mach/examples/gkurve/main.zig
2022-05-22 11:50:15 -07:00

308 lines
12 KiB
Zig

// TODO:
// - handle textures better witexture atlas
// - handle adding and removing triangles and quads better
const std = @import("std");
const mach = @import("mach");
const gpu = @import("gpu");
const zm = @import("zmath");
const zigimg = @import("zigimg");
const glfw = @import("glfw");
const draw = @import("draw.zig");
const Atlas = @import("atlas.zig").Atlas;
pub const options = mach.Options{ .width = 640, .height = 480 };
pub const App = @This();
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
vertices: std.ArrayList(draw.Vertex),
update_vertex_buffer: bool,
vertex_uniform_buffer: gpu.Buffer,
update_vertex_uniform_buffer: bool,
frag_uniform_buffer: gpu.Buffer,
fragment_uniform_list: std.ArrayList(draw.FragUniform),
update_frag_uniform_buffer: bool,
bind_group: gpu.BindGroup,
pub fn init(app: *App, engine: *mach.Engine) !void {
try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const queue = engine.gpu_driver.device.getQueue();
const AtlasRGB8 = Atlas(zigimg.color.Rgba32);
// TODO: Refactor texture atlas size number
var texture_atlas_data: AtlasRGB8 = try AtlasRGB8.init(engine.allocator, 640);
defer texture_atlas_data.deinit(engine.allocator);
const atlas_size = gpu.Extent3D{ .width = texture_atlas_data.size, .height = texture_atlas_data.size };
const atlas_float_size = @intToFloat(f32, texture_atlas_data.size);
const texture = engine.gpu_driver.device.createTexture(&.{
.size = atlas_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, atlas_size.width * 4),
.rows_per_image = @intCast(u32, atlas_size.height),
};
const img = try zigimg.Image.fromFilePath(engine.allocator, "examples/assets/gotta-go-fast.png");
defer img.deinit();
const atlas_img_region = try texture_atlas_data.reserve(engine.allocator, @truncate(u32, img.width), @truncate(u32, img.height));
const img_uv_data = atlas_img_region.getUVData(atlas_float_size);
switch (img.pixels.?) {
.Rgba32 => |pixels| texture_atlas_data.set(atlas_img_region, pixels),
.Rgb24 => |pixels| {
const data = try rgb24ToRgba32(engine.allocator, pixels);
defer data.deinit(engine.allocator);
texture_atlas_data.set(atlas_img_region, data.Rgba32);
},
else => @panic("unsupported image color format"),
}
const white_tex_scale = 80;
const atlas_white_region = try texture_atlas_data.reserve(engine.allocator, white_tex_scale, white_tex_scale);
const white_texture_uv_data = atlas_white_region.getUVData(atlas_float_size);
var white_tex_data = try engine.allocator.alloc(zigimg.color.Rgba32, white_tex_scale * white_tex_scale);
std.mem.set(zigimg.color.Rgba32, white_tex_data, zigimg.color.Rgba32.initRGB(0xff, 0xff, 0xff));
texture_atlas_data.set(atlas_white_region, white_tex_data);
queue.writeTexture(
&.{ .texture = texture },
texture_atlas_data.data,
&data_layout,
&.{ .width = texture_atlas_data.size, .height = texture_atlas_data.size },
);
app.vertices = try std.ArrayList(draw.Vertex).initCapacity(engine.allocator, 9);
app.fragment_uniform_list = try std.ArrayList(draw.FragUniform).initCapacity(engine.allocator, 3);
const wsize = try engine.core.getWindowSize();
const window_width = @intToFloat(f32, wsize.width);
const window_height = @intToFloat(f32, wsize.height);
// const triangle_scale = 250;
_ = img_uv_data;
// try draw.equilateralTriangle(app, .{ window_width / 2, window_height / 2 }, triangle_scale, .{}, img_uv_data);
// try draw.equilateralTriangle(app, .{ window_width / 2, window_height / 2 - triangle_scale }, triangle_scale, .{ .type = .concave }, img_uv_data);
// try draw.equilateralTriangle(app, .{ window_width / 2 - triangle_scale, window_height / 2 - triangle_scale / 2 }, triangle_scale, .{ .type = .convex }, white_texture_uv_data);
// try draw.quad(app, .{ 0, 0 }, .{ 200, 200 }, .{}, img_uv_data);
try draw.circle(app, .{ window_width / 2, window_height / 2 }, window_height / 2 - 10, .{ 0, 0.5, 0.75, 1.0 }, white_texture_uv_data);
const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") },
});
const fs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") },
});
const color_target = gpu.ColorTargetState{
.format = engine.gpu_driver.swap_chain_format,
.blend = null,
.write_mask = gpu.ColorWriteMask.all,
};
const fragment = gpu.FragmentState{
.module = fs_module,
.entry_point = "main",
.targets = &.{color_target},
.constants = null,
};
const vbgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const fbgle = gpu.BindGroupLayout.Entry.buffer(1, .{ .fragment = true }, .read_only_storage, true, 0);
const sbgle = gpu.BindGroupLayout.Entry.sampler(2, .{ .fragment = true }, .filtering);
const tbgle = gpu.BindGroupLayout.Entry.texture(3, .{ .fragment = true }, .float, .dimension_2d, false);
const bgl = engine.gpu_driver.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{
.entries = &.{ vbgle, fbgle, sbgle, tbgle },
},
);
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
const pipeline_layout = engine.gpu_driver.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 = &.{draw.VERTEX_BUFFER_LAYOUT},
},
.multisample = .{
.count = 1,
.mask = 0xFFFFFFFF,
.alpha_to_coverage_enabled = false,
},
.primitive = .{
.front_face = .ccw,
.cull_mode = .none,
.topology = .triangle_list,
.strip_index_format = .none,
},
};
const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .vertex = true },
.size = @sizeOf(draw.Vertex) * app.vertices.items.len,
.mapped_at_creation = false,
});
const vertex_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(draw.VertexUniform),
.mapped_at_creation = false,
});
const frag_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .storage = true },
.size = @sizeOf(draw.FragUniform) * app.fragment_uniform_list.items.len,
.mapped_at_creation = false,
});
const sampler = engine.gpu_driver.device.createSampler(&.{
.mag_filter = .linear,
.min_filter = .linear,
});
const bind_group = engine.gpu_driver.device.createBindGroup(
&gpu.BindGroup.Descriptor{
.layout = bgl,
.entries = &.{
gpu.BindGroup.Entry.buffer(0, vertex_uniform_buffer, 0, @sizeOf(draw.VertexUniform)),
gpu.BindGroup.Entry.buffer(1, frag_uniform_buffer, 0, @sizeOf(draw.FragUniform) * app.vertices.items.len / 3),
gpu.BindGroup.Entry.sampler(2, sampler),
gpu.BindGroup.Entry.textureView(3, texture.createView(&gpu.TextureView.Descriptor{ .dimension = .dimension_2d })),
},
},
);
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
app.queue = queue;
app.vertex_buffer = vertex_buffer;
app.vertex_uniform_buffer = vertex_uniform_buffer;
app.frag_uniform_buffer = frag_uniform_buffer;
app.bind_group = bind_group;
app.update_vertex_buffer = true;
app.update_vertex_uniform_buffer = true;
app.update_frag_uniform_buffer = true;
vs_module.release();
fs_module.release();
pipeline_layout.release();
bgl.release();
}
pub fn deinit(app: *App, _: *mach.Engine) void {
app.vertex_buffer.release();
app.vertex_uniform_buffer.release();
app.frag_uniform_buffer.release();
app.bind_group.release();
app.vertices.deinit();
app.fragment_uniform_list.deinit();
}
pub fn update(app: *App, engine: *mach.Engine) !bool {
while (engine.core.pollEvent()) |event| {
switch (event) {
.key_press => |ev| {
if (ev.key == .space)
engine.core.setShouldClose(true);
},
else => {},
}
}
const back_buffer_view = engine.gpu_driver.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 = engine.gpu_driver.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment},
};
{
if (app.update_vertex_buffer) {
encoder.writeBuffer(app.vertex_buffer, 0, draw.Vertex, app.vertices.items);
app.update_vertex_buffer = false;
}
if (app.update_frag_uniform_buffer) {
encoder.writeBuffer(app.frag_uniform_buffer, 0, draw.FragUniform, app.fragment_uniform_list.items);
app.update_frag_uniform_buffer = false;
}
if (app.update_vertex_uniform_buffer) {
encoder.writeBuffer(app.vertex_uniform_buffer, 0, draw.VertexUniform, &.{try getVertexUniformBufferObject(engine)});
app.update_vertex_uniform_buffer = false;
}
}
const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(app.pipeline);
pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(draw.Vertex) * app.vertices.items.len);
pass.setBindGroup(0, app.bind_group, &.{ 0, 0 });
pass.draw(@truncate(u32, app.vertices.items.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;
}
pub fn resize(app: *App, _: *mach.Engine, _: u32, _: u32) !void {
app.update_vertex_uniform_buffer = 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;
}
// Move to draw.zig
pub fn getVertexUniformBufferObject(engine: *mach.Engine) !draw.VertexUniform {
// Note: We use window width/height here, not framebuffer width/height.
// On e.g. macOS, window size may be 640x480 while framebuffer size may be
// 1280x960 (subpixels.) Doing this lets us use a pixel, not subpixel,
// coordinate system.
const window_size = try engine.core.getWindowSize();
const proj = zm.orthographicRh(
@intToFloat(f32, window_size.width),
@intToFloat(f32, window_size.height),
-100,
100,
);
const mvp = zm.mul(proj, zm.translation(-1, -1, 0));
return draw.VertexUniform{
.mat = mvp,
};
}