Note that on e.g. web platform, swapbuffers is not an explicit call. We also need a signal that the frame has been submitted and finished, and this is it. Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
256 lines
9.6 KiB
Zig
256 lines
9.6 KiB
Zig
// TODO(important): review all code in this file in-depth
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const std = @import("std");
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const mach = @import("mach");
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const gpu = mach.gpu;
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const gfx = mach.gfx;
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const math = mach.math;
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const vec2 = math.vec2;
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const vec3 = math.vec3;
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const Vec2 = math.Vec2;
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const Vec3 = math.Vec3;
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const Mat3x3 = math.Mat3x3;
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const Mat4x4 = math.Mat4x4;
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const Glyphs = @import("Glyphs.zig");
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timer: mach.Timer,
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player: mach.EntityID,
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direction: Vec2 = vec2(0, 0),
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spawning: bool = false,
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spawn_timer: mach.Timer,
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fps_timer: mach.Timer,
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frame_count: usize,
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sprites: usize,
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rand: std.rand.DefaultPrng,
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time: f32,
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pipeline: mach.EntityID,
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frame_encoder: *gpu.CommandEncoder = undefined,
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frame_render_pass: *gpu.RenderPassEncoder = undefined,
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// Define the globally unique name of our module. You can use any name here, but keep in mind no
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// two modules in the program can have the same name.
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pub const name = .game;
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pub const Mod = mach.Mod(@This());
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pub const global_events = .{
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.init = .{ .handler = init },
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.tick = .{ .handler = tick },
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};
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pub const local_events = .{
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.after_init = .{ .handler = afterInit },
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.end_frame = .{ .handler = endFrame },
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};
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fn init(glyphs: *Glyphs.Mod, game: *Mod) !void {
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// Prepare which glyphs we will render
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glyphs.send(.init, .{});
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glyphs.send(.prepare, .{&[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' }});
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// Run our init code after glyphs module is initialized.
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game.send(.after_init, .{});
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}
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fn afterInit(
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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glyphs: *Glyphs.Mod,
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game: *Mod,
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) !void {
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// Create a sprite rendering pipeline
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const texture = glyphs.state().texture;
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const pipeline = try sprite_pipeline.newEntity();
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try sprite_pipeline.set(pipeline, .texture, texture);
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sprite_pipeline.send(.update, .{});
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// We can create entities, and set components on them. Note that components live in a module
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// namespace, e.g. the `Sprite` module could have a 3D `.location` component with a different
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// type than the `.physics2d` module's `.location` component if you desire.
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const r = glyphs.state().regions.get('?').?;
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const player = try sprite.newEntity();
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try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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try sprite.set(player, .pipeline, pipeline);
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try sprite.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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sprite.send(.update, .{});
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game.init(.{
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.timer = try mach.Timer.start(),
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.spawn_timer = try mach.Timer.start(),
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.player = player,
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.fps_timer = try mach.Timer.start(),
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.frame_count = 0,
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.sprites = 0,
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.rand = std.rand.DefaultPrng.init(1337),
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.time = 0,
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.pipeline = pipeline,
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});
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}
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fn tick(
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core: *mach.Core.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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glyphs: *Glyphs.Mod,
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game: *Mod,
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) !void {
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// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
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var iter = mach.core.pollEvents();
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var direction = game.state().direction;
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var spawning = game.state().spawning;
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while (iter.next()) |event| {
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switch (event) {
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.key_press => |ev| {
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switch (ev.key) {
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.left => direction.v[0] -= 1,
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.right => direction.v[0] += 1,
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.up => direction.v[1] += 1,
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.down => direction.v[1] -= 1,
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.space => spawning = true,
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else => {},
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}
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},
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.key_release => |ev| {
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switch (ev.key) {
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.left => direction.v[0] += 1,
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.right => direction.v[0] -= 1,
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.up => direction.v[1] -= 1,
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.down => direction.v[1] += 1,
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.space => spawning = false,
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else => {},
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}
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},
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.close => core.send(.exit, .{}),
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else => {},
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}
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}
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game.state().direction = direction;
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game.state().spawning = spawning;
