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 };
timer: mach.time.Timer,
player: mach.EntityID,
direction: Vec2 = vec2(0, 0),
@ -28,19 +34,6 @@ 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 },
};
const upscale = 1.0;
const text1: []const []const u8 = &.{
@ -51,19 +44,15 @@ const text1: []const []const u8 = &.{
const text2: []const []const u8 = &.{"$!?"};
fn deinit(
core: *mach.Core.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
) !void {
fn deinit(text_pipeline: *gfx.TextPipeline.Mod) !void {
text_pipeline.schedule(.deinit);
core.schedule(.deinit);
}
fn start(
core: *mach.Core.Mod,
core: *mach.Core,
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
app: *Mod,
app: *App,
) !void {
core.schedule(.init);
text.schedule(.init);
@ -73,14 +62,16 @@ fn start(
fn init(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
core: *mach.Core,
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
text_style: *gfx.TextStyle.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;
// TODO: a better way to initialize entities with default values
// TODO(text): ability to specify other style options (custom font name, font color, italic/bold, etc.)
@ -114,20 +105,18 @@ fn init(
.style1 = style1,
.pipeline = pipeline,
});
core.schedule(.start);
}
fn tick(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
core: *mach.Core,
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.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) {
@ -149,33 +138,33 @@ 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 = text.get(app.state().player, .transform).?;
var player_transform = text.get(app.player, .transform).?;
var player_pos = player_transform.translation().divScalar(upscale);
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..10) |_| {
var new_pos = player_pos;
new_pos.v[0] += app.state().rand.random().floatNorm(f32) * 50;
new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 50;
new_pos.v[0] += app.rand.random().floatNorm(f32) * 50;
new_pos.v[1] += app.rand.random().floatNorm(f32) * 50;
// Create some text
const new_entity = try entities.new();
try text.set(new_entity, .pipeline, app.state().pipeline);
try text.set(new_entity, .pipeline, app.pipeline);
try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
try gfx.Text.allocPrintText(text, new_entity, app.state().style1, "?!$", .{});
try gfx.Text.allocPrintText(text, new_entity, app.style1, "?!$", .{});
}
}
// 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(.{
@ -189,8 +178,8 @@ 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;
}
}
@ -200,20 +189,20 @@ fn tick(
const speed = 200.0 / upscale;
player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time;
try text.set(app.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
try text.set(app.state().player, .dirty, true);
try text.set(app.player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
try text.set(app.player, .dirty, true);
text.schedule(.update);
// Perform pre-render work
text_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
@ -224,40 +213,37 @@ 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 text batch
text_pipeline.state().render_pass = app.state().frame_render_pass;
text_pipeline.state().render_pass = app.frame_render_pass;
text_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(
entities: *mach.Entities.Mod,
app: *Mod,
core: *mach.Core.Mod,
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) {
if (app.fps_timer.read() >= 1.0) {
// Gather some text rendering stats
var num_texts: u32 = 0;
var num_glyphs: usize = 0;
@ -271,14 +257,14 @@ fn endFrame(
}
}
try core.state().printTitle(
core.state().main_window,
try core.printTitle(
core.main_window,
"text [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]",
.{ app.state().frame_count, num_texts, num_glyphs },
.{ app.frame_count, num_texts, num_glyphs },
);
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;
}

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.gfx.text_modules,
@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);
}