mach/examples/rotating-cube/main.zig

213 lines
6.8 KiB
Zig
Executable file

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 = @This();
const UniformBufferObject = struct {
mat: zm.Mat,
};
var timer: std.time.Timer = undefined;
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup,
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try std.time.Timer.start();
// TODO: higher level input handlers
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.internal.window.setShouldClose(true),
else => {},
}
}
}
}.callback);
try engine.core.internal.window.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 = .one,
.dst_factor = .zero,
},
.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 bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bgl = engine.gpu_driver.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{
.entries = &.{bgle},
},
);
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 = &.{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 = 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();
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 = bgl,
.entries = &.{
gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)),
},
},
);
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
app.queue = engine.gpu_driver.device.getQueue();
app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer;
app.bind_group = bind_group;
vs_module.release();
fs_module.release();
pipeline_layout.release();
bgl.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 {
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},
.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, 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, &.{0});
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;
}