gfx: minor Sprite module cleanup/improvements

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-12-27 16:38:42 -07:00
parent eda3e68b6e
commit e5f48580ba
3 changed files with 50 additions and 53 deletions

View file

@ -124,7 +124,7 @@ fn setupPipeline(
// Create our player sprite // Create our player sprite
const r = app.regions.get('?').?; const r = app.regions.get('?').?;
app.player_id = try sprite.sprites.new(.{ app.player_id = try sprite.objects.new(.{
.transform = Mat4x4.translate(vec3(-0.02, 0, 0)), .transform = Mat4x4.translate(vec3(-0.02, 0, 0)),
.size = vec2(@floatFromInt(r.width), @floatFromInt(r.height)), .size = vec2(@floatFromInt(r.width), @floatFromInt(r.height)),
.uv_transform = Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))), .uv_transform = Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))),
@ -223,8 +223,8 @@ pub fn tick(
app.direction = direction; app.direction = direction;
app.spawning = spawning; app.spawning = spawning;
var player = sprite.sprites.getValue(app.player_id); var player = sprite.objects.getValue(app.player_id);
defer sprite.sprites.setValue(app.player_id, player); defer sprite.objects.setValue(app.player_id, player);
var player_pos = player.transform.translation(); var player_pos = player.transform.translation();
if (spawning and app.spawn_timer.read() > 1.0 / 60.0) { if (spawning and app.spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities // Spawn new entities
@ -237,7 +237,7 @@ pub fn tick(
const rand_index = app.rand.random().intRangeAtMost(usize, 0, app.regions.count() - 1); const rand_index = app.rand.random().intRangeAtMost(usize, 0, app.regions.count() - 1);
const r = app.regions.entries.get(rand_index).value; const r = app.regions.entries.get(rand_index).value;
const new_sprite_id = try sprite.sprites.new(.{ const new_sprite_id = try sprite.objects.new(.{
.transform = Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)), .transform = Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)),
.size = vec2(@floatFromInt(r.width), @floatFromInt(r.height)), .size = vec2(@floatFromInt(r.width), @floatFromInt(r.height)),
.uv_transform = Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))), .uv_transform = Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))),
@ -256,14 +256,14 @@ pub fn tick(
var pipeline_children = try sprite.pipelines.getChildren(app.pipeline_id); var pipeline_children = try sprite.pipelines.getChildren(app.pipeline_id);
defer pipeline_children.deinit(); defer pipeline_children.deinit();
for (pipeline_children.items) |sprite_id| { for (pipeline_children.items) |sprite_id| {
if (!sprite.sprites.is(sprite_id)) continue; if (!sprite.objects.is(sprite_id)) continue;
if (sprite_id == app.player_id) continue; // don't rotate the player if (sprite_id == app.player_id) continue; // don't rotate the player
var s = sprite.sprites.getValue(sprite_id); var s = sprite.objects.getValue(sprite_id);
const location = s.transform.translation(); const location = s.transform.translation();
if (location.x() < -@as(f32, @floatFromInt(window.width)) / 1.5 or location.x() > @as(f32, @floatFromInt(window.width)) / 1.5 or location.y() < -@as(f32, @floatFromInt(window.height)) / 1.5 or location.y() > @as(f32, @floatFromInt(window.height)) / 1.5) { if (location.x() < -@as(f32, @floatFromInt(window.width)) / 1.5 or location.x() > @as(f32, @floatFromInt(window.width)) / 1.5 or location.y() < -@as(f32, @floatFromInt(window.height)) / 1.5 or location.y() > @as(f32, @floatFromInt(window.height)) / 1.5) {
try sprite.sprites.setParent(sprite_id, null); try sprite.objects.setParent(sprite_id, null);
sprite.sprites.delete(sprite_id); sprite.objects.delete(sprite_id);
app.sprites -= 1; app.sprites -= 1;
continue; continue;
} }
@ -274,7 +274,7 @@ pub fn tick(
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time)); transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time));
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(app.time / 2.0), 0.2)))); transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(app.time / 2.0), 0.2))));
s.transform = transform; s.transform = transform;
sprite.sprites.setValue(sprite_id, s); sprite.objects.setValue(sprite_id, s);
} }
// Calculate the player position, by moving in the direction the player wants to go // Calculate the player position, by moving in the direction the player wants to go
@ -317,6 +317,9 @@ pub fn tick(
command.release(); command.release();
render_pass.release(); render_pass.release();
app.frame_count += 1;
app.time += delta_time;
// TODO(object): window-title // TODO(object): window-title
// // Every second, update the window title with the FPS // // Every second, update the window title with the FPS
// if (app.fps_timer.read() >= 1.0) { // if (app.fps_timer.read() >= 1.0) {
@ -329,6 +332,4 @@ pub fn tick(
// app.fps_timer.reset(); // app.fps_timer.reset();
// app.frame_count = 0; // app.frame_count = 0;
// } // }
app.frame_count += 1;
app.time += delta_time;
} }

View file

@ -44,9 +44,7 @@ pub fn init(
core: *mach.Core, core: *mach.Core,
app: *App, app: *App,
app_mod: mach.Mod(App), app_mod: mach.Mod(App),
sprite: *gfx.Sprite,
) !void { ) !void {
_ = sprite; // autofix
core.on_tick = app_mod.id.tick; core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit; core.on_exit = app_mod.id.deinit;
@ -83,7 +81,7 @@ fn setupPipeline(
}); });
// Create our player sprite // Create our player sprite
app.player_id = try sprite.sprites.new(.{ app.player_id = try sprite.objects.new(.{
.transform = Mat4x4.translate(vec3(-0.02, 0, 0)), .transform = Mat4x4.translate(vec3(-0.02, 0, 0)),
.size = vec2(32, 32), .size = vec2(32, 32),
.uv_transform = Mat3x3.translate(vec2(0, 0)), .uv_transform = Mat3x3.translate(vec2(0, 0)),
@ -132,8 +130,7 @@ pub fn tick(
app.direction = direction; app.direction = direction;
app.spawning = spawning; app.spawning = spawning;
var player = sprite.sprites.getValue(app.player_id); var player = sprite.objects.getValue(app.player_id);
defer sprite.sprites.setValue(app.player_id, player);
var player_pos = player.transform.translation(); var player_pos = player.transform.translation();
if (spawning and app.spawn_timer.read() > 1.0 / 60.0) { if (spawning and app.spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities // Spawn new entities
@ -143,7 +140,7 @@ pub fn tick(
new_pos.v[0] += app.rand.random().floatNorm(f32) * 25; new_pos.v[0] += app.rand.random().floatNorm(f32) * 25;
new_pos.v[1] += app.rand.random().floatNorm(f32) * 25; new_pos.v[1] += app.rand.random().floatNorm(f32) * 25;
const new_sprite_id = try sprite.sprites.new(.{ const new_sprite_id = try sprite.objects.new(.{
.transform = Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))), .transform = Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))),
.size = vec2(32, 32), .size = vec2(32, 32),
.uv_transform = Mat3x3.translate(vec2(0, 0)), .uv_transform = Mat3x3.translate(vec2(0, 0)),
@ -160,16 +157,15 @@ pub fn tick(
var pipeline_children = try sprite.pipelines.getChildren(app.pipeline_id); var pipeline_children = try sprite.pipelines.getChildren(app.pipeline_id);
defer pipeline_children.deinit(); defer pipeline_children.deinit();
for (pipeline_children.items) |sprite_id| { for (pipeline_children.items) |sprite_id| {
if (!sprite.sprites.is(sprite_id)) continue; if (!sprite.objects.is(sprite_id)) continue;
if (sprite_id == app.player_id) continue; // don't rotate the player if (sprite_id == app.player_id) continue; // don't rotate the player
var s = sprite.sprites.getValue(sprite_id); var s = sprite.objects.getValue(sprite_id);
defer sprite.sprites.setValue(sprite_id, s);
const location = s.transform.translation(); const location = s.transform.translation();
var transform = Mat4x4.ident; var transform = Mat4x4.ident;
transform = transform.mul(&Mat4x4.translate(location)); transform = transform.mul(&Mat4x4.translate(location));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time)); transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time));
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.time / 2.0), 0.5))); transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.time / 2.0), 0.5)));
s.transform = transform; sprite.objects.set(sprite_id, .transform, transform);
} }
// Calculate the player position, by moving in the direction the player wants to go // Calculate the player position, by moving in the direction the player wants to go
@ -177,7 +173,7 @@ pub fn tick(
const speed = 200.0; const speed = 200.0;
player_pos.v[0] += direction.x() * speed * delta_time; player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time; player_pos.v[1] += direction.y() * speed * delta_time;
player.transform = Mat4x4.translate(player_pos); sprite.objects.set(app.player_id, .transform, Mat4x4.translate(player_pos));
const window = core.windows.getValue(app.window); const window = core.windows.getValue(app.window);
@ -214,6 +210,9 @@ pub fn tick(
command.release(); command.release();
render_pass.release(); render_pass.release();
app.frame_count += 1;
app.time += delta_time;
// TODO(object): window-title // TODO(object): window-title
// // Every second, update the window title with the FPS // // Every second, update the window title with the FPS
// if (app.fps_timer.read() >= 1.0) { // if (app.fps_timer.read() >= 1.0) {
@ -226,8 +225,6 @@ pub fn tick(
// app.fps_timer.reset(); // app.fps_timer.reset();
// app.frame_count = 0; // app.frame_count = 0;
// } // }
app.frame_count += 1;
app.time += delta_time;
} }
pub fn deinit( pub fn deinit(
@ -235,7 +232,7 @@ pub fn deinit(
sprite: *gfx.Sprite, sprite: *gfx.Sprite,
) void { ) void {
// Cleanup here, if desired. // Cleanup here, if desired.
sprite.sprites.delete(app.player_id); sprite.objects.delete(app.player_id);
} }
// TODO(sprite): don't require users to copy / write this helper themselves // TODO(sprite): don't require users to copy / write this helper themselves

View file

@ -19,6 +19,8 @@ pub const mach_module = .mach_gfx_sprite;
pub const mach_systems = .{.tick}; pub const mach_systems = .{.tick};
// TODO(sprite): currently not handling deinit properly
const Uniforms = extern struct { const Uniforms = extern struct {
/// The view * orthographic projection matrix /// The view * orthographic projection matrix
view_projection: math.Mat4x4 align(16), view_projection: math.Mat4x4 align(16),
@ -27,7 +29,7 @@ const Uniforms = extern struct {
texture_size: math.Vec2 align(16), texture_size: math.Vec2 align(16),
}; };
pub const BuiltPipeline = struct { const BuiltPipeline = struct {
render: *gpu.RenderPipeline, render: *gpu.RenderPipeline,
texture_sampler: *gpu.Sampler, texture_sampler: *gpu.Sampler,
texture: *gpu.Texture, texture: *gpu.Texture,
@ -42,7 +44,7 @@ pub const BuiltPipeline = struct {
uv_transforms: *gpu.Buffer, uv_transforms: *gpu.Buffer,
sizes: *gpu.Buffer, sizes: *gpu.Buffer,
pub fn deinit(p: *const BuiltPipeline) void { fn deinit(p: *const BuiltPipeline) void {
p.render.release(); p.render.release();
p.texture_sampler.release(); p.texture_sampler.release();
p.texture.release(); p.texture.release();
@ -57,14 +59,14 @@ pub const BuiltPipeline = struct {
} }
}; };
const sprite_buffer_cap = 1024 * 512; // TODO(sprite): allow user to specify preallocation const buffer_cap = 1024 * 512; // TODO(sprite): allow user to specify preallocation
pub var cp_transforms: [sprite_buffer_cap]math.Mat4x4 = undefined; var cp_transforms: [buffer_cap]math.Mat4x4 = undefined;
// TODO(d3d12): uv_transform should be a Mat3x3 but our D3D12/HLSL backend cannot handle it. // TODO(d3d12): uv_transform should be a Mat3x3 but our D3D12/HLSL backend cannot handle it.
pub var cp_uv_transforms: [sprite_buffer_cap]math.Mat4x4 = undefined; var cp_uv_transforms: [buffer_cap]math.Mat4x4 = undefined;
pub var cp_sizes: [sprite_buffer_cap]math.Vec2 = undefined; var cp_sizes: [buffer_cap]math.Vec2 = undefined;
sprites: mach.Objects(.{ .track_fields = true }, struct { objects: mach.Objects(.{ .track_fields = true }, struct {
/// The sprite model transformation matrix. A sprite is measured in pixel units, starting from /// The sprite model transformation matrix. A sprite is measured in pixel units, starting from
/// (0, 0) at the top-left corner and extending to the size of the sprite. By default, the world /// (0, 0) at the top-left corner and extending to the size of the sprite. By default, the world
/// origin (0, 0) lives at the center of the window. /// origin (0, 0) lives at the center of the window.
@ -93,11 +95,9 @@ pipelines: mach.Objects(.{ .track_fields = true }, struct {
/// Must be specified for a pipeline entity to be valid. /// Must be specified for a pipeline entity to be valid.
texture: *gpu.Texture, texture: *gpu.Texture,
/// View*Projection matrix to use when rendering text with this pipeline. This controls both /// View*Projection matrix to use when rendering with this pipeline. This controls both
/// the size of the 'virtual canvas' which is rendered onto, as well as the 'camera position'. /// the size of the 'virtual canvas' which is rendered onto, as well as the 'camera position'.
/// ///
/// This should be configured before .pre_render runs.
///
/// By default, the size is configured to be equal to the window size in virtual pixels (e.g. /// By default, the size is configured to be equal to the window size in virtual pixels (e.g.
/// if the window size is 1920x1080, the virtual canvas will also be that size even if ran on a /// if the window size is 1920x1080, the virtual canvas will also be that size even if ran on a
/// HiDPI / Retina display where the actual framebuffer is larger than that.) The origin (0, 0) /// HiDPI / Retina display where the actual framebuffer is larger than that.) The origin (0, 0)
@ -115,7 +115,6 @@ pipelines: mach.Objects(.{ .track_fields = true }, struct {
/// .far = 100000, /// .far = 100000,
/// }); /// });
/// const view_projection = projection.mul(&Mat4x4.translate(vec3(0, 0, 0))); /// const view_projection = projection.mul(&Mat4x4.translate(vec3(0, 0, 0)));
/// try sprite_pipeline.set(my_sprite_pipeline, .view_projection, view_projection);
/// ``` /// ```
view_projection: ?Mat4x4 = null, view_projection: ?Mat4x4 = null,
@ -159,7 +158,7 @@ pipelines: mach.Objects(.{ .track_fields = true }, struct {
layout: ?*gpu.PipelineLayout = null, layout: ?*gpu.PipelineLayout = null,
/// Number of sprites this pipeline will render. /// Number of sprites this pipeline will render.
/// Read-only, updated as part of Sprite.update /// Read-only, updated as part of Sprite.tick
num_sprites: u32 = 0, num_sprites: u32 = 0,
/// Internal pipeline state. /// Internal pipeline state.
@ -191,19 +190,19 @@ pub fn tick(sprite: *Sprite, core: *mach.Core) !void {
// information for all its sprites. // information for all its sprites.
const any_sprites_updated = blk: { const any_sprites_updated = blk: {
for (pipeline_children.items) |sprite_id| { for (pipeline_children.items) |sprite_id| {
if (!sprite.sprites.is(sprite_id)) continue; if (!sprite.objects.is(sprite_id)) continue;
if (sprite.sprites.anyUpdated(sprite_id)) break :blk true; if (sprite.objects.anyUpdated(sprite_id)) break :blk true;
} }
break :blk false; break :blk false;
}; };
if (any_sprites_updated) updatePipelineSprites(sprite, core, pipeline_id, pipeline_children.items); if (any_sprites_updated) updatePipelineBuffers(sprite, core, pipeline_id, pipeline_children.items);
// Do we actually have any sprites to render? // Do we actually have any sprites to render?
pipeline = sprite.pipelines.getValue(pipeline_id); pipeline = sprite.pipelines.getValue(pipeline_id);
if (pipeline.num_sprites == 0) continue; if (pipeline.num_sprites == 0) continue;
// TODO(sprite): need a way to specify order of rendering with multiple pipelines // TODO(sprite): need a way to specify order of rendering with multiple pipelines
renderSprites(sprite, core, pipeline_id); renderPipeline(sprite, core, pipeline_id);
} }
} }
@ -237,20 +236,20 @@ fn rebuildPipeline(
const transforms = device.createBuffer(&.{ const transforms = device.createBuffer(&.{
.label = label ++ " transforms", .label = label ++ " transforms",
.usage = .{ .storage = true, .copy_dst = true }, .usage = .{ .storage = true, .copy_dst = true },
.size = @sizeOf(math.Mat4x4) * sprite_buffer_cap, .size = @sizeOf(math.Mat4x4) * buffer_cap,
.mapped_at_creation = .false, .mapped_at_creation = .false,
}); });
const uv_transforms = device.createBuffer(&.{ const uv_transforms = device.createBuffer(&.{
.label = label ++ " uv_transforms", .label = label ++ " uv_transforms",
.usage = .{ .storage = true, .copy_dst = true }, .usage = .{ .storage = true, .copy_dst = true },
// TODO(d3d12): uv_transform should be a Mat3x3 but our D3D12/HLSL backend cannot handle it. // TODO(d3d12): uv_transform should be a Mat3x3 but our D3D12/HLSL backend cannot handle it.
.size = @sizeOf(math.Mat4x4) * sprite_buffer_cap, .size = @sizeOf(math.Mat4x4) * buffer_cap,
.mapped_at_creation = .false, .mapped_at_creation = .false,
}); });
const sizes = device.createBuffer(&.{ const sizes = device.createBuffer(&.{
.label = label ++ " sizes", .label = label ++ " sizes",
.usage = .{ .storage = true, .copy_dst = true }, .usage = .{ .storage = true, .copy_dst = true },
.size = @sizeOf(math.Vec2) * sprite_buffer_cap, .size = @sizeOf(math.Vec2) * buffer_cap,
.mapped_at_creation = .false, .mapped_at_creation = .false,
}); });
@ -296,9 +295,9 @@ fn rebuildPipeline(
.layout = bind_group_layout, .layout = bind_group_layout,
.entries = &.{ .entries = &.{
gpu.BindGroup.Entry.initBuffer(0, uniforms, 0, @sizeOf(Uniforms), @sizeOf(Uniforms)), gpu.BindGroup.Entry.initBuffer(0, uniforms, 0, @sizeOf(Uniforms), @sizeOf(Uniforms)),
gpu.BindGroup.Entry.initBuffer(1, transforms, 0, @sizeOf(math.Mat4x4) * sprite_buffer_cap, @sizeOf(math.Mat4x4)), gpu.BindGroup.Entry.initBuffer(1, transforms, 0, @sizeOf(math.Mat4x4) * buffer_cap, @sizeOf(math.Mat4x4)),
gpu.BindGroup.Entry.initBuffer(2, uv_transforms, 0, @sizeOf(math.Mat3x3) * sprite_buffer_cap, @sizeOf(math.Mat3x3)), gpu.BindGroup.Entry.initBuffer(2, uv_transforms, 0, @sizeOf(math.Mat3x3) * buffer_cap, @sizeOf(math.Mat3x3)),
gpu.BindGroup.Entry.initBuffer(3, sizes, 0, @sizeOf(math.Vec2) * sprite_buffer_cap, @sizeOf(math.Vec2)), gpu.BindGroup.Entry.initBuffer(3, sizes, 0, @sizeOf(math.Vec2) * buffer_cap, @sizeOf(math.Vec2)),
gpu.BindGroup.Entry.initSampler(4, texture_sampler), gpu.BindGroup.Entry.initSampler(4, texture_sampler),
gpu.BindGroup.Entry.initTextureView(5, texture_view), gpu.BindGroup.Entry.initTextureView(5, texture_view),
gpu.BindGroup.Entry.initTextureView(6, texture2_view), gpu.BindGroup.Entry.initTextureView(6, texture2_view),
@ -367,7 +366,7 @@ fn rebuildPipeline(
pipeline.num_sprites = 0; pipeline.num_sprites = 0;
} }
fn updatePipelineSprites( fn updatePipelineBuffers(
sprite: *Sprite, sprite: *Sprite,
core: *mach.Core, core: *mach.Core,
pipeline_id: mach.ObjectID, pipeline_id: mach.ObjectID,
@ -377,14 +376,14 @@ fn updatePipelineSprites(
const window = core.windows.getValue(pipeline.window.?); const window = core.windows.getValue(pipeline.window.?);
const device = window.device; const device = window.device;
const label = @tagName(mach_module) ++ ".updatePipelineSprites"; const label = @tagName(mach_module) ++ ".updatePipelineBuffers";
const encoder = device.createCommandEncoder(&.{ .label = label }); const encoder = device.createCommandEncoder(&.{ .label = label });
defer encoder.release(); defer encoder.release();
var i: u32 = 0; var i: u32 = 0;
for (pipeline_children) |sprite_id| { for (pipeline_children) |sprite_id| {
if (!sprite.sprites.is(sprite_id)) continue; if (!sprite.objects.is(sprite_id)) continue;
const s = sprite.sprites.getValue(sprite_id); const s = sprite.objects.getValue(sprite_id);
cp_transforms[i] = s.transform; cp_transforms[i] = s.transform;
@ -437,7 +436,7 @@ fn updatePipelineSprites(
} }
} }
fn renderSprites( fn renderPipeline(
sprite: *Sprite, sprite: *Sprite,
core: *mach.Core, core: *mach.Core,
pipeline_id: mach.ObjectID, pipeline_id: mach.ObjectID,
@ -446,7 +445,7 @@ fn renderSprites(
const window = core.windows.getValue(pipeline.window.?); const window = core.windows.getValue(pipeline.window.?);
const device = window.device; const device = window.device;
const label = @tagName(mach_module) ++ ".renderSprites"; const label = @tagName(mach_module) ++ ".renderPipeline";
const encoder = device.createCommandEncoder(&.{ .label = label }); const encoder = device.createCommandEncoder(&.{ .label = label });
defer encoder.release(); defer encoder.release();