examples: gkurve added shapes and textures (#284)

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PiergiorgioZagaria 2022-05-22 17:52:40 +02:00 committed by GitHub
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4 changed files with 313 additions and 123 deletions

142
examples/gkurve/draw.zig Normal file
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@ -0,0 +1,142 @@
const std = @import("std");
const ArrayList = std.ArrayList;
const gpu = @import("gpu");
const App = @import("main.zig").App;
const zm = @import("zmath");
pub const Vertex = struct {
pos: @Vector(4, f32),
uv: @Vector(2, f32),
};
const VERTEX_ATTRIBUTES = [_]gpu.VertexAttribute{
.{ .format = .float32x4, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 1 },
};
pub const VERTEX_BUFFER_LAYOUT = gpu.VertexBufferLayout{
.array_stride = @sizeOf(Vertex),
.step_mode = .vertex,
.attribute_count = VERTEX_ATTRIBUTES.len,
.attributes = &VERTEX_ATTRIBUTES,
};
pub const VertexUniform = struct {
mat: zm.Mat,
};
const GkurveType = enum(u32) {
concave = 0,
convex = 1,
filled = 2,
};
pub const FragUniform = struct {
type: GkurveType = .filled,
texture_index: i32 = 0,
// Padding for struct alignment to 16 bytes (minimum in WebGPU uniform).
padding: @Vector(2, f32) = undefined,
blend_color: @Vector(4, f32) = @Vector(4, f32){ 1, 1, 1, 1 },
};
pub fn equilateralTriangle(app: *App, position: @Vector(2, f32), scale: f32, uniform: FragUniform) !void {
const triangle_height = scale * @sqrt(0.75);
try app.vertices.appendSlice(&[3]Vertex{
.{ .pos = .{ position[0] + scale / 2, position[1] + triangle_height, 0, 1 }, .uv = .{ 0.5, 1 } },
.{ .pos = .{ position[0], position[1], 0, 1 }, .uv = .{ 0, 0 } },
.{ .pos = .{ position[0] + scale, position[1], 0, 1 }, .uv = .{ 1, 0 } },
});
try app.fragment_uniform_list.append(uniform);
app.update_vertex_buffer = true;
app.update_frag_uniform_buffer = true;
}
pub fn quad(app: *App, position: @Vector(2, f32), scale: @Vector(2, f32), uniform: FragUniform) !void {
try app.vertices.appendSlice(&[6]Vertex{
.{ .pos = .{ position[0], position[1] + scale[1], 0, 1 }, .uv = .{ 0, 1 } },
.{ .pos = .{ position[0], position[1], 0, 1 }, .uv = .{ 0, 0 } },
.{ .pos = .{ position[0] + scale[0], position[1], 0, 1 }, .uv = .{ 1, 0 } },
.{ .pos = .{ position[0], position[1] + scale[1], 0, 1 }, .uv = .{ 0, 1 } },
.{ .pos = .{ position[0] + scale[0], position[1] + scale[1], 0, 1 }, .uv = .{ 1, 1 } },
.{ .pos = .{ position[0] + scale[0], position[1], 0, 1 }, .uv = .{ 1, 0 } },
});
try app.fragment_uniform_list.appendSlice(&.{ uniform, uniform });
app.update_vertex_buffer = true;
app.update_frag_uniform_buffer = true;
}
pub fn circle(app: *App, position: @Vector(2, f32), radius: f32, blend_color: @Vector(4, f32)) !void {
const Vec4 = @Vector(4, f32);
const low_mid = Vec4{ position[0], position[1] - radius, 0, 1 };
const high_mid = Vec4{ position[0], position[1] + radius, 0, 1 };
const mid_left = Vec4{ position[0] - radius, position[1], 0, 1 };
const mid_right = Vec4{ position[0] + radius, position[1], 0, 1 };
const p = 0.95 * radius;
const high_right = Vec4{ position[0] + p, position[1] + p, 0, 1 };
const high_left = Vec4{ position[0] - p, position[1] + p, 0, 1 };
const low_right = Vec4{ position[0] + p, position[1] - p, 0, 1 };
const low_left = Vec4{ position[0] - p, position[1] - p, 0, 1 };
// TODO: Fix UVs
try app.vertices.appendSlice(&[_]Vertex{
.{ .pos = low_mid, .uv = .{ 0.5, 0 } },
.{ .pos = mid_right, .uv = .{ 0.5, 0 } },
.{ .pos = high_mid, .uv = .{ 0.5, 0 } },
.{ .pos = high_mid, .uv = .{ 0.5, 0 } },
.{ .pos = mid_left, .uv = .{ 0.5, 0 } },
.{ .pos = low_mid, .uv = .{ 0.5, 0 } },
.{ .pos = low_right, .uv = .{ 0.5, 0 } },
.{ .pos = mid_right, .uv = .{ 0.5, 0 } },
.{ .pos = low_mid, .uv = .{ 0.5, 0 } },
.{ .pos = high_right, .uv = .{ 0.5, 0 } },
.{ .pos = high_mid, .uv = .{ 0.5, 0 } },
.{ .pos = mid_right, .uv = .{ 0.5, 0 } },
.{ .pos = high_left, .uv = .{ 0.5, 0 } },
.{ .pos = mid_left, .uv = .{ 0.5, 0 } },
.{ .pos = high_mid, .uv = .{ 0.5, 0 } },
.{ .pos = low_left, .uv = .{ 0.5, 0 } },
.{ .pos = low_mid, .uv = .{ 0.5, 0 } },
.{ .pos = mid_left, .uv = .{ 0.5, 0 } },
});
try app.fragment_uniform_list.appendSlice(&[_]FragUniform{
.{
.type = .filled,
.blend_color = blend_color,
},
.{
.type = .filled,
.blend_color = blend_color,
},
.{
.type = .convex,
.blend_color = blend_color,
},
.{
.type = .convex,
.blend_color = blend_color,
},
.{
.type = .convex,
.blend_color = blend_color,
},
.{
.type = .convex,
.blend_color = blend_color,
},
});
app.update_vertex_buffer = true;
app.update_frag_uniform_buffer = true;
}

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@ -1,8 +1,12 @@
struct FragUniform {
type_: u32,
padding: vec3<f32>,
texture_index: i32,
padding: vec2<f32>,
blend_color: vec4<f32>,
}
@binding(1) @group(0) var<storage> ubos: array<FragUniform>;
@binding(2) @group(0) var mySampler: sampler;
@binding(3) @group(0) var myTexture: texture_2d_array<f32>;
@stage(fragment) fn main(
@location(0) uv: vec2<f32>,
@ -15,17 +19,16 @@ struct FragUniform {
// return vec4<f32>(0.0, bary.y, 0.0, 1.0); // [1.0 (bottom-left vertex), 1.0 (top-right face)]
// Example 2: Render gkurve primitives
var inversion = -1.0;
if(ubos[triangle_index].type_ == 1u) {
// Solid triangle
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
} else if(ubos[triangle_index].type_ == 2u) {
// Concave (inverted quadratic bezier curve)
inversion = -1.0;
} else {
// Convex (quadratic bezier curve)
inversion = 1.0;
}
// Concave (inverted quadratic bezier curve)
// inversion = -1.0;
// Convex (inverted quadratic bezier curve)
// inversion = 1.0;
let inversion = select( 1.0, -1.0, ubos[triangle_index].type_ == 1u);
// Texture uvs
// (These two could be cut with vec2(0.0,1.0) + uv * vec2(1.0,-1.0))
var correct_uv = uv;
correct_uv.y = 1.0 - correct_uv.y;
let color = textureSample(myTexture, mySampler, correct_uv, ubos[triangle_index].texture_index) * ubos[triangle_index].blend_color;
// Gradients
let px = dpdx(bary.xy);
@ -42,10 +45,18 @@ struct FragUniform {
dist /= 300.0;
// Border rendering.
if (dist > 0.0 && dist <= 0.1) { return vec4<f32>(1.0, 0.0, 0.0, 1.0); }
if (dist > 0.2 && dist <= 0.3) { return vec4<f32>(0.0, 0.0, 1.0, 1.0); }
// if (dist > 0.0 && dist <= 0.1) { return vec4<f32>(1.0, 0.0, 0.0, 1.0); }
// if (dist > 0.2 && dist <= 0.3) { return vec4<f32>(0.0, 0.0, 1.0, 1.0); }
// Fill color
if (dist < 0.0) { discard; }
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
// WIREFRAME
// var barys = bary;
// barys.z = 1.0 - barys.x - barys.y;
// let deltas = fwidth(barys);
// let smoothing = deltas * 1.0;
// let thickness = deltas * 0.25;
// barys = smoothstep(thickness, thickness + smoothing, barys);
// let min_bary = min(barys.x, min(barys.y, barys.z));
// color = vec4(min_bary * color.xyz, 1.0);
return color * f32(dist >= 0.0 || ubos[triangle_index].type_ == 2u);
}

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@ -1,69 +1,56 @@
// TODO:
// - add texture and sampler.
// - find a way to use dynamic arrays in wgsl for ubos
// - understand how to move the triangles via matrix multplication
// - handle textures better witexture atlas
// - handle adding and removing triangles and quads better
const std = @import("std");
const mach = @import("mach");
const gpu = @import("gpu");
const zm = @import("zmath");
const zigimg = @import("zigimg");
const glfw = @import("glfw");
pub const Vertex = struct {
pos: @Vector(4, f32),
uv: @Vector(2, f32),
};
const draw = @import("draw.zig");
pub const options = mach.Options{ .width = 640, .height = 480 };
// The uniform read by the vertex shader, it contains the matrix
// that will move vertices
const VertexUniform = struct {
mat: zm.Mat,
};
const FragUniform = struct {
// TODO use an enum? Remember that it will be casted to u32 in wgsl
type: u32,
// Padding for struct alignment to 16 bytes (minimum in WebGPU uniform).
padding: @Vector(3, f32) = undefined,
};
// TODO texture and sampler, create buffers and use an index field
// in FragUniform to tell which texture to read
const App = @This();
pub const App = @This();
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
vertices: std.ArrayList(draw.Vertex),
update_vertex_buffer: bool,
vertex_uniform_buffer: gpu.Buffer,
update_vertex_uniform_buffer: bool,
frag_uniform_buffer: gpu.Buffer,
fragment_uniform_list: std.ArrayList(draw.FragUniform),
update_frag_uniform_buffer: bool,
bind_group: gpu.BindGroup,
vertices_len: u32,
pub fn init(app: *App, engine: *mach.Engine) !void {
try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
app.vertices = try std.ArrayList(draw.Vertex).initCapacity(engine.allocator, 9);
app.fragment_uniform_list = try std.ArrayList(draw.FragUniform).initCapacity(engine.allocator, 3);
const WINDOW_WIDTH = 640;
const WINDOW_HEIGHT = 480;
// const TRIANGLE_SCALE = 250;
// try draw.equilateralTriangle(app, .{ WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 }, TRIANGLE_SCALE, .{ .texture_index = 1 });
// try draw.equilateralTriangle(app, .{ WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 - TRIANGLE_SCALE }, TRIANGLE_SCALE, .{ .type = .concave, .texture_index = 1 });
// try draw.equilateralTriangle(app, .{ WINDOW_WIDTH / 2 - TRIANGLE_SCALE, WINDOW_HEIGHT / 2 - TRIANGLE_SCALE / 2 }, TRIANGLE_SCALE, .{ .type = .convex });
// try draw.quad(app, .{ 0, 0 }, .{ 200, 200 }, .{ .texture_index = 1 });
try draw.circle(app, .{ WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 }, WINDOW_HEIGHT / 2 - 10, .{ 0, 0.5, 0.75, 1.0 });
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") },
});
const vertex_attributes = [_]gpu.VertexAttribute{
.{ .format = .float32x4, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 1 },
};
const vertex_buffer_layout = gpu.VertexBufferLayout{
.array_stride = @sizeOf(Vertex),
.step_mode = .vertex,
.attribute_count = vertex_attributes.len,
.attributes = &vertex_attributes,
};
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") },
});
// Fragment state
const color_target = gpu.ColorTargetState{
.format = engine.gpu_driver.swap_chain_format,
.blend = null,
@ -78,9 +65,11 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
const vbgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, 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 tbgle = gpu.BindGroupLayout.Entry.texture(3, .{ .fragment = true }, .float, .dimension_2d_array, false);
const bgl = engine.gpu_driver.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{
.entries = &.{ vbgle, fbgle },
.entries = &.{ vbgle, fbgle, sbgle, tbgle },
},
);
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
@ -95,7 +84,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
.vertex = .{
.module = vs_module,
.entry_point = "main",
.buffers = &.{vertex_buffer_layout},
.buffers = &.{draw.VERTEX_BUFFER_LAYOUT},
},
.multisample = .{
.count = 1,
@ -110,78 +99,97 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
},
};
const framebuffer_size = try engine.core.getFramebufferSize();
const fb_width = @intToFloat(f32, framebuffer_size.width);
const fb_height = @intToFloat(f32, framebuffer_size.height);
const fb_scale = fb_width / 640;
const TRIANGLE_SCALE = 250 * fb_scale;
const TRIANGLE_HEIGHT = TRIANGLE_SCALE * @sqrt(0.75);
const vertices = [_]Vertex{
.{ .pos = .{ fb_width / 2 + TRIANGLE_SCALE / 2, fb_height / 2 + TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 0.5, 1 } },
.{ .pos = .{ fb_width / 2, fb_height / 2, 0, 1 }, .uv = .{ 0, 0 } },
.{ .pos = .{ fb_width / 2 + TRIANGLE_SCALE, fb_height / 2 + 0, 0, 1 }, .uv = .{ 1, 0 } },
.{ .pos = .{ fb_width / 2 + TRIANGLE_SCALE / 2, fb_height / 2, 0, 1 }, .uv = .{ 0.5, 1 } },
.{ .pos = .{ fb_width / 2, fb_height / 2 - TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 0, 0 } },
.{ .pos = .{ fb_width / 2 + TRIANGLE_SCALE, fb_height / 2 - TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 1, 0 } },
.{ .pos = .{ fb_width / 2 - TRIANGLE_SCALE / 2, (fb_height / 2 - TRIANGLE_HEIGHT / 2) + TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 0.5, 1 } },
.{ .pos = .{ fb_width / 2 - TRIANGLE_SCALE, fb_height / 2 - TRIANGLE_HEIGHT / 2, 0, 1 }, .uv = .{ 0, 0 } },
.{ .pos = .{ fb_width / 2, fb_height / 2 - TRIANGLE_HEIGHT / 2, 0, 1 }, .uv = .{ 1, 0 } },
};
app.vertices_len = vertices.len;
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true,
.usage = .{ .copy_dst = true, .vertex = true },
.size = @sizeOf(draw.Vertex) * app.vertices.items.len,
.mapped_at_creation = false,
});
var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
vertex_buffer.unmap();
const vertex_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(VertexUniform),
.size = @sizeOf(draw.VertexUniform),
.mapped_at_creation = false,
});
const frag_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .storage = true },
.size = @sizeOf(FragUniform) * vertices.len / 3,
.mapped_at_creation = true,
.usage = .{ .copy_dst = true, .storage = true },
.size = @sizeOf(draw.FragUniform) * app.fragment_uniform_list.items.len,
.mapped_at_creation = false,
});
var frag_uniform_mapped = frag_uniform_buffer.getMappedRange(FragUniform, 0, vertices.len / 3);
const tmp_frag_ubo = [_]FragUniform{
.{
.type = 1,
},
.{
.type = 0,
},
.{
.type = 2,
const sampler = engine.gpu_driver.device.createSampler(&.{
.mag_filter = .linear,
.min_filter = .linear,
});
const queue = engine.gpu_driver.device.getQueue();
const img = try zigimg.Image.fromFilePath(engine.allocator, "examples/assets/gotta-go-fast.png");
defer img.deinit();
const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height), .depth_or_array_layers = 2 };
const quad_texture = engine.gpu_driver.device.createTexture(&.{
.size = img_size,
.format = .rgba8_unorm,
.usage = .{
.texture_binding = true,
.copy_dst = true,
.render_attachment = true,
},
});
const data_layout = gpu.Texture.DataLayout{
.bytes_per_row = @intCast(u32, img.width * 4),
.rows_per_image = @intCast(u32, img.height),
};
std.mem.copy(FragUniform, frag_uniform_mapped, &tmp_frag_ubo);
frag_uniform_buffer.unmap();
switch (img.pixels.?) {
.Rgba32 => |pixels| queue.writeTexture(
&.{ .texture = quad_texture, .origin = .{ .x = 0, .y = 0, .z = 1 } },
pixels,
&data_layout,
&.{ .width = img_size.width, .height = img_size.height },
),
.Rgb24 => |pixels| {
const data = try rgb24ToRgba32(engine.allocator, pixels);
defer data.deinit(engine.allocator);
queue.writeTexture(
&.{ .texture = quad_texture, .origin = .{ .x = 0, .y = 0, .z = 1 } },
data.Rgba32,
&data_layout,
&.{ .width = img_size.width, .height = img_size.height },
);
},
else => @panic("unsupported image color format"),
}
const white_texture_data = try engine.allocator.alloc(zigimg.color.Rgba32, img.width * img.height);
defer engine.allocator.free(white_texture_data);
std.mem.set(zigimg.color.Rgba32, white_texture_data, zigimg.color.Rgba32.initRGBA(0xff, 0xff, 0xff, 0xff));
queue.writeTexture(
&.{ .texture = quad_texture, .origin = .{ .x = 0, .y = 0, .z = 0 } },
white_texture_data,
&data_layout,
&.{ .width = img_size.width, .height = img_size.height },
);
const bind_group = engine.gpu_driver.device.createBindGroup(
&gpu.BindGroup.Descriptor{
.layout = bgl,
.entries = &.{
gpu.BindGroup.Entry.buffer(0, vertex_uniform_buffer, 0, @sizeOf(VertexUniform)),
gpu.BindGroup.Entry.buffer(1, frag_uniform_buffer, 0, @sizeOf(FragUniform) * vertices.len / 3),
gpu.BindGroup.Entry.buffer(0, vertex_uniform_buffer, 0, @sizeOf(draw.VertexUniform)),
gpu.BindGroup.Entry.buffer(1, frag_uniform_buffer, 0, @sizeOf(draw.FragUniform) * app.vertices.items.len / 3),
gpu.BindGroup.Entry.sampler(2, sampler),
gpu.BindGroup.Entry.textureView(3, quad_texture.createView(&gpu.TextureView.Descriptor{ .dimension = .dimension_2d_array })),
},
},
);
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
app.queue = engine.gpu_driver.device.getQueue();
app.queue = queue;
app.vertex_buffer = vertex_buffer;
app.vertex_uniform_buffer = vertex_uniform_buffer;
app.frag_uniform_buffer = frag_uniform_buffer;
app.bind_group = bind_group;
app.update_vertex_buffer = true;
app.update_vertex_uniform_buffer = true;
app.update_frag_uniform_buffer = true;
vs_module.release();
fs_module.release();
@ -194,6 +202,8 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
app.vertex_uniform_buffer.release();
app.frag_uniform_buffer.release();
app.bind_group.release();
app.vertices.deinit();
app.fragment_uniform_list.deinit();
}
pub fn update(app: *App, engine: *mach.Engine) !bool {
@ -222,33 +232,25 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
};
{
// Using a view allows us to move the camera without having to change the actual
// global positions of each vertex
const view = zm.lookAtRh(
zm.f32x4(0, 0, 1, 1),
zm.f32x4(0, 0, 0, 1),
zm.f32x4(0, 1, 0, 0),
);
const proj = zm.orthographicRh(
@intToFloat(f32, engine.gpu_driver.current_desc.width),
@intToFloat(f32, engine.gpu_driver.current_desc.height),
-100,
100,
);
const mvp = zm.mul(zm.mul(view, proj), zm.translation(-1, -1, 0));
const ubos = VertexUniform{
.mat = mvp,
};
encoder.writeBuffer(app.vertex_uniform_buffer, 0, VertexUniform, &.{ubos});
if (app.update_vertex_buffer) {
encoder.writeBuffer(app.vertex_buffer, 0, draw.Vertex, app.vertices.items);
app.update_vertex_buffer = false;
}
if (app.update_frag_uniform_buffer) {
encoder.writeBuffer(app.frag_uniform_buffer, 0, draw.FragUniform, app.fragment_uniform_list.items);
app.update_frag_uniform_buffer = false;
}
if (app.update_vertex_uniform_buffer) {
encoder.writeBuffer(app.vertex_uniform_buffer, 0, draw.VertexUniform, &.{getVertexUniformBufferObject(engine)});
app.update_vertex_uniform_buffer = false;
}
}
const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(app.pipeline);
pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * app.vertices_len);
pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(draw.Vertex) * app.vertices.items.len);
pass.setBindGroup(0, app.bind_group, &.{ 0, 0 });
pass.draw(app.vertices_len, 1, 0, 0);
pass.draw(@truncate(u32, app.vertices.items.len), 1, 0, 0);
pass.end();
pass.release();
@ -262,3 +264,38 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
return true;
}
pub fn resize(app: *App, _: *mach.Engine, _: u32, _: u32) !void {
app.update_vertex_uniform_buffer = true;
}
fn rgb24ToRgba32(allocator: std.mem.Allocator, in: []zigimg.color.Rgb24) !zigimg.color.ColorStorage {
const out = try zigimg.color.ColorStorage.init(allocator, .Rgba32, in.len);
var i: usize = 0;
while (i < in.len) : (i += 1) {
out.Rgba32[i] = zigimg.color.Rgba32{ .R = in[i].R, .G = in[i].G, .B = in[i].B, .A = 255 };
}
return out;
}
// Move to draw.zig
pub fn getVertexUniformBufferObject(engine: *mach.Engine) draw.VertexUniform {
// Using a view allows us to move the camera without having to change the actual
// global poitions of each vertex
// const view = zm.lookAtRh(
// zm.f32x4(0, 0, 1, 1),
// zm.f32x4(0, 0, 0, 1),
// zm.f32x4(0, 1, 0, 0),
// );
const proj = zm.orthographicRh(
@intToFloat(f32, engine.gpu_driver.current_desc.width),
@intToFloat(f32, engine.gpu_driver.current_desc.height),
-100,
100,
);
const mvp = zm.mul(proj, zm.translation(-1, -1, 0));
return .{
.mat = mvp,
};
}