examples: custom-renderer working
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
eae5aa40be
commit
df3091bfd5
3 changed files with 127 additions and 152 deletions
|
|
@ -4,43 +4,45 @@ const math = mach.math;
|
|||
|
||||
const Vec3 = math.Vec3;
|
||||
|
||||
pub const mach_module = .renderer;
|
||||
|
||||
pub const mach_systems = .{ .init, .deinit, .renderFrame };
|
||||
|
||||
const Renderer = @This();
|
||||
|
||||
const num_bind_groups = 1024 * 32;
|
||||
|
||||
// uniform bind group offset must be 256-byte aligned
|
||||
const uniform_offset = 256;
|
||||
|
||||
pipeline: *gpu.RenderPipeline,
|
||||
bind_groups: [num_bind_groups]*gpu.BindGroup,
|
||||
uniform_buffer: *gpu.Buffer,
|
||||
|
||||
pub const mach_module = .renderer;
|
||||
|
||||
// TODO(object)
|
||||
pub const components = .{
|
||||
.position = .{ .type = Vec3 },
|
||||
.rotation = .{ .type = Vec3 },
|
||||
.scale = .{ .type = f32 },
|
||||
};
|
||||
|
||||
pub const mach_systems = .{ .init, .deinit, .render_frame };
|
||||
|
||||
const UniformBufferObject = extern struct {
|
||||
offset: Vec3,
|
||||
scale: f32,
|
||||
};
|
||||
|
||||
fn init(
|
||||
window: mach.ObjectID,
|
||||
pipeline: *gpu.RenderPipeline,
|
||||
bind_groups: [num_bind_groups]*gpu.BindGroup,
|
||||
uniform_buffer: *gpu.Buffer,
|
||||
|
||||
objects: mach.Objects(.{}, struct {
|
||||
position: Vec3,
|
||||
scale: f32,
|
||||
}),
|
||||
|
||||
pub fn init(
|
||||
core: *mach.Core,
|
||||
renderer: *Mod,
|
||||
renderer: *Renderer,
|
||||
) !void {
|
||||
const device = core.device;
|
||||
const window = core.windows.getValue(renderer.window);
|
||||
const device = window.device;
|
||||
const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
|
||||
defer shader_module.release();
|
||||
|
||||
// Fragment state
|
||||
const blend = gpu.BlendState{};
|
||||
const color_target = gpu.ColorTargetState{
|
||||
.format = core.windows.get(core.main_window).?.framebuffer_format,
|
||||
.format = window.framebuffer_format,
|
||||
.blend = &blend,
|
||||
.write_mask = gpu.ColorWriteMaskFlags.all,
|
||||
};
|
||||
|
|
@ -95,51 +97,50 @@ fn init(
|
|||
},
|
||||
});
|
||||
|
||||
renderer.init(.{
|
||||
renderer.* = .{
|
||||
.window = renderer.window,
|
||||
.objects = renderer.objects,
|
||||
.pipeline = pipeline,
|
||||
.bind_groups = bind_groups,
|
||||
.uniform_buffer = uniform_buffer,
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
fn deinit(
|
||||
renderer: *Mod,
|
||||
pub fn deinit(
|
||||
renderer: *Renderer,
|
||||
) !void {
|
||||
renderer.state().pipeline.release();
|
||||
for (renderer.state().bind_groups) |bind_group| bind_group.release();
|
||||
renderer.state().uniform_buffer.release();
|
||||
renderer.pipeline.release();
|
||||
for (renderer.bind_groups) |bind_group| bind_group.release();
|
||||
renderer.uniform_buffer.release();
|
||||
}
|
||||
|
||||
fn renderFrame(
|
||||
entities: *mach.Entities.Mod,
|
||||
pub fn renderFrame(
|
||||
core: *mach.Core,
|
||||
renderer: *Mod,
|
||||
renderer: *Renderer,
|
||||
) !void {
|
||||
const window = core.windows.getValue(renderer.window);
|
||||
|
||||
// Grab the back buffer of the swapchain
|
||||
// TODO(Core)
|
||||
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
|
||||
const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
|
||||
defer back_buffer_view.release();
|
||||
|
||||
// Create a command encoder
|
||||
const label = @tagName(mach_module) ++ ".tick";
|
||||
const encoder = core.device.createCommandEncoder(&.{ .label = label });
|
||||
const encoder = window.device.createCommandEncoder(&.{ .label = label });
|
||||
defer encoder.release();
|
||||
|
||||
// Update uniform buffer
|
||||
var num_entities: usize = 0;
|
||||
var q = try entities.query(.{
|
||||
.positions = Mod.read(.position),
|
||||
.scales = Mod.read(.scale),
|
||||
});
|
||||
while (q.next()) |v| {
|
||||
for (v.positions, v.scales) |position, scale| {
|
||||
const ubo = UniformBufferObject{
|
||||
.offset = position,
|
||||
.scale = scale,
|
||||
};
|
||||
encoder.writeBuffer(renderer.state().uniform_buffer, uniform_offset * num_entities, &[_]UniformBufferObject{ubo});
|
||||
num_entities += 1;
|
||||
}
|
||||
var num_objects: usize = 0;
|
||||
var objs = renderer.objects.slice();
|
||||
while (objs.next()) |obj_id| {
|
||||
const obj = renderer.objects.getValue(obj_id);
|
||||
const ubo = UniformBufferObject{
|
||||
.offset = obj.position,
|
||||
.scale = obj.scale,
|
||||
};
|
||||
encoder.writeBuffer(renderer.uniform_buffer, uniform_offset * num_objects, &[_]UniformBufferObject{ubo});
|
||||
num_objects += 1;
|
||||
}
|
||||
|
||||
// Begin render pass
|
||||
|
|
@ -157,8 +158,8 @@ fn renderFrame(
|
|||
defer render_pass.release();
|
||||
|
||||
// Draw
|
||||
for (renderer.state().bind_groups[0..num_entities]) |bind_group| {
|
||||
render_pass.setPipeline(renderer.state().pipeline);
|
||||
for (renderer.bind_groups[0..num_objects]) |bind_group| {
|
||||
render_pass.setPipeline(renderer.pipeline);
|
||||
render_pass.setBindGroup(0, bind_group, &.{0});
|
||||
render_pass.draw(3, 1, 0, 0);
|
||||
}
|
||||
|
|
@ -169,5 +170,5 @@ fn renderFrame(
|
|||
// Submit our commands to the queue
|
||||
var command = encoder.finish(&.{ .label = label });
|
||||
defer command.release();
|
||||
core.queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
window.queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue