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

@ -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, .{});
}