ++ ".tick";
app.frame_encoder = core.device.createCommandEncoder(&.{ .label = label });
// 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();
// Begin render pass
@ -213,52 +202,49 @@ fn tick(
.load_op = .clear,
.store_op = .store,
}};
app.state().frame_render_pass = app.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
app.frame_render_pass = app.frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
}));
// Render our sprite batch
sprite_pipeline.state().render_pass = app.state().frame_render_pass;
sprite_pipeline.state().render_pass = app.frame_render_pass;
sprite_pipeline.schedule(.render);
// Finish the frame once rendering is done.
app.schedule(.end_frame);
app.state().time += delta_time;
app.time += delta_time;
}
fn endFrame(app: *Mod, core: *mach.Core.Mod) !void {
fn endFrame(app: *App, core: *mach.Core) !void {
// Finish render pass
app.state().frame_render_pass.end();
const label = @tagName(name) ++ ".endFrame";
var command = app.state().frame_encoder.finish(&.{ .label = label });
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
app.frame_render_pass.end();
const label = @tagName(mach_module) ++ ".endFrame";
var command = app.frame_encoder.finish(&.{ .label = label });
core.queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
app.state().frame_encoder.release();
app.state().frame_render_pass.release();
// Present the frame
core.schedule(.present_frame);
app.frame_encoder.release();
app.frame_render_pass.release();
// Every second, update the window title with the FPS
if (app.state().fps_timer.read() >= 1.0) {
try core.state().printTitle(
core.state().main_window,
if (app.fps_timer.read() >= 1.0) {
try core.printTitle(
core.main_window,
"sprite [ FPS: {d} ] [ Sprites: {d} ]",
.{ app.state().frame_count, app.state().sprites },
.{ app.frame_count, app.sprites },
);
core.schedule(.update);
app.state().fps_timer.reset();
app.state().frame_count = 0;
app.fps_timer.reset();
app.frame_count = 0;
}
app.state().frame_count += 1;
app.frame_count += 1;
}
// TODO: move this helper into gfx module
fn loadTexture(core: *mach.Core.Mod, allocator: std.mem.Allocator) !*gpu.Texture {
const device = core.state().device;
const queue = core.state().queue;
fn loadTexture(core: *mach.Core, allocator: std.mem.Allocator) !*gpu.Texture {
const device = core.device;
const queue = core.queue;
// Load the image from memory
var img = try zigimg.Image.fromMemory(allocator, assets.sprites_sheet_png);
@ -266,7 +252,7 @@ fn loadTexture(core: *mach.Core.Mod, allocator: std.mem.Allocator) !*gpu.Texture
const img_size = gpu.Extent3D{ .width = @as(u32, @intCast(img.width)), .height = @as(u32, @intCast(img.height)) };
// Create a GPU texture
const label = @tagName(name) ++ ".loadTexture";
const label = @tagName(mach_module) ++ ".loadTexture";
const texture = device.createTexture(&.{
.label = label,
.size = img_size,