mach/examples/gkurve/main.zig
Stephen Gutekanst 1562232871 examples/gkurve: use orthographic projection + pixel units
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2022-05-15 02:55:23 -07:00

251 lines
8.5 KiB
Zig

// TODO:
// - add texture and sampler.
// - find a way to use dynamic arrays in wgsl for ubos
// - understand how to move the triangles via matrix multplication
const std = @import("std");
const mach = @import("mach");
const gpu = @import("gpu");
const zm = @import("zmath");
const glfw = @import("glfw");
pub const Vertex = struct {
pos: @Vector(4, f32),
uv: @Vector(2, f32),
bary: @Vector(3, f32) = .{ 0, 0, 0 },
};
// Simple triangle
pub const vertices = [_]Vertex{
.{ .pos = .{ 0, 250, 0, 1 }, .uv = .{ 0.5, 1 }, .bary = .{ 0, 0, 1 } },
.{ .pos = .{ -250, -250, 0, 1 }, .uv = .{ 0, 0 }, .bary = .{ 1, 0, 0 } },
.{ .pos = .{ 250, -250, 0, 1 }, .uv = .{ 1, 0 }, .bary = .{ 0, 1, 0 } },
};
// TODO: Need to ask Ayush about this, ideally we have a square window in this example because it
// would mean our triangles are not being "stretched" out which would make debugging nicer.
// For some reason this doesn't compile atm.
// pub const options = mach.Engine.Options{ .width = 512, .height = 512 };
// The uniform read by the vertex shader, it contains the matrix
// that will move vertices
const VertexUniform = struct {
mat: zm.Mat,
};
const FragUniform = struct {
// TODO use an enum? Remember that it will be casted to u32 in wgsl
type: u32,
// Padding for struct alignment to 16 bytes (minimum in WebGPU uniform).
padding: @Vector(3, f32) = undefined,
};
// TODO texture and sampler, create buffers and use an index field
// in FragUniform to tell which texture to read
// Hard-coded, if you change it remember to change it in the shaders
const num_instances = 3;
const App = @This();
pipeline: gpu.RenderPipeline,
queue: gpu.Queue,
vertex_buffer: gpu.Buffer,
vertex_uniform_buffer: gpu.Buffer,
frag_uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup,
pub fn init(app: *App, engine: *mach.Engine) !void {
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 },
.{ .format = .float32x3, .offset = @offsetOf(Vertex, "bary"), .shader_location = 2 },
};
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") },
});
// Fragment state
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 vbgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const fbgle = gpu.BindGroupLayout.Entry.buffer(1, .{ .fragment = true }, .uniform, true, 0);
const bgl = engine.gpu_driver.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor{
.entries = &.{ vbgle, fbgle },
},
);
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 = .none,
.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 vertex_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(VertexUniform) * num_instances,
.mapped_at_creation = false,
});
const frag_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
.usage = .{ .uniform = true },
.size = @sizeOf(FragUniform) * num_instances,
.mapped_at_creation = true,
});
var frag_uniform_mapped = frag_uniform_buffer.getMappedRange(FragUniform, 0, num_instances);
const tmp_frag_ubo = [_]FragUniform{
.{
.type = 1,
},
.{
.type = 0,
},
.{
.type = 2,
},
};
std.mem.copy(FragUniform, frag_uniform_mapped, &tmp_frag_ubo);
frag_uniform_buffer.unmap();
const bind_group = engine.gpu_driver.device.createBindGroup(
&gpu.BindGroup.Descriptor{
.layout = bgl,
.entries = &.{
gpu.BindGroup.Entry.buffer(0, vertex_uniform_buffer, 0, @sizeOf(VertexUniform) * num_instances),
gpu.BindGroup.Entry.buffer(1, frag_uniform_buffer, 0, @sizeOf(FragUniform) * num_instances),
},
},
);
app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
app.queue = engine.gpu_driver.device.getQueue();
app.vertex_buffer = vertex_buffer;
app.vertex_uniform_buffer = vertex_uniform_buffer;
app.frag_uniform_buffer = frag_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.vertex_uniform_buffer.release();
app.frag_uniform_buffer.release();
app.bind_group.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.orthographicRh(
@intToFloat(f32, engine.gpu_driver.current_desc.width),
@intToFloat(f32, engine.gpu_driver.current_desc.height),
-100,
100,
);
// TODO:
// Use better positioning system
const ubos = [_]VertexUniform{
.{ .mat = zm.mul(zm.translation(250, 250, 0), proj) },
.{ .mat = zm.mul(zm.translation(-250, 0, 0), proj) },
.{ .mat = zm.mul(zm.translation(250, -250, 0), proj) },
};
encoder.writeBuffer(app.vertex_uniform_buffer, 0, VertexUniform, &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, 0 });
pass.draw(vertices.len, num_instances, 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;
}