examples: migrate custom-renderer to mach.Core module API

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-04-08 22:57:21 -07:00 committed by Stephen Gutekanst
parent 013546b189
commit 27fd19271c
4 changed files with 32 additions and 24 deletions

View file

@ -1,6 +1,5 @@
const std = @import("std");
const mach = @import("mach");
const core = mach.core;
const math = mach.math;
const Renderer = @import("Renderer.zig");
@ -44,16 +43,16 @@ fn init(
// These are injected dependencies - as long as these modules were registered in the top-level
// of the program we can have these types injected here, letting us work with other modules in
// our program seamlessly and with a type-safe API:
engine: *mach.Engine.Mod,
core: *mach.Core.Mod,
renderer: *Renderer.Mod,
game: *Mod,
) !void {
// The Mach .core is where we set window options, etc.
// TODO(important): replace this API with something better
core.setTitle("Hello, ECS!");
mach.core.setTitle("Hello, ECS!");
// Create our player entity.
const player = try engine.newEntity();
const player = try core.newEntity();
// Give our player entity a .renderer.position and .renderer.scale component. Note that these
// are defined by the Renderer module, so we use `renderer: *Renderer.Mod` to interact with
@ -77,12 +76,12 @@ fn init(
// TODO(important): remove need for returning an error here
fn tick(
engine: *mach.Engine.Mod,
core: *mach.Core.Mod,
renderer: *Renderer.Mod,
game: *Mod,
) !void {
// TODO(important): event polling should occur in mach.Engine module and get fired as ECS event.
var iter = core.pollEvents();
// TODO(important): event polling should occur in mach.Core module and get fired as ECS event.
var iter = mach.core.pollEvents();
var direction = game.state().direction;
var spawning = game.state().spawning;
while (iter.next()) |event| {
@ -107,7 +106,7 @@ fn tick(
else => {},
}
},
.close => engine.send(.exit, .{}), // Send an event telling the engine to exit the app
.close => core.send(.exit, .{}), // Send an event telling mach to exit the app
else => {},
}
}
@ -129,7 +128,7 @@ fn tick(
_ = game.state().spawn_timer.lap(); // Reset the timer
for (0..5) |_| {
// Spawn a new entity at the same position as the player, but smaller in scale.
const new_entity = try engine.newEntity();
const new_entity = try core.newEntity();
try renderer.set(new_entity, .position, player_pos);
try renderer.set(new_entity, .scale, 1.0 / 6.0);
@ -150,7 +149,7 @@ fn tick(
// Query all the entities that have the .follower tag indicating they should follow the player.
// TODO(important): better querying API
var archetypes_iter = engine.entities.query(.{ .all = &.{
var archetypes_iter = core.entities.query(.{ .all = &.{
.{ .game = &.{.follower} },
} });
while (archetypes_iter.next()) |archetype| {
@ -164,7 +163,7 @@ fn tick(
const close_dist = 1.0 / 15.0;
var avoidance = Vec3.splat(0);
var avoidance_div: f32 = 1.0;
var archetypes_iter_2 = engine.entities.query(.{ .all = &.{
var archetypes_iter_2 = core.entities.query(.{ .all = &.{
.{ .game = &.{.follower} },
} });
while (archetypes_iter_2.next()) |archetype_2| {

View file

@ -3,7 +3,6 @@
const std = @import("std");
const mach = @import("mach");
const core = mach.core;
const gpu = mach.gpu;
const math = mach.math;
@ -40,16 +39,16 @@ const UniformBufferObject = extern struct {
};
fn init(
engine: *mach.Engine.Mod,
core: *mach.Core.Mod,
renderer: *Mod,
) !void {
const device = engine.state().device;
const device = core.state().device;
const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
// Fragment state
const blend = gpu.BlendState{};
const color_target = gpu.ColorTargetState{
.format = core.descriptor.format,
.format = mach.core.descriptor.format,
.blend = &blend,
.write_mask = gpu.ColorWriteMaskFlags.all,
};
@ -114,13 +113,13 @@ fn deinit(
}
fn tick(
engine: *mach.Engine.Mod,
core: *mach.Core.Mod,
renderer: *Mod,
) !void {
const device = engine.state().device;
const device = core.state().device;
// Begin our render pass
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.clear_value = std.mem.zeroes(gpu.Color),
@ -134,7 +133,7 @@ fn tick(
});
// Update uniform buffer
var archetypes_iter = engine.entities.query(.{ .all = &.{
var archetypes_iter = core.entities.query(.{ .all = &.{
.{ .renderer = &.{ .position, .scale } },
} });
var num_entities: usize = 0;
@ -168,6 +167,6 @@ fn tick(
renderer.state().queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
core.swap_chain.present();
mach.core.swap_chain.present();
back_buffer_view.release();
}

View file

@ -1,13 +1,23 @@
const mach = @import("mach");
const std = @import("std");
const mach = @import("mach");
const Renderer = @import("Renderer.zig");
const Game = @import("Game.zig");
// The global list of Mach modules registered for use in our application.
pub const modules = .{
mach.Engine,
mach.Core,
Renderer,
Game,
};
pub const App = mach.App;
pub const GPUInterface = mach.core.wgpu.dawn.Interface;
// TODO: move this to a mach "entrypoint" zig module
pub fn main() !void {
// Initialize mach core
try mach.core.initModule();
// Main loop
while (try mach.core.tick()) {}
}