mach/examples/hardware-check/App.zig
Stephen Gutekanst 09d39fb694 core: simplify event iterator
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2024-08-25 16:51:16 -07:00

382 lines
13 KiB
Zig

// TODO(important): review all code in this file in-depth
const std = @import("std");
const zigimg = @import("zigimg");
const assets = @import("assets");
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 vec4 = math.vec4;
const Vec2 = math.Vec2;
const Vec3 = math.Vec3;
const Mat3x3 = math.Mat3x3;
const Mat4x4 = math.Mat4x4;
// TODO: banish global allocator
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
info_text: mach.EntityID,
info_text_style: mach.EntityID,
timer: mach.time.Timer,
gotta_go_fast: bool = false,
spawn_timer: mach.time.Timer,
fps_timer: mach.time.Timer,
frame_count: usize,
frame_rate: usize,
num_sprites_spawned: usize,
score: usize,
rand: std.rand.DefaultPrng,
time: f32,
allocator: std.mem.Allocator,
pipeline: mach.EntityID,
frame_encoder: *gpu.CommandEncoder = undefined,
frame_render_pass: *gpu.RenderPassEncoder = undefined,
sfx: mach.Audio.Opus,
// 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 = .app;
pub const Mod = mach.Mod(@This());
pub const systems = .{
.start = .{ .handler = start },
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.tick = .{ .handler = tick },
.end_frame = .{ .handler = endFrame },
.audio_state_change = .{ .handler = audioStateChange },
};
fn deinit(
core: *mach.Core.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
audio: *mach.Audio.Mod,
) !void {
text_pipeline.schedule(.deinit);
sprite_pipeline.schedule(.deinit);
core.schedule(.deinit);
audio.schedule(.deinit);
}
fn start(
audio: *mach.Audio.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
text: *gfx.Text.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
core: *mach.Core.Mod,
app: *Mod,
) !void {
// If you want to try fullscreen:
// try core.set(core.state().main_window, .fullscreen, true);
core.schedule(.init);
audio.schedule(.init);
text.schedule(.init);
text_pipeline.schedule(.init);
sprite_pipeline.schedule(.init);
app.schedule(.init);
}
fn init(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
audio: *mach.Audio.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
text_style: *gfx.TextStyle.Mod,
text: *gfx.Text.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
app: *Mod,
) !void {
core.state().on_tick = app.system(.tick);
core.state().on_exit = app.system(.deinit);
// Configure the audio module to run our audio_state_change system when entities audio finishes
// playing
audio.state().on_state_change = app.system(.audio_state_change);
// Create a sprite rendering pipeline
const allocator = gpa.allocator();
const pipeline = try entities.new();
try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
sprite_pipeline.schedule(.update);
// TODO: a better way to initialize entities with default values
// TODO(text): ability to specify other style options (custom font name, font color, italic/bold, etc.)
const style1 = try entities.new();
try text_style.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt
// Create a text rendering pipeline
const text_rendering_pipeline = try entities.new();
try text_pipeline.set(text_rendering_pipeline, .is_pipeline, {});
text_pipeline.schedule(.update);
// Create some text
const text1 = try entities.new();
try text.set(text1, .pipeline, text_rendering_pipeline);
try text.set(text1, .transform, Mat4x4.translate(vec3(0, 0, 0)));
try gfx.Text.allocPrintText(text, text1, style1,
\\ Mach is probably working if you:
\\ * See this text
\\ * See sprites to the left
\\ * Hear sounds when sprites die
\\ * Hold space and things go faster
, .{});
text.schedule(.update);
const window_height: f32 = @floatFromInt(core.get(core.state().main_window, .height).?);
const info_text = try entities.new();
try text.set(info_text, .pipeline, text_rendering_pipeline);
try text.set(info_text, .transform, Mat4x4.translate(vec3(0, (window_height / 2.0) - 50.0, 0)));
try gfx.Text.allocPrintText(text, info_text, style1, "[info]", .{});
// Load sfx
const sfx_fbs = std.io.fixedBufferStream(assets.sfx.scifi_gun);
const sfx_sound_stream = std.io.StreamSource{ .const_buffer = sfx_fbs };
const sfx = try mach.Audio.Opus.decodeStream(gpa.allocator(), sfx_sound_stream);
app.init(.{
.info_text = info_text,
.info_text_style = style1,
.timer = try mach.time.Timer.start(),
.spawn_timer = try mach.time.Timer.start(),
.fps_timer = try mach.time.Timer.start(),
.frame_count = 0,
.frame_rate = 0,
.num_sprites_spawned = 0,
.score = 0,
.rand = std.rand.DefaultPrng.init(1337),
.time = 0,
.allocator = allocator,
.pipeline = pipeline,
.sfx = sfx,
});
core.schedule(.start);
}
fn audioStateChange(entities: *mach.Entities.Mod) !void {
// Find audio entities that are no longer playing
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.playings = mach.Audio.Mod.read(.playing),
});
while (q.next()) |v| {
for (v.ids, v.playings) |id, playing| {
if (playing) continue;
// Remove the entity for the old sound
try entities.remove(id);
}
}
}
fn tick(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
app: *Mod,
audio: *mach.Audio.Mod,
) !void {
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
// TODO(Core)
var gotta_go_fast = app.state().gotta_go_fast;
while (core.state().nextEvent()) |event| {
switch (event) {
.key_press => |ev| {
switch (ev.key) {
.space => gotta_go_fast = true,
else => {},
}
},
.key_release => |ev| {
switch (ev.key) {
.space => gotta_go_fast = false,
else => {},
}
},
.close => core.schedule(.exit),
else => {},
}
}
app.state().gotta_go_fast = gotta_go_fast;
// Every second, update the frame rate
if (app.state().fps_timer.read() >= 1.0) {
app.state().frame_rate = app.state().frame_count;
app.state().fps_timer.reset();
app.state().frame_count = 0;
}
try gfx.Text.allocPrintText(
text,
app.state().info_text,
app.state().info_text_style,
"[ FPS: {d} ]\n[ Sprites spawned: {d} ]",
.{ app.state().frame_rate, app.state().num_sprites_spawned },
);
text.schedule(.update);
// var player_transform = sprite.get(app.state().player, .transform).?;
// var player_pos = player_transform.translation();
const window_width: f32 = @floatFromInt(core.get(core.state().main_window, .width).?);
const entities_per_second: f32 = @floatFromInt(
app.state().rand.random().intRangeAtMost(usize, 0, if (gotta_go_fast) 50 else 10),
);
if (app.state().spawn_timer.read() > 1.0 / entities_per_second) {
// Spawn new entities
_ = app.state().spawn_timer.lap();
var new_pos = vec3(-(window_width / 2), 0, 0);
new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 50;
const new_entity = try entities.new();
try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos));
try sprite.set(new_entity, .size, vec2(32, 32));
try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
try sprite.set(new_entity, .pipeline, app.state().pipeline);
app.state().num_sprites_spawned += 1;
}
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
const delta_time = app.state().timer.lap();
// Move entities to the right, and make them smaller the further they travel
var q = try entities.query(.{
.ids = mach.Entities.Mod.read(.id),
.transforms = gfx.Sprite.Mod.write(.transform),
});
while (q.next()) |v| {
for (v.ids, v.transforms) |id, *entity_transform| {
const location = entity_transform.*.translation();
const speed: f32 = if (gotta_go_fast) 2000 else 100;
const progression = std.math.clamp((location.v[0] + (window_width / 2.0)) / window_width, 0, 1);
const scale = mach.math.lerp(2, 0, progression);
if (progression >= 0.6) {
try entities.remove(id);
// Play a new SFX
const e = try entities.new();
try audio.set(e, .samples, app.state().sfx.samples);
try audio.set(e, .channels, app.state().sfx.channels);
try audio.set(e, .index, 0);
try audio.set(e, .playing, true);
app.state().score += 1;
} else {
var transform = Mat4x4.ident;
transform = transform.mul(&Mat4x4.translate(location.add(&vec3(speed * delta_time, (speed / 2.0) * delta_time * progression, 0))));
transform = transform.mul(&Mat4x4.scaleScalar(scale));
entity_transform.* = transform;
}
}
}
sprite.schedule(.update);
// Perform pre-render work
sprite_pipeline.schedule(.pre_render);
text_pipeline.schedule(.pre_render);
// Create a command encoder for this frame
const label = @tagName(name) ++ ".tick";
app.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = core.state().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,
}};
app.state().frame_render_pass = app.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
}));
// Render our sprite batch
sprite_pipeline.state().render_pass = app.state().frame_render_pass;
sprite_pipeline.schedule(.render);
// Render our text batch
text_pipeline.state().render_pass = app.state().frame_render_pass;
text_pipeline.schedule(.render);
// Finish the frame once rendering is done.
app.schedule(.end_frame);
app.state().time += delta_time;
}
fn endFrame(app: *Mod, core: *mach.Core.Mod) !void {
// Finish render pass
app.state().frame_render_pass.end();
const label = @tagName(name) ++ ".endFrame";
var command = app.state().frame_encoder.finish(&.{ .label = label });
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
app.state().frame_encoder.release();
app.state().frame_render_pass.release();
// Present the frame
core.schedule(.present_frame);
app.state().frame_count += 1;
}
// TODO: move this helper into gfx module
fn loadTexture(core: *mach.Core.Mod, allocator: std.mem.Allocator) !*gpu.Texture {
const device = core.state().device;
const queue = core.state().queue;
// Load the image from memory
var img = try zigimg.Image.fromMemory(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 label = @tagName(name) ++ ".loadTexture";
const texture = device.createTexture(&.{
.label = label,
.size = img_size,
.format = .rgba8_unorm,
.usage = .{
.texture_binding = true,
.copy_dst = 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(allocator, pixels);
defer data.deinit(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;
}