make it clear how to use module system without mach.Core (remove mach.App)

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-08-24 21:34:35 -07:00 committed by Stephen Gutekanst
parent 7ac5bef717
commit 642cc9b7f7
20 changed files with 567 additions and 334 deletions

View file

@ -5,8 +5,8 @@ pub const name = .app;
pub const Mod = mach.Mod(@This());
pub const systems = .{
.start = .{ .handler = start },
.init = .{ .handler = init },
.after_init = .{ .handler = afterInit },
.deinit = .{ .handler = deinit },
.tick = .{ .handler = tick },
};
@ -14,17 +14,20 @@ pub const systems = .{
title_timer: mach.Timer,
pipeline: *gpu.RenderPipeline,
pub fn deinit(core: *mach.Core.Mod, game: *Mod) void {
game.state().pipeline.release();
pub fn deinit(core: *mach.Core.Mod, app: *Mod) void {
app.state().pipeline.release();
core.schedule(.deinit);
}
fn init(game: *Mod, core: *mach.Core.Mod) !void {
fn start(app: *Mod, core: *mach.Core.Mod) !void {
core.schedule(.init);
game.schedule(.after_init);
app.schedule(.init);
}
fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
fn init(app: *Mod, core: *mach.Core.Mod) !void {
core.state().on_tick = app.system(.tick);
core.state().on_exit = app.system(.deinit);
// Create our shader module
const shader_module = core.state().device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
defer shader_module.release();
@ -58,7 +61,7 @@ fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
const pipeline = core.state().device.createRenderPipeline(&pipeline_descriptor);
// Store our render pipeline in our module's state, so we can access it later on.
game.init(.{
app.init(.{
.title_timer = try mach.Timer.start(),
.pipeline = pipeline,
});
@ -67,7 +70,7 @@ fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
core.schedule(.start);
}
fn tick(core: *mach.Core.Mod, game: *Mod) !void {
fn tick(core: *mach.Core.Mod, app: *Mod) !void {
var iter = core.state().pollEvents();
while (iter.next()) |event| {
switch (event) {
@ -101,7 +104,7 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
defer render_pass.release();
// Draw
render_pass.setPipeline(game.state().pipeline);
render_pass.setPipeline(app.state().pipeline);
render_pass.draw(3, 1, 0, 0);
// Finish render pass
@ -116,8 +119,8 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
core.schedule(.present_frame);
// update the window title every second
if (game.state().title_timer.read() >= 1.0) {
game.state().title_timer.reset();
if (app.state().title_timer.read() >= 1.0) {
app.state().title_timer.reset();
try updateWindowTitle(core);
}
}

View file

@ -1,15 +1,41 @@
const std = @import("std");
const mach = @import("mach");
// The global list of Mach modules registered for use in our application.
// The global list of Mach modules our application may use.
pub const modules = .{
mach.Core,
@import("App.zig"),
};
pub fn main() !void {
// Initialize mach.Core
try mach.core.initModule();
const allocator = std.heap.c_allocator;
// Main loop
while (try mach.core.tick()) {}
// Initialize module system
try mach.mods.init(allocator);
// Schedule .app.start to run.
mach.mods.schedule(.app, .start);
// If desired, it is possible to observe when the app has finished starting by dispatching
// systems until the app has started:
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
try mach.mods.dispatchUntil(stack_space, .mach_core, .started);
// On some platforms, you can drive the mach.Core main loop yourself - but this isn't
// possible on all platforms.
if (mach.Core.supports_non_blocking) {
mach.Core.non_blocking = true;
while (mach.mods.mod.mach_core.state != .exited) {
// Execute systems until a frame has been finished.
try mach.mods.dispatchUntil(stack_space, .mach_core, .frame_finished);
}
} else {
// On platforms where you cannot control the mach.Core main loop, the .mach_core.start
// system your app schedules will block forever and the function call below will NEVER
// return (std.process.exit will occur first.)
//
// In this case we can just dispatch systems until there are no more left to execute, which
// conviently works even if you aren't using mach.Core in your program.
try mach.mods.dispatch(stack_space, .{});
}
}

View file

@ -5,8 +5,8 @@ pub const name = .app;
pub const Mod = mach.Mod(@This());
pub const systems = .{
.start = .{ .handler = start },
.init = .{ .handler = init },
.after_init = .{ .handler = afterInit },
.deinit = .{ .handler = deinit },
.tick = .{ .handler = tick },
};
@ -14,17 +14,20 @@ pub const systems = .{
title_timer: mach.Timer,
pipeline: *gpu.RenderPipeline,
pub fn deinit(core: *mach.Core.Mod, game: *Mod) void {
game.state().pipeline.release();
pub fn deinit(core: *mach.Core.Mod, app: *Mod) void {
app.state().pipeline.release();
core.schedule(.deinit);
}
fn init(game: *Mod, core: *mach.Core.Mod) !void {
fn start(app: *Mod, core: *mach.Core.Mod) !void {
core.schedule(.init);
game.schedule(.after_init);
app.schedule(.init);
}
fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
fn init(app: *Mod, core: *mach.Core.Mod) !void {
core.state().on_tick = app.system(.tick);
core.state().on_exit = app.system(.deinit);
// Create our shader module
const shader_module = core.state().device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
defer shader_module.release();
@ -58,7 +61,7 @@ fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
const pipeline = core.state().device.createRenderPipeline(&pipeline_descriptor);
// Store our render pipeline in our module's state, so we can access it later on.
game.init(.{
app.init(.{
.title_timer = try mach.Timer.start(),
.pipeline = pipeline,
});
@ -67,7 +70,7 @@ fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
core.schedule(.start);
}
fn tick(core: *mach.Core.Mod, game: *Mod) !void {
fn tick(core: *mach.Core.Mod, app: *Mod) !void {
var iter = core.state().pollEvents();
while (iter.next()) |event| {
switch (event) {
@ -101,7 +104,7 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
defer render_pass.release();
// Draw
render_pass.setPipeline(game.state().pipeline);
render_pass.setPipeline(app.state().pipeline);
render_pass.draw(3, 1, 0, 0);
// Finish render pass
@ -116,8 +119,8 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
core.schedule(.present_frame);
// update the window title every second
if (game.state().title_timer.read() >= 1.0) {
game.state().title_timer.reset();
if (app.state().title_timer.read() >= 1.0) {
app.state().title_timer.reset();
try updateWindowTitle(core);
}
}

View file

@ -1,15 +1,24 @@
const std = @import("std");
const mach = @import("mach");
// The global list of Mach modules registered for use in our application.
// The global list of Mach modules our application may use.
pub const modules = .{
mach.Core,
@import("App.zig"),
};
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
pub fn main() !void {
// Initialize mach.Core
try mach.core.initModule();
const allocator = std.heap.c_allocator;
// Main loop
while (try mach.core.tick()) {}
// Initialize module system
try mach.mods.init(allocator);
// Schedule .app.start to run.
mach.mods.schedule(.app, .start);
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
// then this will block forever and never return.
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
try mach.mods.dispatch(stack_space, .{});
}

View file

@ -22,6 +22,7 @@ pub const components = .{
};
pub const systems = .{
.start = .{ .handler = start },
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.tick = .{ .handler = tick },
@ -42,6 +43,16 @@ pub fn deinit(core: *mach.Core.Mod, renderer: *Renderer.Mod) void {
core.schedule(.deinit);
}
fn start(
core: *mach.Core.Mod,
renderer: *Renderer.Mod,
app: *Mod,
) !void {
core.schedule(.init);
renderer.schedule(.init);
app.schedule(.init);
}
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
@ -49,10 +60,10 @@ fn init(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
renderer: *Renderer.Mod,
game: *Mod,
app: *Mod,
) !void {
core.schedule(.init);
renderer.schedule(.init);
core.state().on_tick = app.system(.tick);
core.state().on_exit = app.system(.deinit);
// Create our player entity.
const player = try entities.new();
@ -68,9 +79,9 @@ fn init(
try renderer.set(player, .scale, 1.0);
// Initialize our game module's state - these are the struct fields defined at the top of this
// file. If this is not done, then game.state() will panic indicating the state was never
// file. If this is not done, then app.state() will panic indicating the state was never
// initialized.
game.init(.{
app.init(.{
.timer = try mach.Timer.start(),
.spawn_timer = try mach.Timer.start(),
.player = player,
@ -83,11 +94,11 @@ fn tick(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
renderer: *Renderer.Mod,
game: *Mod,
app: *Mod,
) !void {
var iter = core.state().pollEvents();
var direction = game.state().direction;
var spawning = game.state().spawning;
var direction = app.state().direction;
var spawning = app.state().spawning;
while (iter.next()) |event| {
switch (event) {
.key_press => |ev| {
@ -118,18 +129,18 @@ fn tick(
// Keep track of which direction we want the player to move based on input, and whether we want
// to be spawning entities.
//
// Note that game.state() simply returns a pointer to a global singleton of the struct defined
// Note that app.state() simply returns a pointer to a global singleton of the struct defined
// by this file, so we can access fields defined at the top of this file.
game.state().direction = direction;
game.state().spawning = spawning;
app.state().direction = direction;
app.state().spawning = spawning;
// Get the current player position
var player_pos = renderer.get(game.state().player, .position).?;
var player_pos = renderer.get(app.state().player, .position).?;
// If we want to spawn new entities, then spawn them now. The timer just makes spawning rate
// independent of frame rate.
if (spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
_ = game.state().spawn_timer.lap(); // Reset the timer
if (spawning and app.state().spawn_timer.read() > 1.0 / 60.0) {
_ = app.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 entities.new();
@ -137,19 +148,19 @@ fn tick(
try renderer.set(new_entity, .scale, 1.0 / 6.0);
// Tag the entity as one that follows the player
try game.set(new_entity, .follower, {});
try app.set(new_entity, .follower, {});
}
}
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
const delta_time = game.state().timer.lap();
const delta_time = app.state().timer.lap();
// Calculate the player position, by moving in the direction the player wants to go
// by the speed amount.
const speed = 1.0;
player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time;
try renderer.set(game.state().player, .position, player_pos);
try renderer.set(app.state().player, .position, player_pos);
// Query all the entities that have the .follower tag indicating they should follow the player.
// TODO(important): better querying API

View file

@ -1,3 +1,4 @@
const std = @import("std");
const mach = @import("mach");
// The global list of Mach modules registered for use in our application.
@ -7,11 +8,18 @@ pub const modules = .{
@import("Renderer.zig"),
};
// TODO: move this to a mach "entrypoint" zig module
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
pub fn main() !void {
// Initialize mach core
try mach.core.initModule();
const allocator = std.heap.c_allocator;
// Main loop
while (try mach.core.tick()) {}
// Initialize module system
try mach.mods.init(allocator);
// Schedule .app.start to run.
mach.mods.schedule(.app, .start);
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
// then this will block forever and never return.
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
try mach.mods.dispatch(stack_space, .{});
}

View file

@ -32,10 +32,10 @@ pub const name = .app;
pub const Mod = mach.Mod(@This());
pub const systems = .{
.start = .{ .handler = start },
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.tick = .{ .handler = tick },
.after_init = .{ .handler = afterInit },
.end_frame = .{ .handler = endFrame },
};
@ -45,7 +45,7 @@ fn deinit(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs
core.schedule(.deinit);
}
fn init(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod, game: *Mod) !void {
fn start(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod, app: *Mod) !void {
core.schedule(.init);
sprite_pipeline.schedule(.init);
glyphs.schedule(.init);
@ -54,17 +54,20 @@ fn init(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs:
glyphs.schedule(.prepare);
// Run our init code after glyphs module is initialized.
game.schedule(.after_init);
app.schedule(.init);
}
fn afterInit(
fn init(
entities: *mach.Entities.Mod,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
glyphs: *Glyphs.Mod,
game: *Mod,
app: *Mod,
core: *mach.Core.Mod,
) !void {
core.state().on_tick = app.system(.tick);
core.state().on_exit = app.system(.deinit);
// Create a sprite rendering pipeline
const texture = glyphs.state().texture;
const pipeline = try entities.new();
@ -84,7 +87,7 @@ fn afterInit(
try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
sprite.schedule(.update);
game.init(.{
app.init(.{
.timer = try mach.Timer.start(),
.spawn_timer = try mach.Timer.start(),
.player = player,
@ -105,13 +108,13 @@ fn tick(
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
glyphs: *Glyphs.Mod,
game: *Mod,
app: *Mod,
) !void {
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
// TODO(Core)
var iter = core.state().pollEvents();
var direction = game.state().direction;
var spawning = game.state().spawning;
var direction = app.state().direction;
var spawning = app.state().spawning;
while (iter.next()) |event| {
switch (event) {
.key_press => |ev| {
@ -138,33 +141,33 @@ fn tick(
else => {},
}
}
game.state().direction = direction;
game.state().spawning = spawning;
app.state().direction = direction;
app.state().spawning = spawning;
var player_transform = sprite.get(game.state().player, .transform).?;
var player_transform = sprite.get(app.state().player, .transform).?;
var player_pos = player_transform.translation();
if (!spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
if (!spawning and app.state().spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities
_ = game.state().spawn_timer.lap();
_ = app.state().spawn_timer.lap();
for (0..50) |_| {
var new_pos = player_pos;
new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 25;
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
new_pos.v[0] += app.state().rand.random().floatNorm(f32) * 25;
new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 25;
const rand_index = game.state().rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
const rand_index = app.state().rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
const r = glyphs.state().regions.entries.get(rand_index).value;
const new_entity = try entities.new();
try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
try sprite.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
try sprite.set(new_entity, .pipeline, game.state().pipeline);
game.state().sprites += 1;
try sprite.set(new_entity, .pipeline, app.state().pipeline);
app.state().sprites += 1;
}
}
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
const delta_time = game.state().timer.lap();
const delta_time = app.state().timer.lap();
// Animate entities
var q = try entities.query(.{
@ -178,15 +181,15 @@ fn tick(
// TODO(Core)
if (location.x() < -@as(f32, @floatFromInt(core.state().size().width)) / 1.5 or location.x() > @as(f32, @floatFromInt(core.state().size().width)) / 1.5 or location.y() < -@as(f32, @floatFromInt(core.state().size().height)) / 1.5 or location.y() > @as(f32, @floatFromInt(core.state().size().height)) / 1.5) {
try entities.remove(id);
game.state().sprites -= 1;
app.state().sprites -= 1;
continue;
}
var transform = Mat4x4.ident;
transform = transform.mul(&Mat4x4.scale(Vec3.splat(1.0 + (0.2 * delta_time))));
transform = transform.mul(&Mat4x4.translate(location));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(game.state().time / 2.0), 0.2))));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.state().time));
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(app.state().time / 2.0), 0.2))));
entity_transform.* = transform;
}
}
@ -199,7 +202,7 @@ fn tick(
player_transform = Mat4x4.translate(player_pos).mul(
&Mat4x4.scale(Vec3.splat(1.0)),
);
try sprite.set(game.state().player, .transform, player_transform);
try sprite.set(app.state().player, .transform, player_transform);
sprite.schedule(.update);
// Perform pre-render work
@ -207,7 +210,7 @@ fn tick(
// Create a command encoder for this frame
const label = @tagName(name) ++ ".tick";
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
app.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
// Grab the back buffer of the swapchain
// TODO(Core)
@ -222,44 +225,44 @@ fn tick(
.load_op = .clear,
.store_op = .store,
}};
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
app.state().frame_render_pass = app.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
}));
// Render our sprite batch
sprite_pipeline.state().render_pass = game.state().frame_render_pass;
sprite_pipeline.state().render_pass = app.state().frame_render_pass;
sprite_pipeline.schedule(.render);
// Finish the frame once rendering is done.
game.schedule(.end_frame);
app.schedule(.end_frame);
game.state().time += delta_time;
app.state().time += delta_time;
}
fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
fn endFrame(app: *Mod, core: *mach.Core.Mod) !void {
// Finish render pass
game.state().frame_render_pass.end();
app.state().frame_render_pass.end();
const label = @tagName(name) ++ ".endFrame";
var command = game.state().frame_encoder.finish(&.{ .label = label });
var command = app.state().frame_encoder.finish(&.{ .label = label });
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
game.state().frame_encoder.release();
game.state().frame_render_pass.release();
app.state().frame_encoder.release();
app.state().frame_render_pass.release();
// Present the frame
core.schedule(.present_frame);
// Every second, update the window title with the FPS
if (game.state().fps_timer.read() >= 1.0) {
if (app.state().fps_timer.read() >= 1.0) {
try core.state().printTitle(
core.state().main_window,
"glyphs [ FPS: {d} ] [ Sprites: {d} ]",
.{ game.state().frame_count, game.state().sprites },
.{ app.state().frame_count, app.state().sprites },
);
core.schedule(.update);
game.state().fps_timer.reset();
game.state().frame_count = 0;
app.state().fps_timer.reset();
app.state().frame_count = 0;
}
game.state().frame_count += 1;
app.state().frame_count += 1;
}

View file

@ -1,6 +1,7 @@
const std = @import("std");
const mach = @import("mach");
// The global list of Mach modules registered for use in our application.
// The global list of Mach modules our application may use.
pub const modules = .{
mach.Core,
mach.gfx.sprite_modules,
@ -8,11 +9,18 @@ pub const modules = .{
@import("Glyphs.zig"),
};
// TODO(important): use standard entrypoint instead
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
pub fn main() !void {
// Initialize mach.Core
try mach.core.initModule();
const allocator = std.heap.c_allocator;
// Main loop
while (try mach.core.tick()) {}
// Initialize module system
try mach.mods.init(allocator);
// Schedule .app.start to run.
mach.mods.schedule(.app, .start);
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
// then this will block forever and never return.
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
try mach.mods.dispatch(stack_space, .{});
}

View file

@ -42,8 +42,8 @@ pub const name = .app;
pub const Mod = mach.Mod(@This());
pub const systems = .{
.start = .{ .handler = start },
.init = .{ .handler = init },
.after_init = .{ .handler = afterInit },
.deinit = .{ .handler = deinit },
.tick = .{ .handler = tick },
.end_frame = .{ .handler = endFrame },
@ -62,13 +62,13 @@ fn deinit(
audio.schedule(.deinit);
}
fn init(
fn start(
audio: *mach.Audio.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
text: *gfx.Text.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
core: *mach.Core.Mod,
game: *Mod,
app: *Mod,
) !void {
// If you want to try fullscreen:
// try core.set(core.state().main_window, .fullscreen, true);
@ -78,10 +78,10 @@ fn init(
text.schedule(.init);
text_pipeline.schedule(.init);
sprite_pipeline.schedule(.init);
game.schedule(.after_init);
app.schedule(.init);
}
fn afterInit(
fn init(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
audio: *mach.Audio.Mod,
@ -89,11 +89,14 @@ fn afterInit(
text_style: *gfx.TextStyle.Mod,
text: *gfx.Text.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
game: *Mod,
app: *Mod,
) !void {
core.state().on_tick = app.system(.tick);
core.state().on_exit = app.system(.deinit);
// Configure the audio module to run our audio_state_change system when entities audio finishes
// playing
audio.state().on_state_change = game.system(.audio_state_change);
audio.state().on_state_change = app.system(.audio_state_change);
// Create a sprite rendering pipeline
const allocator = gpa.allocator();
@ -135,7 +138,7 @@ fn afterInit(
const sfx_sound_stream = std.io.StreamSource{ .const_buffer = sfx_fbs };
const sfx = try mach.Audio.Opus.decodeStream(gpa.allocator(), sfx_sound_stream);
game.init(.{
app.init(.{
.info_text = info_text,
.info_text_style = style1,
.timer = try mach.Timer.start(),
@ -177,13 +180,13 @@ fn tick(
sprite_pipeline: *gfx.SpritePipeline.Mod,
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
game: *Mod,
app: *Mod,
audio: *mach.Audio.Mod,
) !void {
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
// TODO(Core)
var iter = core.state().pollEvents();
var gotta_go_fast = game.state().gotta_go_fast;
var gotta_go_fast = app.state().gotta_go_fast;
while (iter.next()) |event| {
switch (event) {
.key_press => |ev| {
@ -202,48 +205,48 @@ fn tick(
else => {},
}
}
game.state().gotta_go_fast = gotta_go_fast;
app.state().gotta_go_fast = gotta_go_fast;
// Every second, update the frame rate
if (game.state().fps_timer.read() >= 1.0) {
game.state().frame_rate = game.state().frame_count;
game.state().fps_timer.reset();
game.state().frame_count = 0;
if (app.state().fps_timer.read() >= 1.0) {
app.state().frame_rate = app.state().frame_count;
app.state().fps_timer.reset();
app.state().frame_count = 0;
}
try gfx.Text.allocPrintText(
text,
game.state().info_text,
game.state().info_text_style,
app.state().info_text,
app.state().info_text_style,
"[ FPS: {d} ]\n[ Sprites spawned: {d} ]",
.{ game.state().frame_rate, game.state().num_sprites_spawned },
.{ app.state().frame_rate, app.state().num_sprites_spawned },
);
text.schedule(.update);
// var player_transform = sprite.get(game.state().player, .transform).?;
// var player_transform = sprite.get(app.state().player, .transform).?;
// var player_pos = player_transform.translation();
const window_width: f32 = @floatFromInt(core.get(core.state().main_window, .width).?);
const entities_per_second: f32 = @floatFromInt(
game.state().rand.random().intRangeAtMost(usize, 0, if (gotta_go_fast) 50 else 10),
app.state().rand.random().intRangeAtMost(usize, 0, if (gotta_go_fast) 50 else 10),
);
if (game.state().spawn_timer.read() > 1.0 / entities_per_second) {
if (app.state().spawn_timer.read() > 1.0 / entities_per_second) {
// Spawn new entities
_ = game.state().spawn_timer.lap();
_ = app.state().spawn_timer.lap();
var new_pos = vec3(-(window_width / 2), 0, 0);
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 50;
new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 50;
const new_entity = try entities.new();
try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos));
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, game.state().pipeline);
game.state().num_sprites_spawned += 1;
try sprite.set(new_entity, .pipeline, app.state().pipeline);
app.state().num_sprites_spawned += 1;
}
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
const delta_time = game.state().timer.lap();
const delta_time = app.state().timer.lap();
// Move entities to the right, and make them smaller the further they travel
var q = try entities.query(.{
@ -261,11 +264,11 @@ fn tick(
// Play a new SFX
const e = try entities.new();
try audio.set(e, .samples, game.state().sfx.samples);
try audio.set(e, .channels, game.state().sfx.channels);
try audio.set(e, .samples, app.state().sfx.samples);
try audio.set(e, .channels, app.state().sfx.channels);
try audio.set(e, .index, 0);
try audio.set(e, .playing, true);
game.state().score += 1;
app.state().score += 1;
} else {
var transform = Mat4x4.ident;
transform = transform.mul(&Mat4x4.translate(location.add(&vec3(speed * delta_time, (speed / 2.0) * delta_time * progression, 0))));
@ -283,7 +286,7 @@ fn tick(
// Create a command encoder for this frame
const label = @tagName(name) ++ ".tick";
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
app.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
// Grab the back buffer of the swapchain
// TODO(Core)
@ -298,39 +301,39 @@ fn tick(
.load_op = .clear,
.store_op = .store,
}};
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
app.state().frame_render_pass = app.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
}));
// Render our sprite batch
sprite_pipeline.state().render_pass = game.state().frame_render_pass;
sprite_pipeline.state().render_pass = app.state().frame_render_pass;
sprite_pipeline.schedule(.render);
// Render our text batch
text_pipeline.state().render_pass = game.state().frame_render_pass;
text_pipeline.state().render_pass = app.state().frame_render_pass;
text_pipeline.schedule(.render);
// Finish the frame once rendering is done.
game.schedule(.end_frame);
app.schedule(.end_frame);
game.state().time += delta_time;
app.state().time += delta_time;
}
fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
fn endFrame(app: *Mod, core: *mach.Core.Mod) !void {
// Finish render pass
game.state().frame_render_pass.end();
app.state().frame_render_pass.end();
const label = @tagName(name) ++ ".endFrame";
var command = game.state().frame_encoder.finish(&.{ .label = label });
var command = app.state().frame_encoder.finish(&.{ .label = label });
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
game.state().frame_encoder.release();
game.state().frame_render_pass.release();
app.state().frame_encoder.release();
app.state().frame_render_pass.release();
// Present the frame
core.schedule(.present_frame);
game.state().frame_count += 1;
app.state().frame_count += 1;
}
// TODO: move this helper into gfx module

View file

@ -1,6 +1,7 @@
const std = @import("std");
const mach = @import("mach");
// The global list of Mach modules registered for use in our application.
// The global list of Mach modules our application may use.
pub const modules = .{
mach.Core,
mach.gfx.sprite_modules,
@ -9,11 +10,18 @@ pub const modules = .{
@import("App.zig"),
};
// TODO(important): use standard entrypoint instead
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
pub fn main() !void {
// Initialize mach.Core
try mach.core.initModule();
const allocator = std.heap.c_allocator;
// Main loop
while (try mach.core.tick()) {}
// Initialize module system
try mach.mods.init(allocator);
// Schedule .app.start to run.
mach.mods.schedule(.app, .start);
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
// then this will block forever and never return.
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
try mach.mods.dispatch(stack_space, .{});
}

View file

@ -25,8 +25,8 @@ pub const name = .app;
pub const Mod = mach.Mod(@This());
pub const systems = .{
.start = .{ .handler = start },
.init = .{ .handler = init },
.after_init = .{ .handler = afterInit },
.deinit = .{ .handler = deinit },
.tick = .{ .handler = tick },
.audio_state_change = .{ .handler = audioStateChange },
@ -38,10 +38,19 @@ pub const components = .{
ghost_key_mode: bool = false,
fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
fn start(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
core.schedule(.init);
audio.schedule(.init);
app.schedule(.after_init);
app.schedule(.init);
}
fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
core.state().on_tick = app.system(.tick);
core.state().on_exit = app.system(.deinit);
// Configure the audio module to send our app's .audio_state_change event when an entity's sound
// finishes playing.
audio.state().on_state_change = app.system(.audio_state_change);
// Initialize piano module state
app.init(.{});
@ -55,12 +64,6 @@ fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
core.schedule(.start);
}
fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
// Configure the audio module to send our app's .audio_state_change event when an entity's sound
// finishes playing.
audio.state().on_state_change = app.system(.audio_state_change);
}
fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
audio.schedule(.deinit);
core.schedule(.deinit);

View file

@ -1,17 +1,25 @@
const std = @import("std");
const mach = @import("mach");
// The global list of Mach modules registered for use in our application.
// The global list of Mach modules our application may use.
pub const modules = .{
mach.Core,
mach.Audio,
@import("App.zig"),
};
// TODO(important): use standard entrypoint instead
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
pub fn main() !void {
// Initialize mach.Core
try mach.core.initModule();
const allocator = std.heap.c_allocator;
// Main loop
while (try mach.core.tick()) {}
// Initialize module system
try mach.mods.init(allocator);
// Schedule .app.start to run.
mach.mods.schedule(.app, .start);
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
// then this will block forever and never return.
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
try mach.mods.dispatch(stack_space, .{});
}

View file

@ -19,8 +19,8 @@ pub const name = .app;
pub const Mod = mach.Mod(@This());
pub const systems = .{
.start = .{ .handler = start },
.init = .{ .handler = init },
.after_init = .{ .handler = afterInit },
.deinit = .{ .handler = deinit },
.tick = .{ .handler = tick },
.audio_state_change = .{ .handler = audioStateChange },
@ -32,15 +32,28 @@ pub const components = .{
sfx: mach.Audio.Opus,
fn init(
entities: *mach.Entities.Mod,
fn start(
core: *mach.Core.Mod,
audio: *mach.Audio.Mod,
app: *Mod,
) !void {
core.schedule(.init);
audio.schedule(.init);
app.schedule(.after_init);
app.schedule(.init);
}
fn init(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
audio: *mach.Audio.Mod,
app: *Mod,
) !void {
core.state().on_tick = app.system(.tick);
core.state().on_exit = app.system(.deinit);
// Configure the audio module to send our app's .audio_state_change event when an entity's sound
// finishes playing.
audio.state().on_state_change = app.system(.audio_state_change);
const bgm_fbs = std.io.fixedBufferStream(assets.bgm.bit_bit_loop);
const bgm_sound_stream = std.io.StreamSource{ .const_buffer = bgm_fbs };
@ -68,12 +81,6 @@ fn init(
core.schedule(.start);
}
fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
// Configure the audio module to send our app's .audio_state_change event when an entity's sound
// finishes playing.
audio.state().on_state_change = app.system(.audio_state_change);
}
fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
audio.schedule(.deinit);
core.schedule(.deinit);

View file

@ -1,17 +1,25 @@
const std = @import("std");
const mach = @import("mach");
// The global list of Mach modules registered for use in our application.
// The global list of Mach modules our application may use.
pub const modules = .{
mach.Core,
mach.Audio,
@import("App.zig"),
};
// TODO(important): use standard entrypoint instead
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
pub fn main() !void {
// Initialize mach.Core
try mach.core.initModule();
const allocator = std.heap.c_allocator;
// Main loop
while (try mach.core.tick()) {}
// Initialize module system
try mach.mods.init(allocator);
// Schedule .app.start to run.
mach.mods.schedule(.app, .start);
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
// then this will block forever and never return.
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
try mach.mods.dispatch(stack_space, .{});
}

View file

@ -38,9 +38,9 @@ pub const name = .app;
pub const Mod = mach.Mod(@This());
pub const systems = .{
.start = .{ .handler = start },
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.after_init = .{ .handler = afterInit },
.tick = .{ .handler = tick },
.end_frame = .{ .handler = endFrame },
};
@ -53,23 +53,26 @@ fn deinit(
core.schedule(.deinit);
}
fn init(
fn start(
core: *mach.Core.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
game: *Mod,
app: *Mod,
) !void {
core.schedule(.init);
sprite_pipeline.schedule(.init);
game.schedule(.after_init);
app.schedule(.init);
}
fn afterInit(
fn init(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
game: *Mod,
app: *Mod,
) !void {
core.state().on_tick = app.system(.tick);
core.state().on_exit = app.system(.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.
@ -88,7 +91,7 @@ fn afterInit(
try sprite.set(player, .pipeline, pipeline);
sprite.schedule(.update);
game.init(.{
app.init(.{
.timer = try mach.Timer.start(),
.spawn_timer = try mach.Timer.start(),
.player = player,
@ -109,13 +112,13 @@ fn tick(
core: *mach.Core.Mod,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
game: *Mod,
app: *Mod,
) !void {
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
// TODO(Core)
var iter = core.state().pollEvents();
var direction = game.state().direction;
var spawning = game.state().spawning;
var direction = app.state().direction;
var spawning = app.state().spawning;
while (iter.next()) |event| {
switch (event) {
.key_press => |ev| {
@ -142,30 +145,30 @@ fn tick(
else => {},
}
}
game.state().direction = direction;
game.state().spawning = spawning;
app.state().direction = direction;
app.state().spawning = spawning;
var player_transform = sprite.get(game.state().player, .transform).?;
var player_transform = sprite.get(app.state().player, .transform).?;
var player_pos = player_transform.translation();
if (spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
if (spawning and app.state().spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities
_ = game.state().spawn_timer.lap();
_ = app.state().spawn_timer.lap();
for (0..100) |_| {
var new_pos = player_pos;
new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 25;
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
new_pos.v[0] += app.state().rand.random().floatNorm(f32) * 25;
new_pos.v[1] += app.state().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, game.state().pipeline);
game.state().sprites += 1;
try sprite.set(new_entity, .pipeline, app.state().pipeline);
app.state().sprites += 1;
}
}
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
const delta_time = game.state().timer.lap();
const delta_time = app.state().timer.lap();
// Rotate entities
var q = try entities.query(.{
@ -179,8 +182,8 @@ fn tick(
// transform = transform.mul(&Mat4x4.translate(location));
var transform = Mat4x4.ident;
transform = transform.mul(&Mat4x4.translate(location));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.state().time));
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.state().time / 2.0), 0.5)));
entity_transform.* = transform;
}
}
@ -190,7 +193,7 @@ 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(game.state().player, .transform, Mat4x4.translate(player_pos));
try sprite.set(app.state().player, .transform, Mat4x4.translate(player_pos));
sprite.schedule(.update);
// Perform pre-render work
@ -198,7 +201,7 @@ fn tick(
// Create a command encoder for this frame
const label = @tagName(name) ++ ".tick";
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
app.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
// Grab the back buffer of the swapchain
// TODO(Core)
@ -213,46 +216,46 @@ fn tick(
.load_op = .clear,
.store_op = .store,
}};
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
app.state().frame_render_pass = app.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
}));
// Render our sprite batch
sprite_pipeline.state().render_pass = game.state().frame_render_pass;
sprite_pipeline.state().render_pass = app.state().frame_render_pass;
sprite_pipeline.schedule(.render);
// Finish the frame once rendering is done.
game.schedule(.end_frame);
app.schedule(.end_frame);
game.state().time += delta_time;
app.state().time += delta_time;
}
fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
fn endFrame(app: *Mod, core: *mach.Core.Mod) !void {
// Finish render pass
game.state().frame_render_pass.end();
app.state().frame_render_pass.end();
const label = @tagName(name) ++ ".endFrame";
var command = game.state().frame_encoder.finish(&.{ .label = label });
var command = app.state().frame_encoder.finish(&.{ .label = label });
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
game.state().frame_encoder.release();
game.state().frame_render_pass.release();
app.state().frame_encoder.release();
app.state().frame_render_pass.release();
// Present the frame
core.schedule(.present_frame);
// Every second, update the window title with the FPS
if (game.state().fps_timer.read() >= 1.0) {
if (app.state().fps_timer.read() >= 1.0) {
try core.state().printTitle(
core.state().main_window,
"sprite [ FPS: {d} ] [ Sprites: {d} ]",
.{ game.state().frame_count, game.state().sprites },
.{ app.state().frame_count, app.state().sprites },
);
core.schedule(.update);
game.state().fps_timer.reset();
game.state().frame_count = 0;
app.state().fps_timer.reset();
app.state().frame_count = 0;
}
game.state().frame_count += 1;
app.state().frame_count += 1;
}
// TODO: move this helper into gfx module

View file

@ -1,17 +1,25 @@
const std = @import("std");
const mach = @import("mach");
// The global list of Mach modules registered for use in our application.
// The global list of Mach modules our application may use.
pub const modules = .{
mach.Core,
mach.gfx.sprite_modules,
@import("App.zig"),
};
// TODO(important): use standard entrypoint instead
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
pub fn main() !void {
// Initialize mach.Core
try mach.core.initModule();
const allocator = std.heap.c_allocator;
// Main loop
while (try mach.core.tick()) {}
// Initialize module system
try mach.mods.init(allocator);
// Schedule .app.start to run.
mach.mods.schedule(.app, .start);
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
// then this will block forever and never return.
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
try mach.mods.dispatch(stack_space, .{});
}

View file

@ -34,9 +34,9 @@ pub const name = .app;
pub const Mod = mach.Mod(@This());
pub const systems = .{
.start = .{ .handler = start },
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.after_init = .{ .handler = afterInit },
.tick = .{ .handler = tick },
.end_frame = .{ .handler = endFrame },
};
@ -59,26 +59,29 @@ fn deinit(
core.schedule(.deinit);
}
fn init(
fn start(
core: *mach.Core.Mod,
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
game: *Mod,
app: *Mod,
) !void {
core.schedule(.init);
text.schedule(.init);
text_pipeline.schedule(.init);
game.schedule(.after_init);
app.schedule(.init);
}
fn afterInit(
fn init(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
text_style: *gfx.TextStyle.Mod,
game: *Mod,
app: *Mod,
) !void {
core.state().on_tick = app.system(.tick);
core.state().on_exit = app.system(.deinit);
// TODO: a better way to initialize entities with default values
// TODO(text): ability to specify other style options (custom font name, font color, italic/bold, etc.)
const style1 = try entities.new();
@ -100,7 +103,7 @@ fn afterInit(
, .{});
text.schedule(.update);
game.init(.{
app.init(.{
.timer = try mach.Timer.start(),
.spawn_timer = try mach.Timer.start(),
.player = player,
@ -120,13 +123,13 @@ fn tick(
core: *mach.Core.Mod,
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
game: *Mod,
app: *Mod,
) !void {
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
// TODO(Core)
var iter = core.state().pollEvents();
var direction = game.state().direction;
var spawning = game.state().spawning;
var direction = app.state().direction;
var spawning = app.state().spawning;
while (iter.next()) |event| {
switch (event) {
.key_press => |ev| {
@ -153,29 +156,29 @@ fn tick(
else => {},
}
}
game.state().direction = direction;
game.state().spawning = spawning;
app.state().direction = direction;
app.state().spawning = spawning;
var player_transform = text.get(game.state().player, .transform).?;
var player_transform = text.get(app.state().player, .transform).?;
var player_pos = player_transform.translation().divScalar(upscale);
if (spawning and game.state().spawn_timer.read() > (1.0 / 60.0)) {
if (spawning and app.state().spawn_timer.read() > (1.0 / 60.0)) {
// Spawn new entities
_ = game.state().spawn_timer.lap();
_ = app.state().spawn_timer.lap();
for (0..10) |_| {
var new_pos = player_pos;
new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 50;
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 50;
new_pos.v[0] += app.state().rand.random().floatNorm(f32) * 50;
new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 50;
// Create some text
const new_entity = try entities.new();
try text.set(new_entity, .pipeline, game.state().pipeline);
try text.set(new_entity, .pipeline, app.state().pipeline);
try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
try gfx.Text.allocPrintText(text, new_entity, game.state().style1, "?!$", .{});
try gfx.Text.allocPrintText(text, new_entity, app.state().style1, "?!$", .{});
}
}
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
const delta_time = game.state().timer.lap();
const delta_time = app.state().timer.lap();
// Rotate entities
var q = try entities.query(.{
@ -189,8 +192,8 @@ fn tick(
// transform = transform.mul(&Mat4x4.translate(location));
var transform = Mat4x4.ident;
transform = transform.mul(&Mat4x4.translate(location));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.state().time));
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.state().time / 2.0), 0.5)));
entity_transform.* = transform;
}
}
@ -200,8 +203,8 @@ fn tick(
const speed = 200.0 / upscale;
player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time;
try text.set(game.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
try text.set(game.state().player, .dirty, true);
try text.set(app.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
try text.set(app.state().player, .dirty, true);
text.schedule(.update);
// Perform pre-render work
@ -209,7 +212,7 @@ fn tick(
// Create a command encoder for this frame
const label = @tagName(name) ++ ".tick";
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
app.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
// Grab the back buffer of the swapchain
// TODO(Core)
@ -224,40 +227,40 @@ fn tick(
.load_op = .clear,
.store_op = .store,
}};
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
app.state().frame_render_pass = app.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
}));
// Render our text batch
text_pipeline.state().render_pass = game.state().frame_render_pass;
text_pipeline.state().render_pass = app.state().frame_render_pass;
text_pipeline.schedule(.render);
// Finish the frame once rendering is done.
game.schedule(.end_frame);
app.schedule(.end_frame);
game.state().time += delta_time;
app.state().time += delta_time;
}
fn endFrame(
entities: *mach.Entities.Mod,
game: *Mod,
app: *Mod,
core: *mach.Core.Mod,
) !void {
// Finish render pass
game.state().frame_render_pass.end();
app.state().frame_render_pass.end();
const label = @tagName(name) ++ ".endFrame";
var command = game.state().frame_encoder.finish(&.{ .label = label });
var command = app.state().frame_encoder.finish(&.{ .label = label });
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
game.state().frame_encoder.release();
game.state().frame_render_pass.release();
app.state().frame_encoder.release();
app.state().frame_render_pass.release();
// Present the frame
core.schedule(.present_frame);
// Every second, update the window title with the FPS
if (game.state().fps_timer.read() >= 1.0) {
if (app.state().fps_timer.read() >= 1.0) {
// Gather some text rendering stats
var num_texts: u32 = 0;
var num_glyphs: usize = 0;
@ -274,11 +277,11 @@ fn endFrame(
try core.state().printTitle(
core.state().main_window,
"text [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]",
.{ game.state().frame_count, num_texts, num_glyphs },
.{ app.state().frame_count, num_texts, num_glyphs },
);
core.schedule(.update);
game.state().fps_timer.reset();
game.state().frame_count = 0;
app.state().fps_timer.reset();
app.state().frame_count = 0;
}
game.state().frame_count += 1;
app.state().frame_count += 1;
}

View file

@ -1,17 +1,25 @@
const std = @import("std");
const mach = @import("mach");
// The global list of Mach modules registered for use in our application.
// The global list of Mach modules our application may use.
pub const modules = .{
mach.Core,
mach.gfx.text_modules,
@import("App.zig"),
};
// TODO(important): use standard entrypoint instead
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
pub fn main() !void {
// Initialize mach.Core
try mach.core.initModule();
const allocator = std.heap.c_allocator;
// Main loop
while (try mach.core.tick()) {}
// Initialize module system
try mach.mods.init(allocator);
// Schedule .app.start to run.
mach.mods.schedule(.app, .start);
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
// then this will block forever and never return.
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
try mach.mods.dispatch(stack_space, .{});
}