examples: add hardware-check
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
3c778816d9
commit
92086d8d66
4 changed files with 383 additions and 2 deletions
|
|
@ -572,6 +572,7 @@ fn buildExamples(
|
|||
wasm: bool = false,
|
||||
has_assets: bool = false,
|
||||
}{
|
||||
.{ .name = "hardware-check", .deps = &.{ .assets, .zigimg } },
|
||||
.{ .name = "core-custom-entrypoint", .deps = &.{} },
|
||||
.{ .name = "custom-renderer", .deps = &.{} },
|
||||
.{ .name = "glyphs", .deps = &.{ .freetype, .assets } },
|
||||
|
|
|
|||
|
|
@ -98,8 +98,8 @@
|
|||
.lazy = true,
|
||||
},
|
||||
.mach_example_assets = .{
|
||||
.url = "https://pkg.machengine.org/mach-example-assets/2200080af808e70fb20062c78c8e3e110605ac74.tar.gz",
|
||||
.hash = "1220cb4b50aa4178b9b10a5e5628fc743abb2e3b264ce63c837c21b3b22a64dc3be2",
|
||||
.url = "https://pkg.machengine.org/mach-example-assets/9fef2d88fa31cda58a829fa620593bb8d6d84e7f.tar.gz",
|
||||
.hash = "122068f781d131e31726bae92057130492953b3276c272388a4e078f94d16b197b6b",
|
||||
.lazy = true,
|
||||
},
|
||||
},
|
||||
|
|
|
|||
361
examples/hardware-check/App.zig
Normal file
361
examples/hardware-check/App.zig
Normal file
|
|
@ -0,0 +1,361 @@
|
|||
// TODO(important): review all code in this file in-depth
|
||||
const std = @import("std");
|
||||
const zigimg = @import("zigimg");
|
||||
const assets = @import("assets");
|
||||
const mach = @import("mach");
|
||||
const gpu = mach.gpu;
|
||||
const gfx = mach.gfx;
|
||||
const math = mach.math;
|
||||
|
||||
const vec2 = math.vec2;
|
||||
const vec3 = math.vec3;
|
||||
const vec4 = math.vec4;
|
||||
const Vec2 = math.Vec2;
|
||||
const Vec3 = math.Vec3;
|
||||
const Mat3x3 = math.Mat3x3;
|
||||
const Mat4x4 = math.Mat4x4;
|
||||
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
|
||||
timer: mach.Timer,
|
||||
gotta_go_fast: bool = false,
|
||||
spawn_timer: mach.Timer,
|
||||
fps_timer: mach.Timer,
|
||||
frame_count: usize,
|
||||
num_sprites_spawned: usize,
|
||||
score: usize,
|
||||
rand: std.rand.DefaultPrng,
|
||||
time: f32,
|
||||
allocator: std.mem.Allocator,
|
||||
pipeline: mach.EntityID,
|
||||
frame_encoder: *gpu.CommandEncoder = undefined,
|
||||
frame_render_pass: *gpu.RenderPassEncoder = undefined,
|
||||
sfx: mach.Audio.Opus,
|
||||
|
||||
// Define the globally unique name of our module. You can use any name here, but keep in mind no
|
||||
// two modules in the program can have the same name.
|
||||
pub const name = .app;
|
||||
pub const Mod = mach.Mod(@This());
|
||||
|
||||
pub const systems = .{
|
||||
.init = .{ .handler = init },
|
||||
.after_init = .{ .handler = afterInit },
|
||||
.deinit = .{ .handler = deinit },
|
||||
.tick = .{ .handler = tick },
|
||||
.end_frame = .{ .handler = endFrame },
|
||||
.audio_state_change = .{ .handler = audioStateChange },
|
||||
};
|
||||
|
||||
fn deinit(
|
||||
core: *mach.Core.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
audio: *mach.Audio.Mod,
|
||||
) !void {
|
||||
text_pipeline.schedule(.deinit);
|
||||
sprite_pipeline.schedule(.deinit);
|
||||
core.schedule(.deinit);
|
||||
audio.schedule(.deinit);
|
||||
}
|
||||
|
||||
fn init(
|
||||
entities: *mach.Entities.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
audio: *mach.Audio.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
text_style: *gfx.TextStyle.Mod,
|
||||
text: *gfx.Text.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
game: *Mod,
|
||||
) !void {
|
||||
audio.schedule(.init);
|
||||
text_pipeline.schedule(.init);
|
||||
sprite_pipeline.schedule(.init);
|
||||
|
||||
// Create a sprite rendering pipeline
|
||||
const allocator = gpa.allocator();
|
||||
const pipeline = try entities.new();
|
||||
try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
|
||||
sprite_pipeline.schedule(.update);
|
||||
|
||||
// TODO: a better way to initialize entities with default values
|
||||
// TODO(text): most of these style options are not respected yet.
