diff --git a/examples/advanced-gen-texture-light/main.zig b/examples/advanced-gen-texture-light/main.zig index 55f9596c..41337c52 100755 --- a/examples/advanced-gen-texture-light/main.zig +++ b/examples/advanced-gen-texture-light/main.zig @@ -32,33 +32,33 @@ const Dir = struct { const right: u8 = 0b1000; }; -pub fn init(app: *App, engine: *mach.Engine) !void { - try engine.setOptions(.{ +pub fn init(app: *App, core: *mach.Core) !void { + try core.setOptions(.{ .size_min = .{ .width = 20, .height = 20 }, }); const eye = vec3(5.0, 7.0, 5.0); const target = vec3(0.0, 0.0, 0.0); - const size = engine.getFramebufferSize(); + const size = core.getFramebufferSize(); const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height); - app.queue = engine.device.getQueue(); - app.cube = Cube.init(engine); - app.light = Light.init(engine); + app.queue = core.device.getQueue(); + app.cube = Cube.init(core); + app.light = Light.init(core); app.depth = null; - app.camera = Camera.init(engine.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0); + app.camera = Camera.init(core.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0); } -pub fn deinit(app: *App, _: *mach.Engine) void { +pub fn deinit(app: *App, _: *mach.Core) void { app.depth.?.release(); } -pub fn update(app: *App, engine: *mach.Engine) !void { - while (engine.pollEvent()) |event| { +pub fn update(app: *App, core: *mach.Core) !void { + while (core.pollEvent()) |event| { switch (event) { .key_press => |ev| switch (ev.key) { - .q, .escape, .space => engine.setShouldClose(true), + .q, .escape, .space => core.setShouldClose(true), .w, .up => { app.keys |= Dir.up; }, @@ -93,7 +93,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { } // move camera - const speed = zm.f32x4s(@floatCast(f32, engine.delta_time * 5)); + const speed = zm.f32x4s(@floatCast(f32, core.delta_time * 5)); const fwd = zm.normalize3(app.camera.target - app.camera.eye); const right = zm.normalize3(zm.cross3(fwd, app.camera.up)); @@ -108,13 +108,13 @@ pub fn update(app: *App, engine: *mach.Engine) !void { app.camera.update(app.queue); // move light - const light_speed = @floatCast(f32, engine.delta_time * 2.5); + const light_speed = @floatCast(f32, core.delta_time * 2.5); app.light.update(app.queue, light_speed); - const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); + const back_buffer_view = core.swap_chain.?.getCurrentTextureView(); defer back_buffer_view.release(); - const encoder = engine.device.createCommandEncoder(null); + const encoder = core.device.createCommandEncoder(null); defer encoder.release(); const color_attachment = gpu.RenderPassColorAttachment{ @@ -171,16 +171,16 @@ pub fn update(app: *App, engine: *mach.Engine) !void { defer command.release(); app.queue.submit(&.{command}); - engine.swap_chain.?.present(); + core.swap_chain.?.present(); } -pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void { +pub fn resize(app: *App, core: *mach.Core, width: u32, height: u32) !void { // If window is resized, recreate depth buffer otherwise we cannot use it. if (app.depth != null) { app.depth.?.release(); } // It also recreates the sampler, which is a waste, but for an example it's ok - app.depth = Texture.depth(engine.device, width, height); + app.depth = Texture.depth(core.device, width, height); } const Camera = struct { @@ -283,8 +283,8 @@ const Cube = struct { const SPACING = 2; // spacing between cubes const DISPLACEMENT = vec3u(IPR * SPACING / 2, 0, IPR * SPACING / 2); - fn init(engine: *mach.Engine) Self { - const device = engine.device; + fn init(core: *mach.Core) Self { + const device = core.device; const texture = Brick.texture(device); @@ -322,12 +322,12 @@ const Cube = struct { .mesh = mesh(device), .texture = texture, .instance = instance, - .pipeline = pipeline(engine), + .pipeline = pipeline(core), }; } - fn pipeline(engine: *mach.Engine) gpu.RenderPipeline { - const device = engine.device; + fn pipeline(core: *mach.Core) gpu.RenderPipeline { + const device = core.device; const layout_descriptor = gpu.PipelineLayout.Descriptor{ .bind_group_layouts = &.{ @@ -359,7 +359,7 @@ const Cube = struct { }; const color_target = gpu.ColorTargetState{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .write_mask = gpu.ColorWriteMask.all, .blend = &blend, }; @@ -732,8 +732,8 @@ const Light = struct { color: Vec, }; - fn init(engine: *mach.Engine) Self { - const device = engine.device; + fn init(core: *mach.Core) Self { + const device = core.device; const uniform = .{ .color = vec3u(1, 1, 1), .position = vec3u(3, 7, 2), @@ -755,7 +755,7 @@ const Light = struct { .buffer = buffer, .uniform = uniform, .bind_group = bind_group, - .pipeline = Self.pipeline(engine), + .pipeline = Self.pipeline(core), }; } @@ -779,8 +779,8 @@ const Light = struct { }); } - fn pipeline(engine: *mach.Engine) gpu.RenderPipeline { - const device = engine.device; + fn pipeline(core: *mach.Core) gpu.RenderPipeline { + const device = core.device; const layout_descriptor = gpu.PipelineLayout.Descriptor{ .bind_group_layouts = &.{ @@ -811,7 +811,7 @@ const Light = struct { }; const color_target = gpu.ColorTargetState{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .write_mask = gpu.ColorWriteMask.all, .blend = &blend, }; diff --git a/examples/boids/main.zig b/examples/boids/main.zig index 5ac27e4f..e77361ce 100644 --- a/examples/boids/main.zig +++ b/examples/boids/main.zig @@ -26,13 +26,13 @@ var sim_params = [_]f32{ 0.005, // .rule_3_scale }; -pub fn init(app: *App, engine: *mach.Engine) !void { - const sprite_shader_module = engine.device.createShaderModule(&.{ +pub fn init(app: *App, core: *mach.Core) !void { + const sprite_shader_module = core.device.createShaderModule(&.{ .label = "sprite shader module", .code = .{ .wgsl = @embedFile("sprite.wgsl") }, }); - const update_sprite_shader_module = engine.device.createShaderModule(&.{ + const update_sprite_shader_module = core.device.createShaderModule(&.{ .label = "update sprite shader module", .code = .{ .wgsl = @embedFile("updateSprites.wgsl") }, }); @@ -61,7 +61,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, }; - const render_pipeline = engine.device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{ + const render_pipeline = core.device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{ .vertex = .{ .module = sprite_shader_module, .entry_point = "vert_main", @@ -84,12 +84,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, .fragment = &gpu.FragmentState{ .module = sprite_shader_module, .entry_point = "frag_main", .targets = &[_]gpu.ColorTargetState{ .{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, }, } }, }); - const compute_pipeline = engine.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{ .compute = gpu.ProgrammableStageDescriptor{ + const compute_pipeline = core.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{ .compute = gpu.ProgrammableStageDescriptor{ .module = update_sprite_shader_module, .entry_point = "main", } }); @@ -99,17 +99,17 @@ pub fn init(app: *App, engine: *mach.Engine) !void { -0.02, 0.0, 0.02, }; - const sprite_vertex_buffer = engine.device.createBuffer(&gpu.Buffer.Descriptor{ + const sprite_vertex_buffer = core.device.createBuffer(&gpu.Buffer.Descriptor{ .usage = .{ .vertex = true, .copy_dst = true }, .size = vert_buffer_data.len * @sizeOf(f32), }); - engine.device.getQueue().writeBuffer(sprite_vertex_buffer, 0, f32, &vert_buffer_data); + core.device.getQueue().writeBuffer(sprite_vertex_buffer, 0, f32, &vert_buffer_data); - const sim_param_buffer = engine.device.createBuffer(&gpu.Buffer.Descriptor{ + const sim_param_buffer = core.device.createBuffer(&gpu.Buffer.Descriptor{ .usage = .{ .uniform = true, .copy_dst = true }, .size = sim_params.len * @sizeOf(f32), }); - engine.device.getQueue().writeBuffer(sim_param_buffer, 0, f32, &sim_params); + core.device.getQueue().writeBuffer(sim_param_buffer, 0, f32, &sim_params); var initial_particle_data: [num_particle * 4]f32 = undefined; var rng = std.rand.DefaultPrng.init(0); @@ -126,7 +126,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { var particle_bind_groups: [2]gpu.BindGroup = undefined; i = 0; while (i < 2) : (i += 1) { - particle_buffers[i] = engine.device.createBuffer(&gpu.Buffer.Descriptor{ + particle_buffers[i] = core.device.createBuffer(&gpu.Buffer.Descriptor{ .usage = .{ .vertex = true, .copy_dst = true, @@ -134,12 +134,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, .size = initial_particle_data.len * @sizeOf(f32), }); - engine.device.getQueue().writeBuffer(particle_buffers[i], 0, f32, &initial_particle_data); + core.device.getQueue().writeBuffer(particle_buffers[i], 0, f32, &initial_particle_data); } i = 0; while (i < 2) : (i += 1) { - particle_bind_groups[i] = engine.device.createBindGroup(&gpu.BindGroup.Descriptor{ .layout = compute_pipeline.getBindGroupLayout(0), .entries = &[_]gpu.BindGroup.Entry{ + particle_bind_groups[i] = core.device.createBindGroup(&gpu.BindGroup.Descriptor{ .layout = compute_pipeline.getBindGroupLayout(0), .entries = &[_]gpu.BindGroup.Entry{ gpu.BindGroup.Entry.buffer(0, sim_param_buffer, 0, sim_params.len * @sizeOf(f32)), gpu.BindGroup.Entry.buffer(1, particle_buffers[i], 0, initial_particle_data.len * @sizeOf(f32)), gpu.BindGroup.Entry.buffer(2, particle_buffers[(i + 1) % 2], 0, initial_particle_data.len * @sizeOf(f32)), @@ -155,10 +155,10 @@ pub fn init(app: *App, engine: *mach.Engine) !void { app.frame_counter = 0; } -pub fn deinit(_: *App, _: *mach.Engine) void {} +pub fn deinit(_: *App, _: *mach.Core) void {} -pub fn update(app: *App, engine: *mach.Engine) !void { - const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); +pub fn update(app: *App, core: *mach.Core) !void { + const back_buffer_view = core.swap_chain.?.getCurrentTextureView(); const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .resolve_target = null, @@ -171,10 +171,10 @@ pub fn update(app: *App, engine: *mach.Engine) !void { color_attachment, } }; - sim_params[0] = @floatCast(f32, engine.delta_time); - engine.device.getQueue().writeBuffer(app.sim_param_buffer, 0, f32, &sim_params); + sim_params[0] = @floatCast(f32, core.delta_time); + core.device.getQueue().writeBuffer(app.sim_param_buffer, 0, f32, &sim_params); - const command_encoder = engine.device.createCommandEncoder(null); + const command_encoder = core.device.createCommandEncoder(null); { const pass_encoder = command_encoder.beginComputePass(null); pass_encoder.setPipeline(app.compute_pipeline); @@ -200,9 +200,9 @@ pub fn update(app: *App, engine: *mach.Engine) !void { var command = command_encoder.finish(null); command_encoder.release(); - engine.device.getQueue().submit(&.{command}); + core.device.getQueue().submit(&.{command}); command.release(); - engine.swap_chain.?.present(); + core.swap_chain.?.present(); back_buffer_view.release(); } diff --git a/examples/fractal-cube/main.zig b/examples/fractal-cube/main.zig index fe0fbcda..d8569e73 100755 --- a/examples/fractal-cube/main.zig +++ b/examples/fractal-cube/main.zig @@ -4,8 +4,8 @@ //! We also need a second texture to use on the cube, that after the render pass //! needs to copy the other texture. We can't use the same texture since //! it would interfere with the sincronization on the gpu during the render pass. -//! This demo currently does not work on opengl, because engine.current_desc.width/height, -//! are set to 0 after engine.init() and because webgpu does not implement copyTextureToTexture, +//! This demo currently does not work on opengl, because core.current_desc.width/height, +//! are set to 0 after core.init() and because webgpu does not implement copyTextureToTexture, //! for opengl const std = @import("std"); @@ -38,14 +38,14 @@ cube_texture_view_render: gpu.TextureView, sampler: gpu.Sampler, bgl: gpu.BindGroupLayout, -pub fn init(app: *App, engine: *mach.Engine) !void { +pub fn init(app: *App, core: *mach.Core) !void { timer = try mach.Timer.start(); - try engine.setOptions(.{ + try core.setOptions(.{ .size_min = .{ .width = 20, .height = 20 }, }); - const vs_module = engine.device.createShaderModule(&.{ + const vs_module = core.device.createShaderModule(&.{ .label = "my vertex shader", .code = .{ .wgsl = @embedFile("vert.wgsl") }, }); @@ -61,7 +61,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { .attributes = &vertex_attributes, }; - const fs_module = engine.device.createShaderModule(&.{ + const fs_module = core.device.createShaderModule(&.{ .label = "my fragment shader", .code = .{ .wgsl = @embedFile("frag.wgsl") }, }); @@ -79,7 +79,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, }; const color_target = gpu.ColorTargetState{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .blend = &blend, .write_mask = gpu.ColorWriteMask.all, }; @@ -93,14 +93,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void { const bgle_buffer = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0); const bgle_sampler = gpu.BindGroupLayout.Entry.sampler(1, .{ .fragment = true }, .filtering); const bgle_textureview = gpu.BindGroupLayout.Entry.texture(2, .{ .fragment = true }, .float, .dimension_2d, false); - const bgl = engine.device.createBindGroupLayout( + const bgl = core.device.createBindGroupLayout( &gpu.BindGroupLayout.Descriptor{ .entries = &.{ bgle_buffer, bgle_sampler, bgle_textureview }, }, ); const bind_group_layouts = [_]gpu.BindGroupLayout{bgl}; - const pipeline_layout = engine.device.createPipelineLayout(&.{ + const pipeline_layout = core.device.createPipelineLayout(&.{ .bind_group_layouts = &bind_group_layouts, }); @@ -130,7 +130,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, }; - const vertex_buffer = engine.device.createBuffer(&.{ + const vertex_buffer = core.device.createBuffer(&.{ .usage = .{ .vertex = true }, .size = @sizeOf(Vertex) * vertices.len, .mapped_at_creation = true, @@ -139,44 +139,44 @@ pub fn init(app: *App, engine: *mach.Engine) !void { std.mem.copy(Vertex, vertex_mapped, vertices[0..]); vertex_buffer.unmap(); - const uniform_buffer = engine.device.createBuffer(&.{ + const uniform_buffer = core.device.createBuffer(&.{ .usage = .{ .copy_dst = true, .uniform = true }, .size = @sizeOf(UniformBufferObject), .mapped_at_creation = false, }); // The texture to put on the cube - const cube_texture = engine.device.createTexture(&gpu.Texture.Descriptor{ + const cube_texture = core.device.createTexture(&gpu.Texture.Descriptor{ .usage = .{ .texture_binding = true, .copy_dst = true }, - .size = .{ .width = engine.current_desc.width, .height = engine.current_desc.height }, - .format = engine.swap_chain_format, + .size = .{ .width = core.current_desc.width, .height = core.current_desc.height }, + .format = core.swap_chain_format, }); // The texture on which we render - const cube_texture_render = engine.device.createTexture(&gpu.Texture.Descriptor{ + const cube_texture_render = core.device.createTexture(&gpu.Texture.Descriptor{ .usage = .{ .render_attachment = true, .copy_src = true }, - .size = .{ .width = engine.current_desc.width, .height = engine.current_desc.height }, - .format = engine.swap_chain_format, + .size = .{ .width = core.current_desc.width, .height = core.current_desc.height }, + .format = core.swap_chain_format, }); - const sampler = engine.device.createSampler(&gpu.Sampler.Descriptor{ + const sampler = core.device.createSampler(&gpu.Sampler.Descriptor{ .mag_filter = .linear, .min_filter = .linear, }); const cube_texture_view = cube_texture.createView(&gpu.TextureView.Descriptor{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .dimension = .dimension_2d, .mip_level_count = 1, .array_layer_count = 1, }); const cube_texture_view_render = cube_texture_render.createView(&gpu.TextureView.Descriptor{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .dimension = .dimension_2d, .mip_level_count = 1, .array_layer_count = 1, }); - const bind_group = engine.device.createBindGroup( + const bind_group = core.device.createBindGroup( &gpu.BindGroup.Descriptor{ .layout = bgl, .entries = &.{ @@ -187,8 +187,8 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, ); - app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); - app.queue = engine.device.getQueue(); + app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor); + app.queue = core.device.getQueue(); app.vertex_buffer = vertex_buffer; app.uniform_buffer = uniform_buffer; app.bind_group = bind_group; @@ -206,7 +206,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { pipeline_layout.release(); } -pub fn deinit(app: *App, _: *mach.Engine) void { +pub fn deinit(app: *App, _: *mach.Core) void { app.bgl.release(); app.vertex_buffer.release(); app.uniform_buffer.release(); @@ -220,19 +220,19 @@ pub fn deinit(app: *App, _: *mach.Engine) void { app.depth_texture_view.release(); } -pub fn update(app: *App, engine: *mach.Engine) !void { - while (engine.pollEvent()) |event| { +pub fn update(app: *App, core: *mach.Core) !void { + while (core.pollEvent()) |event| { switch (event) { .key_press => |ev| { if (ev.key == .space) - engine.setShouldClose(true); + core.setShouldClose(true); }, else => {}, } } const cube_view = app.cube_texture_view_render; - const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); + const back_buffer_view = core.swap_chain.?.getCurrentTextureView(); const cube_color_attachment = gpu.RenderPassColorAttachment{ .view = cube_view, @@ -258,7 +258,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { .stencil_store_op = .none, }; - const encoder = engine.device.createCommandEncoder(null); + const encoder = core.device.createCommandEncoder(null); const cube_render_pass_info = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &.{cube_color_attachment}, .depth_stencil_attachment = &depth_stencil_attachment, @@ -278,7 +278,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { ); const proj = zm.perspectiveFovRh( (std.math.pi * 2.0 / 5.0), - @intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height), + @intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height), 1, 100, ); @@ -303,7 +303,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { &gpu.ImageCopyTexture{ .texture = app.cube_texture, }, - &.{ .width = engine.current_desc.width, .height = engine.current_desc.height }, + &.{ .width = core.current_desc.width, .height = core.current_desc.height }, ); const cube_pass = encoder.beginRenderPass(&cube_render_pass_info); @@ -319,30 +319,30 @@ pub fn update(app: *App, engine: *mach.Engine) !void { app.queue.submit(&.{command}); command.release(); - engine.swap_chain.?.present(); + core.swap_chain.?.present(); back_buffer_view.release(); } -pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void { +pub fn resize(app: *App, core: *mach.Core, width: u32, height: u32) !void { if (app.depth_texture != null) { app.depth_texture.?.release(); - app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{ + app.depth_texture = core.device.createTexture(&gpu.Texture.Descriptor{ .usage = .{ .render_attachment = true }, .size = .{ .width = width, .height = height }, .format = .depth24_plus, }); app.cube_texture.release(); - app.cube_texture = engine.device.createTexture(&gpu.Texture.Descriptor{ + app.cube_texture = core.device.createTexture(&gpu.Texture.Descriptor{ .usage = .{ .texture_binding = true, .copy_dst = true }, .size = .{ .width = width, .height = height }, - .format = engine.swap_chain_format, + .format = core.swap_chain_format, }); app.cube_texture_render.release(); - app.cube_texture_render = engine.device.createTexture(&gpu.Texture.Descriptor{ + app.cube_texture_render = core.device.createTexture(&gpu.Texture.Descriptor{ .usage = .{ .render_attachment = true, .copy_src = true }, .size = .{ .width = width, .height = height }, - .format = engine.swap_chain_format, + .format = core.swap_chain_format, }); 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 = app.cube_texture.createView(&gpu.TextureView.Descriptor{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .dimension = .dimension_2d, .mip_level_count = 1, .array_layer_count = 1, }); app.cube_texture_view_render.release(); app.cube_texture_view_render = app.cube_texture_render.createView(&gpu.TextureView.Descriptor{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .dimension = .dimension_2d, .mip_level_count = 1, .array_layer_count = 1, }); app.bind_group.release(); - app.bind_group = engine.device.createBindGroup( + app.bind_group = core.device.createBindGroup( &gpu.BindGroup.Descriptor{ .layout = app.bgl, .entries = &.{ @@ -380,7 +380,7 @@ pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void { }, ); } else { - app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{ + app.depth_texture = core.device.createTexture(&gpu.Texture.Descriptor{ .usage = .{ .render_attachment = true }, .size = .{ .width = width, .height = height }, .format = .depth24_plus, diff --git a/examples/gkurve/main.zig b/examples/gkurve/main.zig index 7ad47ec0..2bcac61a 100644 --- a/examples/gkurve/main.zig +++ b/examples/gkurve/main.zig @@ -31,21 +31,21 @@ update_frag_uniform_buffer: bool, bind_group: gpu.BindGroup, texture_atlas_data: AtlasRGB8, -pub fn init(app: *App, engine: *mach.Engine) !void { - try engine.setOptions(.{ +pub fn init(app: *App, core: *mach.Core) !void { + try core.setOptions(.{ .width = 640, .height = 480, .size_min = .{ .width = 20, .height = 20 }, }); - const queue = engine.device.getQueue(); + const queue = core.device.getQueue(); // TODO: Refactor texture atlas size number - app.texture_atlas_data = try AtlasRGB8.init(engine.allocator, 1280); + app.texture_atlas_data = try AtlasRGB8.init(core.allocator, 1280); 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 texture = engine.device.createTexture(&.{ + const texture = core.device.createTexture(&.{ .size = atlas_size, .format = .rgba8_unorm, .usage = .{ @@ -59,35 +59,35 @@ pub fn init(app: *App, engine: *mach.Engine) !void { .rows_per_image = @intCast(u32, atlas_size.height), }; - const img = try zigimg.Image.fromMemory(engine.allocator, @embedFile("../assets/gotta-go-fast.png")); + const img = try zigimg.Image.fromMemory(core.allocator, @embedFile("../assets/gotta-go-fast.png")); defer img.deinit(); - const atlas_img_region = try app.texture_atlas_data.reserve(engine.allocator, @truncate(u32, img.width), @truncate(u32, img.height)); + const atlas_img_region = try app.texture_atlas_data.reserve(core.allocator, @truncate(u32, img.width), @truncate(u32, img.height)); const img_uv_data = atlas_img_region.getUVData(atlas_float_size); switch (img.pixels.?) { .Rgba32 => |pixels| app.texture_atlas_data.set(atlas_img_region, pixels), .Rgb24 => |pixels| { - const data = try rgb24ToRgba32(engine.allocator, pixels); - defer data.deinit(engine.allocator); + const data = try rgb24ToRgba32(core.allocator, pixels); + defer data.deinit(core.allocator); app.texture_atlas_data.set(atlas_img_region, data.Rgba32); }, else => @panic("unsupported image color format"), } const white_tex_scale = 80; - var atlas_white_region = try app.texture_atlas_data.reserve(engine.allocator, white_tex_scale, white_tex_scale); + var atlas_white_region = try app.texture_atlas_data.reserve(core.allocator, white_tex_scale, white_tex_scale); atlas_white_region.x += 1; atlas_white_region.y += 1; atlas_white_region.width -= 2; atlas_white_region.height -= 2; const white_texture_uv_data = atlas_white_region.getUVData(atlas_float_size); - var white_tex_data = try engine.allocator.alloc(zigimg.color.Rgba32, white_tex_scale * white_tex_scale); + var white_tex_data = try core.allocator.alloc(zigimg.color.Rgba32, white_tex_scale * white_tex_scale); std.mem.set(zigimg.color.Rgba32, white_tex_data, zigimg.color.Rgba32.initRGB(0xff, 0xff, 0xff)); app.texture_atlas_data.set(atlas_white_region, white_tex_data); - app.vertices = try std.ArrayList(draw.Vertex).initCapacity(engine.allocator, 9); - app.fragment_uniform_list = try std.ArrayList(draw.FragUniform).initCapacity(engine.allocator, 3); + app.vertices = try std.ArrayList(draw.Vertex).initCapacity(core.allocator, 9); + app.fragment_uniform_list = try std.ArrayList(draw.FragUniform).initCapacity(core.allocator, 3); // Quick test for using freetype const lib = try ft.Library.init(); @@ -95,13 +95,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void { const size_multiplier = 5; const character = "è"; - var label = try Label.init(lib, "freetype/upstream/assets/FiraSans-Regular.ttf", 0, 110 * size_multiplier, engine.allocator); + var label = try Label.init(lib, "freetype/upstream/assets/FiraSans-Regular.ttf", 0, 110 * size_multiplier, core.allocator); defer label.deinit(); // try label.print(app, "All your game's bases are belong to us èçòà", .{}, @Vector(2, f32){ 0, 420 }, @Vector(4, f32){ 1, 1, 1, 1 }); try label.print(app, character, .{}, @Vector(2, f32){ 50 * size_multiplier, 40 }, @Vector(4, f32){ 1, 1, 1, 1 }); var resizable_label: ResizableLabel = undefined; - try resizable_label.init(lib, "freetype/upstream/assets/FiraSans-Regular.ttf", 0, engine.allocator, white_texture_uv_data); + try resizable_label.init(lib, "freetype/upstream/assets/FiraSans-Regular.ttf", 0, core.allocator, white_texture_uv_data); defer resizable_label.deinit(); try resizable_label.print(app, character, .{}, @Vector(4, f32){ 0, 40, 0, 0 }, @Vector(4, f32){ 1, 1, 1, 1 }, 80 * size_multiplier); @@ -113,7 +113,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { app.texture_atlas_data.data, ); - const wsize = engine.getWindowSize(); + const wsize = core.getWindowSize(); const window_width = @intToFloat(f32, wsize.width); const window_height = @intToFloat(f32, wsize.height); const triangle_scale = 250; @@ -128,12 +128,12 @@ 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.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.device.createShaderModule(&.{ + const vs_module = core.device.createShaderModule(&.{ .label = "my vertex shader", .code = .{ .wgsl = @embedFile("vert.wgsl") }, }); - const fs_module = engine.device.createShaderModule(&.{ + const fs_module = core.device.createShaderModule(&.{ .label = "my fragment shader", .code = .{ .wgsl = @embedFile("frag.wgsl") }, }); @@ -152,7 +152,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }; const color_target = gpu.ColorTargetState{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .blend = &blend, .write_mask = gpu.ColorWriteMask.all, }; @@ -167,13 +167,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void { const fbgle = gpu.BindGroupLayout.Entry.buffer(1, .{ .fragment = true }, .read_only_storage, true, 0); const sbgle = gpu.BindGroupLayout.Entry.sampler(2, .{ .fragment = true }, .filtering); const tbgle = gpu.BindGroupLayout.Entry.texture(3, .{ .fragment = true }, .float, .dimension_2d, false); - const bgl = engine.device.createBindGroupLayout( + const bgl = core.device.createBindGroupLayout( &gpu.BindGroupLayout.Descriptor{ .entries = &.{ vbgle, fbgle, sbgle, tbgle }, }, ); const bind_group_layouts = [_]gpu.BindGroupLayout{bgl}; - const pipeline_layout = engine.device.createPipelineLayout(&.{ + const pipeline_layout = core.device.createPipelineLayout(&.{ .bind_group_layouts = &bind_group_layouts, }); @@ -199,30 +199,30 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, }; - const vertex_buffer = engine.device.createBuffer(&.{ + const vertex_buffer = core.device.createBuffer(&.{ .usage = .{ .copy_dst = true, .vertex = true }, .size = @sizeOf(draw.Vertex) * app.vertices.items.len, .mapped_at_creation = false, }); - const vertex_uniform_buffer = engine.device.createBuffer(&.{ + const vertex_uniform_buffer = core.device.createBuffer(&.{ .usage = .{ .copy_dst = true, .uniform = true }, .size = @sizeOf(draw.VertexUniform), .mapped_at_creation = false, }); - const frag_uniform_buffer = engine.device.createBuffer(&.{ + const frag_uniform_buffer = core.device.createBuffer(&.{ .usage = .{ .copy_dst = true, .storage = true }, .size = @sizeOf(draw.FragUniform) * app.fragment_uniform_list.items.len, .mapped_at_creation = false, }); - const sampler = engine.device.createSampler(&.{ + const sampler = core.device.createSampler(&.{ // .mag_filter = .linear, // .min_filter = .linear, }); - const bind_group = engine.device.createBindGroup( + const bind_group = core.device.createBindGroup( &gpu.BindGroup.Descriptor{ .layout = bgl, .entries = &.{ @@ -234,7 +234,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, ); - app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); + app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor); app.queue = queue; app.vertex_buffer = vertex_buffer; app.vertex_uniform_buffer = vertex_uniform_buffer; @@ -250,28 +250,28 @@ pub fn init(app: *App, engine: *mach.Engine) !void { bgl.release(); } -pub fn deinit(app: *App, engine: *mach.Engine) void { +pub fn deinit(app: *App, core: *mach.Core) void { app.vertex_buffer.release(); app.vertex_uniform_buffer.release(); app.frag_uniform_buffer.release(); app.bind_group.release(); app.vertices.deinit(); app.fragment_uniform_list.deinit(); - app.texture_atlas_data.deinit(engine.allocator); + app.texture_atlas_data.deinit(core.allocator); } -pub fn update(app: *App, engine: *mach.Engine) !void { - while (engine.pollEvent()) |event| { +pub fn update(app: *App, core: *mach.Core) !void { + while (core.pollEvent()) |event| { switch (event) { .key_press => |ev| { if (ev.key == .space) - engine.setShouldClose(true); + core.setShouldClose(true); }, else => {}, } } - const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); + const back_buffer_view = core.swap_chain.?.getCurrentTextureView(); const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .resolve_target = null, @@ -280,7 +280,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { .store_op = .store, }; - const encoder = engine.device.createCommandEncoder(null); + const encoder = core.device.createCommandEncoder(null); const render_pass_info = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &.{color_attachment}, }; @@ -295,7 +295,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { app.update_frag_uniform_buffer = false; } if (app.update_vertex_uniform_buffer) { - encoder.writeBuffer(app.vertex_uniform_buffer, 0, draw.VertexUniform, &.{try getVertexUniformBufferObject(engine)}); + encoder.writeBuffer(app.vertex_uniform_buffer, 0, draw.VertexUniform, &.{try getVertexUniformBufferObject(core)}); app.update_vertex_uniform_buffer = false; } } @@ -313,11 +313,11 @@ pub fn update(app: *App, engine: *mach.Engine) !void { app.queue.submit(&.{command}); command.release(); - engine.swap_chain.?.present(); + core.swap_chain.?.present(); back_buffer_view.release(); } -pub fn resize(app: *App, _: *mach.Engine, _: u32, _: u32) !void { +pub fn resize(app: *App, _: *mach.Core, _: u32, _: u32) !void { app.update_vertex_uniform_buffer = true; } @@ -331,12 +331,12 @@ fn rgb24ToRgba32(allocator: std.mem.Allocator, in: []zigimg.color.Rgb24) !zigimg } // Move to draw.zig -pub fn getVertexUniformBufferObject(engine: *mach.Engine) !draw.VertexUniform { +pub fn getVertexUniformBufferObject(core: *mach.Core) !draw.VertexUniform { // Note: We use window width/height here, not framebuffer width/height. // 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, // coordinate system. - const window_size = engine.getWindowSize(); + const window_size = core.getWindowSize(); const proj = zm.orthographicRh( @intToFloat(f32, window_size.width), @intToFloat(f32, window_size.height), diff --git a/examples/instanced-cube/main.zig b/examples/instanced-cube/main.zig index 1f17475c..c65f6ac1 100755 --- a/examples/instanced-cube/main.zig +++ b/examples/instanced-cube/main.zig @@ -20,14 +20,14 @@ bind_group: gpu.BindGroup, const App = @This(); -pub fn init(app: *App, engine: *mach.Engine) !void { +pub fn init(app: *App, core: *mach.Core) !void { timer = try mach.Timer.start(); - try engine.setOptions(.