mach/examples/two-cubes/main.zig
Stephen Gutekanst edc3b5d60e examples: use default values, gpu helper APIs
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2022-08-17 01:42:27 -07:00

214 lines
6.8 KiB
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_group1: *gpu.BindGroup,
bind_group2: *gpu.BindGroup,
pub const App = @This();
pub fn init(app: *App, core: *mach.Core) !void {
timer = try mach.Timer.start();
try core.setOptions(.{
.size_min = .{ .width = 20, .height = 20 },
});
const vs_module = core.device.createShaderModuleWGSL("vert.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.init(.{
.array_stride = @sizeOf(Vertex),
.step_mode = .vertex,
.attributes = &vertex_attributes,
});
const fs_module = core.device.createShaderModuleWGSL("frag.wgsl", @embedFile("frag.wgsl"));
const blend = gpu.BlendState{};
const color_target = gpu.ColorTargetState{
.format = core.swap_chain_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMaskFlags.all,
};
const fragment = gpu.FragmentState.init(.{
.module = fs_module,
.entry_point = "main",
.targets = &.{color_target},
});
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bgl = core.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor.init(.{
.entries = &.{bgle},
}),
);
const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl};
const pipeline_layout = core.device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
.bind_group_layouts = &bind_group_layouts,
}));
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
.fragment = &fragment,
.layout = pipeline_layout,
.vertex = gpu.VertexState.init(.{
.module = vs_module,
.entry_point = "main",
.buffers = &.{vertex_buffer_layout},
}),
.primitive = .{
.cull_mode = .back,
},
};
const queue = core.device.getQueue();
const vertex_buffer = core.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();
// uniformBindGroup offset must be 256-byte aligned
const uniform_offset = 256;
const uniform_buffer = core.device.createBuffer(&.{
.usage = .{ .uniform = true, .copy_dst = true },
.size = @sizeOf(UniformBufferObject) + uniform_offset,
.mapped_at_creation = false,
});
const bind_group1 = core.device.createBindGroup(
&gpu.BindGroup.Descriptor.init(.{
.layout = bgl,
.entries = &.{
gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)),
},
}),
);
const bind_group2 = core.device.createBindGroup(
&gpu.BindGroup.Descriptor.init(.{
.layout = bgl,
.entries = &.{
gpu.BindGroup.Entry.buffer(0, uniform_buffer, uniform_offset, @sizeOf(UniformBufferObject)),
},
}),
);
app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
app.queue = queue;
app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer;
app.bind_group1 = bind_group1;
app.bind_group2 = bind_group2;
vs_module.release();
fs_module.release();
pipeline_layout.release();
bgl.release();
}
pub fn deinit(app: *App, _: *mach.Core) void {
app.vertex_buffer.release();
app.uniform_buffer.release();
app.bind_group1.release();
app.bind_group2.release();
}
pub fn update(app: *App, core: *mach.Core) !void {
while (core.pollEvent()) |event| {
switch (event) {
.key_press => |ev| {
if (ev.key == .space)
core.setShouldClose(true);
},
else => {},
}
}
const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.clear_value = std.mem.zeroes(gpu.Color),
.load_op = .clear,
.store_op = .store,
};
const encoder = core.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassDescriptor.init(.{
.color_attachments = &.{color_attachment},
});
{
const time = timer.read();
const rotation1 = zm.mul(zm.rotationX(time * (std.math.pi / 2.0)), zm.rotationZ(time * (std.math.pi / 2.0)));
const rotation2 = zm.mul(zm.rotationZ(time * (std.math.pi / 2.0)), zm.rotationX(time * (std.math.pi / 2.0)));
const model1 = zm.mul(rotation1, zm.translation(-2, 0, 0));
const model2 = zm.mul(rotation2, zm.translation(2, 0, 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(
(2.0 * std.math.pi / 5.0),
@intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height),
1,
100,
);
const mvp1 = zm.mul(zm.mul(model1, view), proj);
const mvp2 = zm.mul(zm.mul(model2, view), proj);
const ubo1 = UniformBufferObject{
.mat = zm.transpose(mvp1),
};
const ubo2 = UniformBufferObject{
.mat = zm.transpose(mvp2),
};
encoder.writeBuffer(app.uniform_buffer, 0, &[_]UniformBufferObject{ubo1});
// bind_group2 offset
encoder.writeBuffer(app.uniform_buffer, 256, &[_]UniformBufferObject{ubo2});
}
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_group1, &.{0});
pass.draw(vertices.len, 1, 0, 0);
pass.setBindGroup(0, app.bind_group2, &.{0});
pass.draw(vertices.len, 1, 0, 0);
pass.end();
pass.release();
var command = encoder.finish(null);
encoder.release();
app.queue.submit(&.{command});
command.release();
core.swap_chain.?.present();
back_buffer_view.release();
}