gfx: improve Sprite module pipeline management
* No longer abuse event arguments for pipeline information. * Store pipeline information as entities/components. Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
5714a60108
commit
16a895240d
8 changed files with 486 additions and 377 deletions
|
|
@ -5,7 +5,7 @@ const assets = @import("assets");
|
|||
const mach = @import("mach");
|
||||
const core = mach.core;
|
||||
const gpu = mach.gpu;
|
||||
const Sprite = mach.gfx.Sprite;
|
||||
const gfx = mach.gfx;
|
||||
const math = mach.math;
|
||||
|
||||
const vec2 = math.vec2;
|
||||
|
|
@ -28,6 +28,7 @@ sprites: usize,
|
|||
rand: std.rand.DefaultPrng,
|
||||
time: f32,
|
||||
allocator: std.mem.Allocator,
|
||||
pipeline: mach.EntityID,
|
||||
|
||||
const d0 = 0.000001;
|
||||
|
||||
|
|
@ -49,13 +50,10 @@ pub const global_events = .{
|
|||
.tick = .{ .handler = tick },
|
||||
};
|
||||
|
||||
pub const Pipeline = enum(u32) {
|
||||
default,
|
||||
};
|
||||
|
||||
fn init(
|
||||
engine: *mach.Engine.Mod,
|
||||
sprite_mod: *Sprite.Mod,
|
||||
sprite_mod: *gfx.Sprite.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
game: *Mod,
|
||||
) !void {
|
||||
// The Mach .core is where we set window options, etc.
|
||||
|
|
@ -65,18 +63,19 @@ fn init(
|
|||
// namespace, e.g. the `.mach_gfx_sprite` module could have a 3D `.location` component with a different
|
||||
// type than the `.physics2d` module's `.location` component if you desire.
|
||||
|
||||
// Create a sprite rendering pipeline
|
||||
const allocator = gpa.allocator();
|
||||
const pipeline = try engine.newEntity();
|
||||
try sprite_pipeline.set(pipeline, .texture, try loadTexture(engine, allocator));
|
||||
sprite_pipeline.send(.update, .{});
|
||||
|
||||
// Create our player sprite
|
||||
const player = try engine.newEntity();
|
||||
try sprite_mod.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
|
||||
try sprite_mod.set(player, .size, vec2(32, 32));
|
||||
try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
|
||||
try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
|
||||
|
||||
const allocator = gpa.allocator();
|
||||
sprite_mod.send(.init_pipeline, .{Sprite.PipelineOptions{
|
||||
.pipeline = @intFromEnum(Pipeline.default),
|
||||
.texture = try loadTexture(engine, allocator),
|
||||
}});
|
||||
sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
|
||||
try sprite_mod.set(player, .pipeline, pipeline);
|
||||
sprite_mod.send(.update, .{});
|
||||
|
||||
game.init(.{
|
||||
.timer = try mach.Timer.start(),
|
||||
|
|
@ -88,12 +87,14 @@ fn init(
|
|||
.rand = std.rand.DefaultPrng.init(1337),
|
||||
.time = 0,
|
||||
.allocator = allocator,
|
||||
.pipeline = pipeline,
|
||||
});
|
||||
}
|
||||
|
||||
fn tick(
|
||||
engine: *mach.Engine.Mod,
|
||||
sprite_mod: *Sprite.Mod,
|
||||
sprite_mod: *gfx.Sprite.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
game: *Mod,
|
||||
) !void {
|
||||
// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
|
||||
|
|
@ -143,7 +144,7 @@ fn tick(
|
|||
try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
|
||||
try sprite_mod.set(new_entity, .size, vec2(32, 32));
|
||||
try sprite_mod.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
|
||||
try sprite_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.default));
|
||||
try sprite_mod.set(new_entity, .pipeline, game.state().pipeline);
|
||||
game.state().sprites += 1;
|
||||
}
|
||||
}
|
||||
|
|
@ -181,14 +182,15 @@ fn tick(
|
|||
player_pos.v[0] += direction.x() * speed * delta_time;
|
||||
player_pos.v[1] += direction.y() * speed * delta_time;
|
||||
try sprite_mod.set(game.state().player, .transform, Mat4x4.translate(player_pos));
|
||||
sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
|
||||
sprite_mod.send(.update, .{});
|
||||
|
||||
// Perform pre-render work
|
||||
sprite_mod.send(.pre_render, .{@intFromEnum(Pipeline.default)});
|
||||
sprite_pipeline.send(.pre_render, .{});
|
||||
|
||||
// Render a frame
|
||||
engine.send(.begin_pass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
|
||||
sprite_mod.send(.render, .{@intFromEnum(Pipeline.default)});
|
||||
|
||||
sprite_pipeline.send(.render, .{});
|
||||
engine.send(.end_pass, .{});
|
||||
engine.send(.frame_done, .{}); // Present the frame
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue