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92ca641f89
Author | SHA1 | Date | |
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92ca641f89 | ||
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d317694056 | ||
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39db8ed3a1 | ||
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1d3f89e5f5 | ||
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6f933449a1 | ||
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3f1c0aa2f8 | ||
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9fdd997be6 | ||
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1ef69d1545 | ||
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855194acea | ||
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f3d2eff20e |
83
build.zig
83
build.zig
@@ -11,42 +11,93 @@ pub fn build(b: *Build) void {
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const target = b.standardTargetOptions(.{});
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const optimize = b.standardOptimizeOption(.{});
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const exe = stepBuildMain(b, target, optimize);
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b.installArtifact(exe);
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const sdl_module, const sdl_step = stepSdlModule(b, target, optimize);
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const client_exe = stepBuildClient(b, target, optimize, sdl_module, sdl_step);
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const client_install = b.addInstallArtifact(client_exe, .{});
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const server_exe = stepBuildServer(b, target, optimize);
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const server_install = b.addInstallArtifact(server_exe, .{});
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const offline_exe = stepBuildOffline(b, target, optimize, sdl_module, sdl_step);
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const offline_install = b.addInstallArtifact(offline_exe, .{});
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const copy_data = stepCopyData(b, target, optimize);
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b.getInstallStep().dependOn(&client_install.step);
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b.getInstallStep().dependOn(&server_install.step);
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b.getInstallStep().dependOn(&offline_install.step);
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b.getInstallStep().dependOn(copy_data);
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const run = b.addRunArtifact(exe);
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run.step.dependOn(b.getInstallStep());
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const run = b.addRunArtifact(offline_exe);
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run.step.dependOn(&offline_install.step);
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run.step.dependOn(copy_data);
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// Why is this not the default behavoir?
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// Why is this not the default behavior?
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run.setCwd(b.path(std.fs.path.relative(b.allocator, b.build_root.path.?, b.exe_dir) catch unreachable));
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if (b.args) |args| {
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run.addArgs(args);
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}
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const run_step = b.step("run", "Run the app");
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const run_step = b.step("run", "Build and Run tabletop in offline mode");
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run_step.dependOn(&run.step);
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const check_step = b.step("check", "Check for build errors");
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check_step.dependOn(&exe.step);
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const check_step = b.step("check", "Check for build errors (offline build only)");
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check_step.dependOn(&offline_exe.step);
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}
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fn stepBuildMain(
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fn stepBuildClient(
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b: *Build,
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target: Build.ResolvedTarget,
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optimize: std.builtin.OptimizeMode,
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sdl_module: *Build.Module,
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sdl_step: *Build.Step,
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) *Build.Step.Compile {
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const exe = b.addExecutable(.{
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.name = "tabletop_client",
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.root_source_file = b.path("src/client.zig"),
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.target = target,
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.optimize = optimize,
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});
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exe.root_module.addImport("sdl", sdl_module);
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exe.step.dependOn(sdl_step);
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exe.addIncludePath(b.path("lib/clibs"));
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return exe;
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}
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fn stepBuildServer(
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b: *Build,
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target: Build.ResolvedTarget,
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optimize: std.builtin.OptimizeMode,
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) *Build.Step.Compile {
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const exe = b.addExecutable(.{
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.name = "spacefarer",
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.root_source_file = b.path("src/main.zig"),
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.name = "tabletop_server",
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.root_source_file = b.path("src/server.zig"),
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.target = target,
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.optimize = optimize,
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});
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return exe;
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}
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fn stepBuildOffline(
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b: *Build,
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target: Build.ResolvedTarget,
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optimize: std.builtin.OptimizeMode,
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sdl_module: *Build.Module,
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sdl_step: *Build.Step,
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) *Build.Step.Compile {
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const exe = b.addExecutable(.{
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.name = "tabletop",
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.root_source_file = b.path("src/offline.zig"),
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.target = target,
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.optimize = optimize,
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});
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const sdl_module, const sdl_step = stepSdlModule(b, target, optimize);
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exe.root_module.addImport("sdl", sdl_module);
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exe.step.dependOn(sdl_step);
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@@ -58,13 +109,12 @@ fn stepBuildMain(
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fn stepBuildSdlTranslator(
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b: *Build,
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target: Build.ResolvedTarget,
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optimize: std.builtin.OptimizeMode,
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) *Build.Step.Compile {
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const sdl_translator = b.addExecutable(.{
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.name = "sdl_header_translator",
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.root_source_file = b.path("utils/sdl_translator.zig"),
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.target = target,
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.optimize = optimize,
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.optimize = .Debug,
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});
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sdl_translator.linkSystemLibrary("SDL3");
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return sdl_translator;
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@@ -73,9 +123,8 @@ fn stepBuildSdlTranslator(
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fn stepTranslateSdl(
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b: *Build,
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target: Build.ResolvedTarget,
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optimize: std.builtin.OptimizeMode,
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) struct { *Build.Step, Build.LazyPath } {
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const sdl_translator = stepBuildSdlTranslator(b, target, optimize);
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const sdl_translator = stepBuildSdlTranslator(b, target);
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const translate = b.addRunArtifact(sdl_translator);
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const sdl_rename = translate.addOutputFileArg("sdl_rename.h");
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return .{
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@@ -97,7 +146,7 @@ fn stepSdlModule(
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});
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sdl_module.linkSystemLibrary("SDL3", .{});
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const translate_step, const sdl_rename = stepTranslateSdl(b, target, optimize);
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const translate_step, const sdl_rename = stepTranslateSdl(b, target);
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sdl_module.addIncludePath(sdl_rename.dirname());
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return .{
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|
@@ -1,8 +1,8 @@
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.{
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.name = .spacefarer,
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.name = .tabletop,
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.version = "0.0.0",
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.fingerprint = 0x946ddccb5911fb15,
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.minimum_zig_version = "0.15.0",
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.fingerprint = 0x9467f2a6727b4ca5,
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.minimum_zig_version = "0.14.0",
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.dependencies = .{},
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.paths = .{
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"build.zig",
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|
BIN
data/cubemap.png
Normal file
BIN
data/cubemap.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 327 B |
BIN
data/hand.png
Normal file
BIN
data/hand.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 353 B |
@@ -7,4 +7,7 @@ layout(set = 2, binding = 0) uniform sampler2D texture_sampler;
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void main() {
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fragColor = texture(texture_sampler, inUV);
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if (fragColor.a < 0.5) {
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discard;
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}
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}
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|
@@ -13,5 +13,6 @@ layout(set = 1, binding = 1) uniform Object{
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void main() {
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gl_Position = vec4(inCoord, 1.0) * object.transform * camera.transform;
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gl_ClipDistance[0] = gl_Position.z;
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outUV = inUV;
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}
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|
BIN
data/yakuza.png
Normal file
BIN
data/yakuza.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 66 KiB |
336
src/assets.zig
336
src/assets.zig
@@ -1,104 +1,292 @@
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const std = @import("std");
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const sdl = @import("sdl");
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const err = @import("error.zig");
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const c = @import("c.zig");
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const comp = @import("components.zig");
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const Game = @import("game.zig");
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const Graphics = @import("graphics.zig");
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const FileLoader = @import("assets/file.zig");
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const TextureLoader = @import("assets/texture.zig");
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const Assets = @This();
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const Storage = comp.Storage(Asset, .{});
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pub const Texture = AssetContainer(TextureLoader);
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var storage: Storage = undefined;
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const WORKERS_MAX = 4;
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var next_worker_update: usize = 0;
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var workers: [WORKERS_MAX]WorkerState = undefined;
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const WorkerState = struct {
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running: bool = false,
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thread: ?std.Thread = null,
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};
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const AssetMap = std.HashMapUnmanaged(AssetId, *AssetCell, AssetContext, 80);
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var asset_map_mutex: std.Thread.Mutex = .{};
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var asset_map: AssetMap = undefined;
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const RequestBoard = std.ArrayListUnmanaged(*AssetCell);
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var request_board_mutex: std.Thread.Mutex = .{};
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var request_board: RequestBoard = undefined;
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var request_board_counter: usize = 0;
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const FreeBoard = std.ArrayListUnmanaged(*AssetCell);
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var free_board_mutex: std.Thread.Mutex = .{};
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var free_board: FreeBoard = undefined;
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const AssetId = struct {
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type: AssetType,
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path: []const u8,
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};
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const AssetContext = struct {
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pub fn hash(self: @This(), key: AssetId) u64 {
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_ = self;
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var hasher = std.hash.Wyhash.init(@intFromEnum(key.type));
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hasher.update(key.path);
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return hasher.final();
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}
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pub fn eql(self: @This(), a: AssetId, b: AssetId) bool {
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_ = self;
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return a.type == b.type and std.mem.eql(u8, a.path, b.path);
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}
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};
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pub const LoadError = error{
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DependencyError,
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ParsingError,
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SdlError,
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FileTooBig,
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} || std.mem.Allocator.Error || std.fs.File.OpenError || std.fs.File.ReadError;
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pub const AssetType = enum {
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file,
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texture,
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pub fn getType(comptime self: @This()) type {
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return switch (self) {
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.file => FileLoader,
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.texture => TextureLoader,
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};
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pub const Texture = struct {
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handle: Storage.Key,
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}
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};
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const Asset = struct {
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const AssetState = union(enum) {
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not_loaded,
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loaded,
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fail: LoadError,
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};
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pub const AssetCell = struct {
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mutex: std.Thread.Mutex,
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type: AssetType,
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data: *void,
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path: []const u8,
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data: union(AssetType) {
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texture: AssetTexture,
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loader: *const fn (*AssetCell, std.mem.Allocator) LoadError!void,
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unloader: *const fn (*AssetCell, std.mem.Allocator) void,
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state: AssetState,
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counter: usize,
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|
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fn load(self: *AssetCell, alloc: std.mem.Allocator) void {
|
||||
self.loader(self, alloc) catch |e| {
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self.state = .{ .fail = e };
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return;
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||||
};
|
||||
self.state = .loaded;
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||||
}
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||||
fn unload(self: *AssetCell, alloc: std.mem.Allocator) void {
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self.unloader(self, alloc);
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}
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||||
};
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||||
|
||||
pub fn AssetContainer(comptime T: type) type {
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return struct {
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data_pointer: ?*T = null,
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asset_pointer: *AssetCell,
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||||
last_state: AssetState = .not_loaded,
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||||
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||||
pub fn get(self: *@This()) ?*T {
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switch (self.last_state) {
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.loaded => {
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||||
@branchHint(.likely);
|
||||
return self.data_pointer;
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||||
},
|
||||
.fail => {
|
||||
return null;
|
||||
},
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||||
.not_loaded => {
|
||||
if (self.asset_pointer.mutex.tryLock()) {
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||||
defer self.asset_pointer.mutex.unlock();
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||||
self.last_state = self.asset_pointer.state;
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||||
}
|
||||
if (self.last_state == .loaded) {
|
||||
self.data_pointer = @alignCast(@ptrCast(self.asset_pointer.data));
|
||||
return self.data_pointer;
|
||||
} else return null;
|
||||
},
|
||||
}
|
||||
}
|
||||
/// To be used by worker threads to request other assets
|
||||
pub fn getSync(self: *@This()) !*T {
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||||
sw: switch (self.last_state) {
|
||||
.loaded => {
|
||||
return self.data_pointer.?;
|
||||
},
|
||||
.fail => |e| {
|
||||
return e;
|
||||
},
|
||||
.not_loaded => {
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||||
// TODO: Do something else while the asset is locked?