{ + try core.setOptions(.{ .size_min = .{ .width = 20, .height = 20 }, }); - const vs_module = engine.device.createShaderModule(&.{ + const vs_module = core.device.createShaderModule(&.{ .label = "my vertex shader", .code = .{ .wgsl = @embedFile("vert.wgsl") }, }); @@ -43,13 +43,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void { .attributes = &vertex_attributes, }; - const fs_module = engine.device.createShaderModule(&.{ + const fs_module = core.device.createShaderModule(&.{ .label = "my fragment shader", .code = .{ .wgsl = @embedFile("frag.wgsl") }, }); const color_target = gpu.ColorTargetState{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .blend = null, .write_mask = gpu.ColorWriteMask.all, }; @@ -61,14 +61,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }; const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0); - const bgl = engine.device.createBindGroupLayout( + const bgl = core.device.createBindGroupLayout( &gpu.BindGroupLayout.Descriptor{ .entries = &.{bgle}, }, ); const bind_group_layouts = [_]gpu.BindGroupLayout{bgl}; - const pipeline_layout = engine.device.createPipelineLayout(&.{ + const pipeline_layout = core.device.createPipelineLayout(&.{ .bind_group_layouts = &bind_group_layouts, }); @@ -94,7 +94,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, }; - const vertex_buffer = engine.device.createBuffer(&.{ + const vertex_buffer = core.device.createBuffer(&.{ .usage = .{ .vertex = true }, .size = @sizeOf(Vertex) * vertices.len, .mapped_at_creation = true, @@ -107,12 +107,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void { const y_count = 4; const num_instances = x_count * y_count; - const uniform_buffer = engine.device.createBuffer(&.{ + const uniform_buffer = core.device.createBuffer(&.{ .usage = .{ .copy_dst = true, .uniform = true }, .size = @sizeOf(UniformBufferObject) * num_instances, .mapped_at_creation = false, }); - const bind_group = engine.device.createBindGroup( + const bind_group = core.device.createBindGroup( &gpu.BindGroup.Descriptor{ .layout = bgl, .entries = &.{ @@ -121,8 +121,8 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, ); - app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); - app.queue = engine.device.getQueue(); + app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor); + app.queue = core.device.getQueue(); app.vertex_buffer = vertex_buffer; app.uniform_buffer = uniform_buffer; app.bind_group = bind_group; @@ -133,24 +133,24 @@ pub fn init(app: *App, engine: *mach.Engine) !void { bgl.release(); } -pub fn deinit(app: *App, _: *mach.Engine) void { +pub fn deinit(app: *App, _: *mach.Core) void { app.vertex_buffer.release(); app.bind_group.release(); app.uniform_buffer.release(); } -pub fn update(app: *App, engine: *mach.Engine) !void { - while (engine.pollEvent()) |event| { +pub fn update(app: *App, core: *mach.Core) !void { + while (core.pollEvent()) |event| { switch (event) { .key_press => |ev| { if (ev.key == .space) - engine.setShouldClose(true); + core.setShouldClose(true); }, else => {}, } } - const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); + const back_buffer_view = core.swap_chain.?.getCurrentTextureView(); const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .resolve_target = null, @@ -159,7 +159,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { .store_op = .store, }; - const encoder = engine.device.createCommandEncoder(null); + const encoder = core.device.createCommandEncoder(null); const render_pass_info = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &.{color_attachment}, }; @@ -167,7 +167,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { { const proj = zm.perspectiveFovRh( (std.math.pi / 3.0), - @intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height), + @intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height), 10, 30, ); @@ -207,6 +207,6 @@ pub fn update(app: *App, engine: *mach.Engine) !void { app.queue.submit(&.{command}); command.release(); - engine.swap_chain.?.present(); + core.swap_chain.?.present(); back_buffer_view.release(); } diff --git a/examples/rotating-cube/main.zig b/examples/rotating-cube/main.zig index 9fb78810..ce379c83 100755 --- a/examples/rotating-cube/main.zig +++ b/examples/rotating-cube/main.zig @@ -20,14 +20,14 @@ vertex_buffer: gpu.Buffer, uniform_buffer: gpu.Buffer, bind_group: gpu.BindGroup, -pub fn init(app: *App, engine: *mach.Engine) !void { +pub fn init(app: *App, core: *mach.Core) !void { timer = try mach.Timer.start(); - try engine.setOptions(.{ + try core.setOptions(.{ .size_min = .{ .width = 20, .height = 20 }, }); - const vs_module = engine.device.createShaderModule(&.{ + const vs_module = core.device.createShaderModule(&.{ .label = "my vertex shader", .code = .{ .wgsl = @embedFile("vert.wgsl") }, }); @@ -43,7 +43,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { .attributes = &vertex_attributes, }; - const fs_module = engine.device.createShaderModule(&.{ + const fs_module = core.device.createShaderModule(&.{ .label = "my fragment shader", .code = .{ .wgsl = @embedFile("frag.wgsl") }, }); @@ -61,7 +61,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, }; const color_target = gpu.ColorTargetState{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .blend = &blend, .write_mask = gpu.ColorWriteMask.all, }; @@ -73,14 +73,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }; const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0); - const bgl = engine.device.createBindGroupLayout( + const bgl = core.device.createBindGroupLayout( &gpu.BindGroupLayout.Descriptor{ .entries = &.{bgle}, }, ); const bind_group_layouts = [_]gpu.BindGroupLayout{bgl}; - const pipeline_layout = engine.device.createPipelineLayout(&.{ + const pipeline_layout = core.device.createPipelineLayout(&.{ .bind_group_layouts = &bind_group_layouts, }); @@ -106,7 +106,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, }; - const vertex_buffer = engine.device.createBuffer(&.{ + const vertex_buffer = core.device.createBuffer(&.{ .usage = .{ .vertex = true }, .size = @sizeOf(Vertex) * vertices.len, .mapped_at_creation = true, @@ -115,12 +115,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void { std.mem.copy(Vertex, vertex_mapped, vertices[0..]); vertex_buffer.unmap(); - const uniform_buffer = engine.device.createBuffer(&.{ + const uniform_buffer = core.device.createBuffer(&.{ .usage = .{ .copy_dst = true, .uniform = true }, .size = @sizeOf(UniformBufferObject), .mapped_at_creation = false, }); - const bind_group = engine.device.createBindGroup( + const bind_group = core.device.createBindGroup( &gpu.BindGroup.Descriptor{ .layout = bgl, .entries = &.{ @@ -129,8 +129,8 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, ); - app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); - app.queue = engine.device.getQueue(); + app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor); + app.queue = core.device.getQueue(); app.vertex_buffer = vertex_buffer; app.uniform_buffer = uniform_buffer; app.bind_group = bind_group; @@ -141,24 +141,24 @@ pub fn init(app: *App, engine: *mach.Engine) !void { bgl.release(); } -pub fn deinit(app: *App, _: *mach.Engine) void { +pub fn deinit(app: *App, _: *mach.Core) void { app.vertex_buffer.release(); app.uniform_buffer.release(); app.bind_group.release(); } -pub fn update(app: *App, engine: *mach.Engine) !void { - while (engine.pollEvent()) |event| { +pub fn update(app: *App, core: *mach.Core) !void { + while (core.pollEvent()) |event| { switch (event) { .key_press => |ev| { if (ev.key == .space) - engine.setShouldClose(true); + core.setShouldClose(true); }, else => {}, } } - const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); + const back_buffer_view = core.swap_chain.?.getCurrentTextureView(); const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .resolve_target = null, @@ -167,7 +167,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { .store_op = .store, }; - const encoder = engine.device.createCommandEncoder(null); + const encoder = core.device.createCommandEncoder(null); const render_pass_info = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &.{color_attachment}, .depth_stencil_attachment = null, @@ -183,7 +183,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { ); const proj = zm.perspectiveFovRh( (std.math.pi / 4.0), - @intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height), + @intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height), 0.1, 10, ); @@ -207,6 +207,6 @@ pub fn update(app: *App, engine: *mach.Engine) !void { app.queue.submit(&.{command}); command.release(); - engine.swap_chain.?.present(); + core.swap_chain.?.present(); back_buffer_view.release(); } diff --git a/examples/textured-cube/main.zig b/examples/textured-cube/main.zig index 3d339360..712323b4 100644 --- a/examples/textured-cube/main.zig +++ b/examples/textured-cube/main.zig @@ -23,14 +23,14 @@ depth_texture_view: gpu.TextureView, const App = @This(); -pub fn init(app: *App, engine: *mach.Engine) !void { +pub fn init(app: *App, core: *mach.Core) !void { timer = try mach.Timer.start(); - try engine.setOptions(.{ + try core.setOptions(.{ .size_min = .{ .width = 20, .height = 20 }, }); - const vs_module = engine.device.createShaderModule(&.{ + const vs_module = core.device.createShaderModule(&.{ .label = "my vertex shader", .code = .{ .wgsl = @embedFile("vert.wgsl") }, }); @@ -46,7 +46,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { .attributes = &vertex_attributes, }; - const fs_module = engine.device.createShaderModule(&.{ + const fs_module = core.device.createShaderModule(&.{ .label = "my fragment shader", .code = .{ .wgsl = @embedFile("frag.wgsl") }, }); @@ -64,7 +64,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, }; const color_target = gpu.ColorTargetState{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .blend = &blend, .write_mask = gpu.ColorWriteMask.all, }; @@ -98,9 +98,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void { .cull_mode = .back, }, }; - const pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); + const pipeline = core.device.createRenderPipeline(&pipeline_descriptor); - const vertex_buffer = engine.device.createBuffer(&.{ + const vertex_buffer = core.device.createBuffer(&.{ .usage = .{ .vertex = true }, .size = @sizeOf(Vertex) * vertices.len, .mapped_at_creation = true, @@ -110,15 +110,15 @@ pub fn init(app: *App, engine: *mach.Engine) !void { vertex_buffer.unmap(); // Create a sampler with linear filtering for smooth interpolation. - const sampler = engine.device.createSampler(&.{ + const sampler = core.device.createSampler(&.{ .mag_filter = .linear, .min_filter = .linear, }); - const queue = engine.device.getQueue(); - const img = try zigimg.Image.fromMemory(engine.allocator, @embedFile("../assets/gotta-go-fast.png")); + const queue = core.device.getQueue(); + const img = try zigimg.Image.fromMemory(core.allocator, @embedFile("../assets/gotta-go-fast.png")); defer img.deinit(); const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height) }; - const cube_texture = engine.device.createTexture(&.{ + const cube_texture = core.device.createTexture(&.{ .size = img_size, .format = .rgba8_unorm, .usage = .{ @@ -134,20 +134,20 @@ pub fn init(app: *App, engine: *mach.Engine) !void { switch (img.pixels.?) { .Rgba32 => |pixels| queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, zigimg.color.Rgba32, pixels), .Rgb24 => |pixels| { - const data = try rgb24ToRgba32(engine.allocator, pixels); - defer data.deinit(engine.allocator); + const data = try rgb24ToRgba32(core.allocator, pixels); + defer data.deinit(core.allocator); queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, zigimg.color.Rgba32, data.Rgba32); }, else => @panic("unsupported image color format"), } - const uniform_buffer = engine.device.createBuffer(&.{ + const uniform_buffer = core.device.createBuffer(&.{ .usage = .{ .copy_dst = true, .uniform = true }, .size = @sizeOf(UniformBufferObject), .mapped_at_creation = false, }); - const bind_group = engine.device.createBindGroup( + const bind_group = core.device.createBindGroup( &gpu.BindGroup.Descriptor{ .layout = pipeline.getBindGroupLayout(0), .entries = &.{ @@ -170,7 +170,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { fs_module.release(); } -pub fn deinit(app: *App, _: *mach.Engine) void { +pub fn deinit(app: *App, _: *mach.Core) void { app.vertex_buffer.release(); app.uniform_buffer.release(); app.bind_group.release(); @@ -178,18 +178,18 @@ pub fn deinit(app: *App, _: *mach.Engine) void { app.depth_texture_view.release(); } -pub fn update(app: *App, engine: *mach.Engine) !void { - while (engine.pollEvent()) |event| { +pub fn update(app: *App, core: *mach.Core) !void { + while (core.pollEvent()) |event| { switch (event) { .key_press => |ev| { if (ev.key == .space) - engine.setShouldClose(true); + core.setShouldClose(true); }, else => {}, } } - const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); + const back_buffer_view = core.swap_chain.?.getCurrentTextureView(); const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .clear_value = .{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 0.0 }, @@ -197,7 +197,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { .store_op = .store, }; - const encoder = engine.device.createCommandEncoder(null); + const encoder = core.device.createCommandEncoder(null); const render_pass_info = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &.{color_attachment}, .depth_stencil_attachment = &.{ @@ -218,7 +218,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { ); const proj = zm.perspectiveFovRh( (std.math.pi / 4.0), - @intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height), + @intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height), 0.1, 10, ); @@ -242,17 +242,17 @@ pub fn update(app: *App, engine: *mach.Engine) !void { app.queue.submit(&.{command}); command.release(); - engine.swap_chain.?.present(); + core.swap_chain.?.present(); back_buffer_view.release(); } -pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void { +pub fn resize(app: *App, core: *mach.Core, width: u32, height: u32) !void { // If window is resized, recreate depth buffer otherwise we cannot use it. if (app.depth_texture != null) { app.depth_texture.?.release(); app.depth_texture_view.release(); } - app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{ + app.depth_texture = core.device.createTexture(&gpu.Texture.Descriptor{ .size = gpu.Extent3D{ .width = width, .height = height, diff --git a/examples/triangle/main.zig b/examples/triangle/main.zig index ca8ecf6e..4e52371e 100644 --- a/examples/triangle/main.zig +++ b/examples/triangle/main.zig @@ -7,13 +7,13 @@ const App = @This(); pipeline: gpu.RenderPipeline, queue: gpu.Queue, -pub fn init(app: *App, engine: *mach.Engine) !void { - const vs_module = engine.device.createShaderModule(&.{ +pub fn init(app: *App, core: *mach.Core) !void { + const vs_module = core.device.createShaderModule(&.{ .label = "my vertex shader", .code = .{ .wgsl = @embedFile("vert.wgsl") }, }); - const fs_module = engine.device.createShaderModule(&.{ + const fs_module = core.device.createShaderModule(&.{ .label = "my fragment shader", .code = .{ .wgsl = @embedFile("frag.wgsl") }, }); @@ -32,7 +32,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, }; const color_target = gpu.ColorTargetState{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .blend = &blend, .write_mask = gpu.ColorWriteMask.all, }; @@ -64,17 +64,17 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, }; - app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); - app.queue = engine.device.getQueue(); + app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor); + app.queue = core.device.getQueue(); vs_module.release(); fs_module.release(); } -pub fn deinit(_: *App, _: *mach.Engine) void {} +pub fn deinit(_: *App, _: *mach.Core) void {} -pub fn update(app: *App, engine: *mach.Engine) !void { - const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); +pub fn update(app: *App, core: *mach.Core) !void { + const back_buffer_view = core.swap_chain.?.getCurrentTextureView(); const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .resolve_target = null, @@ -83,7 +83,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { .store_op = .store, }; - const encoder = engine.device.createCommandEncoder(null); + const encoder = core.device.createCommandEncoder(null); const render_pass_info = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &.{color_attachment}, .depth_stencil_attachment = null, @@ -99,6 +99,6 @@ pub fn update(app: *App, engine: *mach.Engine) !void { app.queue.submit(&.{command}); command.release(); - engine.swap_chain.?.present(); + core.swap_chain.?.present(); back_buffer_view.release(); } diff --git a/examples/two-cubes/main.zig b/examples/two-cubes/main.zig index 01935f30..9bab37ae 100755 --- a/examples/two-cubes/main.zig +++ b/examples/two-cubes/main.zig @@ -21,14 +21,14 @@ bind_group2: gpu.BindGroup, const App = @This(); -pub fn init(app: *App, engine: *mach.Engine) !void { +pub fn init(app: *App, core: *mach.Core) !void { timer = try mach.Timer.start(); - try engine.setOptions(.{ + try core.setOptions(.{ .size_min = .{ .width = 20, .height = 20 }, }); - const vs_module = engine.device.createShaderModule(&.{ + const vs_module = core.device.createShaderModule(&.{ .label = "my vertex shader", .code = .{ .wgsl = @embedFile("vert.wgsl") }, }); @@ -44,7 +44,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { .attributes = &vertex_attributes, }; - const fs_module = engine.device.createShaderModule(&.{ + const fs_module = core.device.createShaderModule(&.{ .label = "my fragment shader", .code = .{ .wgsl = @embedFile("frag.wgsl") }, }); @@ -62,7 +62,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, }; const color_target = gpu.ColorTargetState{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .blend = &blend, .write_mask = gpu.ColorWriteMask.all, }; @@ -74,14 +74,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }; const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0); - const bgl = engine.device.createBindGroupLayout( + const bgl = core.device.createBindGroupLayout( &gpu.BindGroupLayout.Descriptor{ .entries = &.{bgle}, }, ); const bind_group_layouts = [_]gpu.BindGroupLayout{bgl}; - const pipeline_layout = engine.device.createPipelineLayout(&.{ + const pipeline_layout = core.device.createPipelineLayout(&.{ .bind_group_layouts = &bind_group_layouts, }); @@ -107,9 +107,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, }; - const queue = engine.device.getQueue(); + const queue = core.device.getQueue(); - const vertex_buffer = engine.device.createBuffer(&.{ + const vertex_buffer = core.device.createBuffer(&.{ .usage = .{ .vertex = true }, .size = @sizeOf(Vertex) * vertices.len, .mapped_at_creation = true, @@ -120,13 +120,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void { // uniformBindGroup offset must be 256-byte aligned const uniform_offset = 256; - const uniform_buffer = engine.device.createBuffer(&.{ + const uniform_buffer = core.device.createBuffer(&.{ .usage = .{ .uniform = true, .copy_dst = true }, .size = @sizeOf(UniformBufferObject) + uniform_offset, .mapped_at_creation = false, }); - const bind_group1 = engine.device.createBindGroup( + const bind_group1 = core.device.createBindGroup( &gpu.BindGroup.Descriptor{ .layout = bgl, .entries = &.{ @@ -135,7 +135,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, ); - const bind_group2 = engine.device.createBindGroup( + const bind_group2 = core.device.createBindGroup( &gpu.BindGroup.Descriptor{ .layout = bgl, .entries = &.{ @@ -144,7 +144,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { }, ); - app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); + app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor); app.queue = queue; app.vertex_buffer = vertex_buffer; app.uniform_buffer = uniform_buffer; @@ -157,25 +157,25 @@ pub fn init(app: *App, engine: *mach.Engine) !void { bgl.release(); } -pub fn deinit(app: *App, _: *mach.Engine) void { +pub fn deinit(app: *App, _: *mach.Core) void { app.vertex_buffer.release(); app.uniform_buffer.release(); app.bind_group1.release(); app.bind_group2.release(); } -pub fn update(app: *App, engine: *mach.Engine) !void { - while (engine.pollEvent()) |event| { +pub fn update(app: *App, core: *mach.Core) !void { + while (core.pollEvent()) |event| { switch (event) { .key_press => |ev| { if (ev.key == .space) - engine.setShouldClose(true); + core.setShouldClose(true); }, else => {}, } } - const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); + const back_buffer_view = core.swap_chain.?.getCurrentTextureView(); const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .resolve_target = null, @@ -184,7 +184,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { .store_op = .store, }; - const encoder = engine.device.createCommandEncoder(null); + const encoder = core.device.createCommandEncoder(null); const render_pass_info = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &.{color_attachment}, .depth_stencil_attachment = null, @@ -203,7 +203,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { ); const proj = zm.perspectiveFovRh( (2.0 * std.math.pi / 5.0), - @intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height), + @intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height), 1, 100, ); @@ -239,6 +239,6 @@ pub fn update(app: *App, engine: *mach.Engine) !void { app.queue.submit(&.{command}); command.release(); - engine.swap_chain.?.present(); + core.swap_chain.?.present(); back_buffer_view.release(); } diff --git a/shaderexp/main.zig b/shaderexp/main.zig index 8f6a827f..d335ab97 100755 --- a/shaderexp/main.zig +++ b/shaderexp/main.zig @@ -36,13 +36,13 @@ fragment_shader_file: std.fs.File, fragment_shader_code: [:0]const u8, last_mtime: i128, -pub fn init(app: *App, engine: *mach.Engine) !void { +pub fn init(app: *App, core: *mach.Core) !void { timer = try std.time.Timer.start(); // On linux if we don't set a minimum size, you can squish the window to 0 pixels of width and height, // this makes some strange effects when that happens, so it's better to leave a minimum size to avoid that, // this doesn't prevent you from minimizing the window. - try engine.setOptions(.{ + try core.setOptions(.{ .size_min = .{ .width = 20, .height = 20 }, }); @@ -60,11 +60,11 @@ pub fn init(app: *App, engine: *mach.Engine) !void { std.debug.print("Something went wrong when attempting to open file: {}\n", .{e}); return; } - var code = try fragment_file.readToEndAllocOptions(engine.allocator, std.math.maxInt(u16), null, 1, 0); + var code = try fragment_file.readToEndAllocOptions(core.allocator, std.math.maxInt(u16), null, 1, 0); - const queue = engine.device.getQueue(); + const queue = core.device.getQueue(); - const vertex_buffer = engine.device.createBuffer(&.{ + const vertex_buffer = core.device.createBuffer(&.{ .usage = .{ .vertex = true }, .size = @sizeOf(Vertex) * vertices.len, .mapped_at_creation = true, @@ -73,7 +73,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void { std.mem.copy(Vertex, vertex_mapped, vertices[0..]); vertex_buffer.unmap(); - const index_buffer = engine.device.createBuffer(&.{ + const index_buffer = core.device.createBuffer(&.{ .usage = .{ .index = true }, .size = @sizeOf(u16) * indices.len, .mapped_at_creation = true, @@ -85,14 +85,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void { // We need a bgl to bind the UniformBufferObject, but it is also needed for creating // the RenderPipeline, so we pass it to recreatePipeline as a pointer var bgl: gpu.BindGroupLayout = undefined; - const pipeline = recreatePipeline(engine, code, &bgl); + const pipeline = recreatePipeline(core, code, &bgl); - const uniform_buffer = engine.device.createBuffer(&.{ + const uniform_buffer = core.device.createBuffer(&.{ .usage = .{ .copy_dst = true, .uniform = true }, .size = @sizeOf(UniformBufferObject), .mapped_at_creation = false, }); - const bind_group = engine.device.createBindGroup( + const bind_group = core.device.createBindGroup( &gpu.BindGroup.Descriptor{ .layout = bgl, .entries = &.{ @@ -115,9 +115,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void { bgl.release(); } -pub fn deinit(app: *App, engine: *mach.Engine) void { +pub fn deinit(app: *App, core: *mach.Core) void { app.fragment_shader_file.close(); - engine.allocator.free(app.fragment_shader_code); + core.allocator.free(app.fragment_shader_code); app.vertex_buffer.release(); app.index_buffer.release(); @@ -125,12 +125,12 @@ pub fn deinit(app: *App, engine: *mach.Engine) void { app.bind_group.release(); } -pub fn update(app: *App, engine: *mach.Engine) !void { - while (engine.pollEvent()) |event| { +pub fn update(app: *App, core: *mach.Core) !void { + while (core.pollEvent()) |event| { switch (event) { .key_press => |ev| { if (ev.key == .space) - engine.setShouldClose(true); + core.setShouldClose(true); }, else => {}, } @@ -141,17 +141,17 @@ pub fn update(app: *App, engine: *mach.Engine) !void { std.log.info("The fragment shader has been changed", .{}); app.last_mtime = stat.mtime; app.fragment_shader_file.seekTo(0) catch unreachable; - app.fragment_shader_code = app.fragment_shader_file.readToEndAllocOptions(engine.allocator, std.math.maxInt(u32), null, 1, 0) catch |err| { + app.fragment_shader_code = app.fragment_shader_file.readToEndAllocOptions(core.allocator, std.math.maxInt(u32), null, 1, 0) catch |err| { std.log.err("Err: {}", .{err}); - return engine.setShouldClose(true); + return core.setShouldClose(true); }; - app.pipeline = recreatePipeline(engine, app.fragment_shader_code, null); + app.pipeline = recreatePipeline(core, app.fragment_shader_code, null); } } else |err| { std.log.err("Something went wrong when attempting to stat file: {}\n", .{err}); } - const back_buffer_view = engine.swap_chain.?.getCurrentTextureView(); + const back_buffer_view = core.swap_chain.?.getCurrentTextureView(); const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .resolve_target = null, @@ -160,7 +160,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { .store_op = .store, }; - const encoder = engine.device.createCommandEncoder(null); + const encoder = core.device.createCommandEncoder(null); const render_pass_info = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &.{color_attachment}, .depth_stencil_attachment = null, @@ -168,7 +168,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void { const time = @intToFloat(f32, timer.read()) / @as(f32, std.time.ns_per_s); const ubo = UniformBufferObject{ - .resolution = .{ @intToFloat(f32, engine.current_desc.width), @intToFloat(f32, engine.current_desc.height) }, + .resolution = .{ @intToFloat(f32, core.current_desc.width), @intToFloat(f32, core.current_desc.height) }, .time = time, }; encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo}); @@ -187,12 +187,12 @@ pub fn update(app: *App, engine: *mach.Engine) !void { app.queue.submit(&.{command}); command.release(); - engine.swap_chain.?.present(); + core.swap_chain.?.present(); back_buffer_view.release(); } -fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bgl: ?*gpu.BindGroupLayout) gpu.RenderPipeline { - const vs_module = engine.device.createShaderModule(&.{ +fn recreatePipeline(core: *mach.Core, fragment_shader_code: [:0]const u8, bgl: ?*gpu.BindGroupLayout) gpu.RenderPipeline { + const vs_module = core.device.createShaderModule(&.{ .label = "my vertex shader", .code = .{ .wgsl = @embedFile("vert.wgsl") }, }); @@ -210,14 +210,14 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg // Check wether the fragment shader code compiled successfully, if not // print the validation layer error and show a black screen - engine.device.pushErrorScope(.validation); - var fs_module = engine.device.createShaderModule(&gpu.ShaderModule.Descriptor{ + core.device.pushErrorScope(.validation); + var fs_module = core.device.createShaderModule(&gpu.ShaderModule.Descriptor{ .label = "my fragment shader", .code = .{ .wgsl = fragment_shader_code }, }); var error_occurred: bool = false; // popErrorScope() returns always true, (unless maybe it fails to capture the error scope?) - _ = engine.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct { + _ = core.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct { fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void { if (typ != .noError) { std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message}); @@ -226,7 +226,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg } }.callback)); if (error_occurred) { - fs_module = engine.device.createShaderModule(&gpu.ShaderModule.Descriptor{ + fs_module = core.device.createShaderModule(&gpu.ShaderModule.Descriptor{ .label = "my fragment shader", .code = .{ .wgsl = @embedFile("black_screen_frag.wgsl") }, }); @@ -246,7 +246,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg }, }; const color_target = gpu.ColorTargetState{ - .format = engine.swap_chain_format, + .format = core.swap_chain_format, .blend = &blend, .write_mask = gpu.ColorWriteMask.all, }; @@ -259,7 +259,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .fragment = true }, .uniform, true, 0); // bgl is needed outside, for the creation of the uniform_buffer in main - const bgl_tmp = engine.device.createBindGroupLayout( + const bgl_tmp = core.device.createBindGroupLayout( &gpu.BindGroupLayout.Descriptor{ .entries = &.{bgle}, }, @@ -274,7 +274,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg } const bind_group_layouts = [_]gpu.BindGroupLayout{bgl_tmp}; - const pipeline_layout = engine.device.createPipelineLayout(&.{ + const pipeline_layout = core.device.createPipelineLayout(&.{ .bind_group_layouts = &bind_group_layouts, }); defer pipeline_layout.release(); @@ -303,10 +303,10 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg // Create the render pipeline. Even if the shader compilation succeeded, this could fail if the // shader is missing a `main` entrypoint. - engine.device.pushErrorScope(.validation); - const pipeline = engine.device.createRenderPipeline(&pipeline_descriptor); + core.device.pushErrorScope(.validation); + const pipeline = core.device.createRenderPipeline(&pipeline_descriptor); // popErrorScope() returns always true, (unless maybe it fails to capture the error scope?) - _ = engine.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct { + _ = core.device.popErrorScope(&gpu.ErrorCallback.init(*bool, &error_occurred, struct { fn callback(ctx: *bool, typ: gpu.ErrorType, message: [*:0]const u8) void { if (typ != .noError) { std.debug.print("🔴🔴🔴🔴:\n{s}\n", .{message}); @@ -316,7 +316,7 @@ fn recreatePipeline(engine: *mach.Engine, fragment_shader_code: [:0]const u8, bg }.callback)); if (error_occurred) { // Retry with black_screen_frag which we know will work. - return recreatePipeline(engine, @embedFile("black_screen_frag.wgsl"), bgl); + return recreatePipeline(core, @embedFile("black_screen_frag.wgsl"), bgl); } return pipeline; }