mach: introduce cross platform Timer abstraction
This Timer uses std.time.Timer as backing timer in native platforms, and will use custom timers for special platforms (wasm, android?, ios?). Unlike std.time.Timer, its primary API is focused on floats. Also meant to provides some convenient functions alongside base ones. Follows std.time.Timer API, but methods by default return f32 i.e non-precise variant with precise variants available returning u64.
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9 changed files with 63 additions and 20 deletions
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@ -12,7 +12,7 @@ const UniformBufferObject = struct {
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mat: zm.Mat,
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};
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var timer: std.time.Timer = undefined;
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var timer: mach.Timer = undefined;
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pipeline: gpu.RenderPipeline,
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queue: gpu.Queue,
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@ -21,7 +21,7 @@ uniform_buffer: gpu.Buffer,
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bind_group: gpu.BindGroup,
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pub fn init(app: *App, engine: *mach.Engine) !void {
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timer = try std.time.Timer.start();
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timer = try mach.Timer.start();
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// TODO: higher level input handlers
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engine.core.setKeyCallback(struct {
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@ -173,7 +173,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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};
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{
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const time = @intToFloat(f32, timer.read()) / @as(f32, std.time.ns_per_s);
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const time = timer.read();
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const model = zm.mul(zm.rotationX(time * (std.math.pi / 2.0)), zm.rotationZ(time * (std.math.pi / 2.0)));
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const view = zm.lookAtRh(
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zm.f32x4(0, 4, 2, 1),
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