examples: sprite example working with object system

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-12-26 11:52:32 -07:00
parent 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 {
// .{ .name = "hardware-check", .deps = &.{ .assets, .zigimg } }, // .{ .name = "hardware-check", .deps = &.{ .assets, .zigimg } },
.{ .name = "piano", .deps = &.{} }, .{ .name = "piano", .deps = &.{} },
.{ .name = "play-opus", .deps = &.{.assets} }, .{ .name = "play-opus", .deps = &.{.assets} },
// .{ .name = "sprite", .deps = &.{ .zigimg, .assets } }, .{ .name = "sprite", .deps = &.{ .zigimg, .assets } },
// .{ .name = "text", .deps = &.{.assets} }, // .{ .name = "text", .deps = &.{.assets} },
}; };

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@ -1,4 +1,3 @@
// TODO(important): review all code in this file in-depth
const std = @import("std"); const std = @import("std");
const zigimg = @import("zigimg"); const zigimg = @import("zigimg");
const assets = @import("assets"); const assets = @import("assets");
@ -18,90 +17,89 @@ const App = @This();
pub const mach_module = .app; 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 pub const main = mach.schedule(.{
var gpa = std.heap.GeneralPurposeAllocator(.{}){}; .{ mach.Core, .init },
.{ App, .init },
.{ mach.Core, .main },
});
allocator: std.mem.Allocator,
window: mach.ObjectID,
timer: mach.time.Timer, timer: mach.time.Timer,
player: mach.EntityID,
direction: Vec2 = vec2(0, 0),
spawning: bool = false,
spawn_timer: mach.time.Timer, spawn_timer: mach.time.Timer,
fps_timer: mach.time.Timer, fps_timer: mach.time.Timer,
frame_count: usize,
sprites: usize,
rand: std.Random.DefaultPrng, 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 { frame_count: usize = 0,
sprite_pipeline.schedule(.deinit); 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, 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: *App,
app_mod: mach.Mod(App), app_mod: mach.Mod(App),
sprite: *gfx.Sprite,
) !void { ) !void {
_ = sprite; // autofix
core.on_tick = app_mod.id.tick; core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit; core.on_exit = app_mod.id.deinit;
// We can create entities, and set components on them. Note that components live in a module const window = try core.windows.new(.{
// namespace, e.g. the `.mach_gfx_sprite` module could have a 3D `.location` component with a different .title = "gfx.Sprite",
// type than the `.physics2d` module's `.location` component if you desire. });
// Create a sprite rendering pipeline // TODO(allocator): find a better way to get an allocator here
const allocator = gpa.allocator(); const allocator = std.heap.c_allocator;
const pipeline = try entities.new();
try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
sprite_pipeline.schedule(.update);
// Create our player sprite app.* = .{
const player = try entities.new(); .allocator = allocator,
try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0))); .window = window,
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(.{
.timer = try mach.time.Timer.start(), .timer = try mach.time.Timer.start(),
.spawn_timer = try mach.time.Timer.start(), .spawn_timer = try mach.time.Timer.start(),
.player = player,
.fps_timer = try mach.time.Timer.start(), .fps_timer = try mach.time.Timer.start(),
.frame_count = 0,
.sprites = 0,
.rand = std.Random.DefaultPrng.init(1337), .rand = std.Random.DefaultPrng.init(1337),
.time = 0, };
.allocator = allocator,
.pipeline = pipeline,
});
} }
fn tick( fn setupPipeline(
entities: *mach.Entities.Mod,
core: *mach.Core, core: *mach.Core,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
app: *App, app: *App,
sprite: *gfx.Sprite,
window_id: mach.ObjectID,
) !void { ) !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 direction = app.direction;
var spawning = app.spawning; var spawning = app.spawning;
while (core.nextEvent()) |event| { while (core.nextEvent()) |event| {
@ -126,6 +124,7 @@ fn tick(
else => {}, else => {},
} }
}, },
.window_open => |ev| try setupPipeline(core, app, sprite, ev.window_id),
.close => core.exit(), .close => core.exit(),
else => {}, else => {},
} }
@ -133,8 +132,9 @@ fn tick(
app.direction = direction; app.direction = direction;
app.spawning = spawning; app.spawning = spawning;
var player_transform = sprite.get(app.player, .transform).?; var player = sprite.sprites.getValue(app.player_id);
var player_pos = player_transform.translation(); 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) { if (spawning and app.spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities // Spawn new entities
_ = app.spawn_timer.lap(); _ = app.spawn_timer.lap();
@ -143,11 +143,12 @@ fn tick(
new_pos.v[0] += app.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; new_pos.v[1] += app.rand.random().floatNorm(f32) * 25;
const new_entity = try entities.new(); const new_sprite_id = try sprite.sprites.new(.{
try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3)))); .transform = Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))),
try sprite.set(new_entity, .size, vec2(32, 32)); .size = vec2(32, 32),
try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0))); .uv_transform = Mat3x3.translate(vec2(0, 0)),
try sprite.set(new_entity, .pipeline, app.pipeline); });
try sprite.pipelines.setParent(new_sprite_id, app.pipeline_id);
app.sprites += 1; 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. // Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
const delta_time = app.timer.lap(); const delta_time = app.timer.lap();
// Rotate entities // Rotate all sprites in the pipeline.
var q = try entities.query(.{ var pipeline_children = try sprite.pipelines.getChildren(app.pipeline_id);
.transforms = gfx.Sprite.Mod.write(.transform), defer pipeline_children.deinit();
}); for (pipeline_children.items) |sprite_id| {
while (q.next()) |v| { if (!sprite.sprites.is(sprite_id)) continue;
for (v.transforms) |*entity_transform| { if (sprite_id == app.player_id) continue; // don't rotate the player
const location = entity_transform.*.translation(); var s = sprite.sprites.getValue(sprite_id);
// var transform = entity_transform.mul(&Mat4x4.translate(-location)); defer sprite.sprites.setValue(sprite_id, s);
// transform = mat.rotateZ(0.3 * delta_time).mul(&transform); const location = s.transform.translation();
// transform = transform.mul(&Mat4x4.translate(location)); var transform = Mat4x4.ident;
var transform = Mat4x4.ident; transform = transform.mul(&Mat4x4.translate(location));
transform = transform.mul(&Mat4x4.translate(location)); transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time)); transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.time / 2.0), 0.5)));
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.time / 2.0), 0.5))); s.transform = transform;
entity_transform.* = transform;
}
} }
// Calculate the player position, by moving in the direction the player wants to go // Calculate the player position, by moving in the direction the player wants to go
@ -178,21 +177,19 @@ fn tick(
const speed = 200.0; const speed = 200.0;
player_pos.v[0] += direction.x() * speed * delta_time; player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time; player_pos.v[1] += direction.y() * speed * delta_time;
try sprite.set(app.player, .transform, Mat4x4.translate(player_pos)); player.transform = Mat4x4.translate(player_pos);
sprite.schedule(.update);
// Perform pre-render work const window = core.windows.getValue(app.window);
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 });
// Grab the back buffer of the swapchain // Grab the back buffer of the swapchain
// TODO(Core) // TODO(Core)
const back_buffer_view = core.swap_chain.getCurrentTextureView().?; const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release(); defer back_buffer_view.release();
// Create a command encoder
const encoder = window.device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Begin render pass // Begin render pass
const sky_blue = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 }; const sky_blue = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
const color_attachments = [_]gpu.RenderPassColorAttachment{.{ const color_attachments = [_]gpu.RenderPassColorAttachment{.{
@ -201,50 +198,48 @@ fn tick(
.load_op = .clear, .load_op = .clear,
.store_op = .store, .store_op = .store,
}}; }};
app.frame_render_pass = app.frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{ const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label, .label = label,
.color_attachments = &color_attachments, .color_attachments = &color_attachments,
})); }));
// Render our sprite batch // Render sprites
sprite_pipeline.state().render_pass = app.frame_render_pass; sprite.pipelines.set(app.pipeline_id, .render_pass, render_pass);
sprite_pipeline.schedule(.render); sprite_mod.call(.tick);
// Finish the frame once rendering is done. // Finish render pass
app.schedule(.end_frame); 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; app.time += delta_time;
} }
fn endFrame(app: *App, core: *mach.Core) !void { pub fn deinit(
// Finish render pass app: *App,
app.frame_render_pass.end(); sprite: *gfx.Sprite,
const label = @tagName(mach_module) ++ ".endFrame"; ) void {
var command = app.frame_encoder.finish(&.{ .label = label }); // Cleanup here, if desired.
core.queue.submit(&[_]*gpu.CommandBuffer{command}); sprite.sprites.delete(app.player_id);
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;
} }
// TODO: move this helper into gfx module // TODO(sprite): don't require users to copy / write this helper themselves
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();

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@ -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"),
}); });