examples: rename main modules -> App
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
e0640cc948
commit
fb37f74d41
12 changed files with 14 additions and 16 deletions
310
examples/text/App.zig
Normal file
310
examples/text/App.zig
Normal file
|
|
@ -0,0 +1,310 @@
|
|||
// 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 gfx = mach.gfx;
|
||||
const gpu = mach.gpu;
|
||||
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,
|
||||
player: mach.EntityID,
|
||||
direction: Vec2 = vec2(0, 0),
|
||||
spawning: bool = false,
|
||||
spawn_timer: mach.Timer,
|
||||
fps_timer: mach.Timer,
|
||||
frame_count: usize,
|
||||
rand: std.rand.DefaultPrng,
|
||||
time: f32,
|
||||
style1: mach.EntityID,
|
||||
allocator: std.mem.Allocator,
|
||||
pipeline: mach.EntityID,
|
||||
frame_encoder: *gpu.CommandEncoder = undefined,
|
||||
frame_render_pass: *gpu.RenderPassEncoder = undefined,
|
||||
|
||||
// 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 = .game;
|
||||
pub const Mod = mach.Mod(@This());
|
||||
|
||||
pub const global_events = .{
|
||||
.init = .{ .handler = init },
|
||||
.deinit = .{ .handler = deinit },
|
||||
.tick = .{ .handler = tick },
|
||||
};
|
||||
|
||||
pub const local_events = .{
|
||||
.end_frame = .{ .handler = endFrame },
|
||||
};
|
||||
|
||||
const upscale = 1.0;
|
||||
|
||||
const text1: []const []const u8 = &.{
|
||||
"Text but with spaces 😊\nand\n",
|
||||
"italics\nand\n",
|
||||
"bold\nand\n",
|
||||
};
|
||||
|
||||
const text2: []const []const u8 = &.{"$!?😊"};
|
||||
|
||||
fn deinit(
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
) !void {
|
||||
text_pipeline.send(.deinit, .{});
|
||||
}
|
||||
|
||||
fn init(
|
||||
core: *mach.Core.Mod,
|
||||
text: *gfx.Text.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
text_style: *gfx.TextStyle.Mod,
|
||||
game: *Mod,
|
||||
) !void {
|
||||
text_pipeline.send(.init, .{});
|
||||
|
||||
// TODO: a better way to initialize entities with default values
|
||||
// TODO(text): most of these style options are not respected yet.
|
||||
const style1 = try core.newEntity();
|
||||
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));
|
||||
|
||||
const style2 = try core.newEntity();
|
||||
try text_style.set(style2, .font_name, "Roboto Medium"); // TODO
|
||||
try text_style.set(style2, .font_size, 48 * gfx.px_per_pt); // 48pt
|
||||
try text_style.set(style2, .font_weight, gfx.font_weight_normal);
|
||||
try text_style.set(style2, .italic, true);
|
||||
try text_style.set(style2, .color, vec4(0.6, 1.0, 0.6, 1.0));
|
||||
|
||||
const style3 = try core.newEntity();
|
||||
try text_style.set(style3, .font_name, "Roboto Medium"); // TODO
|
||||
try text_style.set(style3, .font_size, 48 * gfx.px_per_pt); // 48pt
|
||||
try text_style.set(style3, .font_weight, gfx.font_weight_bold);
|
||||
try text_style.set(style3, .italic, false);
|
||||
try text_style.set(style3, .color, vec4(0.6, 1.0, 0.6, 1.0));
|
||||
|
||||
// Create a text rendering pipeline
|
||||
const pipeline = try core.newEntity();
|
||||
try text_pipeline.set(pipeline, .is_pipeline, {});
|
||||
text_pipeline.send(.update, .{});
|
||||
|
||||
// Create some text
|
||||
const player = try core.newEntity();
|
||||
try text.set(player, .pipeline, pipeline);
|
||||
try text.set(player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(vec3(0, 0, 0))));
|
||||
|
||||
// TODO: better storage mechanism for this
|
||||
// TODO: this is a leak
|
||||
const allocator = gpa.allocator();
|
||||
const styles = try allocator.alloc(mach.EntityID, 3);
|
||||
styles[0] = style1;
|
||||
styles[1] = style2;
|
||||
styles[2] = style3;
|
||||
try text.set(player, .text, text1);
|
||||
try text.set(player, .style, styles);
|
||||
try text.set(player, .dirty, true);
|
||||
|
||||
game.init(.{
|
||||
.timer = try mach.Timer.start(),
|
||||
.spawn_timer = try mach.Timer.start(),
|
||||
.player = player,
|
||||
.fps_timer = try mach.Timer.start(),
|
||||
.frame_count = 0,
|
||||
.rand = std.rand.DefaultPrng.init(1337),
|
||||
.time = 0,
|
||||
.style1 = style1,
|
||||
.allocator = allocator,
|
||||
.pipeline = pipeline,
|
||||
});
|
||||
}
|
||||
|
||||
fn tick(
|
||||
core: *mach.Core.Mod,
|
||||
text: *gfx.Text.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
game: *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 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 => core.send(.exit, .{}),
|
||||
else => {},
|
||||
}
|
||||
}
|
||||
game.state().direction = direction;
|
||||
game.state().spawning = spawning;
|
||||
|
||||
var player_transform = text.get(game.state().player, .transform).?;
|
||||
var player_pos = player_transform.translation().divScalar(upscale);
|
||||
if (spawning and game.state().spawn_timer.read() > (1.0 / 60.0)) {
|
||||
// Spawn new entities
|
||||
_ = game.state().spawn_timer.lap();
|
||||
for (0..10) |_| {
|
||||
var new_pos = player_pos;
|
||||
new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 50;
|
||||
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 50;
|
||||
|
||||
const new_entity = try core.newEntity();
|
||||
try text.set(new_entity, .pipeline, game.state().pipeline);
|
||||
try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
|
||||
|
||||
// TODO: better storage mechanism for this
|
||||
// TODO: this is a leak
|
||||
const styles = try game.state().allocator.alloc(mach.EntityID, 1);
|
||||
styles[0] = game.state().style1;
|
||||
try text.set(new_entity, .text, text2);
|
||||
try text.set(new_entity, .style, styles);
|
||||
try text.set(new_entity, .dirty, true);
|
||||
}
|
||||
}
|
||||
|
||||
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
|
||||
const delta_time = game.state().timer.lap();
|
||||
|
||||
// Rotate entities
|
||||
var archetypes_iter = core.entities.query(.{ .all = &.{
|
||||
.{ .mach_gfx_text = &.{.transform} },
|
||||
} });
|
||||
while (archetypes_iter.next()) |archetype| {
|
||||
const ids = archetype.slice(.entity, .id);
|
||||
const transforms = archetype.slice(.mach_gfx_text, .transform);
|
||||
for (ids, transforms) |id, *old_transform| {
|
||||
_ = id;
|
||||
const location = old_transform.*.translation();
|
||||
// var transform = old_transform.mul(&Mat4x4.translate(-location));
|
||||
// transform = mat.rotateZ(0.3 * delta_time).mul(&transform);
|
||||
// transform = transform.mul(&Mat4x4.translate(location));
|
||||
var transform = Mat4x4.ident;
|
||||
transform = transform.mul(&Mat4x4.translate(location));
|
||||
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
|
||||
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
|
||||
|
||||
// TODO: .set() API is substantially slower due to internals
|
||||
// try text.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 / upscale;
|
||||
player_pos.v[0] += direction.x() * speed * delta_time;
|
||||
player_pos.v[1] += direction.y() * speed * delta_time;
|
||||
try text.set(game.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
|
||||
try text.set(game.state().player, .dirty, true);
|
||||
text.send(.update, .{});
|
||||
|
||||
// Perform pre-render work
|
||||
text_pipeline.send(.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_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
|
||||
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
|
||||
.label = label,
|
||||
.color_attachments = &color_attachments,
|
||||
}));
|
||||
|
||||
// Render our text batch
|
||||
text_pipeline.state().render_pass = game.state().frame_render_pass;
|
||||
text_pipeline.send(.render, .{});
|
||||
|
||||
// Finish the frame once rendering is done.
|
||||
game.send(.end_frame, .{});
|
||||
|
||||
game.state().time += delta_time;
|
||||
}
|
||||
|
||||
fn endFrame(game: *Mod, text: *gfx.Text.Mod, core: *mach.Core.Mod) !void {
|
||||
// Finish render pass
|
||||
game.state().frame_render_pass.end();
|
||||
const label = @tagName(name) ++ ".tick";
|
||||
var command = game.state().frame_encoder.finish(&.{ .label = label });
|
||||
game.state().frame_encoder.release();
|
||||
defer command.release();
|
||||
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
|
||||
// Present the frame
|
||||
core.send(.present_frame, .{});
|
||||
|
||||
// Every second, update the window title with the FPS
|
||||
if (game.state().fps_timer.read() >= 1.0) {
|
||||
// Gather some text rendering stats
|
||||
var num_texts: u32 = 0;
|
||||
var num_glyphs: usize = 0;
|
||||
var archetypes_iter = text.entities.query(.{ .all = &.{
|
||||
.{ .mach_gfx_text = &.{
|
||||
.built,
|
||||
} },
|
||||
} });
|
||||
while (archetypes_iter.next()) |archetype| {
|
||||
const builts = archetype.slice(.mach_gfx_text, .built);
|
||||
for (builts) |built| {
|
||||
num_texts += 1;
|
||||
num_glyphs += built.glyphs.items.len;
|
||||
}
|
||||
}
|
||||
|
||||
try mach.Core.printTitle(
|
||||
core,
|
||||
core.state().main_window,
|
||||
"text [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]",
|
||||
.{ game.state().frame_count, num_texts, num_glyphs },
|
||||
);
|
||||
core.send(.update, .{});
|
||||
game.state().fps_timer.reset();
|
||||
game.state().frame_count = 0;
|
||||
}
|
||||
game.state().frame_count += 1;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue