mach/examples/instanced-cube/main.zig
iddev5 3bb45c75a1 mach: introduce cross platform Timer abstraction
This Timer uses std.time.Timer as backing timer in native platforms, and
will use custom timers for special platforms (wasm, android?, ios?).

Unlike std.time.Timer, its primary API is focused on floats. Also meant
to provides some convenient functions alongside base ones.

Follows std.time.Timer API, but methods by default return f32 i.e
non-precise variant with precise variants available returning u64.
2022-05-17 23:56:41 -07:00

212 lines
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Zig
Executable file

const std = @import("std");
const mach = @import("mach");
const gpu = @import("gpu");
const glfw = @import("glfw");
const zm = @import("zmath");
const Vertex = @import("cube_mesh.zig").Vertex;
const vertices = @import("cube_mesh.zig").vertices;
const UniformBufferObject = struct {
mat: zm.Mat,
};
var timer: mach.Timer = undefined;
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup,
const App = @This();
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try mach.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 color_target = gpu.ColorTargetState{
.format = engine.gpu_driver.swap_chain_format,
.blend = null,
.write_mask = gpu.ColorWriteMask.all,
};
const fragment = gpu.FragmentState{
.module = fs_module,
.entry_point = "main",
.targets = &.{color_target},
.constants = null,
};
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bgl = engine.gpu_driver.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{
.entries = &.{bgle},
},
);
const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
.bind_group_layouts = &bind_group_layouts,
});
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
.fragment = &fragment,
.layout = pipeline_layout,
.depth_stencil = null,
.vertex = .{
.module = vs_module,
.entry_point = "main",
.buffers = &.{vertex_buffer_layout},
},
.multisample = .{
.count = 1,
.mask = 0xFFFFFFFF,
.alpha_to_coverage_enabled = false,
},
.primitive = .{
.front_face = .ccw,
.cull_mode = .back,
.topology = .triangle_list,
.strip_index_format = .none,
},
};
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();
const x_count = 4;
const y_count = 4;
const num_instances = x_count * y_count;
const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject) * num_instances,
.mapped_at_creation = false,
});
const bind_group = engine.gpu_driver.device.createBindGroup(
&gpu.BindGroup.Descriptor{
.layout = bgl,
.entries = &.{
gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject) * num_instances),
},
},
);
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
app.queue = engine.gpu_driver.device.getQueue();
app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer;
app.bind_group = bind_group;
vs_module.release();
fs_module.release();
pipeline_layout.release();
bgl.release();
}
pub fn deinit(app: *App, _: *mach.Engine) void {
app.vertex_buffer.release();
app.bind_group.release();
app.uniform_buffer.release();
}
pub fn update(app: *App, engine: *mach.Engine) !bool {
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.resolve_target = null,
.clear_value = std.mem.zeroes(gpu.Color),
.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},
};
{
const proj = zm.perspectiveFovRh(
(std.math.pi / 3.0),
@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
10,
30,
);
var ubos: [16]UniformBufferObject = undefined;
const time = timer.read();
const step: f32 = 4.0;
var m: u8 = 0;
var x: u8 = 0;
while (x < 4) : (x += 1) {
var y: u8 = 0;
while (y < 4) : (y += 1) {
const trans = zm.translation(step * (@intToFloat(f32, x) - 2.0 + 0.5), step * (@intToFloat(f32, y) - 2.0 + 0.5), -20);
const localTime = time + @intToFloat(f32, m) * 0.5;
const model = zm.mul(zm.mul(zm.mul(zm.rotationX(localTime * (std.math.pi / 2.1)), zm.rotationY(localTime * (std.math.pi / 0.9))), zm.rotationZ(localTime * (std.math.pi / 1.3))), trans);
const mvp = zm.mul(model, proj);
const ubo = UniformBufferObject{
.mat = mvp,
};
ubos[m] = ubo;
m += 1;
}
}
encoder.writeBuffer(app.uniform_buffer, 0, UniformBufferObject, &ubos);
}
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, &.{0});
pass.draw(vertices.len, 16, 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;
}