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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@ -34,9 +34,9 @@ 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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.after_init = .{ .handler = afterInit },
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.tick = .{ .handler = tick },
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.end_frame = .{ .handler = endFrame },
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};
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@ -59,26 +59,29 @@ fn deinit(
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core.schedule(.deinit);
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}
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fn init(
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fn start(
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core: *mach.Core.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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) !void {
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core.schedule(.init);
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text.schedule(.init);
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text_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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text: *gfx.Text.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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text_style: *gfx.TextStyle.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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// TODO: a better way to initialize entities with default values
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// TODO(text): ability to specify other style options (custom font name, font color, italic/bold, etc.)
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const style1 = try entities.new();
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@ -100,7 +103,7 @@ fn afterInit(
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, .{});
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text.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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@ -120,13 +123,13 @@ fn tick(
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core: *mach.Core.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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) !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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@ -153,29 +156,29 @@ 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 = text.get(game.state().player, .transform).?;
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var player_transform = text.get(app.state().player, .transform).?;
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var player_pos = player_transform.translation().divScalar(upscale);
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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..10) |_| {
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var new_pos = player_pos;
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new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 50;
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new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 50;
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new_pos.v[0] += app.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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// Create some text
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const new_entity = try entities.new();
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try text.set(new_entity, .pipeline, game.state().pipeline);
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try text.set(new_entity, .pipeline, app.state().pipeline);
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try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
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try gfx.Text.allocPrintText(text, new_entity, game.state().style1, "?!$", .{});
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try gfx.Text.allocPrintText(text, new_entity, app.state().style1, "?!$", .{});
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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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// Rotate entities
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var q = try entities.query(.{
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@ -189,8 +192,8 @@ fn tick(
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// transform = transform.mul(&Mat4x4.translate(location));
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var transform = Mat4x4.ident;
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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.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
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transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.state().time));
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transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.state().time / 2.0), 0.5)));
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entity_transform.* = transform;
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}
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}
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@ -200,8 +203,8 @@ fn tick(
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const speed = 200.0 / upscale;
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player_pos.v[0] += direction.x() * speed * delta_time;
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player_pos.v[1] += direction.y() * speed * delta_time;
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try text.set(game.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
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try text.set(game.state().player, .dirty, true);
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try text.set(app.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
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try text.set(app.state().player, .dirty, true);
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text.schedule(.update);
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// Perform pre-render work
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@ -209,7 +212,7 @@ 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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@ -224,40 +227,40 @@ 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 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(
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entities: *mach.Entities.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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// 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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// Gather some text rendering stats
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var num_texts: u32 = 0;
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var num_glyphs: usize = 0;
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@ -274,11 +277,11 @@ fn endFrame(
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try core.state().printTitle(
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core.state().main_window,
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"text [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]",
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.{ game.state().frame_count, num_texts, num_glyphs },
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.{ app.state().frame_count, num_texts, num_glyphs },
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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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@ -1,17 +1,25 @@
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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.text_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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