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();