examples: update glyphs example to use new object system

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-12-26 12:35:50 -07:00
parent 2529515cd8
commit fda85f8268
4 changed files with 218 additions and 261 deletions

View file

@ -75,7 +75,7 @@ pub fn build(b: *std.Build) !void {
.{ .name = "core-triangle", .deps = &.{} }, .{ .name = "core-triangle", .deps = &.{} },
.{ .name = "core-transparent-window", .deps = &.{} }, .{ .name = "core-transparent-window", .deps = &.{} },
.{ .name = "custom-renderer", .deps = &.{} }, .{ .name = "custom-renderer", .deps = &.{} },
// .{ .name = "glyphs", .deps = &.{ .assets, .freetype } }, .{ .name = "glyphs", .deps = &.{ .assets, .freetype } },
// .{ .name = "hardware-check", .deps = &.{ .assets, .zigimg } }, // .{ .name = "hardware-check", .deps = &.{ .assets, .zigimg } },
.{ .name = "piano", .deps = &.{} }, .{ .name = "piano", .deps = &.{} },
.{ .name = "play-opus", .deps = &.{.assets} }, .{ .name = "play-opus", .deps = &.{.assets} },

View file

@ -1,8 +1,12 @@
const std = @import("std"); const std = @import("std");
const mach = @import("mach"); const mach = @import("mach");
const freetype = @import("freetype");
const assets = @import("assets");
const gpu = mach.gpu; const gpu = mach.gpu;
const gfx = mach.gfx; const gfx = mach.gfx;
const math = mach.math; const math = mach.math;
const vec2 = math.vec2; const vec2 = math.vec2;
const vec3 = math.vec3; const vec3 = math.vec3;
const Vec2 = math.Vec2; const Vec2 = math.Vec2;
@ -10,50 +14,41 @@ const Vec3 = math.Vec3;
const Mat3x3 = math.Mat3x3; const Mat3x3 = math.Mat3x3;
const Mat4x4 = math.Mat4x4; const Mat4x4 = math.Mat4x4;
const Glyphs = @import("Glyphs.zig");
const App = @This(); 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, .deinit, .tick };
const RegionMap = std.AutoArrayHashMapUnmanaged(u21, mach.gfx.Atlas.Region);
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,
sprites: usize,
rand: std.Random.DefaultPrng, rand: std.Random.DefaultPrng,
time: f32,
pipeline: mach.EntityID,
frame_encoder: *gpu.CommandEncoder = undefined,
frame_render_pass: *gpu.RenderPassEncoder = undefined,
fn deinit(sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod) !void { frame_count: usize = 0,
sprite_pipeline.schedule(.deinit); sprites: usize = 0,
glyphs.schedule(.deinit); time: f32 = 0,
} direction: Vec2 = vec2(0, 0),
spawning: bool = true,
player_id: mach.ObjectID = undefined,
pipeline_id: mach.ObjectID = undefined,
texture_atlas: mach.gfx.Atlas = undefined,
texture: *gpu.Texture = undefined,
ft: freetype.Library = undefined,
face: freetype.Face = undefined,
regions: RegionMap = .{},
fn start(core: *mach.Core, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod, app: *App) !void { pub const main = mach.schedule(.{
core.schedule(.init); .{ mach.Core, .init },
sprite_pipeline.schedule(.init); .{ App, .init },
glyphs.schedule(.init); .{ mach.Core, .main },
});
// Prepare which glyphs we will render pub fn init(
glyphs.schedule(.prepare);
// Run our init code after glyphs module is initialized.
app.schedule(.init);
}
fn init(
entities: *mach.Entities.Mod,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
glyphs: *Glyphs.Mod,
app: *App, app: *App,
core: *mach.Core, core: *mach.Core,
app_mod: mach.Mod(App), app_mod: mach.Mod(App),
@ -61,46 +56,141 @@ fn init(
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;
// Create a sprite rendering pipeline const window = try core.windows.new(.{
const texture = glyphs.state().texture; .title = "glyphs",
const pipeline = try entities.new(); });
texture.reference();
try sprite_pipeline.set(pipeline, .texture, texture);
sprite_pipeline.schedule(.update);
// We can create entities, and set components on them. Note that components live in a module // TODO(allocator): find a better way to get an allocator here
// namespace, e.g. the `Sprite` module could have a 3D `.location` component with a different const allocator = std.heap.c_allocator;
// type than the `.physics2d` module's `.location` component if you desire.
const r = glyphs.state().regions.get('?').?; app.* = .{
const player = try entities.new(); .allocator = allocator,
try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0))); .window = window,
try sprite.set(player, .pipeline, pipeline);
try sprite.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
sprite.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,
.sprites = 0,
.rand = std.Random.DefaultPrng.init(1337), .rand = std.Random.DefaultPrng.init(1337),
.time = 0, };
.pipeline = pipeline,
});
} }
fn tick( pub fn deinit(app: *App) void {
entities: *mach.Entities.Mod, app.texture_atlas.deinit(app.allocator);
app.texture.release();
app.face.deinit();
app.ft.deinit();
app.regions.deinit(app.allocator);
}
fn setupPipeline(
core: *mach.Core, core: *mach.Core,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
glyphs: *Glyphs.Mod,
app: *App, app: *App,
sprite: *gfx.Sprite,
window_id: mach.ObjectID,
) !void { ) !void {
const window = core.windows.getValue(app.window);
// rgba32_pixels
const img_size = gpu.Extent3D{ .width = 1024, .height = 1024 };
// Create a GPU texture
const label = @tagName(mach_module) ++ ".createPipeline";
app.texture = window.device.createTexture(&.{
.label = label,
.size = img_size,
.format = .rgba8_unorm,
.usage = .{
.texture_binding = true,
.copy_dst = true,
.render_attachment = true,
},
});
app.texture_atlas = try mach.gfx.Atlas.init(
app.allocator,
img_size.width,
.rgba,
);
app.ft = try freetype.Library.init();
app.face = try app.ft.createFaceMemory(assets.roboto_medium_ttf, 0);
try prepareGlyphs(window.queue, app);
// Create a sprite rendering pipeline
app.pipeline_id = try sprite.pipelines.new(.{
.window = window_id,
.render_pass = undefined,
.texture = app.texture,
});
// Create our player sprite
const r = app.regions.get('?').?;
app.player_id = try sprite.sprites.new(.{
.transform = Mat4x4.translate(vec3(-0.02, 0, 0)),
.size = vec2(@floatFromInt(r.width), @floatFromInt(r.height)),
.uv_transform = Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))),
});
// Attach the sprite to our sprite rendering pipeline.
try sprite.pipelines.setParent(app.player_id, app.pipeline_id);
}
fn prepareGlyphs(queue: *gpu.Queue, app: *App) !void {
// Prepare which glyphs we will render
const codepoints: []const u21 = &[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' };
for (codepoints) |codepoint| {
const font_size = 48 * 1;
try app.face.setCharSize(font_size * 64, 0, 50, 0);
try app.face.loadChar(codepoint, .{ .render = true });
const glyph = app.face.glyph();
const metrics = glyph.metrics();
const glyph_bitmap = glyph.bitmap();
const glyph_width = glyph_bitmap.width();
const glyph_height = glyph_bitmap.rows();
// Add 1 pixel padding to texture to avoid bleeding over other textures
const margin = 1;
const glyph_data = try app.allocator.alloc([4]u8, (glyph_width + (margin * 2)) * (glyph_height + (margin * 2)));
defer app.allocator.free(glyph_data);
const glyph_buffer = glyph_bitmap.buffer().?;
for (glyph_data, 0..) |*data, i| {
const x = i % (glyph_width + (margin * 2));
const y = i / (glyph_width + (margin * 2));
if (x < margin or x > (glyph_width + margin) or y < margin or y > (glyph_height + margin)) {
data.* = [4]u8{ 0, 0, 0, 0 };
} else {
const alpha = glyph_buffer[((y - margin) * glyph_width + (x - margin)) % glyph_buffer.len];
data.* = [4]u8{ 0, 0, 0, alpha };
}
}
var glyph_atlas_region = try app.texture_atlas.reserve(app.allocator, glyph_width + (margin * 2), glyph_height + (margin * 2));
app.texture_atlas.set(glyph_atlas_region, @as([*]const u8, @ptrCast(glyph_data.ptr))[0 .. glyph_data.len * 4]);
glyph_atlas_region.x += margin;
glyph_atlas_region.y += margin;
glyph_atlas_region.width -= margin * 2;
glyph_atlas_region.height -= margin * 2;
try app.regions.put(app.allocator, codepoint, glyph_atlas_region);
_ = metrics;
}
// rgba32_pixels
const img_size = gpu.Extent3D{ .width = 1024, .height = 1024 };
const data_layout = gpu.Texture.DataLayout{
.bytes_per_row = @as(u32, @intCast(img_size.width * 4)),
.rows_per_image = @as(u32, @intCast(img_size.height)),
};
queue.writeTexture(&.{ .texture = app.texture }, &data_layout, &img_size, app.texture_atlas.data);
}
pub fn tick(
core: *mach.Core,
app: *App,
sprite: *gfx.Sprite,
sprite_mod: mach.Mod(gfx.Sprite),
) !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| {
@ -125,6 +215,7 @@ fn tick(
else => {}, else => {},
} }
}, },
.window_open => |ev| try setupPipeline(core, app, sprite, ev.window_id),
.close => core.exit(), .close => core.exit(),
else => {}, else => {},
} }
@ -132,9 +223,10 @@ fn tick(
app.direction = direction; app.direction = direction;
app.spawning = spawning; app.spawning = spawning;
var player_transform = sprite.get(app.player, .transform).?; var player = sprite.sprites.getValue(app.player_id);
var player_pos = player_transform.translation(); defer sprite.sprites.setValue(app.player_id, player);
if (!spawning and app.spawn_timer.read() > 1.0 / 60.0) { var player_pos = player.transform.translation();
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..50) |_| { for (0..50) |_| {
@ -142,14 +234,15 @@ 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 rand_index = app.rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1); const rand_index = app.rand.random().intRangeAtMost(usize, 0, app.regions.count() - 1);
const r = glyphs.state().regions.entries.get(rand_index).value; const r = app.regions.entries.get(rand_index).value;
const new_entity = try entities.new(); const new_sprite_id = try sprite.sprites.new(.{
try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3))); .transform = Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)),
try sprite.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height))); .size = vec2(@floatFromInt(r.width), @floatFromInt(r.height)),
try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y)))); .uv_transform = Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))),
try sprite.set(new_entity, .pipeline, app.pipeline); });
try sprite.pipelines.setParent(new_sprite_id, app.pipeline_id);
app.sprites += 1; app.sprites += 1;
} }
} }
@ -157,29 +250,31 @@ fn tick(
// 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();
// Animate entities const window = core.windows.getValue(app.window);
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.transforms = gfx.Sprite.Mod.write(.transform),
});
while (q.next()) |v| {
for (v.ids, v.transforms) |id, *entity_transform| {
var location = entity_transform.translation();
// TODO: formatting
// TODO(Core)
if (location.x() < -@as(f32, @floatFromInt(core.size().width)) / 1.5 or location.x() > @as(f32, @floatFromInt(core.size().width)) / 1.5 or location.y() < -@as(f32, @floatFromInt(core.size().height)) / 1.5 or location.y() > @as(f32, @floatFromInt(core.size().height)) / 1.5) {
try entities.remove(id);
app.sprites -= 1;
continue;
}
var transform = Mat4x4.ident; // Rotate all sprites in the pipeline.
transform = transform.mul(&Mat4x4.scale(Vec3.splat(1.0 + (0.2 * delta_time)))); var pipeline_children = try sprite.pipelines.getChildren(app.pipeline_id);
transform = transform.mul(&Mat4x4.translate(location)); defer pipeline_children.deinit();
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time)); for (pipeline_children.items) |sprite_id| {
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(app.time / 2.0), 0.2)))); if (!sprite.sprites.is(sprite_id)) continue;
entity_transform.* = transform; if (sprite_id == app.player_id) continue; // don't rotate the player
var s = sprite.sprites.getValue(sprite_id);
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) {
try sprite.sprites.setParent(sprite_id, null);
sprite.sprites.delete(sprite_id);
app.sprites -= 1;
continue;
} }
var transform = Mat4x4.ident;
transform = transform.mul(&Mat4x4.scale(Vec3.splat(1.0 + (0.2 * delta_time))));
transform = transform.mul(&Mat4x4.translate(location));
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))));
s.transform = transform;
sprite.sprites.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
@ -187,24 +282,17 @@ 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).mul( player.transform = Mat4x4.translate(player_pos);
&Mat4x4.scale(Vec3.splat(1.0)),
);
try sprite.set(app.player, .transform, player_transform);
sprite.schedule(.update);
// Perform pre-render work
sprite_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{.{
@ -213,41 +301,34 @@ 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 sprite batch // Render sprites
sprite_pipeline.state().render_pass = app.frame_render_pass; sprite.pipelines.set(app.pipeline_id, .render_pass, render_pass);
sprite_pipeline.schedule(.render); sprite_mod.call(.tick);
// Finish the frame once rendering is done. // Finish render pass
app.schedule(.end_frame); render_pass.end();
var command = encoder.finish(&.{ .label = label });
window.queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
render_pass.release();
// TODO(object): window-title
// // Every second, update the window title with the FPS
// if (app.fps_timer.read() >= 1.0) {
// try core.printTitle(
// core.main_window,
// "glyphs [ FPS: {d} ] [ Sprites: {d} ]",
// .{ app.frame_count, app.sprites },
// );
// core.schedule(.update);
// app.fps_timer.reset();
// app.frame_count = 0;
// }
app.frame_count += 1;
app.time += delta_time; app.time += delta_time;
} }
fn endFrame(app: *App, core: *mach.Core) !void {
// Finish render pass
app.frame_render_pass.end();
const label = @tagName(mach_module) ++ ".endFrame";
var command = app.frame_encoder.finish(&.{ .label = label });
core.queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
app.frame_encoder.release();
app.frame_render_pass.release();
// Every second, update the window title with the FPS
if (app.fps_timer.read() >= 1.0) {
try core.printTitle(
core.main_window,
"glyphs [ FPS: {d} ] [ Sprites: {d} ]",
.{ app.frame_count, app.sprites },
);
core.schedule(.update);
app.fps_timer.reset();
app.frame_count = 0;
}
app.frame_count += 1;
}

View file

@ -1,123 +0,0 @@
const mach = @import("mach");
const gpu = mach.gpu;
const freetype = @import("freetype");
const std = @import("std");
const assets = @import("assets");
pub const mach_module = .glyphs;
pub const mach_systems = .{ .init, .deinit, .prepare };
const RegionMap = std.AutoArrayHashMapUnmanaged(u21, mach.gfx.Atlas.Region);
// TODO: banish global allocator
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
texture_atlas: mach.gfx.Atlas,
texture: *gpu.Texture,
ft: freetype.Library,
face: freetype.Face,
regions: RegionMap = .{},
allocator: std.mem.Allocator,
fn deinit(glyphs: *Mod) !void {
const state = glyphs.state();
state.texture_atlas.deinit(glyphs.state().allocator);
state.texture.release();
state.face.deinit();
state.ft.deinit();
state.regions.deinit(state.allocator);
}
fn init(
core: *mach.Core,
glyphs: *Mod,
) !void {
const device = core.device;
const allocator = gpa.allocator();
// rgba32_pixels
const img_size = gpu.Extent3D{ .width = 1024, .height = 1024 };
// Create a GPU texture
const label = @tagName(mach_module) ++ ".init";
const texture = device.createTexture(&.{
.label = label,
.size = img_size,
.format = .rgba8_unorm,
.usage = .{
.texture_binding = true,
.copy_dst = true,
.render_attachment = true,
},
});
const texture_atlas = try mach.gfx.Atlas.init(
allocator,
img_size.width,
.rgba,
);
const ft_lib = try freetype.Library.init();
const face = try ft_lib.createFaceMemory(assets.roboto_medium_ttf, 0);
glyphs.init(.{
.texture_atlas = texture_atlas,
.texture = texture,
.ft = ft_lib,
.face = face,
.allocator = allocator,
});
}
fn prepare(core: *mach.Core, glyphs: *Mod) !void {
var s = glyphs.state();
// Prepare which glyphs we will render
const codepoints: []const u21 = &[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' };
for (codepoints) |codepoint| {
const font_size = 48 * 1;
try s.face.setCharSize(font_size * 64, 0, 50, 0);
try s.face.loadChar(codepoint, .{ .render = true });
const glyph = s.face.glyph();
const metrics = glyph.metrics();
const glyph_bitmap = glyph.bitmap();
const glyph_width = glyph_bitmap.width();
const glyph_height = glyph_bitmap.rows();
// Add 1 pixel padding to texture to avoid bleeding over other textures
const margin = 1;
const glyph_data = try s.allocator.alloc([4]u8, (glyph_width + (margin * 2)) * (glyph_height + (margin * 2)));
defer s.allocator.free(glyph_data);
const glyph_buffer = glyph_bitmap.buffer().?;
for (glyph_data, 0..) |*data, i| {
const x = i % (glyph_width + (margin * 2));
const y = i / (glyph_width + (margin * 2));
if (x < margin or x > (glyph_width + margin) or y < margin or y > (glyph_height + margin)) {
data.* = [4]u8{ 0, 0, 0, 0 };
} else {
const alpha = glyph_buffer[((y - margin) * glyph_width + (x - margin)) % glyph_buffer.len];
data.* = [4]u8{ 0, 0, 0, alpha };
}
}
var glyph_atlas_region = try s.texture_atlas.reserve(s.allocator, glyph_width + (margin * 2), glyph_height + (margin * 2));
s.texture_atlas.set(glyph_atlas_region, @as([*]const u8, @ptrCast(glyph_data.ptr))[0 .. glyph_data.len * 4]);
glyph_atlas_region.x += margin;
glyph_atlas_region.y += margin;
glyph_atlas_region.width -= margin * 2;
glyph_atlas_region.height -= margin * 2;
try s.regions.put(s.allocator, codepoint, glyph_atlas_region);
_ = metrics;
}
// rgba32_pixels
const img_size = gpu.Extent3D{ .width = 1024, .height = 1024 };
const data_layout = gpu.Texture.DataLayout{
.bytes_per_row = @as(u32, @intCast(img_size.width * 4)),
.rows_per_image = @as(u32, @intCast(img_size.height)),
};
core.queue.writeTexture(&.{ .texture = s.texture }, &data_layout, &img_size, s.texture_atlas.data);
}

View file

@ -4,9 +4,8 @@ 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.sprite_modules, mach.gfx.Sprite,
@import("App.zig"), @import("App.zig"),
@import("Glyphs.zig"),
}); });
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires. // TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.