281 lines
9.3 KiB
Zig
281 lines
9.3 KiB
Zig
const std = @import("std");
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const mach = @import("mach");
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const gpu = @import("gpu");
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const glfw = @import("glfw");
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const zm = @import("zmath");
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const zigimg = @import("zigimg");
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const Vertex = @import("cube_mesh.zig").Vertex;
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const vertices = @import("cube_mesh.zig").vertices;
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const UniformBufferObject = struct {
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mat: zm.Mat,
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};
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var timer: mach.Timer = undefined;
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pipeline: gpu.RenderPipeline,
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queue: gpu.Queue,
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vertex_buffer: gpu.Buffer,
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uniform_buffer: gpu.Buffer,
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bind_group: gpu.BindGroup,
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depth_texture: ?gpu.Texture,
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depth_texture_view: gpu.TextureView,
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const App = @This();
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pub fn init(app: *App, engine: *mach.Engine) !void {
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timer = try mach.Timer.start();
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try engine.setOptions(.{
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.size_min = .{ .width = 20, .height = 20 },
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});
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const vs_module = engine.device.createShaderModule(&.{
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.label = "my vertex shader",
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.code = .{ .wgsl = @embedFile("vert.wgsl") },
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});
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const vertex_attributes = [_]gpu.VertexAttribute{
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.{ .format = .float32x4, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
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.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 1 },
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};
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const vertex_buffer_layout = gpu.VertexBufferLayout{
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.array_stride = @sizeOf(Vertex),
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.step_mode = .vertex,
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.attribute_count = vertex_attributes.len,
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.attributes = &vertex_attributes,
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};
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const fs_module = engine.device.createShaderModule(&.{
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.label = "my fragment shader",
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.code = .{ .wgsl = @embedFile("frag.wgsl") },
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});
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const blend = gpu.BlendState{
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.color = .{
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.operation = .add,
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.src_factor = .src_alpha,
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.dst_factor = .one_minus_src_alpha,
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},
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.alpha = .{
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.operation = .add,
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.src_factor = .one,
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.dst_factor = .zero,
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},
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};
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const color_target = gpu.ColorTargetState{
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.format = engine.swap_chain_format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMask.all,
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};
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const fragment = gpu.FragmentState{
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.module = fs_module,
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.entry_point = "main",
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.targets = &.{color_target},
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.constants = null,
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};
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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// Enable depth testing so that the fragment closest to the camera
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// is rendered in front.
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.depth_stencil = &.{
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.format = .depth24_plus,
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.depth_write_enabled = true,
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.depth_compare = .less,
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},
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.vertex = .{
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.module = vs_module,
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.entry_point = "main",
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.buffers = &.{vertex_buffer_layout},
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},
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.primitive = .{
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.topology = .triangle_list,
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// Backface culling since the cube is solid piece of geometry.
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// Faces pointing away from the camera will be occluded by faces
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// pointing toward the camera.
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.cull_mode = .back,
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},
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};
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const pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
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const vertex_buffer = engine.device.createBuffer(&.{
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.usage = .{ .vertex = true },
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.size = @sizeOf(Vertex) * vertices.len,
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.mapped_at_creation = true,
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});
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var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
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std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
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vertex_buffer.unmap();
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// Create a sampler with linear filtering for smooth interpolation.
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const sampler = engine.device.createSampler(&.{
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.mag_filter = .linear,
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.min_filter = .linear,
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});
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const queue = engine.device.getQueue();
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const img = try zigimg.Image.fromMemory(engine.allocator, @embedFile("../assets/gotta-go-fast.png"));
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const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height) };
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const cube_texture = engine.device.createTexture(&.{
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.size = img_size,
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.format = .rgba8_unorm,
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.usage = .{
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.texture_binding = true,
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.copy_dst = true,
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.render_attachment = true,
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},
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});
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const data_layout = gpu.Texture.DataLayout{
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.bytes_per_row = @intCast(u32, img.width * 4),
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.rows_per_image = @intCast(u32, img.height),
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};
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switch (img.pixels.?) {
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.Rgba32 => |pixels| queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, zigimg.color.Rgba32, pixels),
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.Rgb24 => |pixels| {
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const data = try rgb24ToRgba32(engine.allocator, pixels);
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//defer data.deinit(allocator);
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queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, zigimg.color.Rgba32, data.Rgba32);
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},
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else => @panic("unsupported image color format"),
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}
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const uniform_buffer = engine.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(UniformBufferObject),
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.mapped_at_creation = false,
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});
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const bind_group = engine.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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.layout = pipeline.getBindGroupLayout(0),
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)),
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gpu.BindGroup.Entry.sampler(1, sampler),
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gpu.BindGroup.Entry.textureView(2, cube_texture.createView(&gpu.TextureView.Descriptor{})),
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},
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},
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);
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app.pipeline = pipeline;
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app.queue = queue;
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app.vertex_buffer = vertex_buffer;
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app.uniform_buffer = uniform_buffer;
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app.bind_group = bind_group;
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app.depth_texture = null;
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app.depth_texture_view = undefined;
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vs_module.release();
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fs_module.release();
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}
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pub fn deinit(app: *App, _: *mach.Engine) void {
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app.vertex_buffer.release();
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app.uniform_buffer.release();
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app.bind_group.release();
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app.depth_texture.?.release();
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app.depth_texture_view.release();
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}
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pub fn update(app: *App, engine: *mach.Engine) !void {
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while (engine.pollEvent()) |event| {
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switch (event) {
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.key_press => |ev| {
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if (ev.key == .space)
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engine.setShouldClose(true);
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},
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else => {},
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}
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}
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const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.clear_value = .{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 0.0 },
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.load_op = .clear,
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.store_op = .store,
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};
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const encoder = engine.device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &.{color_attachment},
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.depth_stencil_attachment = &.{
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.view = app.depth_texture_view,
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.depth_clear_value = 1.0,
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.depth_load_op = .clear,
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.depth_store_op = .store,
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},
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};
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{
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const time = timer.read();
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const model = zm.mul(zm.rotationX(time * (std.math.pi / 2.0)), zm.rotationZ(time * (std.math.pi / 2.0)));
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const view = zm.lookAtRh(
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zm.f32x4(0, 4, 2, 1),
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zm.f32x4(0, 0, 0, 1),
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zm.f32x4(0, 0, 1, 0),
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);
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const proj = zm.perspectiveFovRh(
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(std.math.pi / 4.0),
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@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height),
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0.1,
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10,
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);
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const mvp = zm.mul(zm.mul(model, view), proj);
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const ubo = UniformBufferObject{
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.mat = zm.transpose(mvp),
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};
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encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &.{ubo});
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}
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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setPipeline(app.pipeline);
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pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
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pass.setBindGroup(0, app.bind_group, &.{});
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pass.draw(vertices.len, 1, 0, 0);
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pass.end();
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pass.release();
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var command = encoder.finish(null);
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encoder.release();
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app.queue.submit(&.{command});
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command.release();
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engine.swap_chain.?.present();
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back_buffer_view.release();
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}
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pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
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// If window is resized, recreate depth buffer otherwise we cannot use it.
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if (app.depth_texture != null) {
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app.depth_texture.?.release();
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app.depth_texture_view.release();
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}
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app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{
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.size = gpu.Extent3D{
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.width = width,
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.height = height,
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},
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.format = .depth24_plus,
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.usage = .{
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.render_attachment = true,
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.texture_binding = true,
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},
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});
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app.depth_texture_view = app.depth_texture.?.createView(&gpu.TextureView.Descriptor{
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.format = .depth24_plus,
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.dimension = .dimension_2d,
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.array_layer_count = 1,
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.mip_level_count = 1,
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});
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}
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fn rgb24ToRgba32(allocator: std.mem.Allocator, in: []zigimg.color.Rgb24) !zigimg.color.ColorStorage {
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const out = try zigimg.color.ColorStorage.init(allocator, .Rgba32, in.len);
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var i: usize = 0;
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while (i < in.len) : (i += 1) {
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out.Rgba32[i] = zigimg.color.Rgba32{ .R = in[i].R, .G = in[i].G, .B = in[i].B, .A = 255 };
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}
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return out;
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}
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