examples: text example updated to new object system

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-12-27 16:36:53 -07:00
parent 68251d95b7
commit eda3e68b6e
3 changed files with 147 additions and 144 deletions

View file

@ -80,7 +80,7 @@ pub fn build(b: *std.Build) !void {
.{ .name = "piano", .deps = &.{} }, .{ .name = "piano", .deps = &.{} },
.{ .name = "play-opus", .deps = &.{.assets} }, .{ .name = "play-opus", .deps = &.{.assets} },
.{ .name = "sprite", .deps = &.{ .zigimg, .assets } }, .{ .name = "sprite", .deps = &.{ .zigimg, .assets } },
// .{ .name = "text", .deps = &.{.assets} }, .{ .name = "text", .deps = &.{.assets} },
}; };
var sysaudio_tests = [_]SysAudioTest{ var sysaudio_tests = [_]SysAudioTest{

View file

@ -18,21 +18,29 @@ const App = @This();
pub const mach_module = .app; pub const mach_module = .app;
pub const mach_systems = .{ .start, .init, .deinit, .tick, .end_frame }; pub const mach_systems = .{ .main, .init, .tick, .deinit };
pub const main = mach.schedule(.{
.{ mach.Core, .init },
.{ gfx.Text, .init },
.{ App, .init },
.{ mach.Core, .main },
});
allocator: std.mem.Allocator,
window: mach.ObjectID,
timer: mach.time.Timer, timer: mach.time.Timer,
player: mach.EntityID,
direction: Vec2 = vec2(0, 0),
spawning: bool = false,
spawn_timer: mach.time.Timer, spawn_timer: mach.time.Timer,
fps_timer: mach.time.Timer, fps_timer: mach.time.Timer,
frame_count: usize,
rand: std.Random.DefaultPrng, rand: std.Random.DefaultPrng,
time: f32,
style1: mach.EntityID, frame_count: usize = 0,
pipeline: mach.EntityID, time: f32 = 0,
frame_encoder: *gpu.CommandEncoder = undefined, direction: Vec2 = vec2(0, 0),
frame_render_pass: *gpu.RenderPassEncoder = undefined, spawning: bool = false,
player_id: mach.ObjectID = undefined,
style1_id: mach.ObjectID = undefined,
pipeline_id: mach.ObjectID = undefined,
const upscale = 1.0; const upscale = 1.0;
@ -44,75 +52,78 @@ const text1: []const []const u8 = &.{
const text2: []const []const u8 = &.{"$!?"}; const text2: []const []const u8 = &.{"$!?"};
fn deinit(text_pipeline: *gfx.TextPipeline.Mod) !void { pub fn init(
text_pipeline.schedule(.deinit);
}
fn start(
core: *mach.Core, core: *mach.Core,
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
app: *App,
) !void {
core.schedule(.init);
text.schedule(.init);
text_pipeline.schedule(.init);
app.schedule(.init);
}
fn init(
entities: *mach.Entities.Mod,
core: *mach.Core,
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
text_style: *gfx.TextStyle.Mod,
app: *App, app: *App,
app_mod: mach.Mod(App), app_mod: mach.Mod(App),
) !void { ) !void {
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;
// TODO: a better way to initialize entities with default values const window = try core.windows.new(.{
// TODO(text): ability to specify other style options (custom font name, font color, italic/bold, etc.) .title = "gfx.Text",
const style1 = try entities.new(); });
try text_style.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt
// Create a text rendering pipeline // TODO(allocator): find a better way to get an allocator here
const pipeline = try entities.new(); const allocator = std.heap.c_allocator;
try text_pipeline.set(pipeline, .is_pipeline, {});
text_pipeline.schedule(.update);
// Create some text app.* = .{
const player = try entities.new(); .allocator = allocator,
try text.set(player, .pipeline, pipeline); .window = window,
try text.set(player, .transform, Mat4x4.translate(vec3(0, 0, 0)));
try gfx.Text.allocPrintText(text, player, style1,
\\ Text with spaces
\\ and newlines
\\ but nothing fancy yet
, .{});
text.schedule(.update);
app.init(.{
.timer = try mach.time.Timer.start(), .timer = try mach.time.Timer.start(),
.spawn_timer = try mach.time.Timer.start(), .spawn_timer = try mach.time.Timer.start(),
.player = player,
.fps_timer = try mach.time.Timer.start(), .fps_timer = try mach.time.Timer.start(),
.frame_count = 0,
.rand = std.Random.DefaultPrng.init(1337), .rand = std.Random.DefaultPrng.init(1337),
.time = 0, };
.style1 = style1,
.pipeline = pipeline,
});
} }
fn tick( fn setupPipeline(
entities: *mach.Entities.Mod,
core: *mach.Core,
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
app: *App, app: *App,
text: *gfx.Text,
window_id: mach.ObjectID,
) !void { ) !void {
// Create a text rendering pipeline
app.pipeline_id = try text.pipelines.new(.{
.window = window_id,
.render_pass = undefined,
});
// Create a text style
app.style1_id = try text.styles.new(.{
.font_size = 48 * gfx.px_per_pt, // 48pt
});
// TODO(text): release this memory somewhere
const player_text_value =
\\ Text with spaces
\\ and newlines
\\ but nothing fancy (yet)
;
const player_text = try app.allocator.alloc(u8, player_text_value.len);
@memcpy(player_text, player_text_value);
const player_segments = try app.allocator.alloc(gfx.Text.Segment, 1);
player_segments[0] = .{
.text = player_text,
.style = app.style1_id,
};
// Create our player text
app.player_id = try text.objects.new(.{
.transform = Mat4x4.translate(vec3(-0.02, 0, 0)),
.segments = player_segments,
});
// Attach the text object to our text rendering pipeline.
try text.pipelines.setParent(app.player_id, app.pipeline_id);
}
pub fn tick(
core: *mach.Core,
app: *App,
text: *gfx.Text,
text_mod: mach.Mod(gfx.Text),
) !void {
const label = @tagName(mach_module) ++ ".tick";
var direction = app.direction; var direction = app.direction;
var spawning = app.spawning; var spawning = app.spawning;
while (core.nextEvent()) |event| { while (core.nextEvent()) |event| {
@ -137,6 +148,7 @@ fn tick(
else => {}, else => {},
} }
}, },
.window_open => |ev| try setupPipeline(app, text, ev.window_id),
.close => core.exit(), .close => core.exit(),
else => {}, else => {},
} }
@ -144,9 +156,9 @@ fn tick(
app.direction = direction; app.direction = direction;
app.spawning = spawning; app.spawning = spawning;
var player_transform = text.get(app.player, .transform).?; var player = text.objects.getValue(app.player_id);
var player_pos = player_transform.translation().divScalar(upscale); 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
_ = app.spawn_timer.lap(); _ = app.spawn_timer.lap();
for (0..10) |_| { for (0..10) |_| {
@ -154,56 +166,61 @@ fn tick(
new_pos.v[0] += app.rand.random().floatNorm(f32) * 50; new_pos.v[0] += app.rand.random().floatNorm(f32) * 50;
new_pos.v[1] += app.rand.random().floatNorm(f32) * 50; new_pos.v[1] += app.rand.random().floatNorm(f32) * 50;
// Create some text // TODO(text): release this memory somewhere
const new_entity = try entities.new(); const new_text_value = "?!";
try text.set(new_entity, .pipeline, app.pipeline); const new_text = try app.allocator.alloc(u8, new_text_value.len);
try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos))); @memcpy(new_text, new_text_value);
try gfx.Text.allocPrintText(text, new_entity, app.style1, "?!$", .{}); const new_segments = try app.allocator.alloc(gfx.Text.Segment, 1);
new_segments[0] = .{
.text = new_text,
.style = app.style1_id,
};
const new_text_id = try text.objects.new(.{
.transform = Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)),
.segments = new_segments,
});
try text.pipelines.setParent(new_text_id, app.pipeline_id);
} }
} }
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate. // Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
const delta_time = app.timer.lap(); const delta_time = app.timer.lap();
// Rotate entities // Rotate all text objects in the pipeline.
var q = try entities.query(.{ var pipeline_children = try text.pipelines.getChildren(app.pipeline_id);
.transforms = gfx.Text.Mod.write(.transform), defer pipeline_children.deinit();
}); for (pipeline_children.items) |text_id| {
while (q.next()) |v| { if (!text.objects.is(text_id)) continue;
for (v.transforms) |*entity_transform| { if (text_id == app.player_id) continue; // don't rotate the player
const location = entity_transform.*.translation(); var s = text.objects.getValue(text_id);
// var transform = old_transform.mul(&Mat4x4.translate(-location));
// transform = mat.rotateZ(0.3 * delta_time).mul(&transform); const location = s.transform.translation();
// transform = transform.mul(&Mat4x4.translate(location)); 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))); text.objects.set(text_id, .transform, transform);
entity_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
// by the speed amount. // by the speed amount.
const speed = 200.0 / upscale; 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;
try text.set(app.player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos))); text.objects.set(app.player_id, .transform, Mat4x4.translate(player_pos));
try text.set(app.player, .dirty, true);
text.schedule(.update);
// Perform pre-render work const window = core.windows.getValue(app.window);
text_pipeline.schedule(.pre_render);
// Create a command encoder for this frame
const label = @tagName(mach_module) ++ ".tick";
app.frame_encoder = core.device.createCommandEncoder(&.{ .label = label });
// Grab the back buffer of the swapchain // Grab the back buffer of the swapchain
// TODO(Core) // TODO(Core)
const back_buffer_view = core.swap_chain.getCurrentTextureView().?; const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release(); defer back_buffer_view.release();
// Create a command encoder
const encoder = window.device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Begin render pass // Begin render pass
const sky_blue = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 }; const sky_blue = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
const color_attachments = [_]gpu.RenderPassColorAttachment{.{ const color_attachments = [_]gpu.RenderPassColorAttachment{.{
@ -212,58 +229,44 @@ fn tick(
.load_op = .clear, .load_op = .clear,
.store_op = .store, .store_op = .store,
}}; }};
app.frame_render_pass = app.frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{ const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label, .label = label,
.color_attachments = &color_attachments, .color_attachments = &color_attachments,
})); }));
// Render our text batch // Render text
text_pipeline.state().render_pass = app.frame_render_pass; text.pipelines.set(app.pipeline_id, .render_pass, render_pass);
text_pipeline.schedule(.render); text_mod.call(.tick);
// Finish the frame once rendering is done.
app.schedule(.end_frame);
app.time += delta_time;
}
fn endFrame(
entities: *mach.Entities.Mod,
app: *App,
core: *mach.Core,
) !void {
// Finish render pass // Finish render pass
app.frame_render_pass.end(); render_pass.end();
const label = @tagName(mach_module) ++ ".endFrame"; var command = encoder.finish(&.{ .label = label });
var command = app.frame_encoder.finish(&.{ .label = label }); window.queue.submit(&[_]*gpu.CommandBuffer{command});
core.queue.submit(&[_]*gpu.CommandBuffer{command});
command.release(); command.release();
app.frame_encoder.release(); render_pass.release();
app.frame_render_pass.release();
// Every second, update the window title with the FPS
if (app.fps_timer.read() >= 1.0) {
// Gather some text rendering stats
var num_texts: u32 = 0;
var num_glyphs: usize = 0;
var q = try entities.query(.{
.built_pipelines = gfx.Text.Mod.read(.built),
});
while (q.next()) |v| {
for (v.built_pipelines) |built| {
num_texts += 1;
num_glyphs += built.glyphs.items.len;
}
}
try core.printTitle(
core.main_window,
"text [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]",
.{ app.frame_count, num_texts, num_glyphs },
);
core.schedule(.update);
app.fps_timer.reset();
app.frame_count = 0;
}
app.frame_count += 1; app.frame_count += 1;
app.time += delta_time;
// TODO(object): window-title
// // Every second, update the window title with the FPS
// if (app.fps_timer.read() >= 1.0) {
// const pipeline = text.pipelines.getValue(app.pipeline_id);
// try core.printTitle(
// core.main_window,
// "text [ FPS: {d} ] [ Texts: {d} ] [ Segments: {d} ] [ Styles: {d} ]",
// .{ app.frame_count, pipeline.num_texts, pipeline.num_segments, pipeline.num_styles },
// );
// core.schedule(.update);
// app.fps_timer.reset();
// app.frame_count = 0;
// }
}
pub fn deinit(
app: *App,
text: *gfx.Text,
) void {
// Cleanup here, if desired.
text.objects.delete(app.player_id);
} }

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@ -4,7 +4,7 @@ const mach = @import("mach");
// The set of Mach modules our application may use. // The set of Mach modules our application may use.
const Modules = mach.Modules(.{ const Modules = mach.Modules(.{
mach.Core, mach.Core,
mach.gfx.text_modules, mach.gfx.Text,
@import("App.zig"), @import("App.zig"),
}); });