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:
parent
7ac5bef717
commit
642cc9b7f7
20 changed files with 567 additions and 334 deletions
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@ -42,8 +42,8 @@ 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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.after_init = .{ .handler = afterInit },
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.deinit = .{ .handler = deinit },
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.tick = .{ .handler = tick },
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.end_frame = .{ .handler = endFrame },
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@ -62,13 +62,13 @@ fn deinit(
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audio.schedule(.deinit);
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}
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fn init(
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fn start(
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audio: *mach.Audio.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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text: *gfx.Text.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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core: *mach.Core.Mod,
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game: *Mod,
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app: *Mod,
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) !void {
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// If you want to try fullscreen:
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// try core.set(core.state().main_window, .fullscreen, true);
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@ -78,10 +78,10 @@ fn init(
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text.schedule(.init);
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text_pipeline.schedule(.init);
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sprite_pipeline.schedule(.init);
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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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core: *mach.Core.Mod,
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audio: *mach.Audio.Mod,
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@ -89,11 +89,14 @@ fn afterInit(
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text_style: *gfx.TextStyle.Mod,
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text: *gfx.Text.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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game: *Mod,
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app: *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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// Configure the audio module to run our audio_state_change system when entities audio finishes
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// playing
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audio.state().on_state_change = game.system(.audio_state_change);
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audio.state().on_state_change = app.system(.audio_state_change);
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// Create a sprite rendering pipeline
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const allocator = gpa.allocator();
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@ -135,7 +138,7 @@ fn afterInit(
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const sfx_sound_stream = std.io.StreamSource{ .const_buffer = sfx_fbs };
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const sfx = try mach.Audio.Opus.decodeStream(gpa.allocator(), sfx_sound_stream);
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game.init(.{
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app.init(.{
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.info_text = info_text,
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.info_text_style = style1,
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.timer = try mach.Timer.start(),
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@ -177,13 +180,13 @@ fn tick(
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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text: *gfx.Text.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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game: *Mod,
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app: *Mod,
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audio: *mach.Audio.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 gotta_go_fast = game.state().gotta_go_fast;
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var gotta_go_fast = app.state().gotta_go_fast;
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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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@ -202,48 +205,48 @@ fn tick(
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else => {},
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}
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}
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game.state().gotta_go_fast = gotta_go_fast;
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app.state().gotta_go_fast = gotta_go_fast;
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// Every second, update the frame rate
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if (game.state().fps_timer.read() >= 1.0) {
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game.state().frame_rate = game.state().frame_count;
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game.state().fps_timer.reset();
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game.state().frame_count = 0;
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if (app.state().fps_timer.read() >= 1.0) {
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app.state().frame_rate = app.state().frame_count;
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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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try gfx.Text.allocPrintText(
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text,
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game.state().info_text,
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game.state().info_text_style,
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app.state().info_text,
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app.state().info_text_style,
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"[ FPS: {d} ]\n[ Sprites spawned: {d} ]",
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.{ game.state().frame_rate, game.state().num_sprites_spawned },
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.{ app.state().frame_rate, app.state().num_sprites_spawned },
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);
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text.schedule(.update);
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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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const window_width: f32 = @floatFromInt(core.get(core.state().main_window, .width).?);
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const entities_per_second: f32 = @floatFromInt(
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game.state().rand.random().intRangeAtMost(usize, 0, if (gotta_go_fast) 50 else 10),
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app.state().rand.random().intRangeAtMost(usize, 0, if (gotta_go_fast) 50 else 10),
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);
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if (game.state().spawn_timer.read() > 1.0 / entities_per_second) {
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if (app.state().spawn_timer.read() > 1.0 / entities_per_second) {
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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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var new_pos = vec3(-(window_width / 2), 0, 0);
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new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 50;
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new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 50;
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const new_entity = try entities.new();
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos));
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try sprite.set(new_entity, .size, vec2(32, 32));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite.set(new_entity, .pipeline, game.state().pipeline);
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game.state().num_sprites_spawned += 1;
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try sprite.set(new_entity, .pipeline, app.state().pipeline);
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app.state().num_sprites_spawned += 1;
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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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// Move entities to the right, and make them smaller the further they travel
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var q = try entities.query(.{
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@ -261,11 +264,11 @@ fn tick(
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// Play a new SFX
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const e = try entities.new();
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try audio.set(e, .samples, game.state().sfx.samples);
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try audio.set(e, .channels, game.state().sfx.channels);
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try audio.set(e, .samples, app.state().sfx.samples);
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try audio.set(e, .channels, app.state().sfx.channels);
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try audio.set(e, .index, 0);
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try audio.set(e, .playing, true);
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game.state().score += 1;
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app.state().score += 1;
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} else {
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var transform = Mat4x4.ident;
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transform = transform.mul(&Mat4x4.translate(location.add(&vec3(speed * delta_time, (speed / 2.0) * delta_time * progression, 0))));
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@ -283,7 +286,7 @@ 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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@ -298,39 +301,39 @@ 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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// Render our text batch
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text_pipeline.state().render_pass = game.state().frame_render_pass;
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text_pipeline.state().render_pass = app.state().frame_render_pass;
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text_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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game.state().frame_count += 1;
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app.state().frame_count += 1;
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}
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// TODO: move this helper into gfx module
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@ -1,6 +1,7 @@
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const std = @import("std");
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const mach = @import("mach");
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// The global list of Mach modules registered for use in our application.
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// The global list of Mach modules our application may use.
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pub const modules = .{
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mach.Core,
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mach.gfx.sprite_modules,
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@ -9,11 +10,18 @@ pub const modules = .{
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@import("App.zig"),
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};
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// TODO(important): use standard entrypoint instead
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// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
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pub fn main() !void {
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// Initialize mach.Core
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try mach.core.initModule();
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const allocator = std.heap.c_allocator;
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// Main loop
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while (try mach.core.tick()) {}
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// Initialize module system
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try mach.mods.init(allocator);
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// Schedule .app.start to run.
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mach.mods.schedule(.app, .start);
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// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
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// then this will block forever and never return.
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const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
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try mach.mods.dispatch(stack_space, .{});
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}
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