examples: import mach-examples@20ceb359231ff284cf343dddba8cf25112ffe717

Helps hexops/mach#1165

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-03-06 11:08:19 -07:00
parent f25f435275
commit 0a8e22bb49
19 changed files with 3147 additions and 0 deletions

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examples/glyphs/Game.zig Normal file
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const std = @import("std");
const mach = @import("mach");
const core = mach.core;
const gpu = mach.gpu;
const ecs = mach.ecs;
const Sprite = mach.gfx.Sprite;
const math = mach.math;
const vec2 = math.vec2;
const vec3 = math.vec3;
const Vec2 = math.Vec2;
const Vec3 = math.Vec3;
const Mat3x3 = math.Mat3x3;
const Mat4x4 = math.Mat4x4;
const Text = @import("Text.zig");
timer: mach.Timer,
player: mach.ecs.EntityID,
direction: Vec2 = vec2(0, 0),
spawning: bool = false,
spawn_timer: mach.Timer,
fps_timer: mach.Timer,
frame_count: usize,
sprites: usize,
rand: std.rand.DefaultPrng,
time: f32,
const d0 = 0.000001;
// Each module must have a globally unique name declared, it is impossible to use two modules with
// the same name in a program. To avoid name conflicts, we follow naming conventions:
//
// 1. `.mach` and the `.mach_foobar` namespace is reserved for Mach itself and the modules it
// provides.
// 2. Single-word names like `.game` are reserved for the application itself.
// 3. Libraries which provide modules MUST be prefixed with an "owner" name, e.g. `.ziglibs_imgui`
// instead of `.imgui`. We encourage using e.g. your GitHub name, as these must be globally
// unique.
//
pub const name = .game;
pub const Mod = mach.Mod(@This());
pub const Pipeline = enum(u32) {
default,
text,
};
pub fn init(
engine: *mach.Engine.Mod,
sprite_mod: *Sprite.Mod,
text_mod: *Text.Mod,
game: *Mod,
) !void {
// The Mach .core is where we set window options, etc.
core.setTitle("gfx.Sprite example");
// Initialize mach.gfx.Text module
try text_mod.send(.init, .{});
// Tell sprite_mod to use the texture
try sprite_mod.send(.init, .{});
try sprite_mod.send(.initPipeline, .{Sprite.PipelineOptions{
.pipeline = @intFromEnum(Pipeline.text),
.texture = text_mod.state.texture,
}});
// We can create entities, and set components on them. Note that components live in a module
// namespace, e.g. the `Sprite` module could have a 3D `.location` component with a different
// type than the `.physics2d` module's `.location` component if you desire.
const r = text_mod.state.regions.get('?').?;
const player = try engine.newEntity();
try sprite_mod.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
try sprite_mod.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.text));
try sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
game.state = .{
.timer = try mach.Timer.start(),
.spawn_timer = try mach.Timer.start(),
.player = player,
.fps_timer = try mach.Timer.start(),
.frame_count = 0,
.sprites = 0,
.rand = std.rand.DefaultPrng.init(1337),
.time = 0,
};
}
pub fn tick(
engine: *mach.Engine.Mod,
sprite_mod: *Sprite.Mod,
text_mod: *Text.Mod,
game: *Mod,
) !void {
// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
var iter = core.pollEvents();
var direction = game.state.direction;
var spawning = game.state.spawning;
while (iter.next()) |event| {
switch (event) {
.key_press => |ev| {
switch (ev.key) {
.left => direction.v[0] -= 1,
.right => direction.v[0] += 1,
.up => direction.v[1] += 1,
.down => direction.v[1] -= 1,
.space => spawning = true,
else => {},
}
},
.key_release => |ev| {
switch (ev.key) {
.left => direction.v[0] += 1,
.right => direction.v[0] -= 1,
.up => direction.v[1] -= 1,
.down => direction.v[1] += 1,
.space => spawning = false,
else => {},
}
},
.close => try engine.send(.exit, .{}),
else => {},
}
}
game.state.direction = direction;
game.state.spawning = spawning;
var player_transform = sprite_mod.get(game.state.player, .transform).?;
var player_pos = player_transform.translation();
if (!spawning and game.state.spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities
_ = game.state.spawn_timer.lap();
for (0..50) |_| {
var new_pos = player_pos;
new_pos.v[0] += game.state.rand.random().floatNorm(f32) * 25;
new_pos.v[1] += game.state.rand.random().floatNorm(f32) * 25;
const rand_index = game.state.rand.random().intRangeAtMost(usize, 0, text_mod.state.regions.count() - 1);
const r = text_mod.state.regions.entries.get(rand_index).value;
const new_entity = try engine.newEntity();
try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
try sprite_mod.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
try sprite_mod.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
try sprite_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.text));
game.state.sprites += 1;
}
}
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
const delta_time = game.state.timer.lap();
// Animate entities
var archetypes_iter = engine.entities.query(.{ .all = &.{
.{ .mach_gfx_sprite = &.{.transform} },
} });
while (archetypes_iter.next()) |archetype| {
const ids = archetype.slice(.entity, .id);
const transforms = archetype.slice(.mach_gfx_sprite, .transform);
for (ids, transforms) |id, *old_transform| {
var location = old_transform.translation();
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 engine.entities.remove(id);
game.state.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 * game.state.time));
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(game.state.time / 2.0), 0.2))));
// TODO: .set() API is substantially slower due to internals
// try sprite_mod.set(id, .transform, transform);
old_transform.* = transform;
}
}
// Calculate the player position, by moving in the direction the player wants to go
// by the speed amount.
const speed = 200.0;
player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time;
player_transform = Mat4x4.translate(player_pos).mul(
&Mat4x4.scale(Vec3.splat(1.0)),
);
try sprite_mod.set(game.state.player, .transform, player_transform);
try sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
// Perform pre-render work
try sprite_mod.send(.preRender, .{@intFromEnum(Pipeline.text)});
// Render a frame
try engine.send(.beginPass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
try sprite_mod.send(.render, .{@intFromEnum(Pipeline.text)});
try engine.send(.endPass, .{});
try engine.send(.present, .{}); // Present the frame
// Every second, update the window title with the FPS
if (game.state.fps_timer.read() >= 1.0) {
try core.printTitle("gfx.Sprite example [ FPS: {d} ] [ Sprites: {d} ]", .{ game.state.frame_count, game.state.sprites });
game.state.fps_timer.reset();
game.state.frame_count = 0;
}
game.state.frame_count += 1;
game.state.time += delta_time;
}

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const mach = @import("mach");
const gpu = mach.gpu;
const ecs = mach.ecs;
const ft = @import("freetype");
const std = @import("std");
const assets = @import("assets");
pub const name = .game_text;
pub const Mod = mach.Mod(@This());
const RegionMap = std.AutoArrayHashMapUnmanaged(u21, mach.gfx.Atlas.Region);
texture_atlas: mach.gfx.Atlas,
texture: *gpu.Texture,
ft: ft.Library,
face: ft.Face,
regions: RegionMap = .{},
pub fn deinit(
engine: *mach.Engine.Mod,
text_mod: *Mod,
) !void {
text_mod.state.texture_atlas.deinit(engine.allocator);
text_mod.state.texture.release();
text_mod.state.face.deinit();
text_mod.state.ft.deinit();
text_mod.state.regions.deinit(engine.allocator);
}
pub const local = struct {
pub fn init(
engine: *mach.Engine.Mod,
text_mod: *Mod,
) !void {
const device = engine.state.device;
// rgba32_pixels
const img_size = gpu.Extent3D{ .width = 1024, .height = 1024 };
// Create a GPU texture
const texture = device.createTexture(&.{
.size = img_size,
.format = .rgba8_unorm,
.usage = .{
.texture_binding = true,
.copy_dst = true,
.render_attachment = true,
},
});
var s = &text_mod.state;
s.texture = texture;
s.texture_atlas = try mach.gfx.Atlas.init(
engine.allocator,
img_size.width,
.rgba,
);
// TODO: state fields' default values do not work
s.regions = .{};
s.ft = try ft.Library.init();
s.face = try s.ft.createFaceMemory(assets.roboto_medium_ttf, 0);
try text_mod.send(.prepare, .{&[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' }});
}
pub fn prepare(
engine: *mach.Engine.Mod,
text_mod: *Mod,
codepoints: []const u21,
) !void {
const device = engine.state.device;
const queue = device.getQueue();
var s = &text_mod.state;
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 engine.allocator.alloc([4]u8, (glyph_width + (margin * 2)) * (glyph_height + (margin * 2)));
defer engine.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(engine.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(engine.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 = s.texture }, &data_layout, &img_size, s.texture_atlas.data);
}
};

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// Experimental ECS app example. Not yet ready for actual use.
const mach = @import("mach");
const Game = @import("Game.zig");
const Text = @import("Text.zig");
// The list of modules to be used in our application. Our game itself is implemented in our own
// module called Game.
pub const modules = .{
mach.Engine,
mach.gfx.Sprite,
Text,
Game,
};
pub const App = mach.App;