module: change state to avoid undefined, remove global allocator

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-04-05 17:05:48 -07:00 committed by Stephen Gutekanst
parent 5dbf9ece3b
commit cf883f5544
11 changed files with 271 additions and 222 deletions

View file

@ -55,11 +55,11 @@ fn init(
try renderer.set(player, .location, vec3(0, 0, 0));
try renderer.set(player, .scale, 1.0);
game.state = .{
game.init(.{
.timer = try mach.Timer.start(),
.spawn_timer = try mach.Timer.start(),
.player = player,
};
});
}
// TODO(engine): remove need for returning an error here
@ -70,8 +70,8 @@ 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| {
@ -98,14 +98,14 @@ fn tick(
else => {},
}
}
game.state.direction = direction;
game.state.spawning = spawning;
game.state().direction = direction;
game.state().spawning = spawning;
var player_pos = renderer.get(game.state.player, .location).?;
if (spawning and game.state.spawn_timer.read() > 1.0 / 60.0) {
var player_pos = renderer.get(game.state().player, .location).?;
if (spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
for (0..10) |_| {
// Spawn a new follower entity
_ = game.state.spawn_timer.lap();
_ = game.state().spawn_timer.lap();
const new_entity = try engine.newEntity();
try game.set(new_entity, .follower, {});
try renderer.set(new_entity, .location, player_pos);
@ -114,7 +114,7 @@ fn tick(
}
// 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();
// Move following entities closer to us.
var archetypes_iter = engine.entities.query(.{ .all = &.{
@ -165,5 +165,5 @@ fn tick(
const speed = 1.0;
player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time;
try renderer.set(game.state.player, .location, player_pos);
try renderer.set(game.state().player, .location, player_pos);
}

View file

@ -42,7 +42,7 @@ fn init(
engine: *mach.Engine.Mod,
renderer: *Mod,
) !void {
const device = engine.state.device;
const device = engine.state().device;
const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
// Fragment state
@ -94,29 +94,29 @@ fn init(
},
};
renderer.state = .{
renderer.init(.{
.pipeline = device.createRenderPipeline(&pipeline_descriptor),
.queue = device.getQueue(),
.bind_groups = bind_groups,
.uniform_buffer = uniform_buffer,
};
});
shader_module.release();
}
fn deinit(
renderer: *Mod,
) !void {
renderer.state.pipeline.release();
renderer.state.queue.release();
for (renderer.state.bind_groups) |bind_group| bind_group.release();
renderer.state.uniform_buffer.release();
renderer.state().pipeline.release();
renderer.state().queue.release();
for (renderer.state().bind_groups) |bind_group| bind_group.release();
renderer.state().uniform_buffer.release();
}
fn tick(
engine: *mach.Engine.Mod,
renderer: *Mod,
) !void {
const device = engine.state.device;
const device = engine.state().device;
// Begin our render pass
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
@ -148,14 +148,14 @@ fn tick(
.offset = location.v,
.scale = scale,
};
encoder.writeBuffer(renderer.state.uniform_buffer, uniform_offset * num_entities, &[_]UniformBufferObject{ubo});
encoder.writeBuffer(renderer.state().uniform_buffer, uniform_offset * num_entities, &[_]UniformBufferObject{ubo});
num_entities += 1;
}
}
const pass = encoder.beginRenderPass(&render_pass_info);
for (renderer.state.bind_groups[0..num_entities]) |bind_group| {
pass.setPipeline(renderer.state.pipeline);
for (renderer.state().bind_groups[0..num_entities]) |bind_group| {
pass.setPipeline(renderer.state().pipeline);
pass.setBindGroup(0, bind_group, &.{0});
pass.draw(3, 1, 0, 0);
}
@ -165,7 +165,7 @@ fn tick(
var command = encoder.finish(null);
encoder.release();
renderer.state.queue.submit(&[_]*gpu.CommandBuffer{command});
renderer.state().queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
core.swap_chain.present();
back_buffer_view.release();

View file

@ -60,7 +60,7 @@ fn init(
core.setTitle("gfx.Sprite example");
// Tell sprite_mod to use the texture
const texture = text_mod.state.texture;
const texture = text_mod.state().texture;
sprite_mod.send(.init_pipeline, .{Sprite.PipelineOptions{
.pipeline = @intFromEnum(Pipeline.text),
.texture = texture,
@ -71,7 +71,7 @@ fn init(
// type than the `.physics2d` module's `.location` component if you desire.
engine.dispatchNoError(); // TODO: no dispatch in user code
const r = text_mod.state.regions.get('?').?;
const r = text_mod.state().regions.get('?').?;
const player = try engine.newEntity();
try sprite_mod.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
try sprite_mod.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
@ -79,7 +79,7 @@ fn init(
try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.text));
sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
game.state = .{
game.init(.{
.timer = try mach.Timer.start(),
.spawn_timer = try mach.Timer.start(),
.player = player,
@ -88,7 +88,7 @@ fn init(
.sprites = 0,
.rand = std.rand.DefaultPrng.init(1337),
.time = 0,
};
});
}
fn tick(
@ -99,8 +99,8 @@ 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| {
@ -127,33 +127,33 @@ 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..50) |_| {
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 rand_index = game.state.rand.random().intRangeAtMost(usize, 0, text_mod.state.regions.count() - 1);
const r = text_mod.state.regions.entries.get(rand_index).value;
const rand_index = game.state().rand.random().intRangeAtMost(usize, 0, text_mod.state().regions.count() - 1);
const r = text_mod.state().regions.entries.get(rand_index).value;
const new_entity = try engine.newEntity();
try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
try sprite_mod.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
try sprite_mod.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
try sprite_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.text));
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();
// Animate entities
var archetypes_iter = engine.entities.query(.{ .all = &.{
@ -166,15 +166,15 @@ fn tick(
var location = old_transform.translation();
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) {
try engine.entities.remove(id);
game.state.sprites -= 1;
game.state().sprites -= 1;
continue;
}
var transform = Mat4x4.ident;
transform = transform.mul(&Mat4x4.scale(Vec3.splat(1.0 + (0.2 * delta_time))));
transform = transform.mul(&Mat4x4.translate(location));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state.time));
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(game.state.time / 2.0), 0.2))));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(game.state().time / 2.0), 0.2))));
// TODO: .set() API is substantially slower due to internals
// try sprite_mod.set(id, .transform, transform);
@ -190,7 +190,7 @@ fn tick(
player_transform = Mat4x4.translate(player_pos).mul(
&Mat4x4.scale(Vec3.splat(1.0)),
);
try sprite_mod.set(game.state.player, .transform, player_transform);
try sprite_mod.set(game.state().player, .transform, player_transform);
sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
@ -204,11 +204,11 @@ 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.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;
}

View file

@ -19,28 +19,30 @@ pub const local_events = .{
const RegionMap = std.AutoArrayHashMapUnmanaged(u21, mach.gfx.Atlas.Region);
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
texture_atlas: mach.gfx.Atlas,
texture: *gpu.Texture,
ft: ft.Library,
face: ft.Face,
regions: RegionMap = .{},
allocator: std.mem.Allocator,
fn deinit(
engine: *mach.Engine.Mod,
text_mod: *Mod,
) !void {
text_mod.state.texture_atlas.deinit(engine.allocator);
text_mod.state.texture.release();
text_mod.state.face.deinit();
text_mod.state.ft.deinit();
text_mod.state.regions.deinit(engine.allocator);
fn deinit(text_mod: *Mod) !void {
const state = text_mod.state();
state.texture_atlas.deinit(text_mod.state().allocator);
state.texture.release();
state.face.deinit();
state.ft.deinit();
state.regions.deinit(state.allocator);
}
fn init(
engine: *mach.Engine.Mod,
text_mod: *Mod,
) !void {
const device = engine.state.device;
const device = engine.state().device;
const allocator = gpa.allocator();
// rgba32_pixels
const img_size = gpu.Extent3D{ .width = 1024, .height = 1024 };
@ -56,19 +58,22 @@ fn init(
},
});
var s = &text_mod.state;
s.texture = texture;
s.texture_atlas = try mach.gfx.Atlas.init(
engine.allocator,
const texture_atlas = try mach.gfx.Atlas.init(
allocator,
img_size.width,
.rgba,
);
// TODO: state fields' default values do not work
s.regions = .{};
const ft_lib = try ft.Library.init();
const face = try ft_lib.createFaceMemory(assets.roboto_medium_ttf, 0);
s.ft = try ft.Library.init();
s.face = try s.ft.createFaceMemory(assets.roboto_medium_ttf, 0);
text_mod.init(.{
.texture_atlas = texture_atlas,
.texture = texture,
.ft = ft_lib,
.face = face,
.allocator = allocator,
});
text_mod.send(.prepare, .{&[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' }});
}
@ -78,9 +83,9 @@ fn prepare(
text_mod: *Mod,
codepoints: []const u21,
) !void {
const device = engine.state.device;
const device = engine.state().device;
const queue = device.getQueue();
var s = &text_mod.state;
var s = text_mod.state();
for (codepoints) |codepoint| {
const font_size = 48 * 1;
@ -95,8 +100,8 @@ fn prepare(
// Add 1 pixel padding to texture to avoid bleeding over other textures
const margin = 1;
const glyph_data = try engine.allocator.alloc([4]u8, (glyph_width + (margin * 2)) * (glyph_height + (margin * 2)));
defer engine.allocator.free(glyph_data);
const glyph_data = try s.allocator.alloc([4]u8, (glyph_width + (margin * 2)) * (glyph_height + (margin * 2)));
defer s.allocator.free(glyph_data);
const glyph_buffer = glyph_bitmap.buffer().?;
for (glyph_data, 0..) |*data, i| {
const x = i % (glyph_width + (margin * 2));
@ -108,7 +113,7 @@ fn prepare(
data.* = [4]u8{ 0, 0, 0, alpha };
}
}
var glyph_atlas_region = try s.texture_atlas.reserve(engine.allocator, glyph_width + (margin * 2), glyph_height + (margin * 2));
var glyph_atlas_region = try s.texture_atlas.reserve(s.allocator, glyph_width + (margin * 2), glyph_height + (margin * 2));
s.texture_atlas.set(glyph_atlas_region, @as([*]const u8, @ptrCast(glyph_data.ptr))[0 .. glyph_data.len * 4]);
glyph_atlas_region.x += margin;
@ -116,7 +121,7 @@ fn prepare(
glyph_atlas_region.width -= margin * 2;
glyph_atlas_region.height -= margin * 2;
try s.regions.put(engine.allocator, codepoint, glyph_atlas_region);
try s.regions.put(s.allocator, codepoint, glyph_atlas_region);
_ = metrics;
}

View file

@ -15,6 +15,8 @@ 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),
@ -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"),

View file

@ -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;
}