ona/demos/effects.zig

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const gfx = @import("gfx");
const ona = @import("ona");
const std = @import("std");
const CRT = extern struct {
width: f32,
height: f32,
time: f32,
padding: [4]u8 = undefined,
};
const Effects = struct {
render_texture: gfx.Texture = .default,
image_textures: [2]gfx.Texture = [_]gfx.Texture{.default} ** 2,
last_time: f64 = 0,
image_index: usize = 0,
crt_effect: gfx.Effect = .default,
};
fn load(display: ona.Write(gfx.Display), effects: ona.Write(Effects), assets: ona.Write(gfx.Assets)) !void {
display.state.width, display.state.height = .{1280, 720};
effects.state.render_texture = try assets.state.load_texture(.{
.format = .rgba8,
.access = .{
.render = .{
.width = display.state.width,
.height = display.state.height,
},
},
});
effects.state.crt_effect = try assets.state.load_effect_file(ona.files.bundle, "./crt.frag.spv");
var descs = gfx.Descs.init(ona.heap.allocator);
defer {
descs.deinit();
}
effects.state.image_textures = .{
try assets.state.load_texture(try descs.checker_texture(.{
.colors = .{gfx.colors.black, gfx.colors.purple},
.width = 8,
.height = 8,
})),
try assets.state.load_texture(try descs.checker_texture(.{
.colors = .{gfx.colors.black, gfx.colors.grey},
.width = 8,
.height = 8,
}))
};
}
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pub const main = ona.App.game
.with_module(gfx)
.with_state(Effects{})
.with_system(.load, ona.system_fn(load), .{.label = "load effects"})
.with_system(.update, ona.system_fn(update), .{.label = "update effects"})
.with_system(.render, ona.system_fn(render), .{.label = "render effects"}).build();
fn update(effects: ona.Write(Effects), loop: ona.Read(ona.Loop)) void {
const update_seconds = 5;
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if ((loop.state.elapsed_time - effects.state.last_time) > update_seconds) {
effects.state.image_index = (effects.state.image_index + 1) % effects.state.image_textures.len;
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effects.state.last_time = loop.state.elapsed_time;
}
}
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fn render(commands: gfx.Commands, effects: ona.Write(Effects), loop: ona.Read(ona.Loop), display: ona.Write(gfx.Display)) !void {
try commands.set_target(.{
.texture = effects.state.render_texture,
.clear_color = gfx.colors.black,
.clear_depth = 0,
.clear_stencil = 0,
});
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const width: f32 = @floatFromInt(display.state.width);
const height: f32 = @floatFromInt(display.state.height);
try commands.draw_texture(.{
.texture = effects.state.image_textures[effects.state.image_index],
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.size = .{width, height},
});
try commands.set_effect(.{
.effect = effects.state.crt_effect,
.properties = std.mem.asBytes(&CRT{
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.width = width,
.height = height,
.time = @floatCast(loop.state.elapsed_time),
}),
});
try commands.set_target(.{
.clear_color = null,
.clear_depth = null,
.clear_stencil = null,
});
try commands.draw_texture(.{
.texture = effects.state.render_texture,
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.size = .{width, height},
});
}