mach/examples/sprite/Game.zig
Stephen Gutekanst 3ea64966f0 module: remove TupleHACK now that dependency loop is resolved
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2024-04-06 15:18:38 -07:00

245 lines
9 KiB
Zig

const std = @import("std");
const zigimg = @import("zigimg");
const assets = @import("assets");
const mach = @import("mach");
const core = mach.core;
const gpu = mach.gpu;
const ecs = mach.ecs;
const Sprite = mach.gfx.Sprite;
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;
timer: mach.Timer,
player: mach.ecs.EntityID,
direction: Vec2 = vec2(0, 0),
spawning: bool = false,
spawn_timer: mach.Timer,
fps_timer: mach.Timer,
frame_count: usize,
sprites: usize,
rand: std.rand.DefaultPrng,
time: f32,
const d0 = 0.000001;
// Each module must have a globally unique name declared, it is impossible to use two modules with
// the same name in a program. To avoid name conflicts, we follow naming conventions:
//
// 1. `.mach` and the `.mach_foobar` namespace is reserved for Mach itself and the modules it
// provides.
// 2. Single-word names like `.game` are reserved for the application itself.
// 3. Libraries which provide modules MUST be prefixed with an "owner" name, e.g. `.ziglibs_imgui`
// instead of `.imgui`. We encourage using e.g. your GitHub name, as these must be globally
// unique.
//
pub const name = .game;
pub const Mod = mach.Mod(@This());
pub const global_events = .{
.init = .{ .handler = init },
.tick = .{ .handler = tick },
};
pub const Pipeline = enum(u32) {
default,
};
fn init(
engine: *mach.Engine.Mod,
sprite_mod: *Sprite.Mod,
game: *Mod,
) !void {
// The Mach .core is where we set window options, etc.
core.setTitle("gfx.Sprite example");
// We can create entities, and set components on them. Note that components live in a module
// namespace, e.g. the `.mach_gfx_sprite` module could have a 3D `.location` component with a different
// type than the `.physics2d` module's `.location` component if you desire.
const player = try engine.newEntity();
try sprite_mod.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
try sprite_mod.set(player, .size, vec2(32, 32));
try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
sprite_mod.send(.init_pipeline, .{ Sprite.PipelineOptions{
.pipeline = @intFromEnum(Pipeline.default),
.texture = try loadTexture(engine),
} });
sprite_mod.send(.updated, .{ @intFromEnum(Pipeline.default) });
game.state = .{
.timer = try mach.Timer.start(),
.spawn_timer = try mach.Timer.start(),
.player = player,
.fps_timer = try mach.Timer.start(),
.frame_count = 0,
.sprites = 0,
.rand = std.rand.DefaultPrng.init(1337),
.time = 0,
};
}
fn tick(
engine: *mach.Engine.Mod,
sprite_mod: *Sprite.Mod,
game: *Mod,
) !void {
// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
var iter = 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 => engine.send(.exit, .{}),
else => {},
}
}
game.state.direction = direction;
game.state.spawning = spawning;
var player_transform = sprite_mod.get(game.state.player, .transform).?;
var player_pos = player_transform.translation();
if (spawning and game.state.spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities
_ = game.state.spawn_timer.lap();
for (0..100) |_| {
var new_pos = player_pos;
new_pos.v[0] += game.state.rand.random().floatNorm(f32) * 25;
new_pos.v[1] += game.state.rand.random().floatNorm(f32) * 25;
const new_entity = try engine.newEntity();
try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
try sprite_mod.set(new_entity, .size, vec2(32, 32));
try sprite_mod.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
try sprite_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.default));
game.state.sprites += 1;
}
}
// 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 = engine.entities.query(.{ .all = &.{
.{ .mach_gfx_sprite = &.{.transform} },
} });
while (archetypes_iter.next()) |archetype| {
const ids = archetype.slice(.entity, .id);
const transforms = archetype.slice(.mach_gfx_sprite, .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 sprite_mod.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;
player_pos.v[0] += direction.x() * speed * delta_time;
player_pos.v[1] += direction.y() * speed * delta_time;
try sprite_mod.set(game.state.player, .transform, Mat4x4.translate(player_pos));
sprite_mod.send(.updated, .{ @intFromEnum(Pipeline.default) });
// Perform pre-render work
sprite_mod.send(.pre_render, .{ @intFromEnum(Pipeline.default) });
// Render a frame
engine.send(.begin_pass, .{ gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 } });
sprite_mod.send(.render, .{ @intFromEnum(Pipeline.default) });
engine.send(.end_pass, .{});
engine.send(.present, .{}); // Present the frame
// Every second, update the window title with the FPS
if (game.state.fps_timer.read() >= 1.0) {
try core.printTitle("gfx.Sprite example [ FPS: {d} ] [ Sprites: {d} ]", .{ game.state.frame_count, game.state.sprites });
game.state.fps_timer.reset();
game.state.frame_count = 0;
}
game.state.frame_count += 1;
game.state.time += delta_time;
}
// TODO: move this helper into gfx module
fn loadTexture(
engine: *mach.Engine.Mod,
) !*gpu.Texture {
const device = engine.state.device;
const queue = device.getQueue();
// Load the image from memory
var img = try zigimg.Image.fromMemory(engine.allocator, assets.sprites_sheet_png);
defer img.deinit();
const img_size = gpu.Extent3D{ .width = @as(u32, @intCast(img.width)), .height = @as(u32, @intCast(img.height)) };
// Create a GPU texture
const texture = device.createTexture(&.{
.size = img_size,
.format = .rgba8_unorm,
.usage = .{
.texture_binding = true,
.copy_dst = true,
.render_attachment = true,
},
});
const data_layout = gpu.Texture.DataLayout{
.bytes_per_row = @as(u32, @intCast(img.width * 4)),
.rows_per_image = @as(u32, @intCast(img.height)),
};
switch (img.pixels) {
.rgba32 => |pixels| queue.writeTexture(&.{ .texture = texture }, &data_layout, &img_size, pixels),
.rgb24 => |pixels| {
const data = try rgb24ToRgba32(engine.allocator, pixels);
defer data.deinit(engine.allocator);
queue.writeTexture(&.{ .texture = texture }, &data_layout, &img_size, data.rgba32);
},
else => @panic("unsupported image color format"),
}
return texture;
}
fn rgb24ToRgba32(allocator: std.mem.Allocator, in: []zigimg.color.Rgb24) !zigimg.color.PixelStorage {
const out = try zigimg.color.PixelStorage.init(allocator, .rgba32, in.len);
var i: usize = 0;
while (i < in.len) : (i += 1) {
out.rgba32[i] = zigimg.color.Rgba32{ .r = in[i].r, .g = in[i].g, .b = in[i].b, .a = 255 };
}
return out;
}