245 lines
9 KiB
Zig
245 lines
9 KiB
Zig
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 core = mach.core;
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const gpu = mach.gpu;
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const ecs = mach.ecs;
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const Sprite = mach.gfx.Sprite;
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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 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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timer: mach.Timer,
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player: mach.ecs.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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sprites: usize,
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rand: std.rand.DefaultPrng,
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time: f32,
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const d0 = 0.000001;
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// Each module must have a globally unique name declared, it is impossible to use two modules with
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// the same name in a program. To avoid name conflicts, we follow naming conventions:
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//
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// 1. `.mach` and the `.mach_foobar` namespace is reserved for Mach itself and the modules it
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// provides.
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// 2. Single-word names like `.game` are reserved for the application itself.
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// 3. Libraries which provide modules MUST be prefixed with an "owner" name, e.g. `.ziglibs_imgui`
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// instead of `.imgui`. We encourage using e.g. your GitHub name, as these must be globally
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// unique.
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//
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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 Pipeline = enum(u32) {
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default,
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};
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fn init(
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engine: *mach.Engine.Mod,
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sprite_mod: *Sprite.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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core.setTitle("gfx.Sprite example");
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// We can create entities, and set components on them. Note that components live in a module
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// namespace, e.g. the `.mach_gfx_sprite` module could have a 3D `.location` component with a different
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// type than the `.physics2d` module's `.location` component if you desire.
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const player = try engine.newEntity();
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try sprite_mod.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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try sprite_mod.set(player, .size, vec2(32, 32));
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try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
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sprite_mod.send(.init_pipeline, .{Sprite.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.default),
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.texture = try loadTexture(engine),
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}});
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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game.state = .{
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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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.sprites = 0,
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.rand = std.rand.DefaultPrng.init(1337),
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.time = 0,
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};
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}
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fn tick(
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engine: *mach.Engine.Mod,
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sprite_mod: *Sprite.Mod,
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game: *Mod,
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) !void {
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// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
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var iter = 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 => engine.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 = sprite_mod.get(game.state.player, .transform).?;
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var player_pos = player_transform.translation();
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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..100) |_| {
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var new_pos = player_pos;
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new_pos.v[0] += game.state.rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += game.state.rand.random().floatNorm(f32) * 25;
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const new_entity = try engine.newEntity();
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try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
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try sprite_mod.set(new_entity, .size, vec2(32, 32));
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try sprite_mod.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.default));
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game.state.sprites += 1;
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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 = engine.entities.query(.{ .all = &.{
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.{ .mach_gfx_sprite = &.{.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_sprite, .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 sprite_mod.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;
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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 sprite_mod.set(game.state.player, .transform, Mat4x4.translate(player_pos));
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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// Perform pre-render work
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sprite_mod.send(.pre_render, .{@intFromEnum(Pipeline.default)});
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// Render a frame
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engine.send(.begin_pass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
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sprite_mod.send(.render, .{@intFromEnum(Pipeline.default)});
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engine.send(.end_pass, .{});
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engine.send(.present, .{}); // Present the frame
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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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try core.printTitle("gfx.Sprite example [ FPS: {d} ] [ Sprites: {d} ]", .{ game.state.frame_count, game.state.sprites });
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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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game.state.time += delta_time;
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}
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// TODO: move this helper into gfx module
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fn loadTexture(
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engine: *mach.Engine.Mod,
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) !*gpu.Texture {
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const device = engine.state.device;
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const queue = device.getQueue();
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// Load the image from memory
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var img = try zigimg.Image.fromMemory(engine.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 texture = device.createTexture(&.{
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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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.render_attachment = 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(engine.allocator, pixels);
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defer data.deinit(engine.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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