examples: port to new API
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8 changed files with 438 additions and 473 deletions
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@ -7,23 +7,26 @@ const zigimg = @import("zigimg");
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const Vertex = @import("cube_mesh.zig").Vertex;
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const vertices = @import("cube_mesh.zig").vertices;
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const App = mach.App(*FrameParams, .{});
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const UniformBufferObject = struct {
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mat: zm.Mat,
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};
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var timer: std.time.Timer = undefined;
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pub fn main() !void {
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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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uniform_buffer: gpu.Buffer,
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bind_group: gpu.BindGroup,
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depth_texture: gpu.Texture,
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depth_size: glfw.Window.Size,
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const App = @This();
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pub fn init(app: *App, engine: *mach.Engine) !void {
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timer = try std.time.Timer.start();
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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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var app = try App.init(allocator, ctx, .{});
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app.window.setKeyCallback(struct {
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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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@ -35,9 +38,9 @@ pub fn main() !void {
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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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try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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const vs_module = app.device.createShaderModule(&.{
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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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@ -53,7 +56,7 @@ pub fn main() !void {
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.attributes = &vertex_attributes,
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};
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const fs_module = app.device.createShaderModule(&.{
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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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@ -71,7 +74,7 @@ pub fn main() !void {
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},
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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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.blend = &blend,
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.write_mask = gpu.ColorWriteMask.all,
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};
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@ -105,9 +108,9 @@ pub fn main() !void {
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.cull_mode = .back,
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},
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};
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const pipeline = app.device.createRenderPipeline(&pipeline_descriptor);
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const pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
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const vertex_buffer = app.device.createBuffer(&.{
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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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@ -115,17 +118,16 @@ pub fn main() !void {
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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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defer vertex_buffer.release();
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// Create a sampler with linear filtering for smooth interpolation.
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const sampler = app.device.createSampler(&.{
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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 = app.device.getQueue();
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const img = try zigimg.Image.fromFilePath(allocator, "examples/assets/gotta-go-fast.png");
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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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const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height) };
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const cube_texture = app.device.createTexture(&.{
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const cube_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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@ -141,20 +143,20 @@ pub fn main() !void {
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switch (img.pixels.?) {
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.Rgba32 => |pixels| queue.writeTexture(&.{ .texture = cube_texture }, pixels, &data_layout, &img_size),
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.Rgb24 => |pixels| {
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const data = try rgb24ToRgba32(allocator, pixels);
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const data = try rgb24ToRgba32(engine.allocator, pixels);
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//defer data.deinit(allocator);
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queue.writeTexture(&.{ .texture = cube_texture }, data.Rgba32, &data_layout, &img_size);
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},
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else => @panic("unsupported image color format"),
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}
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const uniform_buffer = app.device.createBuffer(&.{
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const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(UniformBufferObject),
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.mapped_at_creation = false,
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});
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defer uniform_buffer.release();
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const bind_group = app.device.createBindGroup(
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const bind_group = engine.gpu_driver.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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.layout = pipeline.getBindGroupLayout(0),
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.entries = &.{
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@ -164,10 +166,9 @@ pub fn main() !void {
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},
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},
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);
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defer bind_group.release();
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const size = try app.window.getFramebufferSize();
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const depth_texture = app.device.createTexture(&gpu.Texture.Descriptor{
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const size = try engine.core.internal.window.getFramebufferSize();
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const depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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.size = gpu.Extent3D{
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.width = size.width,
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.height = size.height,
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@ -179,37 +180,29 @@ pub fn main() !void {
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},
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});
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ctx.* = FrameParams{
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.pipeline = pipeline,
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.queue = queue,
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.vertex_buffer = vertex_buffer,
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.uniform_buffer = uniform_buffer,
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.bind_group = bind_group,
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.depth_texture = depth_texture,
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.depth_size = size,
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};
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app.pipeline = pipeline;
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app.queue = queue;
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app.vertex_buffer = vertex_buffer;
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app.uniform_buffer = uniform_buffer;
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app.bind_group = bind_group;
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app.depth_texture = depth_texture;
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app.depth_size = size;
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vs_module.release();
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fs_module.release();
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try app.run(.{ .frame = frame });
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}
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const FrameParams = struct {
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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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uniform_buffer: gpu.Buffer,
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bind_group: gpu.BindGroup,
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depth_texture: gpu.Texture,
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depth_size: glfw.Window.Size,
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};
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pub fn deinit(app: *App, _: *mach.Engine) void {
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app.vertex_buffer.release();
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app.uniform_buffer.release();
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app.bind_group.release();
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}
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fn frame(app: *App, params: *FrameParams) !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 = app.device.createTexture(&gpu.Texture.Descriptor{
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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.depth_size.width or size.height != app.depth_size.height) {
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app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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.size = gpu.Extent3D{
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.width = size.width,
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.height = size.height,
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@ -220,10 +213,10 @@ fn frame(app: *App, params: *FrameParams) !void {
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.texture_binding = true,
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},
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});
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params.depth_size = size;
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app.depth_size = size;
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}
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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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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.clear_value = .{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 0.0 },
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@ -231,11 +224,11 @@ fn frame(app: *App, params: *FrameParams) !void {
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.store_op = .store,
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};
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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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const render_pass_info = 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_texture.createView(&gpu.TextureView.Descriptor{
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.view = app.depth_texture.createView(&gpu.TextureView.Descriptor{
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.format = .depth24_plus,
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.dimension = .dimension_2d,
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.array_layer_count = 1,
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@ -257,7 +250,7 @@ fn frame(app: *App, params: *FrameParams) !void {
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);
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const proj = zm.perspectiveFovRh(
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(std.math.pi / 4.0),
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@intToFloat(f32, app.current_desc.width) / @intToFloat(f32, app.current_desc.height),
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@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
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0.1,
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10,
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);
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@ -265,13 +258,13 @@ fn frame(app: *App, params: *FrameParams) !void {
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const ubo = UniformBufferObject{
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.mat = zm.transpose(mvp),
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};
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encoder.writeBuffer(params.uniform_buffer, 0, UniformBufferObject, &.{ubo});
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encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo});
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}
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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setPipeline(params.pipeline);
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pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
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pass.setBindGroup(0, params.bind_group, &.{});
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pass.setPipeline(app.pipeline);
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pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
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pass.setBindGroup(0, app.bind_group, &.{});
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pass.draw(vertices.len, 1, 0, 0);
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pass.end();
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pass.release();
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@ -279,10 +272,12 @@ fn frame(app: *App, params: *FrameParams) !void {
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var command = encoder.finish(null);
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encoder.release();
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params.queue.submit(&.{command});
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app.queue.submit(&.{command});
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command.release();
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app.swap_chain.?.present();
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engine.gpu_driver.swap_chain.?.present();
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back_buffer_view.release();
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return 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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