387 lines
16 KiB
Zig
387 lines
16 KiB
Zig
const std = @import("std");
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const mach = @import("../main.zig");
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const gpu = mach.gpu;
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const math = mach.math;
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pub const name = .mach_gfx_sprite_pipeline;
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pub const Mod = mach.Mod(@This());
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pub const components = .{
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.texture = .{ .type = *gpu.Texture, .description =
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\\ Texture to use when rendering. The default shader can handle only one texture input.
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\\ Must be specified for a pipeline entity to be valid.
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},
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.texture2 = .{ .type = *gpu.Texture },
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.texture3 = .{ .type = *gpu.Texture },
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.texture4 = .{ .type = *gpu.Texture },
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.shader = .{ .type = *gpu.ShaderModule, .description =
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\\ Shader program to use when rendering
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\\ Defaults to sprite.wgsl
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},
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.texture_sampler = .{ .type = *gpu.Sampler, .description =
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\\ Whether to use linear (blurry) or nearest (pixelated) upscaling/downscaling.
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\\ Defaults to nearest (pixelated)
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},
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.blend_state = .{ .type = gpu.BlendState, .description =
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\\ Alpha and color blending options
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\\ Defaults to
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\\ .{
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\\ .color = .{ .operation = .add, .src_factor = .src_alpha .dst_factor = .one_minus_src_alpha },
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\\ .alpha = .{ .operation = .add, .src_factor = .one, .dst_factor = .zero },
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\\ }
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},
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.bind_group_layout = .{ .type = *gpu.BindGroupLayout, .description =
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\\ Override to enable passing additional data to your shader program.
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},
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.bind_group = .{ .type = *gpu.BindGroup, .description =
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\\ Override to enable passing additional data to your shader program.
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},
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.color_target_state = .{ .type = gpu.ColorTargetState, .description =
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\\ Override to enable custom color target state for render pipeline.
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},
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.fragment_state = .{ .type = gpu.FragmentState, .description =
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\\ Override to enable custom fragment state for render pipeline.
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},
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.layout = .{ .type = *gpu.PipelineLayout, .description =
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\\ Override to enable custom pipeline layout.
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},
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.num_sprites = .{ .type = u32, .description =
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\\ Number of sprites this pipeline will render.
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\\ Read-only, updated as part of Sprite.update
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},
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.built = .{ .type = BuiltPipeline, .description = "internal" },
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};
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pub const events = .{
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.init = .{ .handler = init },
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.deinit = .{ .handler = deinit },
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.update = .{ .handler = update },
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.pre_render = .{ .handler = preRender },
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.render = .{ .handler = render },
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};
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const Uniforms = extern struct {
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// WebGPU requires that the size of struct fields are multiples of 16
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// So we use align(16) and 'extern' to maintain field order
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/// The view * orthographic projection matrix
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view_projection: math.Mat4x4 align(16),
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/// Total size of the sprite texture in pixels
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texture_size: math.Vec2 align(16),
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};
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const sprite_buffer_cap = 1024 * 512; // TODO(sprite): allow user to specify preallocation
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// TODO(sprite): eliminate these, see Sprite.updatePipeline for details on why these exist
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// currently.
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pub var cp_transforms: [sprite_buffer_cap]math.Mat4x4 = undefined;
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pub var cp_uv_transforms: [sprite_buffer_cap]math.Mat3x3 = undefined;
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pub var cp_sizes: [sprite_buffer_cap]math.Vec2 = undefined;
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/// Which render pass should be used during .render
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render_pass: ?*gpu.RenderPassEncoder = null,
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pub const BuiltPipeline = struct {
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render: *gpu.RenderPipeline,
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texture_sampler: *gpu.Sampler,
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texture: *gpu.Texture,
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texture2: ?*gpu.Texture,
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texture3: ?*gpu.Texture,
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texture4: ?*gpu.Texture,
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bind_group: *gpu.BindGroup,
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uniforms: *gpu.Buffer,
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// Storage buffers
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transforms: *gpu.Buffer,
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uv_transforms: *gpu.Buffer,
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sizes: *gpu.Buffer,
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pub fn deinit(p: *BuiltPipeline) void {
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p.render.release();
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p.texture_sampler.release();
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p.texture.release();
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if (p.texture2) |tex| tex.release();
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if (p.texture3) |tex| tex.release();
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if (p.texture4) |tex| tex.release();
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p.bind_group.release();
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p.uniforms.release();
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p.transforms.release();
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p.uv_transforms.release();
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p.sizes.release();
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}
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};
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fn init(sprite_pipeline: *Mod) void {
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sprite_pipeline.init(.{});
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}
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fn deinit(sprite_pipeline: *Mod) void {
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var archetypes_iter = sprite_pipeline.__entities.queryDeprecated(.{ .all = &.{
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.{ .mach_gfx_sprite_pipeline = &.{
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.built,
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} },
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} });
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while (archetypes_iter.next()) |archetype| {
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for (archetype.slice(.mach_gfx_sprite_pipeline, .built)) |*p| p.deinit();
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}
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}
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fn update(core: *mach.Core.Mod, sprite_pipeline: *Mod) !void {
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// Destroy all sprite render pipelines. We will rebuild them all.
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deinit(sprite_pipeline);
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var archetypes_iter = sprite_pipeline.__entities.queryDeprecated(.{ .all = &.{
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.{ .mach_gfx_sprite_pipeline = &.{
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.texture,
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} },
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} });
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while (archetypes_iter.next()) |archetype| {
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const ids = archetype.slice(.entities, .id);
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const textures = archetype.slice(.mach_gfx_sprite_pipeline, .texture);
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for (ids, textures) |pipeline_id, texture| {
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try buildPipeline(core, sprite_pipeline, pipeline_id, texture);
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}
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}
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}
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fn buildPipeline(
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core: *mach.Core.Mod,
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sprite_pipeline: *Mod,
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pipeline_id: mach.EntityID,
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texture: *gpu.Texture,
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) !void {
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const opt_texture2 = sprite_pipeline.get(pipeline_id, .texture2);
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const opt_texture3 = sprite_pipeline.get(pipeline_id, .texture3);
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const opt_texture4 = sprite_pipeline.get(pipeline_id, .texture4);
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const opt_shader = sprite_pipeline.get(pipeline_id, .shader);
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const opt_texture_sampler = sprite_pipeline.get(pipeline_id, .texture_sampler);
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const opt_blend_state = sprite_pipeline.get(pipeline_id, .blend_state);
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const opt_bind_group_layout = sprite_pipeline.get(pipeline_id, .bind_group_layout);
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const opt_bind_group = sprite_pipeline.get(pipeline_id, .bind_group);
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const opt_color_target_state = sprite_pipeline.get(pipeline_id, .color_target_state);
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const opt_fragment_state = sprite_pipeline.get(pipeline_id, .fragment_state);
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const opt_layout = sprite_pipeline.get(pipeline_id, .layout);
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const device = core.state().device;
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const label = @tagName(name) ++ ".buildPipeline";
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// Storage buffers
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const transforms = device.createBuffer(&.{
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.label = label ++ " transforms",
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.usage = .{ .storage = true, .copy_dst = true },
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.size = @sizeOf(math.Mat4x4) * sprite_buffer_cap,
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.mapped_at_creation = .false,
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});
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const uv_transforms = device.createBuffer(&.{
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.label = label ++ " uv_transforms",
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.usage = .{ .storage = true, .copy_dst = true },
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.size = @sizeOf(math.Mat3x3) * sprite_buffer_cap,
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.mapped_at_creation = .false,
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});
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const sizes = device.createBuffer(&.{
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.label = label ++ " sizes",
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.usage = .{ .storage = true, .copy_dst = true },
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.size = @sizeOf(math.Vec2) * sprite_buffer_cap,
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.mapped_at_creation = .false,
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});
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const texture_sampler = opt_texture_sampler orelse device.createSampler(&.{
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.label = label ++ " sampler",
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.mag_filter = .nearest,
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.min_filter = .nearest,
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});
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const uniforms = device.createBuffer(&.{
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.label = label ++ " uniforms",
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(Uniforms),
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.mapped_at_creation = .false,
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});
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const bind_group_layout = opt_bind_group_layout orelse device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor.init(.{
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.label = label,
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.entries = &.{
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gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, false, 0),
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gpu.BindGroupLayout.Entry.buffer(1, .{ .vertex = true }, .read_only_storage, false, 0),
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gpu.BindGroupLayout.Entry.buffer(2, .{ .vertex = true }, .read_only_storage, false, 0),
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gpu.BindGroupLayout.Entry.buffer(3, .{ .vertex = true }, .read_only_storage, false, 0),
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gpu.BindGroupLayout.Entry.sampler(4, .{ .fragment = true }, .filtering),
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gpu.BindGroupLayout.Entry.texture(5, .{ .fragment = true }, .float, .dimension_2d, false),
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gpu.BindGroupLayout.Entry.texture(6, .{ .fragment = true }, .float, .dimension_2d, false),
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gpu.BindGroupLayout.Entry.texture(7, .{ .fragment = true }, .float, .dimension_2d, false),
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gpu.BindGroupLayout.Entry.texture(8, .{ .fragment = true }, .float, .dimension_2d, false),
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},
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}),
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);
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defer bind_group_layout.release();
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const texture_view = texture.createView(&gpu.TextureView.Descriptor{ .label = label });
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const texture2_view = if (opt_texture2) |tex| tex.createView(&gpu.TextureView.Descriptor{ .label = label }) else texture_view;
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const texture3_view = if (opt_texture3) |tex| tex.createView(&gpu.TextureView.Descriptor{ .label = label }) else texture_view;
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const texture4_view = if (opt_texture4) |tex| tex.createView(&gpu.TextureView.Descriptor{ .label = label }) else texture_view;
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defer texture_view.release();
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const bind_group = opt_bind_group orelse device.createBindGroup(
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&gpu.BindGroup.Descriptor.init(.{
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.label = label,
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.layout = bind_group_layout,
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.entries = &.{
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if (mach.use_sysgpu)
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gpu.BindGroup.Entry.buffer(0, uniforms, 0, @sizeOf(Uniforms), @sizeOf(Uniforms))
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else
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gpu.BindGroup.Entry.buffer(0, uniforms, 0, @sizeOf(Uniforms)),
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if (mach.use_sysgpu)
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gpu.BindGroup.Entry.buffer(1, transforms, 0, @sizeOf(math.Mat4x4) * sprite_buffer_cap, @sizeOf(math.Mat4x4))
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else
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gpu.BindGroup.Entry.buffer(1, transforms, 0, @sizeOf(math.Mat4x4) * sprite_buffer_cap),
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if (mach.use_sysgpu)
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gpu.BindGroup.Entry.buffer(2, uv_transforms, 0, @sizeOf(math.Mat3x3) * sprite_buffer_cap, @sizeOf(math.Mat3x3))
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else
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gpu.BindGroup.Entry.buffer(2, uv_transforms, 0, @sizeOf(math.Mat3x3) * sprite_buffer_cap),
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if (mach.use_sysgpu)
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gpu.BindGroup.Entry.buffer(3, sizes, 0, @sizeOf(math.Vec2) * sprite_buffer_cap, @sizeOf(math.Vec2))
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else
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gpu.BindGroup.Entry.buffer(3, sizes, 0, @sizeOf(math.Vec2) * sprite_buffer_cap),
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gpu.BindGroup.Entry.sampler(4, texture_sampler),
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gpu.BindGroup.Entry.textureView(5, texture_view),
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gpu.BindGroup.Entry.textureView(6, texture2_view),
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gpu.BindGroup.Entry.textureView(7, texture3_view),
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gpu.BindGroup.Entry.textureView(8, texture4_view),
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},
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}),
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);
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const blend_state = opt_blend_state orelse 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 shader_module = opt_shader orelse device.createShaderModuleWGSL("sprite.wgsl", @embedFile("sprite.wgsl"));
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defer shader_module.release();
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const color_target = opt_color_target_state orelse gpu.ColorTargetState{
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.format = core.get(core.state().main_window, .framebuffer_format).?,
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.blend = &blend_state,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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const fragment = opt_fragment_state orelse gpu.FragmentState.init(.{
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.module = shader_module,
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.entry_point = "fragMain",
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.targets = &.{color_target},
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});
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const bind_group_layouts = [_]*gpu.BindGroupLayout{bind_group_layout};
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const pipeline_layout = opt_layout orelse device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
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.label = label,
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.bind_group_layouts = &bind_group_layouts,
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}));
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defer pipeline_layout.release();
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const render_pipeline = device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
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.label = label,
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.fragment = &fragment,
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.layout = pipeline_layout,
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.vertex = gpu.VertexState{
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.module = shader_module,
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.entry_point = "vertMain",
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},
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});
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const built = BuiltPipeline{
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.render = render_pipeline,
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.texture_sampler = texture_sampler,
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.texture = texture,
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.texture2 = opt_texture2,
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.texture3 = opt_texture3,
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.texture4 = opt_texture4,
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.bind_group = bind_group,
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.uniforms = uniforms,
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.transforms = transforms,
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.uv_transforms = uv_transforms,
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.sizes = sizes,
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};
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try sprite_pipeline.set(pipeline_id, .built, built);
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try sprite_pipeline.set(pipeline_id, .num_sprites, 0);
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}
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fn preRender(sprite_pipeline: *Mod, core: *mach.Core.Mod) void {
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const label = @tagName(name) ++ ".preRender";
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const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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var archetypes_iter = sprite_pipeline.__entities.queryDeprecated(.{ .all = &.{
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.{ .mach_gfx_sprite_pipeline = &.{
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.built,
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} },
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} });
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while (archetypes_iter.next()) |archetype| {
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const built_pipelines = archetype.slice(.mach_gfx_sprite_pipeline, .built);
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for (built_pipelines) |built| {
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// Create the projection matrix
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// TODO(sprite): move this out of the hot codepath
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const proj = math.Mat4x4.projection2D(.{
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// TODO(Core)
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.left = -@as(f32, @floatFromInt(mach.core.size().width)) / 2,
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.right = @as(f32, @floatFromInt(mach.core.size().width)) / 2,
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.bottom = -@as(f32, @floatFromInt(mach.core.size().height)) / 2,
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.top = @as(f32, @floatFromInt(mach.core.size().height)) / 2,
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.near = -0.1,
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.far = 100000,
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});
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// Update uniform buffer
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const uniforms = Uniforms{
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.view_projection = proj,
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// TODO(sprite): dimensions of other textures, number of textures present
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.texture_size = math.vec2(
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@as(f32, @floatFromInt(built.texture.getWidth())),
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@as(f32, @floatFromInt(built.texture.getHeight())),
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),
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};
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encoder.writeBuffer(built.uniforms, 0, &[_]Uniforms{uniforms});
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}
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}
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var command = encoder.finish(&.{ .label = label });
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defer command.release();
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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}
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fn render(sprite_pipeline: *Mod) !void {
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const render_pass = if (sprite_pipeline.state().render_pass) |rp| rp else std.debug.panic("sprite_pipeline.state().render_pass must be specified", .{});
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sprite_pipeline.state().render_pass = null;
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// TODO(sprite): need a way to specify order of rendering with multiple pipelines
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var archetypes_iter = sprite_pipeline.__entities.queryDeprecated(.{ .all = &.{
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.{ .mach_gfx_sprite_pipeline = &.{
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.built,
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} },
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} });
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while (archetypes_iter.next()) |archetype| {
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const ids = archetype.slice(.entities, .id);
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const built_pipelines = archetype.slice(.mach_gfx_sprite_pipeline, .built);
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for (ids, built_pipelines) |pipeline_id, built| {
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// Draw the sprite batch
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const total_vertices = sprite_pipeline.get(pipeline_id, .num_sprites).? * 6;
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render_pass.setPipeline(built.render);
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// TODO(sprite): remove dynamic offsets?
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render_pass.setBindGroup(0, built.bind_group, &.{});
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render_pass.draw(total_vertices, 1, 0, 0);
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}
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}
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}
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