module: change state to avoid undefined, remove global allocator
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
5dbf9ece3b
commit
cf883f5544
11 changed files with 271 additions and 222 deletions
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@ -55,11 +55,11 @@ fn init(
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try renderer.set(player, .location, vec3(0, 0, 0));
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try renderer.set(player, .scale, 1.0);
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game.state = .{
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game.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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};
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});
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}
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// TODO(engine): remove need for returning an error here
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@ -70,8 +70,8 @@ fn tick(
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) !void {
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// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
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var iter = core.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 = game.state().direction;
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var spawning = game.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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@ -98,14 +98,14 @@ 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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game.state().direction = direction;
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game.state().spawning = spawning;
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var player_pos = renderer.get(game.state.player, .location).?;
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if (spawning and game.state.spawn_timer.read() > 1.0 / 60.0) {
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var player_pos = renderer.get(game.state().player, .location).?;
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if (spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
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for (0..10) |_| {
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// Spawn a new follower entity
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_ = game.state.spawn_timer.lap();
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_ = game.state().spawn_timer.lap();
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const new_entity = try engine.newEntity();
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try game.set(new_entity, .follower, {});
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try renderer.set(new_entity, .location, player_pos);
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@ -114,7 +114,7 @@ fn tick(
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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 = game.state().timer.lap();
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// Move following entities closer to us.
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var archetypes_iter = engine.entities.query(.{ .all = &.{
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@ -165,5 +165,5 @@ fn tick(
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const speed = 1.0;
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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 renderer.set(game.state.player, .location, player_pos);
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try renderer.set(game.state().player, .location, player_pos);
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}
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@ -42,7 +42,7 @@ fn init(
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engine: *mach.Engine.Mod,
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renderer: *Mod,
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) !void {
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const device = engine.state.device;
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const device = engine.state().device;
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const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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// Fragment state
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@ -94,29 +94,29 @@ fn init(
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},
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};
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renderer.state = .{
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renderer.init(.{
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.pipeline = device.createRenderPipeline(&pipeline_descriptor),
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.queue = device.getQueue(),
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.bind_groups = bind_groups,
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.uniform_buffer = uniform_buffer,
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};
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});
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shader_module.release();
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}
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fn deinit(
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renderer: *Mod,
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) !void {
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renderer.state.pipeline.release();
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renderer.state.queue.release();
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for (renderer.state.bind_groups) |bind_group| bind_group.release();
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renderer.state.uniform_buffer.release();
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renderer.state().pipeline.release();
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renderer.state().queue.release();
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for (renderer.state().bind_groups) |bind_group| bind_group.release();
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renderer.state().uniform_buffer.release();
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}
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fn tick(
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engine: *mach.Engine.Mod,
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renderer: *Mod,
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) !void {
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const device = engine.state.device;
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const device = engine.state().device;
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// Begin our render pass
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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@ -148,14 +148,14 @@ fn tick(
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.offset = location.v,
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.scale = scale,
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};
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encoder.writeBuffer(renderer.state.uniform_buffer, uniform_offset * num_entities, &[_]UniformBufferObject{ubo});
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encoder.writeBuffer(renderer.state().uniform_buffer, uniform_offset * num_entities, &[_]UniformBufferObject{ubo});
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num_entities += 1;
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}
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}
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const pass = encoder.beginRenderPass(&render_pass_info);
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for (renderer.state.bind_groups[0..num_entities]) |bind_group| {
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pass.setPipeline(renderer.state.pipeline);
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for (renderer.state().bind_groups[0..num_entities]) |bind_group| {
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pass.setPipeline(renderer.state().pipeline);
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pass.setBindGroup(0, bind_group, &.{0});
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pass.draw(3, 1, 0, 0);
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}
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@ -165,7 +165,7 @@ fn tick(
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var command = encoder.finish(null);
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encoder.release();
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renderer.state.queue.submit(&[_]*gpu.CommandBuffer{command});
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renderer.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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core.swap_chain.present();
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back_buffer_view.release();
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@ -60,7 +60,7 @@ fn init(
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core.setTitle("gfx.Sprite example");
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// Tell sprite_mod to use the texture
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const texture = text_mod.state.texture;
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const texture = text_mod.state().texture;
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sprite_mod.send(.init_pipeline, .{Sprite.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.text),
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.texture = texture,
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@ -71,7 +71,7 @@ fn init(
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// type than the `.physics2d` module's `.location` component if you desire.
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engine.dispatchNoError(); // TODO: no dispatch in user code
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const r = text_mod.state.regions.get('?').?;
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const r = text_mod.state().regions.get('?').?;
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const player = try engine.newEntity();
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try sprite_mod.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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try sprite_mod.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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@ -79,7 +79,7 @@ fn init(
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try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.text));
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
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game.state = .{
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game.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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@ -88,7 +88,7 @@ fn init(
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.sprites = 0,
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.rand = std.rand.DefaultPrng.init(1337),
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.time = 0,
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};
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});
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}
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fn tick(
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@ -99,8 +99,8 @@ fn tick(
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) !void {
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// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
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var iter = core.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 = game.state().direction;
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var spawning = game.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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@ -127,33 +127,33 @@ 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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game.state().direction = direction;
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game.state().spawning = spawning;
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var player_transform = sprite_mod.get(game.state.player, .transform).?;
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var player_transform = sprite_mod.get(game.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 game.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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_ = game.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] += 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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const rand_index = game.state.rand.random().intRangeAtMost(usize, 0, text_mod.state.regions.count() - 1);
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const r = text_mod.state.regions.entries.get(rand_index).value;
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const rand_index = game.state().rand.random().intRangeAtMost(usize, 0, text_mod.state().regions.count() - 1);
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const r = text_mod.state().regions.entries.get(rand_index).value;
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const new_entity = try engine.newEntity();
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try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
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try sprite_mod.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite_mod.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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try sprite_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.text));
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game.state.sprites += 1;
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game.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 = game.state().timer.lap();
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// Animate entities
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var archetypes_iter = engine.entities.query(.{ .all = &.{
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@ -166,15 +166,15 @@ fn tick(
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var location = old_transform.translation();
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if (location.x() < -@as(f32, @floatFromInt(core.size().width)) / 1.5 or location.x() > @as(f32, @floatFromInt(core.size().width)) / 1.5 or location.y() < -@as(f32, @floatFromInt(core.size().height)) / 1.5 or location.y() > @as(f32, @floatFromInt(core.size().height)) / 1.5) {
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try engine.entities.remove(id);
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game.state.sprites -= 1;
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game.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 * 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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// TODO: .set() API is substantially slower due to internals
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// try sprite_mod.set(id, .transform, transform);
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@ -190,7 +190,7 @@ 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_mod.set(game.state.player, .transform, player_transform);
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try sprite_mod.set(game.state().player, .transform, player_transform);
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
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@ -204,11 +204,11 @@ fn tick(
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engine.send(.present, .{}); // Present the 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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try core.printTitle("gfx.Sprite example [ FPS: {d} ] [ Sprites: {d} ]", .{ game.state.frame_count, game.state.sprites });
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game.state.fps_timer.reset();
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game.state.frame_count = 0;
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if (game.state().fps_timer.read() >= 1.0) {
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try core.printTitle("gfx.Sprite example [ FPS: {d} ] [ Sprites: {d} ]", .{ game.state().frame_count, game.state().sprites });
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game.state().fps_timer.reset();
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game.state().frame_count = 0;
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}
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game.state.frame_count += 1;
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game.state.time += delta_time;
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game.state().frame_count += 1;
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game.state().time += delta_time;
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}
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@ -19,28 +19,30 @@ pub const local_events = .{
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const RegionMap = std.AutoArrayHashMapUnmanaged(u21, mach.gfx.Atlas.Region);
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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texture_atlas: mach.gfx.Atlas,
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texture: *gpu.Texture,
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ft: ft.Library,
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face: ft.Face,
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regions: RegionMap = .{},
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allocator: std.mem.Allocator,
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fn deinit(
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engine: *mach.Engine.Mod,
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text_mod: *Mod,
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) !void {
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text_mod.state.texture_atlas.deinit(engine.allocator);
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text_mod.state.texture.release();
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text_mod.state.face.deinit();
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text_mod.state.ft.deinit();
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text_mod.state.regions.deinit(engine.allocator);
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fn deinit(text_mod: *Mod) !void {
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const state = text_mod.state();
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state.texture_atlas.deinit(text_mod.state().allocator);
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state.texture.release();
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state.face.deinit();
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state.ft.deinit();
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state.regions.deinit(state.allocator);
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}
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fn init(
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engine: *mach.Engine.Mod,
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text_mod: *Mod,
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) !void {
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const device = engine.state.device;
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const device = engine.state().device;
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const allocator = gpa.allocator();
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// rgba32_pixels
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const img_size = gpu.Extent3D{ .width = 1024, .height = 1024 };
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@ -56,19 +58,22 @@ fn init(
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},
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});
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var s = &text_mod.state;
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s.texture = texture;
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s.texture_atlas = try mach.gfx.Atlas.init(
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engine.allocator,
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const texture_atlas = try mach.gfx.Atlas.init(
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allocator,
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img_size.width,
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.rgba,
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);
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// TODO: state fields' default values do not work
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s.regions = .{};
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const ft_lib = try ft.Library.init();
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const face = try ft_lib.createFaceMemory(assets.roboto_medium_ttf, 0);
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s.ft = try ft.Library.init();
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s.face = try s.ft.createFaceMemory(assets.roboto_medium_ttf, 0);
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text_mod.init(.{
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.texture_atlas = texture_atlas,
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.texture = texture,
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.ft = ft_lib,
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.face = face,
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.allocator = allocator,
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});
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text_mod.send(.prepare, .{&[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' }});
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}
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@ -78,9 +83,9 @@ fn prepare(
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text_mod: *Mod,
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codepoints: []const u21,
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) !void {
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const device = engine.state.device;
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const device = engine.state().device;
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const queue = device.getQueue();
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var s = &text_mod.state;
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var s = text_mod.state();
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for (codepoints) |codepoint| {
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const font_size = 48 * 1;
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@ -95,8 +100,8 @@ fn prepare(
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// Add 1 pixel padding to texture to avoid bleeding over other textures
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const margin = 1;
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const glyph_data = try engine.allocator.alloc([4]u8, (glyph_width + (margin * 2)) * (glyph_height + (margin * 2)));
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defer engine.allocator.free(glyph_data);
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const glyph_data = try s.allocator.alloc([4]u8, (glyph_width + (margin * 2)) * (glyph_height + (margin * 2)));
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defer s.allocator.free(glyph_data);
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const glyph_buffer = glyph_bitmap.buffer().?;
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for (glyph_data, 0..) |*data, i| {
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const x = i % (glyph_width + (margin * 2));
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@ -108,7 +113,7 @@ fn prepare(
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data.* = [4]u8{ 0, 0, 0, alpha };
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}
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}
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var glyph_atlas_region = try s.texture_atlas.reserve(engine.allocator, glyph_width + (margin * 2), glyph_height + (margin * 2));
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var glyph_atlas_region = try s.texture_atlas.reserve(s.allocator, glyph_width + (margin * 2), glyph_height + (margin * 2));
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s.texture_atlas.set(glyph_atlas_region, @as([*]const u8, @ptrCast(glyph_data.ptr))[0 .. glyph_data.len * 4]);
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glyph_atlas_region.x += margin;
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@ -116,7 +121,7 @@ fn prepare(
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glyph_atlas_region.width -= margin * 2;
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glyph_atlas_region.height -= margin * 2;
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try s.regions.put(engine.allocator, codepoint, glyph_atlas_region);
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try s.regions.put(s.allocator, codepoint, glyph_atlas_region);
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_ = metrics;
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}
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@ -15,6 +15,8 @@ const Vec3 = math.Vec3;
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const Mat3x3 = math.Mat3x3;
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const Mat4x4 = math.Mat4x4;
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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timer: mach.Timer,
|
||||
player: mach.ecs.EntityID,
|
||||
direction: Vec2 = vec2(0, 0),
|
||||
|
|
@ -25,6 +27,7 @@ frame_count: usize,
|
|||
sprites: usize,
|
||||
rand: std.rand.DefaultPrng,
|
||||
time: f32,
|
||||
allocator: std.mem.Allocator,
|
||||
|
||||
const d0 = 0.000001;
|
||||
|
||||
|
|
@ -68,13 +71,14 @@ fn init(
|
|||
try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
|
||||
try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
|
||||
|
||||
const allocator = gpa.allocator();
|
||||
sprite_mod.send(.init_pipeline, .{Sprite.PipelineOptions{
|
||||
.pipeline = @intFromEnum(Pipeline.default),
|
||||
.texture = try loadTexture(engine),
|
||||
.texture = try loadTexture(engine, allocator),
|
||||
}});
|
||||
sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
|
||||
|
||||
game.state = .{
|
||||
game.init(.{
|
||||
.timer = try mach.Timer.start(),
|
||||
.spawn_timer = try mach.Timer.start(),
|
||||
.player = player,
|
||||
|
|
@ -83,7 +87,8 @@ fn init(
|
|||
.sprites = 0,
|
||||
.rand = std.rand.DefaultPrng.init(1337),
|
||||
.time = 0,
|
||||
};
|
||||
.allocator = allocator,
|
||||
});
|
||||
}
|
||||
|
||||
fn tick(
|
||||
|
|
@ -93,8 +98,8 @@ fn tick(
|
|||
) !void {
|
||||
// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
|
||||
var iter = core.pollEvents();
|
||||
var direction = game.state.direction;
|
||||
var spawning = game.state.spawning;
|
||||
var direction = game.state().direction;
|
||||
var spawning = game.state().spawning;
|
||||
while (iter.next()) |event| {
|
||||
switch (event) {
|
||||
.key_press => |ev| {
|
||||
|
|
@ -121,30 +126,30 @@ fn tick(
|
|||
else => {},
|
||||
}
|
||||
}
|
||||
game.state.direction = direction;
|
||||
game.state.spawning = spawning;
|
||||
game.state().direction = direction;
|
||||
game.state().spawning = spawning;
|
||||
|
||||
var player_transform = sprite_mod.get(game.state.player, .transform).?;
|
||||
var player_transform = sprite_mod.get(game.state().player, .transform).?;
|
||||
var player_pos = player_transform.translation();
|
||||
if (spawning and game.state.spawn_timer.read() > 1.0 / 60.0) {
|
||||
if (spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
|
||||
// Spawn new entities
|
||||
_ = game.state.spawn_timer.lap();
|
||||
_ = game.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] += game.state().rand.random().floatNorm(f32) * 25;
|
||||
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
|
||||
|
||||
const new_entity = try engine.newEntity();
|
||||
try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
|
||||
try sprite_mod.set(new_entity, .size, vec2(32, 32));
|
||||
try sprite_mod.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
|
||||
try sprite_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.default));
|
||||
game.state.sprites += 1;
|
||||
game.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 = game.state().timer.lap();
|
||||
|
||||
// Rotate entities
|
||||
var archetypes_iter = engine.entities.query(.{ .all = &.{
|
||||
|
|
@ -161,8 +166,8 @@ 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 * game.state().time));
|
||||
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
|
||||
|
||||
// TODO: .set() API is substantially slower due to internals
|
||||
// try sprite_mod.set(id, .transform, transform);
|
||||
|
|
@ -175,7 +180,7 @@ 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_mod.set(game.state.player, .transform, Mat4x4.translate(player_pos));
|
||||
try sprite_mod.set(game.state().player, .transform, Mat4x4.translate(player_pos));
|
||||
sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
|
||||
|
||||
// Perform pre-render work
|
||||
|
|
@ -188,24 +193,22 @@ fn tick(
|
|||
engine.send(.present, .{}); // Present the frame
|
||||
|
||||
// Every second, update the window title with the FPS
|
||||
if (game.state.fps_timer.read() >= 1.0) {
|
||||
try core.printTitle("gfx.Sprite example [ FPS: {d} ] [ Sprites: {d} ]", .{ game.state.frame_count, game.state.sprites });
|
||||
game.state.fps_timer.reset();
|
||||
game.state.frame_count = 0;
|
||||
if (game.state().fps_timer.read() >= 1.0) {
|
||||
try core.printTitle("gfx.Sprite example [ FPS: {d} ] [ Sprites: {d} ]", .{ game.state().frame_count, game.state().sprites });
|
||||
game.state().fps_timer.reset();
|
||||
game.state().frame_count = 0;
|
||||
}
|
||||
game.state.frame_count += 1;
|
||||
game.state.time += delta_time;
|
||||
game.state().frame_count += 1;
|
||||
game.state().time += delta_time;
|
||||
}
|
||||
|
||||
// TODO: move this helper into gfx module
|
||||
fn loadTexture(
|
||||
engine: *mach.Engine.Mod,
|
||||
) !*gpu.Texture {
|
||||
const device = engine.state.device;
|
||||
fn loadTexture(engine: *mach.Engine.Mod, allocator: std.mem.Allocator) !*gpu.Texture {
|
||||
const device = engine.state().device;
|
||||
const queue = device.getQueue();
|
||||
|
||||
// Load the image from memory
|
||||
var img = try zigimg.Image.fromMemory(engine.allocator, assets.sprites_sheet_png);
|
||||
var img = try zigimg.Image.fromMemory(allocator, assets.sprites_sheet_png);
|
||||
defer img.deinit();
|
||||
const img_size = gpu.Extent3D{ .width = @as(u32, @intCast(img.width)), .height = @as(u32, @intCast(img.height)) };
|
||||
|
||||
|
|
@ -226,8 +229,8 @@ fn loadTexture(
|
|||
switch (img.pixels) {
|
||||
.rgba32 => |pixels| queue.writeTexture(&.{ .texture = texture }, &data_layout, &img_size, pixels),
|
||||
.rgb24 => |pixels| {
|
||||
const data = try rgb24ToRgba32(engine.allocator, pixels);
|
||||
defer data.deinit(engine.allocator);
|
||||
const data = try rgb24ToRgba32(allocator, pixels);
|
||||
defer data.deinit(allocator);
|
||||
queue.writeTexture(&.{ .texture = texture }, &data_layout, &img_size, data.rgba32);
|
||||
},
|
||||
else => @panic("unsupported image color format"),
|
||||
|
|
|
|||
|
|
@ -17,6 +17,8 @@ const Vec3 = math.Vec3;
|
|||
const Mat3x3 = math.Mat3x3;
|
||||
const Mat4x4 = math.Mat4x4;
|
||||
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
|
||||
timer: mach.Timer,
|
||||
player: mach.ecs.EntityID,
|
||||
direction: Vec2 = vec2(0, 0),
|
||||
|
|
@ -28,6 +30,7 @@ texts: usize,
|
|||
rand: std.rand.DefaultPrng,
|
||||
time: f32,
|
||||
style1: mach.ecs.EntityID,
|
||||
allocator: std.mem.Allocator,
|
||||
|
||||
const d0 = 0.000001;
|
||||
|
||||
|
|
@ -101,7 +104,8 @@ fn init(
|
|||
|
||||
// TODO: better storage mechanism for this
|
||||
// TODO: this is a leak
|
||||
const styles = try engine.allocator.alloc(mach.ecs.EntityID, 3);
|
||||
const allocator = gpa.allocator();
|
||||
const styles = try allocator.alloc(mach.ecs.EntityID, 3);
|
||||
styles[0] = style1;
|
||||
styles[1] = style2;
|
||||
styles[2] = style3;
|
||||
|
|
@ -113,7 +117,7 @@ fn init(
|
|||
}});
|
||||
engine.dispatchNoError(); // TODO: no dispatch in user code
|
||||
|
||||
game.state = .{
|
||||
game.init(.{
|
||||
.timer = try mach.Timer.start(),
|
||||
.spawn_timer = try mach.Timer.start(),
|
||||
.player = player,
|
||||
|
|
@ -123,7 +127,8 @@ fn init(
|
|||
.rand = std.rand.DefaultPrng.init(1337),
|
||||
.time = 0,
|
||||
.style1 = style1,
|
||||
};
|
||||
.allocator = allocator,
|
||||
});
|
||||
}
|
||||
|
||||
fn deinit(engine: *mach.Engine.Mod) !void {
|
||||
|
|
@ -137,8 +142,8 @@ fn tick(
|
|||
) !void {
|
||||
// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
|
||||
var iter = core.pollEvents();
|
||||
var direction = game.state.direction;
|
||||
var spawning = game.state.spawning;
|
||||
var direction = game.state().direction;
|
||||
var spawning = game.state().spawning;
|
||||
while (iter.next()) |event| {
|
||||
switch (event) {
|
||||
.key_press => |ev| {
|
||||
|
|
@ -165,18 +170,18 @@ fn tick(
|
|||
else => {},
|
||||
}
|
||||
}
|
||||
game.state.direction = direction;
|
||||
game.state.spawning = spawning;
|
||||
game.state().direction = direction;
|
||||
game.state().spawning = spawning;
|
||||
|
||||
var player_transform = text_mod.get(game.state.player, .transform).?;
|
||||
var player_transform = text_mod.get(game.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 game.state().spawn_timer.read() > 1.0 / 60.0) {
|
||||
// Spawn new entities
|
||||
_ = game.state.spawn_timer.lap();
|
||||
_ = game.state().spawn_timer.lap();
|
||||
for (0..1) |_| {
|
||||
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] += game.state().rand.random().floatNorm(f32) * 25;
|
||||
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
|
||||
|
||||
const new_entity = try engine.newEntity();
|
||||
try text_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.default));
|
||||
|
|
@ -184,17 +189,17 @@ fn tick(
|
|||
|
||||
// TODO: better storage mechanism for this
|
||||
// TODO: this is a leak
|
||||
const styles = try engine.allocator.alloc(mach.ecs.EntityID, 1);
|
||||
styles[0] = game.state.style1;
|
||||
const styles = try game.state().allocator.alloc(mach.ecs.EntityID, 1);
|
||||
styles[0] = game.state().style1;
|
||||
try text_mod.set(new_entity, .text, text2);
|
||||
try text_mod.set(new_entity, .style, styles);
|
||||
|
||||
game.state.texts += 1;
|
||||
game.state().texts += 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 = game.state().timer.lap();
|
||||
|
||||
// Rotate entities
|
||||
var archetypes_iter = engine.entities.query(.{ .all = &.{
|
||||
|
|
@ -211,8 +216,8 @@ 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 * game.state().time));
|
||||
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
|
||||
|
||||
// TODO: .set() API is substantially slower due to internals
|
||||
// try text_mod.set(id, .transform, transform);
|
||||
|
|
@ -225,7 +230,7 @@ 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_mod.set(game.state.player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
|
||||
try text_mod.set(game.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
|
||||
text_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
|
||||
|
||||
// Perform pre-render work
|
||||
|
|
@ -238,11 +243,11 @@ fn tick(
|
|||
engine.send(.present, .{}); // Present the frame
|
||||
|
||||
// Every second, update the window title with the FPS
|
||||
if (game.state.fps_timer.read() >= 1.0) {
|
||||
try core.printTitle("gfx.Text example [ FPS: {d} ] [ Texts: {d} ]", .{ game.state.frame_count, game.state.texts });
|
||||
game.state.fps_timer.reset();
|
||||
game.state.frame_count = 0;
|
||||
if (game.state().fps_timer.read() >= 1.0) {
|
||||
try core.printTitle("gfx.Text example [ FPS: {d} ] [ Texts: {d} ]", .{ game.state().frame_count, game.state().texts });
|
||||
game.state().fps_timer.reset();
|
||||
game.state().frame_count = 0;
|
||||
}
|
||||
game.state.frame_count += 1;
|
||||
game.state.time += delta_time;
|
||||
game.state().frame_count += 1;
|
||||
game.state().time += delta_time;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -83,17 +83,11 @@ test "example" {
|
|||
try world.init(allocator);
|
||||
defer world.deinit(allocator);
|
||||
|
||||
// TODO: better module initialization location
|
||||
world.mod.physics.entities = &world.entities;
|
||||
world.mod.physics.allocator = world.entities.allocator;
|
||||
world.mod.renderer.entities = &world.entities;
|
||||
world.mod.renderer.allocator = world.entities.allocator;
|
||||
|
||||
// Initialize module state.
|
||||
var physics = &world.mod.physics;
|
||||
var renderer = &world.mod.renderer;
|
||||
physics.state = .{ .pointer = 123 };
|
||||
_ = physics.state.pointer; // == 123
|
||||
physics.init(.{ .pointer = 123 });
|
||||
_ = physics.state().pointer; // == 123
|
||||
|
||||
const player1 = try physics.newEntity();
|
||||
const player2 = try physics.newEntity();
|
||||
|
|
|
|||
|
|
@ -39,20 +39,23 @@ pub const Engine = struct {
|
|||
fn init(engine: *Mod) !void {
|
||||
core.allocator = allocator;
|
||||
try core.init(.{});
|
||||
const state = &engine.state;
|
||||
state.device = core.device;
|
||||
state.queue = core.device.getQueue();
|
||||
state.should_exit = false;
|
||||
state.encoder = state.device.createCommandEncoder(&gpu.CommandEncoder.Descriptor{
|
||||
.label = "engine.state.encoder",
|
||||
engine.init(.{
|
||||
.device = core.device,
|
||||
.queue = core.device.getQueue(),
|
||||
.should_exit = false,
|
||||
.pass = undefined,
|
||||
.encoder = core.device.createCommandEncoder(&gpu.CommandEncoder.Descriptor{
|
||||
.label = "engine.state.encoder",
|
||||
}),
|
||||
});
|
||||
engine.sendGlobal(.init, .{});
|
||||
}
|
||||
|
||||
fn deinit(engine: *Mod) void {
|
||||
const state = engine.state();
|
||||
// TODO: this triggers a device loss error, which we should handle correctly
|
||||
// engine.state.device.release();
|
||||
engine.state.queue.release();
|
||||
// state.device.release();
|
||||
state.queue.release();
|
||||
engine.sendGlobal(.deinit, .{});
|
||||
core.deinit();
|
||||
}
|
||||
|
|
@ -60,7 +63,8 @@ pub const Engine = struct {
|
|||
// Engine module's exit handler
|
||||
fn exit(engine: *Mod) void {
|
||||
engine.sendGlobal(.exit, .{});
|
||||
engine.state.should_exit = true;
|
||||
const state = engine.state();
|
||||
state.should_exit = true;
|
||||
}
|
||||
|
||||
fn beginPass(engine: *Mod, clear_color: gpu.Color) void {
|
||||
|
|
@ -78,21 +82,23 @@ pub const Engine = struct {
|
|||
.color_attachments = &.{color_attachment},
|
||||
});
|
||||
|
||||
engine.state.pass = engine.state.encoder.beginRenderPass(&pass_info);
|
||||
const state = engine.state();
|
||||
state.pass = state.encoder.beginRenderPass(&pass_info);
|
||||
}
|
||||
|
||||
fn endPass(engine: *Mod) void {
|
||||
const state = engine.state();
|
||||
// End this pass
|
||||
engine.state.pass.end();
|
||||
engine.state.pass.release();
|
||||
state.pass.end();
|
||||
state.pass.release();
|
||||
|
||||
var command = engine.state.encoder.finish(null);
|
||||
var command = state.encoder.finish(null);
|
||||
defer command.release();
|
||||
engine.state.encoder.release();
|
||||
engine.state.queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
state.encoder.release();
|
||||
state.queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
|
||||
// Prepare for next pass
|
||||
engine.state.encoder = engine.state.device.createCommandEncoder(&gpu.CommandEncoder.Descriptor{
|
||||
state.encoder = state.device.createCommandEncoder(&gpu.CommandEncoder.Descriptor{
|
||||
.label = "engine.state.encoder",
|
||||
});
|
||||
}
|
||||
|
|
@ -125,6 +131,6 @@ pub const App = struct {
|
|||
app.modules.mod.engine.sendGlobal(.tick, .{});
|
||||
try app.modules.dispatch(); // dispatch .tick
|
||||
try app.modules.dispatch(); // dispatch any events produced by .tick
|
||||
return app.modules.mod.engine.state.should_exit;
|
||||
return app.modules.mod.engine.state().should_exit;
|
||||
}
|
||||
};
|
||||
|
|
|
|||
|
|
@ -12,8 +12,11 @@ const Vec3 = math.Vec3;
|
|||
const Mat3x3 = math.Mat3x3;
|
||||
const Mat4x4 = math.Mat4x4;
|
||||
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
|
||||
/// Internal state
|
||||
pipelines: std.AutoArrayHashMapUnmanaged(u32, Pipeline),
|
||||
pipelines: std.AutoArrayHashMapUnmanaged(u32, Pipeline) = .{},
|
||||
allocator: std.mem.Allocator,
|
||||
|
||||
pub const name = .mach_gfx_sprite;
|
||||
pub const Mod = mach.Mod(@This());
|
||||
|
|
@ -137,18 +140,15 @@ pub const PipelineOptions = struct {
|
|||
pipeline_layout: ?*gpu.PipelineLayout = null,
|
||||
};
|
||||
|
||||
fn deinit(sprite_mod: *Mod) !void {
|
||||
for (sprite_mod.state.pipelines.entries.items(.value)) |*pipeline| pipeline.deinit();
|
||||
sprite_mod.state.pipelines.deinit(sprite_mod.allocator);
|
||||
fn init(sprite_mod: *Mod) void {
|
||||
sprite_mod.init(.{
|
||||
.allocator = gpa.allocator(),
|
||||
});
|
||||
}
|
||||
|
||||
fn init(
|
||||
sprite_mod: *Mod,
|
||||
) !void {
|
||||
sprite_mod.state = .{
|
||||
// TODO: struct default value initializers don't work
|
||||
.pipelines = .{},
|
||||
};
|
||||
fn deinit(sprite_mod: *Mod) !void {
|
||||
for (sprite_mod.state().pipelines.entries.items(.value)) |*pipeline| pipeline.deinit();
|
||||
sprite_mod.state().pipelines.deinit(sprite_mod.state().allocator);
|
||||
}
|
||||
|
||||
fn initPipeline(
|
||||
|
|
@ -156,9 +156,9 @@ fn initPipeline(
|
|||
sprite_mod: *Mod,
|
||||
opt: PipelineOptions,
|
||||
) !void {
|
||||
const device = engine.state.device;
|
||||
const device = engine.state().device;
|
||||
|
||||
const pipeline = try sprite_mod.state.pipelines.getOrPut(engine.allocator, opt.pipeline);
|
||||
const pipeline = try sprite_mod.state().pipelines.getOrPut(sprite_mod.state().allocator, opt.pipeline);
|
||||
if (pipeline.found_existing) {
|
||||
pipeline.value_ptr.*.deinit();
|
||||
}
|
||||
|
|
@ -296,8 +296,8 @@ fn updated(
|
|||
sprite_mod: *Mod,
|
||||
pipeline_id: u32,
|
||||
) !void {
|
||||
const pipeline = sprite_mod.state.pipelines.getPtr(pipeline_id).?;
|
||||
const device = engine.state.device;
|
||||
const pipeline = sprite_mod.state().pipelines.getPtr(pipeline_id).?;
|
||||
const device = engine.state().device;
|
||||
|
||||
// TODO: make sure these entities only belong to the given pipeline
|
||||
// we need a better tagging mechanism
|
||||
|
|
@ -337,7 +337,7 @@ fn updated(
|
|||
var command = encoder.finish(null);
|
||||
defer command.release();
|
||||
|
||||
engine.state.queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
engine.state().queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
}
|
||||
|
||||
fn preRender(
|
||||
|
|
@ -345,7 +345,7 @@ fn preRender(
|
|||
sprite_mod: *Mod,
|
||||
pipeline_id: u32,
|
||||
) !void {
|
||||
const pipeline = sprite_mod.state.pipelines.get(pipeline_id).?;
|
||||
const pipeline = sprite_mod.state().pipelines.get(pipeline_id).?;
|
||||
|
||||
// Update uniform buffer
|
||||
const proj = Mat4x4.projection2D(.{
|
||||
|
|
@ -365,7 +365,7 @@ fn preRender(
|
|||
),
|
||||
};
|
||||
|
||||
engine.state.encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
|
||||
engine.state().encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
|
||||
}
|
||||
|
||||
fn render(
|
||||
|
|
@ -373,10 +373,10 @@ fn render(
|
|||
sprite_mod: *Mod,
|
||||
pipeline_id: u32,
|
||||
) !void {
|
||||
const pipeline = sprite_mod.state.pipelines.get(pipeline_id).?;
|
||||
const pipeline = sprite_mod.state().pipelines.get(pipeline_id).?;
|
||||
|
||||
// Draw the sprite batch
|
||||
const pass = engine.state.pass;
|
||||
const pass = engine.state().pass;
|
||||
const total_vertices = pipeline.num_sprites * 6;
|
||||
pass.setPipeline(pipeline.render);
|
||||
// TODO: remove dynamic offsets?
|
||||
|
|
|
|||
|
|
@ -15,8 +15,11 @@ const vec4 = math.vec4;
|
|||
const Mat3x3 = math.Mat3x3;
|
||||
const Mat4x4 = math.Mat4x4;
|
||||
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
|
||||
/// Internal state
|
||||
pipelines: std.AutoArrayHashMapUnmanaged(u32, Pipeline),
|
||||
pipelines: std.AutoArrayHashMapUnmanaged(u32, Pipeline) = .{},
|
||||
allocator: std.mem.Allocator,
|
||||
|
||||
pub const name = .mach_gfx_text;
|
||||
pub const Mod = mach.Mod(@This());
|
||||
|
|
@ -198,17 +201,14 @@ pub const PipelineOptions = struct {
|
|||
};
|
||||
|
||||
fn deinit(text_mod: *Mod) !void {
|
||||
for (text_mod.state.pipelines.entries.items(.value)) |*pipeline| pipeline.deinit(text_mod.allocator);
|
||||
text_mod.state.pipelines.deinit(text_mod.allocator);
|
||||
for (text_mod.state().pipelines.entries.items(.value)) |*pipeline| pipeline.deinit(text_mod.state().allocator);
|
||||
text_mod.state().pipelines.deinit(text_mod.state().allocator);
|
||||
}
|
||||
|
||||
fn init(
|
||||
text_mod: *Mod,
|
||||
) !void {
|
||||
text_mod.state = .{
|
||||
// TODO: struct default value initializers don't work
|
||||
.pipelines = .{},
|
||||
};
|
||||
fn init(text_mod: *Mod) void {
|
||||
text_mod.init(.{
|
||||
.allocator = gpa.allocator(),
|
||||
});
|
||||
}
|
||||
|
||||
fn initPipeline(
|
||||
|
|
@ -216,11 +216,11 @@ fn initPipeline(
|
|||
text_mod: *Mod,
|
||||
opt: PipelineOptions,
|
||||
) !void {
|
||||
const device = engine.state.device;
|
||||
const device = engine.state().device;
|
||||
|
||||
const pipeline = try text_mod.state.pipelines.getOrPut(engine.allocator, opt.pipeline);
|
||||
const pipeline = try text_mod.state().pipelines.getOrPut(text_mod.state().allocator, opt.pipeline);
|
||||
if (pipeline.found_existing) {
|
||||
pipeline.value_ptr.*.deinit(engine.allocator);
|
||||
pipeline.value_ptr.*.deinit(text_mod.state().allocator);
|
||||
}
|
||||
|
||||
// Prepare texture for the font atlas.
|
||||
|
|
@ -235,7 +235,7 @@ fn initPipeline(
|
|||
},
|
||||
});
|
||||
const texture_atlas = try gfx.Atlas.init(
|
||||
engine.allocator,
|
||||
text_mod.state().allocator,
|
||||
img_size.width,
|
||||
.rgba,
|
||||
);
|
||||
|
|
@ -376,8 +376,8 @@ fn updated(
|
|||
text_mod: *Mod,
|
||||
pipeline_id: u32,
|
||||
) !void {
|
||||
const pipeline = text_mod.state.pipelines.getPtr(pipeline_id).?;
|
||||
const device = engine.state.device;
|
||||
const pipeline = text_mod.state().pipelines.getPtr(pipeline_id).?;
|
||||
const device = engine.state().device;
|
||||
|
||||
// TODO: make sure these entities only belong to the given pipeline
|
||||
// we need a better tagging mechanism
|
||||
|
|
@ -425,7 +425,7 @@ fn updated(
|
|||
_ = font_name; // TODO: actually use font name
|
||||
const font_bytes = @import("font-assets").fira_sans_regular_ttf;
|
||||
var font = try gfx.Font.initBytes(font_bytes);
|
||||
defer font.deinit(engine.allocator);
|
||||
defer font.deinit(text_mod.state().allocator);
|
||||
|
||||
const font_size = engine.entities.getComponent(style, .mach_gfx_text, .font_size).?;
|
||||
const font_weight = engine.entities.getComponent(style, .mach_gfx_text, .font_weight);
|
||||
|
|
@ -450,16 +450,16 @@ fn updated(
|
|||
const codepoint = segment[glyph.cluster];
|
||||
// TODO: use flags(?) to detect newline, or at least something more reliable?
|
||||
if (codepoint != '\n') {
|
||||
const region = try pipeline.regions.getOrPut(engine.allocator, .{
|
||||
const region = try pipeline.regions.getOrPut(text_mod.state().allocator, .{
|
||||
.index = glyph.glyph_index,
|
||||
.size = @bitCast(font_size),
|
||||
});
|
||||
if (!region.found_existing) {
|
||||
const rendered_glyph = try font.render(engine.allocator, glyph.glyph_index, .{
|
||||
const rendered_glyph = try font.render(text_mod.state().allocator, glyph.glyph_index, .{
|
||||
.font_size_px = run.font_size_px,
|
||||
});
|
||||
if (rendered_glyph.bitmap) |bitmap| {
|
||||
var glyph_atlas_region = try pipeline.texture_atlas.reserve(engine.allocator, rendered_glyph.width, rendered_glyph.height);
|
||||
var glyph_atlas_region = try pipeline.texture_atlas.reserve(text_mod.state().allocator, rendered_glyph.width, rendered_glyph.height);
|
||||
pipeline.texture_atlas.set(glyph_atlas_region, @as([*]const u8, @ptrCast(bitmap.ptr))[0 .. bitmap.len * 4]);
|
||||
texture_update = true;
|
||||
|
||||
|
|
@ -484,7 +484,7 @@ fn updated(
|
|||
|
||||
const r = region.value_ptr.*;
|
||||
const size = vec2(@floatFromInt(r.width), @floatFromInt(r.height));
|
||||
try glyphs.append(engine.allocator, .{
|
||||
try glyphs.append(text_mod.state().allocator, .{
|
||||
.pos = vec2(
|
||||
origin_x + glyph.offset.x(),
|
||||
origin_y - (size.y() - glyph.offset.y()),
|
||||
|
|
@ -509,7 +509,7 @@ fn updated(
|
|||
|
||||
// TODO: could writeBuffer check for zero?
|
||||
if (glyphs.items.len > 0) encoder.writeBuffer(pipeline.glyphs, 0, glyphs.items);
|
||||
defer glyphs.deinit(engine.allocator);
|
||||
defer glyphs.deinit(text_mod.state().allocator);
|
||||
if (texture_update) {
|
||||
// rgba32_pixels
|
||||
// TODO: use proper texture dimensions here
|
||||
|
|
@ -518,7 +518,7 @@ fn updated(
|
|||
.bytes_per_row = @as(u32, @intCast(img_size.width * 4)),
|
||||
.rows_per_image = @as(u32, @intCast(img_size.height)),
|
||||
};
|
||||
engine.state.queue.writeTexture(
|
||||
engine.state().queue.writeTexture(
|
||||
&.{ .texture = pipeline.texture },
|
||||
&data_layout,
|
||||
&img_size,
|
||||
|
|
@ -529,7 +529,7 @@ fn updated(
|
|||
var command = encoder.finish(null);
|
||||
defer command.release();
|
||||
|
||||
engine.state.queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
engine.state().queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
}
|
||||
|
||||
fn preRender(
|
||||
|
|
@ -537,7 +537,7 @@ fn preRender(
|
|||
text_mod: *Mod,
|
||||
pipeline_id: u32,
|
||||
) !void {
|
||||
const pipeline = text_mod.state.pipelines.get(pipeline_id).?;
|
||||
const pipeline = text_mod.state().pipelines.get(pipeline_id).?;
|
||||
|
||||
// Update uniform buffer
|
||||
const proj = Mat4x4.projection2D(.{
|
||||
|
|
@ -557,7 +557,7 @@ fn preRender(
|
|||
),
|
||||
};
|
||||
|
||||
engine.state.encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
|
||||
engine.state().encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
|
||||
}
|
||||
|
||||
fn render(
|
||||
|
|
@ -565,10 +565,10 @@ fn render(
|
|||
text_mod: *Mod,
|
||||
pipeline_id: u32,
|
||||
) !void {
|
||||
const pipeline = text_mod.state.pipelines.get(pipeline_id).?;
|
||||
const pipeline = text_mod.state().pipelines.get(pipeline_id).?;
|
||||
|
||||
// Draw the text batch
|
||||
const pass = engine.state.pass;
|
||||
const pass = engine.state().pass;
|
||||
const total_vertices = pipeline.num_glyphs * 6;
|
||||
pass.setPipeline(pipeline.render);
|
||||
// TODO: remove dynamic offsets?
|
||||
|
|
|
|||
|
|
@ -4,6 +4,7 @@ const testing = @import("testing.zig");
|
|||
|
||||
const Entities = @import("ecs/entities.zig").Entities;
|
||||
const EntityID = @import("ecs/entities.zig").EntityID;
|
||||
const is_debug = @import("ecs/comptime.zig").is_debug;
|
||||
|
||||
// TODO: make sendToModule the default name for sending events? and sendGlobal always secondary? Or vice-versa?
|
||||
|
||||
|
|
@ -71,6 +72,16 @@ pub fn Modules(comptime modules: anytype) type {
|
|||
errdefer m.args_queue.deinit(allocator);
|
||||
errdefer m.events.deinit();
|
||||
try m.events.ensureTotalCapacity(1024);
|
||||
|
||||
// Default initialize m.mod
|
||||
inline for (@typeInfo(@TypeOf(m.mod)).Struct.fields) |field| {
|
||||
const Mod2 = @TypeOf(@field(m.mod, field.name));
|
||||
@field(m.mod, field.name) = Mod2{
|
||||
.__is_initialized = false,
|
||||
.__state = undefined,
|
||||
.entities = &m.entities,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
pub fn deinit(m: *@This(), allocator: std.mem.Allocator) void {
|
||||
|
|
@ -99,6 +110,7 @@ pub fn Modules(comptime modules: anytype) type {
|
|||
}
|
||||
}
|
||||
|
||||
// TODO: docs
|
||||
fn moduleToGlobalEvent(
|
||||
comptime M: type,
|
||||
comptime EventEnumM: anytype,
|
||||
|
|
@ -106,9 +118,7 @@ pub fn Modules(comptime modules: anytype) type {
|
|||
comptime event_name: EventEnumM(M),
|
||||
) EventEnum(modules) {
|
||||
for (@typeInfo(EventEnum(modules)).Enum.fields) |gfield| {
|
||||
if (std.mem.eql(u8, @tagName(event_name), gfield.name)) {
|
||||
return @enumFromInt(gfield.value);
|
||||
}
|
||||
if (std.mem.eql(u8, @tagName(event_name), gfield.name)) return @enumFromInt(gfield.value);
|
||||
}
|
||||
unreachable;
|
||||
}
|
||||
|
|
@ -118,12 +128,14 @@ pub fn Modules(comptime modules: anytype) type {
|
|||
m: *@This(),
|
||||
// TODO: is a variant of this function where event_name is not comptime known, but asserted to be a valid enum, useful?
|
||||
comptime module_name: ModuleName(modules),
|
||||
comptime event_name: GlobalEventEnumM(@TypeOf(@field(m.mod, @tagName(module_name)).state)),
|
||||
args: GlobalArgsM(@TypeOf(@field(m.mod, @tagName(module_name)).state), event_name),
|
||||
// TODO: cleanup comptime
|
||||
comptime event_name: GlobalEventEnumM(@TypeOf(@field(m.mod, @tagName(module_name)).__state)),
|
||||
args: GlobalArgsM(@TypeOf(@field(m.mod, @tagName(module_name)).__state), event_name),
|
||||
) void {
|
||||
// TODO: comptime safety/debugging
|
||||
const event_name_g: GlobalEvent = comptime moduleToGlobalEvent(
|
||||
@TypeOf(@field(m.mod, @tagName(module_name)).state),
|
||||
// TODO: cleanup comptime
|
||||
@TypeOf(@field(m.mod, @tagName(module_name)).__state),
|
||||
GlobalEventEnumM,
|
||||
GlobalEventEnum,
|
||||
event_name,
|
||||
|
|
@ -136,12 +148,14 @@ pub fn Modules(comptime modules: anytype) type {
|
|||
m: *@This(),
|
||||
// TODO: is a variant of this function where module_name/event_name is not comptime known, but asserted to be a valid enum, useful?
|
||||
comptime module_name: ModuleName(modules),
|
||||
comptime event_name: LocalEventEnumM(@TypeOf(@field(m.mod, @tagName(module_name)).state)),
|
||||
args: LocalArgsM(@TypeOf(@field(m.mod, @tagName(module_name)).state), event_name),
|
||||
// TODO: cleanup comptime
|
||||
comptime event_name: LocalEventEnumM(@TypeOf(@field(m.mod, @tagName(module_name)).__state)),
|
||||
args: LocalArgsM(@TypeOf(@field(m.mod, @tagName(module_name)).__state), event_name),
|
||||
) void {
|
||||
// TODO: comptime safety/debugging
|
||||
const event_name_g: LocalEvent = comptime moduleToGlobalEvent(
|
||||
@TypeOf(@field(m.mod, @tagName(module_name)).state),
|
||||
// TODO: cleanup comptime
|
||||
@TypeOf(@field(m.mod, @tagName(module_name)).__state),
|
||||
LocalEventEnumM,
|
||||
LocalEventEnum,
|
||||
event_name,
|
||||
|
|
@ -197,10 +211,6 @@ pub fn Modules(comptime modules: anytype) type {
|
|||
inline for (@typeInfo(ModsByName(modules)).Struct.fields) |injectable_field| {
|
||||
if (*injectable_field.type == field.type) {
|
||||
@field(injectable, field.name) = &@field(m.mod, injectable_field.name);
|
||||
|
||||
// TODO: better module initialization location
|
||||
@field(injectable, field.name).entities = &m.entities;
|
||||
@field(injectable, field.name).allocator = m.entities.allocator;
|
||||
continue :outer;
|
||||
}
|
||||
}
|
||||
|
|
@ -344,26 +354,52 @@ pub fn ModsByName(comptime modules: anytype) type {
|
|||
// Mod() -> Modules()
|
||||
//
|
||||
pub fn ModSet(comptime modules: anytype) type {
|
||||
const NSComponents = ComponentTypesByName(modules);
|
||||
return struct {
|
||||
pub fn Mod(comptime M: anytype) type {
|
||||
const module_tag = M.name;
|
||||
const components = ComponentTypesM(M){};
|
||||
return struct {
|
||||
state: M,
|
||||
entities: *Entities(NSComponents{}),
|
||||
// TODO: eliminate this global allocator and/or rethink allocation strategies for modules
|
||||
allocator: std.mem.Allocator,
|
||||
entities: *Entities(ComponentTypesByName(modules){}),
|
||||
|
||||
/// Private/internal fields
|
||||
__is_initialized: bool,
|
||||
__state: M,
|
||||
|
||||
pub const IsInjectedArgument = void;
|
||||
|
||||
/// Initializes the module's state
|
||||
pub inline fn init(m: *@This(), s: M) void {
|
||||
m.__state = s;
|
||||
m.__is_initialized = true;
|
||||
}
|
||||
|
||||
/// Returns a mutable pointer to the module's state (literally the struct type of the module.)
|
||||
///
|
||||
/// A panic will occur if m.init(M{}) was not called previously.
|
||||
pub inline fn state(m: *@This()) *M {
|
||||
if (is_debug) if (!m.__is_initialized) @panic("mach: module ." ++ @tagName(M.name) ++ " state is not initialized, ensure foo_mod.init(.{}) is called!");
|
||||
return &m.__state;
|
||||
}
|
||||
|
||||
/// Returns a read-only version of the module's state. If an event handler is
|
||||
/// read-only (i.e. only ever reads state/components/entities), then its events can
|
||||
/// be skipped during e.g. record-and-replay of events from disk.
|
||||
///
|
||||
/// Only use this if the module state being serialized and deserialized after the
|
||||
/// event handler runs would accurately reproduce the state of the event handler
|
||||
/// being run.
|
||||
pub inline fn stateReadOnly(m: *@This()) *const M {
|
||||
if (is_debug) if (!m.__is_initialized) @panic("mach: module ." ++ @tagName(M.name) ++ " state is not initialized, ensure mod.init(.{}) is called!");
|
||||
return &m.__state;
|
||||
}
|
||||
|
||||
/// Returns a new entity.
|
||||
pub fn newEntity(m: *@This()) !EntityID {
|
||||
pub inline fn newEntity(m: *@This()) !EntityID {
|
||||
return m.entities.new();
|
||||
}
|
||||
|
||||
/// Removes an entity.
|
||||
pub fn removeEntity(m: *@This(), entity: EntityID) !void {
|
||||
pub inline fn removeEntity(m: *@This(), entity: EntityID) !void {
|
||||
try m.entities.removeEntity(entity);
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
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Reference in a new issue