examples: add ported two-cubes example (#228)
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@ -2,3 +2,4 @@ The following examples have been ported from https://github.com/austinEng/webgpu
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* ./boids/
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* ./rotating-cube/
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* ./two-cubes/
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49
examples/two-cubes/cube_mesh.zig
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49
examples/two-cubes/cube_mesh.zig
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@ -0,0 +1,49 @@
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pub const Vertex = struct {
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pos: @Vector(4, f32),
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col: @Vector(4, f32),
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uv: @Vector(2, f32),
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};
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pub const vertices = [_]Vertex{
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.{ .pos = .{ 1, -1, 1, 1 }, .col = .{ 1, 0, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ -1, -1, -1, 1 }, .col = .{ 0, 0, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ 1, -1, 1, 1 }, .col = .{ 1, 0, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, -1, -1, 1 }, .col = .{ 0, 0, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, -1, 1, 1 }, .col = .{ 1, 0, 1, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, 1, -1, 1 }, .col = .{ 1, 1, 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, 1, 1, 1 }, .col = .{ 0, 1, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ 1, 1, -1, 1 }, .col = .{ 1, 1, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ -1, 1, 1, 1 }, .col = .{ 0, 1, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, 1, -1, 1 }, .col = .{ 1, 1, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, 1, 1, 1 }, .col = .{ 0, 1, 1, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, -1, -1, 1 }, .col = .{ 0, 0, 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, 1, 1, 1 }, .col = .{ 0, 1, 1, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, -1, 1, 1 }, .col = .{ 1, 0, 1, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, -1, -1, 1 }, .col = .{ 0, 0, 0, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, 1, -1, 1 }, .col = .{ 1, 1, 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 0, 0 } },
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};
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6
examples/two-cubes/frag.wgsl
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6
examples/two-cubes/frag.wgsl
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@ -0,0 +1,6 @@
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@stage(fragment) fn main(
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@location(0) fragUV: vec2<f32>,
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@location(1) fragPosition: vec4<f32>
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) -> @location(0) vec4<f32> {
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return fragPosition;
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}
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250
examples/two-cubes/main.zig
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250
examples/two-cubes/main.zig
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@ -0,0 +1,250 @@
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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 glfw = @import("glfw");
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const zm = @import("zmath");
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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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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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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 vs_module = app.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 = app.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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const blend = gpu.BlendState{
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.color = .{
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.operation = .add,
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.src_factor = .one,
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.dst_factor = .one,
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},
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.alpha = .{
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.operation = .add,
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.src_factor = .one,
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.dst_factor = .one,
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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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.blend = &blend,
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.write_mask = gpu.ColorWriteMask.all,
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};
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const fragment = gpu.FragmentState{
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.module = fs_module,
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.entry_point = "main",
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.targets = &.{color_target},
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.constants = null,
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};
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const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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const bgl = app.device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor{
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.entries = &.{bgle},
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},
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);
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const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
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const pipeline_layout = app.device.createPipelineLayout(&.{
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.bind_group_layouts = &bind_group_layouts,
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});
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.layout = pipeline_layout,
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.depth_stencil = null,
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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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},
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.multisample = .{
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.count = 1,
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.mask = 0xFFFFFFFF,
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.alpha_to_coverage_enabled = false,
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},
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.primitive = .{
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.front_face = .ccw,
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.cull_mode = .back,
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.topology = .triangle_list,
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.strip_index_format = .none,
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},
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};
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const queue = app.device.getQueue();
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const vertex_buffer = app.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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});
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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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// uniformBindGroup offset must be 256-byte aligned
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const uniform_offset = 256;
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const uniform_buffer = app.device.createBuffer(&.{
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.usage = .{ .uniform = true, .copy_dst = true },
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.size = @sizeOf(UniformBufferObject) + uniform_offset,
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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_group1 = app.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, uniform_buffer, 0, @sizeOf(UniformBufferObject)),
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},
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},
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);
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defer bind_group1.release();
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const bind_group2 = app.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, uniform_buffer, uniform_offset, @sizeOf(UniformBufferObject)),
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},
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},
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);
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defer bind_group2.release();
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ctx.* = FrameParams{
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.pipeline = app.device.createRenderPipeline(&pipeline_descriptor),
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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_group1 = bind_group1,
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.bind_group2 = bind_group2,
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};
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vs_module.release();
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fs_module.release();
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pipeline_layout.release();
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bgl.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_group1: gpu.BindGroup,
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bind_group2: gpu.BindGroup,
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};
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fn frame(app: *App, params: *FrameParams) !void {
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const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.resolve_target = null,
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.clear_value = std.mem.zeroes(gpu.Color),
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.load_op = .clear,
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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 render_pass_info = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &.{color_attachment},
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.depth_stencil_attachment = null,
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};
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{
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const time = @intToFloat(f32, timer.read()) / @as(f32, std.time.ns_per_s);
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const rotation1 = zm.mul(zm.rotationX(time * (std.math.pi / 2.0)), zm.rotationZ(time * (std.math.pi / 2.0)));
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const rotation2 = zm.mul(zm.rotationZ(time * (std.math.pi / 2.0)), zm.rotationX(time * (std.math.pi / 2.0)));
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const model1 = zm.mul(rotation1, zm.translation(-2, 0, 0));
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const model2 = zm.mul(rotation2, zm.translation(2, 0, 0));
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const view = zm.lookAtRh(
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zm.f32x4(0, -4, 2, 1),
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zm.f32x4(0, 0, 0, 1),
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zm.f32x4(0, 0, 1, 0),
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);
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const proj = zm.perspectiveFovRh(
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(2.0 * std.math.pi / 5.0),
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@intToFloat(f32, app.current_desc.width) / @intToFloat(f32, app.current_desc.height),
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1,
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100,
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);
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const mvp1 = zm.mul(zm.mul(model1, view), proj);
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const mvp2 = zm.mul(zm.mul(model2, view), proj);
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const ubo1 = UniformBufferObject{
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.mat = zm.transpose(mvp1),
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};
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const ubo2 = UniformBufferObject{
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.mat = zm.transpose(mvp2),
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};
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encoder.writeBuffer(params.uniform_buffer, 0, UniformBufferObject, &.{ubo1});
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// bind_group2 offset
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encoder.writeBuffer(params.uniform_buffer, 256, UniformBufferObject, &.{ubo2});
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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_group1, &.{0});
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pass.draw(vertices.len, 1, 0, 0);
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pass.setBindGroup(0, params.bind_group2, &.{0});
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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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var command = encoder.finish(null);
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encoder.release();
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params.queue.submit(&.{command});
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command.release();
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app.swap_chain.?.present();
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back_buffer_view.release();
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}
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17
examples/two-cubes/vert.wgsl
Executable file
17
examples/two-cubes/vert.wgsl
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@group(0) @binding(0) var<uniform> ubo : mat4x4<f32>;
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struct VertexOut {
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@builtin(position) position_clip : vec4<f32>;
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@location(0) fragUV : vec2<f32>;
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@location(1) fragPosition: vec4<f32>;
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}
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@stage(vertex) fn main(
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@location(0) position : vec4<f32>,
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@location(1) uv: vec2<f32>
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) -> VertexOut {
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var output : VertexOut;
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output.position_clip = position * ubo;
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output.fragUV = uv;
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output.fragPosition = 0.5 * (position + vec4<f32>(1.0, 1.0, 1.0, 1.0));
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return output;
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}
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