examples: custom-renderer working

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-12-24 20:30:32 -07:00
parent eae5aa40be
commit df3091bfd5
3 changed files with 127 additions and 152 deletions

View file

@ -74,7 +74,7 @@ pub fn build(b: *std.Build) !void {
.{ .name = "core-custom-entrypoint", .deps = &.{} },
.{ .name = "core-triangle", .deps = &.{} },
.{ .name = "core-transparent-window", .deps = &.{} },
// .{ .name = "custom-renderer", .deps = &.{} },
.{ .name = "custom-renderer", .deps = &.{} },
// .{ .name = "glyphs", .deps = &.{ .assets, .freetype } },
// .{ .name = "hardware-check", .deps = &.{ .assets, .zigimg } },
.{ .name = "piano", .deps = &.{} },

View file

@ -11,76 +11,56 @@ const App = @This();
pub const mach_module = .app;
pub const mach_systems = .{ .start, .init, .deinit, .tick };
pub const mach_systems = .{ .main, .init, .deinit, .tick };
// Global state for our game module.
// Global state for our app module.
timer: mach.time.Timer,
player: mach.EntityID,
player: mach.ObjectID,
direction: Vec2 = vec2(0, 0),
spawning: bool = false,
spawn_timer: mach.time.Timer,
// TODO(object)
pub const components = .{
// Whether an entity is a "follower" of our player entity or not. The type is void because we
// don't need any information, this is just a tag we assign to an entity with no data.
.follower = .{ .type = void },
};
pub const main = mach.schedule(.{
.{ mach.Core, .init },
.{ App, .init },
.{ mach.Core, .main },
});
pub fn deinit(renderer: *Renderer) void {
renderer.schedule(.deinit);
}
pub const deinit = mach.schedule(.{
.{ Renderer, .deinit },
});
fn start(
pub fn init(
core: *mach.Core,
renderer: *Renderer,
app: *App,
) !void {
core.schedule(.init);
renderer.schedule(.init);
app.schedule(.init);
}
fn init(
// These are injected dependencies - as long as these modules were registered in the top-level
// of the program we can have these types injected here, letting us work with other modules in
// our program seamlessly and with a type-safe API:
entities: *mach.Entities.Mod,
core: *mach.Core,
renderer: *Renderer,
app: *App,
app_mod: mach.Mod(App),
renderer: *Renderer,
) !void {
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
const window = try core.windows.new(.{
.title = "custom renderer",
});
renderer.window = window;
// Create our player entity.
const player = try entities.new();
const player = try renderer.objects.new(.{
.position = vec3(0, 0, 0),
.scale = 1.0,
});
// Give our player entity a .renderer.position and .renderer.scale component. Note that these
// are defined by the Renderer module, so we use `renderer: *Renderer` to interact with
// them.
//
// Components live in a module's namespace, so e.g. a physics2d module and renderer3d module could
// both define a .position component with a different data type, and both could be added to the
// same entity.
try renderer.set(player, .position, vec3(0, 0, 0));
try renderer.set(player, .scale, 1.0);
// Initialize our game module's state - these are the struct fields defined at the top of this
// file. If this is not done, then app. will panic indicating the state was never
// initialized.
app.init(.{
app.* = .{
.timer = try mach.time.Timer.start(),
.spawn_timer = try mach.time.Timer.start(),
.player = player,
});
};
}
fn tick(
entities: *mach.Entities.Mod,
pub fn tick(
core: *mach.Core,
renderer: *Renderer,
renderer_mod: mach.Mod(Renderer),
app: *App,
) !void {
var direction = app.direction;
@ -107,6 +87,9 @@ fn tick(
else => {},
}
},
.window_open => |_| {
renderer_mod.call(.init);
},
.close => core.exit(),
else => {},
}
@ -121,20 +104,22 @@ fn tick(
app.spawning = spawning;
// Get the current player position
var player_pos = renderer.get(app.player, .position).?;
var player = renderer.objects.getValue(app.player);
defer renderer.objects.setValue(app.player, player);
// If we want to spawn new entities, then spawn them now. The timer just makes spawning rate
// independent of frame rate.
if (spawning and app.spawn_timer.read() > 1.0 / 60.0) {
_ = app.spawn_timer.lap(); // Reset the timer
for (0..5) |_| {
// Spawn a new entity at the same position as the player, but smaller in scale.
const new_entity = try entities.new();
try renderer.set(new_entity, .position, player_pos);
try renderer.set(new_entity, .scale, 1.0 / 6.0);
// Spawn a new object at the same position as the player, but smaller in scale.
const new_obj = try renderer.objects.new(.{
.position = player.position,
.scale = 1.0 / 6.0,
});
// Tag the entity as one that follows the player
try app.set(new_entity, .follower, {});
// Parent the object to the player, we'll make children 'follow' the parent below.
try renderer.objects.addChild(app.player, new_obj);
}
}
@ -144,21 +129,17 @@ fn tick(
// Calculate the player position, by moving in the direction the player wants to go
// by the speed amount.
const speed = 1.0;
player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time;
try renderer.set(app.player, .position, player_pos);
player.position.v[0] += direction.x() * speed * delta_time;
player.position.v[1] += direction.y() * speed * delta_time;
// Query all the entities that have the .follower tag indicating they should follow the player.
// TODO(important): better querying API
// Find the children of the player and make them 'follow' the player position.
var children = try renderer.objects.getChildren(app.player);
defer children.deinit();
for (children.items) |child_id| {
if (!renderer.objects.is(child_id)) continue;
var child = renderer.objects.getValue(child_id);
defer renderer.objects.setValue(child_id, child);
// Iterate the ID and position of each follower entity
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.followers = Mod.read(.follower),
.positions = Renderer.write(.position),
});
while (q.next()) |v| {
for (v.ids, v.positions) |id, *position| {
// Nested query to find all the other follower entities that we should move away from.
// We will avoid all other follower entities if we're too close to them.
// This is not very efficient, but it works!
@ -166,40 +147,33 @@ fn tick(
var avoidance = Vec3.splat(0);
var avoidance_div: f32 = 1.0;
var q2 = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.followers = Mod.read(.follower),
.positions = Renderer.read(.position),
});
while (q2.next()) |v2| {
for (v2.ids, v2.positions) |other_id, other_position| {
if (id == other_id) continue;
if (position.dist(&other_position) < close_dist) {
avoidance = avoidance.sub(&position.dir(&other_position, 0.0000001));
var children2 = try renderer.objects.getChildren(app.player);
defer children2.deinit();
for (children2.items) |child2_id| {
if (!renderer.objects.is(child2_id)) continue;
if (child_id == child2_id) continue;
const child2 = renderer.objects.getValue(child2_id);
if (child.position.dist(&child2.position) < close_dist) {
avoidance = avoidance.sub(&child.position.dir(&child2.position, 0.0000001));
avoidance_div += 1.0;
}
}
}
// Avoid the player if we're too close to it
var avoid_player_multiplier: f32 = 1.0;
if (position.dist(&player_pos) < close_dist * 6.0) {
avoidance = avoidance.sub(&position.dir(&player_pos, 0.0000001));
if (child.position.dist(&player.position) < close_dist * 6.0) {
avoidance = avoidance.sub(&child.position.dir(&player.position, 0.0000001));
avoidance_div += 1.0;
avoid_player_multiplier = 4.0;
}
// Determine our new position, taking into account things we want to avoid
const move_speed = 1.0 * delta_time;
var new_position = position.add(&avoidance.divScalar(avoidance_div).mulScalar(move_speed * avoid_player_multiplier));
var new_position = child.position.add(&avoidance.divScalar(avoidance_div).mulScalar(move_speed * avoid_player_multiplier));
// Try to move towards the center of the world if we don't need to avoid something else
new_position = new_position.lerp(&vec3(0, 0, 0), move_speed / avoidance_div);
// Finally, update our entity position.
position.* = new_position;
}
child.position = new_position.lerp(&vec3(0, 0, 0), move_speed / avoidance_div);
}
renderer.schedule(.render_frame);
renderer_mod.call(.renderFrame);
}

View file

@ -4,43 +4,45 @@ const math = mach.math;
const Vec3 = math.Vec3;
pub const mach_module = .renderer;
pub const mach_systems = .{ .init, .deinit, .renderFrame };
const Renderer = @This();
const num_bind_groups = 1024 * 32;
// uniform bind group offset must be 256-byte aligned
const uniform_offset = 256;
pipeline: *gpu.RenderPipeline,
bind_groups: [num_bind_groups]*gpu.BindGroup,
uniform_buffer: *gpu.Buffer,
pub const mach_module = .renderer;
// TODO(object)
pub const components = .{
.position = .{ .type = Vec3 },
.rotation = .{ .type = Vec3 },
.scale = .{ .type = f32 },
};
pub const mach_systems = .{ .init, .deinit, .render_frame };
const UniformBufferObject = extern struct {
offset: Vec3,
scale: f32,
};
fn init(
window: mach.ObjectID,
pipeline: *gpu.RenderPipeline,
bind_groups: [num_bind_groups]*gpu.BindGroup,
uniform_buffer: *gpu.Buffer,
objects: mach.Objects(.{}, struct {
position: Vec3,
scale: f32,
}),
pub fn init(
core: *mach.Core,
renderer: *Mod,
renderer: *Renderer,
) !void {
const device = core.device;
const window = core.windows.getValue(renderer.window);
const device = window.device;
const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
defer shader_module.release();
// Fragment state
const blend = gpu.BlendState{};
const color_target = gpu.ColorTargetState{
.format = core.windows.get(core.main_window).?.framebuffer_format,
.format = window.framebuffer_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMaskFlags.all,
};
@ -95,51 +97,50 @@ fn init(
},
});
renderer.init(.{
renderer.* = .{
.window = renderer.window,
.objects = renderer.objects,
.pipeline = pipeline,
.bind_groups = bind_groups,
.uniform_buffer = uniform_buffer,
});
};
}
fn deinit(
renderer: *Mod,
pub fn deinit(
renderer: *Renderer,
) !void {
renderer.state().pipeline.release();
for (renderer.state().bind_groups) |bind_group| bind_group.release();
renderer.state().uniform_buffer.release();
renderer.pipeline.release();
for (renderer.bind_groups) |bind_group| bind_group.release();
renderer.uniform_buffer.release();
}
fn renderFrame(
entities: *mach.Entities.Mod,
pub fn renderFrame(
core: *mach.Core,
renderer: *Mod,
renderer: *Renderer,
) !void {
const window = core.windows.getValue(renderer.window);
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(mach_module) ++ ".tick";
const encoder = core.device.createCommandEncoder(&.{ .label = label });
const encoder = window.device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Update uniform buffer
var num_entities: usize = 0;
var q = try entities.query(.{
.positions = Mod.read(.position),
.scales = Mod.read(.scale),
});
while (q.next()) |v| {
for (v.positions, v.scales) |position, scale| {
var num_objects: usize = 0;
var objs = renderer.objects.slice();
while (objs.next()) |obj_id| {
const obj = renderer.objects.getValue(obj_id);
const ubo = UniformBufferObject{
.offset = position,
.scale = scale,
.offset = obj.position,
.scale = obj.scale,
};
encoder.writeBuffer(renderer.state().uniform_buffer, uniform_offset * num_entities, &[_]UniformBufferObject{ubo});
num_entities += 1;
}
encoder.writeBuffer(renderer.uniform_buffer, uniform_offset * num_objects, &[_]UniformBufferObject{ubo});
num_objects += 1;
}
// Begin render pass
@ -157,8 +158,8 @@ fn renderFrame(
defer render_pass.release();
// Draw
for (renderer.state().bind_groups[0..num_entities]) |bind_group| {
render_pass.setPipeline(renderer.state().pipeline);
for (renderer.bind_groups[0..num_objects]) |bind_group| {
render_pass.setPipeline(renderer.pipeline);
render_pass.setBindGroup(0, bind_group, &.{0});
render_pass.draw(3, 1, 0, 0);
}
@ -169,5 +170,5 @@ fn renderFrame(
// Submit our commands to the queue
var command = encoder.finish(&.{ .label = label });
defer command.release();
core.queue.submit(&[_]*gpu.CommandBuffer{command});
window.queue.submit(&[_]*gpu.CommandBuffer{command});
}