|
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self.asset_pointer.mutex.lock();
|
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defer self.asset_pointer.mutex.unlock();
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self.last_state = self.asset_pointer.state;
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||||
if (self.last_state == .not_loaded) {
|
||||
self.asset_pointer.load(Game.alloc);
|
||||
self.last_state = self.asset_pointer.state;
|
||||
}
|
||||
if (self.last_state == .loaded) {
|
||||
self.data_pointer = @alignCast(@ptrCast(self.asset_pointer.data));
|
||||
}
|
||||
continue :sw self.last_state;
|
||||
},
|
||||
}
|
||||
}
|
||||
};
|
||||
pub const AssetTexture = struct {
|
||||
texture: *sdl.GPUTexture,
|
||||
sampler: *sdl.GPUSampler,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn init() void {
|
||||
Assets.storage = Storage.init();
|
||||
Assets.next_worker_update = 0;
|
||||
Assets.workers = .{WorkerState{}} ** WORKERS_MAX;
|
||||
Assets.asset_map_mutex = .{};
|
||||
Assets.asset_map = AssetMap.empty;
|
||||
Assets.request_board_mutex = .{};
|
||||
Assets.request_board = RequestBoard.empty;
|
||||
Assets.request_board_counter = 0;
|
||||
Assets.free_board_mutex = .{};
|
||||
Assets.free_board = FreeBoard.empty;
|
||||
}
|
||||
pub fn deinit() void {
|
||||
var iter = Assets.storage.iter();
|
||||
for (&Assets.workers) |*worker| {
|
||||
if (worker.thread == null) continue;
|
||||
worker.thread.?.join();
|
||||
}
|
||||
var iter = Assets.asset_map.valueIterator();
|
||||
while (iter.next()) |asset| {
|
||||
Assets.freeAsset(asset);
|
||||
std.debug.assert(asset.*.counter == 0);
|
||||
if (asset.*.state == .loaded)
|
||||
asset.*.unload(Game.alloc);
|
||||
Game.alloc.destroy(asset.*);
|
||||
}
|
||||
Assets.storage.deinit();
|
||||
Assets.asset_map.clearAndFree(Game.alloc);
|
||||
Assets.request_board.clearAndFree(Game.alloc);
|
||||
Assets.free_board.clearAndFree(Game.alloc);
|
||||
}
|
||||
pub fn load(comptime asset_type: AssetType, path: []const u8) typeFromAssetType(asset_type) {
|
||||
switch (asset_type) {
|
||||
.texture => {
|
||||
const data = loadFile(Game.alloc, path) catch |e| err.file(e, path);
|
||||
var x: i32 = undefined;
|
||||
var y: i32 = undefined;
|
||||
var z: i32 = undefined;
|
||||
const image = c.stbi_load_from_memory(@ptrCast(data), @intCast(data.len), &x, &y, &z, 4);
|
||||
Game.alloc.free(data);
|
||||
if (image == null) err.stbi();
|
||||
const image_slice = image[0..@intCast(x * y * z)];
|
||||
const texture, const sampler = Graphics.loadTexture(@intCast(x), @intCast(y), image_slice);
|
||||
c.stbi_image_free(image);
|
||||
return .{ .handle = Assets.storage.add(.{
|
||||
.path = path,
|
||||
.data = .{ .texture = .{
|
||||
.texture = texture,
|
||||
.sampler = sampler,
|
||||
} },
|
||||
}) };
|
||||
},
|
||||
pub fn update() void {
|
||||
const worker = &Assets.workers[Assets.next_worker_update];
|
||||
if (!@atomicLoad(bool, &worker.running, .acquire) and worker.thread != null) {
|
||||
worker.thread.?.join();
|
||||
worker.thread = null;
|
||||
}
|
||||
}
|
||||
pub fn free(asset: anytype) void {
|
||||
if (Assets.storage.free(asset.handle)) |stored| {
|
||||
freeAsset(stored);
|
||||
}
|
||||
}
|
||||
pub fn freeAsset(asset: *Asset) void {
|
||||
switch (asset.data) {
|
||||
.texture => {
|
||||
Graphics.unloadTexture(asset.data.texture.texture, asset.data.texture.sampler);
|
||||
},
|
||||
}
|
||||
}
|
||||
pub fn get(asset: anytype) ?assetTypeFromType(@TypeOf(asset)) {
|
||||
if (Assets.storage.get(asset.handle)) |stored| {
|
||||
switch (@TypeOf(asset)) {
|
||||
Texture => {
|
||||
return stored.data.texture;
|
||||
},
|
||||
else => @compileError("Cannot get asset of type " ++ @typeName(@TypeOf(asset))),
|
||||
}
|
||||
}
|
||||
unreachable;
|
||||
if (worker.thread == null and @atomicLoad(usize, &Assets.request_board_counter, .monotonic) > 4 * Assets.next_worker_update) {
|
||||
worker.running = true;
|
||||
worker.thread = std.Thread.spawn(.{}, loaderLoop, .{Assets.next_worker_update}) catch err.oom();
|
||||
}
|
||||
|
||||
fn loadFile(alloc: std.mem.Allocator, path: []const u8) ![]u8 {
|
||||
const file = try std.fs.cwd().openFile(path, .{});
|
||||
defer file.close();
|
||||
return file.readToEndAlloc(alloc, std.math.maxInt(i32));
|
||||
Assets.next_worker_update += 1;
|
||||
if (Assets.next_worker_update >= WORKERS_MAX) {
|
||||
Assets.next_worker_update = 0;
|
||||
}
|
||||
fn typeFromAssetType(comptime asset_type: AssetType) type {
|
||||
return switch (asset_type) {
|
||||
.texture => Texture,
|
||||
|
||||
Assets.free_board_mutex.lock();
|
||||
defer Assets.free_board_mutex.unlock();
|
||||
if (Assets.free_board.items.len == 0) return;
|
||||
|
||||
// TODO: Delegate freeing to worker threads?
|
||||
Assets.asset_map_mutex.lock();
|
||||
defer Assets.asset_map_mutex.unlock();
|
||||
while (Assets.free_board.pop()) |request| {
|
||||
if (@atomicLoad(usize, &request.counter, .monotonic) == 0) {
|
||||
if (!Assets.asset_map.remove(.{ .type = request.type, .path = request.path })) continue;
|
||||
if (request.state == .loaded)
|
||||
request.unload(Game.alloc);
|
||||
Game.alloc.destroy(request);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn load(comptime asset_type: AssetType, path: []const u8) AssetContainer(asset_type.getType()) {
|
||||
const asset = mapAsset(asset_type, path);
|
||||
{
|
||||
Assets.request_board_mutex.lock();
|
||||
Assets.request_board.append(Game.alloc, asset) catch err.oom();
|
||||
_ = @atomicRmw(usize, &Assets.request_board_counter, .Add, 1, .monotonic);
|
||||
Assets.request_board_mutex.unlock();
|
||||
}
|
||||
return .{ .asset_pointer = asset };
|
||||
}
|
||||
|
||||
pub fn free(asset: anytype) void {
|
||||
const prev = @atomicRmw(usize, &asset.asset_pointer.counter, .Sub, 1, .monotonic);
|
||||
if (prev == 1) {
|
||||
Assets.free_board_mutex.lock();
|
||||
Assets.free_board.append(Game.alloc, asset.asset_pointer) catch err.oom();
|
||||
Assets.free_board_mutex.unlock();
|
||||
}
|
||||
}
|
||||
|
||||
fn loaderLoop(worker_id: usize) void {
|
||||
var processed: usize = 0;
|
||||
defer @atomicStore(bool, &Assets.workers[worker_id].running, false, .release);
|
||||
while (true) {
|
||||
const asset = blk: {
|
||||
Assets.request_board_mutex.lock();
|
||||
defer Assets.request_board_mutex.unlock();
|
||||
|
||||
const request = Assets.request_board.pop() orelse return;
|
||||
_ = @atomicRmw(usize, &Assets.request_board_counter, .Sub, 1, .monotonic);
|
||||
break :blk request;
|
||||
};
|
||||
|
||||
defer processed += 1;
|
||||
asset.mutex.lock();
|
||||
if (asset.state == .not_loaded)
|
||||
asset.load(Game.alloc);
|
||||
asset.mutex.unlock();
|
||||
}
|
||||
fn assetTypeFromType(comptime T: type) type {
|
||||
return switch (T) {
|
||||
Texture => AssetTexture,
|
||||
else => unreachable,
|
||||
}
|
||||
|
||||
fn mapAsset(comptime asset_type: AssetType, path: []const u8) *AssetCell {
|
||||
Assets.asset_map_mutex.lock();
|
||||
defer Assets.asset_map_mutex.unlock();
|
||||
|
||||
const res = Assets.asset_map.getOrPut(Game.alloc, .{ .type = asset_type, .path = path }) catch err.oom();
|
||||
if (!res.found_existing) {
|
||||
res.value_ptr.* = Game.alloc.create(AssetCell) catch err.oom();
|
||||
res.value_ptr.*.* = .{
|
||||
.mutex = .{},
|
||||
.type = asset_type,
|
||||
.data = undefined,
|
||||
.path = path,
|
||||
.loader = Assets.makeLoader(asset_type.getType(), asset_type.getType().load),
|
||||
.unloader = Assets.makeUnloader(asset_type.getType(), asset_type.getType().unload),
|
||||
.state = .not_loaded,
|
||||
.counter = 1,
|
||||
};
|
||||
} else _ = @atomicRmw(usize, &res.value_ptr.*.counter, .Add, 1, .monotonic);
|
||||
return res.value_ptr.*;
|
||||
}
|
||||
|
||||
fn makeLoader(comptime T: type, comptime func: *const fn ([]const u8, std.mem.Allocator) LoadError!T) *const fn (*AssetCell, std.mem.Allocator) LoadError!void {
|
||||
const Container = struct {
|
||||
pub fn loader(cell: *AssetCell, alloc: std.mem.Allocator) LoadError!void {
|
||||
const mem = try alloc.create(T);
|
||||
errdefer alloc.destroy(mem);
|
||||
mem.* = try func(cell.path, alloc);
|
||||
cell.data = @ptrCast(mem);
|
||||
}
|
||||
};
|
||||
return Container.loader;
|
||||
}
|
||||
|
||||
fn makeUnloader(comptime T: type, comptime func: *const fn (T, std.mem.Allocator) void) *const fn (*AssetCell, std.mem.Allocator) void {
|
||||
const Container = struct {
|
||||
pub fn unloader(cell: *AssetCell, alloc: std.mem.Allocator) void {
|
||||
func(@as(*T, @alignCast(@ptrCast(cell.data))).*, alloc);
|
||||
alloc.destroy(@as(*T, @alignCast(@ptrCast(cell.data))));
|
||||
}
|
||||
};
|
||||
return Container.unloader;
|
||||
}
|
||||
|
14
src/assets/file.zig
Normal file
14
src/assets/file.zig
Normal file
@@ -0,0 +1,14 @@
|
||||
const std = @import("std");
|
||||
const Assets = @import("../assets.zig");
|
||||
|
||||
bytes: []u8,
|
||||
|
||||
pub fn load(path: []const u8, alloc: std.mem.Allocator) Assets.LoadError!@This() {
|
||||
const file = try std.fs.cwd().openFile(path, .{});
|
||||
defer file.close();
|
||||
return .{ .bytes = try file.readToEndAlloc(alloc, std.math.maxInt(i32)) };
|
||||
}
|
||||
|
||||
pub fn unload(self: @This(), alloc: std.mem.Allocator) void {
|
||||
alloc.free(self.bytes);
|
||||
}
|
107
src/assets/texture.zig
Normal file
107
src/assets/texture.zig
Normal file
@@ -0,0 +1,107 @@
|
||||
const std = @import("std");
|
||||
const sdl = @import("sdl");
|
||||
const err = @import("../error.zig");
|
||||
const c = @import("../c.zig");
|
||||
const Assets = @import("../assets.zig");
|
||||
const Graphics = @import("../graphics.zig");
|
||||
|
||||
texture: *sdl.GPUTexture,
|
||||
sampler: *sdl.GPUSampler,
|
||||
|
||||
pub fn load(path: []const u8, alloc: std.mem.Allocator) Assets.LoadError!@This() {
|
||||
_ = alloc;
|
||||
var file = Assets.load(.file, path);
|
||||
defer Assets.free(file);
|
||||
const data = (file.getSync() catch return error.DependencyError).bytes;
|
||||
|
||||
var width: u32 = undefined;
|
||||
var height: u32 = undefined;
|
||||
var channels: u32 = undefined;
|
||||
const image = c.stbi_load_from_memory(
|
||||
@ptrCast(data),
|
||||
@intCast(data.len),
|
||||
@ptrCast(&width),
|
||||
@ptrCast(&height),
|
||||
@ptrCast(&channels),
|
||||
4,
|
||||
);
|
||||
if (image == null) return error.ParsingError;
|
||||
defer c.stbi_image_free(image);
|
||||
const image_slice = image[0..@intCast(width * height * channels)];
|
||||
|
||||
if (width > 8192 or height > 8192) return error.FileTooBig;
|
||||
|
||||
const target_format = sdl.GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
|
||||
const bytes_per_pixel = 4;
|
||||
const mip_level = if(std.math.isPowerOfTwo(width) and width == height) @as(u32, Graphics.MIP_LEVEL) else @as(u32, 1);
|
||||
|
||||
const texture = Graphics.createTexture(
|
||||
width,
|
||||
height,
|
||||
target_format,
|
||||
sdl.GPU_TEXTUREUSAGE_SAMPLER | sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
|
||||
mip_level,
|
||||
);
|
||||
errdefer Graphics.freeTexture(texture);
|
||||
|
||||
const transfer_buffer_capacity = Graphics.TRANSFER_BUFFER_DEFAULT_CAPACITY;
|
||||
const transfer_buffer = sdl.CreateGPUTransferBuffer(Graphics.device, &.{
|
||||
.size = transfer_buffer_capacity,
|
||||
.usage = sdl.GPU_TRANSFERBUFFERUSAGE_UPLOAD,
|
||||
}) orelse return error.SdlError;
|
||||
defer sdl.ReleaseGPUTransferBuffer(Graphics.device, transfer_buffer);
|
||||
|
||||
var rows_uploaded: u32 = 0;
|
||||
while (rows_uploaded < height) {
|
||||
const rows_to_upload = @min(height - rows_uploaded, transfer_buffer_capacity / width / bytes_per_pixel);
|
||||
if (rows_to_upload == 0) return error.FileTooBig;
|
||||
|
||||
const command_buffer = sdl.AcquireGPUCommandBuffer(Graphics.device) orelse return error.SdlError;
|
||||
{
|
||||
errdefer _ = sdl.CancelGPUCommandBuffer(command_buffer);
|
||||
const copy_pass = sdl.BeginGPUCopyPass(command_buffer) orelse return error.SdlError;
|
||||
defer sdl.EndGPUCopyPass(copy_pass);
|
||||
|
||||
const map: [*]u8 = @ptrCast(sdl.MapGPUTransferBuffer(Graphics.device, transfer_buffer, false) orelse err.sdl());
|
||||
@memcpy(map, image_slice[(rows_uploaded * width * bytes_per_pixel)..((rows_uploaded + rows_to_upload) * width * bytes_per_pixel)]);
|
||||
sdl.UnmapGPUTransferBuffer(Graphics.device, transfer_buffer);
|
||||
|
||||
sdl.UploadToGPUTexture(copy_pass, &sdl.GPUTextureTransferInfo{
|
||||
.offset = 0,
|
||||
.pixels_per_row = width,
|
||||
.rows_per_layer = rows_to_upload,
|
||||
.transfer_buffer = transfer_buffer,
|
||||
}, &sdl.GPUTextureRegion{
|
||||
.texture = texture,
|
||||
.mip_level = 0,
|
||||
.layer = 0,
|
||||
.x = 0,
|
||||
.y = rows_uploaded,
|
||||
.z = 0,
|
||||
.w = width,
|
||||
.h = rows_to_upload,
|
||||
.d = 1,
|
||||
}, false);
|
||||
}
|
||||
rows_uploaded += rows_to_upload;
|
||||
if (rows_uploaded == height and mip_level > 1) {
|
||||
sdl.GenerateMipmapsForGPUTexture(command_buffer, texture);
|
||||
}
|
||||
const fence = sdl.SubmitGPUCommandBufferAndAcquireFence(command_buffer) orelse return error.SdlError;
|
||||
defer sdl.ReleaseGPUFence(Graphics.device, fence);
|
||||
if (!sdl.WaitForGPUFences(Graphics.device, true, &fence, 1)) return error.SdlError;
|
||||
}
|
||||
|
||||
const sampler = Graphics.createSampler(mip_level);
|
||||
|
||||
return .{
|
||||
.texture = texture,
|
||||
.sampler = sampler,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn unload(self: @This(), alloc: std.mem.Allocator) void {
|
||||
_ = alloc;
|
||||
Graphics.freeTexture(self.texture);
|
||||
Graphics.freeSampler(self.sampler);
|
||||
}
|
118
src/entity.zig
118
src/entity.zig
@@ -1,118 +0,0 @@
|
||||
const std = @import("std");
|
||||
const sdl = @import("sdl");
|
||||
const Game = @import("game.zig");
|
||||
const Graphics = @import("graphics.zig");
|
||||
const Time = @import("time.zig");
|
||||
const World = @import("world.zig");
|
||||
const math = @import("math.zig");
|
||||
|
||||
position: @Vector(2, i32),
|
||||
player: bool = false,
|
||||
enemy: bool = false,
|
||||
controller: Controller = .{},
|
||||
next_update: Time = Time.ZERO,
|
||||
|
||||
const Controller = struct {
|
||||
const Action = union(enum) {
|
||||
move: @Vector(2, i32),
|
||||
};
|
||||
wanted_action: ?Action = null,
|
||||
move_units: f32 = 0.125,
|
||||
};
|
||||
|
||||
const Self = @This();
|
||||
pub fn update(self: *Self) void {
|
||||
if (!World.time.past(self.next_update)) return;
|
||||
|
||||
if (self.player) self.updatePlayer();
|
||||
if (self.enemy) self.updateEnemy();
|
||||
self.updateController();
|
||||
}
|
||||
|
||||
pub fn updatePlayer(self: *Self) void {
|
||||
var delta: @Vector(2, i32) = .{ 0, 0 };
|
||||
if (Game.keyboard.keys.is_pressed(sdl.SCANCODE_UP)) {
|
||||
delta[1] += 1;
|
||||
}
|
||||
if (Game.keyboard.keys.is_pressed(sdl.SCANCODE_DOWN)) {
|
||||
delta[1] -= 1;
|
||||
}
|
||||
if (Game.keyboard.keys.is_pressed(sdl.SCANCODE_RIGHT)) {
|
||||
delta[0] += 1;
|
||||
}
|
||||
if (Game.keyboard.keys.is_pressed(sdl.SCANCODE_LEFT)) {
|
||||
delta[0] -= 1;
|
||||
}
|
||||
if (@reduce(.Or, delta != @Vector(2, i32){ 0, 0 }))
|
||||
self.controller.wanted_action = .{ .move = delta }
|
||||
else
|
||||
self.controller.wanted_action = null;
|
||||
}
|
||||
|
||||
fn updateEnemy(self: *Self) void {
|
||||
if (World.getPlayer()) |player| {
|
||||
var delta = player.position - self.position;
|
||||
if (@reduce(.And, @abs(delta) <= @Vector(2, i64){ 1, 1 })) {
|
||||
self.controller.wanted_action = null;
|
||||
} else {
|
||||
delta[0] = @max(-1, @min(1, delta[0]));
|
||||
delta[1] = @max(-1, @min(1, delta[1]));
|
||||
self.controller.wanted_action = .{ .move = delta };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn updateController(self: *Self) void {
|
||||
if (self.controller.wanted_action) |action| {
|
||||
switch (action) {
|
||||
.move => |delta| {
|
||||
const target = self.position + delta;
|
||||
if (World.isFree(target)) {
|
||||
self.next_update = World.time.offset(self.controller.move_units * math.lengthInt(delta));
|
||||
self.position[0] += delta[0];
|
||||
self.position[1] += delta[1];
|
||||
}
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw(self: *Self, delta: f32) void {
|
||||
const transform = Graphics.Transform{
|
||||
.position = .{
|
||||
@floatFromInt(self.position[0]),
|
||||
@floatFromInt(self.position[1]),
|
||||
0.5,
|
||||
},
|
||||
};
|
||||
Graphics.drawMesh(World.cube_mesh, World.texture, transform);
|
||||
|
||||
if (!self.player) return;
|
||||
|
||||
Graphics.camera.transform.position = math.lerpTimeLn(
|
||||
Graphics.camera.transform.position,
|
||||
transform.position + @Vector(3, f32){ 0.0, -2.0, 5.0 },
|
||||
delta,
|
||||
-25,
|
||||
);
|
||||
|
||||
const ORIGIN_DIR = @Vector(3, f32){ 0.0, 0.0, -1.0 };
|
||||
const INIT_ROTATION = Graphics.Transform.rotationByAxis(.{ 1.0, 0.0, 0.0 }, std.math.pi * 0.5);
|
||||
|
||||
const ROTATED_DIR = Graphics.Transform.rotateVector(ORIGIN_DIR, INIT_ROTATION);
|
||||
|
||||
const target_rotation = Graphics.Transform.combineRotations(
|
||||
INIT_ROTATION,
|
||||
Graphics.Transform.rotationToward(
|
||||
ROTATED_DIR,
|
||||
transform.position - Graphics.camera.transform.position,
|
||||
.{ .normalize_to = true },
|
||||
),
|
||||
);
|
||||
Graphics.camera.transform.rotation = Graphics.Transform.normalizeRotation(math.slerpTimeLn(
|
||||
Graphics.camera.transform.rotation,
|
||||
target_rotation,
|
||||
delta,
|
||||
-2,
|
||||
));
|
||||
}
|
||||
|
30
src/game.zig
30
src/game.zig
@@ -27,7 +27,16 @@ pub fn init(game_alloc: std.mem.Allocator) void {
|
||||
Game.running = false;
|
||||
Game.time = Time{ .now = 0, .delta = 0 };
|
||||
Game.keyboard = .{};
|
||||
Game.mouse = .{ .x = 0, .y = 0, .dx = 0, .dy = 0 };
|
||||
Game.mouse = .{
|
||||
.buttons = .{},
|
||||
.x_screen = 0,
|
||||
.y_screen = 0,
|
||||
.x_norm = 0,
|
||||
.y_norm = 0,
|
||||
.dx = 0,
|
||||
.dy = 0,
|
||||
.wheel = 0,
|
||||
};
|
||||
Graphics.create();
|
||||
Assets.init();
|
||||
World.initDebug();
|
||||
@@ -46,11 +55,14 @@ pub fn run() void {
|
||||
} else err.sdl();
|
||||
|
||||
Game.processEvents();
|
||||
World.updateReal(Game.time.delta);
|
||||
Game.mouse.x_norm = (Game.mouse.x_screen / @as(f32, @floatFromInt(Graphics.window_width))) * 2 - 1;
|
||||
Game.mouse.y_norm = (Game.mouse.y_screen / @as(f32, @floatFromInt(Graphics.window_height))) * -2 + 1;
|
||||
World.update(Game.time.delta);
|
||||
if (Game.beginDraw()) {
|
||||
World.draw(Game.time.delta);
|
||||
World.draw();
|
||||
Game.endDraw();
|
||||
}
|
||||
Assets.update();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -66,6 +78,7 @@ fn processEvents() void {
|
||||
Game.mouse.dx = 0.0;
|
||||
Game.mouse.dy = 0.0;
|
||||
Game.keyboard.keys.reset();
|
||||
Game.mouse.reset();
|
||||
|
||||
sdl.PumpEvents();
|
||||
while (true) {
|
||||
@@ -77,14 +90,10 @@ fn processEvents() void {
|
||||
sdl.EVENT_QUIT => {
|
||||
Game.running = false;
|
||||
},
|
||||
sdl.EVENT_WINDOW_RESIZED => {
|
||||
if (event.window.windowID != Graphics.windowId()) continue;
|
||||
Graphics.resize(@intCast(event.window.data1), @intCast(event.window.data2));
|
||||
},
|
||||
sdl.EVENT_MOUSE_MOTION => {
|
||||
if (event.motion.windowID != Graphics.windowId()) continue;
|
||||
Game.mouse.x = event.motion.x;
|
||||
Game.mouse.y = event.motion.y;
|
||||
Game.mouse.x_screen = event.motion.x;
|
||||
Game.mouse.y_screen = event.motion.y;
|
||||
Game.mouse.dx += event.motion.xrel;
|
||||
Game.mouse.dy += event.motion.yrel;
|
||||
},
|
||||
@@ -104,6 +113,9 @@ fn processEvents() void {
|
||||
if (event.button.windowID != Graphics.windowId()) continue;
|
||||
Game.mouse.buttons.release(event.button.button);
|
||||
},
|
||||
sdl.EVENT_MOUSE_WHEEL => {
|
||||
Game.mouse.wheel += event.wheel.integer_y;
|
||||
},
|
||||
else => {},
|
||||
}
|
||||
}
|
||||
|
283
src/graphics.zig
283
src/graphics.zig
@@ -12,12 +12,12 @@ pub const Mesh = struct {
|
||||
vertex_count: usize,
|
||||
};
|
||||
|
||||
var window: *sdl.Window = undefined;
|
||||
var renderer: *sdl.Renderer = undefined;
|
||||
var device: *sdl.GPUDevice = undefined;
|
||||
pub var window: *sdl.Window = undefined;
|
||||
pub var device: *sdl.GPUDevice = undefined;
|
||||
/// Only available while drawing
|
||||
var command_buffer: ?*sdl.GPUCommandBuffer = null;
|
||||
var render_pass: ?*sdl.GPURenderPass = null;
|
||||
var render_target: ?*sdl.GPUTexture = null;
|
||||
|
||||
var shader_vert: *sdl.GPUShader = undefined;
|
||||
var shader_frag: *sdl.GPUShader = undefined;
|
||||
@@ -30,37 +30,37 @@ var transfer_buffer: *sdl.GPUTransferBuffer = undefined;
|
||||
var transfer_buffer_capacity: usize = undefined;
|
||||
|
||||
var depth_texture: *sdl.GPUTexture = undefined;
|
||||
var msaa_resolve: *sdl.GPUTexture = undefined;
|
||||
var fsaa_target: *sdl.GPUTexture = undefined;
|
||||
var pipeline: *sdl.GPUGraphicsPipeline = undefined;
|
||||
|
||||
var window_size: [2]u32 = undefined;
|
||||
pub var window_width: u32 = undefined;
|
||||
pub var window_height: u32 = undefined;
|
||||
var fsaa_scale: u32 = 4;
|
||||
var fsaa_level: u32 = 3;
|
||||
|
||||
pub var camera: Camera = undefined;
|
||||
|
||||
var to_resize: ?[2]u32 = null;
|
||||
|
||||
const VERTEX_BUFFER_DEFAULT_CAPACITY = 1024;
|
||||
const VERTEX_BUFFER_GROWTH_MULTIPLIER = 2;
|
||||
const TRANSFER_BUFFER_DEFAULT_CAPACITY = 4096;
|
||||
const BYTES_PER_VERTEX = 5 * 4;
|
||||
const DEPTH_FORMAT = sdl.GPU_TEXTUREFORMAT_D32_FLOAT;
|
||||
pub const TRANSFER_BUFFER_DEFAULT_CAPACITY = 256 * 1024;
|
||||
pub const MIP_LEVEL = 4;
|
||||
|
||||
const Graphics = @This();
|
||||
pub fn create() void {
|
||||
// Init
|
||||
if (!sdl.Init(sdl.INIT_VIDEO | sdl.INIT_EVENTS)) err.sdl();
|
||||
if (!sdl.SetHint(sdl.HINT_LOGGING, "*=info")) err.sdl();
|
||||
if (!sdl.SetHint(sdl.HINT_GPU_DRIVER, "vulkan")) err.sdl();
|
||||
|
||||
// Window and Renderer
|
||||
if (!sdl.CreateWindowAndRenderer(
|
||||
Graphics.window = sdl.CreateWindow(
|
||||
"",
|
||||
1600,
|
||||
900,
|
||||
sdl.WINDOW_VULKAN | sdl.WINDOW_RESIZABLE,
|
||||
@ptrCast(&Graphics.window),
|
||||
@ptrCast(&Graphics.renderer),
|
||||
)) err.sdl();
|
||||
Graphics.window_size = .{ 1600, 900 };
|
||||
|
||||
if (!sdl.SetRenderVSync(renderer, sdl.RENDERER_VSYNC_ADAPTIVE)) err.sdl();
|
||||
) orelse err.sdl();
|
||||
|
||||
// Device
|
||||
Graphics.device = sdl.CreateGPUDevice(
|
||||
@@ -109,12 +109,22 @@ pub fn create() void {
|
||||
if (target_format == sdl.GPU_TEXTUREFORMAT_INVALID) err.sdl();
|
||||
|
||||
// TODO: Clean
|
||||
var window_width: c_int = 1;
|
||||
var window_height: c_int = 1;
|
||||
if (!sdl.GetWindowSizeInPixels(Graphics.window, &window_width, &window_height)) err.sdl();
|
||||
if (!sdl.GetWindowSizeInPixels(Graphics.window, @ptrCast(&Graphics.window_width), @ptrCast(&Graphics.window_height))) err.sdl();
|
||||
|
||||
Graphics.depth_texture = createDepthTexture(@intCast(window_width), @intCast(window_height));
|
||||
Graphics.msaa_resolve = createTexture(@intCast(window_width), @intCast(window_height), target_format);
|
||||
Graphics.depth_texture = createTexture(
|
||||
@as(u32, @intCast(Graphics.window_width)) * Graphics.fsaa_scale,
|
||||
@as(u32, @intCast(Graphics.window_height)) * Graphics.fsaa_scale,
|
||||
DEPTH_FORMAT,
|
||||
sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
|
||||
1,
|
||||
);
|
||||
Graphics.fsaa_target = createTexture(
|
||||
@as(u32, @intCast(Graphics.window_width)) * Graphics.fsaa_scale,
|
||||
@as(u32, @intCast(Graphics.window_height)) * Graphics.fsaa_scale,
|
||||
target_format,
|
||||
sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER,
|
||||
fsaa_level,
|
||||
);
|
||||
|
||||
Graphics.pipeline = sdl.CreateGPUGraphicsPipeline(Graphics.device, &.{
|
||||
.vertex_shader = Graphics.shader_vert,
|
||||
@@ -144,12 +154,9 @@ pub fn create() void {
|
||||
},
|
||||
.primitive_type = sdl.GPU_PRIMITIVETYPE_TRIANGLELIST,
|
||||
.rasterizer_state = presets.RASTERIZER_CULL,
|
||||
.multisample_state = .{
|
||||
.sample_count = sdl.GPU_SAMPLECOUNT_4,
|
||||
},
|
||||
.depth_stencil_state = presets.DEPTH_ENABLED,
|
||||
.target_info = .{
|
||||
.depth_stencil_format = sdl.GPU_TEXTUREFORMAT_D16_UNORM,
|
||||
.depth_stencil_format = DEPTH_FORMAT,
|
||||
.color_target_descriptions = &sdl.GPUColorTargetDescription{
|
||||
.format = target_format,
|
||||
.blend_state = presets.BLEND_NORMAL,
|
||||
@@ -161,20 +168,20 @@ pub fn create() void {
|
||||
|
||||
Graphics.camera = Camera{
|
||||
.transform = .{},
|
||||
.near = 1.0,
|
||||
.far = 1024.0,
|
||||
.near = 1.0 / 16.0,
|
||||
.far = 128.0,
|
||||
.lens = 1.5,
|
||||
.aspect = 16.0 / 9.0,
|
||||
.matrix = undefined,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn destroy() void {
|
||||
sdl.ReleaseWindowFromGPUDevice(Graphics.device, Graphics.window);
|
||||
sdl.DestroyRenderer(Graphics.renderer);
|
||||
sdl.DestroyWindow(Graphics.window);
|
||||
|
||||
sdl.ReleaseGPUGraphicsPipeline(Graphics.device, Graphics.pipeline);
|
||||
sdl.ReleaseGPUTexture(Graphics.device, Graphics.msaa_resolve);
|
||||
sdl.ReleaseGPUTexture(Graphics.device, Graphics.fsaa_target);
|
||||
sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
|
||||
sdl.ReleaseGPUBuffer(Graphics.device, Graphics.vertex_buffer);
|
||||
sdl.ReleaseGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer);
|
||||
@@ -189,67 +196,6 @@ pub fn destroy() void {
|
||||
sdl.DestroyGPUDevice(Graphics.device);
|
||||
}
|
||||
|
||||
pub fn loadTexture(width: u32, height: u32, texture_bytes: []const u8) struct { *sdl.GPUTexture, *sdl.GPUSampler } {
|
||||
// const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
|
||||
const target_format = sdl.GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
|
||||
|
||||
const texture = sdl.CreateGPUTexture(Graphics.device, &sdl.GPUTextureCreateInfo{
|
||||
.format = target_format,
|
||||
.layer_count_or_depth = 1,
|
||||
.width = width,
|
||||
.height = height,
|
||||
.num_levels = 1,
|
||||
.sample_count = sdl.GPU_SAMPLECOUNT_1,
|
||||
.usage = sdl.GPU_TEXTUREUSAGE_SAMPLER,
|
||||
}) orelse err.sdl();
|
||||
|
||||
const temp_command_buffer = sdl.AcquireGPUCommandBuffer(Graphics.device) orelse err.sdl();
|
||||
{
|
||||
const copy_pass = sdl.BeginGPUCopyPass(temp_command_buffer) orelse err.sdl();
|
||||
defer sdl.EndGPUCopyPass(copy_pass);
|
||||
|
||||
const map: [*]u8 = @ptrCast(sdl.MapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer, false) orelse err.sdl());
|
||||
@memcpy(map, texture_bytes);
|
||||
sdl.UnmapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer);
|
||||
|
||||
sdl.UploadToGPUTexture(copy_pass, &sdl.GPUTextureTransferInfo{
|
||||
.offset = 0,
|
||||
.pixels_per_row = width,
|
||||
.rows_per_layer = height,
|
||||
.transfer_buffer = Graphics.transfer_buffer,
|
||||
}, &sdl.GPUTextureRegion{
|
||||
.texture = texture,
|
||||
.mip_level = 0,
|
||||
.layer = 0,
|
||||
.x = 0,
|
||||
.y = 0,
|
||||
.z = 0,
|
||||
.w = width,
|
||||
.h = height,
|
||||
.d = 1,
|
||||
}, false);
|
||||
}
|
||||
if (!sdl.SubmitGPUCommandBuffer(temp_command_buffer)) err.sdl();
|
||||
|
||||
const sampler = sdl.CreateGPUSampler(Graphics.device, &sdl.GPUSamplerCreateInfo{
|
||||
.address_mode_u = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
|
||||
.address_mode_v = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
|
||||
.address_mode_w = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
|
||||
.mag_filter = sdl.GPU_FILTER_NEAREST,
|
||||
.min_filter = sdl.GPU_FILTER_LINEAR,
|
||||
}) orelse err.sdl();
|
||||
|
||||
return .{
|
||||
texture,
|
||||
sampler,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn unloadTexture(texture: *sdl.GPUTexture, sampler: *sdl.GPUSampler) void {
|
||||
sdl.ReleaseGPUSampler(Graphics.device, sampler);
|
||||
sdl.ReleaseGPUTexture(Graphics.device, texture);
|
||||
}
|
||||
|
||||
pub fn loadMesh(mesh_bytes: []const u8) Mesh {
|
||||
std.debug.assert(mesh_bytes.len < Graphics.transfer_buffer_capacity);
|
||||
|
||||
@@ -261,7 +207,7 @@ pub fn loadMesh(mesh_bytes: []const u8) Mesh {
|
||||
Graphics.growVertexBuffer(Graphics.vertex_buffer_capacity * size_mult);
|
||||
}
|
||||
|
||||
const map = sdl.MapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer, false) orelse err.sdl();
|
||||
const map = sdl.MapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer, true) orelse err.sdl();
|
||||
@memcpy(@as([*]u8, @ptrCast(map)), mesh_bytes);
|
||||
sdl.UnmapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer);
|
||||
|
||||
@@ -346,29 +292,27 @@ fn growVertexBuffer(new_size: usize) void {
|
||||
/// Otherwise `command_buffer` and `render_pass` are both set
|
||||
pub fn beginDraw() bool {
|
||||
Graphics.command_buffer = sdl.AcquireGPUCommandBuffer(Graphics.device) orelse err.sdl();
|
||||
if (Graphics.to_resize) |new_size| {
|
||||
Graphics.resetTextures(new_size[0], new_size[1]);
|
||||
Graphics.camera.aspect = @as(f32, @floatFromInt(new_size[0])) / @as(f32, @floatFromInt(new_size[1]));
|
||||
Graphics.window_size = new_size;
|
||||
Graphics.to_resize = null;
|
||||
}
|
||||
|
||||
var render_target: ?*sdl.GPUTexture = null;
|
||||
var width: u32 = 0;
|
||||
var height: u32 = 0;
|
||||
if (!sdl.WaitAndAcquireGPUSwapchainTexture(Graphics.command_buffer, Graphics.window, &render_target, &width, &height)) err.sdl();
|
||||
// Hidden
|
||||
if (render_target == null) return false;
|
||||
if (!sdl.WaitAndAcquireGPUSwapchainTexture(Graphics.command_buffer, Graphics.window, &Graphics.render_target, &width, &height)) err.sdl();
|
||||
// Window is probably hidden
|
||||
if (Graphics.render_target == null or width == 0 or height == 0) return false;
|
||||
|
||||
Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer, &.{
|
||||
if (width != Graphics.window_width or height != Graphics.window_height) {
|
||||
Graphics.resetTextures(width, height);
|
||||
Graphics.camera.aspect = @as(f32, @floatFromInt(width)) / @as(f32, @floatFromInt(height));
|
||||
Graphics.window_width = width;
|
||||
Graphics.window_height = height;
|
||||
}
|
||||
|
||||
Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer.?, &.{
|
||||
.clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 },
|
||||
.cycle = false,
|
||||
.load_op = sdl.GPU_LOADOP_CLEAR,
|
||||
.store_op = sdl.GPU_STOREOP_RESOLVE,
|
||||
// .store_op = sdl.GPU_STOREOP_STORE,
|
||||
.resolve_texture = render_target,
|
||||
.store_op = sdl.GPU_STOREOP_STORE,
|
||||
.mip_level = 0,
|
||||
.texture = Graphics.msaa_resolve,
|
||||
.texture = Graphics.fsaa_target,
|
||||
}, 1, &.{
|
||||
.clear_depth = 1.0,
|
||||
.load_op = sdl.GPU_LOADOP_CLEAR,
|
||||
@@ -380,14 +324,39 @@ pub fn beginDraw() bool {
|
||||
|
||||
sdl.BindGPUGraphicsPipeline(Graphics.render_pass, Graphics.pipeline);
|
||||
sdl.BindGPUVertexBuffers(Graphics.render_pass, 0, &.{ .offset = 0, .buffer = Graphics.vertex_buffer }, 1);
|
||||
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 0, &Graphics.camera.matrix(), 16 * 4);
|
||||
Graphics.camera.computeMatrix();
|
||||
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 0, &Graphics.camera.matrix, 16 * 4);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
pub fn drawMesh(mesh: Mesh, texture: Assets.Texture, transform: Transform) void {
|
||||
pub fn clearDepth() void {
|
||||
sdl.EndGPURenderPass(Graphics.render_pass.?);
|
||||
|
||||
Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer.?, &.{
|
||||
.clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 },
|
||||
.cycle = false,
|
||||
.load_op = sdl.GPU_LOADOP_LOAD,
|
||||
.store_op = sdl.GPU_STOREOP_STORE,
|
||||
.mip_level = 0,
|
||||
.texture = Graphics.fsaa_target,
|
||||
}, 1, &.{
|
||||
.clear_depth = 1.0,
|
||||
.load_op = sdl.GPU_LOADOP_CLEAR,
|
||||
.store_op = sdl.GPU_STOREOP_DONT_CARE,
|
||||
.stencil_load_op = sdl.GPU_STOREOP_DONT_CARE,
|
||||
.stencil_store_op = sdl.GPU_STOREOP_DONT_CARE,
|
||||
.texture = Graphics.depth_texture,
|
||||
}) orelse err.sdl();
|
||||
|
||||
sdl.BindGPUGraphicsPipeline(Graphics.render_pass, Graphics.pipeline);
|
||||
sdl.BindGPUVertexBuffers(Graphics.render_pass, 0, &.{ .offset = 0, .buffer = Graphics.vertex_buffer }, 1);
|
||||
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 0, &Graphics.camera.matrix, 16 * 4);
|
||||
}
|
||||
|
||||
pub fn drawMesh(mesh: Mesh, texture: *Assets.Texture, transform: Transform) void {
|
||||
if (Graphics.render_pass == null) return;
|
||||
const asset_texture = Assets.get(texture) orelse return;
|
||||
const asset_texture = texture.get() orelse return;
|
||||
|
||||
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 1, &transform.matrix(), 16 * 4);
|
||||
sdl.BindGPUFragmentSamplers(Graphics.render_pass, 0, &sdl.GPUTextureSamplerBinding{
|
||||
@@ -402,6 +371,23 @@ pub fn endDraw() void {
|
||||
defer Graphics.render_pass = null;
|
||||
if (Graphics.render_pass) |pass| {
|
||||
sdl.EndGPURenderPass(pass);
|
||||
|
||||
if (Graphics.fsaa_level > 1) sdl.GenerateMipmapsForGPUTexture(Graphics.command_buffer, Graphics.fsaa_target);
|
||||
sdl.BlitGPUTexture(Graphics.command_buffer, &.{
|
||||
.source = .{
|
||||
.texture = Graphics.fsaa_target,
|
||||
.w = Graphics.window_width,
|
||||
.h = Graphics.window_height,
|
||||
.mip_level = fsaa_level - 1,
|
||||
},
|
||||
.destination = .{
|
||||
.texture = Graphics.render_target,
|
||||
.w = Graphics.window_width,
|
||||
.h = Graphics.window_height,
|
||||
},
|
||||
.load_op = sdl.GPU_LOADOP_DONT_CARE,
|
||||
.filter = sdl.GPU_FILTER_NEAREST,
|
||||
});
|
||||
}
|
||||
if (!sdl.SubmitGPUCommandBuffer(Graphics.command_buffer)) err.sdl();
|
||||
}
|
||||
@@ -410,7 +396,7 @@ fn loadShader(path: []const u8, info: sdl.GPUShaderCreateInfo) *sdl.GPUShader {
|
||||
const file = std.fs.cwd().openFile(path, .{}) catch |e| err.file(e, path);
|
||||
defer file.close();
|
||||
|
||||
const code = file.readToEndAllocOptions(std.heap.c_allocator, std.math.maxInt(usize), null, .@"1", 0) catch |e| err.file(e, path);
|
||||
const code = file.readToEndAllocOptions(std.heap.c_allocator, std.math.maxInt(usize), null, 1, 0) catch |e| err.file(e, path);
|
||||
defer std.heap.c_allocator.free(code);
|
||||
|
||||
var updated_info = info;
|
||||
@@ -419,44 +405,75 @@ fn loadShader(path: []const u8, info: sdl.GPUShaderCreateInfo) *sdl.GPUShader {
|
||||
return sdl.CreateGPUShader(device, &updated_info) orelse err.sdl();
|
||||
}
|
||||
|
||||
fn createDepthTexture(width: u32, height: u32) *sdl.GPUTexture {
|
||||
return sdl.CreateGPUTexture(device, &.{
|
||||
.format = sdl.GPU_TEXTUREFORMAT_D16_UNORM,
|
||||
.layer_count_or_depth = 1,
|
||||
.width = width,
|
||||
.height = height,
|
||||
.num_levels = 1,
|
||||
.sample_count = sdl.GPU_SAMPLECOUNT_4,
|
||||
.usage = sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
|
||||
}) orelse err.sdl();
|
||||
}
|
||||
|
||||
fn createTexture(width: u32, height: u32, format: c_uint) *sdl.GPUTexture {
|
||||
pub fn createTexture(width: u32, height: u32, format: c_uint, usage: c_uint, mip_level: u32) *sdl.GPUTexture {
|
||||
return sdl.CreateGPUTexture(device, &.{
|
||||
.format = format,
|
||||
.layer_count_or_depth = 1,
|
||||
.width = width,
|
||||
.height = height,
|
||||
.num_levels = 1,
|
||||
.sample_count = sdl.GPU_SAMPLECOUNT_4,
|
||||
.usage = sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
|
||||
.num_levels = mip_level,
|
||||
.sample_count = sdl.GPU_SAMPLECOUNT_1,
|
||||
.usage = usage,
|
||||
}) orelse err.sdl();
|
||||
}
|
||||
|
||||
pub fn freeTexture(texture: *sdl.GPUTexture) void {
|
||||
sdl.ReleaseGPUTexture(Graphics.device, texture);
|
||||
}
|
||||
|
||||
pub fn createSampler(mip_level: u32) *sdl.GPUSampler {
|
||||
return sdl.CreateGPUSampler(Graphics.device, &sdl.GPUSamplerCreateInfo{
|
||||
.address_mode_u = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
|
||||
.address_mode_v = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
|
||||
.address_mode_w = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
|
||||
.mag_filter = sdl.GPU_FILTER_NEAREST,
|
||||
.min_filter = sdl.GPU_FILTER_LINEAR,
|
||||
.mipmap_mode = sdl.GPU_SAMPLERMIPMAPMODE_LINEAR,
|
||||
.min_lod = 0,
|
||||
.max_lod = @floatFromInt(mip_level - 1),
|
||||
.mip_lod_bias = -0.5,
|
||||
}) orelse err.sdl();
|
||||
}
|
||||
|
||||
pub fn freeSampler(sampler: *sdl.GPUSampler) void {
|
||||
sdl.ReleaseGPUSampler(Graphics.device, sampler);
|
||||
}
|
||||
|
||||
fn resetTextures(width: u32, height: u32) void {
|
||||
sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
|
||||
Graphics.depth_texture = createDepthTexture(width, height);
|
||||
Graphics.depth_texture = createTexture(
|
||||
width * Graphics.fsaa_scale,
|
||||
height * Graphics.fsaa_scale,
|
||||
DEPTH_FORMAT,
|
||||
sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
|
||||
1,
|
||||
);
|
||||
|
||||
const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
|
||||
const target_format = sdl.GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
|
||||
|
||||
sdl.ReleaseGPUTexture(Graphics.device, Graphics.msaa_resolve);
|
||||
Graphics.msaa_resolve = createTexture(width, height, target_format);
|
||||
}
|
||||
|
||||
pub fn resize(width: u32, height: u32) void {
|
||||
Graphics.to_resize = .{ width, height };
|
||||
sdl.ReleaseGPUTexture(Graphics.device, Graphics.fsaa_target);
|
||||
Graphics.fsaa_target = createTexture(
|
||||
width * Graphics.fsaa_scale,
|
||||
height * Graphics.fsaa_scale,
|
||||
target_format,
|
||||
sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER,
|
||||
fsaa_level,
|
||||
);
|
||||
}
|
||||
|
||||
pub fn windowId() sdl.WindowID {
|
||||
return sdl.GetWindowID(Graphics.window);
|
||||
}
|
||||
|
||||
pub fn generatePlane(x0: f32, y0: f32, x1: f32, y1: f32, w: f32, h: f32) [30]f32 {
|
||||
const hw = w * 0.5;
|
||||
const hh = h * 0.5;
|
||||
return .{
|
||||
-hw, -hh, 0, x0, y1,
|
||||
hw, hh, 0, x1, y0,
|
||||
-hw, hh, 0, x0, y0,
|
||||
hw, hh, 0, x1, y0,
|
||||
-hw, -hh, 0, x0, y1,
|
||||
hw, -hh, 0, x1, y1,
|
||||
};
|
||||
}
|
||||
|
@@ -1,5 +1,6 @@
|
||||
const std = @import("std");
|
||||
const sdl = @import("sdl");
|
||||
const math = @import("../math.zig");
|
||||
const Transform = @import("transform.zig");
|
||||
const Camera = @This();
|
||||
|
||||
@@ -11,7 +12,11 @@ far: f32,
|
||||
/// width = height * aspect
|
||||
aspect: f32,
|
||||
|
||||
pub fn matrix(camera: Camera) @Vector(16, f32) {
|
||||
matrix: Transform.TMatrix,
|
||||
|
||||
pub fn computeMatrix(camera: *Camera) void {
|
||||
@setFloatMode(.optimized);
|
||||
|
||||
const xx = 1.0 / (camera.lens * camera.aspect);
|
||||
const yy = 1.0 / camera.lens;
|
||||
const fnmod = 1.0 / (camera.far - camera.near);
|
||||
@@ -23,5 +28,81 @@ pub fn matrix(camera: Camera) @Vector(16, f32) {
|
||||
0, 0, -zz, wz,
|
||||
0, 0, -1, 0,
|
||||
};
|
||||
return Transform.multiplyMatrix(projection, camera.transform.inverseMatrix());
|
||||
camera.matrix = Transform.multiplyMatrix(projection, camera.transform.inverseMatrix());
|
||||
}
|
||||
|
||||
pub fn to_screen(camera: Camera, position: Transform.Position) @Vector(2, f32) {
|
||||
@setFloatMode(.optimized);
|
||||
|
||||
var x: f32 = camera.matrix[3];
|
||||
var y: f32 = camera.matrix[7];
|
||||
var w: f32 = camera.matrix[15];
|
||||
|
||||
for (0..3) |i| {
|
||||
x += camera.matrix[i] * position[i];
|
||||
}
|
||||
for (0..3) |i| {
|
||||
y += camera.matrix[i + 4] * position[i];
|
||||
}
|
||||
for (0..3) |i| {
|
||||
w += camera.matrix[i + 12] * position[i];
|
||||
}
|
||||
@setRuntimeSafety(false);
|
||||
const wmod = 1 / w;
|
||||
return .{ x * wmod, y * wmod };
|
||||
}
|
||||
|
||||
pub fn mouse_in_quad(camera: Camera, mouse: @Vector(2, f32), quad_transform: Transform, width: f32, height: f32) bool {
|
||||
@setFloatMode(.optimized);
|
||||
|
||||
const matrix = Transform.multiplyMatrix(camera.matrix, quad_transform.matrix());
|
||||
|
||||
const hw = width * 0.5;
|
||||
const hh = height * 0.5;
|
||||
const pi: [4]@Vector(2, f32) = .{
|
||||
.{ -hw, -hh },
|
||||
.{ -hw, hh },
|
||||
.{ hw, hh },
|
||||
.{ hw, -hh },
|
||||
};
|
||||
var po: [4]@Vector(2, f32) = undefined;
|
||||
for (0..4) |i| {
|
||||
const x = matrix[0] * pi[i][0] + matrix[1] * pi[i][1] + matrix[3];
|
||||
const y = matrix[4] * pi[i][0] + matrix[5] * pi[i][1] + matrix[7];
|
||||
const w = matrix[12] * pi[i][0] + matrix[13] * pi[i][1] + matrix[15];
|
||||
@setRuntimeSafety(false);
|
||||
po[i] = .{ x / w, y / w };
|
||||
}
|
||||
inline for (0..4) |i| {
|
||||
const a = po[i];
|
||||
const b = po[(i + 1) % 4];
|
||||
const c = mouse;
|
||||
if ((c[0] - a[0]) * (b[1] - a[1]) - (c[1] - a[1]) * (b[0] - a[0]) < 0.0) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
pub fn raycast(camera: Camera, mouse: @Vector(2, f32), plane: @Vector(4, f32)) @Vector(3, f32) {
|
||||
const matrix = camera.transform.matrix();
|
||||
|
||||
const local = @Vector(3, f32){
|
||||
mouse[0] * camera.lens * camera.aspect,
|
||||
mouse[1] * camera.lens,
|
||||
-1,
|
||||
};
|
||||
var global = @Vector(3, f32){
|
||||
matrix[3],
|
||||
matrix[7],
|
||||
matrix[11],
|
||||
};
|
||||
for (0..3) |i| {
|
||||
for (0..3) |j| {
|
||||
global[i] += local[j] * matrix[4 * i + j];
|
||||
}
|
||||
}
|
||||
|
||||
return math.raycast(camera.transform.position, global, plane);
|
||||
}
|
||||
|
@@ -1,25 +1,25 @@
|
||||
const std = @import("std");
|
||||
const math = @import("../math.zig");
|
||||
const Transform = @This();
|
||||
|
||||
pub const TMatrix = @Vector(16, f32);
|
||||
|
||||
pub const Position = @Vector(3, f32);
|
||||
pub const Rotation = @Vector(4, f32);
|
||||
pub const Scale = @Vector(3, f32);
|
||||
pub const Scale = f32;
|
||||
|
||||
position: Position = @splat(0.0),
|
||||
rotation: Rotation = .{ 1.0, 0.0, 0.0, 0.0 },
|
||||
scale: Scale = @splat(1.0),
|
||||
scale: Scale = 1.0,
|
||||
|
||||
pub fn matrix(transform: Transform) TMatrix {
|
||||
@setFloatMode(.optimized);
|
||||
|
||||
const r = rotationMatrix(transform.rotation);
|
||||
const sx, const sy, const sz = transform.scale;
|
||||
const r = rotationMatrix(transform.rotation) * @as(@Vector(9, f32), @splat(transform.scale));
|
||||
return .{
|
||||
sx * r[0], sy * r[1], sz * r[2], transform.position[0],
|
||||
sx * r[3], sy * r[4], sz * r[5], transform.position[1],
|
||||
sx * r[6], sy * r[7], sz * r[8], transform.position[2],
|
||||
r[0], r[1], r[2], transform.position[0],
|
||||
r[3], r[4], r[5], transform.position[1],
|
||||
r[6], r[7], r[8], transform.position[2],
|
||||
0.0, 0.0, 0.0, 1.0,
|
||||
};
|
||||
}
|
||||
@@ -27,24 +27,12 @@ pub fn matrix(transform: Transform) TMatrix {
|
||||
pub fn inverseMatrix(transform: Transform) TMatrix {
|
||||
@setFloatMode(.optimized);
|
||||
|
||||
const r = rotationMatrix(flipRotation(transform.rotation));
|
||||
const r = rotationMatrix(flipRotation(transform.rotation)) * @as(@Vector(9, f32), @splat(1.0 / transform.scale));
|
||||
const tx, const ty, const tz = transform.position;
|
||||
const sx = 1.0 / transform.scale[0];
|
||||
const sy = 1.0 / transform.scale[1];
|
||||
const sz = 1.0 / transform.scale[2];
|
||||
const r0 = r[0] * sx;
|
||||
const r1 = r[1] * sx;
|
||||
const r2 = r[2] * sx;
|
||||
const r3 = r[3] * sy;
|
||||
const r4 = r[4] * sy;
|
||||
const r5 = r[5] * sy;
|
||||
const r6 = r[6] * sz;
|
||||
const r7 = r[7] * sz;
|
||||
const r8 = r[8] * sz;
|
||||
return .{
|
||||
r0, r1, r2, -(r0 * tx + r1 * ty + r2 * tz),
|
||||
r3, r4, r5, -(r3 * tx + r4 * ty + r5 * tz),
|
||||
r6, r7, r8, -(r6 * tx + r7 * ty + r8 * tz),
|
||||
r[0], r[1], r[2], -(r[0] * tx + r[1] * ty + r[2] * tz),
|
||||
r[3], r[4], r[5], -(r[3] * tx + r[4] * ty + r[5] * tz),
|
||||
r[6], r[7], r[8], -(r[6] * tx + r[7] * ty + r[8] * tz),
|
||||
0.0, 0.0, 0.0, 1.0,
|
||||
};
|
||||
}
|
||||
@@ -94,6 +82,7 @@ pub fn rotateVector(vector: Position, rotation: Rotation) Position {
|
||||
pub fn rotate(transform: *Transform, rotation: Rotation) void {
|
||||
@setFloatMode(.optimized);
|
||||
|
||||
// Also rotate `Position` around the origin?
|
||||
transform.rotation = normalizeRotation(combineRotations(transform.rotation, rotation));
|
||||
}
|
||||
|
||||
@@ -148,6 +137,8 @@ pub fn normalizeRotation(r: Rotation) Rotation {
|
||||
}
|
||||
}
|
||||
|
||||
/// a: Child `Rotation`
|
||||
/// b: Parent `Rotation`
|
||||
pub fn combineRotations(a: Rotation, b: Rotation) Rotation {
|
||||
@setFloatMode(.optimized);
|
||||
|
||||
@@ -230,3 +221,31 @@ pub fn multiplyMatrix(a: TMatrix, b: TMatrix) TMatrix {
|
||||
}
|
||||
return output;
|
||||
}
|
||||
|
||||
/// a: Child `Transform`
|
||||
/// b: Parent `Transform`
|
||||
pub fn combineTransforms(a: Transform, b: Transform) Transform {
|
||||
@setFloatMode(.optimized);
|
||||
|
||||
return Transform{
|
||||
.position = rotateVector(a.position, b.rotation) * @as(Position, @splat(b.scale)) + b.position,
|
||||
.rotation = combineRotations(a.rotation, b.rotation),
|
||||
.scale = a.scale * b.scale,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn lerpTransformTimeLn(a: Transform, b: Transform, t: f32, lnf: f32) Transform {
|
||||
return lerpTransform(b, a, @exp(lnf * t));
|
||||
}
|
||||
|
||||
pub fn lerpTransform(a: Transform, b: Transform, f: f32) Transform {
|
||||
@setFloatMode(.optimized);
|
||||
|
||||
return Transform{
|
||||
.position = math.lerp(a.position, b.position, f),
|
||||
.rotation = math.slerp(a.rotation, b.rotation, f),
|
||||
.scale = math.lerp(a.scale, b.scale, f),
|
||||
};
|
||||
}
|
||||
|
||||
pub const ZERO = Transform{};
|
||||
|
82
src/math.zig
82
src/math.zig
@@ -36,15 +36,21 @@ pub inline fn slerpTime(a: anytype, b: anytype, t: f32, comptime f: f32) @TypeOf
|
||||
pub fn slerpTimeLn(a: anytype, b: anytype, t: f32, lnf: f32) @TypeOf(a, b) {
|
||||
@setFloatMode(.optimized);
|
||||
|
||||
return slerp(b, a, @exp(lnf * t));
|
||||
}
|
||||
|
||||
pub fn slerp(a: anytype, b: anytype, f: f32) @TypeOf(a, b) {
|
||||
@setFloatMode(.optimized);
|
||||
|
||||
const cos = @reduce(.Add, a * b);
|
||||
if (cos > 0.999) {
|
||||
return lerpTimeLn(a, b, t, lnf);
|
||||
return lerp(a, b, f);
|
||||
}
|
||||
|
||||
const angle = std.math.acos(cos);
|
||||
|
||||
const a_angle_factor = @exp(lnf * t);
|
||||
const b_angle_factor = 1.0 - a_angle_factor;
|
||||
const a_angle_factor = 1 - f;
|
||||
const b_angle_factor = f;
|
||||
|
||||
const rev_angle_sin = 1.0 / std.math.sin(angle);
|
||||
const a_sin = std.math.sin(a_angle_factor * angle);
|
||||
@@ -106,3 +112,73 @@ pub fn dotInt(a: anytype, b: anytype) (@typeInfo(@TypeOf(a)).vector.child) {
|
||||
|
||||
return @reduce(.Add, a * b);
|
||||
}
|
||||
|
||||
pub fn Sway(comptime T: type) type {
|
||||
const STABILIZATION = -1;
|
||||
return packed struct {
|
||||
value: T = 0,
|
||||
velocity: T = 0,
|
||||
frequency: T,
|
||||
amplitude: T,
|
||||
|
||||
const Self = @This();
|
||||
pub fn update(self: *Self, delta: f32) void {
|
||||
@setFloatMode(.optimized);
|
||||
|
||||
const dist = delta * -2 * std.math.pi * self.frequency;
|
||||
const sin = std.math.sin(dist);
|
||||
const cos = std.math.cos(dist);
|
||||
var len = length(@Vector(2, T){ self.value, self.velocity });
|
||||
if (len < 0.001) {
|
||||
self.value = 0.001;
|
||||
self.velocity = 0;
|
||||
len = 0.001;
|
||||
}
|
||||
const new_value = self.value * cos - self.velocity * sin;
|
||||
const new_velocity = self.value * sin + self.velocity * cos;
|
||||
const target_len = lerpTimeLn(len, self.amplitude, delta, STABILIZATION);
|
||||
const mult = target_len / len;
|
||||
self.value = new_value * mult;
|
||||
self.velocity = new_velocity * mult;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
pub fn raycast(
|
||||
origin: @Vector(3, f32),
|
||||
target: @Vector(3, f32),
|
||||
plane: @Vector(4, f32),
|
||||
) @Vector(3, f32) {
|
||||
@setFloatMode(.optimized);
|
||||
|
||||
const offset = target - origin;
|
||||
const plane_dir = @Vector(3, f32){ plane[0], plane[1], plane[2] };
|
||||
const dist = plane[3];
|
||||
const dist_mod = dist / dot(plane_dir, plane_dir);
|
||||
const num = dot(plane_dir, plane_dir * @as(@Vector(3, f32), @splat(dist_mod)) - origin);
|
||||
var den = dot(offset, plane_dir);
|
||||
if (@abs(den) < 0.0001) {
|
||||
den = 0.0001;
|
||||
}
|
||||
|
||||
return origin + offset * @as(@Vector(3, f32), @splat(num / den));
|
||||
}
|
||||
|
||||
pub fn limit(vector: anytype, value: f32) @TypeOf(vector) {
|
||||
const max = @reduce(.Max, vector);
|
||||
if (max > value)
|
||||
return vector * @as(@TypeOf(vector), @splat(value / max))
|
||||
else
|
||||
return vector;
|
||||
}
|
||||
|
||||
pub fn norm(vector: anytype) @TypeOf(vector) {
|
||||
const len = length(vector);
|
||||
if (len < 1.01 and len > 0.99) return vector;
|
||||
if (len < 1e-10) {
|
||||
var output = @as(@TypeOf(vector), @splat(0));
|
||||
output[@typeInfo(@TypeOf(vector)).vector.len - 1] = 1;
|
||||
return output;
|
||||
}
|
||||
return vector * @as(@TypeOf(vector), @splat(1.0 / len));
|
||||
}
|
||||
|
@@ -3,7 +3,15 @@ const key_store = @import("data/keystore.zig");
|
||||
|
||||
buttons: key_store.KeyStore(@TypeOf(sdl.BUTTON_LEFT), 4, 0) = .{},
|
||||
|
||||
x: f32 = 0,
|
||||
y: f32 = 0,
|
||||
x_screen: f32 = 0,
|
||||
y_screen: f32 = 0,
|
||||
x_norm: f32 = 0,
|
||||
y_norm: f32 = 0,
|
||||
dx: f32 = 0,
|
||||
dy: f32 = 0,
|
||||
wheel: i32 = 0,
|
||||
|
||||
pub fn reset(mouse: *@This()) void {
|
||||
mouse.buttons.reset();
|
||||
mouse.wheel = 0;
|
||||
}
|
||||
|
5
src/offline.zig
Normal file
5
src/offline.zig
Normal file
@@ -0,0 +1,5 @@
|
||||
const client = @import("client.zig");
|
||||
|
||||
pub fn main() void {
|
||||
client.main();
|
||||
}
|
5
src/server.zig
Normal file
5
src/server.zig
Normal file
@@ -0,0 +1,5 @@
|
||||
const std = @import("std");
|
||||
|
||||
pub fn main() void {
|
||||
std.debug.print("Server started!\n", .{});
|
||||
}
|
51
src/time.zig
51
src/time.zig
@@ -1,51 +0,0 @@
|
||||
const TimeType = u64;
|
||||
const TIME_UNIT: TimeType = 1 << 32;
|
||||
const TIME_MULT = 1.0 / @as(f32, @floatFromInt(TIME_UNIT));
|
||||
const Time = @This();
|
||||
|
||||
pub const ZERO = Time{ .clock = 0 };
|
||||
|
||||
clock: TimeType,
|
||||
|
||||
pub fn tick(self: *Time, units: f32) void {
|
||||
self.clock += durationFromUnits(units);
|
||||
}
|
||||
|
||||
pub fn past(self: *Time, goal: Time) bool {
|
||||
return self.clock >= goal.clock;
|
||||
}
|
||||
|
||||
pub fn offset(self: Time, units: f32) Time {
|
||||
return Time{
|
||||
.clock = self.clock + durationFromUnits(units),
|
||||
};
|
||||
}
|
||||
|
||||
pub fn unitsSince(self: *Time, from: Time) f32 {
|
||||
if (from.clock > self.clock) return 0;
|
||||
return @as(f32, @floatFromInt(self.clock - from.clock)) * TIME_MULT;
|
||||
}
|
||||
|
||||
pub fn progress(self: *Time, from: Time, to: Time) f32 {
|
||||
if (from.clock > to.clock) return 1.0;
|
||||
if (self.clock > to.clock) return 1.0;
|
||||
|
||||
const duration = to.clock - from.clock;
|
||||
return @as(f32, @floatFromInt(self.clock - from.clock)) / @as(f32, @floatFromInt(duration));
|
||||
}
|
||||
|
||||
pub fn unitsFromDuration(duration: TimeType) f32 {
|
||||
return @as(f32, @floatFromInt(duration)) * TIME_MULT;
|
||||
}
|
||||
|
||||
pub fn durationFromUnits(units: f32) TimeType {
|
||||
return @intFromFloat(@as(f32, @floatFromInt(TIME_UNIT)) * units);
|
||||
}
|
||||
|
||||
pub fn earliest(a: Time, b: Time) Time {
|
||||
return .{ .clock = @min(a.clock, b.clock) };
|
||||
}
|
||||
|
||||
pub fn plus(time: Time, ticks: TimeType) Time {
|
||||
return .{ .clock = time.clock + ticks };
|
||||
}
|
694
src/world.zig
694
src/world.zig
@@ -1,140 +1,630 @@
|
||||
const std = @import("std");
|
||||
const sdl = @import("sdl");
|
||||
const math = @import("math.zig");
|
||||
const err = @import("error.zig");
|
||||
const Game = @import("game.zig");
|
||||
const Graphics = @import("graphics.zig");
|
||||
const Assets = @import("assets.zig");
|
||||
const Entity = @import("entity.zig");
|
||||
const Time = @import("time.zig");
|
||||
const comp = @import("components.zig");
|
||||
|
||||
pub var time: Time = undefined;
|
||||
var next_stop: Time = undefined;
|
||||
var entities: comp.Storage(Entity, .{}) = undefined;
|
||||
const Id = u32;
|
||||
const Order = i32;
|
||||
|
||||
pub var plane_mesh: Graphics.Mesh = undefined;
|
||||
pub var object_map: std.AutoHashMapUnmanaged(Id, usize) = .{};
|
||||
pub var objects: std.ArrayListUnmanaged(Object) = .{};
|
||||
|
||||
pub var hand_mesh: Graphics.Mesh = undefined;
|
||||
pub var cube_mesh: Graphics.Mesh = undefined;
|
||||
pub var texture: Assets.Texture = undefined;
|
||||
pub var table_mesh: Graphics.Mesh = undefined;
|
||||
pub var cubemap_mesh: Graphics.Mesh = undefined;
|
||||
pub var table_texture: Assets.Texture = undefined;
|
||||
pub var hand_texture: Assets.Texture = undefined;
|
||||
pub var cubemap_texture: Assets.Texture = undefined;
|
||||
|
||||
pub var camera_position: @Vector(2, f32) = @splat(0);
|
||||
pub var hand_transform: Graphics.Transform = .{};
|
||||
pub var dock_transform: Graphics.Transform = .{};
|
||||
pub var zoom: i32 = 0;
|
||||
|
||||
pub var hover: ?Id = null;
|
||||
pub var panning = false;
|
||||
pub var hand_objects: u32 = 0;
|
||||
pub var hand_scale: f32 = 0;
|
||||
pub var dock_objects: u32 = 0;
|
||||
pub var dock_last_width: f32 = 0;
|
||||
pub var dock_focused: bool = false;
|
||||
pub var dock_spacing: f32 = 0;
|
||||
pub var min_order: Order = undefined;
|
||||
pub var max_order: Order = undefined;
|
||||
|
||||
const DOCK_TILT = 0.03;
|
||||
const DOCK_TILT_SIN = std.math.sin(DOCK_TILT);
|
||||
const DOCK_TILT_COS = std.math.cos(DOCK_TILT);
|
||||
|
||||
const Object = struct {
|
||||
type: Type,
|
||||
transform: Graphics.Transform = .{},
|
||||
target_transform: Graphics.Transform = .{},
|
||||
width: f32,
|
||||
height: f32,
|
||||
mesh: Graphics.Mesh,
|
||||
texture: Assets.Texture,
|
||||
order: Order,
|
||||
id: Id,
|
||||
index: u32,
|
||||
z: u32 = 0,
|
||||
parent: Parent = .none,
|
||||
parent_index: u32 = 0,
|
||||
child_last_id: u32 = 0,
|
||||
influence: f32 = 0,
|
||||
|
||||
const Type = enum {
|
||||
card,
|
||||
deck,
|
||||
};
|
||||
const Parent = union(enum) {
|
||||
none,
|
||||
hand,
|
||||
dock,
|
||||
deck: Id,
|
||||
};
|
||||
|
||||
pub fn reparent(self: *@This(), new_parent: Parent) void {
|
||||
self.transform = self.drawingTransform();
|
||||
self.influence = 0;
|
||||
self.parent = new_parent;
|
||||
}
|
||||
pub fn drawingTransform(self: @This()) Graphics.Transform {
|
||||
const transform = self.transform;
|
||||
const parent_transform = switch (self.parent) {
|
||||
.hand => World.hand_transform,
|
||||
.dock => World.dock_transform,
|
||||
.deck => |deck| if (World.getObject(deck)) |object| object.drawingTransform() else Graphics.Transform{},
|
||||
.none => return transform,
|
||||
};
|
||||
return Graphics.Transform.combineTransforms(
|
||||
transform,
|
||||
Graphics.Transform.lerpTransform(
|
||||
.{},
|
||||
parent_transform,
|
||||
self.influence,
|
||||
),
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
const World = @This();
|
||||
pub fn initDebug() void {
|
||||
entities = comp.Storage(Entity, .{}).init();
|
||||
_ = entities.add(.{
|
||||
.position = .{ 0, 0 },
|
||||
.player = true,
|
||||
});
|
||||
_ = entities.add(.{
|
||||
.position = .{ 2, 0 },
|
||||
.enemy = true,
|
||||
.controller = .{
|
||||
.move_units = 0.25,
|
||||
},
|
||||
});
|
||||
_ = entities.add(.{
|
||||
.position = .{ 3, 0 },
|
||||
.enemy = true,
|
||||
.controller = .{
|
||||
.move_units = 0.25,
|
||||
},
|
||||
});
|
||||
time = Time.ZERO;
|
||||
World.plane_mesh = Graphics.loadMesh(@ptrCast(&PLANE_MESH_DATA));
|
||||
World.cube_mesh = Graphics.loadMesh(@ptrCast(&CUBE_MESH_DATA));
|
||||
World.texture = Assets.load(.texture, "data/wawa.png");
|
||||
for (0..70) |i| {
|
||||
World.objects.append(Game.alloc, .{
|
||||
.type = .card,
|
||||
.width = 0.5,
|
||||
.height = 0.5,
|
||||
.mesh = Graphics.loadMesh(@ptrCast(&Graphics.generatePlane(
|
||||
@as(f32, @floatFromInt(9 + i / 10)) / 16.0,
|
||||
@as(f32, @floatFromInt(0 + i % 10)) / 16.0,
|
||||
@as(f32, @floatFromInt(10 + i / 10)) / 16.0,
|
||||
@as(f32, @floatFromInt(1 + i % 10)) / 16.0,
|
||||
0.5,
|
||||
0.5,
|
||||
))),
|
||||
.texture = Assets.load(.texture, "data/yakuza.png"),
|
||||
.order = @intCast(i),
|
||||
.id = @intCast(i),
|
||||
.index = @intCast(i),
|
||||
.parent = .{ .deck = if (i < 60) @as(Id, 70) else @as(Id, 71) },
|
||||
}) catch err.oom();
|
||||
World.object_map.put(Game.alloc, @intCast(i), i) catch err.oom();
|
||||
}
|
||||
World.objects.append(Game.alloc, .{
|
||||
.target_transform = .{ .position = .{ -3, 0, 0 } },
|
||||
.type = .deck,
|
||||
.width = 1,
|
||||
.height = 1,
|
||||
.mesh = Graphics.loadMesh(@ptrCast(&Graphics.generatePlane(
|
||||
0.0 / 8.0,
|
||||
4.0 / 8.0,
|
||||
1.0 / 8.0,
|
||||
5.0 / 8.0,
|
||||
1,
|
||||
1,
|
||||
))),
|
||||
.texture = Assets.load(.texture, "data/yakuza.png"),
|
||||
.order = 70,
|
||||
.id = 70,
|
||||
.index = 70,
|
||||
}) catch err.oom();
|
||||
World.object_map.put(Game.alloc, 60, 60) catch err.oom();
|
||||
World.objects.append(Game.alloc, .{
|
||||
.target_transform = .{ .position = .{ 3, 0, 0 } },
|
||||
.type = .deck,
|
||||
.width = 1,
|
||||
.height = 1,
|
||||
.mesh = Graphics.loadMesh(@ptrCast(&Graphics.generatePlane(
|
||||
0.0 / 8.0,
|
||||
4.0 / 8.0,
|
||||
1.0 / 8.0,
|
||||
5.0 / 8.0,
|
||||
1,
|
||||
1,
|
||||
))),
|
||||
.texture = Assets.load(.texture, "data/yakuza.png"),
|
||||
.order = 71,
|
||||
.id = 71,
|
||||
.index = 71,
|
||||
}) catch err.oom();
|
||||
World.object_map.put(Game.alloc, 71, 71) catch err.oom();
|
||||
|
||||
World.table_mesh = Graphics.loadMesh(@ptrCast(&Graphics.generatePlane(0, 0, 0.5, 0.5, 8, 8)));
|
||||
World.hand_mesh = Graphics.loadMesh(@ptrCast(&PLANE_MESH_DATA));
|
||||
World.cubemap_mesh = Graphics.loadMesh(@ptrCast(&CUBEMAP_MESH_DATA));
|
||||
World.table_texture = Assets.load(.texture, "data/yakuza.png");
|
||||
World.hand_texture = Assets.load(.texture, "data/hand.png");
|
||||
World.cubemap_texture = Assets.load(.texture, "data/cubemap.png");
|
||||
|
||||
World.camera_position = @splat(0);
|
||||
World.hand_transform = .{};
|
||||
World.hand_scale = 0.5;
|
||||
World.dock_transform = .{
|
||||
.position = .{ 0, 0, 4 },
|
||||
};
|
||||
World.dock_spacing = 0.2;
|
||||
World.zoom = 0;
|
||||
|
||||
World.panning = false;
|
||||
World.dock_focused = false;
|
||||
World.min_order = 0;
|
||||
World.max_order = 71;
|
||||
}
|
||||
|
||||
pub fn deinit() void {
|
||||
Graphics.unloadMesh(World.plane_mesh);
|
||||
Graphics.unloadMesh(World.cube_mesh);
|
||||
Assets.free(World.texture);
|
||||
World.entities.deinit();
|
||||
Graphics.unloadMesh(World.table_mesh);
|
||||
Graphics.unloadMesh(World.hand_mesh);
|
||||
Graphics.unloadMesh(World.cubemap_mesh);
|
||||
Assets.free(World.table_texture);
|
||||
Assets.free(World.hand_texture);
|
||||
Assets.free(World.cubemap_texture);
|
||||
for (World.objects.items) |*object| {
|
||||
Assets.free(object.texture);
|
||||
Graphics.unloadMesh(object.mesh);
|
||||
}
|
||||
World.objects.clearAndFree(Game.alloc);
|
||||
World.object_map.clearAndFree(Game.alloc);
|
||||
}
|
||||
|
||||
pub fn updateReal(delta: f32) void {
|
||||
const update_until = World.time.plus(Time.durationFromUnits(delta));
|
||||
while (!World.time.past(update_until)) {
|
||||
const current = Time.earliest(World.next_stop, update_until);
|
||||
defer World.time = current;
|
||||
pub fn update(delta: f32) void {
|
||||
World.updateCamera(delta);
|
||||
{
|
||||
World.dock_transform = Graphics.Transform.lerpTransformTimeLn(
|
||||
World.dock_transform,
|
||||
Graphics.Transform.combineTransforms(.{ .position = .{
|
||||
0,
|
||||
-1,
|
||||
-1 / Graphics.camera.lens,
|
||||
} }, Graphics.camera.transform),
|
||||
delta,
|
||||
-128,
|
||||
);
|
||||
}
|
||||
{
|
||||
const hand_target = Graphics.camera.raycast(.{ Game.mouse.x_norm, Game.mouse.y_norm }, .{ 0, 0, 1, 0 });
|
||||
World.hand_transform.position = math.lerpTimeLn(
|
||||
World.hand_transform.position,
|
||||
hand_target + @Vector(3, f32){ 0, 0, 0.2 },
|
||||
delta,
|
||||
-24,
|
||||
);
|
||||
}
|
||||
|
||||
var iter = World.entities.iter();
|
||||
while (iter.next()) |entity| {
|
||||
entity.update();
|
||||
World.updateOrder();
|
||||
|
||||
World.hover = null;
|
||||
World.hand_objects = 0;
|
||||
World.dock_objects = 0;
|
||||
for (World.objects.items) |*object| {
|
||||
updateHover(object);
|
||||
}
|
||||
for (World.objects.items) |*object| {
|
||||
updateObject(object, delta);
|
||||
}
|
||||
World.updateControls();
|
||||
}
|
||||
|
||||
pub fn updateControls() void {
|
||||
if (Game.keyboard.keys.is_pressed(sdl.SDL_SCANCODE_LSHIFT)) {
|
||||
World.scroll(Game.mouse.wheel);
|
||||
} else {
|
||||
World.zoom = std.math.clamp(World.zoom + Game.mouse.wheel, -4, 8);
|
||||
}
|
||||
if (Game.mouse.buttons.is_just_pressed(sdl.BUTTON_LEFT)) {
|
||||
World.panning = !World.tryPick();
|
||||
}
|
||||
if (Game.mouse.buttons.is_just_pressed(sdl.BUTTON_RIGHT)) {
|
||||
_ = World.tryRelease();
|
||||
}
|
||||
if (Game.mouse.y_norm <= -0.8) {
|
||||
World.dock_focused = true;
|
||||
}
|
||||
if (Game.mouse.y_norm >= -0.6) {
|
||||
World.dock_focused = false;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn scroll(delta: i32) void {
|
||||
if (World.getHover()) |hover_object| {
|
||||
if (hover_object.type == .deck) {
|
||||
if (delta > 0) {
|
||||
var left_to_put = delta;
|
||||
var i = World.objects.items.len - 1;
|
||||
while (left_to_put > 0) {
|
||||
const object = &World.objects.items[i];
|
||||
if (object.parent != .hand) {
|
||||
if (i == 0) break;
|
||||
i -= 1;
|
||||
continue;
|
||||
}
|
||||
|
||||
World.bringToTop(object);
|
||||
object.reparent(.{ .deck = hover_object.id });
|
||||
if (i == 0) break;
|
||||
i -= 1;
|
||||
left_to_put -= 1;
|
||||
}
|
||||
}
|
||||
if (delta < 0) {
|
||||
var left_to_take = -delta;
|
||||
var i = World.objects.items.len - 1;
|
||||
while (left_to_take > 0) {
|
||||
const object = &World.objects.items[i];
|
||||
if (object.parent != .deck or object.parent.deck != hover_object.id) {
|
||||
if (i == 0) break;
|
||||
i -= 1;
|
||||
continue;
|
||||
}
|
||||
|
||||
World.bringToTop(object);
|
||||
object.reparent(.hand);
|
||||
if (i == 0) break;
|
||||
i -= 1;
|
||||
left_to_take -= 1;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (delta > 0 and World.hand_objects > 0) {
|
||||
var left_to_scroll = @rem(delta, @as(i32, @intCast(World.hand_objects)));
|
||||
var i = World.objects.items.len - 1;
|
||||
while (left_to_scroll > 0) : (i -= 1) {
|
||||
const object = &World.objects.items[i];
|
||||
if (object.parent != .hand) continue;
|
||||
|
||||
World.bringToBottom(object);
|
||||
left_to_scroll -= 1;
|
||||
}
|
||||
}
|
||||
if (delta < 0 and World.hand_objects > 0) {
|
||||
var left_to_scroll = @rem(-delta, @as(i32, @intCast(World.hand_objects)));
|
||||
var i: usize = 0;
|
||||
while (left_to_scroll > 0) : (i += 1) {
|
||||
const object = &World.objects.items[i];
|
||||
if (object.parent != .hand) continue;
|
||||
|
||||
World.bringToTop(object);
|
||||
left_to_scroll -= 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw(delta: f32) void {
|
||||
Graphics.drawMesh(World.plane_mesh, World.texture, .{ .scale = @splat(5) });
|
||||
var iter = World.entities.iter();
|
||||
while (iter.next()) |entity| {
|
||||
entity.draw(delta);
|
||||
pub fn tryPick() bool {
|
||||
var object = World.getHover() orelse return false;
|
||||
switch (object.type) {
|
||||
.card => {},
|
||||
.deck => {
|
||||
if (!Game.keyboard.keys.is_pressed(sdl.SDL_SCANCODE_LSHIFT)) {
|
||||
for (World.objects.items) |*child| {
|
||||
if (child.parent == .deck and child.parent.deck == object.id and child.id == object.child_last_id) {
|
||||
object = child;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
}
|
||||
World.panning = false;
|
||||
object.reparent(.hand);
|
||||
World.bringToTop(object);
|
||||
return true;
|
||||
}
|
||||
pub fn tryRelease() bool {
|
||||
const object = blk: {
|
||||
var i = World.objects.items.len - 1;
|
||||
while (true) {
|
||||
const object = &World.objects.items[i];
|
||||
if (object.parent == .hand) {
|
||||
break :blk object;
|
||||
}
|
||||
if (i > 0)
|
||||
i -= 1
|
||||
else
|
||||
return false;
|
||||
}
|
||||
};
|
||||
object.target_transform.position = World.hand_transform.position;
|
||||
World.bringToTop(object);
|
||||
if (object.type == .card and !Game.keyboard.keys.is_pressed(sdl.SDL_SCANCODE_LSHIFT)) {
|
||||
if (World.getHover()) |hover_object| {
|
||||
if (hover_object.type == .deck) {
|
||||
object.reparent(.{ .deck = hover_object.id });
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (World.dock_focused) {
|
||||
object.reparent(.dock);
|
||||
return true;
|
||||
} else {
|
||||
object.reparent(.none);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn requestUpdate(at: Time) void {
|
||||
World.next_stop = Time.earliest(at, World.next_stop);
|
||||
pub fn updateHover(object: *Object) void {
|
||||
switch (object.parent) {
|
||||
.deck => |id| {
|
||||
if (World.getObject(id)) |deck| {
|
||||
deck.child_last_id = object.id;
|
||||
}
|
||||
},
|
||||
.none => {
|
||||
if (!World.dock_focused and Graphics.camera.mouse_in_quad(.{ Game.mouse.x_norm, Game.mouse.y_norm }, object.drawingTransform(), object.width, object.height)) {
|
||||
if (World.hover == null or World.getHover().?.z < object.z) {
|
||||
World.hover = object.id;
|
||||
}
|
||||
}
|
||||
},
|
||||
.hand => {
|
||||
object.parent_index = World.hand_objects;
|
||||
World.hand_objects += 1;
|
||||
},
|
||||
.dock => {
|
||||
object.parent_index = World.dock_objects;
|
||||
World.dock_last_width = object.width * object.target_transform.scale;
|
||||
World.dock_objects += 1;
|
||||
if (World.dock_focused and Graphics.camera.mouse_in_quad(.{ Game.mouse.x_norm, Game.mouse.y_norm }, object.transform.combineTransforms(World.dock_transform), object.width, object.height)) {
|
||||
if (World.hover == null or World.getObject(World.hover.?).?.z < object.z) {
|
||||
World.hover = object.id;
|
||||
}
|
||||
}
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
pub fn entityAt(position: @Vector(2, i32)) ?*Entity {
|
||||
var iter = World.entities.iter();
|
||||
while (iter.next()) |entity| {
|
||||
if (@reduce(.And, entity.position == position))
|
||||
return entity;
|
||||
pub fn updateObject(object: *Object, delta: f32) void {
|
||||
switch (object.parent) {
|
||||
.none => {
|
||||
object.target_transform.position[2] = @as(f32, 0.001) * @as(f32, @floatFromInt(object.index + 1));
|
||||
object.target_transform.scale = if (World.hover == object.id) @as(f32, 1.1) else @as(f32, 1);
|
||||
},
|
||||
.hand => {
|
||||
var target_position = @as(@Vector(3, f32), @splat(0));
|
||||
var target_scale: f32 = 1.0;
|
||||
target_position[2] -= 0.001;
|
||||
const hand_order = hand_objects - object.parent_index - 1;
|
||||
switch (hand_order) {
|
||||
0 => {},
|
||||
else => |i| {
|
||||
target_position[0] += World.hand_scale * if (i & 2 == 0) @as(f32, 1) else @as(f32, 1.5);
|
||||
target_position[1] += World.hand_scale * if ((i - 1) & 2 == 0) @as(f32, -0.25) else @as(f32, -0.75);
|
||||
target_position[2] -= @as(f32, @floatFromInt((hand_order - 1) / 4)) * 0.001;
|
||||
target_scale = 0.5;
|
||||
},
|
||||
}
|
||||
object.target_transform.position = target_position;
|
||||
object.target_transform.scale = target_scale;
|
||||
},
|
||||
.dock => {
|
||||
var topleft_x = -World.dock_last_width * 0.5 * DOCK_TILT_COS + World.dock_spacing * (@as(f32, @floatFromInt(object.parent_index)) - @as(f32, @floatFromInt(World.dock_objects - 1)) * 0.5);
|
||||
const total_w = @as(f32, @floatFromInt(World.dock_objects - 1)) * World.dock_spacing + World.dock_last_width * DOCK_TILT_COS;
|
||||
if (total_w > Graphics.camera.aspect * 2) {
|
||||
topleft_x += math.lerp(0, Graphics.camera.aspect - total_w * 0.5, Game.mouse.x_norm);
|
||||
}
|
||||
const hit = World.hover == object.id;
|
||||
const topleft_y = if (World.dock_focused) if (hit) @as(f32, 0.5) else @as(f32, 0.3) else @as(f32, 0.2);
|
||||
object.target_transform.position = .{
|
||||
topleft_x + object.width * 0.5 * object.target_transform.scale * DOCK_TILT_COS,
|
||||
topleft_y - object.height * 0.5 * object.target_transform.scale,
|
||||
if (hit) @as(f32, 0.02) else -object.width * 0.5 * DOCK_TILT_SIN,
|
||||
};
|
||||
object.target_transform.rotation = if (hit)
|
||||
Graphics.Transform.ZERO.rotation
|
||||
else
|
||||
Graphics.Transform.rotationByAxis(.{ 0, 1, 0 }, DOCK_TILT);
|
||||
},
|
||||
.deck => {
|
||||
object.target_transform.position = .{ 0, 0, @as(f32, 0.001) };
|
||||
object.target_transform.scale = if (World.hover == object.id) @as(f32, 1.1) else @as(f32, 1);
|
||||
},
|
||||
}
|
||||
object.z = switch (object.parent) {
|
||||
.deck => |deck_id| if (World.getObject(deck_id)) |deck| deck.z + object.index else object.index,
|
||||
.none, .hand, .dock => object.index,
|
||||
};
|
||||
if (object.parent != .none) {
|
||||
object.influence = math.lerpTimeLn(
|
||||
object.influence,
|
||||
1.0,
|
||||
delta,
|
||||
-24,
|
||||
);
|
||||
}
|
||||
object.transform = Graphics.Transform.lerpTransformTimeLn(
|
||||
object.transform,
|
||||
object.target_transform,
|
||||
delta,
|
||||
-24,
|
||||
);
|
||||
}
|
||||
|
||||
pub fn draw() void {
|
||||
Graphics.drawMesh(World.table_mesh, &World.table_texture, .{});
|
||||
|
||||
for (World.objects.items) |*object| {
|
||||
sw: switch (object.parent) {
|
||||
.none, .hand => {
|
||||
Graphics.drawMesh(object.mesh, &object.texture, object.drawingTransform());
|
||||
},
|
||||
.dock => {},
|
||||
.deck => |id| {
|
||||
if (World.getObject(id)) |deck| {
|
||||
if (deck.child_last_id != object.id) continue;
|
||||
}
|
||||
continue :sw .none;
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
Graphics.drawMesh(
|
||||
World.hand_mesh,
|
||||
&World.hand_texture,
|
||||
Graphics.Transform.combineTransforms(
|
||||
.{
|
||||
.position = .{ World.hand_scale * 0.5, -World.hand_scale * 0.5, 0 },
|
||||
.scale = World.hand_scale,
|
||||
},
|
||||
World.hand_transform,
|
||||
),
|
||||
);
|
||||
|
||||
Graphics.drawMesh(World.cubemap_mesh, &World.cubemap_texture, .{
|
||||
.scale = Graphics.camera.far,
|
||||
.position = Graphics.camera.transform.position,
|
||||
});
|
||||
Graphics.clearDepth();
|
||||
for (World.objects.items) |*object| {
|
||||
if (object.parent == .dock)
|
||||
Graphics.drawMesh(object.mesh, &object.texture, object.drawingTransform());
|
||||
}
|
||||
}
|
||||
|
||||
pub fn updateCamera(delta: f32) void {
|
||||
const zoom_factor = std.math.exp(@as(f32, @floatFromInt(zoom)) * @log(2.0) * -0.5);
|
||||
|
||||
if (Game.mouse.buttons.is_pressed(sdl.BUTTON_LEFT)) {
|
||||
if (World.panning) {
|
||||
World.camera_position[0] += zoom_factor * Game.mouse.dx / @as(f32, @floatFromInt(Graphics.window_width)) * -15;
|
||||
World.camera_position[1] += zoom_factor * Game.mouse.dy / @as(f32, @floatFromInt(Graphics.window_height)) * 15;
|
||||
}
|
||||
}
|
||||
|
||||
const offset = @Vector(3, f32){ 0.0, -1.0 * zoom_factor, 4.0 * zoom_factor };
|
||||
const target_position = @Vector(3, f32){ World.camera_position[0], World.camera_position[1], 0.0 };
|
||||
Graphics.camera.transform.position = math.lerpTimeLn(
|
||||
Graphics.camera.transform.position,
|
||||
target_position + offset,
|
||||
delta,
|
||||
-32,
|
||||
);
|
||||
|
||||
const ORIGIN_DIR = @Vector(3, f32){ 0.0, 0.0, -1.0 };
|
||||
const INIT_ROTATION = Graphics.Transform.rotationByAxis(.{ 1.0, 0.0, 0.0 }, std.math.pi * 0.5);
|
||||
|
||||
const ROTATED_DIR = Graphics.Transform.rotateVector(ORIGIN_DIR, INIT_ROTATION);
|
||||
|
||||
const target_rotation = Graphics.Transform.combineRotations(
|
||||
INIT_ROTATION,
|
||||
Graphics.Transform.rotationToward(
|
||||
ROTATED_DIR,
|
||||
math.lerp(-offset, target_position - Graphics.camera.transform.position, 0.125),
|
||||
.{ .normalize_to = true },
|
||||
),
|
||||
);
|
||||
Graphics.camera.transform.rotation = Graphics.Transform.normalizeRotation(math.slerpTimeLn(
|
||||
Graphics.camera.transform.rotation,
|
||||
target_rotation,
|
||||
delta,
|
||||
-16,
|
||||
));
|
||||
}
|
||||
|
||||
fn getHover() ?*Object {
|
||||
if (World.hover) |id| {
|
||||
return World.getObject(id);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
pub fn isFree(position: @Vector(2, i32)) bool {
|
||||
return World.entityAt(position) == null;
|
||||
fn getObject(id: Id) ?*Object {
|
||||
const index = World.object_map.get(id) orelse return null;
|
||||
if (index >= World.objects.items.len) return null;
|
||||
return &World.objects.items[index];
|
||||
}
|
||||
|
||||
pub fn getPlayer() ?*Entity {
|
||||
var iter = World.entities.iter();
|
||||
while (iter.next()) |entity| {
|
||||
if (entity.player)
|
||||
return entity;
|
||||
fn bringToTop(object: *Object) void {
|
||||
World.max_order += 1;
|
||||
object.order = World.max_order;
|
||||
}
|
||||
return null;
|
||||
fn bringToBottom(object: *Object) void {
|
||||
World.min_order -= 1;
|
||||
object.order = World.min_order;
|
||||
}
|
||||
|
||||
const CUBE_MESH_DATA = [_]f32{
|
||||
-0.5, 0.5, -0.5, 0.0, 0.0,
|
||||
0.5, 0.5, -0.5, 0.0, 0.0,
|
||||
-0.5, -0.5, -0.5, 0.0, 0.0,
|
||||
0.5, -0.5, -0.5, 0.0, 0.0,
|
||||
-0.5, -0.5, -0.5, 0.0, 0.0,
|
||||
0.5, 0.5, -0.5, 0.0, 0.0,
|
||||
fn updateOrder() void {
|
||||
std.sort.block(Object, World.objects.items, {}, objectOrderLessThan);
|
||||
World.object_map.clearRetainingCapacity();
|
||||
for (0.., World.objects.items) |i, *object| {
|
||||
object.index = @intCast(i);
|
||||
World.object_map.putAssumeCapacityNoClobber(object.id, i);
|
||||
}
|
||||
}
|
||||
|
||||
0.5, 0.5, -0.5, 0.0, 0.0,
|
||||
0.5, 0.5, 0.5, 0.0, 0.0,
|
||||
0.5, -0.5, -0.5, 0.0, 0.0,
|
||||
0.5, -0.5, 0.5, 0.0, 0.0,
|
||||
0.5, -0.5, -0.5, 0.0, 0.0,
|
||||
0.5, 0.5, 0.5, 0.0, 0.0,
|
||||
fn objectOrderLessThan(ctx: void, lhs: Object, rhs: Object) bool {
|
||||
_ = ctx;
|
||||
return lhs.order < rhs.order;
|
||||
}
|
||||
|
||||
const T1 = 1.0 / 3.0;
|
||||
const T2 = 2.0 / 3.0;
|
||||
const CUBEMAP_MESH_DATA = [_]f32{
|
||||
-0.5, 0.5, -0.5, T2, 0,
|
||||
-0.5, -0.5, -0.5, T2, 0.5,
|
||||
0.5, 0.5, -0.5, 1, 0,
|
||||
0.5, -0.5, -0.5, 1, 0.5,
|
||||
0.5, 0.5, -0.5, 1, 0,
|
||||
-0.5, -0.5, -0.5, T2, 0.5,
|
||||
|
||||
0.5, 0.5, -0.5, 0, 1,
|
||||
0.5, -0.5, -0.5, T1, 1,
|
||||
0.5, 0.5, 0.5, 0, 0.5,
|
||||
0.5, -0.5, 0.5, T1, 0.5,
|
||||
0.5, 0.5, 0.5, 0, 0.5,
|
||||
0.5, -0.5, -0.5, T1, 1,
|
||||
|
||||
0.5, 0.5, 0.5, 1.0, 0.0,
|
||||
-0.5, 0.5, 0.5, 0.0, 0.0,
|
||||
0.5, -0.5, 0.5, 1.0, 1.0,
|
||||
-0.5, 0.5, 0.5, 0.0, 0.0,
|
||||
-0.5, -0.5, 0.5, 0.0, 1.0,
|
||||
-0.5, 0.5, 0.5, 0.0, 0.0,
|
||||
0.5, -0.5, 0.5, 1.0, 1.0,
|
||||
-0.5, 0.5, 0.5, 0.0, 0.0,
|
||||
|
||||
-0.5, 0.5, 0.5, 0.0, 0.0,
|
||||
-0.5, 0.5, -0.5, 0.0, 0.0,
|
||||
-0.5, -0.5, 0.5, 0.0, 0.0,
|
||||
-0.5, -0.5, -0.5, 0.0, 0.0,
|
||||
-0.5, -0.5, 0.5, 0.0, 0.0,
|
||||
-0.5, 0.5, -0.5, 0.0, 0.0,
|
||||
-0.5, 0.5, 0.5, T1, 0,
|
||||
-0.5, -0.5, 0.5, 0, 0,
|
||||
-0.5, 0.5, -0.5, T1, 0.5,
|
||||
-0.5, -0.5, -0.5, 0, 0.5,
|
||||
-0.5, 0.5, -0.5, T1, 0.5,
|
||||
-0.5, -0.5, 0.5, 0, 0,
|
||||
|
||||
-0.5, 0.5, 0.5, 0.0, 0.0,
|
||||
0.5, 0.5, 0.5, 0.0, 0.0,
|
||||
-0.5, 0.5, -0.5, 0.0, 0.0,
|
||||
0.5, 0.5, -0.5, 0.0, 0.0,
|
||||
-0.5, 0.5, -0.5, 0.0, 0.0,
|
||||
0.5, 0.5, 0.5, 0.0, 0.0,
|
||||
-0.5, 0.5, 0.5, T1, 0.5,
|
||||
-0.5, 0.5, -0.5, T1, 1,
|
||||
0.5, 0.5, 0.5, T2, 0.5,
|
||||
0.5, 0.5, -0.5, T2, 1,
|
||||
0.5, 0.5, 0.5, T2, 0.5,
|
||||
-0.5, 0.5, -0.5, T1, 1,
|
||||
|
||||
-0.5, -0.5, -0.5, 0.0, 0.0,
|
||||
0.5, -0.5, -0.5, 0.0, 0.0,
|
||||
-0.5, -0.5, 0.5, 0.0, 0.0,
|
||||
0.5, -0.5, 0.5, 0.0, 0.0,
|
||||
-0.5, -0.5, 0.5, 0.0, 0.0,
|
||||
0.5, -0.5, -0.5, 0.0, 0.0,
|
||||
-0.5, -0.5, -0.5, T2, 0.5,
|
||||
-0.5, -0.5, 0.5, T2, 0,
|
||||
0.5, -0.5, -0.5, T1, 0.5,
|
||||
0.5, -0.5, 0.5, T1, 0,
|
||||
0.5, -0.5, -0.5, T1, 0.5,
|
||||
-0.5, -0.5, 0.5, T2, 0,
|
||||
};
|
||||
const PLANE_MESH_DATA = [_]f32{
|
||||
-0.5, -0.5, 0, 0.0, 1.0,
|
||||
@@ -144,9 +634,11 @@ const PLANE_MESH_DATA = [_]f32{
|
||||
-0.5, -0.5, 0, 0.0, 1.0,
|
||||
0.5, -0.5, 0, 1.0, 1.0,
|
||||
};
|
||||
const TEXTURE_DATA = [_]u8{
|
||||
255, 64, 64, 255,
|
||||
64, 255, 64, 255,
|
||||
64, 64, 255, 255,
|
||||
64, 64, 64, 255,
|
||||
const PLANE_MESH_DATA_HALF = [_]f32{
|
||||
-0.25, -0.25, 0, 0.0, 1.0,
|
||||
0.25, 0.25, 0, 1.0, 0.0,
|
||||
-0.25, 0.25, 0, 0.0, 0.0,
|
||||
0.25, 0.25, 0, 1.0, 0.0,
|
||||
-0.25, -0.25, 0, 0.0, 1.0,
|
||||
0.25, -0.25, 0, 1.0, 1.0,
|
||||
};
|
||||
|
Reference in New Issue
Block a user