module: change state to avoid undefined, remove global allocator
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
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5dbf9ece3b
commit
cf883f5544
11 changed files with 271 additions and 222 deletions
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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,
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player: mach.ecs.EntityID,
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direction: Vec2 = vec2(0, 0),
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@ -25,6 +27,7 @@ frame_count: usize,
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sprites: usize,
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rand: std.rand.DefaultPrng,
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time: f32,
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allocator: std.mem.Allocator,
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const d0 = 0.000001;
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@ -68,13 +71,14 @@ fn init(
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try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
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const allocator = gpa.allocator();
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sprite_mod.send(.init_pipeline, .{Sprite.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.default),
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.texture = try loadTexture(engine),
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.texture = try loadTexture(engine, allocator),
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}});
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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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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@ -83,7 +87,8 @@ 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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.allocator = allocator,
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});
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}
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fn tick(
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@ -93,8 +98,8 @@ 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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@ -121,30 +126,30 @@ 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..100) |_| {
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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 new_entity = try engine.newEntity();
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try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
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try sprite_mod.set(new_entity, .size, vec2(32, 32));
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try sprite_mod.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.default));
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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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// Rotate entities
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var archetypes_iter = engine.entities.query(.{ .all = &.{
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@ -161,8 +166,8 @@ fn tick(
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// transform = transform.mul(&Mat4x4.translate(location));
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var transform = Mat4x4.ident;
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transform = transform.mul(&Mat4x4.translate(location));
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transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state.time));
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transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state.time / 2.0), 0.5)));
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transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
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transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
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// TODO: .set() API is substantially slower due to internals
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// try sprite_mod.set(id, .transform, transform);
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@ -175,7 +180,7 @@ fn tick(
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const speed = 200.0;
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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 sprite_mod.set(game.state.player, .transform, Mat4x4.translate(player_pos));
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try sprite_mod.set(game.state().player, .transform, Mat4x4.translate(player_pos));
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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// Perform pre-render work
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@ -188,24 +193,22 @@ 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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// TODO: move this helper into gfx module
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fn loadTexture(
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engine: *mach.Engine.Mod,
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) !*gpu.Texture {
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const device = engine.state.device;
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fn loadTexture(engine: *mach.Engine.Mod, allocator: std.mem.Allocator) !*gpu.Texture {
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const device = engine.state().device;
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const queue = device.getQueue();
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// Load the image from memory
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var img = try zigimg.Image.fromMemory(engine.allocator, assets.sprites_sheet_png);
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var img = try zigimg.Image.fromMemory(allocator, assets.sprites_sheet_png);
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defer img.deinit();
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const img_size = gpu.Extent3D{ .width = @as(u32, @intCast(img.width)), .height = @as(u32, @intCast(img.height)) };
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@ -226,8 +229,8 @@ fn loadTexture(
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switch (img.pixels) {
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.rgba32 => |pixels| queue.writeTexture(&.{ .texture = texture }, &data_layout, &img_size, pixels),
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.rgb24 => |pixels| {
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const data = try rgb24ToRgba32(engine.allocator, pixels);
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defer data.deinit(engine.allocator);
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const data = try rgb24ToRgba32(allocator, pixels);
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defer data.deinit(allocator);
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queue.writeTexture(&.{ .texture = texture }, &data_layout, &img_size, data.rgba32);
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},
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else => @panic("unsupported image color format"),
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