mach/examples/glyphs/Game.zig
Stephen Gutekanst 68677b3448 {Core,examples}: set window title via component
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2024-04-29 20:17:26 -07:00

256 lines
9.6 KiB
Zig

// TODO(important): review all code in this file in-depth
const std = @import("std");
const mach = @import("mach");
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 Glyphs = @import("Glyphs.zig");
timer: mach.Timer,
player: mach.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,
pipeline: mach.EntityID,
frame_encoder: *gpu.CommandEncoder = undefined,
frame_render_pass: *gpu.RenderPassEncoder = undefined,
// Define the globally unique name of our module. You can use any name here, but keep in mind no
// two modules in the program can have the same name.
pub const name = .game;
pub const Mod = mach.Mod(@This());
pub const global_events = .{
.init = .{ .handler = init },
.tick = .{ .handler = tick },
};
pub const local_events = .{
.after_init = .{ .handler = afterInit },
.end_frame = .{ .handler = endFrame },
};
fn init(glyphs: *Glyphs.Mod, game: *Mod) !void {
// Prepare which glyphs we will render
glyphs.send(.init, .{});
glyphs.send(.prepare, .{&[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' }});
// Run our init code after glyphs module is initialized.
game.send(.after_init, .{});
}
fn afterInit(
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
glyphs: *Glyphs.Mod,
game: *Mod,
) !void {
// Create a sprite rendering pipeline
const texture = glyphs.state().texture;
const pipeline = try sprite_pipeline.newEntity();
try sprite_pipeline.set(pipeline, .texture, texture);
sprite_pipeline.send(.update, .{});
// We can create entities, and set components on them. Note that components live in a module
// namespace, e.g. the `Sprite` module could have a 3D `.location` component with a different
// type than the `.physics2d` module's `.location` component if you desire.
const r = glyphs.state().regions.get('?').?;
const player = try sprite.newEntity();
try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
try sprite.set(player, .pipeline, pipeline);
try sprite.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
sprite.send(.update, .{});
game.init(.{
.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,
.pipeline = pipeline,
});
}
fn tick(
core: *mach.Core.Mod,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
glyphs: *Glyphs.Mod,
game: *Mod,
) !void {
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
var iter = mach.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 => core.send(.exit, .{}),
else => {},
}
}
game.state().direction = direction;
game.state().spawning = spawning;
var player_transform = sprite.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..50) |_| {
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 rand_index = game.state().rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
const r = glyphs.state().regions.entries.get(rand_index).value;
const new_entity = try core.newEntity();
try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
try sprite.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
try sprite.set(new_entity, .pipeline, game.state().pipeline);
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();
// Animate entities
var archetypes_iter = core.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| {
var location = old_transform.translation();
// TODO: formatting
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) {
try core.entities.remove(id);
game.state().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 * game.state().time));
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(game.state().time / 2.0), 0.2))));
// TODO: .set() API is substantially slower due to internals
// try sprite.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;
player_transform = Mat4x4.translate(player_pos).mul(
&Mat4x4.scale(Vec3.splat(1.0)),
);
try sprite.set(game.state().player, .transform, player_transform);
sprite.send(.update, .{});
// Perform pre-render work
sprite_pipeline.send(.pre_render, .{});
// Create a command encoder for this frame
const label = @tagName(name) ++ ".tick";
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
// Grab the back buffer of the swapchain
const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.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,
}};
// TODO: can we eliminate this assignment
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
}));
// Render our sprite batch
sprite_pipeline.state().render_pass = game.state().frame_render_pass;
sprite_pipeline.send(.render, .{});
// Finish the frame once rendering is done.
game.send(.end_frame, .{});
game.state().time += delta_time;
}
fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
// Finish render pass
game.state().frame_render_pass.end();
const label = @tagName(name) ++ ".endFrame";
var command = game.state().frame_encoder.finish(&.{ .label = label });
game.state().frame_encoder.release();
defer command.release();
mach.core.queue.submit(&[_]*gpu.CommandBuffer{command});
// Present the frame
mach.core.swap_chain.present();
// Every second, update the window title with the FPS
if (game.state().fps_timer.read() >= 1.0) {
try mach.Core.printTitle(
core,
core.state().main_window,
"glyphs [ FPS: {d} ] [ Sprites: {d} ]",
.{ game.state().frame_count, game.state().sprites },
);
core.send(.update, .{});
game.state().fps_timer.reset();
game.state().frame_count = 0;
}
game.state().frame_count += 1;
}