examples: import mach-examples@20ceb359231ff284cf343dddba8cf25112ffe717
Helps hexops/mach#1165 Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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166
examples/custom-renderer/Renderer.zig
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166
examples/custom-renderer/Renderer.zig
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const std = @import("std");
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const mach = @import("mach");
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const core = mach.core;
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const gpu = mach.gpu;
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const math = mach.math;
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const Vec3 = math.Vec3;
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const num_bind_groups = 1024 * 32;
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// uniform bind group offset must be 256-byte aligned
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const uniform_offset = 256;
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pipeline: *gpu.RenderPipeline,
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queue: *gpu.Queue,
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bind_groups: [num_bind_groups]*gpu.BindGroup,
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uniform_buffer: *gpu.Buffer,
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pub const name = .renderer;
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pub const Mod = mach.Mod(@This());
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pub const components = struct {
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pub const location = Vec3;
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pub const rotation = Vec3;
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pub const scale = f32;
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};
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// TODO: this shouldn't be a packed struct, it should be extern.
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const UniformBufferObject = packed struct {
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offset: Vec3.Vector,
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scale: f32,
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};
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pub fn init(
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engine: *mach.Engine.Mod,
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renderer: *Mod,
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) !void {
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const device = engine.state.device;
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const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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// Fragment state
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const blend = gpu.BlendState{};
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const color_target = gpu.ColorTargetState{
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.format = core.descriptor.format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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const fragment = gpu.FragmentState.init(.{
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.module = shader_module,
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.entry_point = "frag_main",
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.targets = &.{color_target},
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});
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const uniform_buffer = device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(UniformBufferObject) * uniform_offset * num_bind_groups,
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.mapped_at_creation = .false,
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});
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const bind_group_layout_entry = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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const bind_group_layout = device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor.init(.{
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.entries = &.{bind_group_layout_entry},
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}),
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);
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var bind_groups: [num_bind_groups]*gpu.BindGroup = undefined;
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for (bind_groups, 0..) |_, i| {
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bind_groups[i] = device.createBindGroup(
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&gpu.BindGroup.Descriptor.init(.{
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.layout = bind_group_layout,
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, uniform_buffer, uniform_offset * i, @sizeOf(UniformBufferObject)),
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},
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}),
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);
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}
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const bind_group_layouts = [_]*gpu.BindGroupLayout{bind_group_layout};
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const pipeline_layout = device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
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.bind_group_layouts = &bind_group_layouts,
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}));
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.layout = pipeline_layout,
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.vertex = gpu.VertexState{
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.module = shader_module,
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.entry_point = "vertex_main",
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},
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};
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renderer.state = .{
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.pipeline = device.createRenderPipeline(&pipeline_descriptor),
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.queue = device.getQueue(),
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.bind_groups = bind_groups,
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.uniform_buffer = uniform_buffer,
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};
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shader_module.release();
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}
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pub fn deinit(
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renderer: *Mod,
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) !void {
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renderer.state.pipeline.release();
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renderer.state.queue.release();
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for (renderer.state.bind_groups) |bind_group| bind_group.release();
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renderer.state.uniform_buffer.release();
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}
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pub fn tick(
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engine: *mach.Engine.Mod,
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renderer: *Mod,
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) !void {
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const device = engine.state.device;
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// Begin our render pass
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.clear_value = std.mem.zeroes(gpu.Color),
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.load_op = .clear,
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.store_op = .store,
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};
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const encoder = device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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});
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// Update uniform buffer
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var archetypes_iter = engine.entities.query(.{ .all = &.{
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.{ .renderer = &.{ .location, .scale } },
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} });
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var num_entities: usize = 0;
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while (archetypes_iter.next()) |archetype| {
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const ids = archetype.slice(.entity, .id);
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const locations = archetype.slice(.renderer, .location);
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const scales = archetype.slice(.renderer, .scale);
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for (ids, locations, scales) |id, location, scale| {
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_ = id;
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const ubo = UniformBufferObject{
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.offset = location.v,
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.scale = scale,
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};
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encoder.writeBuffer(renderer.state.uniform_buffer, uniform_offset * num_entities, &[_]UniformBufferObject{ubo});
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num_entities += 1;
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}
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}
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const pass = encoder.beginRenderPass(&render_pass_info);
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for (renderer.state.bind_groups[0..num_entities]) |bind_group| {
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pass.setPipeline(renderer.state.pipeline);
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pass.setBindGroup(0, bind_group, &.{0});
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pass.draw(3, 1, 0, 0);
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}
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pass.end();
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pass.release();
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var command = encoder.finish(null);
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encoder.release();
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renderer.state.queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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core.swap_chain.present();
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back_buffer_view.release();
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}
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