// 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; 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, 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 = .app; pub const Mod = mach.Mod(@This()); pub const systems = .{ .init = .{ .handler = init }, .deinit = .{ .handler = deinit }, .after_init = .{ .handler = afterInit }, .tick = .{ .handler = tick }, .end_frame = .{ .handler = endFrame }, }; const upscale = 1.0; const text1: []const []const u8 = &.{ "Text but with spaces\n", "and\n", "newlines\n", }; const text2: []const []const u8 = &.{"$!?"}; fn deinit( core: *mach.Core.Mod, text_pipeline: *gfx.TextPipeline.Mod, ) !void { text_pipeline.schedule(.deinit); core.schedule(.deinit); } fn init( text: *gfx.Text.Mod, text_pipeline: *gfx.TextPipeline.Mod, game: *Mod, ) !void { text.schedule(.init); text_pipeline.schedule(.init); game.schedule(.after_init); } fn afterInit( entities: *mach.Entities.Mod, core: *mach.Core.Mod, text: *gfx.Text.Mod, text_pipeline: *gfx.TextPipeline.Mod, text_style: *gfx.TextStyle.Mod, game: *Mod, ) !void { // 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 // Create a text rendering pipeline const pipeline = try entities.new(); try text_pipeline.set(pipeline, .is_pipeline, {}); text_pipeline.schedule(.update); // Create some text const player = try entities.new(); try text.set(player, .pipeline, pipeline); try text.set(player, .transform, Mat4x4.translate(vec3(0, 0, 0))); try gfx.Text.allocPrintText(text, player, style1, \\ Text with spaces \\ and newlines \\ but nothing fancy yet , .{}); text.schedule(.update); 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, .pipeline = pipeline, }); core.schedule(.start); } fn tick( entities: *mach.Entities.Mod, 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.schedule(.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; // Create some text const new_entity = try entities.new(); try text.set(new_entity, .pipeline, game.state().pipeline); try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos))); try gfx.Text.allocPrintText(text, new_entity, game.state().style1, "?!$", .{}); } } // 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 q = try entities.query(.{ .transforms = gfx.Text.Mod.write(.transform), }); while (q.next()) |v| { for (v.transforms) |*entity_transform| { const location = entity_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))); entity_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.schedule(.update); // Perform pre-render work 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 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( entities: *mach.Entities.Mod, 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) { // Gather some text rendering stats var num_texts: u32 = 0; var num_glyphs: usize = 0; var q = try entities.query(.{ .built_pipelines = gfx.Text.Mod.read(.built), }); while (q.next()) |v| { for (v.built_pipelines) |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.schedule(.update); game.state().fps_timer.reset(); game.state().frame_count = 0; } game.state().frame_count += 1; }