330 lines
13 KiB
Zig
330 lines
13 KiB
Zig
// TODO:
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// - handle textures better with texture atlas
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// - handle adding and removing triangles and quads better
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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 zm = @import("zmath");
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const zigimg = @import("zigimg");
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const glfw = @import("glfw");
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const draw = @import("draw.zig");
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const Atlas = @import("atlas.zig").Atlas;
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const ft = @import("freetype");
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const Label = @import("label.zig");
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const ResizableLabel = @import("resizable_label.zig");
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pub const App = @This();
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const AtlasRGB8 = Atlas(zigimg.color.Rgba32);
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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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vertices: std.ArrayList(draw.Vertex),
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update_vertex_buffer: bool,
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vertex_uniform_buffer: *gpu.Buffer,
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update_vertex_uniform_buffer: bool,
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frag_uniform_buffer: *gpu.Buffer,
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fragment_uniform_list: std.ArrayList(draw.FragUniform),
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update_frag_uniform_buffer: bool,
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bind_group: *gpu.BindGroup,
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texture_atlas_data: AtlasRGB8,
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pub fn init(app: *App, core: *mach.Core) !void {
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try core.setOptions(.{
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.width = 640,
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.height = 480,
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.size_min = .{ .width = 20, .height = 20 },
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});
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const queue = core.device.getQueue();
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// TODO: Refactor texture atlas size number
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app.texture_atlas_data = try AtlasRGB8.init(core.allocator, 1280);
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const atlas_size = gpu.Extent3D{ .width = app.texture_atlas_data.size, .height = app.texture_atlas_data.size };
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const atlas_float_size = @intToFloat(f32, app.texture_atlas_data.size);
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const texture = core.device.createTexture(&.{
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.size = atlas_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, atlas_size.width * 4),
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.rows_per_image = @intCast(u32, atlas_size.height),
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};
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const img = try zigimg.Image.fromMemory(core.allocator, @embedFile("../assets/gotta-go-fast.png"));
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defer img.deinit();
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const atlas_img_region = try app.texture_atlas_data.reserve(core.allocator, @truncate(u32, img.width), @truncate(u32, img.height));
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const img_uv_data = atlas_img_region.getUVData(atlas_float_size);
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switch (img.pixels.?) {
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.Rgba32 => |pixels| app.texture_atlas_data.set(atlas_img_region, pixels),
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.Rgb24 => |pixels| {
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const data = try rgb24ToRgba32(core.allocator, pixels);
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defer data.deinit(core.allocator);
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app.texture_atlas_data.set(atlas_img_region, 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 white_tex_scale = 80;
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var atlas_white_region = try app.texture_atlas_data.reserve(core.allocator, white_tex_scale, white_tex_scale);
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atlas_white_region.x += 1;
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atlas_white_region.y += 1;
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atlas_white_region.width -= 2;
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atlas_white_region.height -= 2;
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const white_texture_uv_data = atlas_white_region.getUVData(atlas_float_size);
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var white_tex_data = try core.allocator.alloc(zigimg.color.Rgba32, white_tex_scale * white_tex_scale);
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defer core.allocator.free(white_tex_data);
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std.mem.set(zigimg.color.Rgba32, white_tex_data, zigimg.color.Rgba32.initRGB(0xff, 0xff, 0xff));
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app.texture_atlas_data.set(atlas_white_region, white_tex_data);
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app.vertices = try std.ArrayList(draw.Vertex).initCapacity(core.allocator, 9);
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app.fragment_uniform_list = try std.ArrayList(draw.FragUniform).initCapacity(core.allocator, 3);
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// Quick test for using freetype
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const lib = try ft.Library.init();
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defer lib.deinit();
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const size_multiplier = 5;
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const character = "è";
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var label = try Label.init(lib, "freetype/upstream/assets/FiraSans-Regular.ttf", 0, 110 * size_multiplier, core.allocator);
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defer label.deinit();
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// try label.print(app, "All your game's bases are belong to us èçòà", .{}, @Vector(2, f32){ 0, 420 }, @Vector(4, f32){ 1, 1, 1, 1 });
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try label.print(app, character, .{}, @Vector(2, f32){ 50 * size_multiplier, 40 }, @Vector(4, f32){ 1, 1, 1, 1 });
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var resizable_label: ResizableLabel = undefined;
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try resizable_label.init(lib, "freetype/upstream/assets/FiraSans-Regular.ttf", 0, core.allocator, white_texture_uv_data);
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defer resizable_label.deinit();
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try resizable_label.print(app, character, .{}, @Vector(4, f32){ 0, 40, 0, 0 }, @Vector(4, f32){ 1, 1, 1, 1 }, 80 * size_multiplier);
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queue.writeTexture(
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&.{ .texture = texture },
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&data_layout,
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&.{ .width = app.texture_atlas_data.size, .height = app.texture_atlas_data.size },
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app.texture_atlas_data.data,
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);
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const wsize = core.getWindowSize();
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const window_width = @intToFloat(f32, wsize.width);
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const window_height = @intToFloat(f32, wsize.height);
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const triangle_scale = 250;
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_ = window_width;
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_ = window_height;
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_ = triangle_scale;
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_ = img_uv_data;
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_ = white_texture_uv_data;
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// try draw.equilateralTriangle(app, .{ window_width / 2, window_height / 2 }, triangle_scale, .{}, img_uv_data);
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// try draw.equilateralTriangle(app, .{ window_width / 2, window_height / 2 - triangle_scale }, triangle_scale, .{ .type = .concave }, img_uv_data);
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// try draw.equilateralTriangle(app, .{ window_width / 2 - triangle_scale, window_height / 2 - triangle_scale / 2 }, triangle_scale, .{ .type = .convex }, white_texture_uv_data);
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// try draw.quad(app, .{ 0, 0 }, .{ 480, 480 }, .{}, .{ .bottom_left = .{ 0, 0 }, .width_and_height = .{ 1, 1 } });
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// try draw.circle(app, .{ window_width / 2, window_height / 2 }, window_height / 2 - 10, .{ 0, 0.5, 0.75, 1.0 }, white_texture_uv_data);
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const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
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const fs_module = core.device.createShaderModuleWGSL("frag.wgsl", @embedFile("frag.wgsl"));
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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 = core.swap_chain_format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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const fragment = gpu.FragmentState.init(.{
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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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});
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const vbgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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const fbgle = gpu.BindGroupLayout.Entry.buffer(1, .{ .fragment = true }, .read_only_storage, true, 0);
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const sbgle = gpu.BindGroupLayout.Entry.sampler(2, .{ .fragment = true }, .filtering);
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const tbgle = gpu.BindGroupLayout.Entry.texture(3, .{ .fragment = true }, .float, .dimension_2d, false);
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const bgl = core.device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor.init(.{
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.entries = &.{ vbgle, fbgle, sbgle, tbgle },
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}),
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);
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const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl};
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const pipeline_layout = core.device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
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.bind_group_layouts = &bind_group_layouts,
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}));
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.layout = pipeline_layout,
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.vertex = gpu.VertexState.init(.{
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.module = vs_module,
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.entry_point = "main",
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.buffers = &.{draw.VERTEX_BUFFER_LAYOUT},
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}),
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};
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const vertex_buffer = core.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .vertex = true },
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.size = @sizeOf(draw.Vertex) * app.vertices.items.len,
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.mapped_at_creation = false,
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});
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const vertex_uniform_buffer = core.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(draw.VertexUniform),
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.mapped_at_creation = false,
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});
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const frag_uniform_buffer = core.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .storage = true },
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.size = @sizeOf(draw.FragUniform) * app.fragment_uniform_list.items.len,
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.mapped_at_creation = false,
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});
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const sampler = core.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 bind_group = core.device.createBindGroup(
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&gpu.BindGroup.Descriptor.init(.{
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.layout = bgl,
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, vertex_uniform_buffer, 0, @sizeOf(draw.VertexUniform)),
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gpu.BindGroup.Entry.buffer(1, frag_uniform_buffer, 0, @sizeOf(draw.FragUniform) * app.vertices.items.len / 3),
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gpu.BindGroup.Entry.sampler(2, sampler),
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gpu.BindGroup.Entry.textureView(3, texture.createView(&gpu.TextureView.Descriptor{ .dimension = .dimension_2d })),
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},
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}),
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);
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app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
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app.queue = queue;
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app.vertex_buffer = vertex_buffer;
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app.vertex_uniform_buffer = vertex_uniform_buffer;
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app.frag_uniform_buffer = frag_uniform_buffer;
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app.bind_group = bind_group;
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app.update_vertex_buffer = true;
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app.update_vertex_uniform_buffer = true;
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app.update_frag_uniform_buffer = true;
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vs_module.release();
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fs_module.release();
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pipeline_layout.release();
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bgl.release();
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}
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pub fn deinit(app: *App, core: *mach.Core) void {
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app.vertex_buffer.release();
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app.vertex_uniform_buffer.release();
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app.frag_uniform_buffer.release();
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app.bind_group.release();
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app.vertices.deinit();
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app.fragment_uniform_list.deinit();
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app.texture_atlas_data.deinit(core.allocator);
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}
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pub fn update(app: *App, core: *mach.Core) !void {
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while (core.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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core.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 = core.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 = std.mem.zeroes(gpu.Color),
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.load_op = .clear,
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.store_op = .store,
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};
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const encoder = core.device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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});
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{
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if (app.update_vertex_buffer) {
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encoder.writeBuffer(app.vertex_buffer, 0, app.vertices.items);
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app.update_vertex_buffer = false;
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}
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if (app.update_frag_uniform_buffer) {
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encoder.writeBuffer(app.frag_uniform_buffer, 0, app.fragment_uniform_list.items);
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app.update_frag_uniform_buffer = false;
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}
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if (app.update_vertex_uniform_buffer) {
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encoder.writeBuffer(app.vertex_uniform_buffer, 0, &[_]draw.VertexUniform{try getVertexUniformBufferObject(core)});
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app.update_vertex_uniform_buffer = false;
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}
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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(draw.Vertex) * app.vertices.items.len);
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pass.setBindGroup(0, app.bind_group, &.{ 0, 0 });
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pass.draw(@truncate(u32, app.vertices.items.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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core.swap_chain.?.present();
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back_buffer_view.release();
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}
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pub fn resize(app: *App, _: *mach.Core, _: u32, _: u32) !void {
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app.update_vertex_uniform_buffer = true;
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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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// Move to draw.zig
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pub fn getVertexUniformBufferObject(core: *mach.Core) !draw.VertexUniform {
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// Note: We use window width/height here, not framebuffer width/height.
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// On e.g. macOS, window size may be 640x480 while framebuffer size may be
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// 1280x960 (subpixels.) Doing this lets us use a pixel, not subpixel,
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// coordinate system.
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const window_size = core.getWindowSize();
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const proj = zm.orthographicRh(
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@intToFloat(f32, window_size.width),
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@intToFloat(f32, window_size.height),
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-100,
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100,
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);
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const mvp = zm.mul(proj, zm.translation(-1, -1, 0));
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return draw.VertexUniform{
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.mat = mvp,
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};
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}
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