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 = .zero, }, .alpha = .{ .operation = .add, .src_factor = .one, .dst_factor = .zero, }, }; 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 queue = app.device.getQueue(); 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(); // uniformBindGroup offset must be 256-byte aligned const uniform_offset = 256; const uniform_buffer = app.device.createBuffer(&.{ .usage = .{ .uniform = true, .copy_dst = true }, .size = @sizeOf(UniformBufferObject) + uniform_offset, .mapped_at_creation = false, }); defer uniform_buffer.release(); const bind_group1 = app.device.createBindGroup( &gpu.BindGroup.Descriptor{ .layout = bgl, .entries = &.{ gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)), }, }, ); defer bind_group1.release(); const bind_group2 = app.device.createBindGroup( &gpu.BindGroup.Descriptor{ .layout = bgl, .entries = &.{ gpu.BindGroup.Entry.buffer(0, uniform_buffer, uniform_offset, @sizeOf(UniformBufferObject)), }, }, ); defer bind_group2.release(); ctx.* = FrameParams{ .pipeline = app.device.createRenderPipeline(&pipeline_descriptor), .queue = queue, .vertex_buffer = vertex_buffer, .uniform_buffer = uniform_buffer, .bind_group1 = bind_group1, .bind_group2 = bind_group2, }; 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_group1: gpu.BindGroup, bind_group2: 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 rotation1 = zm.mul(zm.rotationX(time * (std.math.pi / 2.0)), zm.rotationZ(time * (std.math.pi / 2.0))); const rotation2 = zm.mul(zm.rotationZ(time * (std.math.pi / 2.0)), zm.rotationX(time * (std.math.pi / 2.0))); const model1 = zm.mul(rotation1, zm.translation(-2, 0, 0)); const model2 = zm.mul(rotation2, zm.translation(2, 0, 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( (2.0 * std.math.pi / 5.0), @intToFloat(f32, app.current_desc.width) / @intToFloat(f32, app.current_desc.height), 1, 100, ); const mvp1 = zm.mul(zm.mul(model1, view), proj); const mvp2 = zm.mul(zm.mul(model2, view), proj); const ubo1 = UniformBufferObject{ .mat = zm.transpose(mvp1), }; const ubo2 = UniformBufferObject{ .mat = zm.transpose(mvp2), }; encoder.writeBuffer(params.uniform_buffer, 0, UniformBufferObject, &.{ubo1}); // bind_group2 offset encoder.writeBuffer(params.uniform_buffer, 256, UniformBufferObject, &.{ubo2}); } 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_group1, &.{0}); pass.draw(vertices.len, 1, 0, 0); pass.setBindGroup(0, params.bind_group2, &.{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(); }