examples: port to new API
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8 changed files with 438 additions and 473 deletions
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@ -16,52 +16,12 @@ const Vec = zm.Vec;
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const Mat = zm.Mat;
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const Quat = zm.Quat;
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const App = mach.App(*FrameParams, .{});
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const App = @This();
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ctx: FrameParams = .{},
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var global_params: *FrameParams = undefined;
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pub fn main() !void {
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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var allocator = gpa.allocator();
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const ctx = try allocator.create(FrameParams);
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global_params = ctx; // TODO ugly hack to use ctx from glfw callbacks
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var app = try App.init(allocator, ctx, .{});
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app.window.setKeyCallback(keyCallback);
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// todo
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// app.window.setKeyCallback(struct {
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// fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
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// _ = scancode;
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// _ = mods;
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// if (action == .press) {
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// switch (key) {
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// .space => window.setShouldClose(true),
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// else => {},
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// }
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// }
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// }
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// }.callback);
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try app.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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const eye = vec3(5.0, 7.0, 5.0);
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const target = vec3(0.0, 0.0, 0.0);
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const size = try app.window.getFramebufferSize();
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const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height);
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ctx.* = FrameParams{
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.queue = app.device.getQueue(),
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.cube = Cube.init(app),
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.light = Light.init(app),
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.depth = Texture.depth(app.device, size.width, size.height),
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.depth_size = size,
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.camera = Camera.init(app.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0),
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};
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try app.run(.{ .frame = frame });
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}
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const FrameParams = struct {
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queue: gpu.Queue,
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cube: Cube,
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@ -77,37 +37,74 @@ const FrameParams = struct {
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const right: u8 = 0b1000;
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};
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fn frame(app: *App, params: *FrameParams) !void {
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pub fn init(app: *App, engine: *mach.Engine) !void {
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engine.core.internal.window.setKeyCallback(keyCallback);
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// todo
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// engine.core.internal.window.setKeyCallback(struct {
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// fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
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// _ = scancode;
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// _ = mods;
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// if (action == .press) {
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// switch (key) {
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// .space => window.setShouldClose(true),
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// else => {},
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// }
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// }
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// }
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// }.callback);
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try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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const eye = vec3(5.0, 7.0, 5.0);
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const target = vec3(0.0, 0.0, 0.0);
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const size = try engine.core.internal.window.getFramebufferSize();
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const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height);
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app.ctx = FrameParams{
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.queue = engine.gpu_driver.device.getQueue(),
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.cube = Cube.init(engine),
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.light = Light.init(engine),
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.depth = Texture.depth(engine.gpu_driver.device, size.width, size.height),
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.depth_size = size,
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.camera = Camera.init(engine.gpu_driver.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0),
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};
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global_params = &app.ctx; // TODO ugly hack to use ctx from glfw callbacks
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}
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pub fn deinit(_: *App, _: *mach.Engine) void {}
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pub fn update(app: *App, engine: *mach.Engine) !bool {
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// If window is resized, recreate depth buffer otherwise we cannot use it.
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const size = app.window.getFramebufferSize() catch unreachable; // TODO: return type inference can't handle this
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if (size.width != params.depth_size.width or size.height != params.depth_size.height) {
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params.depth = Texture.depth(app.device, size.width, size.height);
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params.depth_size = size;
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const size = engine.core.internal.window.getFramebufferSize() catch unreachable; // TODO: return type inference can't handle this
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if (size.width != app.ctx.depth_size.width or size.height != app.ctx.depth_size.height) {
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app.ctx.depth = Texture.depth(engine.gpu_driver.device, size.width, size.height);
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app.ctx.depth_size = size;
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}
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// move camera
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const speed = zm.f32x4s(@floatCast(f32, app.delta_time * 5));
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const fwd = zm.normalize3(params.camera.target - params.camera.eye);
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const right = zm.normalize3(zm.cross3(fwd, params.camera.up));
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const speed = zm.f32x4s(@floatCast(f32, engine.delta_time * 5));
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const fwd = zm.normalize3(app.ctx.camera.target - app.ctx.camera.eye);
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const right = zm.normalize3(zm.cross3(fwd, app.ctx.camera.up));
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if (params.keys & FrameParams.up != 0)
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params.camera.eye += fwd * speed;
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if (app.ctx.keys & FrameParams.up != 0)
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app.ctx.camera.eye += fwd * speed;
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if (params.keys & FrameParams.down != 0)
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params.camera.eye -= fwd * speed;
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if (app.ctx.keys & FrameParams.down != 0)
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app.ctx.camera.eye -= fwd * speed;
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if (params.keys & FrameParams.right != 0) params.camera.eye += right * speed else if (params.keys & FrameParams.left != 0) params.camera.eye -= right * speed else params.camera.eye += right * (speed * @Vector(4, f32){ 0.5, 0.5, 0.5, 0.5 });
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if (app.ctx.keys & FrameParams.right != 0) app.ctx.camera.eye += right * speed else if (app.ctx.keys & FrameParams.left != 0) app.ctx.camera.eye -= right * speed else app.ctx.camera.eye += right * (speed * @Vector(4, f32){ 0.5, 0.5, 0.5, 0.5 });
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params.camera.update(params.queue);
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app.ctx.camera.update(app.ctx.queue);
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// move light
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const light_speed = @floatCast(f32, app.delta_time * 2.5);
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params.light.update(params.queue, light_speed);
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const light_speed = @floatCast(f32, engine.delta_time * 2.5);
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app.ctx.light.update(app.ctx.queue, light_speed);
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const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
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const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
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defer back_buffer_view.release();
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const encoder = app.device.createCommandEncoder(null);
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const encoder = engine.gpu_driver.device.createCommandEncoder(null);
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defer encoder.release();
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const color_attachment = gpu.RenderPassColorAttachment{
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@ -120,7 +117,7 @@ fn frame(app: *App, params: *FrameParams) !void {
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const render_pass_descriptor = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &.{color_attachment},
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.depth_stencil_attachment = &.{
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.view = params.depth.view,
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.view = app.ctx.depth.view,
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.depth_load_op = .clear,
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.depth_store_op = .store,
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.stencil_load_op = .none,
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@ -133,24 +130,24 @@ fn frame(app: *App, params: *FrameParams) !void {
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defer pass.release();
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// brick cubes
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pass.setPipeline(params.cube.pipeline);
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pass.setBindGroup(0, params.camera.bind_group, &.{});
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pass.setBindGroup(1, params.cube.texture.bind_group, &.{});
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pass.setBindGroup(2, params.light.bind_group, &.{});
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pass.setVertexBuffer(0, params.cube.mesh.buffer, 0, params.cube.mesh.size);
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pass.setVertexBuffer(1, params.cube.instance.buffer, 0, params.cube.instance.size);
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pass.draw(4, params.cube.instance.len, 0, 0);
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pass.draw(4, params.cube.instance.len, 4, 0);
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pass.draw(4, params.cube.instance.len, 8, 0);
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pass.draw(4, params.cube.instance.len, 12, 0);
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pass.draw(4, params.cube.instance.len, 16, 0);
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pass.draw(4, params.cube.instance.len, 20, 0);
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pass.setPipeline(app.ctx.cube.pipeline);
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pass.setBindGroup(0, app.ctx.camera.bind_group, &.{});
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pass.setBindGroup(1, app.ctx.cube.texture.bind_group, &.{});
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pass.setBindGroup(2, app.ctx.light.bind_group, &.{});
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pass.setVertexBuffer(0, app.ctx.cube.mesh.buffer, 0, app.ctx.cube.mesh.size);
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pass.setVertexBuffer(1, app.ctx.cube.instance.buffer, 0, app.ctx.cube.instance.size);
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pass.draw(4, app.ctx.cube.instance.len, 0, 0);
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pass.draw(4, app.ctx.cube.instance.len, 4, 0);
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pass.draw(4, app.ctx.cube.instance.len, 8, 0);
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pass.draw(4, app.ctx.cube.instance.len, 12, 0);
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pass.draw(4, app.ctx.cube.instance.len, 16, 0);
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pass.draw(4, app.ctx.cube.instance.len, 20, 0);
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// light source
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pass.setPipeline(params.light.pipeline);
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pass.setBindGroup(0, params.camera.bind_group, &.{});
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pass.setBindGroup(1, params.light.bind_group, &.{});
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pass.setVertexBuffer(0, params.cube.mesh.buffer, 0, params.cube.mesh.size);
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pass.setPipeline(app.ctx.light.pipeline);
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pass.setBindGroup(0, app.ctx.camera.bind_group, &.{});
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pass.setBindGroup(1, app.ctx.light.bind_group, &.{});
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pass.setVertexBuffer(0, app.ctx.cube.mesh.buffer, 0, app.ctx.cube.mesh.size);
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pass.draw(4, 1, 0, 0);
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pass.draw(4, 1, 4, 0);
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pass.draw(4, 1, 8, 0);
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@ -163,8 +160,10 @@ fn frame(app: *App, params: *FrameParams) !void {
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var command = encoder.finish(null);
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defer command.release();
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params.queue.submit(&.{command});
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app.swap_chain.?.present();
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app.ctx.queue.submit(&.{command});
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engine.gpu_driver.swap_chain.?.present();
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return true;
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}
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const Camera = struct {
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@ -267,8 +266,8 @@ const Cube = struct {
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const SPACING = 2; // spacing between cubes
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const DISPLACEMENT = vec3u(IPR * SPACING / 2, 0, IPR * SPACING / 2);
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fn init(app: App) Self {
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const device = app.device;
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fn init(engine: *mach.Engine) Self {
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const device = engine.gpu_driver.device;
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const texture = Brick.texture(device);
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@ -306,12 +305,12 @@ const Cube = struct {
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.mesh = mesh(device),
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.texture = texture,
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.instance = instance,
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.pipeline = pipeline(app),
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.pipeline = pipeline(engine),
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};
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}
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fn pipeline(app: App) gpu.RenderPipeline {
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const device = app.device;
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fn pipeline(engine: *mach.Engine) gpu.RenderPipeline {
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const device = engine.gpu_driver.device;
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const layout_descriptor = gpu.PipelineLayout.Descriptor{
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.bind_group_layouts = &.{
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@ -343,7 +342,7 @@ const Cube = struct {
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};
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const color_target = gpu.ColorTargetState{
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.format = app.swap_chain_format,
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.format = engine.gpu_driver.swap_chain_format,
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.write_mask = gpu.ColorWriteMask.all,
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.blend = &blend,
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};
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@ -715,8 +714,8 @@ const Light = struct {
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color: Vec,
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};
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fn init(app: App) Self {
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const device = app.device;
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fn init(engine: *mach.Engine) Self {
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const device = engine.gpu_driver.device;
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const uniform = .{
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.color = vec3u(1, 1, 1),
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.position = vec3u(3, 7, 2),
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@ -738,7 +737,7 @@ const Light = struct {
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.buffer = buffer,
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.uniform = uniform,
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.bind_group = bind_group,
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.pipeline = Self.pipeline(app),
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.pipeline = Self.pipeline(engine),
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};
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}
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@ -762,8 +761,8 @@ const Light = struct {
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});
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}
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fn pipeline(app: App) gpu.RenderPipeline {
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const device = app.device;
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fn pipeline(engine: *mach.Engine) gpu.RenderPipeline {
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const device = engine.gpu_driver.device;
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const layout_descriptor = gpu.PipelineLayout.Descriptor{
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.bind_group_layouts = &.{
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@ -794,7 +793,7 @@ const Light = struct {
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};
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const color_target = gpu.ColorTargetState{
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.format = app.swap_chain_format,
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.format = engine.gpu_driver.swap_chain_format,
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.write_mask = gpu.ColorWriteMask.all,
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.blend = &blend,
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};
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