mach/examples/text/App.zig
Stephen Gutekanst eda3e68b6e examples: text example updated to new object system
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2024-12-27 16:36:53 -07:00

272 lines
8.4 KiB
Zig

const std = @import("std");
const zigimg = @import("zigimg");
const assets = @import("assets");
const mach = @import("mach");
const gfx = mach.gfx;
const gpu = mach.gpu;
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;
const App = @This();
pub const mach_module = .app;
pub const mach_systems = .{ .main, .init, .tick, .deinit };
pub const main = mach.schedule(.{
.{ mach.Core, .init },
.{ gfx.Text, .init },
.{ App, .init },
.{ mach.Core, .main },
});
allocator: std.mem.Allocator,
window: mach.ObjectID,
timer: mach.time.Timer,
spawn_timer: mach.time.Timer,
fps_timer: mach.time.Timer,
rand: std.Random.DefaultPrng,
frame_count: usize = 0,
time: f32 = 0,
direction: Vec2 = vec2(0, 0),
spawning: bool = false,
player_id: mach.ObjectID = undefined,
style1_id: mach.ObjectID = undefined,
pipeline_id: mach.ObjectID = undefined,
const upscale = 1.0;
const text1: []const []const u8 = &.{
"Text but with spaces\n",
"and\n",
"newlines\n",
};
const text2: []const []const u8 = &.{"$!?"};
pub fn init(
core: *mach.Core,
app: *App,
app_mod: mach.Mod(App),
) !void {
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
const window = try core.windows.new(.{
.title = "gfx.Text",
});
// TODO(allocator): find a better way to get an allocator here
const allocator = std.heap.c_allocator;
app.* = .{
.allocator = allocator,
.window = window,
.timer = try mach.time.Timer.start(),
.spawn_timer = try mach.time.Timer.start(),
.fps_timer = try mach.time.Timer.start(),
.rand = std.Random.DefaultPrng.init(1337),
};
}
fn setupPipeline(
app: *App,
text: *gfx.Text,
window_id: mach.ObjectID,
) !void {
// Create a text rendering pipeline
app.pipeline_id = try text.pipelines.new(.{
.window = window_id,
.render_pass = undefined,
});
// Create a text style
app.style1_id = try text.styles.new(.{
.font_size = 48 * gfx.px_per_pt, // 48pt
});
// TODO(text): release this memory somewhere
const player_text_value =
\\ Text with spaces
\\ and newlines
\\ but nothing fancy (yet)
;
const player_text = try app.allocator.alloc(u8, player_text_value.len);
@memcpy(player_text, player_text_value);
const player_segments = try app.allocator.alloc(gfx.Text.Segment, 1);
player_segments[0] = .{
.text = player_text,
.style = app.style1_id,
};
// Create our player text
app.player_id = try text.objects.new(.{
.transform = Mat4x4.translate(vec3(-0.02, 0, 0)),
.segments = player_segments,
});
// Attach the text object to our text rendering pipeline.
try text.pipelines.setParent(app.player_id, app.pipeline_id);
}
pub fn tick(
core: *mach.Core,
app: *App,
text: *gfx.Text,
text_mod: mach.Mod(gfx.Text),
) !void {
const label = @tagName(mach_module) ++ ".tick";
var direction = app.direction;
var spawning = app.spawning;
while (core.nextEvent()) |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 => {},
}
},
.window_open => |ev| try setupPipeline(app, text, ev.window_id),
.close => core.exit(),
else => {},
}
}
app.direction = direction;
app.spawning = spawning;
var player = text.objects.getValue(app.player_id);
var player_pos = player.transform.translation();
if (spawning and app.spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities
_ = app.spawn_timer.lap();
for (0..10) |_| {
var new_pos = player_pos;
new_pos.v[0] += app.rand.random().floatNorm(f32) * 50;
new_pos.v[1] += app.rand.random().floatNorm(f32) * 50;
// TODO(text): release this memory somewhere
const new_text_value = "?!";
const new_text = try app.allocator.alloc(u8, new_text_value.len);
@memcpy(new_text, new_text_value);
const new_segments = try app.allocator.alloc(gfx.Text.Segment, 1);
new_segments[0] = .{
.text = new_text,
.style = app.style1_id,
};
const new_text_id = try text.objects.new(.{
.transform = Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)),
.segments = new_segments,
});
try text.pipelines.setParent(new_text_id, app.pipeline_id);
}
}
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
const delta_time = app.timer.lap();
// Rotate all text objects in the pipeline.
var pipeline_children = try text.pipelines.getChildren(app.pipeline_id);
defer pipeline_children.deinit();
for (pipeline_children.items) |text_id| {
if (!text.objects.is(text_id)) continue;
if (text_id == app.player_id) continue; // don't rotate the player
var s = text.objects.getValue(text_id);
const location = s.transform.translation();
var transform = Mat4x4.ident;
transform = transform.mul(&Mat4x4.translate(location));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time));
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.time / 2.0), 0.5)));
text.objects.set(text_id, .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;
text.objects.set(app.player_id, .transform, Mat4x4.translate(player_pos));
const window = core.windows.getValue(app.window);
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const encoder = window.device.createCommandEncoder(&.{ .label = label });
defer encoder.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,
}};
const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
}));
// Render text
text.pipelines.set(app.pipeline_id, .render_pass, render_pass);
text_mod.call(.tick);
// Finish render pass
render_pass.end();
var command = encoder.finish(&.{ .label = label });
window.queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
render_pass.release();
app.frame_count += 1;
app.time += delta_time;
// TODO(object): window-title
// // Every second, update the window title with the FPS
// if (app.fps_timer.read() >= 1.0) {
// const pipeline = text.pipelines.getValue(app.pipeline_id);
// try core.printTitle(
// core.main_window,
// "text [ FPS: {d} ] [ Texts: {d} ] [ Segments: {d} ] [ Styles: {d} ]",
// .{ app.frame_count, pipeline.num_texts, pipeline.num_segments, pipeline.num_styles },
// );
// core.schedule(.update);
// app.fps_timer.reset();
// app.frame_count = 0;
// }
}
pub fn deinit(
app: *App,
text: *gfx.Text,
) void {
// Cleanup here, if desired.
text.objects.delete(app.player_id);
}