|
||||
const style1 = try entities.new();
|
||||
try text_style.set(style1, .font_name, "Roboto Medium"); // TODO
|
||||
try text_style.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt
|
||||
try text_style.set(style1, .font_weight, gfx.font_weight_normal);
|
||||
try text_style.set(style1, .italic, false);
|
||||
try text_style.set(style1, .color, vec4(0.6, 1.0, 0.6, 1.0));
|
||||
|
||||
// Create a text rendering pipeline
|
||||
const text_rendering_pipeline = try entities.new();
|
||||
try text_pipeline.set(text_rendering_pipeline, .is_pipeline, {});
|
||||
text_pipeline.schedule(.update);
|
||||
|
||||
// Create some text
|
||||
const text1 = try entities.new();
|
||||
try text.set(text1, .pipeline, text_rendering_pipeline);
|
||||
try text.set(text1, .transform, Mat4x4.translate(vec3(0, 0, 0)));
|
||||
|
||||
// TODO: better storage mechanism for this
|
||||
// TODO: this is a leak
|
||||
const styles = try allocator.alloc(mach.EntityID, 1);
|
||||
styles[0] = style1;
|
||||
try text.set(text1, .text, &.{
|
||||
\\ Mach is probably working if you:
|
||||
\\ * See this text
|
||||
\\ * See sprites to the left
|
||||
\\ * Hear sound effects
|
||||
\\ * Hold space and things go faster
|
||||
});
|
||||
try text.set(text1, .style, styles);
|
||||
try text.set(text1, .dirty, true);
|
||||
text.schedule(.update);
|
||||
|
||||
// Load sfx
|
||||
const sfx_fbs = std.io.fixedBufferStream(assets.sfx.scifi_gun);
|
||||
const sfx_sound_stream = std.io.StreamSource{ .const_buffer = sfx_fbs };
|
||||
const sfx = try mach.Audio.Opus.decodeStream(gpa.allocator(), sfx_sound_stream);
|
||||
|
||||
game.init(.{
|
||||
.timer = try mach.Timer.start(),
|
||||
.spawn_timer = try mach.Timer.start(),
|
||||
.fps_timer = try mach.Timer.start(),
|
||||
.frame_count = 0,
|
||||
.num_sprites_spawned = 0,
|
||||
.score = 0,
|
||||
.rand = std.rand.DefaultPrng.init(1337),
|
||||
.time = 0,
|
||||
.allocator = allocator,
|
||||
.pipeline = pipeline,
|
||||
.sfx = sfx,
|
||||
});
|
||||
core.schedule(.start);
|
||||
}
|
||||
|
||||
fn afterInit(audio: *mach.Audio.Mod, game: *Mod) void {
|
||||
// Configure the audio module to run our audio_state_change system when entities audio finishes
|
||||
// playing
|
||||
audio.state().on_state_change = game.system(.audio_state_change);
|
||||
}
|
||||
|
||||
fn audioStateChange(entities: *mach.Entities.Mod) !void {
|
||||
// Find audio entities that are no longer playing
|
||||
var q = try entities.query(.{
|
||||
.ids = mach.Entities.Mod.read(.id),
|
||||
.playings = mach.Audio.Mod.read(.playing),
|
||||
});
|
||||
while (q.next()) |v| {
|
||||
for (v.ids, v.playings) |id, playing| {
|
||||
if (playing) continue;
|
||||
|
||||
// Remove the entity for the old sound
|
||||
try entities.remove(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn tick(
|
||||
entities: *mach.Entities.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
sprite: *gfx.Sprite.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
game: *Mod,
|
||||
audio: *mach.Audio.Mod,
|
||||
) !void {
|
||||
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
|
||||
// TODO(Core)
|
||||
var iter = mach.core.pollEvents();
|
||||
var gotta_go_fast = game.state().gotta_go_fast;
|
||||
while (iter.next()) |event| {
|
||||
switch (event) {
|
||||
.key_press => |ev| {
|
||||
switch (ev.key) {
|
||||
.space => gotta_go_fast = true,
|
||||
else => {},
|
||||
}
|
||||
},
|
||||
.key_release => |ev| {
|
||||
switch (ev.key) {
|
||||
.space => gotta_go_fast = false,
|
||||
else => {},
|
||||
}
|
||||
},
|
||||
.close => core.schedule(.exit),
|
||||
else => {},
|
||||
}
|
||||
}
|
||||
game.state().gotta_go_fast = gotta_go_fast;
|
||||
|
||||
// var player_transform = sprite.get(game.state().player, .transform).?;
|
||||
// var player_pos = player_transform.translation();
|
||||
const framebuffer_width: f32 = @floatFromInt(core.get(core.state().main_window, .framebuffer_width).?);
|
||||
|
||||
const entities_per_second: f32 = @floatFromInt(
|
||||
game.state().rand.random().intRangeAtMost(usize, 0, if (gotta_go_fast) 50 else 10),
|
||||
);
|
||||
if (game.state().spawn_timer.read() > 1.0 / entities_per_second) {
|
||||
// Spawn new entities
|
||||
_ = game.state().spawn_timer.lap();
|
||||
|
||||
var new_pos = vec3(-(framebuffer_width / 2), 0, 0);
|
||||
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 50;
|
||||
|
||||
const new_entity = try entities.new();
|
||||
try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos));
|
||||
try sprite.set(new_entity, .size, vec2(32, 32));
|
||||
try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
|
||||
try sprite.set(new_entity, .pipeline, game.state().pipeline);
|
||||
game.state().num_sprites_spawned += 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();
|
||||
|
||||
// Move entities to the right, and make them smaller the further they travel
|
||||
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| {
|
||||
const location = entity_transform.*.translation();
|
||||
const speed: f32 = if (gotta_go_fast) 2000 else 100;
|
||||
const progression = std.math.clamp((location.v[0] + (framebuffer_width / 2.0)) / framebuffer_width, 0, 1);
|
||||
const scale = mach.math.lerp(2, 0, progression);
|
||||
if (progression >= 0.6) {
|
||||
try entities.remove(id);
|
||||
|
||||
// Play a new SFX
|
||||
const e = try entities.new();
|
||||
try audio.set(e, .samples, game.state().sfx.samples);
|
||||
try audio.set(e, .channels, game.state().sfx.channels);
|
||||
try audio.set(e, .index, 0);
|
||||
try audio.set(e, .playing, true);
|
||||
game.state().score += 1;
|
||||
} else {
|
||||
var transform = Mat4x4.ident;
|
||||
transform = transform.mul(&Mat4x4.translate(location.add(&vec3(speed * delta_time, (speed / 2.0) * delta_time * progression, 0))));
|
||||
transform = transform.mul(&Mat4x4.scaleScalar(scale));
|
||||
entity_transform.* = transform;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
sprite.schedule(.update);
|
||||
|
||||
// Perform pre-render work
|
||||
sprite_pipeline.schedule(.pre_render);
|
||||
text_pipeline.schedule(.pre_render);
|
||||
|
||||
// Create a command encoder for this frame
|
||||
const label = @tagName(name) ++ ".tick";
|
||||
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
|
||||
|
||||
// Grab the back buffer of the swapchain
|
||||
// TODO(Core)
|
||||
const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
|
||||
defer back_buffer_view.release();
|
||||
|
||||
// Begin render pass
|
||||
const sky_blue = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
|
||||
const color_attachments = [_]gpu.RenderPassColorAttachment{.{
|
||||
.view = back_buffer_view,
|
||||
.clear_value = sky_blue,
|
||||
.load_op = .clear,
|
||||
.store_op = .store,
|
||||
}};
|
||||
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
|
||||
.label = label,
|
||||
.color_attachments = &color_attachments,
|
||||
}));
|
||||
|
||||
// Render our sprite batch
|
||||
sprite_pipeline.state().render_pass = game.state().frame_render_pass;
|
||||
sprite_pipeline.schedule(.render);
|
||||
|
||||
// Render our text batch
|
||||
text_pipeline.state().render_pass = game.state().frame_render_pass;
|
||||
text_pipeline.schedule(.render);
|
||||
|
||||
// Finish the frame once rendering is done.
|
||||
game.schedule(.end_frame);
|
||||
|
||||
game.state().time += delta_time;
|
||||
}
|
||||
|
||||
fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
|
||||
// Finish render pass
|
||||
game.state().frame_render_pass.end();
|
||||
const label = @tagName(name) ++ ".endFrame";
|
||||
var command = game.state().frame_encoder.finish(&.{ .label = label });
|
||||
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
command.release();
|
||||
game.state().frame_encoder.release();
|
||||
game.state().frame_render_pass.release();
|
||||
|
||||
// Present the frame
|
||||
core.schedule(.present_frame);
|
||||
|
||||
// Every second, update the window title with the FPS
|
||||
if (game.state().fps_timer.read() >= 1.0) {
|
||||
try mach.Core.printTitle(
|
||||
core,
|
||||
core.state().main_window,
|
||||
"sprite [ FPS: {d} ] [ Sprites spawned: {d} ]",
|
||||
.{ game.state().frame_count, game.state().num_sprites_spawned },
|
||||
);
|
||||
core.schedule(.update);
|
||||
game.state().fps_timer.reset();
|
||||
game.state().frame_count = 0;
|
||||
}
|
||||
game.state().frame_count += 1;
|
||||
}
|
||||
|
||||
// TODO: move this helper into gfx module
|
||||
fn loadTexture(core: *mach.Core.Mod, allocator: std.mem.Allocator) !*gpu.Texture {
|
||||
const device = core.state().device;
|
||||
const queue = core.state().queue;
|
||||
|
||||
// Load the image from memory
|
||||
var img = try zigimg.Image.fromMemory(allocator, assets.sprites_sheet_png);
|
||||
defer img.deinit();
|
||||
const img_size = gpu.Extent3D{ .width = @as(u32, @intCast(img.width)), .height = @as(u32, @intCast(img.height)) };
|
||||
|
||||
// Create a GPU texture
|
||||
const label = @tagName(name) ++ ".loadTexture";
|
||||
const texture = device.createTexture(&.{
|
||||
.label = label,
|
||||
.size = img_size,
|
||||
.format = .rgba8_unorm,
|
||||
.usage = .{
|
||||
.texture_binding = true,
|
||||
.copy_dst = true,
|
||||
.render_attachment = true,
|
||||
},
|
||||
});
|
||||
const data_layout = gpu.Texture.DataLayout{
|
||||
.bytes_per_row = @as(u32, @intCast(img.width * 4)),
|
||||
.rows_per_image = @as(u32, @intCast(img.height)),
|
||||
};
|
||||
switch (img.pixels) {
|
||||
.rgba32 => |pixels| queue.writeTexture(&.{ .texture = texture }, &data_layout, &img_size, pixels),
|
||||
.rgb24 => |pixels| {
|
||||
const data = try rgb24ToRgba32(allocator, pixels);
|
||||
defer data.deinit(allocator);
|
||||
queue.writeTexture(&.{ .texture = texture }, &data_layout, &img_size, data.rgba32);
|
||||
},
|
||||
else => @panic("unsupported image color format"),
|
||||
}
|
||||
return texture;
|
||||
}
|
||||
|
||||
fn rgb24ToRgba32(allocator: std.mem.Allocator, in: []zigimg.color.Rgb24) !zigimg.color.PixelStorage {
|
||||
const out = try zigimg.color.PixelStorage.init(allocator, .rgba32, in.len);
|
||||
var i: usize = 0;
|
||||
while (i < in.len) : (i += 1) {
|
||||
out.rgba32[i] = zigimg.color.Rgba32{ .r = in[i].r, .g = in[i].g, .b = in[i].b, .a = 255 };
|
||||
}
|
||||
return out;
|
||||
}
|
||||
19
examples/hardware-check/main.zig
Normal file
19
examples/hardware-check/main.zig
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
const mach = @import("mach");
|
||||
|
||||
// The global list of Mach modules registered for use in our application.
|
||||
pub const modules = .{
|
||||
mach.Core,
|
||||
mach.gfx.sprite_modules,
|
||||
mach.gfx.text_modules,
|
||||
mach.Audio,
|
||||
@import("App.zig"),
|
||||
};
|
||||
|
||||
// TODO(important): use standard entrypoint instead
|
||||
pub fn main() !void {
|
||||
// Initialize mach.Core
|
||||
try mach.core.initModule();
|
||||
|
||||
// Main loop
|
||||
while (try mach.core.tick()) {}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue