const std = @import("std"); const mach = @import("mach"); const freetype = @import("freetype"); const assets = @import("assets"); const gpu = mach.gpu; const gfx = mach.gfx; 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 App = @This(); pub const mach_module = .app; pub const mach_systems = .{ .main, .init, .deinit, .tick }; const RegionMap = std.AutoArrayHashMapUnmanaged(u21, mach.gfx.Atlas.Region); allocator: std.mem.Allocator, window: mach.ObjectID, timer: mach.time.Timer, spawn_timer: mach.time.Timer, fps_timer: mach.time.Timer, rand: std.Random.DefaultPrng, frame_count: usize = 0, sprites: usize = 0, time: f32 = 0, direction: Vec2 = vec2(0, 0), spawning: bool = true, player_id: mach.ObjectID = undefined, pipeline_id: mach.ObjectID = undefined, texture_atlas: mach.gfx.Atlas = undefined, texture: *gpu.Texture = undefined, ft: freetype.Library = undefined, face: freetype.Face = undefined, regions: RegionMap = .{}, pub const main = mach.schedule(.{ .{ mach.Core, .init }, .{ App, .init }, .{ mach.Core, .main }, }); pub fn init( app: *App, core: *mach.Core, app_mod: mach.Mod(App), ) !void { core.on_tick = app_mod.id.tick; core.on_exit = app_mod.id.deinit; const window = try core.windows.new(.{ .title = "glyphs", }); // TODO(allocator): find a better way to get an allocator here const allocator = std.heap.c_allocator; 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), }; } pub fn deinit(app: *App) void { app.texture_atlas.deinit(app.allocator); app.texture.release(); app.face.deinit(); app.ft.deinit(); app.regions.deinit(app.allocator); } fn setupPipeline( core: *mach.Core, app: *App, sprite: *gfx.Sprite, window_id: mach.ObjectID, ) !void { const window = core.windows.getValue(app.window); // rgba32_pixels const img_size = gpu.Extent3D{ .width = 1024, .height = 1024 }; // Create a GPU texture const label = @tagName(mach_module) ++ ".createPipeline"; app.texture = window.device.createTexture(&.{ .label = label, .size = img_size, .format = .rgba8_unorm, .usage = .{ .texture_binding = true, .copy_dst = true, .render_attachment = true, }, }); app.texture_atlas = try mach.gfx.Atlas.init( app.allocator, img_size.width, .rgba, ); app.ft = try freetype.Library.init(); app.face = try app.ft.createFaceMemory(assets.roboto_medium_ttf, 0); try prepareGlyphs(window.queue, app); // Create a sprite rendering pipeline app.pipeline_id = try sprite.pipelines.new(.{ .window = window_id, .render_pass = undefined, .texture = app.texture, }); // Create our player sprite const r = app.regions.get('?').?; app.player_id = try sprite.sprites.new(.{ .transform = Mat4x4.translate(vec3(-0.02, 0, 0)), .size = vec2(@floatFromInt(r.width), @floatFromInt(r.height)), .uv_transform = Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))), }); // Attach the sprite to our sprite rendering pipeline. try sprite.pipelines.setParent(app.player_id, app.pipeline_id); } fn prepareGlyphs(queue: *gpu.Queue, app: *App) !void { // Prepare which glyphs we will render const codepoints: []const u21 = &[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' }; for (codepoints) |codepoint| { const font_size = 48 * 1; try app.face.setCharSize(font_size * 64, 0, 50, 0); try app.face.loadChar(codepoint, .{ .render = true }); const glyph = app.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 app.allocator.alloc([4]u8, (glyph_width + (margin * 2)) * (glyph_height + (margin * 2))); defer app.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 app.texture_atlas.reserve(app.allocator, glyph_width + (margin * 2), glyph_height + (margin * 2)); app.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 app.regions.put(app.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 = app.texture }, &data_layout, &img_size, app.texture_atlas.data); } pub fn tick( core: *mach.Core, app: *App, sprite: *gfx.Sprite, sprite_mod: mach.Mod(gfx.Sprite), ) !void { const label = @tagName(mach_module) ++ ".tick"; var direction = app.direction; var spawning = app.spawning; while (core.nextEvent()) |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 => {}, } }, .window_open => |ev| try setupPipeline(core, app, sprite, ev.window_id), .close => core.exit(), else => {}, } } app.direction = direction; app.spawning = spawning; var player = sprite.sprites.getValue(app.player_id); defer sprite.sprites.setValue(app.player_id, player); var player_pos = player.transform.translation(); if (spawning and app.spawn_timer.read() > 1.0 / 60.0) { // Spawn new entities _ = app.spawn_timer.lap(); for (0..50) |_| { var new_pos = player_pos; new_pos.v[0] += app.rand.random().floatNorm(f32) * 25; new_pos.v[1] += app.rand.random().floatNorm(f32) * 25; const rand_index = app.rand.random().intRangeAtMost(usize, 0, app.regions.count() - 1); const r = app.regions.entries.get(rand_index).value; const new_sprite_id = try sprite.sprites.new(.{ .transform = Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)), .size = vec2(@floatFromInt(r.width), @floatFromInt(r.height)), .uv_transform = Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))), }); try sprite.pipelines.setParent(new_sprite_id, app.pipeline_id); app.sprites += 1; } } // Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate. const delta_time = app.timer.lap(); const window = core.windows.getValue(app.window); // Rotate all sprites in the pipeline. var pipeline_children = try sprite.pipelines.getChildren(app.pipeline_id); defer pipeline_children.deinit(); for (pipeline_children.items) |sprite_id| { if (!sprite.sprites.is(sprite_id)) continue; if (sprite_id == app.player_id) continue; // don't rotate the player var s = sprite.sprites.getValue(sprite_id); const location = s.transform.translation(); if (location.x() < -@as(f32, @floatFromInt(window.width)) / 1.5 or location.x() > @as(f32, @floatFromInt(window.width)) / 1.5 or location.y() < -@as(f32, @floatFromInt(window.height)) / 1.5 or location.y() > @as(f32, @floatFromInt(window.height)) / 1.5) { try sprite.sprites.setParent(sprite_id, null); sprite.sprites.delete(sprite_id); app.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 * app.time)); transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(app.time / 2.0), 0.2)))); s.transform = transform; sprite.sprites.setValue(sprite_id, s); } // 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); // Grab the back buffer of the swapchain // TODO(Core) 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{.{ .view = back_buffer_view, .clear_value = sky_blue, .load_op = .clear, .store_op = .store, }}; const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{ .label = label, .color_attachments = &color_attachments, })); // Render sprites sprite.pipelines.set(app.pipeline_id, .render_pass, render_pass); sprite_mod.call(.tick); // Finish render pass render_pass.end(); var command = encoder.finish(&.{ .label = label }); window.queue.submit(&[_]*gpu.CommandBuffer{command}); command.release(); render_pass.release(); // TODO(object): window-title // // Every second, update the window title with the FPS // if (app.fps_timer.read() >= 1.0) { // try core.printTitle( // core.main_window, // "glyphs [ FPS: {d} ] [ Sprites: {d} ]", // .{ app.frame_count, app.sprites }, // ); // core.schedule(.update); // app.fps_timer.reset(); // app.frame_count = 0; // } app.frame_count += 1; app.time += delta_time; }