examples: gkurve added shapes and textures (#284)
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4 changed files with 313 additions and 123 deletions
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@ -35,7 +35,7 @@ pub fn build(b: *std.build.Builder) void {
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.{ .name = "rotating-cube", .packages = &[_]Pkg{Packages.zmath} },
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.{ .name = "two-cubes", .packages = &[_]Pkg{Packages.zmath} },
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.{ .name = "instanced-cube", .packages = &[_]Pkg{Packages.zmath} },
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.{ .name = "gkurve", .packages = &[_]Pkg{Packages.zmath} },
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.{ .name = "gkurve", .packages = &[_]Pkg{ Packages.zmath, Packages.zigimg } },
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.{ .name = "advanced-gen-texture-light", .packages = &[_]Pkg{Packages.zmath} },
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.{ .name = "textured-cube", .packages = &[_]Pkg{ Packages.zmath, Packages.zigimg } },
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.{ .name = "fractal-cube", .packages = &[_]Pkg{Packages.zmath} },
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142
examples/gkurve/draw.zig
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142
examples/gkurve/draw.zig
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@ -0,0 +1,142 @@
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const std = @import("std");
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const ArrayList = std.ArrayList;
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const gpu = @import("gpu");
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const App = @import("main.zig").App;
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const zm = @import("zmath");
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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 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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pub 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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pub const VertexUniform = struct {
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mat: zm.Mat,
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};
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const GkurveType = enum(u32) {
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concave = 0,
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convex = 1,
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filled = 2,
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};
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pub const FragUniform = struct {
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type: GkurveType = .filled,
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texture_index: i32 = 0,
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// Padding for struct alignment to 16 bytes (minimum in WebGPU uniform).
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padding: @Vector(2, f32) = undefined,
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blend_color: @Vector(4, f32) = @Vector(4, f32){ 1, 1, 1, 1 },
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};
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pub fn equilateralTriangle(app: *App, position: @Vector(2, f32), scale: f32, uniform: FragUniform) !void {
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const triangle_height = scale * @sqrt(0.75);
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try app.vertices.appendSlice(&[3]Vertex{
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.{ .pos = .{ position[0] + scale / 2, position[1] + triangle_height, 0, 1 }, .uv = .{ 0.5, 1 } },
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.{ .pos = .{ position[0], position[1], 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ position[0] + scale, position[1], 0, 1 }, .uv = .{ 1, 0 } },
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});
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try app.fragment_uniform_list.append(uniform);
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app.update_vertex_buffer = true;
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app.update_frag_uniform_buffer = true;
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}
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pub fn quad(app: *App, position: @Vector(2, f32), scale: @Vector(2, f32), uniform: FragUniform) !void {
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try app.vertices.appendSlice(&[6]Vertex{
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.{ .pos = .{ position[0], position[1] + scale[1], 0, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ position[0], position[1], 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ position[0] + scale[0], position[1], 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ position[0], position[1] + scale[1], 0, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ position[0] + scale[0], position[1] + scale[1], 0, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ position[0] + scale[0], position[1], 0, 1 }, .uv = .{ 1, 0 } },
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});
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try app.fragment_uniform_list.appendSlice(&.{ uniform, uniform });
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app.update_vertex_buffer = true;
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app.update_frag_uniform_buffer = true;
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}
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pub fn circle(app: *App, position: @Vector(2, f32), radius: f32, blend_color: @Vector(4, f32)) !void {
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const Vec4 = @Vector(4, f32);
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const low_mid = Vec4{ position[0], position[1] - radius, 0, 1 };
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const high_mid = Vec4{ position[0], position[1] + radius, 0, 1 };
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const mid_left = Vec4{ position[0] - radius, position[1], 0, 1 };
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const mid_right = Vec4{ position[0] + radius, position[1], 0, 1 };
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const p = 0.95 * radius;
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const high_right = Vec4{ position[0] + p, position[1] + p, 0, 1 };
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const high_left = Vec4{ position[0] - p, position[1] + p, 0, 1 };
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const low_right = Vec4{ position[0] + p, position[1] - p, 0, 1 };
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const low_left = Vec4{ position[0] - p, position[1] - p, 0, 1 };
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// TODO: Fix UVs
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try app.vertices.appendSlice(&[_]Vertex{
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.{ .pos = low_mid, .uv = .{ 0.5, 0 } },
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.{ .pos = mid_right, .uv = .{ 0.5, 0 } },
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.{ .pos = high_mid, .uv = .{ 0.5, 0 } },
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.{ .pos = high_mid, .uv = .{ 0.5, 0 } },
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.{ .pos = mid_left, .uv = .{ 0.5, 0 } },
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.{ .pos = low_mid, .uv = .{ 0.5, 0 } },
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.{ .pos = low_right, .uv = .{ 0.5, 0 } },
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.{ .pos = mid_right, .uv = .{ 0.5, 0 } },
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.{ .pos = low_mid, .uv = .{ 0.5, 0 } },
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.{ .pos = high_right, .uv = .{ 0.5, 0 } },
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.{ .pos = high_mid, .uv = .{ 0.5, 0 } },
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.{ .pos = mid_right, .uv = .{ 0.5, 0 } },
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.{ .pos = high_left, .uv = .{ 0.5, 0 } },
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.{ .pos = mid_left, .uv = .{ 0.5, 0 } },
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.{ .pos = high_mid, .uv = .{ 0.5, 0 } },
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.{ .pos = low_left, .uv = .{ 0.5, 0 } },
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.{ .pos = low_mid, .uv = .{ 0.5, 0 } },
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.{ .pos = mid_left, .uv = .{ 0.5, 0 } },
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});
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try app.fragment_uniform_list.appendSlice(&[_]FragUniform{
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.{
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.type = .filled,
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.blend_color = blend_color,
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},
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.{
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.type = .filled,
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.blend_color = blend_color,
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},
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.{
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.type = .convex,
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.blend_color = blend_color,
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},
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.{
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.type = .convex,
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.blend_color = blend_color,
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},
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.{
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.type = .convex,
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.blend_color = blend_color,
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},
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.{
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.type = .convex,
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.blend_color = blend_color,
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},
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});
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app.update_vertex_buffer = true;
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app.update_frag_uniform_buffer = true;
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}
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@ -1,8 +1,12 @@
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struct FragUniform {
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type_: u32,
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padding: vec3<f32>,
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texture_index: i32,
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padding: vec2<f32>,
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blend_color: vec4<f32>,
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}
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@binding(1) @group(0) var<storage> ubos: array<FragUniform>;
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@binding(2) @group(0) var mySampler: sampler;
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@binding(3) @group(0) var myTexture: texture_2d_array<f32>;
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@stage(fragment) fn main(
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@location(0) uv: vec2<f32>,
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@ -15,17 +19,16 @@ struct FragUniform {
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// return vec4<f32>(0.0, bary.y, 0.0, 1.0); // [1.0 (bottom-left vertex), 1.0 (top-right face)]
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// Example 2: Render gkurve primitives
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var inversion = -1.0;
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if(ubos[triangle_index].type_ == 1u) {
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// Solid triangle
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return vec4<f32>(0.0, 1.0, 0.0, 1.0);
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} else if(ubos[triangle_index].type_ == 2u) {
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// Concave (inverted quadratic bezier curve)
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inversion = -1.0;
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} else {
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// Convex (quadratic bezier curve)
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inversion = 1.0;
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}
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// inversion = -1.0;
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// Convex (inverted quadratic bezier curve)
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// inversion = 1.0;
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let inversion = select( 1.0, -1.0, ubos[triangle_index].type_ == 1u);
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// Texture uvs
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// (These two could be cut with vec2(0.0,1.0) + uv * vec2(1.0,-1.0))
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var correct_uv = uv;
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correct_uv.y = 1.0 - correct_uv.y;
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let color = textureSample(myTexture, mySampler, correct_uv, ubos[triangle_index].texture_index) * ubos[triangle_index].blend_color;
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// Gradients
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let px = dpdx(bary.xy);
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@ -42,10 +45,18 @@ struct FragUniform {
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dist /= 300.0;
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// Border rendering.
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if (dist > 0.0 && dist <= 0.1) { return vec4<f32>(1.0, 0.0, 0.0, 1.0); }
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if (dist > 0.2 && dist <= 0.3) { return vec4<f32>(0.0, 0.0, 1.0, 1.0); }
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// if (dist > 0.0 && dist <= 0.1) { return vec4<f32>(1.0, 0.0, 0.0, 1.0); }
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// if (dist > 0.2 && dist <= 0.3) { return vec4<f32>(0.0, 0.0, 1.0, 1.0); }
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// Fill color
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if (dist < 0.0) { discard; }
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return vec4<f32>(0.0, 1.0, 0.0, 1.0);
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// WIREFRAME
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// var barys = bary;
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// barys.z = 1.0 - barys.x - barys.y;
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// let deltas = fwidth(barys);
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// let smoothing = deltas * 1.0;
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// let thickness = deltas * 0.25;
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// barys = smoothstep(thickness, thickness + smoothing, barys);
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// let min_bary = min(barys.x, min(barys.y, barys.z));
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// color = vec4(min_bary * color.xyz, 1.0);
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return color * f32(dist >= 0.0 || ubos[triangle_index].type_ == 2u);
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}
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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,
|
||||
.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,
|
||||
};
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue