examples: gkurve added shapes and textures (#284)
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4 changed files with 313 additions and 123 deletions
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@ -1,69 +1,56 @@
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// TODO:
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// - add texture and sampler.
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// - find a way to use dynamic arrays in wgsl for ubos
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// - understand how to move the triangles via matrix multplication
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// - handle textures better witexture atlas
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// - handle adding and removing triangles and quads better
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const std = @import("std");
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const mach = @import("mach");
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const gpu = @import("gpu");
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const zm = @import("zmath");
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const zigimg = @import("zigimg");
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const glfw = @import("glfw");
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pub const Vertex = struct {
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pos: @Vector(4, f32),
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uv: @Vector(2, f32),
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};
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const draw = @import("draw.zig");
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pub const options = mach.Options{ .width = 640, .height = 480 };
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// The uniform read by the vertex shader, it contains the matrix
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// that will move vertices
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const VertexUniform = struct {
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mat: zm.Mat,
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};
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const FragUniform = struct {
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// TODO use an enum? Remember that it will be casted to u32 in wgsl
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type: u32,
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// Padding for struct alignment to 16 bytes (minimum in WebGPU uniform).
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padding: @Vector(3, f32) = undefined,
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};
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// TODO texture and sampler, create buffers and use an index field
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// in FragUniform to tell which texture to read
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const App = @This();
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pub const App = @This();
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pipeline: gpu.RenderPipeline,
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queue: gpu.Queue,
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vertex_buffer: gpu.Buffer,
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vertices: std.ArrayList(draw.Vertex),
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update_vertex_buffer: bool,
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vertex_uniform_buffer: gpu.Buffer,
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update_vertex_uniform_buffer: bool,
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frag_uniform_buffer: gpu.Buffer,
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fragment_uniform_list: std.ArrayList(draw.FragUniform),
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update_frag_uniform_buffer: bool,
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bind_group: gpu.BindGroup,
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vertices_len: u32,
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pub fn init(app: *App, engine: *mach.Engine) !void {
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try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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app.vertices = try std.ArrayList(draw.Vertex).initCapacity(engine.allocator, 9);
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app.fragment_uniform_list = try std.ArrayList(draw.FragUniform).initCapacity(engine.allocator, 3);
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const WINDOW_WIDTH = 640;
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const WINDOW_HEIGHT = 480;
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// const TRIANGLE_SCALE = 250;
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// try draw.equilateralTriangle(app, .{ WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 }, TRIANGLE_SCALE, .{ .texture_index = 1 });
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// try draw.equilateralTriangle(app, .{ WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 - TRIANGLE_SCALE }, TRIANGLE_SCALE, .{ .type = .concave, .texture_index = 1 });
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// try draw.equilateralTriangle(app, .{ WINDOW_WIDTH / 2 - TRIANGLE_SCALE, WINDOW_HEIGHT / 2 - TRIANGLE_SCALE / 2 }, TRIANGLE_SCALE, .{ .type = .convex });
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// try draw.quad(app, .{ 0, 0 }, .{ 200, 200 }, .{ .texture_index = 1 });
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try draw.circle(app, .{ WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 }, WINDOW_HEIGHT / 2 - 10, .{ 0, 0.5, 0.75, 1.0 });
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const vs_module = engine.gpu_driver.device.createShaderModule(&.{
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.label = "my vertex shader",
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.code = .{ .wgsl = @embedFile("vert.wgsl") },
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});
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const vertex_attributes = [_]gpu.VertexAttribute{
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.{ .format = .float32x4, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
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.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 1 },
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};
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const vertex_buffer_layout = gpu.VertexBufferLayout{
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.array_stride = @sizeOf(Vertex),
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.step_mode = .vertex,
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.attribute_count = vertex_attributes.len,
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.attributes = &vertex_attributes,
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};
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const fs_module = engine.gpu_driver.device.createShaderModule(&.{
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.label = "my fragment shader",
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.code = .{ .wgsl = @embedFile("frag.wgsl") },
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});
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// Fragment state
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const color_target = gpu.ColorTargetState{
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.format = engine.gpu_driver.swap_chain_format,
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.blend = null,
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@ -78,9 +65,11 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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const vbgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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const fbgle = gpu.BindGroupLayout.Entry.buffer(1, .{ .fragment = true }, .read_only_storage, true, 0);
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const sbgle = gpu.BindGroupLayout.Entry.sampler(2, .{ .fragment = true }, .filtering);
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const tbgle = gpu.BindGroupLayout.Entry.texture(3, .{ .fragment = true }, .float, .dimension_2d_array, false);
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const bgl = engine.gpu_driver.device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor{
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.entries = &.{ vbgle, fbgle },
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.entries = &.{ vbgle, fbgle, sbgle, tbgle },
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},
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);
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const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
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@ -95,7 +84,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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.vertex = .{
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.module = vs_module,
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.entry_point = "main",
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.buffers = &.{vertex_buffer_layout},
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.buffers = &.{draw.VERTEX_BUFFER_LAYOUT},
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},
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.multisample = .{
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.count = 1,
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@ -110,78 +99,97 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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},
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};
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const framebuffer_size = try engine.core.getFramebufferSize();
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const fb_width = @intToFloat(f32, framebuffer_size.width);
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const fb_height = @intToFloat(f32, framebuffer_size.height);
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const fb_scale = fb_width / 640;
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const TRIANGLE_SCALE = 250 * fb_scale;
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const TRIANGLE_HEIGHT = TRIANGLE_SCALE * @sqrt(0.75);
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const vertices = [_]Vertex{
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.{ .pos = .{ fb_width / 2 + TRIANGLE_SCALE / 2, fb_height / 2 + TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 0.5, 1 } },
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.{ .pos = .{ fb_width / 2, fb_height / 2, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ fb_width / 2 + TRIANGLE_SCALE, fb_height / 2 + 0, 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ fb_width / 2 + TRIANGLE_SCALE / 2, fb_height / 2, 0, 1 }, .uv = .{ 0.5, 1 } },
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.{ .pos = .{ fb_width / 2, fb_height / 2 - TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ fb_width / 2 + TRIANGLE_SCALE, fb_height / 2 - TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ fb_width / 2 - TRIANGLE_SCALE / 2, (fb_height / 2 - TRIANGLE_HEIGHT / 2) + TRIANGLE_HEIGHT, 0, 1 }, .uv = .{ 0.5, 1 } },
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.{ .pos = .{ fb_width / 2 - TRIANGLE_SCALE, fb_height / 2 - TRIANGLE_HEIGHT / 2, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ fb_width / 2, fb_height / 2 - TRIANGLE_HEIGHT / 2, 0, 1 }, .uv = .{ 1, 0 } },
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};
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app.vertices_len = vertices.len;
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const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
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.usage = .{ .vertex = true },
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.size = @sizeOf(Vertex) * vertices.len,
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.mapped_at_creation = true,
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.usage = .{ .copy_dst = true, .vertex = true },
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.size = @sizeOf(draw.Vertex) * app.vertices.items.len,
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.mapped_at_creation = false,
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});
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var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
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std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
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vertex_buffer.unmap();
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const vertex_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(VertexUniform),
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.size = @sizeOf(draw.VertexUniform),
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.mapped_at_creation = false,
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});
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const frag_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
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.usage = .{ .storage = true },
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.size = @sizeOf(FragUniform) * vertices.len / 3,
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.mapped_at_creation = true,
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.usage = .{ .copy_dst = true, .storage = true },
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.size = @sizeOf(draw.FragUniform) * app.fragment_uniform_list.items.len,
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.mapped_at_creation = false,
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});
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var frag_uniform_mapped = frag_uniform_buffer.getMappedRange(FragUniform, 0, vertices.len / 3);
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const tmp_frag_ubo = [_]FragUniform{
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.{
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.type = 1,
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},
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.{
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.type = 0,
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},
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.{
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.type = 2,
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const sampler = engine.gpu_driver.device.createSampler(&.{
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.mag_filter = .linear,
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.min_filter = .linear,
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});
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const queue = engine.gpu_driver.device.getQueue();
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const img = try zigimg.Image.fromFilePath(engine.allocator, "examples/assets/gotta-go-fast.png");
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defer img.deinit();
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const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height), .depth_or_array_layers = 2 };
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const quad_texture = engine.gpu_driver.device.createTexture(&.{
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.size = img_size,
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.format = .rgba8_unorm,
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.usage = .{
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.texture_binding = true,
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.copy_dst = true,
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.render_attachment = true,
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},
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});
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const data_layout = gpu.Texture.DataLayout{
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.bytes_per_row = @intCast(u32, img.width * 4),
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.rows_per_image = @intCast(u32, img.height),
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};
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std.mem.copy(FragUniform, frag_uniform_mapped, &tmp_frag_ubo);
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frag_uniform_buffer.unmap();
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switch (img.pixels.?) {
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.Rgba32 => |pixels| queue.writeTexture(
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&.{ .texture = quad_texture, .origin = .{ .x = 0, .y = 0, .z = 1 } },
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pixels,
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&data_layout,
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&.{ .width = img_size.width, .height = img_size.height },
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),
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.Rgb24 => |pixels| {
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const data = try rgb24ToRgba32(engine.allocator, pixels);
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defer data.deinit(engine.allocator);
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queue.writeTexture(
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&.{ .texture = quad_texture, .origin = .{ .x = 0, .y = 0, .z = 1 } },
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data.Rgba32,
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&data_layout,
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&.{ .width = img_size.width, .height = img_size.height },
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);
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},
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else => @panic("unsupported image color format"),
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}
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const white_texture_data = try engine.allocator.alloc(zigimg.color.Rgba32, img.width * img.height);
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defer engine.allocator.free(white_texture_data);
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std.mem.set(zigimg.color.Rgba32, white_texture_data, zigimg.color.Rgba32.initRGBA(0xff, 0xff, 0xff, 0xff));
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queue.writeTexture(
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&.{ .texture = quad_texture, .origin = .{ .x = 0, .y = 0, .z = 0 } },
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white_texture_data,
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&data_layout,
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&.{ .width = img_size.width, .height = img_size.height },
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);
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const bind_group = engine.gpu_driver.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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.layout = bgl,
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, vertex_uniform_buffer, 0, @sizeOf(VertexUniform)),
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gpu.BindGroup.Entry.buffer(1, frag_uniform_buffer, 0, @sizeOf(FragUniform) * vertices.len / 3),
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gpu.BindGroup.Entry.buffer(0, vertex_uniform_buffer, 0, @sizeOf(draw.VertexUniform)),
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gpu.BindGroup.Entry.buffer(1, frag_uniform_buffer, 0, @sizeOf(draw.FragUniform) * app.vertices.items.len / 3),
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gpu.BindGroup.Entry.sampler(2, sampler),
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gpu.BindGroup.Entry.textureView(3, quad_texture.createView(&gpu.TextureView.Descriptor{ .dimension = .dimension_2d_array })),
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},
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},
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);
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app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
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app.queue = engine.gpu_driver.device.getQueue();
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app.queue = queue;
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app.vertex_buffer = vertex_buffer;
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app.vertex_uniform_buffer = vertex_uniform_buffer;
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app.frag_uniform_buffer = frag_uniform_buffer;
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app.bind_group = bind_group;
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app.update_vertex_buffer = true;
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app.update_vertex_uniform_buffer = true;
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app.update_frag_uniform_buffer = true;
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vs_module.release();
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fs_module.release();
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@ -194,6 +202,8 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
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app.vertex_uniform_buffer.release();
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app.frag_uniform_buffer.release();
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app.bind_group.release();
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app.vertices.deinit();
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app.fragment_uniform_list.deinit();
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}
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pub fn update(app: *App, engine: *mach.Engine) !bool {
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@ -222,33 +232,25 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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};
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{
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// Using a view allows us to move the camera without having to change the actual
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// global positions of each vertex
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const view = zm.lookAtRh(
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zm.f32x4(0, 0, 1, 1),
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zm.f32x4(0, 0, 0, 1),
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zm.f32x4(0, 1, 0, 0),
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);
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const proj = zm.orthographicRh(
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@intToFloat(f32, engine.gpu_driver.current_desc.width),
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@intToFloat(f32, engine.gpu_driver.current_desc.height),
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-100,
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100,
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);
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const mvp = zm.mul(zm.mul(view, proj), zm.translation(-1, -1, 0));
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const ubos = VertexUniform{
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.mat = mvp,
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};
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encoder.writeBuffer(app.vertex_uniform_buffer, 0, VertexUniform, &.{ubos});
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if (app.update_vertex_buffer) {
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encoder.writeBuffer(app.vertex_buffer, 0, draw.Vertex, app.vertices.items);
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app.update_vertex_buffer = false;
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}
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if (app.update_frag_uniform_buffer) {
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encoder.writeBuffer(app.frag_uniform_buffer, 0, draw.FragUniform, app.fragment_uniform_list.items);
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app.update_frag_uniform_buffer = false;
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}
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if (app.update_vertex_uniform_buffer) {
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encoder.writeBuffer(app.vertex_uniform_buffer, 0, draw.VertexUniform, &.{getVertexUniformBufferObject(engine)});
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app.update_vertex_uniform_buffer = false;
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}
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}
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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setPipeline(app.pipeline);
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pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * app.vertices_len);
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pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(draw.Vertex) * app.vertices.items.len);
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pass.setBindGroup(0, app.bind_group, &.{ 0, 0 });
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pass.draw(app.vertices_len, 1, 0, 0);
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pass.draw(@truncate(u32, app.vertices.items.len), 1, 0, 0);
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pass.end();
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pass.release();
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@ -262,3 +264,38 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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return true;
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}
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pub fn resize(app: *App, _: *mach.Engine, _: u32, _: u32) !void {
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app.update_vertex_uniform_buffer = true;
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}
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fn rgb24ToRgba32(allocator: std.mem.Allocator, in: []zigimg.color.Rgb24) !zigimg.color.ColorStorage {
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const out = try zigimg.color.ColorStorage.init(allocator, .Rgba32, in.len);
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var i: usize = 0;
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while (i < in.len) : (i += 1) {
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out.Rgba32[i] = zigimg.color.Rgba32{ .R = in[i].R, .G = in[i].G, .B = in[i].B, .A = 255 };
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}
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return out;
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}
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// Move to draw.zig
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pub fn getVertexUniformBufferObject(engine: *mach.Engine) draw.VertexUniform {
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// Using a view allows us to move the camera without having to change the actual
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// global poitions of each vertex
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// const view = zm.lookAtRh(
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// zm.f32x4(0, 0, 1, 1),
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// zm.f32x4(0, 0, 0, 1),
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// zm.f32x4(0, 1, 0, 0),
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// );
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const proj = zm.orthographicRh(
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@intToFloat(f32, engine.gpu_driver.current_desc.width),
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@intToFloat(f32, engine.gpu_driver.current_desc.height),
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-100,
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100,
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);
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const mvp = zm.mul(proj, zm.translation(-1, -1, 0));
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return .{
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.mat = mvp,
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};
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}
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