385 lines
13 KiB
Zig
385 lines
13 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 gpu = mach.gpu;
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const gfx = mach.gfx;
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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 Mat3x3 = math.Mat3x3;
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const Mat4x4 = math.Mat4x4;
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const App = @This();
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pub const mach_module = .app;
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pub const mach_systems = .{ .main, .init, .tick, .deinit, .deinit2, .audioStateChange };
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pub const main = mach.schedule(.{
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.{ mach.Core, .init },
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.{ mach.Audio, .init },
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.{ gfx.Text, .init },
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.{ App, .init },
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.{ mach.Core, .main },
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});
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pub const deinit = mach.schedule(.{
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.{ mach.Audio, .deinit },
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.{ App, .deinit2 },
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});
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allocator: std.mem.Allocator,
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window: mach.ObjectID,
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timer: mach.time.Timer,
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spawn_timer: mach.time.Timer,
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fps_timer: mach.time.Timer,
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rand: std.Random.DefaultPrng,
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frame_count: usize = 0,
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fps: usize = 0,
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score: usize = 0,
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num_sprites_spawned: usize = 0,
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time: f32 = 0,
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direction: Vec2 = vec2(0, 0),
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spawning: bool = false,
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gotta_go_fast: bool = false,
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info_text: []u8 = undefined,
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info_text_id: mach.ObjectID = undefined,
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info_text_style_id: mach.ObjectID = undefined,
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sprite_pipeline_id: mach.ObjectID = undefined,
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text_pipeline_id: mach.ObjectID = undefined,
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sfx: mach.Audio.Opus = undefined,
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pub fn init(
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core: *mach.Core,
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audio: *mach.Audio,
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app: *App,
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app_mod: mach.Mod(App),
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) !void {
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core.on_tick = app_mod.id.tick;
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core.on_exit = app_mod.id.deinit;
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// Configure the audio module to call our App.audioStateChange function when a sound buffer
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// finishes playing.
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audio.on_state_change = app_mod.id.audioStateChange;
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const window = try core.windows.new(.{
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.title = "hardware check",
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});
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// TODO(allocator): find a better way to get an allocator here
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const allocator = std.heap.c_allocator;
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app.* = .{
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.allocator = allocator,
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.window = window,
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.timer = try mach.time.Timer.start(),
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.spawn_timer = try mach.time.Timer.start(),
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.fps_timer = try mach.time.Timer.start(),
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.rand = std.Random.DefaultPrng.init(1337),
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};
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}
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pub fn deinit2(
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app: *App,
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text: *gfx.Text,
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) void {
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// Cleanup here, if desired.
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text.objects.delete(app.info_text_id);
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}
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/// Called on the high-priority audio OS thread when the audio driver needs more audio samples, so
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/// this callback should be fast to respond.
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pub fn audioStateChange(audio: *mach.Audio, app: *App) !void {
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audio.buffers.lock();
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defer audio.buffers.unlock();
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// Find audio objects that are no longer playing
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var buffers = audio.buffers.slice();
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while (buffers.next()) |buf_id| {
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if (audio.buffers.get(buf_id, .playing)) continue;
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// Remove the audio buffer that is no longer playing
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const samples = audio.buffers.get(buf_id, .samples);
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audio.buffers.delete(buf_id);
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app.allocator.free(samples);
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}
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}
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fn setupPipeline(
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core: *mach.Core,
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app: *App,
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sprite: *gfx.Sprite,
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text: *gfx.Text,
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window_id: mach.ObjectID,
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) !void {
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const window = core.windows.getValue(window_id);
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// Load sfx
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const sfx_fbs = std.io.fixedBufferStream(assets.sfx.scifi_gun);
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const sfx_sound_stream = std.io.StreamSource{ .const_buffer = sfx_fbs };
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app.sfx = try mach.Audio.Opus.decodeStream(app.allocator, sfx_sound_stream);
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// Create a sprite rendering pipeline
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app.sprite_pipeline_id = try sprite.pipelines.new(.{
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.window = window_id,
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.render_pass = undefined,
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.texture = try loadTexture(window.device, window.queue, app.allocator),
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});
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// Create a text rendering pipeline
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app.text_pipeline_id = try text.pipelines.new(.{
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.window = window_id,
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.render_pass = undefined,
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});
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// Create a text style
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app.info_text_style_id = try text.styles.new(.{
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.font_size = 48 * gfx.px_per_pt, // 48pt
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});
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// Create documentation text
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{
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// TODO(text): release this memory somewhere
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const text_value =
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\\ Mach is probably working if you:
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\\ * See this text
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\\ * See sprites to the left
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\\ * Hear sounds when sprites disappear
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\\ * Hold space and things go faster
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;
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const text_buf = try app.allocator.alloc(u8, text_value.len);
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@memcpy(text_buf, text_value);
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const segments = try app.allocator.alloc(gfx.Text.Segment, 1);
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segments[0] = .{
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.text = text_buf,
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.style = app.info_text_style_id,
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};
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// Create our player text
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const text_id = try text.objects.new(.{
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.transform = Mat4x4.translate(vec3(-0.02, 0, 0)),
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.segments = segments,
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});
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// Attach the text object to our text rendering pipeline.
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try text.pipelines.setParent(text_id, app.text_pipeline_id);
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}
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// Create info text to be updated dynamically later
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{
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// TODO(text): release this memory somewhere
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const text_value = "[info]";
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app.info_text = try app.allocator.alloc(u8, text_value.len);
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@memcpy(app.info_text, text_value);
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const segments = try app.allocator.alloc(gfx.Text.Segment, 1);
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segments[0] = .{
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.text = app.info_text,
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.style = app.info_text_style_id,
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};
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// Create our player text
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app.info_text_id = try text.objects.new(.{
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.transform = Mat4x4.translate(vec3(0, (@as(f32, @floatFromInt(window.height)) / 2.0) - 50.0, 0)),
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.segments = segments,
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});
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// Attach the text object to our text rendering pipeline.
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try text.pipelines.setParent(app.info_text_id, app.sprite_pipeline_id);
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}
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}
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pub fn tick(
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core: *mach.Core,
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app: *App,
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sprite: *gfx.Sprite,
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sprite_mod: mach.Mod(gfx.Sprite),
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text: *gfx.Text,
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text_mod: mach.Mod(gfx.Text),
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audio: *mach.Audio,
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) !void {
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const label = @tagName(mach_module) ++ ".tick";
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const window = core.windows.getValue(app.window);
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while (core.nextEvent()) |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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.space => app.gotta_go_fast = 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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.space => app.gotta_go_fast = false,
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else => {},
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}
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},
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.window_open => |ev| try setupPipeline(core, app, sprite, text, ev.window_id),
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.close => core.exit(),
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else => {},
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}
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}
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// TODO(text): make updating text easier
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app.allocator.free(app.info_text);
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app.info_text = try std.fmt.allocPrint(
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app.allocator,
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"[ FPS: {d} ]\n[ Sprites spawned: {d} ]",
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.{ app.fps, app.num_sprites_spawned },
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);
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var segments: []gfx.Text.Segment = @constCast(text.objects.get(app.info_text_id, .segments));
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segments[0] = .{
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.text = app.info_text,
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.style = segments[0].style,
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};
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text.objects.set(app.info_text_id, .segments, segments);
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const entities_per_second: f32 = @floatFromInt(
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app.rand.random().intRangeAtMost(usize, 0, if (app.gotta_go_fast) 50 else 10),
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);
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if (app.spawn_timer.read() > 1.0 / entities_per_second) {
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// Spawn new entities
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_ = app.spawn_timer.lap();
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var new_pos = vec3(-(@as(f32, @floatFromInt(window.width)) / 2), 0, 0);
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new_pos.v[1] += app.rand.random().floatNorm(f32) * 50;
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const new_sprite_id = try sprite.objects.new(.{
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.transform = Mat4x4.translate(new_pos),
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.size = vec2(32, 32),
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.uv_transform = Mat3x3.translate(vec2(0, 0)),
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});
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try sprite.pipelines.setParent(new_sprite_id, app.sprite_pipeline_id);
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app.num_sprites_spawned += 1;
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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 = app.timer.lap();
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// Move sprites to the right, and make them smaller the further they travel
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var pipeline_children = try sprite.pipelines.getChildren(app.sprite_pipeline_id);
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defer pipeline_children.deinit();
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for (pipeline_children.items) |sprite_id| {
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if (!sprite.objects.is(sprite_id)) continue;
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var s = sprite.objects.getValue(sprite_id);
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const location = s.transform.translation();
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const speed: f32 = if (app.gotta_go_fast) 2000 else 100;
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const progression = std.math.clamp((location.v[0] + (@as(f32, @floatFromInt(window.height)) / 2.0)) / @as(f32, @floatFromInt(window.height)), 0, 1);
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const scale = mach.math.lerp(2, 0, progression);
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if (progression >= 0.6) {
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try sprite.pipelines.removeChild(app.sprite_pipeline_id, sprite_id);
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sprite.objects.delete(sprite_id);
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// Play a new sound
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const samples = try app.allocator.dupe(f32, app.sfx.samples);
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@memcpy(samples, app.sfx.samples);
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audio.buffers.lock();
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defer audio.buffers.unlock();
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const sound_id = try audio.buffers.new(.{
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.samples = samples,
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.channels = app.sfx.channels,
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});
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_ = sound_id; // autofix
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app.score += 1;
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} else {
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var transform = Mat4x4.ident;
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transform = transform.mul(&Mat4x4.translate(location.add(&vec3(speed * delta_time, (speed / 2.0) * delta_time * progression, 0))));
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transform = transform.mul(&Mat4x4.scaleScalar(scale));
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sprite.objects.set(sprite_id, .transform, transform);
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}
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}
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// Grab the back buffer of the swapchain
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// TODO(Core)
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const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Create a command encoder
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const encoder = window.device.createCommandEncoder(&.{ .label = label });
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defer encoder.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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const render_pass = 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 sprites
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sprite.pipelines.set(app.sprite_pipeline_id, .render_pass, render_pass);
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sprite_mod.call(.tick);
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// Render text
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text.pipelines.set(app.text_pipeline_id, .render_pass, render_pass);
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text_mod.call(.tick);
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// Finish render pass
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render_pass.end();
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var command = encoder.finish(&.{ .label = label });
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window.queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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render_pass.release();
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app.frame_count += 1;
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app.time += delta_time;
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// Every second, update the window title with the FPS
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if (app.fps_timer.read() >= 1.0) {
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app.fps_timer.reset();
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app.fps = app.frame_count;
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app.frame_count = 0;
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}
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}
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// TODO(sprite): don't require users to copy / write this helper themselves
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fn loadTexture(device: *gpu.Device, queue: *gpu.Queue, allocator: std.mem.Allocator) !*gpu.Texture {
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// Load the image from memory
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var img = try zigimg.Image.fromMemory(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 label = @tagName(mach_module) ++ ".loadTexture";
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const texture = device.createTexture(&.{
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.label = label,
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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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},
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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(allocator, pixels);
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defer data.deinit(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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