make it clear how to use module system without mach.Core (remove mach.App)
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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parent
7ac5bef717
commit
642cc9b7f7
20 changed files with 567 additions and 334 deletions
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@ -32,10 +32,10 @@ pub const name = .app;
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pub const Mod = mach.Mod(@This());
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pub const systems = .{
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.start = .{ .handler = start },
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.init = .{ .handler = init },
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.deinit = .{ .handler = deinit },
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.tick = .{ .handler = tick },
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.after_init = .{ .handler = afterInit },
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.end_frame = .{ .handler = endFrame },
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};
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@ -45,7 +45,7 @@ fn deinit(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs
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core.schedule(.deinit);
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}
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fn init(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod, game: *Mod) !void {
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fn start(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod, app: *Mod) !void {
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core.schedule(.init);
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sprite_pipeline.schedule(.init);
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glyphs.schedule(.init);
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@ -54,17 +54,20 @@ fn init(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs:
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glyphs.schedule(.prepare);
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// Run our init code after glyphs module is initialized.
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game.schedule(.after_init);
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app.schedule(.init);
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}
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fn afterInit(
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fn init(
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entities: *mach.Entities.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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glyphs: *Glyphs.Mod,
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game: *Mod,
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app: *Mod,
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core: *mach.Core.Mod,
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) !void {
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core.state().on_tick = app.system(.tick);
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core.state().on_exit = app.system(.deinit);
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// Create a sprite rendering pipeline
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const texture = glyphs.state().texture;
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const pipeline = try entities.new();
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@ -84,7 +87,7 @@ fn afterInit(
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try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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sprite.schedule(.update);
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game.init(.{
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app.init(.{
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.timer = try mach.Timer.start(),
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.spawn_timer = try mach.Timer.start(),
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.player = player,
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@ -105,13 +108,13 @@ fn tick(
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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glyphs: *Glyphs.Mod,
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game: *Mod,
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app: *Mod,
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) !void {
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// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
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// TODO(Core)
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var iter = core.state().pollEvents();
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var direction = game.state().direction;
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var spawning = game.state().spawning;
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var direction = app.state().direction;
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var spawning = app.state().spawning;
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while (iter.next()) |event| {
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switch (event) {
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.key_press => |ev| {
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@ -138,33 +141,33 @@ fn tick(
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else => {},
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}
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}
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game.state().direction = direction;
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game.state().spawning = spawning;
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app.state().direction = direction;
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app.state().spawning = spawning;
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var player_transform = sprite.get(game.state().player, .transform).?;
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var player_transform = sprite.get(app.state().player, .transform).?;
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var player_pos = player_transform.translation();
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if (!spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
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if (!spawning and app.state().spawn_timer.read() > 1.0 / 60.0) {
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// Spawn new entities
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_ = game.state().spawn_timer.lap();
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_ = app.state().spawn_timer.lap();
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for (0..50) |_| {
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var new_pos = player_pos;
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new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
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new_pos.v[0] += app.state().rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 25;
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const rand_index = game.state().rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
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const rand_index = app.state().rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
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const r = glyphs.state().regions.entries.get(rand_index).value;
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const new_entity = try entities.new();
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
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try sprite.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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try sprite.set(new_entity, .pipeline, game.state().pipeline);
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game.state().sprites += 1;
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try sprite.set(new_entity, .pipeline, app.state().pipeline);
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app.state().sprites += 1;
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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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const delta_time = game.state().timer.lap();
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const delta_time = app.state().timer.lap();
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// Animate entities
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var q = try entities.query(.{
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@ -178,15 +181,15 @@ fn tick(
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// TODO(Core)
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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) {
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try entities.remove(id);
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game.state().sprites -= 1;
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app.state().sprites -= 1;
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continue;
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}
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var transform = Mat4x4.ident;
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transform = transform.mul(&Mat4x4.scale(Vec3.splat(1.0 + (0.2 * delta_time))));
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transform = transform.mul(&Mat4x4.translate(location));
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transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
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transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(game.state().time / 2.0), 0.2))));
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transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.state().time));
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transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(app.state().time / 2.0), 0.2))));
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entity_transform.* = transform;
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}
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}
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@ -199,7 +202,7 @@ fn tick(
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player_transform = Mat4x4.translate(player_pos).mul(
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&Mat4x4.scale(Vec3.splat(1.0)),
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);
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try sprite.set(game.state().player, .transform, player_transform);
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try sprite.set(app.state().player, .transform, player_transform);
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sprite.schedule(.update);
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// Perform pre-render work
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@ -207,7 +210,7 @@ fn tick(
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// Create a command encoder for this frame
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const label = @tagName(name) ++ ".tick";
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game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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app.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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// Grab the back buffer of the swapchain
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// TODO(Core)
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@ -222,44 +225,44 @@ fn tick(
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.load_op = .clear,
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.store_op = .store,
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}};
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game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
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app.state().frame_render_pass = app.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
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.label = label,
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.color_attachments = &color_attachments,
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}));
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// Render our sprite batch
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sprite_pipeline.state().render_pass = game.state().frame_render_pass;
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sprite_pipeline.state().render_pass = app.state().frame_render_pass;
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sprite_pipeline.schedule(.render);
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// Finish the frame once rendering is done.
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game.schedule(.end_frame);
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app.schedule(.end_frame);
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game.state().time += delta_time;
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app.state().time += delta_time;
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}
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fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
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fn endFrame(app: *Mod, core: *mach.Core.Mod) !void {
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// Finish render pass
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game.state().frame_render_pass.end();
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app.state().frame_render_pass.end();
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const label = @tagName(name) ++ ".endFrame";
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var command = game.state().frame_encoder.finish(&.{ .label = label });
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var command = app.state().frame_encoder.finish(&.{ .label = label });
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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game.state().frame_encoder.release();
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game.state().frame_render_pass.release();
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app.state().frame_encoder.release();
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app.state().frame_render_pass.release();
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// Present the frame
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core.schedule(.present_frame);
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// Every second, update the window title with the FPS
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if (game.state().fps_timer.read() >= 1.0) {
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if (app.state().fps_timer.read() >= 1.0) {
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try core.state().printTitle(
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core.state().main_window,
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"glyphs [ FPS: {d} ] [ Sprites: {d} ]",
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.{ game.state().frame_count, game.state().sprites },
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.{ app.state().frame_count, app.state().sprites },
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);
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core.schedule(.update);
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game.state().fps_timer.reset();
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game.state().frame_count = 0;
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app.state().fps_timer.reset();
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app.state().frame_count = 0;
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}
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game.state().frame_count += 1;
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app.state().frame_count += 1;
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}
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