examples: created gkurve example
This commit is contained in:
parent
ddf8704559
commit
a1daf399a3
4 changed files with 404 additions and 0 deletions
258
examples/gkurve/main.zig
Normal file
258
examples/gkurve/main.zig
Normal file
|
|
@ -0,0 +1,258 @@
|
|||
// TODO:
|
||||
// - add texture and sampler.
|
||||
// - find a way to use dynamic arrays in wgsl for ubos
|
||||
// - understand how to move the triangles via matrix multplication
|
||||
|
||||
const std = @import("std");
|
||||
const mach = @import("mach");
|
||||
const gpu = @import("gpu");
|
||||
const zm = @import("zmath");
|
||||
const glfw = @import("glfw");
|
||||
|
||||
pub const Vertex = struct {
|
||||
pos: @Vector(4, f32),
|
||||
uv: @Vector(2, f32),
|
||||
};
|
||||
// Simple triangle
|
||||
pub const vertices = [_]Vertex{
|
||||
.{ .pos = .{ 0, 0.5, 0, 1 }, .uv = .{ 0.5, 1 } },
|
||||
.{ .pos = .{ -0.5, -0.5, 0, 1 }, .uv = .{ 0, 0 } },
|
||||
.{ .pos = .{ 0.5, -0.5, 0, 1 }, .uv = .{ 1, 0 } },
|
||||
};
|
||||
|
||||
// The uniform read by the vertex shader, it contains the matrix
|
||||
// that will move vertices
|
||||
const VertexUniform = struct {
|
||||
mat: zm.Mat,
|
||||
};
|
||||
|
||||
// The uniform read by the fragment shader, the points are used
|
||||
// to calculate the bezier curve, and more or less coincide with uvs
|
||||
// (Vec4 for alignment)
|
||||
const FragUniform = struct {
|
||||
points: [3]@Vector(4, f32),
|
||||
// TODO use an enum? Remember that it will be casted to u32 in wgsl
|
||||
type: u32,
|
||||
};
|
||||
// TODO texture and sampler, create buffers and use an index field
|
||||
// in FragUniform to tell which texture to read
|
||||
|
||||
// Hard-coded, if you change it remember to change it in the shaders
|
||||
const num_instances = 3;
|
||||
|
||||
const App = @This();
|
||||
|
||||
pipeline: gpu.RenderPipeline,
|
||||
queue: gpu.Queue,
|
||||
vertex_buffer: gpu.Buffer,
|
||||
vertex_uniform_buffer: gpu.Buffer,
|
||||
frag_uniform_buffer: gpu.Buffer,
|
||||
bind_group: gpu.BindGroup,
|
||||
|
||||
pub fn init(app: *App, engine: *mach.Engine) !void {
|
||||
engine.core.internal.window.setKeyCallback(struct {
|
||||
fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
|
||||
_ = scancode;
|
||||
_ = mods;
|
||||
if (action == .press) {
|
||||
switch (key) {
|
||||
.space => window.setShouldClose(true),
|
||||
else => {},
|
||||
}
|
||||
}
|
||||
}
|
||||
}.callback);
|
||||
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
|
||||
|
||||
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
|
||||
.label = "my vertex shader",
|
||||
.code = .{ .wgsl = @embedFile("vert.wgsl") },
|
||||
});
|
||||
const vertex_attributes = [_]gpu.VertexAttribute{
|
||||
.{ .format = .float32x4, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
|
||||
.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 1 },
|
||||
};
|
||||
const vertex_buffer_layout = gpu.VertexBufferLayout{
|
||||
.array_stride = @sizeOf(Vertex),
|
||||
.step_mode = .vertex,
|
||||
.attribute_count = vertex_attributes.len,
|
||||
.attributes = &vertex_attributes,
|
||||
};
|
||||
|
||||
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
|
||||
.label = "my fragment shader",
|
||||
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
||||
});
|
||||
|
||||
// Fragment state
|
||||
const color_target = gpu.ColorTargetState{
|
||||
.format = engine.gpu_driver.swap_chain_format,
|
||||
.blend = null,
|
||||
.write_mask = gpu.ColorWriteMask.all,
|
||||
};
|
||||
const fragment = gpu.FragmentState{
|
||||
.module = fs_module,
|
||||
.entry_point = "main",
|
||||
.targets = &.{color_target},
|
||||
.constants = null,
|
||||
};
|
||||
|
||||
const vbgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
|
||||
const fbgle = gpu.BindGroupLayout.Entry.buffer(1, .{ .fragment = true }, .uniform, true, 0);
|
||||
const bgl = engine.gpu_driver.device.createBindGroupLayout(
|
||||
&gpu.BindGroupLayout.Descriptor{
|
||||
.entries = &.{ vbgle, fbgle },
|
||||
},
|
||||
);
|
||||
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
|
||||
const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
|
||||
.bind_group_layouts = &bind_group_layouts,
|
||||
});
|
||||
|
||||
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
|
||||
.fragment = &fragment,
|
||||
.layout = pipeline_layout,
|
||||
.depth_stencil = null,
|
||||
.vertex = .{
|
||||
.module = vs_module,
|
||||
.entry_point = "main",
|
||||
.buffers = &.{vertex_buffer_layout},
|
||||
},
|
||||
.multisample = .{
|
||||
.count = 1,
|
||||
.mask = 0xFFFFFFFF,
|
||||
.alpha_to_coverage_enabled = false,
|
||||
},
|
||||
.primitive = .{
|
||||
.front_face = .ccw,
|
||||
.cull_mode = .none,
|
||||
.topology = .triangle_list,
|
||||
.strip_index_format = .none,
|
||||
},
|
||||
};
|
||||
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
|
||||
.usage = .{ .vertex = true },
|
||||
.size = @sizeOf(Vertex) * vertices.len,
|
||||
.mapped_at_creation = true,
|
||||
});
|
||||
var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
|
||||
std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
|
||||
vertex_buffer.unmap();
|
||||
|
||||
const vertex_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
|
||||
.usage = .{ .copy_dst = true, .uniform = true },
|
||||
.size = @sizeOf(VertexUniform) * num_instances,
|
||||
.mapped_at_creation = false,
|
||||
});
|
||||
|
||||
const frag_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
|
||||
.usage = .{ .uniform = true },
|
||||
.size = @sizeOf(FragUniform) * num_instances,
|
||||
.mapped_at_creation = true,
|
||||
});
|
||||
var frag_uniform_mapped = frag_uniform_buffer.getMappedRange(FragUniform, 0, num_instances);
|
||||
const tmp_frag_ubo = [_]FragUniform{
|
||||
.{
|
||||
// The points correspond to the left point, middle point, right point (when viewed regularly)
|
||||
// in UV coordinates
|
||||
.points = [_]@Vector(4, f32){
|
||||
.{ 0, 0, 0, 0 },
|
||||
.{ 0.5, 1, 0, 0 },
|
||||
.{ 1, 0, 0, 0 },
|
||||
},
|
||||
.type = 1,
|
||||
},
|
||||
.{
|
||||
.points = [_]@Vector(4, f32){
|
||||
.{ 0, 0, 0, 0 },
|
||||
.{ 0.5, 1, 0, 0 },
|
||||
.{ 1, 0, 0, 0 },
|
||||
},
|
||||
.type = 0,
|
||||
},
|
||||
.{
|
||||
.points = [_]@Vector(4, f32){
|
||||
.{ 0, 0, 0, 0 },
|
||||
.{ 0.5, 1, 0, 0 },
|
||||
.{ 1, 0, 0, 0 },
|
||||
},
|
||||
.type = 2,
|
||||
},
|
||||
};
|
||||
std.mem.copy(FragUniform, frag_uniform_mapped, &tmp_frag_ubo);
|
||||
frag_uniform_buffer.unmap();
|
||||
|
||||
const bind_group = engine.gpu_driver.device.createBindGroup(
|
||||
&gpu.BindGroup.Descriptor{
|
||||
.layout = bgl,
|
||||
.entries = &.{
|
||||
gpu.BindGroup.Entry.buffer(0, vertex_uniform_buffer, 0, @sizeOf(VertexUniform) * num_instances),
|
||||
gpu.BindGroup.Entry.buffer(1, frag_uniform_buffer, 0, @sizeOf(FragUniform) * num_instances),
|
||||
},
|
||||
},
|
||||
);
|
||||
|
||||
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
|
||||
app.queue = engine.gpu_driver.device.getQueue();
|
||||
app.vertex_buffer = vertex_buffer;
|
||||
app.vertex_uniform_buffer = vertex_uniform_buffer;
|
||||
app.frag_uniform_buffer = frag_uniform_buffer;
|
||||
app.bind_group = bind_group;
|
||||
|
||||
vs_module.release();
|
||||
fs_module.release();
|
||||
pipeline_layout.release();
|
||||
bgl.release();
|
||||
}
|
||||
|
||||
pub fn deinit(app: *App, _: *mach.Engine) void {
|
||||
app.vertex_buffer.release();
|
||||
app.vertex_uniform_buffer.release();
|
||||
app.frag_uniform_buffer.release();
|
||||
app.bind_group.release();
|
||||
}
|
||||
|
||||
pub fn update(app: *App, engine: *mach.Engine) !bool {
|
||||
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
|
||||
const color_attachment = gpu.RenderPassColorAttachment{
|
||||
.view = back_buffer_view,
|
||||
.resolve_target = null,
|
||||
.clear_value = std.mem.zeroes(gpu.Color),
|
||||
.load_op = .clear,
|
||||
.store_op = .store,
|
||||
};
|
||||
|
||||
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
|
||||
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
||||
.color_attachments = &.{color_attachment},
|
||||
};
|
||||
|
||||
{
|
||||
// TODO:
|
||||
// Use better positioning system
|
||||
const ubos = [_]VertexUniform{
|
||||
.{ .mat = zm.translation(0.5, 0.5, 0) },
|
||||
.{ .mat = zm.translation(-0.5, 0, 0) },
|
||||
.{ .mat = zm.translation(0.5, -0.5, 0) },
|
||||
};
|
||||
encoder.writeBuffer(app.vertex_uniform_buffer, 0, VertexUniform, &ubos);
|
||||
}
|
||||
|
||||
const pass = encoder.beginRenderPass(&render_pass_info);
|
||||
pass.setPipeline(app.pipeline);
|
||||
pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
|
||||
pass.setBindGroup(0, app.bind_group, &.{ 0, 0 });
|
||||
pass.draw(vertices.len, num_instances, 0, 0);
|
||||
pass.end();
|
||||
pass.release();
|
||||
|
||||
var command = encoder.finish(null);
|
||||
encoder.release();
|
||||
|
||||
app.queue.submit(&.{command});
|
||||
command.release();
|
||||
engine.gpu_driver.swap_chain.?.present();
|
||||
back_buffer_view.release();
|
||||
|
||||
return true;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue