examples: remove global state workaround in advanced-gen-texture-light
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1f95bd48df
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9106a9839d
1 changed files with 53 additions and 61 deletions
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@ -18,11 +18,6 @@ const Quat = zm.Quat;
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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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const FrameParams = struct {
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queue: gpu.Queue,
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cube: Cube,
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camera: Camera,
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@ -31,6 +26,7 @@ const FrameParams = struct {
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depth_size: glfw.Window.Size,
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keys: u8 = 0,
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const Dir = struct {
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const up: u8 = 0b0001;
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const down: u8 = 0b0010;
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const left: u8 = 0b0100;
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@ -60,16 +56,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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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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app.queue = engine.gpu_driver.device.getQueue();
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app.cube = Cube.init(engine);
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app.light = Light.init(engine);
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app.depth = Texture.depth(engine.gpu_driver.device, size.width, size.height);
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app.depth_size = size;
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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);
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}
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pub fn deinit(_: *App, _: *mach.Engine) void {}
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@ -77,29 +69,29 @@ 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 = 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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if (size.width != app.depth_size.width or size.height != app.depth_size.height) {
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app.depth = Texture.depth(engine.gpu_driver.device, size.width, size.height);
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app.depth_size = size;
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}
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// move camera
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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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const fwd = zm.normalize3(app.camera.target - app.camera.eye);
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const right = zm.normalize3(zm.cross3(fwd, app.camera.up));
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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 (app.keys & Dir.up != 0)
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app.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 (app.keys & Dir.down != 0)
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app.camera.eye -= fwd * speed;
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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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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 });
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app.ctx.camera.update(app.ctx.queue);
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app.camera.update(app.queue);
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// move light
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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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app.light.update(app.queue, light_speed);
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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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@ -117,7 +109,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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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 = app.ctx.depth.view,
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.view = app.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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@ -130,24 +122,24 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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defer pass.release();
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// brick cubes
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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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pass.setPipeline(app.cube.pipeline);
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pass.setBindGroup(0, app.camera.bind_group, &.{});
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pass.setBindGroup(1, app.cube.texture.bind_group, &.{});
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pass.setBindGroup(2, app.light.bind_group, &.{});
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pass.setVertexBuffer(0, app.cube.mesh.buffer, 0, app.cube.mesh.size);
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pass.setVertexBuffer(1, app.cube.instance.buffer, 0, app.cube.instance.size);
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pass.draw(4, app.cube.instance.len, 0, 0);
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pass.draw(4, app.cube.instance.len, 4, 0);
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pass.draw(4, app.cube.instance.len, 8, 0);
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pass.draw(4, app.cube.instance.len, 12, 0);
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pass.draw(4, app.cube.instance.len, 16, 0);
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pass.draw(4, app.cube.instance.len, 20, 0);
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// light source
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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.setPipeline(app.light.pipeline);
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pass.setBindGroup(0, app.camera.bind_group, &.{});
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pass.setBindGroup(1, app.light.bind_group, &.{});
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pass.setVertexBuffer(0, app.cube.mesh.buffer, 0, app.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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@ -160,7 +152,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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var command = encoder.finish(null);
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defer command.release();
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app.ctx.queue.submit(&.{command});
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app.queue.submit(&.{command});
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engine.gpu_driver.swap_chain.?.present();
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return true;
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@ -879,37 +871,37 @@ const Instance = struct {
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}
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};
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fn keyCallback(_: *App, engine: *mach.Engine, key: mach.Key, action: mach.Action) void {
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fn keyCallback(app: *App, engine: *mach.Engine, key: mach.Key, action: mach.Action) void {
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if (action == .press) {
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switch (key) {
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.q, .escape, .space => engine.core.internal.window.setShouldClose(true),
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.w, .up => {
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global_params.keys |= FrameParams.up;
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app.keys |= Dir.up;
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},
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.s, .down => {
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global_params.keys |= FrameParams.down;
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app.keys |= Dir.down;
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},
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.a, .left => {
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global_params.keys |= FrameParams.left;
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app.keys |= Dir.left;
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},
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.d, .right => {
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global_params.keys |= FrameParams.right;
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app.keys |= Dir.right;
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},
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else => {},
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}
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} else if (action == .release) {
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switch (key) {
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.w, .up => {
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global_params.keys &= ~FrameParams.up;
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app.keys &= ~Dir.up;
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},
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.s, .down => {
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global_params.keys &= ~FrameParams.down;
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app.keys &= ~Dir.down;
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},
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.a, .left => {
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global_params.keys &= ~FrameParams.left;
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app.keys &= ~Dir.left;
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},
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.d, .right => {
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global_params.keys &= ~FrameParams.right;
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app.keys &= ~Dir.right;
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},
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else => {},
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}
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