diff --git a/build.zig b/build.zig index cd4cb2c1..e772b80b 100644 --- a/build.zig +++ b/build.zig @@ -79,7 +79,7 @@ pub fn build(b: *std.Build) !void { // .{ .name = "hardware-check", .deps = &.{ .assets, .zigimg } }, .{ .name = "piano", .deps = &.{} }, .{ .name = "play-opus", .deps = &.{.assets} }, - // .{ .name = "sprite", .deps = &.{ .zigimg, .assets } }, + .{ .name = "sprite", .deps = &.{ .zigimg, .assets } }, // .{ .name = "text", .deps = &.{.assets} }, }; diff --git a/examples/sprite/App.zig b/examples/sprite/App.zig index 517e3f44..155d536b 100644 --- a/examples/sprite/App.zig +++ b/examples/sprite/App.zig @@ -1,4 +1,3 @@ -// TODO(important): review all code in this file in-depth const std = @import("std"); const zigimg = @import("zigimg"); const assets = @import("assets"); @@ -18,90 +17,89 @@ const App = @This(); pub const mach_module = .app; -pub const mach_systems = .{ .start, .init, .deinit, .tick, .end_frame }; +pub const mach_systems = .{ .main, .init, .tick, .deinit }; -// TODO: banish global allocator -var gpa = std.heap.GeneralPurposeAllocator(.{}){}; +pub const main = mach.schedule(.{ + .{ mach.Core, .init }, + .{ App, .init }, + .{ mach.Core, .main }, +}); +allocator: std.mem.Allocator, +window: mach.ObjectID, timer: mach.time.Timer, -player: mach.EntityID, -direction: Vec2 = vec2(0, 0), -spawning: bool = false, spawn_timer: mach.time.Timer, fps_timer: mach.time.Timer, -frame_count: usize, -sprites: usize, rand: std.Random.DefaultPrng, -time: f32, -allocator: std.mem.Allocator, -pipeline: mach.EntityID, -frame_encoder: *gpu.CommandEncoder = undefined, -frame_render_pass: *gpu.RenderPassEncoder = undefined, -fn deinit(sprite_pipeline: *gfx.SpritePipeline.Mod) !void { - sprite_pipeline.schedule(.deinit); -} +frame_count: usize = 0, +sprites: usize = 0, +time: f32 = 0, +direction: Vec2 = vec2(0, 0), +spawning: bool = false, +player_id: mach.ObjectID = undefined, +pipeline_id: mach.ObjectID = undefined, -fn start( +pub fn init( core: *mach.Core, - sprite_pipeline: *gfx.SpritePipeline.Mod, - app: *App, -) !void { - core.schedule(.init); - sprite_pipeline.schedule(.init); - app.schedule(.init); -} - -fn init( - entities: *mach.Entities.Mod, - core: *mach.Core, - sprite: *gfx.Sprite.Mod, - sprite_pipeline: *gfx.SpritePipeline.Mod, app: *App, app_mod: mach.Mod(App), + sprite: *gfx.Sprite, ) !void { + _ = sprite; // autofix core.on_tick = app_mod.id.tick; core.on_exit = app_mod.id.deinit; - // 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 - // type than the `.physics2d` module's `.location` component if you desire. + const window = try core.windows.new(.{ + .title = "gfx.Sprite", + }); - // Create a sprite rendering pipeline - const allocator = gpa.allocator(); - const pipeline = try entities.new(); - try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator)); - sprite_pipeline.schedule(.update); + // TODO(allocator): find a better way to get an allocator here + const allocator = std.heap.c_allocator; - // Create our player sprite - const player = try entities.new(); - try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0))); - try sprite.set(player, .size, vec2(32, 32)); - try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0))); - try sprite.set(player, .pipeline, pipeline); - sprite.schedule(.update); - - app.init(.{ + app.* = .{ + .allocator = allocator, + .window = window, .timer = try mach.time.Timer.start(), .spawn_timer = try mach.time.Timer.start(), - .player = player, .fps_timer = try mach.time.Timer.start(), - .frame_count = 0, - .sprites = 0, .rand = std.Random.DefaultPrng.init(1337), - .time = 0, - .allocator = allocator, - .pipeline = pipeline, - }); + }; } -fn tick( - entities: *mach.Entities.Mod, +fn setupPipeline( core: *mach.Core, - sprite: *gfx.Sprite.Mod, - sprite_pipeline: *gfx.SpritePipeline.Mod, app: *App, + sprite: *gfx.Sprite, + window_id: mach.ObjectID, ) !void { + const window = core.windows.getValue(window_id); + + // Create a sprite rendering pipeline + app.pipeline_id = try sprite.pipelines.new(.{ + .window = window_id, + .render_pass = undefined, + .texture = try loadTexture(window.device, window.queue, app.allocator), + }); + + // Create our player sprite + app.player_id = try sprite.sprites.new(.{ + .transform = Mat4x4.translate(vec3(-0.02, 0, 0)), + .size = vec2(32, 32), + .uv_transform = Mat3x3.translate(vec2(0, 0)), + }); + // Attach the sprite to our sprite rendering pipeline. + try sprite.pipelines.setParent(app.player_id, app.pipeline_id); +} + +pub fn tick( + core: *mach.Core, + app: *App, + sprite: *gfx.Sprite, + sprite_mod: mach.Mod(gfx.Sprite), +) !void { + const label = @tagName(mach_module) ++ ".tick"; + var direction = app.direction; var spawning = app.spawning; while (core.nextEvent()) |event| { @@ -126,6 +124,7 @@ fn tick( else => {}, } }, + .window_open => |ev| try setupPipeline(core, app, sprite, ev.window_id), .close => core.exit(), else => {}, } @@ -133,8 +132,9 @@ fn tick( app.direction = direction; app.spawning = spawning; - var player_transform = sprite.get(app.player, .transform).?; - var player_pos = player_transform.translation(); + var player = sprite.sprites.getValue(app.player_id); + defer sprite.sprites.setValue(app.player_id, player); + var player_pos = player.transform.translation(); if (spawning and app.spawn_timer.read() > 1.0 / 60.0) { // Spawn new entities _ = app.spawn_timer.lap(); @@ -143,11 +143,12 @@ fn tick( 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.pipeline); + const new_sprite_id = try sprite.sprites.new(.{ + .transform = Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))), + .size = vec2(32, 32), + .uv_transform = Mat3x3.translate(vec2(0, 0)), + }); + try sprite.pipelines.setParent(new_sprite_id, app.pipeline_id); app.sprites += 1; } } @@ -155,22 +156,20 @@ fn tick( // Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate. const delta_time = app.timer.lap(); - // Rotate entities - var q = try entities.query(.{ - .transforms = gfx.Sprite.Mod.write(.transform), - }); - while (q.next()) |v| { - for (v.transforms) |*entity_transform| { - const location = entity_transform.*.translation(); - // var transform = entity_transform.mul(&Mat4x4.translate(-location)); - // transform = mat.rotateZ(0.3 * delta_time).mul(&transform); - // 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.time)); - transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.time / 2.0), 0.5))); - entity_transform.* = transform; - } + // Rotate all sprites in the pipeline. + var pipeline_children = try sprite.pipelines.getChildren(app.pipeline_id); + defer pipeline_children.deinit(); + for (pipeline_children.items) |sprite_id| { + if (!sprite.sprites.is(sprite_id)) continue; + if (sprite_id == app.player_id) continue; // don't rotate the player + var s = sprite.sprites.getValue(sprite_id); + defer sprite.sprites.setValue(sprite_id, s); + const location = s.transform.translation(); + var transform = Mat4x4.ident; + transform = transform.mul(&Mat4x4.translate(location)); + transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time)); + transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.time / 2.0), 0.5))); + s.transform = transform; } // Calculate the player position, by moving in the direction the player wants to go @@ -178,21 +177,19 @@ 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.player, .transform, Mat4x4.translate(player_pos)); - sprite.schedule(.update); + player.transform = Mat4x4.translate(player_pos); - // Perform pre-render work - sprite_pipeline.schedule(.pre_render); - - // Create a command encoder for this frame - const label = @tagName(mach_module) ++ ".tick"; - app.frame_encoder = core.device.createCommandEncoder(&.{ .label = label }); + const window = core.windows.getValue(app.window); // Grab the back buffer of the swapchain // TODO(Core) - const back_buffer_view = core.swap_chain.getCurrentTextureView().?; + const back_buffer_view = window.swap_chain.getCurrentTextureView().?; defer back_buffer_view.release(); + // Create a command encoder + const encoder = window.device.createCommandEncoder(&.{ .label = label }); + defer encoder.release(); + // Begin render pass const sky_blue = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 }; const color_attachments = [_]gpu.RenderPassColorAttachment{.{ @@ -201,50 +198,48 @@ fn tick( .load_op = .clear, .store_op = .store, }}; - app.frame_render_pass = app.frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{ + const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{ .label = label, .color_attachments = &color_attachments, })); - // Render our sprite batch - sprite_pipeline.state().render_pass = app.frame_render_pass; - sprite_pipeline.schedule(.render); + // Render sprites + sprite.pipelines.set(app.pipeline_id, .render_pass, render_pass); + sprite_mod.call(.tick); - // Finish the frame once rendering is done. - app.schedule(.end_frame); + // Finish render pass + render_pass.end(); + var command = encoder.finish(&.{ .label = label }); + window.queue.submit(&[_]*gpu.CommandBuffer{command}); + command.release(); + render_pass.release(); + // TODO(object): window-title + // // Every second, update the window title with the FPS + // if (app.fps_timer.read() >= 1.0) { + // try core.printTitle( + // core.main_window, + // "sprite [ FPS: {d} ] [ Sprites: {d} ]", + // .{ app.frame_count, app.sprites }, + // ); + // core.schedule(.update); + // app.fps_timer.reset(); + // app.frame_count = 0; + // } + app.frame_count += 1; app.time += delta_time; } -fn endFrame(app: *App, core: *mach.Core) !void { - // Finish render pass - 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.frame_encoder.release(); - app.frame_render_pass.release(); - - // Every second, update the window title with the FPS - if (app.fps_timer.read() >= 1.0) { - try core.printTitle( - core.main_window, - "sprite [ FPS: {d} ] [ Sprites: {d} ]", - .{ app.frame_count, app.sprites }, - ); - core.schedule(.update); - app.fps_timer.reset(); - app.frame_count = 0; - } - app.frame_count += 1; +pub fn deinit( + app: *App, + sprite: *gfx.Sprite, +) void { + // Cleanup here, if desired. + sprite.sprites.delete(app.player_id); } -// TODO: move this helper into gfx module -fn loadTexture(core: *mach.Core, allocator: std.mem.Allocator) !*gpu.Texture { - const device = core.device; - const queue = core.queue; - +// TODO(sprite): don't require users to copy / write this helper themselves +fn loadTexture(device: *gpu.Device, queue: *gpu.Queue, allocator: std.mem.Allocator) !*gpu.Texture { // Load the image from memory var img = try zigimg.Image.fromMemory(allocator, assets.sprites_sheet_png); defer img.deinit(); diff --git a/examples/sprite/main.zig b/examples/sprite/main.zig index a91affae..5fdad364 100644 --- a/examples/sprite/main.zig +++ b/examples/sprite/main.zig @@ -4,7 +4,7 @@ const mach = @import("mach"); // The set of Mach modules our application may use. const Modules = mach.Modules(.{ mach.Core, - mach.gfx.sprite_modules, + mach.gfx.Sprite, @import("App.zig"), });