mach/examples/glyphs/App.zig
Stephen Gutekanst e5f48580ba gfx: minor Sprite module cleanup/improvements
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2024-12-27 16:38:42 -07:00

335 lines
12 KiB
Zig

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.objects.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.objects.getValue(app.player_id);
defer sprite.objects.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.objects.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.objects.is(sprite_id)) continue;
if (sprite_id == app.player_id) continue; // don't rotate the player
var s = sprite.objects.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.objects.setParent(sprite_id, null);
sprite.objects.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.objects.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();
app.frame_count += 1;
app.time += delta_time;
// 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;
// }
}