{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

@ -3,10 +3,8 @@ const std = @import("std");
const zigimg = @import("zigimg");
const assets = @import("assets");
const mach = @import("mach");
const core = mach.core;
const gfx = mach.gfx;
const gpu = mach.gpu;
const Text = mach.gfx.Text;
const math = mach.math;
const vec2 = math.vec2;
@ -26,35 +24,26 @@ spawning: bool = false,
spawn_timer: mach.Timer,
fps_timer: mach.Timer,
frame_count: usize,
texts: usize,
rand: std.rand.DefaultPrng,
time: f32,
style1: mach.EntityID,
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());
pub const global_events = .{
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.tick = .{ .handler = tick },
};
pub const Pipeline = enum(u32) {
default,
pub const local_events = .{
.end_frame = .{ .handler = endFrame },
};
const upscale = 1.0;
@ -65,42 +54,49 @@ const text1: []const []const u8 = &.{
"bold\nand\n",
};
const text2: []const []const u8 = &.{"!$?😊"};
const text2: []const []const u8 = &.{"$!?😊"};
fn init(
engine: *mach.Engine.Mod,
text: *Text.Mod,
core: *mach.Core.Mod,
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
text_style: *gfx.TextStyle.Mod,
game: *Mod,
) !void {
// The Mach .core is where we set window options, etc.
core.setTitle("gfx.Text example");
mach.core.setTitle("gfx.Text example");
// TODO: a better way to initialize entities with default values
const style1 = try engine.newEntity();
// TODO(text): most of these style options are not respected yet.
const style1 = try core.newEntity();
try text_style.set(style1, .font_name, "Roboto Medium"); // TODO
try text_style.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt
try text_style.set(style1, .font_weight, gfx.font_weight_normal);
try text_style.set(style1, .italic, false);
try text_style.set(style1, .color, vec4(0.6, 1.0, 0.6, 1.0));
const style2 = try engine.newEntity();
const style2 = try core.newEntity();
try text_style.set(style2, .font_name, "Roboto Medium"); // TODO
try text_style.set(style2, .font_size, 48 * gfx.px_per_pt); // 48pt
try text_style.set(style2, .font_weight, gfx.font_weight_normal);
try text_style.set(style2, .italic, true);
try text_style.set(style2, .color, vec4(0.6, 1.0, 0.6, 1.0));
const style3 = try engine.newEntity();
const style3 = try core.newEntity();
try text_style.set(style3, .font_name, "Roboto Medium"); // TODO
try text_style.set(style3, .font_size, 48 * gfx.px_per_pt); // 48pt
try text_style.set(style3, .font_weight, gfx.font_weight_bold);
try text_style.set(style3, .italic, false);
try text_style.set(style3, .color, vec4(0.6, 1.0, 0.6, 1.0));
// Create a text rendering pipeline
const pipeline = try core.newEntity();
try text_pipeline.set(pipeline, .is_pipeline, {});
text_pipeline.send(.update, .{});
// Create some text
const player = try engine.newEntity();
try text.set(player, .pipeline, @intFromEnum(Pipeline.default));
const player = try core.newEntity();
try text.set(player, .pipeline, pipeline);
try text.set(player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(vec3(0, 0, 0))));
// TODO: better storage mechanism for this
@ -112,10 +108,7 @@ fn init(
styles[2] = style3;
try text.set(player, .text, text1);
try text.set(player, .style, styles);
text.send(.init_pipeline, .{Text.PipelineOptions{
.pipeline = @intFromEnum(Pipeline.default),
}});
try text.set(player, .dirty, true);
game.init(.{
.timer = try mach.Timer.start(),
@ -123,25 +116,22 @@ fn init(
.player = player,
.fps_timer = try mach.Timer.start(),
.frame_count = 0,
.texts = 0,
.rand = std.rand.DefaultPrng.init(1337),
.time = 0,
.style1 = style1,
.allocator = allocator,
.pipeline = pipeline,
});
}
fn deinit(engine: *mach.Engine.Mod) !void {
_ = engine;
}
fn tick(
engine: *mach.Engine.Mod,
text: *Text.Mod,
core: *mach.Core.Mod,
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.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| {
@ -166,7 +156,7 @@ fn tick(
else => {},
}
},
.close => engine.send(.exit, .{}),
.close => core.send(.exit, .{}),
else => {},
}
}
@ -175,16 +165,16 @@ fn tick(
var player_transform = text.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();
for (0..1) |_| {
for (0..10) |_| {
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) * 50;
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 50;
const new_entity = try engine.newEntity();
try text.set(new_entity, .pipeline, @intFromEnum(Pipeline.default));
const new_entity = try core.newEntity();
try text.set(new_entity, .pipeline, game.state().pipeline);
try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
// TODO: better storage mechanism for this
@ -193,8 +183,7 @@ fn tick(
styles[0] = game.state().style1;
try text.set(new_entity, .text, text2);
try text.set(new_entity, .style, styles);
game.state().texts += 1;
try text.set(new_entity, .dirty, true);
}
}
@ -202,7 +191,7 @@ 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_text = &.{.transform} },
} });
while (archetypes_iter.next()) |archetype| {
@ -231,23 +220,75 @@ fn tick(
player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time;
try text.set(game.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
text.send(.updated, .{@intFromEnum(Pipeline.default)});
try text.set(game.state().player, .dirty, true);
text.send(.update, .{});
// Perform pre-render work
text.send(.pre_render, .{@intFromEnum(Pipeline.default)});
text_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 }});
text.send(.render, .{@intFromEnum(Pipeline.default)});
engine.send(.end_pass, .{});
engine.send(.frame_done, .{}); // Present the frame
// 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 text batch
text_pipeline.state().render_pass = game.state().frame_render_pass;
text_pipeline.send(.render, .{});
// Finish the frame once rendering is done.
game.send(.end_frame, .{});
game.state().time += delta_time;
}
fn endFrame(game: *Mod, text: *gfx.Text.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.Text example [ FPS: {d} ] [ Texts: {d} ]", .{ game.state().frame_count, game.state().texts });
// Gather some text rendering stats
var num_texts: u32 = 0;
var num_glyphs: usize = 0;
var archetypes_iter = text.entities.query(.{ .all = &.{
.{ .mach_gfx_text = &.{
.built,
} },
} });
while (archetypes_iter.next()) |archetype| {
const builts = archetype.slice(.mach_gfx_text, .built);
for (builts) |built| {
num_texts += 1;
num_glyphs += built.glyphs.items.len;
}
}
try mach.core.printTitle("gfx.Text example [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]", .{ game.state().frame_count, num_texts, num_glyphs });
game.state().fps_timer.reset();
game.state().frame_count = 0;
}
game.state().frame_count += 1;
game.state().time += delta_time;
}

View file

@ -1,17 +1,19 @@
// 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.Text,
mach.gfx.TextPipeline,
mach.gfx.TextStyle,
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()) {}
}