diff --git a/build.zig b/build.zig index 0927cd3d..80c7989d 100644 --- a/build.zig +++ b/build.zig @@ -76,7 +76,7 @@ pub fn build(b: *std.Build) !void { .{ .name = "core-transparent-window", .deps = &.{} }, .{ .name = "custom-renderer", .deps = &.{} }, .{ .name = "glyphs", .deps = &.{ .assets, .freetype } }, - // .{ .name = "hardware-check", .deps = &.{ .assets, .zigimg } }, + .{ .name = "hardware-check", .deps = &.{ .assets, .zigimg } }, .{ .name = "piano", .deps = &.{} }, .{ .name = "play-opus", .deps = &.{.assets} }, .{ .name = "sprite", .deps = &.{ .zigimg, .assets } }, diff --git a/examples/hardware-check/App.zig b/examples/hardware-check/App.zig index 15377388..83afa2a8 100644 --- a/examples/hardware-check/App.zig +++ b/examples/hardware-check/App.zig @@ -1,4 +1,3 @@ -// TODO(important): review all code in this file in-depth const std = @import("std"); const zigimg = @import("zigimg"); const assets = @import("assets"); @@ -9,9 +8,7 @@ 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; @@ -19,271 +16,292 @@ const App = @This(); pub const mach_module = .app; -pub const mach_systems = .{ .start, .init, .deinit, .tick, .end_frame, .audio_state_change }; +pub const mach_systems = .{ .main, .init, .tick, .deinit, .deinit2, .audioStateChange }; -// TODO: banish global allocator -var gpa = std.heap.GeneralPurposeAllocator(.{}){}; +pub const main = mach.schedule(.{ + .{ mach.Core, .init }, + .{ mach.Audio, .init }, + .{ gfx.Text, .init }, + .{ App, .init }, + .{ mach.Core, .main }, +}); -info_text: mach.EntityID, -info_text_style: mach.EntityID, +pub const deinit = mach.schedule(.{ + .{ mach.Audio, .deinit }, + .{ App, .deinit2 }, +}); + +allocator: std.mem.Allocator, +window: mach.ObjectID, timer: mach.time.Timer, -gotta_go_fast: bool = false, spawn_timer: mach.time.Timer, fps_timer: mach.time.Timer, -frame_count: usize, -frame_rate: usize, -num_sprites_spawned: usize, -score: usize, rand: std.Random.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, -fn deinit( - text_pipeline: *gfx.TextPipeline.Mod, - sprite_pipeline: *gfx.SpritePipeline.Mod, - audio: *mach.Audio, -) !void { - text_pipeline.schedule(.deinit); - sprite_pipeline.schedule(.deinit); - audio.schedule(.deinit); -} +frame_count: usize = 0, +fps: usize = 0, +score: usize = 0, +num_sprites_spawned: usize = 0, +time: f32 = 0, +direction: Vec2 = vec2(0, 0), +spawning: bool = false, +gotta_go_fast: bool = false, -fn start( - audio: *mach.Audio, - text_pipeline: *gfx.TextPipeline.Mod, - text: *gfx.Text.Mod, - sprite_pipeline: *gfx.SpritePipeline.Mod, - core: *mach.Core, - app: *App, -) !void { - // If you want to try fullscreen: - // try core.set(core.main_window, .fullscreen, true); +info_text: []u8 = undefined, +info_text_id: mach.ObjectID = undefined, +info_text_style_id: mach.ObjectID = undefined, +sprite_pipeline_id: mach.ObjectID = undefined, +text_pipeline_id: mach.ObjectID = undefined, +sfx: mach.Audio.Opus = undefined, - core.schedule(.init); - audio.schedule(.init); - text.schedule(.init); - text_pipeline.schedule(.init); - sprite_pipeline.schedule(.init); - app.schedule(.init); -} - -fn init( - entities: *mach.Entities.Mod, +pub fn init( core: *mach.Core, audio: *mach.Audio, - text_pipeline: *gfx.TextPipeline.Mod, - text_style: *gfx.TextStyle.Mod, - text: *gfx.Text.Mod, - sprite_pipeline: *gfx.SpritePipeline.Mod, app: *App, app_mod: mach.Mod(App), ) !void { core.on_tick = app_mod.id.tick; core.on_exit = app_mod.id.deinit; - // Configure the audio module to run our audio_state_change system when entities audio finishes - // playing - audio.on_state_change = app_audio_state_change.id; + // Configure the audio module to call our App.audioStateChange function when a sound buffer + // finishes playing. + audio.on_state_change = app_mod.id.audioStateChange; - // 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); + const window = try core.windows.new(.{ + .title = "hardware check", + }); - // TODO: a better way to initialize entities with default values - // TODO(text): ability to specify other style options (custom font name, font color, italic/bold, etc.) - const style1 = try entities.new(); - try text_style.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt + // TODO(allocator): find a better way to get an allocator here + const allocator = std.heap.c_allocator; - // 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); + app.* = .{ + .allocator = allocator, + .window = window, + .timer = try mach.time.Timer.start(), + .spawn_timer = try mach.time.Timer.start(), + .fps_timer = try mach.time.Timer.start(), + .rand = std.Random.DefaultPrng.init(1337), + }; +} - // 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))); - try gfx.Text.allocPrintText(text, text1, style1, - \\ Mach is probably working if you: - \\ * See this text - \\ * See sprites to the left - \\ * Hear sounds when sprites die - \\ * Hold space and things go faster - , .{}); - text.schedule(.update); +pub fn deinit2( + app: *App, + text: *gfx.Text, +) void { + // Cleanup here, if desired. + text.objects.delete(app.info_text_id); +} - const win = core.windows.get(core.main_window).?; - const window_height: f32 = @floatFromInt(win.height); - const info_text = try entities.new(); - try text.set(info_text, .pipeline, text_rendering_pipeline); - try text.set(info_text, .transform, Mat4x4.translate(vec3(0, (window_height / 2.0) - 50.0, 0))); - try gfx.Text.allocPrintText(text, info_text, style1, "[info]", .{}); +/// Called on the high-priority audio OS thread when the audio driver needs more audio samples, so +/// this callback should be fast to respond. +pub fn audioStateChange(audio: *mach.Audio, app: *App) !void { + audio.buffers.lock(); + defer audio.buffers.unlock(); + + // Find audio objects that are no longer playing + var buffers = audio.buffers.slice(); + while (buffers.next()) |buf_id| { + if (audio.buffers.get(buf_id, .playing)) continue; + + // Remove the audio buffer that is no longer playing + const samples = audio.buffers.get(buf_id, .samples); + audio.buffers.delete(buf_id); + app.allocator.free(samples); + } +} + +fn setupPipeline( + core: *mach.Core, + app: *App, + sprite: *gfx.Sprite, + text: *gfx.Text, + window_id: mach.ObjectID, +) !void { + const window = core.windows.getValue(window_id); // 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); + app.sfx = try mach.Audio.Opus.decodeStream(app.allocator, sfx_sound_stream); - app.init(.{ - .info_text = info_text, - .info_text_style = style1, - .timer = try mach.time.Timer.start(), - .spawn_timer = try mach.time.Timer.start(), - .fps_timer = try mach.time.Timer.start(), - .frame_count = 0, - .frame_rate = 0, - .num_sprites_spawned = 0, - .score = 0, - .rand = std.Random.DefaultPrng.init(1337), - .time = 0, - .allocator = allocator, - .pipeline = pipeline, - .sfx = sfx, + // Create a sprite rendering pipeline + app.sprite_pipeline_id = try sprite.pipelines.new(.{ + .window = window_id, + .render_pass = undefined, + .texture = try loadTexture(window.device, window.queue, app.allocator), }); -} -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.read(.playing), + // Create a text rendering pipeline + app.text_pipeline_id = try text.pipelines.new(.{ + .window = window_id, + .render_pass = undefined, }); - 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); - } + // Create a text style + app.info_text_style_id = try text.styles.new(.{ + .font_size = 48 * gfx.px_per_pt, // 48pt + }); + + // Create documentation text + { + // TODO(text): release this memory somewhere + const text_value = + \\ Mach is probably working if you: + \\ * See this text + \\ * See sprites to the left + \\ * Hear sounds when sprites disappear + \\ * Hold space and things go faster + ; + const text_buf = try app.allocator.alloc(u8, text_value.len); + @memcpy(text_buf, text_value); + const segments = try app.allocator.alloc(gfx.Text.Segment, 1); + segments[0] = .{ + .text = text_buf, + .style = app.info_text_style_id, + }; + + // Create our player text + const text_id = try text.objects.new(.{ + .transform = Mat4x4.translate(vec3(-0.02, 0, 0)), + .segments = segments, + }); + // Attach the text object to our text rendering pipeline. + try text.pipelines.setParent(text_id, app.text_pipeline_id); + } + + // Create info text to be updated dynamically later + { + // TODO(text): release this memory somewhere + const text_value = "[info]"; + app.info_text = try app.allocator.alloc(u8, text_value.len); + @memcpy(app.info_text, text_value); + const segments = try app.allocator.alloc(gfx.Text.Segment, 1); + segments[0] = .{ + .text = app.info_text, + .style = app.info_text_style_id, + }; + + // Create our player text + app.info_text_id = try text.objects.new(.{ + .transform = Mat4x4.translate(vec3(0, (@as(f32, @floatFromInt(window.height)) / 2.0) - 50.0, 0)), + .segments = segments, + }); + // Attach the text object to our text rendering pipeline. + try text.pipelines.setParent(app.info_text_id, app.sprite_pipeline_id); } } -fn tick( - entities: *mach.Entities.Mod, +pub fn tick( core: *mach.Core, - sprite: *gfx.Sprite.Mod, - sprite_pipeline: *gfx.SpritePipeline.Mod, - text: *gfx.Text.Mod, - text_pipeline: *gfx.TextPipeline.Mod, app: *App, + sprite: *gfx.Sprite, + sprite_mod: mach.Mod(gfx.Sprite), + text: *gfx.Text, + text_mod: mach.Mod(gfx.Text), audio: *mach.Audio, ) !void { - // TODO(important): event polling should occur in mach.Core module and get fired as ECS events. - // TODO(Core) - var gotta_go_fast = app.gotta_go_fast; + const label = @tagName(mach_module) ++ ".tick"; + const window = core.windows.getValue(app.window); + while (core.nextEvent()) |event| { switch (event) { .key_press => |ev| { switch (ev.key) { - .space => gotta_go_fast = true, + .space => app.gotta_go_fast = true, else => {}, } }, .key_release => |ev| { switch (ev.key) { - .space => gotta_go_fast = false, + .space => app.gotta_go_fast = false, else => {}, } }, + .window_open => |ev| try setupPipeline(core, app, sprite, text, ev.window_id), .close => core.exit(), else => {}, } } - app.gotta_go_fast = gotta_go_fast; - // Every second, update the frame rate - if (app.fps_timer.read() >= 1.0) { - app.frame_rate = app.frame_count; - app.fps_timer.reset(); - app.frame_count = 0; - } - - try gfx.Text.allocPrintText( - text, - app.info_text, - app.info_text_style, + // TODO(text): make updating text easier + app.allocator.free(app.info_text); + app.info_text = try std.fmt.allocPrint( + app.allocator, "[ FPS: {d} ]\n[ Sprites spawned: {d} ]", - .{ app.frame_rate, app.num_sprites_spawned }, + .{ app.fps, app.num_sprites_spawned }, ); - text.schedule(.update); - - // var player_transform = sprite.get(app.player, .transform).?; - // var player_pos = player_transform.translation(); - const win = core.windows.get(core.main_window).?; - const window_width: f32 = @floatFromInt(win.width); + var segments: []gfx.Text.Segment = @constCast(text.objects.get(app.info_text_id, .segments)); + segments[0] = .{ + .text = app.info_text, + .style = segments[0].style, + }; + text.objects.set(app.info_text_id, .segments, segments); const entities_per_second: f32 = @floatFromInt( - app.rand.random().intRangeAtMost(usize, 0, if (gotta_go_fast) 50 else 10), + app.rand.random().intRangeAtMost(usize, 0, if (app.gotta_go_fast) 50 else 10), ); if (app.spawn_timer.read() > 1.0 / entities_per_second) { // Spawn new entities _ = app.spawn_timer.lap(); - var new_pos = vec3(-(window_width / 2), 0, 0); + var new_pos = vec3(-(@as(f32, @floatFromInt(window.width)) / 2), 0, 0); new_pos.v[1] += app.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, app.pipeline); + const new_sprite_id = try sprite.objects.new(.{ + .transform = Mat4x4.translate(new_pos), + .size = vec2(32, 32), + .uv_transform = Mat3x3.translate(vec2(0, 0)), + }); + try sprite.pipelines.setParent(new_sprite_id, app.sprite_pipeline_id); app.num_sprites_spawned += 1; } // Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate. const delta_time = app.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] + (window_width / 2.0)) / window_width, 0, 1); - const scale = mach.math.lerp(2, 0, progression); - if (progression >= 0.6) { - try entities.remove(id); + // Move sprites to the right, and make them smaller the further they travel + var pipeline_children = try sprite.pipelines.getChildren(app.sprite_pipeline_id); + defer pipeline_children.deinit(); + for (pipeline_children.items) |sprite_id| { + if (!sprite.objects.is(sprite_id)) continue; + var s = sprite.objects.getValue(sprite_id); - // Play a new SFX - const e = try entities.new(); - try audio.set(e, .samples, app.sfx.samples); - try audio.set(e, .channels, app.sfx.channels); - try audio.set(e, .index, 0); - try audio.set(e, .playing, true); - app.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; - } + const location = s.transform.translation(); + const speed: f32 = if (app.gotta_go_fast) 2000 else 100; + const progression = std.math.clamp((location.v[0] + (@as(f32, @floatFromInt(window.height)) / 2.0)) / @as(f32, @floatFromInt(window.height)), 0, 1); + const scale = mach.math.lerp(2, 0, progression); + if (progression >= 0.6) { + try sprite.pipelines.removeChild(app.sprite_pipeline_id, sprite_id); + sprite.objects.delete(sprite_id); + + // Play a new sound + const samples = try app.allocator.dupe(f32, app.sfx.samples); + @memcpy(samples, app.sfx.samples); + audio.buffers.lock(); + defer audio.buffers.unlock(); + const sound_id = try audio.buffers.new(.{ + .samples = samples, + .channels = app.sfx.channels, + }); + _ = sound_id; // autofix + app.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)); + sprite.objects.set(sprite_id, .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(mach_module) ++ ".tick"; - app.frame_encoder = core.device.createCommandEncoder(&.{ .label = label }); - // Grab the back buffer of the swapchain // TODO(Core) - const back_buffer_view = core.swap_chain.getCurrentTextureView().?; + const back_buffer_view = window.swap_chain.getCurrentTextureView().?; defer back_buffer_view.release(); + // Create a command encoder + const encoder = window.device.createCommandEncoder(&.{ .label = label }); + defer encoder.release(); + // Begin render pass const sky_blue = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 }; const color_attachments = [_]gpu.RenderPassColorAttachment{.{ @@ -292,43 +310,39 @@ fn tick( .load_op = .clear, .store_op = .store, }}; - app.frame_render_pass = app.frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{ + const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{ .label = label, .color_attachments = &color_attachments, })); - // Render our sprite batch - sprite_pipeline.state().render_pass = app.frame_render_pass; - sprite_pipeline.schedule(.render); + // Render sprites + sprite.pipelines.set(app.sprite_pipeline_id, .render_pass, render_pass); + sprite_mod.call(.tick); - // Render our text batch - text_pipeline.state().render_pass = app.frame_render_pass; - text_pipeline.schedule(.render); + // Render text + text.pipelines.set(app.text_pipeline_id, .render_pass, render_pass); + text_mod.call(.tick); - // Finish the frame once rendering is done. - app.schedule(.end_frame); - - 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}); + render_pass.end(); + var command = encoder.finish(&.{ .label = label }); + window.queue.submit(&[_]*gpu.CommandBuffer{command}); command.release(); - app.frame_encoder.release(); - app.frame_render_pass.release(); + render_pass.release(); app.frame_count += 1; + app.time += delta_time; + + // Every second, update the window title with the FPS + if (app.fps_timer.read() >= 1.0) { + app.fps_timer.reset(); + app.fps = app.frame_count; + app.frame_count = 0; + } } -// TODO: move this helper into gfx module -fn loadTexture(core: *mach.Core, allocator: std.mem.Allocator) !*gpu.Texture { - const device = core.device; - const queue = core.queue; - +// TODO(sprite): don't require users to copy / write this helper themselves +fn loadTexture(device: *gpu.Device, queue: *gpu.Queue, allocator: std.mem.Allocator) !*gpu.Texture { // Load the image from memory var img = try zigimg.Image.fromMemory(allocator, assets.sprites_sheet_png); defer img.deinit(); diff --git a/examples/hardware-check/main.zig b/examples/hardware-check/main.zig index ad482968..80614a1f 100644 --- a/examples/hardware-check/main.zig +++ b/examples/hardware-check/main.zig @@ -4,8 +4,8 @@ const mach = @import("mach"); // The set of Mach modules our application may use. const Modules = mach.Modules(.{ mach.Core, - mach.gfx.sprite_modules, - mach.gfx.text_modules, + mach.gfx.Sprite, + mach.gfx.Text, mach.Audio, @import("App.zig"), });