const std = @import("std"); const mach = @import("mach"); const gpu = @import("gpu"); const glfw = @import("glfw"); const zm = @import("zmath"); const zigimg = @import("zigimg"); const Vertex = @import("cube_mesh.zig").Vertex; const vertices = @import("cube_mesh.zig").vertices; const UniformBufferObject = struct { mat: zm.Mat, }; var timer: mach.Timer = undefined; pipeline: gpu.RenderPipeline, queue: gpu.Queue, vertex_buffer: gpu.Buffer, uniform_buffer: gpu.Buffer, bind_group: gpu.BindGroup, depth_texture: gpu.Texture, depth_size: mach.Size, const App = @This(); pub fn init(app: *App, engine: *mach.Engine) !void { timer = try mach.Timer.start(); engine.core.setKeyCallback(struct { fn callback(_: *App, eng: *mach.Engine, key: mach.Key, action: mach.Action) void { if (action == .press) { switch (key) { .space => eng.core.setShouldClose(true), else => {}, } } } }.callback); try engine.core.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") }, }); const blend = gpu.BlendState{ .color = .{ .operation = .add, .src_factor = .src_alpha, .dst_factor = .one_minus_src_alpha, }, .alpha = .{ .operation = .add, .src_factor = .one, .dst_factor = .zero, }, }; const color_target = gpu.ColorTargetState{ .format = engine.gpu_driver.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 pipeline_descriptor = gpu.RenderPipeline.Descriptor{ .fragment = &fragment, // Enable depth testing so that the fragment closest to the camera // is rendered in front. .depth_stencil = &.{ .format = .depth24_plus, .depth_write_enabled = true, .depth_compare = .less, }, .vertex = .{ .module = vs_module, .entry_point = "main", .buffers = &.{vertex_buffer_layout}, }, .primitive = .{ .topology = .triangle_list, // Backface culling since the cube is solid piece of geometry. // Faces pointing away from the camera will be occluded by faces // pointing toward the camera. .cull_mode = .back, }, }; const pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor); 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(); // Create a sampler with linear filtering for smooth interpolation. const sampler = engine.gpu_driver.device.createSampler(&.{ .mag_filter = .linear, .min_filter = .linear, }); const queue = engine.gpu_driver.device.getQueue(); const img = try zigimg.Image.fromFilePath(engine.allocator, "examples/assets/gotta-go-fast.png"); const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height) }; const cube_texture = engine.gpu_driver.device.createTexture(&.{ .size = img_size, .format = .rgba8_unorm, .usage = .{ .texture_binding = true, .copy_dst = true, .render_attachment = true, }, }); const data_layout = gpu.Texture.DataLayout{ .bytes_per_row = @intCast(u32, img.width * 4), .rows_per_image = @intCast(u32, img.height), }; switch (img.pixels.?) { .Rgba32 => |pixels| queue.writeTexture(&.{ .texture = cube_texture }, pixels, &data_layout, &img_size), .Rgb24 => |pixels| { const data = try rgb24ToRgba32(engine.allocator, pixels); //defer data.deinit(allocator); queue.writeTexture(&.{ .texture = cube_texture }, data.Rgba32, &data_layout, &img_size); }, else => @panic("unsupported image color format"), } const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{ .usage = .{ .copy_dst = true, .uniform = true }, .size = @sizeOf(UniformBufferObject), .mapped_at_creation = false, }); const bind_group = engine.gpu_driver.device.createBindGroup( &gpu.BindGroup.Descriptor{ .layout = pipeline.getBindGroupLayout(0), .entries = &.{ gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)), gpu.BindGroup.Entry.sampler(1, sampler), gpu.BindGroup.Entry.textureView(2, cube_texture.createView(&gpu.TextureView.Descriptor{})), }, }, ); const size = try engine.core.getFramebufferSize(); const depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{ .size = gpu.Extent3D{ .width = size.width, .height = size.height, }, .format = .depth24_plus, .usage = .{ .render_attachment = true, .texture_binding = true, }, }); app.pipeline = pipeline; app.queue = queue; app.vertex_buffer = vertex_buffer; app.uniform_buffer = uniform_buffer; app.bind_group = bind_group; app.depth_texture = depth_texture; app.depth_size = size; vs_module.release(); fs_module.release(); } pub fn deinit(app: *App, _: *mach.Engine) void { app.vertex_buffer.release(); app.uniform_buffer.release(); app.bind_group.release(); } pub fn update(app: *App, engine: *mach.Engine) !bool { // If window is resized, recreate depth buffer otherwise we cannot use it. const size = engine.core.getFramebufferSize() catch unreachable; // TODO: return type inference can't handle this if (size.width != app.depth_size.width or size.height != app.depth_size.height) { app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{ .size = gpu.Extent3D{ .width = size.width, .height = size.height, }, .format = .depth24_plus, .usage = .{ .render_attachment = true, .texture_binding = true, }, }); app.depth_size = size; } const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView(); const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .clear_value = .{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 0.0 }, .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}, .depth_stencil_attachment = &.{ .view = app.depth_texture.createView(&gpu.TextureView.Descriptor{ .format = .depth24_plus, .dimension = .dimension_2d, .array_layer_count = 1, .mip_level_count = 1, }), .depth_clear_value = 1.0, .depth_load_op = .clear, .depth_store_op = .store, }, }; { const time = 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.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, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height), 0.1, 10, ); const mvp = zm.mul(zm.mul(model, view), proj); const ubo = UniformBufferObject{ .mat = zm.transpose(mvp), }; encoder.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, &.{}); pass.draw(vertices.len, 1, 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; } fn rgb24ToRgba32(allocator: std.mem.Allocator, in: []zigimg.color.Rgb24) !zigimg.color.ColorStorage { const out = try zigimg.color.ColorStorage.init(allocator, .Rgba32, in.len); var i: usize = 0; while (i < in.len) : (i += 1) { out.Rgba32[i] = zigimg.color.Rgba32{ .R = in[i].R, .G = in[i].G, .B = in[i].B, .A = 255 }; } return out; }