mach/examples/custom-renderer/Renderer.zig
Stephen Gutekanst df3091bfd5 examples: custom-renderer working
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2024-12-24 20:30:32 -07:00

174 lines
5.3 KiB
Zig

const mach = @import("mach");
const gpu = mach.gpu;
const math = mach.math;
const Vec3 = math.Vec3;
pub const mach_module = .renderer;
pub const mach_systems = .{ .init, .deinit, .renderFrame };
const Renderer = @This();
const num_bind_groups = 1024 * 32;
// uniform bind group offset must be 256-byte aligned
const uniform_offset = 256;
const UniformBufferObject = extern struct {
offset: Vec3,
scale: f32,
};
window: mach.ObjectID,
pipeline: *gpu.RenderPipeline,
bind_groups: [num_bind_groups]*gpu.BindGroup,
uniform_buffer: *gpu.Buffer,
objects: mach.Objects(.{}, struct {
position: Vec3,
scale: f32,
}),
pub fn init(
core: *mach.Core,
renderer: *Renderer,
) !void {
const window = core.windows.getValue(renderer.window);
const device = window.device;
const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
defer shader_module.release();
// Fragment state
const blend = gpu.BlendState{};
const color_target = gpu.ColorTargetState{
.format = window.framebuffer_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMaskFlags.all,
};
const fragment = gpu.FragmentState.init(.{
.module = shader_module,
.entry_point = "frag_main",
.targets = &.{color_target},
});
const label = @tagName(mach_module) ++ ".init";
const uniform_buffer = device.createBuffer(&.{
.label = label ++ " uniform buffer",
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject) * uniform_offset * num_bind_groups,
.mapped_at_creation = .false,
});
const bind_group_layout_entry = gpu.BindGroupLayout.Entry.initBuffer(0, .{ .vertex = true }, .uniform, true, 0);
const bind_group_layout = device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor.init(.{
.label = label,
.entries = &.{bind_group_layout_entry},
}),
);
defer bind_group_layout.release();
var bind_groups: [num_bind_groups]*gpu.BindGroup = undefined;
for (bind_groups, 0..) |_, i| {
bind_groups[i] = device.createBindGroup(
&gpu.BindGroup.Descriptor.init(.{
.label = label,
.layout = bind_group_layout,
.entries = &.{gpu.BindGroup.Entry.initBuffer(0, uniform_buffer, uniform_offset * i, @sizeOf(UniformBufferObject), @sizeOf(UniformBufferObject))},
}),
);
}
const bind_group_layouts = [_]*gpu.BindGroupLayout{bind_group_layout};
const pipeline_layout = device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
.label = label,
.bind_group_layouts = &bind_group_layouts,
}));
defer pipeline_layout.release();
const pipeline = device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
.label = label,
.fragment = &fragment,
.layout = pipeline_layout,
.vertex = gpu.VertexState{
.module = shader_module,
.entry_point = "vertex_main",
},
});
renderer.* = .{
.window = renderer.window,
.objects = renderer.objects,
.pipeline = pipeline,
.bind_groups = bind_groups,
.uniform_buffer = uniform_buffer,
};
}
pub fn deinit(
renderer: *Renderer,
) !void {
renderer.pipeline.release();
for (renderer.bind_groups) |bind_group| bind_group.release();
renderer.uniform_buffer.release();
}
pub fn renderFrame(
core: *mach.Core,
renderer: *Renderer,
) !void {
const window = core.windows.getValue(renderer.window);
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(mach_module) ++ ".tick";
const encoder = window.device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Update uniform buffer
var num_objects: usize = 0;
var objs = renderer.objects.slice();
while (objs.next()) |obj_id| {
const obj = renderer.objects.getValue(obj_id);
const ubo = UniformBufferObject{
.offset = obj.position,
.scale = obj.scale,
};
encoder.writeBuffer(renderer.uniform_buffer, uniform_offset * num_objects, &[_]UniformBufferObject{ubo});
num_objects += 1;
}
// Begin render pass
const sky_blue_background = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
const color_attachments = [_]gpu.RenderPassColorAttachment{.{
.view = back_buffer_view,
.clear_value = sky_blue_background,
.load_op = .clear,
.store_op = .store,
}};
const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
}));
defer render_pass.release();
// Draw
for (renderer.bind_groups[0..num_objects]) |bind_group| {
render_pass.setPipeline(renderer.pipeline);
render_pass.setBindGroup(0, bind_group, &.{0});
render_pass.draw(3, 1, 0, 0);
}
// Finish render pass
render_pass.end();
// Submit our commands to the queue
var command = encoder.finish(&.{ .label = label });
defer command.release();
window.queue.submit(&[_]*gpu.CommandBuffer{command});
}