mach/examples/textured-cube/main.zig

288 lines
9.9 KiB
Zig

const std = @import("std");
const mach = @import("mach");
const gpu = @import("gpu");
const glfw = @import("glfw");
const zm = @import("zmath");
const zigimg = @import("zigimg");
const Vertex = @import("cube_mesh.zig").Vertex;
const vertices = @import("cube_mesh.zig").vertices;
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,
depth_texture: gpu.Texture,
depth_size: mach.Size,
const App = @This();
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try std.time.Timer.start();
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.setShouldClose(true),
else => {},
}
}
}
}.callback);
try engine.core.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 = .src_alpha,
.dst_factor = .one_minus_src_alpha,
},
.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 pipeline_descriptor = gpu.RenderPipeline.Descriptor{
.fragment = &fragment,
// Enable depth testing so that the fragment closest to the camera
// is rendered in front.
.depth_stencil = &.{
.format = .depth24_plus,
.depth_write_enabled = true,
.depth_compare = .less,
},
.vertex = .{
.module = vs_module,
.entry_point = "main",
.buffers = &.{vertex_buffer_layout},
},
.primitive = .{
.topology = .triangle_list,
// Backface culling since the cube is solid piece of geometry.
// Faces pointing away from the camera will be occluded by faces
// pointing toward the camera.
.cull_mode = .back,
},
};
const pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
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();
// Create a sampler with linear filtering for smooth interpolation.
const sampler = engine.gpu_driver.device.createSampler(&.{
.mag_filter = .linear,
.min_filter = .linear,
});
const queue = engine.gpu_driver.device.getQueue();
const img = try zigimg.Image.fromFilePath(engine.allocator, "examples/assets/gotta-go-fast.png");
const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height) };
const cube_texture = engine.gpu_driver.device.createTexture(&.{
.size = img_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, img.width * 4),
.rows_per_image = @intCast(u32, img.height),
};
switch (img.pixels.?) {
.Rgba32 => |pixels| queue.writeTexture(&.{ .texture = cube_texture }, pixels, &data_layout, &img_size),
.Rgb24 => |pixels| {
const data = try rgb24ToRgba32(engine.allocator, pixels);
//defer data.deinit(allocator);
queue.writeTexture(&.{ .texture = cube_texture }, data.Rgba32, &data_layout, &img_size);
},
else => @panic("unsupported image color format"),
}
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 = pipeline.getBindGroupLayout(0),
.entries = &.{
gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)),
gpu.BindGroup.Entry.sampler(1, sampler),
gpu.BindGroup.Entry.textureView(2, cube_texture.createView(&gpu.TextureView.Descriptor{})),
},
},
);
const size = try engine.core.getFramebufferSize();
const depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
.size = gpu.Extent3D{
.width = size.width,
.height = size.height,
},
.format = .depth24_plus,
.usage = .{
.render_attachment = true,
.texture_binding = true,
},
});
app.pipeline = pipeline;
app.queue = queue;
app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer;
app.bind_group = bind_group;
app.depth_texture = depth_texture;
app.depth_size = size;
vs_module.release();
fs_module.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 {
// If window is resized, recreate depth buffer otherwise we cannot use it.
const size = engine.core.getFramebufferSize() catch unreachable; // TODO: return type inference can't handle this
if (size.width != app.depth_size.width or size.height != app.depth_size.height) {
app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
.size = gpu.Extent3D{
.width = size.width,
.height = size.height,
},
.format = .depth24_plus,
.usage = .{
.render_attachment = true,
.texture_binding = true,
},
});
app.depth_size = size;
}
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.clear_value = .{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 0.0 },
.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 = &.{
.view = app.depth_texture.createView(&gpu.TextureView.Descriptor{
.format = .depth24_plus,
.dimension = .dimension_2d,
.array_layer_count = 1,
.mip_level_count = 1,
}),
.depth_clear_value = 1.0,
.depth_load_op = .clear,
.depth_store_op = .store,
},
};
{
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, &.{});
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;
}
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;
}