examples: remove global state workaround in advanced-gen-texture-light

This commit is contained in:
iddev5 2022-05-09 13:00:38 +05:30 committed by Stephen Gutekanst
parent 1f95bd48df
commit 9106a9839d

View file

@ -18,11 +18,6 @@ const Quat = zm.Quat;
const App = @This();
ctx: FrameParams = .{},
var global_params: *FrameParams = undefined;
const FrameParams = struct {
queue: gpu.Queue,
cube: Cube,
camera: Camera,
@ -31,6 +26,7 @@ const FrameParams = struct {
depth_size: glfw.Window.Size,
keys: u8 = 0,
const Dir = struct {
const up: u8 = 0b0001;
const down: u8 = 0b0010;
const left: u8 = 0b0100;
@ -60,16 +56,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
const size = try engine.core.internal.window.getFramebufferSize();
const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height);
app.ctx = FrameParams{
.queue = engine.gpu_driver.device.getQueue(),
.cube = Cube.init(engine),
.light = Light.init(engine),
.depth = Texture.depth(engine.gpu_driver.device, size.width, size.height),
.depth_size = size,
.camera = Camera.init(engine.gpu_driver.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0),
};
global_params = &app.ctx; // TODO ugly hack to use ctx from glfw callbacks
app.queue = engine.gpu_driver.device.getQueue();
app.cube = Cube.init(engine);
app.light = Light.init(engine);
app.depth = Texture.depth(engine.gpu_driver.device, size.width, size.height);
app.depth_size = size;
app.camera = Camera.init(engine.gpu_driver.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0);
}
pub fn deinit(_: *App, _: *mach.Engine) void {}
@ -77,29 +69,29 @@ pub fn deinit(_: *App, _: *mach.Engine) void {}
pub fn update(app: *App, engine: *mach.Engine) !bool {
// If window is resized, recreate depth buffer otherwise we cannot use it.
const size = engine.core.internal.window.getFramebufferSize() catch unreachable; // TODO: return type inference can't handle this
if (size.width != app.ctx.depth_size.width or size.height != app.ctx.depth_size.height) {
app.ctx.depth = Texture.depth(engine.gpu_driver.device, size.width, size.height);
app.ctx.depth_size = size;
if (size.width != app.depth_size.width or size.height != app.depth_size.height) {
app.depth = Texture.depth(engine.gpu_driver.device, size.width, size.height);
app.depth_size = size;
}
// move camera
const speed = zm.f32x4s(@floatCast(f32, engine.delta_time * 5));
const fwd = zm.normalize3(app.ctx.camera.target - app.ctx.camera.eye);
const right = zm.normalize3(zm.cross3(fwd, app.ctx.camera.up));
const fwd = zm.normalize3(app.camera.target - app.camera.eye);
const right = zm.normalize3(zm.cross3(fwd, app.camera.up));
if (app.ctx.keys & FrameParams.up != 0)
app.ctx.camera.eye += fwd * speed;
if (app.keys & Dir.up != 0)
app.camera.eye += fwd * speed;
if (app.ctx.keys & FrameParams.down != 0)
app.ctx.camera.eye -= fwd * speed;
if (app.keys & Dir.down != 0)
app.camera.eye -= fwd * speed;
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 });
if (app.keys & Dir.right != 0) app.camera.eye += right * speed else if (app.keys & Dir.left != 0) app.camera.eye -= right * speed else app.camera.eye += right * (speed * @Vector(4, f32){ 0.5, 0.5, 0.5, 0.5 });
app.ctx.camera.update(app.ctx.queue);
app.camera.update(app.queue);
// move light
const light_speed = @floatCast(f32, engine.delta_time * 2.5);
app.ctx.light.update(app.ctx.queue, light_speed);
app.light.update(app.queue, light_speed);
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
defer back_buffer_view.release();
