287 lines
9.7 KiB
Zig
287 lines
9.7 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 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 Vec3 = math.Vec3;
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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 = .{ .start, .init, .deinit, .tick, .end_frame };
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// TODO: banish global allocator
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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timer: mach.time.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.time.Timer,
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fps_timer: mach.time.Timer,
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frame_count: usize,
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sprites: usize,
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rand: std.Random.DefaultPrng,
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time: f32,
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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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fn deinit(sprite_pipeline: *gfx.SpritePipeline.Mod) !void {
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sprite_pipeline.schedule(.deinit);
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}
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fn start(
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core: *mach.Core,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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app: *App,
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) !void {
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core.schedule(.init);
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sprite_pipeline.schedule(.init);
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app.schedule(.init);
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}
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fn init(
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entities: *mach.Entities.Mod,
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core: *mach.Core,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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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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// 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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// Create a sprite rendering pipeline
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const allocator = gpa.allocator();
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const pipeline = try entities.new();
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try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
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sprite_pipeline.schedule(.update);
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// Create our player sprite
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const player = try entities.new();
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try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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try sprite.set(player, .size, vec2(32, 32));
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try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite.set(player, .pipeline, pipeline);
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sprite.schedule(.update);
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app.init(.{
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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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.player = player,
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.fps_timer = try mach.time.Timer.start(),
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.frame_count = 0,
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.sprites = 0,
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.rand = std.Random.DefaultPrng.init(1337),
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.time = 0,
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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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entities: *mach.Entities.Mod,
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core: *mach.Core,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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app: *App,
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) !void {
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var direction = app.direction;
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var spawning = app.spawning;
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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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.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.exit(),
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else => {},
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}
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}
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app.direction = direction;
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app.spawning = spawning;
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var player_transform = sprite.get(app.player, .transform).?;
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var player_pos = player_transform.translation();
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if (spawning and app.spawn_timer.read() > 1.0 / 60.0) {
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// Spawn new entities
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_ = app.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] += app.rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += app.rand.random().floatNorm(f32) * 25;
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const new_entity = try entities.new();
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
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try sprite.set(new_entity, .size, vec2(32, 32));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite.set(new_entity, .pipeline, app.pipeline);
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app.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 = app.timer.lap();
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// Rotate entities
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var q = try entities.query(.{
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.transforms = gfx.Sprite.Mod.write(.transform),
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});
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while (q.next()) |v| {
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for (v.transforms) |*entity_transform| {
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const location = entity_transform.*.translation();
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// var transform = entity_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 * app.time));
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transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.time / 2.0), 0.5)));
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entity_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.set(app.player, .transform, Mat4x4.translate(player_pos));
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sprite.schedule(.update);
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// Perform pre-render work
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sprite_pipeline.schedule(.pre_render);
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// Create a command encoder for this frame
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const label = @tagName(mach_module) ++ ".tick";
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app.frame_encoder = core.device.createCommandEncoder(&.{ .label = label });
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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 = 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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app.frame_render_pass = app.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 sprite batch
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sprite_pipeline.state().render_pass = app.frame_render_pass;
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sprite_pipeline.schedule(.render);
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// Finish the frame once rendering is done.
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app.schedule(.end_frame);
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app.time += delta_time;
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}
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fn endFrame(app: *App, core: *mach.Core) !void {
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// Finish render pass
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app.frame_render_pass.end();
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const label = @tagName(mach_module) ++ ".endFrame";
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var command = app.frame_encoder.finish(&.{ .label = label });
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core.queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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app.frame_encoder.release();
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app.frame_render_pass.release();
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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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try core.printTitle(
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core.main_window,
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"sprite [ FPS: {d} ] [ Sprites: {d} ]",
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.{ app.frame_count, app.sprites },
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);
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core.schedule(.update);
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app.fps_timer.reset();
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app.frame_count = 0;
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}
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app.frame_count += 1;
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}
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// TODO: move this helper into gfx module
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fn loadTexture(core: *mach.Core, allocator: std.mem.Allocator) !*gpu.Texture {
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const device = core.device;
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const queue = core.queue;
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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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