382 lines
13 KiB
Zig
382 lines
13 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 zigimg = @import("zigimg");
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const assets = @import("assets");
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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 vec4 = math.vec4;
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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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// TODO: banish global allocator
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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info_text: mach.EntityID,
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info_text_style: mach.EntityID,
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timer: mach.time.Timer,
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gotta_go_fast: bool = false,
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spawn_timer: mach.time.Timer,
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fps_timer: mach.time.Timer,
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frame_count: usize,
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frame_rate: usize,
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num_sprites_spawned: usize,
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score: usize,
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rand: std.rand.DefaultPrng,
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time: f32,
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allocator: std.mem.Allocator,
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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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sfx: mach.Audio.Opus,
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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 = .app;
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pub const Mod = mach.Mod(@This());
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pub const systems = .{
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.start = .{ .handler = start },
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.init = .{ .handler = init },
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.deinit = .{ .handler = deinit },
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.tick = .{ .handler = tick },
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.end_frame = .{ .handler = endFrame },
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.audio_state_change = .{ .handler = audioStateChange },
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};
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fn deinit(
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core: *mach.Core.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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audio: *mach.Audio.Mod,
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) !void {
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text_pipeline.schedule(.deinit);
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sprite_pipeline.schedule(.deinit);
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core.schedule(.deinit);
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audio.schedule(.deinit);
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}
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fn start(
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audio: *mach.Audio.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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text: *gfx.Text.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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core: *mach.Core.Mod,
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app: *Mod,
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) !void {
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// If you want to try fullscreen:
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// try core.set(core.state().main_window, .fullscreen, true);
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core.schedule(.init);
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audio.schedule(.init);
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text.schedule(.init);
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text_pipeline.schedule(.init);
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sprite_pipeline.schedule(.init);
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app.schedule(.init);
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}
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fn init(
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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audio: *mach.Audio.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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text_style: *gfx.TextStyle.Mod,
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text: *gfx.Text.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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app: *Mod,
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) !void {
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core.state().on_tick = app.system(.tick);
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core.state().on_exit = app.system(.deinit);
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// Configure the audio module to run our audio_state_change system when entities audio finishes
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// playing
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audio.state().on_state_change = app.system(.audio_state_change);
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// Create a sprite rendering pipeline
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const allocator = gpa.allocator();
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const pipeline = try entities.new();
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try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
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sprite_pipeline.schedule(.update);
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// TODO: a better way to initialize entities with default values
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// TODO(text): ability to specify other style options (custom font name, font color, italic/bold, etc.)
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const style1 = try entities.new();
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try text_style.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt
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// Create a text rendering pipeline
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const text_rendering_pipeline = try entities.new();
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try text_pipeline.set(text_rendering_pipeline, .is_pipeline, {});
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text_pipeline.schedule(.update);
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// Create some text
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const text1 = try entities.new();
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try text.set(text1, .pipeline, text_rendering_pipeline);
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try text.set(text1, .transform, Mat4x4.translate(vec3(0, 0, 0)));
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try gfx.Text.allocPrintText(text, text1, style1,
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\\ Mach is probably working if you:
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\\ * See this text
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\\ * See sprites to the left
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\\ * Hear sounds when sprites die
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\\ * Hold space and things go faster
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, .{});
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text.schedule(.update);
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const window_height: f32 = @floatFromInt(core.get(core.state().main_window, .height).?);
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const info_text = try entities.new();
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try text.set(info_text, .pipeline, text_rendering_pipeline);
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try text.set(info_text, .transform, Mat4x4.translate(vec3(0, (window_height / 2.0) - 50.0, 0)));
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try gfx.Text.allocPrintText(text, info_text, style1, "[info]", .{});
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// Load sfx
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const sfx_fbs = std.io.fixedBufferStream(assets.sfx.scifi_gun);
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const sfx_sound_stream = std.io.StreamSource{ .const_buffer = sfx_fbs };
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const sfx = try mach.Audio.Opus.decodeStream(gpa.allocator(), sfx_sound_stream);
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app.init(.{
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.info_text = info_text,
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.info_text_style = style1,
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.timer = try mach.time.Timer.start(),
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.spawn_timer = try mach.time.Timer.start(),
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.fps_timer = try mach.time.Timer.start(),
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.frame_count = 0,
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.frame_rate = 0,
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.num_sprites_spawned = 0,
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.score = 0,
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.rand = std.rand.DefaultPrng.init(1337),
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.time = 0,
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.allocator = allocator,
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.pipeline = pipeline,
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.sfx = sfx,
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});
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core.schedule(.start);
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}
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fn audioStateChange(entities: *mach.Entities.Mod) !void {
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// Find audio entities that are no longer playing
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var q = try entities.query(.{
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.ids = mach.Entities.Mod.read(.id),
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.playings = mach.Audio.Mod.read(.playing),
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});
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while (q.next()) |v| {
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for (v.ids, v.playings) |id, playing| {
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if (playing) continue;
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// Remove the entity for the old sound
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try entities.remove(id);
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}
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}
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}
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fn tick(
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entities: *mach.Entities.Mod,
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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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text: *gfx.Text.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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app: *Mod,
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audio: *mach.Audio.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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// TODO(Core)
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var gotta_go_fast = app.state().gotta_go_fast;
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while (core.state().nextEvent()) |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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.space => gotta_go_fast = 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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.space => gotta_go_fast = false,
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else => {},
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}
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},
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.close => core.schedule(.exit),
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else => {},
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}
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}
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app.state().gotta_go_fast = gotta_go_fast;
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// Every second, update the frame rate
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if (app.state().fps_timer.read() >= 1.0) {
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app.state().frame_rate = app.state().frame_count;
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app.state().fps_timer.reset();
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app.state().frame_count = 0;
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}
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try gfx.Text.allocPrintText(
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text,
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app.state().info_text,
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app.state().info_text_style,
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"[ FPS: {d} ]\n[ Sprites spawned: {d} ]",
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.{ app.state().frame_rate, app.state().num_sprites_spawned },
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);
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text.schedule(.update);
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// var player_transform = sprite.get(app.state().player, .transform).?;
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// var player_pos = player_transform.translation();
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const window_width: f32 = @floatFromInt(core.get(core.state().main_window, .width).?);
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const entities_per_second: f32 = @floatFromInt(
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app.state().rand.random().intRangeAtMost(usize, 0, if (gotta_go_fast) 50 else 10),
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);
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if (app.state().spawn_timer.read() > 1.0 / entities_per_second) {
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// Spawn new entities
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_ = app.state().spawn_timer.lap();
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var new_pos = vec3(-(window_width / 2), 0, 0);
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new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 50;
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const new_entity = try entities.new();
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos));
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try sprite.set(new_entity, .size, vec2(32, 32));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite.set(new_entity, .pipeline, app.state().pipeline);
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app.state().num_sprites_spawned += 1;
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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 = app.state().timer.lap();
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// Move entities to the right, and make them smaller the further they travel
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var q = try entities.query(.{
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.ids = mach.Entities.Mod.read(.id),
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.transforms = gfx.Sprite.Mod.write(.transform),
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});
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while (q.next()) |v| {
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for (v.ids, v.transforms) |id, *entity_transform| {
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const location = entity_transform.*.translation();
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const speed: f32 = if (gotta_go_fast) 2000 else 100;
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const progression = std.math.clamp((location.v[0] + (window_width / 2.0)) / window_width, 0, 1);
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const scale = mach.math.lerp(2, 0, progression);
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if (progression >= 0.6) {
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try entities.remove(id);
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// Play a new SFX
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const e = try entities.new();
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try audio.set(e, .samples, app.state().sfx.samples);
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try audio.set(e, .channels, app.state().sfx.channels);
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try audio.set(e, .index, 0);
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try audio.set(e, .playing, true);
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app.state().score += 1;
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} else {
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var transform = Mat4x4.ident;
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transform = transform.mul(&Mat4x4.translate(location.add(&vec3(speed * delta_time, (speed / 2.0) * delta_time * progression, 0))));
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transform = transform.mul(&Mat4x4.scaleScalar(scale));
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entity_transform.* = transform;
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}
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}
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}
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sprite.schedule(.update);
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// Perform pre-render work
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sprite_pipeline.schedule(.pre_render);
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text_pipeline.schedule(.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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app.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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// Grab the back buffer of the swapchain
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// TODO(Core)
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const back_buffer_view = core.state().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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app.state().frame_render_pass = app.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 = app.state().frame_render_pass;
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sprite_pipeline.schedule(.render);
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// Render our text batch
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text_pipeline.state().render_pass = app.state().frame_render_pass;
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text_pipeline.schedule(.render);
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// Finish the frame once rendering is done.
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app.schedule(.end_frame);
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app.state().time += delta_time;
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}
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fn endFrame(app: *Mod, core: *mach.Core.Mod) !void {
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// Finish render pass
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app.state().frame_render_pass.end();
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const label = @tagName(name) ++ ".endFrame";
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var command = app.state().frame_encoder.finish(&.{ .label = label });
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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app.state().frame_encoder.release();
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app.state().frame_render_pass.release();
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// Present the frame
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core.schedule(.present_frame);
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app.state().frame_count += 1;
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}
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// TODO: move this helper into gfx module
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fn loadTexture(core: *mach.Core.Mod, allocator: std.mem.Allocator) !*gpu.Texture {
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const device = core.state().device;
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const queue = core.state().queue;
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// Load the image from memory
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var img = try zigimg.Image.fromMemory(allocator, assets.sprites_sheet_png);
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defer img.deinit();
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const img_size = gpu.Extent3D{ .width = @as(u32, @intCast(img.width)), .height = @as(u32, @intCast(img.height)) };
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// Create a GPU texture
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const label = @tagName(name) ++ ".loadTexture";
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const texture = device.createTexture(&.{
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.label = label,
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.size = img_size,
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.format = .rgba8_unorm,
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.usage = .{
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.texture_binding = true,
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.copy_dst = true,
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},
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});
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const data_layout = gpu.Texture.DataLayout{
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.bytes_per_row = @as(u32, @intCast(img.width * 4)),
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.rows_per_image = @as(u32, @intCast(img.height)),
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};
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switch (img.pixels) {
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.rgba32 => |pixels| queue.writeTexture(&.{ .texture = texture }, &data_layout, &img_size, pixels),
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.rgb24 => |pixels| {
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const data = try rgb24ToRgba32(allocator, pixels);
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defer data.deinit(allocator);
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queue.writeTexture(&.{ .texture = texture }, &data_layout, &img_size, data.rgba32);
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},
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else => @panic("unsupported image color format"),
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}
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return texture;
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}
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fn rgb24ToRgba32(allocator: std.mem.Allocator, in: []zigimg.color.Rgb24) !zigimg.color.PixelStorage {
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const out = try zigimg.color.PixelStorage.init(allocator, .rgba32, in.len);
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var i: usize = 0;
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while (i < in.len) : (i += 1) {
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out.rgba32[i] = zigimg.color.Rgba32{ .r = in[i].r, .g = in[i].g, .b = in[i].b, .a = 255 };
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}
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return out;
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}
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