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var player_transform = sprite.get(game.state().player, .transform).?;
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var player_pos = player_transform.translation();
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if (!spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
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// Spawn new entities
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_ = game.state().spawn_timer.lap();
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for (0..50) |_| {
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var new_pos = player_pos;
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new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
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const rand_index = game.state().rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
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const r = glyphs.state().regions.entries.get(rand_index).value;
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const new_entity = try core.newEntity();
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
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try sprite.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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try sprite.set(new_entity, .pipeline, game.state().pipeline);
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game.state().sprites += 1;
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}
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}
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// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
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const delta_time = game.state().timer.lap();
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// Animate entities
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var archetypes_iter = core.entities.query(.{ .all = &.{
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.{ .mach_gfx_sprite = &.{.transform} },
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} });
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while (archetypes_iter.next()) |archetype| {
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const ids = archetype.slice(.entity, .id);
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const transforms = archetype.slice(.mach_gfx_sprite, .transform);
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for (ids, transforms) |id, *old_transform| {
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var location = old_transform.translation();
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// TODO: formatting
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if (location.x() < -@as(f32, @floatFromInt(mach.core.size().width)) / 1.5 or location.x() > @as(f32, @floatFromInt(mach.core.size().width)) / 1.5 or location.y() < -@as(f32, @floatFromInt(mach.core.size().height)) / 1.5 or location.y() > @as(f32, @floatFromInt(mach.core.size().height)) / 1.5) {
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try core.entities.remove(id);
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game.state().sprites -= 1;
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continue;
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}
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var transform = Mat4x4.ident;
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transform = transform.mul(&Mat4x4.scale(Vec3.splat(1.0 + (0.2 * delta_time))));
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transform = transform.mul(&Mat4x4.translate(location));
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transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
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transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(game.state().time / 2.0), 0.2))));
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// TODO: .set() API is substantially slower due to internals
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// try sprite.set(id, .transform, transform);
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old_transform.* = transform;
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}
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}
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// Calculate the player position, by moving in the direction the player wants to go
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// by the speed amount.
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const speed = 200.0;
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player_pos.v[0] += direction.x() * speed * delta_time;
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player_pos.v[1] += direction.y() * speed * delta_time;
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player_transform = Mat4x4.translate(player_pos).mul(
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&Mat4x4.scale(Vec3.splat(1.0)),
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);
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try sprite.set(game.state().player, .transform, player_transform);
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sprite.send(.update, .{});
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// Perform pre-render work
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sprite_pipeline.send(.pre_render, .{});
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// Create a command encoder for this frame
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const label = @tagName(name) ++ ".tick";
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game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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// Grab the back buffer of the swapchain
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const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Begin render pass
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const sky_blue = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
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const color_attachments = [_]gpu.RenderPassColorAttachment{.{
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.view = back_buffer_view,
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.clear_value = sky_blue,
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.load_op = .clear,
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.store_op = .store,
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}};
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// TODO: can we eliminate this assignment
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game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
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.label = label,
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.color_attachments = &color_attachments,
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}));
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// Render our sprite batch
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sprite_pipeline.state().render_pass = game.state().frame_render_pass;
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sprite_pipeline.send(.render, .{});
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// Finish the frame once rendering is done.
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game.send(.end_frame, .{});
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game.state().time += delta_time;
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}
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fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
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// Finish render pass
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game.state().frame_render_pass.end();
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const label = @tagName(name) ++ ".endFrame";
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var command = game.state().frame_encoder.finish(&.{ .label = label });
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game.state().frame_encoder.release();
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defer command.release();
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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// Present the frame
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core.send(.present_frame, .{});
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// Every second, update the window title with the FPS
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if (game.state().fps_timer.read() >= 1.0) {
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try mach.Core.printTitle(
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core,
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core.state().main_window,
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"glyphs [ FPS: {d} ] [ Sprites: {d} ]",
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.{ game.state().frame_count, game.state().sprites },
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);
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core.send(.update, .{});
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game.state().fps_timer.reset();
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game.state().frame_count = 0;
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}
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game.state().frame_count += 1;
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}
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