const std = @import("std"); const core = @import("mach").core; const gpu = core.gpu; const zm = @import("zmath"); const Vertex = @import("cube_mesh.zig").Vertex; const vertices = @import("cube_mesh.zig").vertices; pub const App = @This(); var gpa = std.heap.GeneralPurposeAllocator(.{}){}; const UniformBufferObject = struct { mat: zm.Mat, }; title_timer: core.Timer, timer: core.Timer, pipeline: *gpu.RenderPipeline, vertex_buffer: *gpu.Buffer, uniform_buffer: *gpu.Buffer, bind_group: *gpu.BindGroup, pub fn init(app: *App) !void { try core.init(.{}); const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.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.init(.{ .array_stride = @sizeOf(Vertex), .step_mode = .vertex, .attributes = &vertex_attributes, }); const blend = gpu.BlendState{}; const color_target = gpu.ColorTargetState{ .format = core.descriptor.format, .blend = &blend, .write_mask = gpu.ColorWriteMaskFlags.all, }; const fragment = gpu.FragmentState.init(.{ .module = shader_module, .entry_point = "frag_main", .targets = &.{color_target}, }); const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0); const bgl = core.device.createBindGroupLayout( &gpu.BindGroupLayout.Descriptor.init(.{ .entries = &.{bgle}, }), ); const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl}; const pipeline_layout = core.device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{ .bind_group_layouts = &bind_group_layouts, })); const pipeline_descriptor = gpu.RenderPipeline.Descriptor{ .fragment = &fragment, .layout = pipeline_layout, .vertex = gpu.VertexState.init(.{ .module = shader_module, .entry_point = "vertex_main", .buffers = &.{vertex_buffer_layout}, }), .primitive = .{ .cull_mode = .back, }, }; const vertex_buffer = core.device.createBuffer(&.{ .usage = .{ .vertex = true }, .size = @sizeOf(Vertex) * vertices.len, .mapped_at_creation = .true, }); const vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len); @memcpy(vertex_mapped.?, vertices[0..]); vertex_buffer.unmap(); const uniform_buffer = core.device.createBuffer(&.{ .usage = .{ .copy_dst = true, .uniform = true }, .size = @sizeOf(UniformBufferObject), .mapped_at_creation = .false, }); const bind_group = core.device.createBindGroup( &gpu.BindGroup.Descriptor.init(.{ .layout = bgl, .entries = &.{ gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)), }, }), ); app.title_timer = try core.Timer.start(); app.timer = try core.Timer.start(); app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor); app.vertex_buffer = vertex_buffer; app.uniform_buffer = uniform_buffer; app.bind_group = bind_group; shader_module.release(); pipeline_layout.release(); bgl.release(); } pub fn deinit(app: *App) void { defer _ = gpa.deinit(); defer core.deinit(); app.vertex_buffer.release(); app.uniform_buffer.release(); app.bind_group.release(); app.pipeline.release(); } pub fn update(app: *App) !bool { var iter = core.pollEvents(); while (iter.next()) |event| { switch (event) { .key_press => |ev| { if (ev.key == .space) return true; }, .close => return true, else => {}, } } const back_buffer_view = core.swap_chain.getCurrentTextureView().?; const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .clear_value = std.mem.zeroes(gpu.Color), .load_op = .clear, .store_op = .store, }; const queue = core.queue; const encoder = core.device.createCommandEncoder(null); const render_pass_info = gpu.RenderPassDescriptor.init(.{ .color_attachments = &.{color_attachment}, }); { const time = app.timer.read(); 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.Vec{ 0, 4, 2, 1 }, zm.Vec{ 0, 0, 0, 1 }, zm.Vec{ 0, 0, 1, 0 }, ); const proj = zm.perspectiveFovRh( (std.math.pi / 4.0), @as(f32, @floatFromInt(core.descriptor.width)) / @as(f32, @floatFromInt(core.descriptor.height)), 0.1, 10, ); const mvp = zm.mul(zm.mul(model, view), proj); const ubo = UniformBufferObject{ .mat = zm.transpose(mvp), }; queue.writeBuffer(app.uniform_buffer, 0, &[_]UniformBufferObject{ubo}); } 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}); pass.draw(vertices.len, 1, 0, 0); pass.end(); pass.release(); var command = encoder.finish(null); encoder.release(); queue.submit(&[_]*gpu.CommandBuffer{command}); command.release(); core.swap_chain.present(); back_buffer_view.release(); // update the window title every second if (app.title_timer.read() >= 1.0) { app.title_timer.reset(); try core.printTitle("Rotating Cube [ {d}fps ] [ Input {d}hz ]", .{ core.frameRate(), core.inputRate(), }); } return false; }