examples: update to new Engine API
This commit is contained in:
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50fe649ab1
commit
03491dfd27
9 changed files with 170 additions and 170 deletions
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@ -33,19 +33,19 @@ const Dir = struct {
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};
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};
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pub fn init(app: *App, engine: *mach.Engine) !void {
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pub fn init(app: *App, engine: *mach.Engine) !void {
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try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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const eye = vec3(5.0, 7.0, 5.0);
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const eye = vec3(5.0, 7.0, 5.0);
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const target = vec3(0.0, 0.0, 0.0);
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const target = vec3(0.0, 0.0, 0.0);
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const size = engine.core.getFramebufferSize();
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const size = engine.getFramebufferSize();
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const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height);
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const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height);
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app.queue = engine.gpu_driver.device.getQueue();
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app.queue = engine.device.getQueue();
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app.cube = Cube.init(engine);
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app.cube = Cube.init(engine);
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app.light = Light.init(engine);
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app.light = Light.init(engine);
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app.depth = null;
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app.depth = null;
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app.camera = Camera.init(engine.gpu_driver.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0);
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app.camera = Camera.init(engine.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0);
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}
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}
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pub fn deinit(app: *App, _: *mach.Engine) void {
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pub fn deinit(app: *App, _: *mach.Engine) void {
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@ -53,10 +53,10 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
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}
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}
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pub fn update(app: *App, engine: *mach.Engine) !bool {
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pub fn update(app: *App, engine: *mach.Engine) !bool {
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while (engine.core.pollEvent()) |event| {
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while (engine.pollEvent()) |event| {
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switch (event) {
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switch (event) {
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.key_press => |ev| switch (ev.key) {
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.key_press => |ev| switch (ev.key) {
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.q, .escape, .space => engine.core.setShouldClose(true),
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.q, .escape, .space => engine.setShouldClose(true),
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.w, .up => {
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.w, .up => {
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app.keys |= Dir.up;
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app.keys |= Dir.up;
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},
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},
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@ -108,10 +108,10 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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const light_speed = @floatCast(f32, engine.delta_time * 2.5);
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const light_speed = @floatCast(f32, engine.delta_time * 2.5);
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app.light.update(app.queue, light_speed);
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app.light.update(app.queue, light_speed);
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const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
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const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
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defer back_buffer_view.release();
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defer back_buffer_view.release();
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const encoder = engine.gpu_driver.device.createCommandEncoder(null);
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const encoder = engine.device.createCommandEncoder(null);
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defer encoder.release();
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defer encoder.release();
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const color_attachment = gpu.RenderPassColorAttachment{
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const color_attachment = gpu.RenderPassColorAttachment{
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@ -168,7 +168,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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defer command.release();
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defer command.release();
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app.queue.submit(&.{command});
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app.queue.submit(&.{command});
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engine.gpu_driver.swap_chain.?.present();
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engine.swap_chain.?.present();
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return true;
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return true;
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}
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}
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@ -179,7 +179,7 @@ pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
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app.depth.?.release();
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app.depth.?.release();
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}
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}
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// It also recreates the sampler, which is a waste, but for an example it's ok
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// It also recreates the sampler, which is a waste, but for an example it's ok
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app.depth = Texture.depth(engine.gpu_driver.device, width, height);
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app.depth = Texture.depth(engine.device, width, height);
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}
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}
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const Camera = struct {
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const Camera = struct {
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@ -283,7 +283,7 @@ const Cube = struct {
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const DISPLACEMENT = vec3u(IPR * SPACING / 2, 0, IPR * SPACING / 2);
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const DISPLACEMENT = vec3u(IPR * SPACING / 2, 0, IPR * SPACING / 2);
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fn init(engine: *mach.Engine) Self {
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fn init(engine: *mach.Engine) Self {
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const device = engine.gpu_driver.device;
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const device = engine.device;
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const texture = Brick.texture(device);
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const texture = Brick.texture(device);
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@ -326,7 +326,7 @@ const Cube = struct {
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}
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}
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fn pipeline(engine: *mach.Engine) gpu.RenderPipeline {
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fn pipeline(engine: *mach.Engine) gpu.RenderPipeline {
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const device = engine.gpu_driver.device;
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const device = engine.device;
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const layout_descriptor = gpu.PipelineLayout.Descriptor{
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const layout_descriptor = gpu.PipelineLayout.Descriptor{
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.bind_group_layouts = &.{
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.bind_group_layouts = &.{
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@ -358,7 +358,7 @@ const Cube = struct {
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};
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};
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const color_target = gpu.ColorTargetState{
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const color_target = gpu.ColorTargetState{
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.format = engine.gpu_driver.swap_chain_format,
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.format = engine.swap_chain_format,
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.write_mask = gpu.ColorWriteMask.all,
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.write_mask = gpu.ColorWriteMask.all,
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.blend = &blend,
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.blend = &blend,
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};
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};
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@ -732,7 +732,7 @@ const Light = struct {
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};
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};
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fn init(engine: *mach.Engine) Self {
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fn init(engine: *mach.Engine) Self {
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const device = engine.gpu_driver.device;
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const device = engine.device;
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const uniform = .{
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const uniform = .{
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.color = vec3u(1, 1, 1),
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.color = vec3u(1, 1, 1),
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.position = vec3u(3, 7, 2),
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.position = vec3u(3, 7, 2),
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@ -779,7 +779,7 @@ const Light = struct {
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}
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}
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fn pipeline(engine: *mach.Engine) gpu.RenderPipeline {
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fn pipeline(engine: *mach.Engine) gpu.RenderPipeline {
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const device = engine.gpu_driver.device;
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const device = engine.device;
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const layout_descriptor = gpu.PipelineLayout.Descriptor{
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const layout_descriptor = gpu.PipelineLayout.Descriptor{
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.bind_group_layouts = &.{
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.bind_group_layouts = &.{
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@ -810,7 +810,7 @@ const Light = struct {
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};
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};
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const color_target = gpu.ColorTargetState{
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const color_target = gpu.ColorTargetState{
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.format = engine.gpu_driver.swap_chain_format,
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.format = engine.swap_chain_format,
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.write_mask = gpu.ColorWriteMask.all,
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.write_mask = gpu.ColorWriteMask.all,
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.blend = &blend,
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.blend = &blend,
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};
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};
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@ -27,12 +27,12 @@ var sim_params = [_]f32{
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};
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};
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pub fn init(app: *App, engine: *mach.Engine) !void {
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pub fn init(app: *App, engine: *mach.Engine) !void {
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const sprite_shader_module = engine.gpu_driver.device.createShaderModule(&.{
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const sprite_shader_module = engine.device.createShaderModule(&.{
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.label = "sprite shader module",
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.label = "sprite shader module",
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.code = .{ .wgsl = @embedFile("sprite.wgsl") },
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.code = .{ .wgsl = @embedFile("sprite.wgsl") },
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});
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});
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const update_sprite_shader_module = engine.gpu_driver.device.createShaderModule(&.{
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const update_sprite_shader_module = engine.device.createShaderModule(&.{
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.label = "update sprite shader module",
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.label = "update sprite shader module",
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.code = .{ .wgsl = @embedFile("updateSprites.wgsl") },
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.code = .{ .wgsl = @embedFile("updateSprites.wgsl") },
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});
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});
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@ -61,7 +61,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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},
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},
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};
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};
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const render_pipeline = engine.gpu_driver.device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
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const render_pipeline = engine.device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
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.vertex = .{
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.vertex = .{
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.module = sprite_shader_module,
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.module = sprite_shader_module,
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.entry_point = "vert_main",
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.entry_point = "vert_main",
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@ -84,12 +84,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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},
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},
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.fragment = &gpu.FragmentState{ .module = sprite_shader_module, .entry_point = "frag_main", .targets = &[_]gpu.ColorTargetState{
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.fragment = &gpu.FragmentState{ .module = sprite_shader_module, .entry_point = "frag_main", .targets = &[_]gpu.ColorTargetState{
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.{
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.{
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.format = engine.gpu_driver.swap_chain_format,
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.format = engine.swap_chain_format,
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},
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},
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} },
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} },
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});
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});
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const compute_pipeline = engine.gpu_driver.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{ .compute = gpu.ProgrammableStageDescriptor{
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const compute_pipeline = engine.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{ .compute = gpu.ProgrammableStageDescriptor{
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.module = update_sprite_shader_module,
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.module = update_sprite_shader_module,
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.entry_point = "main",
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.entry_point = "main",
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} });
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} });
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@ -99,17 +99,17 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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-0.02, 0.0, 0.02,
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-0.02, 0.0, 0.02,
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};
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};
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const sprite_vertex_buffer = engine.gpu_driver.device.createBuffer(&gpu.Buffer.Descriptor{
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const sprite_vertex_buffer = engine.device.createBuffer(&gpu.Buffer.Descriptor{
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.usage = .{ .vertex = true, .copy_dst = true },
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.usage = .{ .vertex = true, .copy_dst = true },
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.size = vert_buffer_data.len * @sizeOf(f32),
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.size = vert_buffer_data.len * @sizeOf(f32),
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});
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});
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engine.gpu_driver.device.getQueue().writeBuffer(sprite_vertex_buffer, 0, f32, &vert_buffer_data);
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engine.device.getQueue().writeBuffer(sprite_vertex_buffer, 0, f32, &vert_buffer_data);
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const sim_param_buffer = engine.gpu_driver.device.createBuffer(&gpu.Buffer.Descriptor{
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const sim_param_buffer = engine.device.createBuffer(&gpu.Buffer.Descriptor{
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.usage = .{ .uniform = true, .copy_dst = true },
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.usage = .{ .uniform = true, .copy_dst = true },
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.size = sim_params.len * @sizeOf(f32),
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.size = sim_params.len * @sizeOf(f32),
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});
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});
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engine.gpu_driver.device.getQueue().writeBuffer(sim_param_buffer, 0, f32, &sim_params);
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engine.device.getQueue().writeBuffer(sim_param_buffer, 0, f32, &sim_params);
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var initial_particle_data: [num_particle * 4]f32 = undefined;
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var initial_particle_data: [num_particle * 4]f32 = undefined;
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var rng = std.rand.DefaultPrng.init(0);
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var rng = std.rand.DefaultPrng.init(0);
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@ -126,7 +126,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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var particle_bind_groups: [2]gpu.BindGroup = undefined;
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var particle_bind_groups: [2]gpu.BindGroup = undefined;
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i = 0;
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i = 0;
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while (i < 2) : (i += 1) {
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while (i < 2) : (i += 1) {
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particle_buffers[i] = engine.gpu_driver.device.createBuffer(&gpu.Buffer.Descriptor{
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particle_buffers[i] = engine.device.createBuffer(&gpu.Buffer.Descriptor{
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.usage = .{
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.usage = .{
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.vertex = true,
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.vertex = true,
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.copy_dst = true,
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.copy_dst = true,
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@ -134,12 +134,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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},
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},
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.size = initial_particle_data.len * @sizeOf(f32),
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.size = initial_particle_data.len * @sizeOf(f32),
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});
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});
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engine.gpu_driver.device.getQueue().writeBuffer(particle_buffers[i], 0, f32, &initial_particle_data);
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engine.device.getQueue().writeBuffer(particle_buffers[i], 0, f32, &initial_particle_data);
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}
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}
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i = 0;
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i = 0;
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while (i < 2) : (i += 1) {
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while (i < 2) : (i += 1) {
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particle_bind_groups[i] = engine.gpu_driver.device.createBindGroup(&gpu.BindGroup.Descriptor{ .layout = compute_pipeline.getBindGroupLayout(0), .entries = &[_]gpu.BindGroup.Entry{
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particle_bind_groups[i] = engine.device.createBindGroup(&gpu.BindGroup.Descriptor{ .layout = compute_pipeline.getBindGroupLayout(0), .entries = &[_]gpu.BindGroup.Entry{
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gpu.BindGroup.Entry.buffer(0, sim_param_buffer, 0, sim_params.len * @sizeOf(f32)),
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gpu.BindGroup.Entry.buffer(0, sim_param_buffer, 0, sim_params.len * @sizeOf(f32)),
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gpu.BindGroup.Entry.buffer(1, particle_buffers[i], 0, initial_particle_data.len * @sizeOf(f32)),
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gpu.BindGroup.Entry.buffer(1, particle_buffers[i], 0, initial_particle_data.len * @sizeOf(f32)),
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gpu.BindGroup.Entry.buffer(2, particle_buffers[(i + 1) % 2], 0, initial_particle_data.len * @sizeOf(f32)),
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gpu.BindGroup.Entry.buffer(2, particle_buffers[(i + 1) % 2], 0, initial_particle_data.len * @sizeOf(f32)),
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@ -158,7 +158,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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pub fn deinit(_: *App, _: *mach.Engine) void {}
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pub fn deinit(_: *App, _: *mach.Engine) void {}
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pub fn update(app: *App, engine: *mach.Engine) !bool {
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pub fn update(app: *App, engine: *mach.Engine) !bool {
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const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
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const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
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const color_attachment = gpu.RenderPassColorAttachment{
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.view = back_buffer_view,
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.resolve_target = null,
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.resolve_target = null,
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} };
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} };
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sim_params[0] = @floatCast(f32, engine.delta_time);
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sim_params[0] = @floatCast(f32, engine.delta_time);
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engine.gpu_driver.device.getQueue().writeBuffer(app.sim_param_buffer, 0, f32, &sim_params);
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engine.device.getQueue().writeBuffer(app.sim_param_buffer, 0, f32, &sim_params);
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const command_encoder = engine.gpu_driver.device.createCommandEncoder(null);
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const command_encoder = engine.device.createCommandEncoder(null);
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{
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{
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const pass_encoder = command_encoder.beginComputePass(null);
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const pass_encoder = command_encoder.beginComputePass(null);
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pass_encoder.setPipeline(app.compute_pipeline);
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pass_encoder.setPipeline(app.compute_pipeline);
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var command = command_encoder.finish(null);
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var command = command_encoder.finish(null);
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command_encoder.release();
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command_encoder.release();
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engine.gpu_driver.device.getQueue().submit(&.{command});
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engine.device.getQueue().submit(&.{command});
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command.release();
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command.release();
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engine.gpu_driver.swap_chain.?.present();
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engine.swap_chain.?.present();
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back_buffer_view.release();
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back_buffer_view.release();
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return true;
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return true;
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//! We also need a second texture to use on the cube, that after the render pass
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//! We also need a second texture to use on the cube, that after the render pass
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//! needs to copy the other texture. We can't use the same texture since
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//! needs to copy the other texture. We can't use the same texture since
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//! it would interfere with the sincronization on the gpu during the render pass.
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//! it would interfere with the sincronization on the gpu during the render pass.
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//! This demo currently does not work on opengl, because engine.gpu_driver.current_desc.width/height,
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//! This demo currently does not work on opengl, because engine.current_desc.width/height,
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//! are set to 0 after engine.gpu_driver.init() and because webgpu does not implement copyTextureToTexture,
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//! are set to 0 after engine.init() and because webgpu does not implement copyTextureToTexture,
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//! for opengl
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//! for opengl
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const std = @import("std");
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const std = @import("std");
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@ -41,9 +41,9 @@ bgl: gpu.BindGroupLayout,
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pub fn init(app: *App, engine: *mach.Engine) !void {
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pub fn init(app: *App, engine: *mach.Engine) !void {
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timer = try mach.Timer.start();
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timer = try mach.Timer.start();
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try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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const vs_module = engine.gpu_driver.device.createShaderModule(&.{
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const vs_module = engine.device.createShaderModule(&.{
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.label = "my vertex shader",
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.label = "my vertex shader",
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.code = .{ .wgsl = @embedFile("vert.wgsl") },
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.code = .{ .wgsl = @embedFile("vert.wgsl") },
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});
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});
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@ -59,7 +59,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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.attributes = &vertex_attributes,
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.attributes = &vertex_attributes,
|
||||||
};
|
};
|
||||||
|
|
||||||
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
|
const fs_module = engine.device.createShaderModule(&.{
|
||||||
.label = "my fragment shader",
|
.label = "my fragment shader",
|
||||||
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
||||||
});
|
});
|
||||||
|
|
@ -77,7 +77,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
const color_target = gpu.ColorTargetState{
|
const color_target = gpu.ColorTargetState{
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
.blend = &blend,
|
.blend = &blend,
|
||||||
.write_mask = gpu.ColorWriteMask.all,
|
.write_mask = gpu.ColorWriteMask.all,
|
||||||
};
|
};
|
||||||
|
|
@ -91,14 +91,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
const bgle_buffer = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
|
const bgle_buffer = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
|
||||||
const bgle_sampler = gpu.BindGroupLayout.Entry.sampler(1, .{ .fragment = true }, .filtering);
|
const bgle_sampler = gpu.BindGroupLayout.Entry.sampler(1, .{ .fragment = true }, .filtering);
|
||||||
const bgle_textureview = gpu.BindGroupLayout.Entry.texture(2, .{ .fragment = true }, .float, .dimension_2d, false);
|
const bgle_textureview = gpu.BindGroupLayout.Entry.texture(2, .{ .fragment = true }, .float, .dimension_2d, false);
|
||||||
const bgl = engine.gpu_driver.device.createBindGroupLayout(
|
const bgl = engine.device.createBindGroupLayout(
|
||||||
&gpu.BindGroupLayout.Descriptor{
|
&gpu.BindGroupLayout.Descriptor{
|
||||||
.entries = &.{ bgle_buffer, bgle_sampler, bgle_textureview },
|
.entries = &.{ bgle_buffer, bgle_sampler, bgle_textureview },
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
|
|
||||||
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
|
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
|
||||||
const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
|
const pipeline_layout = engine.device.createPipelineLayout(&.{
|
||||||
.bind_group_layouts = &bind_group_layouts,
|
.bind_group_layouts = &bind_group_layouts,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
@ -128,7 +128,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
|
const vertex_buffer = engine.device.createBuffer(&.{
|
||||||
.usage = .{ .vertex = true },
|
.usage = .{ .vertex = true },
|
||||||
.size = @sizeOf(Vertex) * vertices.len,
|
.size = @sizeOf(Vertex) * vertices.len,
|
||||||
.mapped_at_creation = true,
|
.mapped_at_creation = true,
|
||||||
|
|
@ -137,44 +137,44 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
|
std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
|
||||||
vertex_buffer.unmap();
|
vertex_buffer.unmap();
|
||||||
|
|
||||||
const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
|
const uniform_buffer = engine.device.createBuffer(&.{
|
||||||
.usage = .{ .copy_dst = true, .uniform = true },
|
.usage = .{ .copy_dst = true, .uniform = true },
|
||||||
.size = @sizeOf(UniformBufferObject),
|
.size = @sizeOf(UniformBufferObject),
|
||||||
.mapped_at_creation = false,
|
.mapped_at_creation = false,
|
||||||
});
|
});
|
||||||
|
|
||||||
// The texture to put on the cube
|
// The texture to put on the cube
|
||||||
const cube_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
|
const cube_texture = engine.device.createTexture(&gpu.Texture.Descriptor{
|
||||||
.usage = .{ .texture_binding = true, .copy_dst = true },
|
.usage = .{ .texture_binding = true, .copy_dst = true },
|
||||||
.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
|
.size = .{ .width = engine.current_desc.width, .height = engine.current_desc.height },
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
});
|
});
|
||||||
// The texture on which we render
|
// The texture on which we render
|
||||||
const cube_texture_render = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
|
const cube_texture_render = engine.device.createTexture(&gpu.Texture.Descriptor{
|
||||||
.usage = .{ .render_attachment = true, .copy_src = true },
|
.usage = .{ .render_attachment = true, .copy_src = true },
|
||||||
.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
|
.size = .{ .width = engine.current_desc.width, .height = engine.current_desc.height },
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
});
|
});
|
||||||
|
|
||||||
const sampler = engine.gpu_driver.device.createSampler(&gpu.Sampler.Descriptor{
|
const sampler = engine.device.createSampler(&gpu.Sampler.Descriptor{
|
||||||
.mag_filter = .linear,
|
.mag_filter = .linear,
|
||||||
.min_filter = .linear,
|
.min_filter = .linear,
|
||||||
});
|
});
|
||||||
|
|
||||||
const cube_texture_view = cube_texture.createView(&gpu.TextureView.Descriptor{
|
const cube_texture_view = cube_texture.createView(&gpu.TextureView.Descriptor{
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
.dimension = .dimension_2d,
|
.dimension = .dimension_2d,
|
||||||
.mip_level_count = 1,
|
.mip_level_count = 1,
|
||||||
.array_layer_count = 1,
|
.array_layer_count = 1,
|
||||||
});
|
});
|
||||||
const cube_texture_view_render = cube_texture_render.createView(&gpu.TextureView.Descriptor{
|
const cube_texture_view_render = cube_texture_render.createView(&gpu.TextureView.Descriptor{
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
.dimension = .dimension_2d,
|
.dimension = .dimension_2d,
|
||||||
.mip_level_count = 1,
|
.mip_level_count = 1,
|
||||||
.array_layer_count = 1,
|
.array_layer_count = 1,
|
||||||
});
|
});
|
||||||
|
|
||||||
const bind_group = engine.gpu_driver.device.createBindGroup(
|
const bind_group = engine.device.createBindGroup(
|
||||||
&gpu.BindGroup.Descriptor{
|
&gpu.BindGroup.Descriptor{
|
||||||
.layout = bgl,
|
.layout = bgl,
|
||||||
.entries = &.{
|
.entries = &.{
|
||||||
|
|
@ -185,8 +185,8 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
|
|
||||||
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
|
app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
|
||||||
app.queue = engine.gpu_driver.device.getQueue();
|
app.queue = engine.device.getQueue();
|
||||||
app.vertex_buffer = vertex_buffer;
|
app.vertex_buffer = vertex_buffer;
|
||||||
app.uniform_buffer = uniform_buffer;
|
app.uniform_buffer = uniform_buffer;
|
||||||
app.bind_group = bind_group;
|
app.bind_group = bind_group;
|
||||||
|
|
@ -219,18 +219,18 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
while (engine.core.pollEvent()) |event| {
|
while (engine.pollEvent()) |event| {
|
||||||
switch (event) {
|
switch (event) {
|
||||||
.key_press => |ev| {
|
.key_press => |ev| {
|
||||||
if (ev.key == .space)
|
if (ev.key == .space)
|
||||||
engine.core.setShouldClose(true);
|
engine.setShouldClose(true);
|
||||||
},
|
},
|
||||||
else => {},
|
else => {},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const cube_view = app.cube_texture_view_render;
|
const cube_view = app.cube_texture_view_render;
|
||||||
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
|
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
|
||||||
|
|
||||||
const cube_color_attachment = gpu.RenderPassColorAttachment{
|
const cube_color_attachment = gpu.RenderPassColorAttachment{
|
||||||
.view = cube_view,
|
.view = cube_view,
|
||||||
|
|
@ -256,7 +256,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
.stencil_store_op = .none,
|
.stencil_store_op = .none,
|
||||||
};
|
};
|
||||||
|
|
||||||
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
|
const encoder = engine.device.createCommandEncoder(null);
|
||||||
const cube_render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
const cube_render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
||||||
.color_attachments = &.{cube_color_attachment},
|
.color_attachments = &.{cube_color_attachment},
|
||||||
.depth_stencil_attachment = &depth_stencil_attachment,
|
.depth_stencil_attachment = &depth_stencil_attachment,
|
||||||
|
|
@ -276,7 +276,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
);
|
);
|
||||||
const proj = zm.perspectiveFovRh(
|
const proj = zm.perspectiveFovRh(
|
||||||
(std.math.pi * 2.0 / 5.0),
|
(std.math.pi * 2.0 / 5.0),
|
||||||
@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
|
@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height),
|
||||||
1,
|
1,
|
||||||
100,
|
100,
|
||||||
);
|
);
|
||||||
|
|
@ -301,7 +301,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
&gpu.ImageCopyTexture{
|
&gpu.ImageCopyTexture{
|
||||||
.texture = app.cube_texture,
|
.texture = app.cube_texture,
|
||||||
},
|
},
|
||||||
&.{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
|
&.{ .width = engine.current_desc.width, .height = engine.current_desc.height },
|
||||||
);
|
);
|
||||||
|
|
||||||
const cube_pass = encoder.beginRenderPass(&cube_render_pass_info);
|
const cube_pass = encoder.beginRenderPass(&cube_render_pass_info);
|
||||||
|
|
@ -317,7 +317,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
|
|
||||||
app.queue.submit(&.{command});
|
app.queue.submit(&.{command});
|
||||||
command.release();
|
command.release();
|
||||||
engine.gpu_driver.swap_chain.?.present();
|
engine.swap_chain.?.present();
|
||||||
back_buffer_view.release();
|
back_buffer_view.release();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
@ -326,23 +326,23 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
|
pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
|
||||||
if (app.depth_texture != null) {
|
if (app.depth_texture != null) {
|
||||||
app.depth_texture.?.release();
|
app.depth_texture.?.release();
|
||||||
app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
|
app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{
|
||||||
.usage = .{ .render_attachment = true },
|
.usage = .{ .render_attachment = true },
|
||||||
.size = .{ .width = width, .height = height },
|
.size = .{ .width = width, .height = height },
|
||||||
.format = .depth24_plus,
|
.format = .depth24_plus,
|
||||||
});
|
});
|
||||||
|
|
||||||
app.cube_texture.release();
|
app.cube_texture.release();
|
||||||
app.cube_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
|
app.cube_texture = engine.device.createTexture(&gpu.Texture.Descriptor{
|
||||||
.usage = .{ .texture_binding = true, .copy_dst = true },
|
.usage = .{ .texture_binding = true, .copy_dst = true },
|
||||||
.size = .{ .width = width, .height = height },
|
.size = .{ .width = width, .height = height },
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
});
|
});
|
||||||
app.cube_texture_render.release();
|
app.cube_texture_render.release();
|
||||||
app.cube_texture_render = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
|
app.cube_texture_render = engine.device.createTexture(&gpu.Texture.Descriptor{
|
||||||
.usage = .{ .render_attachment = true, .copy_src = true },
|
.usage = .{ .render_attachment = true, .copy_src = true },
|
||||||
.size = .{ .width = width, .height = height },
|
.size = .{ .width = width, .height = height },
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
});
|
});
|
||||||
|
|
||||||
app.depth_texture_view.release();
|
app.depth_texture_view.release();
|
||||||
|
|
@ -355,21 +355,21 @@ pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
|
||||||
|
|
||||||
app.cube_texture_view.release();
|
app.cube_texture_view.release();
|
||||||
app.cube_texture_view = app.cube_texture.createView(&gpu.TextureView.Descriptor{
|
app.cube_texture_view = app.cube_texture.createView(&gpu.TextureView.Descriptor{
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
.dimension = .dimension_2d,
|
.dimension = .dimension_2d,
|
||||||
.mip_level_count = 1,
|
.mip_level_count = 1,
|
||||||
.array_layer_count = 1,
|
.array_layer_count = 1,
|
||||||
});
|
});
|
||||||
app.cube_texture_view_render.release();
|
app.cube_texture_view_render.release();
|
||||||
app.cube_texture_view_render = app.cube_texture_render.createView(&gpu.TextureView.Descriptor{
|
app.cube_texture_view_render = app.cube_texture_render.createView(&gpu.TextureView.Descriptor{
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
.dimension = .dimension_2d,
|
.dimension = .dimension_2d,
|
||||||
.mip_level_count = 1,
|
.mip_level_count = 1,
|
||||||
.array_layer_count = 1,
|
.array_layer_count = 1,
|
||||||
});
|
});
|
||||||
|
|
||||||
app.bind_group.release();
|
app.bind_group.release();
|
||||||
app.bind_group = engine.gpu_driver.device.createBindGroup(
|
app.bind_group = engine.device.createBindGroup(
|
||||||
&gpu.BindGroup.Descriptor{
|
&gpu.BindGroup.Descriptor{
|
||||||
.layout = app.bgl,
|
.layout = app.bgl,
|
||||||
.entries = &.{
|
.entries = &.{
|
||||||
|
|
@ -380,7 +380,7 @@ pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
} else {
|
} else {
|
||||||
app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
|
app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{
|
||||||
.usage = .{ .render_attachment = true },
|
.usage = .{ .render_attachment = true },
|
||||||
.size = .{ .width = width, .height = height },
|
.size = .{ .width = width, .height = height },
|
||||||
.format = .depth24_plus,
|
.format = .depth24_plus,
|
||||||
|
|
|
||||||
|
|
@ -33,16 +33,16 @@ bind_group: gpu.BindGroup,
|
||||||
texture_atlas_data: AtlasRGB8,
|
texture_atlas_data: AtlasRGB8,
|
||||||
|
|
||||||
pub fn init(app: *App, engine: *mach.Engine) !void {
|
pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
|
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
|
||||||
|
|
||||||
const queue = engine.gpu_driver.device.getQueue();
|
const queue = engine.device.getQueue();
|
||||||
|
|
||||||
// TODO: Refactor texture atlas size number
|
// TODO: Refactor texture atlas size number
|
||||||
app.texture_atlas_data = try AtlasRGB8.init(engine.allocator, 1280);
|
app.texture_atlas_data = try AtlasRGB8.init(engine.allocator, 1280);
|
||||||
const atlas_size = gpu.Extent3D{ .width = app.texture_atlas_data.size, .height = app.texture_atlas_data.size };
|
const atlas_size = gpu.Extent3D{ .width = app.texture_atlas_data.size, .height = app.texture_atlas_data.size };
|
||||||
const atlas_float_size = @intToFloat(f32, app.texture_atlas_data.size);
|
const atlas_float_size = @intToFloat(f32, app.texture_atlas_data.size);
|
||||||
|
|
||||||
const texture = engine.gpu_driver.device.createTexture(&.{
|
const texture = engine.device.createTexture(&.{
|
||||||
.size = atlas_size,
|
.size = atlas_size,
|
||||||
.format = .rgba8_unorm,
|
.format = .rgba8_unorm,
|
||||||
.usage = .{
|
.usage = .{
|
||||||
|
|
@ -99,7 +99,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
app.texture_atlas_data.data,
|
app.texture_atlas_data.data,
|
||||||
);
|
);
|
||||||
|
|
||||||
const wsize = engine.core.getWindowSize();
|
const wsize = engine.getWindowSize();
|
||||||
const window_width = @intToFloat(f32, wsize.width);
|
const window_width = @intToFloat(f32, wsize.width);
|
||||||
const window_height = @intToFloat(f32, wsize.height);
|
const window_height = @intToFloat(f32, wsize.height);
|
||||||
const triangle_scale = 250;
|
const triangle_scale = 250;
|
||||||
|
|
@ -114,12 +114,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
// try draw.quad(app, .{ 0, 0 }, .{ 480, 480 }, .{}, .{ .bottom_left = .{ 0, 0 }, .width_and_height = .{ 1, 1 } });
|
// try draw.quad(app, .{ 0, 0 }, .{ 480, 480 }, .{}, .{ .bottom_left = .{ 0, 0 }, .width_and_height = .{ 1, 1 } });
|
||||||
// try draw.circle(app, .{ window_width / 2, window_height / 2 }, window_height / 2 - 10, .{ 0, 0.5, 0.75, 1.0 }, white_texture_uv_data);
|
// try draw.circle(app, .{ window_width / 2, window_height / 2 }, window_height / 2 - 10, .{ 0, 0.5, 0.75, 1.0 }, white_texture_uv_data);
|
||||||
|
|
||||||
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
|
const vs_module = engine.device.createShaderModule(&.{
|
||||||
.label = "my vertex shader",
|
.label = "my vertex shader",
|
||||||
.code = .{ .wgsl = @embedFile("vert.wgsl") },
|
.code = .{ .wgsl = @embedFile("vert.wgsl") },
|
||||||
});
|
});
|
||||||
|
|
||||||
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
|
const fs_module = engine.device.createShaderModule(&.{
|
||||||
.label = "my fragment shader",
|
.label = "my fragment shader",
|
||||||
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
||||||
});
|
});
|
||||||
|
|
@ -138,7 +138,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
};
|
};
|
||||||
|
|
||||||
const color_target = gpu.ColorTargetState{
|
const color_target = gpu.ColorTargetState{
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
.blend = &blend,
|
.blend = &blend,
|
||||||
.write_mask = gpu.ColorWriteMask.all,
|
.write_mask = gpu.ColorWriteMask.all,
|
||||||
};
|
};
|
||||||
|
|
@ -153,13 +153,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
const fbgle = gpu.BindGroupLayout.Entry.buffer(1, .{ .fragment = true }, .read_only_storage, true, 0);
|
const fbgle = gpu.BindGroupLayout.Entry.buffer(1, .{ .fragment = true }, .read_only_storage, true, 0);
|
||||||
const sbgle = gpu.BindGroupLayout.Entry.sampler(2, .{ .fragment = true }, .filtering);
|
const sbgle = gpu.BindGroupLayout.Entry.sampler(2, .{ .fragment = true }, .filtering);
|
||||||
const tbgle = gpu.BindGroupLayout.Entry.texture(3, .{ .fragment = true }, .float, .dimension_2d, false);
|
const tbgle = gpu.BindGroupLayout.Entry.texture(3, .{ .fragment = true }, .float, .dimension_2d, false);
|
||||||
const bgl = engine.gpu_driver.device.createBindGroupLayout(
|
const bgl = engine.device.createBindGroupLayout(
|
||||||
&gpu.BindGroupLayout.Descriptor{
|
&gpu.BindGroupLayout.Descriptor{
|
||||||
.entries = &.{ vbgle, fbgle, sbgle, tbgle },
|
.entries = &.{ vbgle, fbgle, sbgle, tbgle },
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
|
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
|
||||||
const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
|
const pipeline_layout = engine.device.createPipelineLayout(&.{
|
||||||
.bind_group_layouts = &bind_group_layouts,
|
.bind_group_layouts = &bind_group_layouts,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
@ -185,30 +185,30 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
|
const vertex_buffer = engine.device.createBuffer(&.{
|
||||||
.usage = .{ .copy_dst = true, .vertex = true },
|
.usage = .{ .copy_dst = true, .vertex = true },
|
||||||
.size = @sizeOf(draw.Vertex) * app.vertices.items.len,
|
.size = @sizeOf(draw.Vertex) * app.vertices.items.len,
|
||||||
.mapped_at_creation = false,
|
.mapped_at_creation = false,
|
||||||
});
|
});
|
||||||
|
|
||||||
const vertex_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
|
const vertex_uniform_buffer = engine.device.createBuffer(&.{
|
||||||
.usage = .{ .copy_dst = true, .uniform = true },
|
.usage = .{ .copy_dst = true, .uniform = true },
|
||||||
.size = @sizeOf(draw.VertexUniform),
|
.size = @sizeOf(draw.VertexUniform),
|
||||||
.mapped_at_creation = false,
|
.mapped_at_creation = false,
|
||||||
});
|
});
|
||||||
|
|
||||||
const frag_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
|
const frag_uniform_buffer = engine.device.createBuffer(&.{
|
||||||
.usage = .{ .copy_dst = true, .storage = true },
|
.usage = .{ .copy_dst = true, .storage = true },
|
||||||
.size = @sizeOf(draw.FragUniform) * app.fragment_uniform_list.items.len,
|
.size = @sizeOf(draw.FragUniform) * app.fragment_uniform_list.items.len,
|
||||||
.mapped_at_creation = false,
|
.mapped_at_creation = false,
|
||||||
});
|
});
|
||||||
|
|
||||||
const sampler = engine.gpu_driver.device.createSampler(&.{
|
const sampler = engine.device.createSampler(&.{
|
||||||
.mag_filter = .linear,
|
.mag_filter = .linear,
|
||||||
.min_filter = .linear,
|
.min_filter = .linear,
|
||||||
});
|
});
|
||||||
|
|
||||||
const bind_group = engine.gpu_driver.device.createBindGroup(
|
const bind_group = engine.device.createBindGroup(
|
||||||
&gpu.BindGroup.Descriptor{
|
&gpu.BindGroup.Descriptor{
|
||||||
.layout = bgl,
|
.layout = bgl,
|
||||||
.entries = &.{
|
.entries = &.{
|
||||||
|
|
@ -220,7 +220,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
|
|
||||||
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
|
app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
|
||||||
app.queue = queue;
|
app.queue = queue;
|
||||||
app.vertex_buffer = vertex_buffer;
|
app.vertex_buffer = vertex_buffer;
|
||||||
app.vertex_uniform_buffer = vertex_uniform_buffer;
|
app.vertex_uniform_buffer = vertex_uniform_buffer;
|
||||||
|
|
@ -247,17 +247,17 @@ pub fn deinit(app: *App, engine: *mach.Engine) void {
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
while (engine.core.pollEvent()) |event| {
|
while (engine.pollEvent()) |event| {
|
||||||
switch (event) {
|
switch (event) {
|
||||||
.key_press => |ev| {
|
.key_press => |ev| {
|
||||||
if (ev.key == .space)
|
if (ev.key == .space)
|
||||||
engine.core.setShouldClose(true);
|
engine.setShouldClose(true);
|
||||||
},
|
},
|
||||||
else => {},
|
else => {},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
|
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
|
||||||
const color_attachment = gpu.RenderPassColorAttachment{
|
const color_attachment = gpu.RenderPassColorAttachment{
|
||||||
.view = back_buffer_view,
|
.view = back_buffer_view,
|
||||||
.resolve_target = null,
|
.resolve_target = null,
|
||||||
|
|
@ -266,7 +266,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
.store_op = .store,
|
.store_op = .store,
|
||||||
};
|
};
|
||||||
|
|
||||||
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
|
const encoder = engine.device.createCommandEncoder(null);
|
||||||
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
||||||
.color_attachments = &.{color_attachment},
|
.color_attachments = &.{color_attachment},
|
||||||
};
|
};
|
||||||
|
|
@ -299,7 +299,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
|
|
||||||
app.queue.submit(&.{command});
|
app.queue.submit(&.{command});
|
||||||
command.release();
|
command.release();
|
||||||
engine.gpu_driver.swap_chain.?.present();
|
engine.swap_chain.?.present();
|
||||||
back_buffer_view.release();
|
back_buffer_view.release();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
@ -324,7 +324,7 @@ pub fn getVertexUniformBufferObject(engine: *mach.Engine) !draw.VertexUniform {
|
||||||
// On e.g. macOS, window size may be 640x480 while framebuffer size may be
|
// On e.g. macOS, window size may be 640x480 while framebuffer size may be
|
||||||
// 1280x960 (subpixels.) Doing this lets us use a pixel, not subpixel,
|
// 1280x960 (subpixels.) Doing this lets us use a pixel, not subpixel,
|
||||||
// coordinate system.
|
// coordinate system.
|
||||||
const window_size = engine.core.getWindowSize();
|
const window_size = engine.getWindowSize();
|
||||||
const proj = zm.orthographicRh(
|
const proj = zm.orthographicRh(
|
||||||
@intToFloat(f32, window_size.width),
|
@intToFloat(f32, window_size.width),
|
||||||
@intToFloat(f32, window_size.height),
|
@intToFloat(f32, window_size.height),
|
||||||
|
|
|
||||||
|
|
@ -23,9 +23,9 @@ const App = @This();
|
||||||
pub fn init(app: *App, engine: *mach.Engine) !void {
|
pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
timer = try mach.Timer.start();
|
timer = try mach.Timer.start();
|
||||||
|
|
||||||
try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
|
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
|
||||||
|
|
||||||
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
|
const vs_module = engine.device.createShaderModule(&.{
|
||||||
.label = "my vertex shader",
|
.label = "my vertex shader",
|
||||||
.code = .{ .wgsl = @embedFile("vert.wgsl") },
|
.code = .{ .wgsl = @embedFile("vert.wgsl") },
|
||||||
});
|
});
|
||||||
|
|
@ -41,13 +41,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
.attributes = &vertex_attributes,
|
.attributes = &vertex_attributes,
|
||||||
};
|
};
|
||||||
|
|
||||||
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
|
const fs_module = engine.device.createShaderModule(&.{
|
||||||
.label = "my fragment shader",
|
.label = "my fragment shader",
|
||||||
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
||||||
});
|
});
|
||||||
|
|
||||||
const color_target = gpu.ColorTargetState{
|
const color_target = gpu.ColorTargetState{
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
.blend = null,
|
.blend = null,
|
||||||
.write_mask = gpu.ColorWriteMask.all,
|
.write_mask = gpu.ColorWriteMask.all,
|
||||||
};
|
};
|
||||||
|
|
@ -59,14 +59,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
};
|
};
|
||||||
|
|
||||||
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
|
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
|
||||||
const bgl = engine.gpu_driver.device.createBindGroupLayout(
|
const bgl = engine.device.createBindGroupLayout(
|
||||||
&gpu.BindGroupLayout.Descriptor{
|
&gpu.BindGroupLayout.Descriptor{
|
||||||
.entries = &.{bgle},
|
.entries = &.{bgle},
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
|
|
||||||
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
|
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
|
||||||
const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
|
const pipeline_layout = engine.device.createPipelineLayout(&.{
|
||||||
.bind_group_layouts = &bind_group_layouts,
|
.bind_group_layouts = &bind_group_layouts,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
@ -92,7 +92,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
|
const vertex_buffer = engine.device.createBuffer(&.{
|
||||||
.usage = .{ .vertex = true },
|
.usage = .{ .vertex = true },
|
||||||
.size = @sizeOf(Vertex) * vertices.len,
|
.size = @sizeOf(Vertex) * vertices.len,
|
||||||
.mapped_at_creation = true,
|
.mapped_at_creation = true,
|
||||||
|
|
@ -105,12 +105,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
const y_count = 4;
|
const y_count = 4;
|
||||||
const num_instances = x_count * y_count;
|
const num_instances = x_count * y_count;
|
||||||
|
|
||||||
const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
|
const uniform_buffer = engine.device.createBuffer(&.{
|
||||||
.usage = .{ .copy_dst = true, .uniform = true },
|
.usage = .{ .copy_dst = true, .uniform = true },
|
||||||
.size = @sizeOf(UniformBufferObject) * num_instances,
|
.size = @sizeOf(UniformBufferObject) * num_instances,
|
||||||
.mapped_at_creation = false,
|
.mapped_at_creation = false,
|
||||||
});
|
});
|
||||||
const bind_group = engine.gpu_driver.device.createBindGroup(
|
const bind_group = engine.device.createBindGroup(
|
||||||
&gpu.BindGroup.Descriptor{
|
&gpu.BindGroup.Descriptor{
|
||||||
.layout = bgl,
|
.layout = bgl,
|
||||||
.entries = &.{
|
.entries = &.{
|
||||||
|
|
@ -119,8 +119,8 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
|
|
||||||
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
|
app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
|
||||||
app.queue = engine.gpu_driver.device.getQueue();
|
app.queue = engine.device.getQueue();
|
||||||
app.vertex_buffer = vertex_buffer;
|
app.vertex_buffer = vertex_buffer;
|
||||||
app.uniform_buffer = uniform_buffer;
|
app.uniform_buffer = uniform_buffer;
|
||||||
app.bind_group = bind_group;
|
app.bind_group = bind_group;
|
||||||
|
|
@ -138,17 +138,17 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
while (engine.core.pollEvent()) |event| {
|
while (engine.pollEvent()) |event| {
|
||||||
switch (event) {
|
switch (event) {
|
||||||
.key_press => |ev| {
|
.key_press => |ev| {
|
||||||
if (ev.key == .space)
|
if (ev.key == .space)
|
||||||
engine.core.setShouldClose(true);
|
engine.setShouldClose(true);
|
||||||
},
|
},
|
||||||
else => {},
|
else => {},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
|
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
|
||||||
const color_attachment = gpu.RenderPassColorAttachment{
|
const color_attachment = gpu.RenderPassColorAttachment{
|
||||||
.view = back_buffer_view,
|
.view = back_buffer_view,
|
||||||
.resolve_target = null,
|
.resolve_target = null,
|
||||||
|
|
@ -157,7 +157,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
.store_op = .store,
|
.store_op = .store,
|
||||||
};
|
};
|
||||||
|
|
||||||
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
|
const encoder = engine.device.createCommandEncoder(null);
|
||||||
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
||||||
.color_attachments = &.{color_attachment},
|
.color_attachments = &.{color_attachment},
|
||||||
};
|
};
|
||||||
|
|
@ -165,7 +165,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
{
|
{
|
||||||
const proj = zm.perspectiveFovRh(
|
const proj = zm.perspectiveFovRh(
|
||||||
(std.math.pi / 3.0),
|
(std.math.pi / 3.0),
|
||||||
@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
|
@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height),
|
||||||
10,
|
10,
|
||||||
30,
|
30,
|
||||||
);
|
);
|
||||||
|
|
@ -205,7 +205,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
|
|
||||||
app.queue.submit(&.{command});
|
app.queue.submit(&.{command});
|
||||||
command.release();
|
command.release();
|
||||||
engine.gpu_driver.swap_chain.?.present();
|
engine.swap_chain.?.present();
|
||||||
back_buffer_view.release();
|
back_buffer_view.release();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
|
||||||
|
|
@ -23,9 +23,9 @@ bind_group: gpu.BindGroup,
|
||||||
pub fn init(app: *App, engine: *mach.Engine) !void {
|
pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
timer = try mach.Timer.start();
|
timer = try mach.Timer.start();
|
||||||
|
|
||||||
try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
|
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
|
||||||
|
|
||||||
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
|
const vs_module = engine.device.createShaderModule(&.{
|
||||||
.label = "my vertex shader",
|
.label = "my vertex shader",
|
||||||
.code = .{ .wgsl = @embedFile("vert.wgsl") },
|
.code = .{ .wgsl = @embedFile("vert.wgsl") },
|
||||||
});
|
});
|
||||||
|
|
@ -41,7 +41,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
.attributes = &vertex_attributes,
|
.attributes = &vertex_attributes,
|
||||||
};
|
};
|
||||||
|
|
||||||
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
|
const fs_module = engine.device.createShaderModule(&.{
|
||||||
.label = "my fragment shader",
|
.label = "my fragment shader",
|
||||||
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
||||||
});
|
});
|
||||||
|
|
@ -59,7 +59,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
const color_target = gpu.ColorTargetState{
|
const color_target = gpu.ColorTargetState{
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
.blend = &blend,
|
.blend = &blend,
|
||||||
.write_mask = gpu.ColorWriteMask.all,
|
.write_mask = gpu.ColorWriteMask.all,
|
||||||
};
|
};
|
||||||
|
|
@ -71,14 +71,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
};
|
};
|
||||||
|
|
||||||
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
|
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
|
||||||
const bgl = engine.gpu_driver.device.createBindGroupLayout(
|
const bgl = engine.device.createBindGroupLayout(
|
||||||
&gpu.BindGroupLayout.Descriptor{
|
&gpu.BindGroupLayout.Descriptor{
|
||||||
.entries = &.{bgle},
|
.entries = &.{bgle},
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
|
|
||||||
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
|
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
|
||||||
const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
|
const pipeline_layout = engine.device.createPipelineLayout(&.{
|
||||||
.bind_group_layouts = &bind_group_layouts,
|
.bind_group_layouts = &bind_group_layouts,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
@ -104,7 +104,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
|
const vertex_buffer = engine.device.createBuffer(&.{
|
||||||
.usage = .{ .vertex = true },
|
.usage = .{ .vertex = true },
|
||||||
.size = @sizeOf(Vertex) * vertices.len,
|
.size = @sizeOf(Vertex) * vertices.len,
|
||||||
.mapped_at_creation = true,
|
.mapped_at_creation = true,
|
||||||
|
|
@ -113,12 +113,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
|
std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
|
||||||
vertex_buffer.unmap();
|
vertex_buffer.unmap();
|
||||||
|
|
||||||
const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
|
const uniform_buffer = engine.device.createBuffer(&.{
|
||||||
.usage = .{ .copy_dst = true, .uniform = true },
|
.usage = .{ .copy_dst = true, .uniform = true },
|
||||||
.size = @sizeOf(UniformBufferObject),
|
.size = @sizeOf(UniformBufferObject),
|
||||||
.mapped_at_creation = false,
|
.mapped_at_creation = false,
|
||||||
});
|
});
|
||||||
const bind_group = engine.gpu_driver.device.createBindGroup(
|
const bind_group = engine.device.createBindGroup(
|
||||||
&gpu.BindGroup.Descriptor{
|
&gpu.BindGroup.Descriptor{
|
||||||
.layout = bgl,
|
.layout = bgl,
|
||||||
.entries = &.{
|
.entries = &.{
|
||||||
|
|
@ -127,8 +127,8 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
|
|
||||||
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
|
app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
|
||||||
app.queue = engine.gpu_driver.device.getQueue();
|
app.queue = engine.device.getQueue();
|
||||||
app.vertex_buffer = vertex_buffer;
|
app.vertex_buffer = vertex_buffer;
|
||||||
app.uniform_buffer = uniform_buffer;
|
app.uniform_buffer = uniform_buffer;
|
||||||
app.bind_group = bind_group;
|
app.bind_group = bind_group;
|
||||||
|
|
@ -146,17 +146,17 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
while (engine.core.pollEvent()) |event| {
|
while (engine.pollEvent()) |event| {
|
||||||
switch (event) {
|
switch (event) {
|
||||||
.key_press => |ev| {
|
.key_press => |ev| {
|
||||||
if (ev.key == .space)
|
if (ev.key == .space)
|
||||||
engine.core.setShouldClose(true);
|
engine.setShouldClose(true);
|
||||||
},
|
},
|
||||||
else => {},
|
else => {},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
|
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
|
||||||
const color_attachment = gpu.RenderPassColorAttachment{
|
const color_attachment = gpu.RenderPassColorAttachment{
|
||||||
.view = back_buffer_view,
|
.view = back_buffer_view,
|
||||||
.resolve_target = null,
|
.resolve_target = null,
|
||||||
|
|
@ -165,7 +165,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
.store_op = .store,
|
.store_op = .store,
|
||||||
};
|
};
|
||||||
|
|
||||||
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
|
const encoder = engine.device.createCommandEncoder(null);
|
||||||
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
||||||
.color_attachments = &.{color_attachment},
|
.color_attachments = &.{color_attachment},
|
||||||
.depth_stencil_attachment = null,
|
.depth_stencil_attachment = null,
|
||||||
|
|
@ -181,7 +181,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
);
|
);
|
||||||
const proj = zm.perspectiveFovRh(
|
const proj = zm.perspectiveFovRh(
|
||||||
(std.math.pi / 4.0),
|
(std.math.pi / 4.0),
|
||||||
@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
|
@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height),
|
||||||
0.1,
|
0.1,
|
||||||
10,
|
10,
|
||||||
);
|
);
|
||||||
|
|
@ -205,7 +205,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
|
|
||||||
app.queue.submit(&.{command});
|
app.queue.submit(&.{command});
|
||||||
command.release();
|
command.release();
|
||||||
engine.gpu_driver.swap_chain.?.present();
|
engine.swap_chain.?.present();
|
||||||
back_buffer_view.release();
|
back_buffer_view.release();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
|
||||||
|
|
@ -26,9 +26,9 @@ const App = @This();
|
||||||
pub fn init(app: *App, engine: *mach.Engine) !void {
|
pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
timer = try mach.Timer.start();
|
timer = try mach.Timer.start();
|
||||||
|
|
||||||
try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
|
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
|
||||||
|
|
||||||
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
|
const vs_module = engine.device.createShaderModule(&.{
|
||||||
.label = "my vertex shader",
|
.label = "my vertex shader",
|
||||||
.code = .{ .wgsl = @embedFile("vert.wgsl") },
|
.code = .{ .wgsl = @embedFile("vert.wgsl") },
|
||||||
});
|
});
|
||||||
|
|
@ -44,7 +44,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
.attributes = &vertex_attributes,
|
.attributes = &vertex_attributes,
|
||||||
};
|
};
|
||||||
|
|
||||||
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
|
const fs_module = engine.device.createShaderModule(&.{
|
||||||
.label = "my fragment shader",
|
.label = "my fragment shader",
|
||||||
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
||||||
});
|
});
|
||||||
|
|
@ -62,7 +62,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
const color_target = gpu.ColorTargetState{
|
const color_target = gpu.ColorTargetState{
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
.blend = &blend,
|
.blend = &blend,
|
||||||
.write_mask = gpu.ColorWriteMask.all,
|
.write_mask = gpu.ColorWriteMask.all,
|
||||||
};
|
};
|
||||||
|
|
@ -96,9 +96,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
.cull_mode = .back,
|
.cull_mode = .back,
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
const pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
|
const pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
|
||||||
|
|
||||||
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
|
const vertex_buffer = engine.device.createBuffer(&.{
|
||||||
.usage = .{ .vertex = true },
|
.usage = .{ .vertex = true },
|
||||||
.size = @sizeOf(Vertex) * vertices.len,
|
.size = @sizeOf(Vertex) * vertices.len,
|
||||||
.mapped_at_creation = true,
|
.mapped_at_creation = true,
|
||||||
|
|
@ -108,14 +108,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
vertex_buffer.unmap();
|
vertex_buffer.unmap();
|
||||||
|
|
||||||
// Create a sampler with linear filtering for smooth interpolation.
|
// Create a sampler with linear filtering for smooth interpolation.
|
||||||
const sampler = engine.gpu_driver.device.createSampler(&.{
|
const sampler = engine.device.createSampler(&.{
|
||||||
.mag_filter = .linear,
|
.mag_filter = .linear,
|
||||||
.min_filter = .linear,
|
.min_filter = .linear,
|
||||||
});
|
});
|
||||||
const queue = engine.gpu_driver.device.getQueue();
|
const queue = engine.device.getQueue();
|
||||||
const img = try zigimg.Image.fromMemory(engine.allocator, @embedFile("../assets/gotta-go-fast.png"));
|
const img = try zigimg.Image.fromMemory(engine.allocator, @embedFile("../assets/gotta-go-fast.png"));
|
||||||
const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height) };
|
const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height) };
|
||||||
const cube_texture = engine.gpu_driver.device.createTexture(&.{
|
const cube_texture = engine.device.createTexture(&.{
|
||||||
.size = img_size,
|
.size = img_size,
|
||||||
.format = .rgba8_unorm,
|
.format = .rgba8_unorm,
|
||||||
.usage = .{
|
.usage = .{
|
||||||
|
|
@ -138,13 +138,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
else => @panic("unsupported image color format"),
|
else => @panic("unsupported image color format"),
|
||||||
}
|
}
|
||||||
|
|
||||||
const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
|
const uniform_buffer = engine.device.createBuffer(&.{
|
||||||
.usage = .{ .copy_dst = true, .uniform = true },
|
.usage = .{ .copy_dst = true, .uniform = true },
|
||||||
.size = @sizeOf(UniformBufferObject),
|
.size = @sizeOf(UniformBufferObject),
|
||||||
.mapped_at_creation = false,
|
.mapped_at_creation = false,
|
||||||
});
|
});
|
||||||
|
|
||||||
const bind_group = engine.gpu_driver.device.createBindGroup(
|
const bind_group = engine.device.createBindGroup(
|
||||||
&gpu.BindGroup.Descriptor{
|
&gpu.BindGroup.Descriptor{
|
||||||
.layout = pipeline.getBindGroupLayout(0),
|
.layout = pipeline.getBindGroupLayout(0),
|
||||||
.entries = &.{
|
.entries = &.{
|
||||||
|
|
@ -176,17 +176,17 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
while (engine.core.pollEvent()) |event| {
|
while (engine.pollEvent()) |event| {
|
||||||
switch (event) {
|
switch (event) {
|
||||||
.key_press => |ev| {
|
.key_press => |ev| {
|
||||||
if (ev.key == .space)
|
if (ev.key == .space)
|
||||||
engine.core.setShouldClose(true);
|
engine.setShouldClose(true);
|
||||||
},
|
},
|
||||||
else => {},
|
else => {},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
|
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
|
||||||
const color_attachment = gpu.RenderPassColorAttachment{
|
const color_attachment = gpu.RenderPassColorAttachment{
|
||||||
.view = back_buffer_view,
|
.view = back_buffer_view,
|
||||||
.clear_value = .{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 0.0 },
|
.clear_value = .{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 0.0 },
|
||||||
|
|
@ -194,7 +194,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
.store_op = .store,
|
.store_op = .store,
|
||||||
};
|
};
|
||||||
|
|
||||||
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
|
const encoder = engine.device.createCommandEncoder(null);
|
||||||
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
||||||
.color_attachments = &.{color_attachment},
|
.color_attachments = &.{color_attachment},
|
||||||
.depth_stencil_attachment = &.{
|
.depth_stencil_attachment = &.{
|
||||||
|
|
@ -215,7 +215,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
);
|
);
|
||||||
const proj = zm.perspectiveFovRh(
|
const proj = zm.perspectiveFovRh(
|
||||||
(std.math.pi / 4.0),
|
(std.math.pi / 4.0),
|
||||||
@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
|
@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height),
|
||||||
0.1,
|
0.1,
|
||||||
10,
|
10,
|
||||||
);
|
);
|
||||||
|
|
@ -239,7 +239,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
|
|
||||||
app.queue.submit(&.{command});
|
app.queue.submit(&.{command});
|
||||||
command.release();
|
command.release();
|
||||||
engine.gpu_driver.swap_chain.?.present();
|
engine.swap_chain.?.present();
|
||||||
back_buffer_view.release();
|
back_buffer_view.release();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
@ -251,7 +251,7 @@ pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
|
||||||
app.depth_texture.?.release();
|
app.depth_texture.?.release();
|
||||||
app.depth_texture_view.release();
|
app.depth_texture_view.release();
|
||||||
}
|
}
|
||||||
app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
|
app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{
|
||||||
.size = gpu.Extent3D{
|
.size = gpu.Extent3D{
|
||||||
.width = width,
|
.width = width,
|
||||||
.height = height,
|
.height = height,
|
||||||
|
|
|
||||||
|
|
@ -8,12 +8,12 @@ pipeline: gpu.RenderPipeline,
|
||||||
queue: gpu.Queue,
|
queue: gpu.Queue,
|
||||||
|
|
||||||
pub fn init(app: *App, engine: *mach.Engine) !void {
|
pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
|
const vs_module = engine.device.createShaderModule(&.{
|
||||||
.label = "my vertex shader",
|
.label = "my vertex shader",
|
||||||
.code = .{ .wgsl = @embedFile("vert.wgsl") },
|
.code = .{ .wgsl = @embedFile("vert.wgsl") },
|
||||||
});
|
});
|
||||||
|
|
||||||
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
|
const fs_module = engine.device.createShaderModule(&.{
|
||||||
.label = "my fragment shader",
|
.label = "my fragment shader",
|
||||||
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
||||||
});
|
});
|
||||||
|
|
@ -32,7 +32,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
const color_target = gpu.ColorTargetState{
|
const color_target = gpu.ColorTargetState{
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
.blend = &blend,
|
.blend = &blend,
|
||||||
.write_mask = gpu.ColorWriteMask.all,
|
.write_mask = gpu.ColorWriteMask.all,
|
||||||
};
|
};
|
||||||
|
|
@ -64,8 +64,8 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
|
app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
|
||||||
app.queue = engine.gpu_driver.device.getQueue();
|
app.queue = engine.device.getQueue();
|
||||||
|
|
||||||
vs_module.release();
|
vs_module.release();
|
||||||
fs_module.release();
|
fs_module.release();
|
||||||
|
|
@ -74,7 +74,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
pub fn deinit(_: *App, _: *mach.Engine) void {}
|
pub fn deinit(_: *App, _: *mach.Engine) void {}
|
||||||
|
|
||||||
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
|
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
|
||||||
const color_attachment = gpu.RenderPassColorAttachment{
|
const color_attachment = gpu.RenderPassColorAttachment{
|
||||||
.view = back_buffer_view,
|
.view = back_buffer_view,
|
||||||
.resolve_target = null,
|
.resolve_target = null,
|
||||||
|
|
@ -83,7 +83,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
.store_op = .store,
|
.store_op = .store,
|
||||||
};
|
};
|
||||||
|
|
||||||
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
|
const encoder = engine.device.createCommandEncoder(null);
|
||||||
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
||||||
.color_attachments = &.{color_attachment},
|
.color_attachments = &.{color_attachment},
|
||||||
.depth_stencil_attachment = null,
|
.depth_stencil_attachment = null,
|
||||||
|
|
@ -99,7 +99,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
|
|
||||||
app.queue.submit(&.{command});
|
app.queue.submit(&.{command});
|
||||||
command.release();
|
command.release();
|
||||||
engine.gpu_driver.swap_chain.?.present();
|
engine.swap_chain.?.present();
|
||||||
back_buffer_view.release();
|
back_buffer_view.release();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
|
||||||
|
|
@ -24,9 +24,9 @@ const App = @This();
|
||||||
pub fn init(app: *App, engine: *mach.Engine) !void {
|
pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
timer = try mach.Timer.start();
|
timer = try mach.Timer.start();
|
||||||
|
|
||||||
try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
|
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
|
||||||
|
|
||||||
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
|
const vs_module = engine.device.createShaderModule(&.{
|
||||||
.label = "my vertex shader",
|
.label = "my vertex shader",
|
||||||
.code = .{ .wgsl = @embedFile("vert.wgsl") },
|
.code = .{ .wgsl = @embedFile("vert.wgsl") },
|
||||||
});
|
});
|
||||||
|
|
@ -42,7 +42,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
.attributes = &vertex_attributes,
|
.attributes = &vertex_attributes,
|
||||||
};
|
};
|
||||||
|
|
||||||
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
|
const fs_module = engine.device.createShaderModule(&.{
|
||||||
.label = "my fragment shader",
|
.label = "my fragment shader",
|
||||||
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
||||||
});
|
});
|
||||||
|
|
@ -60,7 +60,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
const color_target = gpu.ColorTargetState{
|
const color_target = gpu.ColorTargetState{
|
||||||
.format = engine.gpu_driver.swap_chain_format,
|
.format = engine.swap_chain_format,
|
||||||
.blend = &blend,
|
.blend = &blend,
|
||||||
.write_mask = gpu.ColorWriteMask.all,
|
.write_mask = gpu.ColorWriteMask.all,
|
||||||
};
|
};
|
||||||
|
|
@ -72,14 +72,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
};
|
};
|
||||||
|
|
||||||
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
|
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
|
||||||
const bgl = engine.gpu_driver.device.createBindGroupLayout(
|
const bgl = engine.device.createBindGroupLayout(
|
||||||
&gpu.BindGroupLayout.Descriptor{
|
&gpu.BindGroupLayout.Descriptor{
|
||||||
.entries = &.{bgle},
|
.entries = &.{bgle},
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
|
|
||||||
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
|
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
|
||||||
const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
|
const pipeline_layout = engine.device.createPipelineLayout(&.{
|
||||||
.bind_group_layouts = &bind_group_layouts,
|
.bind_group_layouts = &bind_group_layouts,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
@ -105,9 +105,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
const queue = engine.gpu_driver.device.getQueue();
|
const queue = engine.device.getQueue();
|
||||||
|
|
||||||
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
|
const vertex_buffer = engine.device.createBuffer(&.{
|
||||||
.usage = .{ .vertex = true },
|
.usage = .{ .vertex = true },
|
||||||
.size = @sizeOf(Vertex) * vertices.len,
|
.size = @sizeOf(Vertex) * vertices.len,
|
||||||
.mapped_at_creation = true,
|
.mapped_at_creation = true,
|
||||||
|
|
@ -118,13 +118,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
|
|
||||||
// uniformBindGroup offset must be 256-byte aligned
|
// uniformBindGroup offset must be 256-byte aligned
|
||||||
const uniform_offset = 256;
|
const uniform_offset = 256;
|
||||||
const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
|
const uniform_buffer = engine.device.createBuffer(&.{
|
||||||
.usage = .{ .uniform = true, .copy_dst = true },
|
.usage = .{ .uniform = true, .copy_dst = true },
|
||||||
.size = @sizeOf(UniformBufferObject) + uniform_offset,
|
.size = @sizeOf(UniformBufferObject) + uniform_offset,
|
||||||
.mapped_at_creation = false,
|
.mapped_at_creation = false,
|
||||||
});
|
});
|
||||||
|
|
||||||
const bind_group1 = engine.gpu_driver.device.createBindGroup(
|
const bind_group1 = engine.device.createBindGroup(
|
||||||
&gpu.BindGroup.Descriptor{
|
&gpu.BindGroup.Descriptor{
|
||||||
.layout = bgl,
|
.layout = bgl,
|
||||||
.entries = &.{
|
.entries = &.{
|
||||||
|
|
@ -133,7 +133,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
|
|
||||||
const bind_group2 = engine.gpu_driver.device.createBindGroup(
|
const bind_group2 = engine.device.createBindGroup(
|
||||||
&gpu.BindGroup.Descriptor{
|
&gpu.BindGroup.Descriptor{
|
||||||
.layout = bgl,
|
.layout = bgl,
|
||||||
.entries = &.{
|
.entries = &.{
|
||||||
|
|
@ -142,7 +142,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
|
|
||||||
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
|
app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
|
||||||
app.queue = queue;
|
app.queue = queue;
|
||||||
app.vertex_buffer = vertex_buffer;
|
app.vertex_buffer = vertex_buffer;
|
||||||
app.uniform_buffer = uniform_buffer;
|
app.uniform_buffer = uniform_buffer;
|
||||||
|
|
@ -163,17 +163,17 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
while (engine.core.pollEvent()) |event| {
|
while (engine.pollEvent()) |event| {
|
||||||
switch (event) {
|
switch (event) {
|
||||||
.key_press => |ev| {
|
.key_press => |ev| {
|
||||||
if (ev.key == .space)
|
if (ev.key == .space)
|
||||||
engine.core.setShouldClose(true);
|
engine.setShouldClose(true);
|
||||||
},
|
},
|
||||||
else => {},
|
else => {},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
|
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
|
||||||
const color_attachment = gpu.RenderPassColorAttachment{
|
const color_attachment = gpu.RenderPassColorAttachment{
|
||||||
.view = back_buffer_view,
|
.view = back_buffer_view,
|
||||||
.resolve_target = null,
|
.resolve_target = null,
|
||||||
|
|
@ -182,7 +182,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
.store_op = .store,
|
.store_op = .store,
|
||||||
};
|
};
|
||||||
|
|
||||||
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
|
const encoder = engine.device.createCommandEncoder(null);
|
||||||
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
||||||
.color_attachments = &.{color_attachment},
|
.color_attachments = &.{color_attachment},
|
||||||
.depth_stencil_attachment = null,
|
.depth_stencil_attachment = null,
|
||||||
|
|
@ -201,7 +201,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
);
|
);
|
||||||
const proj = zm.perspectiveFovRh(
|
const proj = zm.perspectiveFovRh(
|
||||||
(2.0 * std.math.pi / 5.0),
|
(2.0 * std.math.pi / 5.0),
|
||||||
@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
|
@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height),
|
||||||
1,
|
1,
|
||||||
100,
|
100,
|
||||||
);
|
);
|
||||||
|
|
@ -237,7 +237,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||||
|
|
||||||
app.queue.submit(&.{command});
|
app.queue.submit(&.{command});
|
||||||
command.release();
|
command.release();
|
||||||
engine.gpu_driver.swap_chain.?.present();
|
engine.swap_chain.?.present();
|
||||||
back_buffer_view.release();
|
back_buffer_view.release();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue