examples: add ported rotating-cube example (#227)
This commit is contained in:
parent
93629022c5
commit
f96bbb453e
6 changed files with 322 additions and 13 deletions
|
|
@ -1,3 +1,4 @@
|
|||
The following examples have been ported from https://github.com/austinEng/webgpu-samples and are licensed under BSD 3-Clause License (provided in LICENSE.webgpu-samples):
|
||||
|
||||
* ./boids/
|
||||
* ./boids/
|
||||
* ./rotating-cube/
|
||||
|
|
|
|||
49
examples/rotating-cube/cube_mesh.zig
Normal file
49
examples/rotating-cube/cube_mesh.zig
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
pub const Vertex = struct {
|
||||
pos: @Vector(4, f32),
|
||||
col: @Vector(4, f32),
|
||||
uv: @Vector(2, f32),
|
||||
};
|
||||
|
||||
pub const vertices = [_]Vertex{
|
||||
.{ .pos = .{ 1, -1, 1, 1 }, .col = .{ 1, 0, 1, 1 }, .uv = .{ 1, 1 } },
|
||||
.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 0, 1 } },
|
||||
.{ .pos = .{ -1, -1, -1, 1 }, .col = .{ 0, 0, 0, 1 }, .uv = .{ 0, 0 } },
|
||||
.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 1, 0 } },
|
||||
.{ .pos = .{ 1, -1, 1, 1 }, .col = .{ 1, 0, 1, 1 }, .uv = .{ 1, 1 } },
|
||||
.{ .pos = .{ -1, -1, -1, 1 }, .col = .{ 0, 0, 0, 1 }, .uv = .{ 0, 0 } },
|
||||
|
||||
.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 1, 1 } },
|
||||
.{ .pos = .{ 1, -1, 1, 1 }, .col = .{ 1, 0, 1, 1 }, .uv = .{ 0, 1 } },
|
||||
.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 0, 0 } },
|
||||
.{ .pos = .{ 1, 1, -1, 1 }, .col = .{ 1, 1, 0, 1 }, .uv = .{ 1, 0 } },
|
||||
.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 1, 1 } },
|
||||
.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 0, 0 } },
|
||||
|
||||
.{ .pos = .{ -1, 1, 1, 1 }, .col = .{ 0, 1, 1, 1 }, .uv = .{ 1, 1 } },
|
||||
.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 0, 1 } },
|
||||
.{ .pos = .{ 1, 1, -1, 1 }, .col = .{ 1, 1, 0, 1 }, .uv = .{ 0, 0 } },
|
||||
.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 1, 0 } },
|
||||
.{ .pos = .{ -1, 1, 1, 1 }, .col = .{ 0, 1, 1, 1 }, .uv = .{ 1, 1 } },
|
||||
.{ .pos = .{ 1, 1, -1, 1 }, .col = .{ 1, 1, 0, 1 }, .uv = .{ 0, 0 } },
|
||||
|
||||
.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 1, 1 } },
|
||||
.{ .pos = .{ -1, 1, 1, 1 }, .col = .{ 0, 1, 1, 1 }, .uv = .{ 0, 1 } },
|
||||
.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 0, 0 } },
|
||||
.{ .pos = .{ -1, -1, -1, 1 }, .col = .{ 0, 0, 0, 1 }, .uv = .{ 1, 0 } },
|
||||
.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 1, 1 } },
|
||||
.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 0, 0 } },
|
||||
|
||||
.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 1, 1 } },
|
||||
.{ .pos = .{ -1, 1, 1, 1 }, .col = .{ 0, 1, 1, 1 }, .uv = .{ 0, 1 } },
|
||||
.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 0, 0 } },
|
||||
.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 0, 0 } },
|
||||
.{ .pos = .{ 1, -1, 1, 1 }, .col = .{ 1, 0, 1, 1 }, .uv = .{ 1, 0 } },
|
||||
.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 1, 1 } },
|
||||
|
||||
.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 1, 1 } },
|
||||
.{ .pos = .{ -1, -1, -1, 1 }, .col = .{ 0, 0, 0, 1 }, .uv = .{ 0, 1 } },
|
||||
.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 0, 0 } },
|
||||
.{ .pos = .{ 1, 1, -1, 1 }, .col = .{ 1, 1, 0, 1 }, .uv = .{ 1, 0 } },
|
||||
.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 1, 1 } },
|
||||
.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 0, 0 } },
|
||||
};
|
||||
6
examples/rotating-cube/frag.wgsl
Executable file
6
examples/rotating-cube/frag.wgsl
Executable file
|
|
@ -0,0 +1,6 @@
|
|||
@stage(fragment) fn main(
|
||||
@location(0) fragUV: vec2<f32>,
|
||||
@location(1) fragPosition: vec4<f32>
|
||||
) -> @location(0) vec4<f32> {
|
||||
return fragPosition;
|
||||
}
|
||||
220
examples/rotating-cube/main.zig
Executable file
220
examples/rotating-cube/main.zig
Executable file
|
|
@ -0,0 +1,220 @@
|
|||
const std = @import("std");
|
||||
const mach = @import("mach");
|
||||
const gpu = @import("gpu");
|
||||
const glfw = @import("glfw");
|
||||
const zm = @import("zmath");
|
||||
const Vertex = @import("cube_mesh.zig").Vertex;
|
||||
const vertices = @import("cube_mesh.zig").vertices;
|
||||
|
||||
const App = mach.App(*FrameParams, .{});
|
||||
|
||||
const UniformBufferObject = struct {
|
||||
mat: zm.Mat,
|
||||
};
|
||||
|
||||
var timer: std.time.Timer = undefined;
|
||||
|
||||
pub fn main() !void {
|
||||
timer = try std.time.Timer.start();
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
var allocator = gpa.allocator();
|
||||
|
||||
const ctx = try allocator.create(FrameParams);
|
||||
var app = try App.init(allocator, ctx, .{});
|
||||
|
||||
app.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 app.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
|
||||
|
||||
const vs_module = app.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 = app.device.createShaderModule(&.{
|
||||
.label = "my fragment shader",
|
||||
.code = .{ .wgsl = @embedFile("frag.wgsl") },
|
||||
});
|
||||
|
||||
const blend = gpu.BlendState{
|
||||
.color = .{
|
||||
.operation = .add,
|
||||
.src_factor = .one,
|
||||
.dst_factor = .one,
|
||||
},
|
||||
.alpha = .{
|
||||
.operation = .add,
|
||||
.src_factor = .one,
|
||||
.dst_factor = .one,
|
||||
},
|
||||
};
|
||||
const color_target = gpu.ColorTargetState{
|
||||
.format = app.swap_chain_format,
|
||||
.blend = &blend,
|
||||
.write_mask = gpu.ColorWriteMask.all,
|
||||
};
|
||||
const fragment = gpu.FragmentState{
|
||||
.module = fs_module,
|
||||
.entry_point = "main",
|
||||
.targets = &.{color_target},
|
||||
.constants = null,
|
||||
};
|
||||
|
||||
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
|
||||
const bgl = app.device.createBindGroupLayout(
|
||||
&gpu.BindGroupLayout.Descriptor{
|
||||
.entries = &.{bgle},
|
||||
},
|
||||
);
|
||||
|
||||
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
|
||||
const pipeline_layout = app.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 = .back,
|
||||
.topology = .triangle_list,
|
||||
.strip_index_format = .none,
|
||||
},
|
||||
};
|
||||
|
||||
const vertex_buffer = app.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();
|
||||
defer vertex_buffer.release();
|
||||
|
||||
const uniform_buffer = app.device.createBuffer(&.{
|
||||
.usage = .{ .copy_dst = true, .uniform = true },
|
||||
.size = @sizeOf(UniformBufferObject),
|
||||
.mapped_at_creation = false,
|
||||
});
|
||||
defer uniform_buffer.release();
|
||||
const bind_group = app.device.createBindGroup(
