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;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue