{gfx,examples}: update all to new mach.Core module API

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-04-17 11:27:41 -07:00
parent ac4fe65eb2
commit d045b34f70
13 changed files with 910 additions and 689 deletions

View file

@ -3,7 +3,6 @@ const std = @import("std");
const zigimg = @import("zigimg");
const assets = @import("assets");
const mach = @import("mach");
const core = mach.core;
const gpu = mach.gpu;
const gfx = mach.gfx;
const math = mach.math;
@ -29,19 +28,11 @@ rand: std.rand.DefaultPrng,
time: f32,
allocator: std.mem.Allocator,
pipeline: mach.EntityID,
frame_encoder: *gpu.CommandEncoder = undefined,
frame_render_pass: *gpu.RenderPassEncoder = undefined,
const d0 = 0.000001;
// Each module must have a globally unique name declared, it is impossible to use two modules with
// the same name in a program. To avoid name conflicts, we follow naming conventions:
//
// 1. `.mach` and the `.mach_foobar` namespace is reserved for Mach itself and the modules it
// provides.
// 2. Single-word names like `.game` are reserved for the application itself.
// 3. Libraries which provide modules MUST be prefixed with an "owner" name, e.g. `.ziglibs_imgui`
// instead of `.imgui`. We encourage using e.g. your GitHub name, as these must be globally
// unique.
//
// Define the globally unique name of our module. You can use any name here, but keep in mind no
// two modules in the program can have the same name.
pub const name = .game;
pub const Mod = mach.Mod(@This());
@ -50,14 +41,18 @@ pub const global_events = .{
.tick = .{ .handler = tick },
};
pub const local_events = .{
.end_frame = .{ .handler = endFrame },
};
fn init(
engine: *mach.Engine.Mod,
core: *mach.Core.Mod,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
game: *Mod,
) !void {
// The Mach .core is where we set window options, etc.
core.setTitle("gfx.Sprite example");
mach.core.setTitle("gfx.Sprite example");
// We can create entities, and set components on them. Note that components live in a module
// namespace, e.g. the `.mach_gfx_sprite` module could have a 3D `.location` component with a different
@ -65,12 +60,12 @@ fn init(
// Create a sprite rendering pipeline
const allocator = gpa.allocator();
const pipeline = try engine.newEntity();
try sprite_pipeline.set(pipeline, .texture, try loadTexture(engine, allocator));
const pipeline = try core.newEntity();
try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
sprite_pipeline.send(.update, .{});
// Create our player sprite
const player = try engine.newEntity();
const player = try core.newEntity();
try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
try sprite.set(player, .size, vec2(32, 32));
try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
@ -92,13 +87,13 @@ fn init(
}
fn tick(
engine: *mach.Engine.Mod,
core: *mach.Core.Mod,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
game: *Mod,
) !void {
// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
var iter = core.pollEvents();
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
var iter = mach.core.pollEvents();
var direction = game.state().direction;
var spawning = game.state().spawning;
while (iter.next()) |event| {
@ -123,7 +118,7 @@ fn tick(
else => {},
}
},
.close => engine.send(.exit, .{}),
.close => core.send(.exit, .{}),
else => {},
}
}
@ -140,7 +135,7 @@ fn tick(
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();
const new_entity = try core.newEntity();
try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
try sprite.set(new_entity, .size, vec2(32, 32));
try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
@ -153,7 +148,7 @@ fn tick(
const delta_time = game.state().timer.lap();
// Rotate entities
var archetypes_iter = engine.entities.query(.{ .all = &.{
var archetypes_iter = core.entities.query(.{ .all = &.{
.{ .mach_gfx_sprite = &.{.transform} },
} });
while (archetypes_iter.next()) |archetype| {
@ -187,26 +182,60 @@ fn tick(
// Perform pre-render work
sprite_pipeline.send(.pre_render, .{});
// Render a frame
engine.send(.begin_pass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
// Create a command encoder for this frame
game.state().frame_encoder = mach.core.device.createCommandEncoder(null);
// Grab the back buffer of the swapchain
const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Begin render pass
const sky_blue = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
const color_attachments = [_]gpu.RenderPassColorAttachment{.{
.view = back_buffer_view,
.clear_value = sky_blue,
.load_op = .clear,
.store_op = .store,
}};
game.state().frame_encoder = mach.core.device.createCommandEncoder(null);
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = "main render pass",
.color_attachments = &color_attachments,
}));
// Render our sprite batch
sprite_pipeline.state().render_pass = game.state().frame_render_pass;
sprite_pipeline.send(.render, .{});
engine.send(.end_pass, .{});
engine.send(.frame_done, .{}); // Present the frame
// Finish the frame once rendering is done.
game.send(.end_frame, .{});
game.state().time += delta_time;
}
fn endFrame(game: *Mod) !void {
// Finish render pass
game.state().frame_render_pass.end();
var command = game.state().frame_encoder.finish(null);
game.state().frame_encoder.release();
defer command.release();
mach.core.queue.submit(&[_]*gpu.CommandBuffer{command});
// Present the frame
mach.core.swap_chain.present();
// 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 });
try mach.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;
}
// TODO: move this helper into gfx module
fn loadTexture(engine: *mach.Engine.Mod, allocator: std.mem.Allocator) !*gpu.Texture {
const device = engine.state().device;
fn loadTexture(core: *mach.Core.Mod, allocator: std.mem.Allocator) !*gpu.Texture {
const device = core.state().device;
const queue = device.getQueue();
// Load the image from memory

View file

@ -1,17 +1,18 @@
// TODO(important): review all code in this file in-depth
// Experimental ECS app example. Not yet ready for actual use.
const mach = @import("mach");
const Game = @import("Game.zig");
// The list of modules to be used in our application. Our game itself is implemented in our own
// module called Game.
// The global list of Mach modules registered for use in our application.
pub const modules = .{
mach.Engine,
mach.Core,
mach.gfx.Sprite,
mach.gfx.SpritePipeline,
Game,
@import("Game.zig"),
};
pub const App = mach.App;
// TODO(important): use standard entrypoint instead
pub fn main() !void {
// Initialize mach.Core
try mach.core.initModule();
// Main loop
while (try mach.core.tick()) {}
}