|
||||
&gpu.BindGroup.Descriptor{
|
||||
.layout = bgl,
|
||||
.entries = &.{
|
||||
gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)),
|
||||
},
|
||||
},
|
||||
);
|
||||
defer bind_group.release();
|
||||
|
||||
ctx.* = FrameParams{
|
||||
.pipeline = app.device.createRenderPipeline(&pipeline_descriptor),
|
||||
.queue = app.device.getQueue(),
|
||||
.vertex_buffer = vertex_buffer,
|
||||
.uniform_buffer = uniform_buffer,
|
||||
.bind_group = bind_group,
|
||||
};
|
||||
|
||||
vs_module.release();
|
||||
fs_module.release();
|
||||
pipeline_layout.release();
|
||||
bgl.release();
|
||||
|
||||
try app.run(.{ .frame = frame });
|
||||
}
|
||||
|
||||
const FrameParams = struct {
|
||||
pipeline: gpu.RenderPipeline,
|
||||
queue: gpu.Queue,
|
||||
vertex_buffer: gpu.Buffer,
|
||||
uniform_buffer: gpu.Buffer,
|
||||
bind_group: gpu.BindGroup,
|
||||
};
|
||||
|
||||
fn frame(app: *App, params: *FrameParams) !void {
|
||||
const back_buffer_view = app.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 = app.device.createCommandEncoder(null);
|
||||
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
|
||||
.color_attachments = &.{color_attachment},
|
||||
.depth_stencil_attachment = null,
|
||||
};
|
||||
|
||||
{
|
||||
const time = @intToFloat(f32, timer.read()) / @as(f32, std.time.ns_per_s);
|
||||
const model = zm.mul(zm.rotationX(time * (std.math.pi / 2.0)), zm.rotationZ(time * (std.math.pi / 2.0)));
|
||||
const view = zm.lookAtRh(
|
||||
zm.f32x4(0, 4, 2, 1),
|
||||
zm.f32x4(0, 0, 0, 1),
|
||||
zm.f32x4(0, 0, 1, 0),
|
||||
);
|
||||
const proj = zm.perspectiveFovRh(
|
||||
(std.math.pi / 4.0),
|
||||
@intToFloat(f32, app.current_desc.width) / @intToFloat(f32, app.current_desc.height),
|
||||
0.1,
|
||||
10,
|
||||
);
|
||||
const mvp = zm.mul(zm.mul(model, view), proj);
|
||||
const ubo = UniformBufferObject{
|
||||
.mat = zm.transpose(mvp),
|
||||
};
|
||||
encoder.writeBuffer(params.uniform_buffer, 0, UniformBufferObject, &.{ubo});
|
||||
}
|
||||
|
||||
const pass = encoder.beginRenderPass(&render_pass_info);
|
||||
pass.setPipeline(params.pipeline);
|
||||
pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
|
||||
pass.setBindGroup(0, params.bind_group, &.{0});
|
||||
pass.draw(vertices.len, 1, 0, 0);
|
||||
pass.end();
|
||||
pass.release();
|
||||
|
||||
var command = encoder.finish(null);
|
||||
encoder.release();
|
||||
|
||||
params.queue.submit(&.{command});
|
||||
command.release();
|
||||
app.swap_chain.?.present();
|
||||
back_buffer_view.release();
|
||||
}
|
||||
17
examples/rotating-cube/vert.wgsl
Executable file
17
examples/rotating-cube/vert.wgsl
Executable file
|
|
@ -0,0 +1,17 @@
|
|||
@group(0) @binding(0) var<uniform> ubo : mat4x4<f32>;
|
||||
struct VertexOut {
|
||||
@builtin(position) position_clip : vec4<f32>;
|
||||
@location(0) fragUV : vec2<f32>;
|
||||
@location(1) fragPosition: vec4<f32>;
|
||||
}
|
||||
|
||||
@stage(vertex) fn main(
|
||||
@location(0) position : vec4<f32>,
|
||||
@location(1) uv: vec2<f32>
|
||||
) -> VertexOut {
|
||||
var output : VertexOut;
|
||||
output.position_clip = position * ubo;
|
||||
output.fragUV = uv;
|
||||
output.fragPosition = 0.5 * (position + vec4<f32>(1.0, 1.0, 1.0, 1.0));
|
||||
return output;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue