296 lines
11 KiB
Zig
296 lines
11 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 gfx = mach.gfx;
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const gpu = mach.gpu;
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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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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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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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rand: std.rand.DefaultPrng,
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time: f32,
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style1: mach.EntityID,
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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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// 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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.end_frame = .{ .handler = endFrame },
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};
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const upscale = 1.0;
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const text1: []const []const u8 = &.{
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"Text but with spaces 😊\nand\n",
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"italics\nand\n",
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"bold\nand\n",
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};
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const text2: []const []const u8 = &.{"$!?😊"};
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fn init(
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core: *mach.Core.Mod,
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text: *gfx.Text.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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text_style: *gfx.TextStyle.Mod,
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game: *Mod,
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) !void {
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// The Mach .core is where we set window options, etc.
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mach.core.setTitle("gfx.Text example");
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// TODO: a better way to initialize entities with default values
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// TODO(text): most of these style options are not respected yet.
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const style1 = try core.newEntity();
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try text_style.set(style1, .font_name, "Roboto Medium"); // TODO
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try text_style.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt
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try text_style.set(style1, .font_weight, gfx.font_weight_normal);
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try text_style.set(style1, .italic, false);
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try text_style.set(style1, .color, vec4(0.6, 1.0, 0.6, 1.0));
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const style2 = try core.newEntity();
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try text_style.set(style2, .font_name, "Roboto Medium"); // TODO
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try text_style.set(style2, .font_size, 48 * gfx.px_per_pt); // 48pt
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try text_style.set(style2, .font_weight, gfx.font_weight_normal);
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try text_style.set(style2, .italic, true);
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try text_style.set(style2, .color, vec4(0.6, 1.0, 0.6, 1.0));
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const style3 = try core.newEntity();
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try text_style.set(style3, .font_name, "Roboto Medium"); // TODO
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try text_style.set(style3, .font_size, 48 * gfx.px_per_pt); // 48pt
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try text_style.set(style3, .font_weight, gfx.font_weight_bold);
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try text_style.set(style3, .italic, false);
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try text_style.set(style3, .color, vec4(0.6, 1.0, 0.6, 1.0));
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// Create a text rendering pipeline
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const pipeline = try core.newEntity();
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try text_pipeline.set(pipeline, .is_pipeline, {});
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text_pipeline.send(.update, .{});
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// Create some text
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const player = try core.newEntity();
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try text.set(player, .pipeline, pipeline);
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try text.set(player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(vec3(0, 0, 0))));
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// TODO: better storage mechanism for this
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// TODO: this is a leak
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const allocator = gpa.allocator();
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const styles = try allocator.alloc(mach.EntityID, 3);
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styles[0] = style1;
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styles[1] = style2;
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styles[2] = style3;
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try text.set(player, .text, text1);
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try text.set(player, .style, styles);
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try text.set(player, .dirty, true);
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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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.rand = std.rand.DefaultPrng.init(1337),
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.time = 0,
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.style1 = style1,
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.allocator = allocator,
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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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text: *gfx.Text.Mod,
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text_pipeline: *gfx.TextPipeline.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 = text.get(game.state().player, .transform).?;
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var player_pos = player_transform.translation().divScalar(upscale);
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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..10) |_| {
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var new_pos = player_pos;
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new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 50;
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new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 50;
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const new_entity = try core.newEntity();
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try text.set(new_entity, .pipeline, game.state().pipeline);
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try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
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// TODO: better storage mechanism for this
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// TODO: this is a leak
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const styles = try game.state().allocator.alloc(mach.EntityID, 1);
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styles[0] = game.state().style1;
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try text.set(new_entity, .text, text2);
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try text.set(new_entity, .style, styles);
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try text.set(new_entity, .dirty, true);
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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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// Rotate entities
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var archetypes_iter = core.entities.query(.{ .all = &.{
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.{ .mach_gfx_text = &.{.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_text, .transform);
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for (ids, transforms) |id, *old_transform| {
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_ = id;
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const location = old_transform.*.translation();
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// var transform = old_transform.mul(&Mat4x4.translate(-location));
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// transform = mat.rotateZ(0.3 * delta_time).mul(&transform);
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// transform = transform.mul(&Mat4x4.translate(location));
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var transform = Mat4x4.ident;
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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.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
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// TODO: .set() API is substantially slower due to internals
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// try text.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 / upscale;
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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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try text.set(game.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
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try text.set(game.state().player, .dirty, true);
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text.send(.update, .{});
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// Perform pre-render work
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text_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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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 text batch
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text_pipeline.state().render_pass = game.state().frame_render_pass;
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text_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, text: *gfx.Text.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) ++ ".tick";
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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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mach.core.queue.submit(&[_]*gpu.CommandBuffer{command});
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// Present the frame
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mach.core.swap_chain.present();
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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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// Gather some text rendering stats
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var num_texts: u32 = 0;
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var num_glyphs: usize = 0;
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var archetypes_iter = text.entities.query(.{ .all = &.{
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.{ .mach_gfx_text = &.{
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.built,
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} },
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} });
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while (archetypes_iter.next()) |archetype| {
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const builts = archetype.slice(.mach_gfx_text, .built);
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for (builts) |built| {
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num_texts += 1;
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num_glyphs += built.glyphs.items.len;
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}
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}
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try mach.core.printTitle("gfx.Text example [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]", .{ game.state().frame_count, num_texts, num_glyphs });
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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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