examples: sprite example working with object system
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
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47a8a0d98c
commit
2529515cd8
3 changed files with 121 additions and 126 deletions
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@ -79,7 +79,7 @@ pub fn build(b: *std.Build) !void {
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// .{ .name = "hardware-check", .deps = &.{ .assets, .zigimg } },
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// .{ .name = "hardware-check", .deps = &.{ .assets, .zigimg } },
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.{ .name = "piano", .deps = &.{} },
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.{ .name = "piano", .deps = &.{} },
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.{ .name = "play-opus", .deps = &.{.assets} },
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.{ .name = "play-opus", .deps = &.{.assets} },
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// .{ .name = "sprite", .deps = &.{ .zigimg, .assets } },
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.{ .name = "sprite", .deps = &.{ .zigimg, .assets } },
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// .{ .name = "text", .deps = &.{.assets} },
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// .{ .name = "text", .deps = &.{.assets} },
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};
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};
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@ -1,4 +1,3 @@
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// TODO(important): review all code in this file in-depth
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const std = @import("std");
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const std = @import("std");
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const zigimg = @import("zigimg");
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const zigimg = @import("zigimg");
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const assets = @import("assets");
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const assets = @import("assets");
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@ -18,90 +17,89 @@ const App = @This();
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pub const mach_module = .app;
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pub const mach_module = .app;
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pub const mach_systems = .{ .start, .init, .deinit, .tick, .end_frame };
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pub const mach_systems = .{ .main, .init, .tick, .deinit };
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// TODO: banish global allocator
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pub const main = mach.schedule(.{
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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.{ mach.Core, .init },
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.{ App, .init },
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.{ mach.Core, .main },
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});
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allocator: std.mem.Allocator,
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window: mach.ObjectID,
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timer: mach.time.Timer,
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timer: mach.time.Timer,
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player: mach.EntityID,
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direction: Vec2 = vec2(0, 0),
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spawning: bool = false,
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spawn_timer: mach.time.Timer,
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spawn_timer: mach.time.Timer,
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fps_timer: mach.time.Timer,
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fps_timer: mach.time.Timer,
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frame_count: usize,
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sprites: usize,
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rand: std.Random.DefaultPrng,
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rand: std.Random.DefaultPrng,
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time: f32,
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allocator: std.mem.Allocator,
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pipeline: mach.EntityID,
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frame_encoder: *gpu.CommandEncoder = undefined,
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frame_render_pass: *gpu.RenderPassEncoder = undefined,
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fn deinit(sprite_pipeline: *gfx.SpritePipeline.Mod) !void {
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frame_count: usize = 0,
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sprite_pipeline.schedule(.deinit);
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sprites: usize = 0,
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}
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time: f32 = 0,
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direction: Vec2 = vec2(0, 0),
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spawning: bool = false,
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player_id: mach.ObjectID = undefined,
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pipeline_id: mach.ObjectID = undefined,
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fn start(
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pub fn init(
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core: *mach.Core,
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core: *mach.Core,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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app: *App,
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) !void {
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core.schedule(.init);
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sprite_pipeline.schedule(.init);
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app.schedule(.init);
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}
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fn init(
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entities: *mach.Entities.Mod,
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core: *mach.Core,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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app: *App,
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app: *App,
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app_mod: mach.Mod(App),
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app_mod: mach.Mod(App),
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sprite: *gfx.Sprite,
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) !void {
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) !void {
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_ = sprite; // autofix
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core.on_tick = app_mod.id.tick;
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core.on_tick = app_mod.id.tick;
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core.on_exit = app_mod.id.deinit;
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core.on_exit = app_mod.id.deinit;
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// We can create entities, and set components on them. Note that components live in a module
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const window = try core.windows.new(.{
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// namespace, e.g. the `.mach_gfx_sprite` module could have a 3D `.location` component with a different
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.title = "gfx.Sprite",
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// type than the `.physics2d` module's `.location` component if you desire.
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});
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// Create a sprite rendering pipeline
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// TODO(allocator): find a better way to get an allocator here
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const allocator = gpa.allocator();
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const allocator = std.heap.c_allocator;
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const pipeline = try entities.new();
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try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
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sprite_pipeline.schedule(.update);
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// Create our player sprite
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app.* = .{
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const player = try entities.new();
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.allocator = allocator,
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try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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.window = window,
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try sprite.set(player, .size, vec2(32, 32));
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try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite.set(player, .pipeline, pipeline);
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sprite.schedule(.update);
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app.init(.{
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.timer = try mach.time.Timer.start(),
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.timer = try mach.time.Timer.start(),
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.spawn_timer = try mach.time.Timer.start(),
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.spawn_timer = try mach.time.Timer.start(),
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.player = player,
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.fps_timer = try mach.time.Timer.start(),
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.fps_timer = try mach.time.Timer.start(),
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.frame_count = 0,
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.sprites = 0,
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.rand = std.Random.DefaultPrng.init(1337),
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.rand = std.Random.DefaultPrng.init(1337),
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.time = 0,
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};
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.allocator = allocator,
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.pipeline = pipeline,
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});
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}
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}
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fn tick(
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fn setupPipeline(
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entities: *mach.Entities.Mod,
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core: *mach.Core,
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core: *mach.Core,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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app: *App,
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app: *App,
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sprite: *gfx.Sprite,
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window_id: mach.ObjectID,
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) !void {
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) !void {
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const window = core.windows.getValue(window_id);
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// Create a sprite rendering pipeline
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app.pipeline_id = try sprite.pipelines.new(.{
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.window = window_id,
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.render_pass = undefined,
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.texture = try loadTexture(window.device, window.queue, app.allocator),
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});
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// Create our player sprite
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app.player_id = try sprite.sprites.new(.{
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.transform = Mat4x4.translate(vec3(-0.02, 0, 0)),
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.size = vec2(32, 32),
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.uv_transform = Mat3x3.translate(vec2(0, 0)),
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});
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// Attach the sprite to our sprite rendering pipeline.
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try sprite.pipelines.setParent(app.player_id, app.pipeline_id);
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}
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pub fn tick(
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core: *mach.Core,
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app: *App,
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sprite: *gfx.Sprite,
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sprite_mod: mach.Mod(gfx.Sprite),
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) !void {
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const label = @tagName(mach_module) ++ ".tick";
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var direction = app.direction;
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var direction = app.direction;
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var spawning = app.spawning;
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var spawning = app.spawning;
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while (core.nextEvent()) |event| {
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while (core.nextEvent()) |event| {
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@ -126,6 +124,7 @@ fn tick(
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else => {},
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else => {},
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}
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}
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},
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},
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.window_open => |ev| try setupPipeline(core, app, sprite, ev.window_id),
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.close => core.exit(),
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.close => core.exit(),
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else => {},
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else => {},
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}
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}
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@ -133,8 +132,9 @@ fn tick(
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app.direction = direction;
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app.direction = direction;
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app.spawning = spawning;
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app.spawning = spawning;
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var player_transform = sprite.get(app.player, .transform).?;
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var player = sprite.sprites.getValue(app.player_id);
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var player_pos = player_transform.translation();
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defer sprite.sprites.setValue(app.player_id, player);
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var player_pos = player.transform.translation();
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if (spawning and app.spawn_timer.read() > 1.0 / 60.0) {
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if (spawning and app.spawn_timer.read() > 1.0 / 60.0) {
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// Spawn new entities
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// Spawn new entities
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_ = app.spawn_timer.lap();
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_ = app.spawn_timer.lap();
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@ -143,11 +143,12 @@ fn tick(
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new_pos.v[0] += app.rand.random().floatNorm(f32) * 25;
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new_pos.v[0] += app.rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += app.rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += app.rand.random().floatNorm(f32) * 25;
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const new_entity = try entities.new();
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const new_sprite_id = try sprite.sprites.new(.{
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
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.transform = Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))),
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try sprite.set(new_entity, .size, vec2(32, 32));
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.size = vec2(32, 32),
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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.uv_transform = Mat3x3.translate(vec2(0, 0)),
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try sprite.set(new_entity, .pipeline, app.pipeline);
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});
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try sprite.pipelines.setParent(new_sprite_id, app.pipeline_id);
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app.sprites += 1;
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app.sprites += 1;
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}
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}
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}
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}
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// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
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// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
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const delta_time = app.timer.lap();
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const delta_time = app.timer.lap();
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// Rotate entities
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// Rotate all sprites in the pipeline.
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var q = try entities.query(.{
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var pipeline_children = try sprite.pipelines.getChildren(app.pipeline_id);
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.transforms = gfx.Sprite.Mod.write(.transform),
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defer pipeline_children.deinit();
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});
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for (pipeline_children.items) |sprite_id| {
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while (q.next()) |v| {
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if (!sprite.sprites.is(sprite_id)) continue;
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for (v.transforms) |*entity_transform| {
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if (sprite_id == app.player_id) continue; // don't rotate the player
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const location = entity_transform.*.translation();
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var s = sprite.sprites.getValue(sprite_id);
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// var transform = entity_transform.mul(&Mat4x4.translate(-location));
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defer sprite.sprites.setValue(sprite_id, s);
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// transform = mat.rotateZ(0.3 * delta_time).mul(&transform);
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const location = s.transform.translation();
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// transform = transform.mul(&Mat4x4.translate(location));
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var transform = Mat4x4.ident;
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var transform = Mat4x4.ident;
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transform = transform.mul(&Mat4x4.translate(location));
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transform = transform.mul(&Mat4x4.translate(location));
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transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time));
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transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time));
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transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.time / 2.0), 0.5)));
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transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.time / 2.0), 0.5)));
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entity_transform.* = transform;
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s.transform = transform;
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}
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}
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}
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// Calculate the player position, by moving in the direction the player wants to go
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// Calculate the player position, by moving in the direction the player wants to go
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const speed = 200.0;
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const speed = 200.0;
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player_pos.v[0] += direction.x() * speed * delta_time;
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player_pos.v[0] += direction.x() * speed * delta_time;
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player_pos.v[1] += direction.y() * speed * delta_time;
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player_pos.v[1] += direction.y() * speed * delta_time;
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try sprite.set(app.player, .transform, Mat4x4.translate(player_pos));
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player.transform = Mat4x4.translate(player_pos);
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sprite.schedule(.update);
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// Perform pre-render work
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const window = core.windows.getValue(app.window);
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sprite_pipeline.schedule(.pre_render);
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// Create a command encoder for this frame
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const label = @tagName(mach_module) ++ ".tick";
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app.frame_encoder = core.device.createCommandEncoder(&.{ .label = label });
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// Grab the back buffer of the swapchain
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// Grab the back buffer of the swapchain
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// TODO(Core)
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// TODO(Core)
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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defer back_buffer_view.release();
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// Create a command encoder
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const encoder = window.device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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// Begin render pass
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// Begin render pass
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const sky_blue = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
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const sky_blue = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
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const color_attachments = [_]gpu.RenderPassColorAttachment{.{
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const color_attachments = [_]gpu.RenderPassColorAttachment{.{
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.load_op = .clear,
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.load_op = .clear,
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.store_op = .store,
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.store_op = .store,
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}};
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}};
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app.frame_render_pass = app.frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
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const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
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.label = label,
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.label = label,
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.color_attachments = &color_attachments,
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.color_attachments = &color_attachments,
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}));
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}));
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// Render our sprite batch
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// Render sprites
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sprite_pipeline.state().render_pass = app.frame_render_pass;
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sprite.pipelines.set(app.pipeline_id, .render_pass, render_pass);
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sprite_pipeline.schedule(.render);
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sprite_mod.call(.tick);
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// Finish the frame once rendering is done.
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// Finish render pass
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app.schedule(.end_frame);
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render_pass.end();
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var command = encoder.finish(&.{ .label = label });
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window.queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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render_pass.release();
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// TODO(object): window-title
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// // Every second, update the window title with the FPS
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// if (app.fps_timer.read() >= 1.0) {
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// try core.printTitle(
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// core.main_window,
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// "sprite [ FPS: {d} ] [ Sprites: {d} ]",
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// .{ app.frame_count, app.sprites },
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// );
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// core.schedule(.update);
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// app.fps_timer.reset();
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// app.frame_count = 0;
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// }
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app.frame_count += 1;
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app.time += delta_time;
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app.time += delta_time;
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}
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}
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fn endFrame(app: *App, core: *mach.Core) !void {
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pub fn deinit(
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// Finish render pass
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app: *App,
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app.frame_render_pass.end();
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sprite: *gfx.Sprite,
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const label = @tagName(mach_module) ++ ".endFrame";
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) void {
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var command = app.frame_encoder.finish(&.{ .label = label });
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// Cleanup here, if desired.
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core.queue.submit(&[_]*gpu.CommandBuffer{command});
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sprite.sprites.delete(app.player_id);
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command.release();
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app.frame_encoder.release();
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app.frame_render_pass.release();
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// Every second, update the window title with the FPS
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if (app.fps_timer.read() >= 1.0) {
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try core.printTitle(
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core.main_window,
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"sprite [ FPS: {d} ] [ Sprites: {d} ]",
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.{ app.frame_count, app.sprites },
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);
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core.schedule(.update);
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app.fps_timer.reset();
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app.frame_count = 0;
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}
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app.frame_count += 1;
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}
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}
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// TODO: move this helper into gfx module
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// TODO(sprite): don't require users to copy / write this helper themselves
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fn loadTexture(core: *mach.Core, allocator: std.mem.Allocator) !*gpu.Texture {
|
fn loadTexture(device: *gpu.Device, queue: *gpu.Queue, allocator: std.mem.Allocator) !*gpu.Texture {
|
||||||
const device = core.device;
|
|
||||||
const queue = core.queue;
|
|
||||||
|
|
||||||
// Load the image from memory
|
// Load the image from memory
|
||||||
var img = try zigimg.Image.fromMemory(allocator, assets.sprites_sheet_png);
|
var img = try zigimg.Image.fromMemory(allocator, assets.sprites_sheet_png);
|
||||||
defer img.deinit();
|
defer img.deinit();
|
||||||
|
|
|
||||||
|
|
@ -4,7 +4,7 @@ const mach = @import("mach");
|
||||||
// The set of Mach modules our application may use.
|
// The set of Mach modules our application may use.
|
||||||
const Modules = mach.Modules(.{
|
const Modules = mach.Modules(.{
|
||||||
mach.Core,
|
mach.Core,
|
||||||
mach.gfx.sprite_modules,
|
mach.gfx.Sprite,
|
||||||
@import("App.zig"),
|
@import("App.zig"),
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue