{gfx,examples}: update all to new mach.Core module API
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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ac4fe65eb2
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13 changed files with 910 additions and 689 deletions
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@ -3,7 +3,6 @@ const std = @import("std");
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const zigimg = @import("zigimg");
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const assets = @import("assets");
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const mach = @import("mach");
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const core = mach.core;
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const gpu = mach.gpu;
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const gfx = mach.gfx;
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const math = mach.math;
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@ -29,19 +28,11 @@ rand: std.rand.DefaultPrng,
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time: f32,
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allocator: std.mem.Allocator,
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pipeline: mach.EntityID,
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frame_encoder: *gpu.CommandEncoder = undefined,
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frame_render_pass: *gpu.RenderPassEncoder = undefined,
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const d0 = 0.000001;
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// Each module must have a globally unique name declared, it is impossible to use two modules with
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// the same name in a program. To avoid name conflicts, we follow naming conventions:
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//
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// 1. `.mach` and the `.mach_foobar` namespace is reserved for Mach itself and the modules it
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// provides.
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// 2. Single-word names like `.game` are reserved for the application itself.
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// 3. Libraries which provide modules MUST be prefixed with an "owner" name, e.g. `.ziglibs_imgui`
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// instead of `.imgui`. We encourage using e.g. your GitHub name, as these must be globally
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// unique.
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//
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// Define the globally unique name of our module. You can use any name here, but keep in mind no
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// two modules in the program can have the same name.
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pub const name = .game;
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pub const Mod = mach.Mod(@This());
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@ -50,14 +41,18 @@ pub const global_events = .{
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.tick = .{ .handler = tick },
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};
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pub const local_events = .{
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.end_frame = .{ .handler = endFrame },
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};
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fn init(
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engine: *mach.Engine.Mod,
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core: *mach.Core.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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game: *Mod,
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) !void {
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// The Mach .core is where we set window options, etc.
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core.setTitle("gfx.Sprite example");
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mach.core.setTitle("gfx.Sprite example");
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// We can create entities, and set components on them. Note that components live in a module
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// namespace, e.g. the `.mach_gfx_sprite` module could have a 3D `.location` component with a different
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@ -65,12 +60,12 @@ fn init(
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// Create a sprite rendering pipeline
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const allocator = gpa.allocator();
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const pipeline = try engine.newEntity();
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try sprite_pipeline.set(pipeline, .texture, try loadTexture(engine, allocator));
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const pipeline = try core.newEntity();
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try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
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sprite_pipeline.send(.update, .{});
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// Create our player sprite
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const player = try engine.newEntity();
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const player = try core.newEntity();
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try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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try sprite.set(player, .size, vec2(32, 32));
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try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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@ -92,13 +87,13 @@ fn init(
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}
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fn tick(
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engine: *mach.Engine.Mod,
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core: *mach.Core.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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game: *Mod,
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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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// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
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var iter = mach.core.pollEvents();
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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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@ -123,7 +118,7 @@ fn tick(
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else => {},
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}
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},
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.close => engine.send(.exit, .{}),
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.close => core.send(.exit, .{}),
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else => {},
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}
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}
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@ -140,7 +135,7 @@ fn tick(
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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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const new_entity = try core.newEntity();
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
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try sprite.set(new_entity, .size, vec2(32, 32));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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@ -153,7 +148,7 @@ fn tick(
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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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var archetypes_iter = core.entities.query(.{ .all = &.{
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.{ .mach_gfx_sprite = &.{.transform} },
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} });
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while (archetypes_iter.next()) |archetype| {
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@ -187,26 +182,60 @@ fn tick(
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// Perform pre-render work
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sprite_pipeline.send(.pre_render, .{});
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// Render a frame
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engine.send(.begin_pass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
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// Create a command encoder for this frame
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game.state().frame_encoder = mach.core.device.createCommandEncoder(null);
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// Grab the back buffer of the swapchain
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const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Begin render pass
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const sky_blue = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
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const color_attachments = [_]gpu.RenderPassColorAttachment{.{
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.view = back_buffer_view,
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.clear_value = sky_blue,
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.load_op = .clear,
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.store_op = .store,
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}};
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game.state().frame_encoder = mach.core.device.createCommandEncoder(null);
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game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
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.label = "main render pass",
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.color_attachments = &color_attachments,
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}));
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// Render our sprite batch
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sprite_pipeline.state().render_pass = game.state().frame_render_pass;
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sprite_pipeline.send(.render, .{});
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engine.send(.end_pass, .{});
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engine.send(.frame_done, .{}); // Present the frame
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// Finish the frame once rendering is done.
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game.send(.end_frame, .{});
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game.state().time += delta_time;
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}
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fn endFrame(game: *Mod) !void {
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// Finish render pass
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game.state().frame_render_pass.end();
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var command = game.state().frame_encoder.finish(null);
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game.state().frame_encoder.release();
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defer command.release();
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mach.core.queue.submit(&[_]*gpu.CommandBuffer{command});
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// Present the frame
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mach.core.swap_chain.present();
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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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try mach.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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}
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// TODO: move this helper into gfx module
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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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fn loadTexture(core: *mach.Core.Mod, allocator: std.mem.Allocator) !*gpu.Texture {
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const device = core.state().device;
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const queue = device.getQueue();
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// Load the image from memory
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@ -1,17 +1,18 @@
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// TODO(important): review all code in this file in-depth
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// Experimental ECS app example. Not yet ready for actual use.
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const mach = @import("mach");
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const Game = @import("Game.zig");
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// The list of modules to be used in our application. Our game itself is implemented in our own
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// module called Game.
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// The global list of Mach modules registered for use in our application.
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pub const modules = .{
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mach.Engine,
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mach.Core,
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mach.gfx.Sprite,
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mach.gfx.SpritePipeline,
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Game,
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@import("Game.zig"),
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};
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pub const App = mach.App;
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// TODO(important): use standard entrypoint instead
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pub fn main() !void {
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// Initialize mach.Core
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try mach.core.initModule();
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// Main loop
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while (try mach.core.tick()) {}
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}
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