@ -117,7 +109,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
const render_pass_descriptor = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment},
.depth_stencil_attachment = &.{
.view = app.ctx.depth.view,
.view = app.depth.view,
.depth_load_op = .clear,
.depth_store_op = .store,
.stencil_load_op = .none,
@ -130,24 +122,24 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
defer pass.release();
// brick cubes
pass.setPipeline(app.ctx.cube.pipeline);
pass.setBindGroup(0, app.ctx.camera.bind_group, &.{});
pass.setBindGroup(1, app.ctx.cube.texture.bind_group, &.{});
pass.setBindGroup(2, app.ctx.light.bind_group, &.{});
pass.setVertexBuffer(0, app.ctx.cube.mesh.buffer, 0, app.ctx.cube.mesh.size);
pass.setVertexBuffer(1, app.ctx.cube.instance.buffer, 0, app.ctx.cube.instance.size);
pass.draw(4, app.ctx.cube.instance.len, 0, 0);
pass.draw(4, app.ctx.cube.instance.len, 4, 0);
pass.draw(4, app.ctx.cube.instance.len, 8, 0);
pass.draw(4, app.ctx.cube.instance.len, 12, 0);
pass.draw(4, app.ctx.cube.instance.len, 16, 0);
pass.draw(4, app.ctx.cube.instance.len, 20, 0);
pass.setPipeline(app.cube.pipeline);
pass.setBindGroup(0, app.camera.bind_group, &.{});
pass.setBindGroup(1, app.cube.texture.bind_group, &.{});
pass.setBindGroup(2, app.light.bind_group, &.{});
pass.setVertexBuffer(0, app.cube.mesh.buffer, 0, app.cube.mesh.size);
pass.setVertexBuffer(1, app.cube.instance.buffer, 0, app.cube.instance.size);
pass.draw(4, app.cube.instance.len, 0, 0);
pass.draw(4, app.cube.instance.len, 4, 0);
pass.draw(4, app.cube.instance.len, 8, 0);
pass.draw(4, app.cube.instance.len, 12, 0);
pass.draw(4, app.cube.instance.len, 16, 0);
pass.draw(4, app.cube.instance.len, 20, 0);
// light source
pass.setPipeline(app.ctx.light.pipeline);
pass.setBindGroup(0, app.ctx.camera.bind_group, &.{});
pass.setBindGroup(1, app.ctx.light.bind_group, &.{});
pass.setVertexBuffer(0, app.ctx.cube.mesh.buffer, 0, app.ctx.cube.mesh.size);
pass.setPipeline(app.light.pipeline);
pass.setBindGroup(0, app.camera.bind_group, &.{});
pass.setBindGroup(1, app.light.bind_group, &.{});
pass.setVertexBuffer(0, app.cube.mesh.buffer, 0, app.cube.mesh.size);
pass.draw(4, 1, 0, 0);
pass.draw(4, 1, 4, 0);
pass.draw(4, 1, 8, 0);
@ -160,7 +152,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
var command = encoder.finish(null);
defer command.release();
app.ctx.queue.submit(&.{command});
app.queue.submit(&.{command});
engine.gpu_driver.swap_chain.?.present();
return true;
@ -879,37 +871,37 @@ const Instance = struct {
}
};
fn keyCallback(_: *App, engine: *mach.Engine, key: mach.Key, action: mach.Action) void {
fn keyCallback(app: *App, engine: *mach.Engine, key: mach.Key, action: mach.Action) void {
if (action == .press) {
switch (key) {
.q, .escape, .space => engine.core.internal.window.setShouldClose(true),
.w, .up => {
global_params.keys |= FrameParams.up;
app.keys |= Dir.up;
},
.s, .down => {
global_params.keys |= FrameParams.down;
app.keys |= Dir.down;
},
.a, .left => {
global_params.keys |= FrameParams.left;
app.keys |= Dir.left;
},
.d, .right => {
global_params.keys |= FrameParams.right;
app.keys |= Dir.right;
},
else => {},
}
} else if (action == .release) {
switch (key) {
.w, .up => {
global_params.keys &= ~FrameParams.up;
app.keys &= ~Dir.up;
},
.s, .down => {
global_params.keys &= ~FrameParams.down;
app.keys &= ~Dir.down;
},
.a, .left => {
global_params.keys &= ~FrameParams.left;
app.keys &= ~Dir.left;
},
.d, .right => {
global_params.keys &= ~FrameParams.right;
app.keys &= ~Dir.right;
},
else => {},
}