examples: custom-renderer working
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
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3 changed files with 127 additions and 152 deletions
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@ -11,76 +11,56 @@ const App = @This();
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pub const mach_module = .app;
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pub const mach_systems = .{ .start, .init, .deinit, .tick };
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pub const mach_systems = .{ .main, .init, .deinit, .tick };
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// Global state for our game module.
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// Global state for our app module.
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timer: mach.time.Timer,
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player: mach.EntityID,
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player: mach.ObjectID,
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direction: Vec2 = vec2(0, 0),
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spawning: bool = false,
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spawn_timer: mach.time.Timer,
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// TODO(object)
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pub const components = .{
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// Whether an entity is a "follower" of our player entity or not. The type is void because we
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// don't need any information, this is just a tag we assign to an entity with no data.
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.follower = .{ .type = void },
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};
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pub const main = mach.schedule(.{
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.{ mach.Core, .init },
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.{ App, .init },
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.{ mach.Core, .main },
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});
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pub fn deinit(renderer: *Renderer) void {
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renderer.schedule(.deinit);
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}
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pub const deinit = mach.schedule(.{
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.{ Renderer, .deinit },
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});
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fn start(
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pub fn init(
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core: *mach.Core,
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renderer: *Renderer,
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app: *App,
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) !void {
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core.schedule(.init);
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renderer.schedule(.init);
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app.schedule(.init);
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}
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fn init(
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// These are injected dependencies - as long as these modules were registered in the top-level
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// of the program we can have these types injected here, letting us work with other modules in
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// our program seamlessly and with a type-safe API:
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entities: *mach.Entities.Mod,
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core: *mach.Core,
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renderer: *Renderer,
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app: *App,
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app_mod: mach.Mod(App),
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renderer: *Renderer,
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) !void {
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core.on_tick = app_mod.id.tick;
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core.on_exit = app_mod.id.deinit;
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const window = try core.windows.new(.{
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.title = "custom renderer",
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});
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renderer.window = window;
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// Create our player entity.
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const player = try entities.new();
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const player = try renderer.objects.new(.{
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.position = vec3(0, 0, 0),
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.scale = 1.0,
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});
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// Give our player entity a .renderer.position and .renderer.scale component. Note that these
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// are defined by the Renderer module, so we use `renderer: *Renderer` to interact with
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// them.
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//
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// Components live in a module's namespace, so e.g. a physics2d module and renderer3d module could
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// both define a .position component with a different data type, and both could be added to the
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// same entity.
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try renderer.set(player, .position, vec3(0, 0, 0));
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try renderer.set(player, .scale, 1.0);
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// Initialize our game module's state - these are the struct fields defined at the top of this
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// file. If this is not done, then app. will panic indicating the state was never
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// initialized.
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app.init(.{
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app.* = .{
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.timer = try mach.time.Timer.start(),
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.spawn_timer = try mach.time.Timer.start(),
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.player = player,
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});
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};
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}
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fn tick(
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entities: *mach.Entities.Mod,
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pub fn tick(
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core: *mach.Core,
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renderer: *Renderer,
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renderer_mod: mach.Mod(Renderer),
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app: *App,
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) !void {
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var direction = app.direction;
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@ -107,6 +87,9 @@ fn tick(
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else => {},
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}
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},
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.window_open => |_| {
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renderer_mod.call(.init);
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},
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.close => core.exit(),
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else => {},
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}
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@ -121,20 +104,22 @@ fn tick(
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app.spawning = spawning;
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// Get the current player position
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var player_pos = renderer.get(app.player, .position).?;
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var player = renderer.objects.getValue(app.player);
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defer renderer.objects.setValue(app.player, player);
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// If we want to spawn new entities, then spawn them now. The timer just makes spawning rate
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// independent of frame rate.
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if (spawning and app.spawn_timer.read() > 1.0 / 60.0) {
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_ = app.spawn_timer.lap(); // Reset the timer
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for (0..5) |_| {
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// Spawn a new entity at the same position as the player, but smaller in scale.
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const new_entity = try entities.new();
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try renderer.set(new_entity, .position, player_pos);
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try renderer.set(new_entity, .scale, 1.0 / 6.0);
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// Spawn a new object at the same position as the player, but smaller in scale.
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const new_obj = try renderer.objects.new(.{
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.position = player.position,
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.scale = 1.0 / 6.0,
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});
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// Tag the entity as one that follows the player
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try app.set(new_entity, .follower, {});
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// Parent the object to the player, we'll make children 'follow' the parent below.
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try renderer.objects.addChild(app.player, new_obj);
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}
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}
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@ -144,62 +129,51 @@ fn tick(
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// Calculate the player position, by moving in the direction the player wants to go
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// by the speed amount.
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const speed = 1.0;
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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 renderer.set(app.player, .position, player_pos);
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player.position.v[0] += direction.x() * speed * delta_time;
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player.position.v[1] += direction.y() * speed * delta_time;
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// Query all the entities that have the .follower tag indicating they should follow the player.
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// TODO(important): better querying API
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// Find the children of the player and make them 'follow' the player position.
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var children = try renderer.objects.getChildren(app.player);
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defer children.deinit();
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for (children.items) |child_id| {
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if (!renderer.objects.is(child_id)) continue;
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var child = renderer.objects.getValue(child_id);
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defer renderer.objects.setValue(child_id, child);
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// Iterate the ID and position of each follower entity
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var q = try entities.query(.{
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.ids = mach.Entities.Mod.read(.id),
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.followers = Mod.read(.follower),
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.positions = Renderer.write(.position),
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});
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while (q.next()) |v| {
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for (v.ids, v.positions) |id, *position| {
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// Nested query to find all the other follower entities that we should move away from.
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// We will avoid all other follower entities if we're too close to them.
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// This is not very efficient, but it works!
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const close_dist = 1.0 / 15.0;
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var avoidance = Vec3.splat(0);
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var avoidance_div: f32 = 1.0;
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// Nested query to find all the other follower entities that we should move away from.
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// We will avoid all other follower entities if we're too close to them.
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// This is not very efficient, but it works!
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const close_dist = 1.0 / 15.0;
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var avoidance = Vec3.splat(0);
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var avoidance_div: f32 = 1.0;
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var q2 = try entities.query(.{
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.ids = mach.Entities.Mod.read(.id),
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.followers = Mod.read(.follower),
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.positions = Renderer.read(.position),
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});
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while (q2.next()) |v2| {
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for (v2.ids, v2.positions) |other_id, other_position| {
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if (id == other_id) continue;
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if (position.dist(&other_position) < close_dist) {
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avoidance = avoidance.sub(&position.dir(&other_position, 0.0000001));
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avoidance_div += 1.0;
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}
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}
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}
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// Avoid the player if we're too close to it
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var avoid_player_multiplier: f32 = 1.0;
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if (position.dist(&player_pos) < close_dist * 6.0) {
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avoidance = avoidance.sub(&position.dir(&player_pos, 0.0000001));
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var children2 = try renderer.objects.getChildren(app.player);
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defer children2.deinit();
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for (children2.items) |child2_id| {
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if (!renderer.objects.is(child2_id)) continue;
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if (child_id == child2_id) continue;
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const child2 = renderer.objects.getValue(child2_id);
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if (child.position.dist(&child2.position) < close_dist) {
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avoidance = avoidance.sub(&child.position.dir(&child2.position, 0.0000001));
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avoidance_div += 1.0;
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avoid_player_multiplier = 4.0;
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}
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// Determine our new position, taking into account things we want to avoid
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const move_speed = 1.0 * delta_time;
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var new_position = position.add(&avoidance.divScalar(avoidance_div).mulScalar(move_speed * avoid_player_multiplier));
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// Try to move towards the center of the world if we don't need to avoid something else
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new_position = new_position.lerp(&vec3(0, 0, 0), move_speed / avoidance_div);
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// Finally, update our entity position.
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position.* = new_position;
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}
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// Avoid the player if we're too close to it
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var avoid_player_multiplier: f32 = 1.0;
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if (child.position.dist(&player.position) < close_dist * 6.0) {
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avoidance = avoidance.sub(&child.position.dir(&player.position, 0.0000001));
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avoidance_div += 1.0;
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avoid_player_multiplier = 4.0;
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}
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// Determine our new position, taking into account things we want to avoid
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const move_speed = 1.0 * delta_time;
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var new_position = child.position.add(&avoidance.divScalar(avoidance_div).mulScalar(move_speed * avoid_player_multiplier));
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// Try to move towards the center of the world if we don't need to avoid something else
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child.position = new_position.lerp(&vec3(0, 0, 0), move_speed / avoidance_div);
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}
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renderer.schedule(.render_frame);
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renderer_mod.call(.renderFrame);
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}
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@ -4,43 +4,45 @@ const math = mach.math;
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const Vec3 = math.Vec3;
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pub const mach_module = .renderer;
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pub const mach_systems = .{ .init, .deinit, .renderFrame };
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const Renderer = @This();
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const num_bind_groups = 1024 * 32;
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// uniform bind group offset must be 256-byte aligned
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const uniform_offset = 256;
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pipeline: *gpu.RenderPipeline,
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bind_groups: [num_bind_groups]*gpu.BindGroup,
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uniform_buffer: *gpu.Buffer,
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pub const mach_module = .renderer;
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// TODO(object)
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pub const components = .{
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.position = .{ .type = Vec3 },
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.rotation = .{ .type = Vec3 },
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.scale = .{ .type = f32 },
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};
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pub const mach_systems = .{ .init, .deinit, .render_frame };
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const UniformBufferObject = extern struct {
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offset: Vec3,
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scale: f32,
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};
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fn init(
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window: mach.ObjectID,
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pipeline: *gpu.RenderPipeline,
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bind_groups: [num_bind_groups]*gpu.BindGroup,
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uniform_buffer: *gpu.Buffer,
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objects: mach.Objects(.{}, struct {
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position: Vec3,
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scale: f32,
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}),
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pub fn init(
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core: *mach.Core,
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renderer: *Mod,
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renderer: *Renderer,
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) !void {
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const device = core.device;
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const window = core.windows.getValue(renderer.window);
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const device = window.device;
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const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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// Fragment state
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const blend = gpu.BlendState{};
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const color_target = gpu.ColorTargetState{
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.format = core.windows.get(core.main_window).?.framebuffer_format,
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.format = window.framebuffer_format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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@ -95,51 +97,50 @@ fn init(
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},
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});
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renderer.init(.{
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renderer.* = .{
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.window = renderer.window,
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.objects = renderer.objects,
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.pipeline = pipeline,
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.bind_groups = bind_groups,
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.uniform_buffer = uniform_buffer,
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});
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};
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}
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fn deinit(
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renderer: *Mod,
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pub fn deinit(
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renderer: *Renderer,
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) !void {
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renderer.state().pipeline.release();
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for (renderer.state().bind_groups) |bind_group| bind_group.release();
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renderer.state().uniform_buffer.release();
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renderer.pipeline.release();
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for (renderer.bind_groups) |bind_group| bind_group.release();
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renderer.uniform_buffer.release();
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}
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fn renderFrame(
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entities: *mach.Entities.Mod,
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pub fn renderFrame(
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core: *mach.Core,
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renderer: *Mod,
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renderer: *Renderer,
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) !void {
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const window = core.windows.getValue(renderer.window);
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// Grab the back buffer of the swapchain
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// TODO(Core)
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Create a command encoder
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const label = @tagName(mach_module) ++ ".tick";
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const encoder = core.device.createCommandEncoder(&.{ .label = label });
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const encoder = window.device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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// Update uniform buffer
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var num_entities: usize = 0;
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var q = try entities.query(.{
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.positions = Mod.read(.position),
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.scales = Mod.read(.scale),
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});
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while (q.next()) |v| {
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for (v.positions, v.scales) |position, scale| {
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const ubo = UniformBufferObject{
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.offset = position,
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.scale = scale,
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};
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encoder.writeBuffer(renderer.state().uniform_buffer, uniform_offset * num_entities, &[_]UniformBufferObject{ubo});
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num_entities += 1;
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}
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var num_objects: usize = 0;
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var objs = renderer.objects.slice();
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while (objs.next()) |obj_id| {
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const obj = renderer.objects.getValue(obj_id);
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const ubo = UniformBufferObject{
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.offset = obj.position,
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.scale = obj.scale,
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};
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encoder.writeBuffer(renderer.uniform_buffer, uniform_offset * num_objects, &[_]UniformBufferObject{ubo});
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num_objects += 1;
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}
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// Begin render pass
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@ -157,8 +158,8 @@ fn renderFrame(
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defer render_pass.release();
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// Draw
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for (renderer.state().bind_groups[0..num_entities]) |bind_group| {
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render_pass.setPipeline(renderer.state().pipeline);
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for (renderer.bind_groups[0..num_objects]) |bind_group| {
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render_pass.setPipeline(renderer.pipeline);
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render_pass.setBindGroup(0, bind_group, &.{0});
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render_pass.draw(3, 1, 0, 0);
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}
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@ -169,5 +170,5 @@ fn renderFrame(
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// Submit our commands to the queue
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var command = encoder.finish(&.{ .label = label });
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defer command.release();
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core.queue.submit(&[_]*gpu.CommandBuffer{command});
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window.queue.submit(&[_]*gpu.CommandBuffer{command});
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}
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