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const std = @import("std");
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const core = @import("mach-core");
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const gpu = core.gpu;
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const zm = @import("zmath");
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const vec = zm.f32x4;
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const Mat = zm.Mat;
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/// Holds information about how a perticular scene should be rendered.
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const SceneUniformBuffer = struct {
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view_proj_matrix: zm.Mat,
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};
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/// Holds information about where and how an object should be rendered.
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const ObjectUniformBuffer = struct {
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model_matrix: zm.Mat,
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color: [3]f32,
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};
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/// Describes the layout of each vertex that a primitive is made of.
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const VertexData = struct {
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position: [3]f32,
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};
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/// Contains the data to render a primitive (3D shape or model).
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const PrimitiveData = struct {
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/// Vertices describe the "points" that a primitive is made out of.
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/// This buffer is of type `[]VertexData`.
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vertex_buffer: *gpu.Buffer,
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vertex_count: u32,
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/// Indices describe what vertices make up the triangles in a primitive.
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/// This buffer is of type `[]u32`.
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index_buffer: *gpu.Buffer,
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index_count: u32,
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// For example, `vertex_buffer` may have 4 points defining a square, but
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// since it needs to be rendered using 2 triangles, `index_buffer` will
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// contain 6 entries, `0, 1, 2` and `3, 2, 1` making up one triangle each.
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};
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pub const App = @This();
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app_timer: core.Timer,
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title_timer: core.Timer,
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pipeline: *gpu.RenderPipeline,
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scene_uniform_buffer: *gpu.Buffer,
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scene_bind_group: *gpu.BindGroup,
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object_uniform_buffers: [3]*gpu.Buffer,
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object_bind_groups: [3]*gpu.BindGroup,
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object_primitive_indices: [3]usize,
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primitives: [2]PrimitiveData,
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pub fn init(app: *App) !void {
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try core.init(.{});
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app.app_timer = try core.Timer.start();
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app.title_timer = try core.Timer.start();
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const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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// Set up rendering pipeline.
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app.pipeline = core.device.createRenderPipeline(&.{
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.vertex = gpu.VertexState.init(.{
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.module = shader_module,
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.entry_point = "vertex_main",
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.buffers = &.{
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gpu.VertexBufferLayout.init(.{
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.array_stride = @sizeOf(VertexData),
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.step_mode = .vertex,
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.attributes = &.{
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.{ .format = .float32x3, .shader_location = 0, .offset = @offsetOf(VertexData, "position") },
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},
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}),
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},
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}),
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.fragment = &gpu.FragmentState.init(.{
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.module = shader_module,
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.entry_point = "frag_main",
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.targets = &.{.{ .format = core.descriptor.format }},
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}),
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.primitive = .{
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.topology = .triangle_list,
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.front_face = .ccw,
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.cull_mode = .back,
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},
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});
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// Set up uniform buffers and bind groups.
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// The "scene" uniform contains information for each rendered scene.
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app.scene_uniform_buffer = core.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(SceneUniformBuffer),
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.mapped_at_creation = .false,
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});
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// "Bind groups" are used to associate data from buffers with shader parameters.
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// So for example the `scene_bind_group` is accessible via `scene` in our shader.
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// Essentially, buffer = data, and bind group = binding parameter to that data.
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app.scene_bind_group = core.device.createBindGroup(
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&gpu.BindGroup.Descriptor.init(.{
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.layout = app.pipeline.getBindGroupLayout(0),
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, app.scene_uniform_buffer, 0, @sizeOf(SceneUniformBuffer)),
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},
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}),
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);
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// The "object" uniforms contain information about how to render each object in a scene.
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for (0..3) |i| {
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app.object_uniform_buffers[i] = core.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(ObjectUniformBuffer),
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.mapped_at_creation = .false,
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});
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app.object_bind_groups[i] = core.device.createBindGroup(
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&gpu.BindGroup.Descriptor.init(.{
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.layout = app.pipeline.getBindGroupLayout(1),
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, app.object_uniform_buffers[i], 0, @sizeOf(ObjectUniformBuffer)),
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},
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}),
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);
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}
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// Upload object information (model matrix + color) to the GPU.
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const rotation = zm.rotationY(std.math.tau / 2.0);
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// The objects are rotated 180° to face the camera, or else we
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// would see the back side of the triangles, which are culled.
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core.queue.writeBuffer(app.object_uniform_buffers[0], 0, &[_]ObjectUniformBuffer{.{
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.model_matrix = zm.transpose(zm.mul(rotation, zm.translation(-1.0, 0.25, 0.0))),
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.color = .{ 1.0, 0.0, 0.0 },
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}});
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app.object_primitive_indices[0] = 0;
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core.queue.writeBuffer(app.object_uniform_buffers[1], 0, &[_]ObjectUniformBuffer{.{
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.model_matrix = zm.transpose(zm.mul(rotation, zm.translation(0.0, -0.25, 0.0))),
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.color = .{ 0.0, 1.0, 0.0 },
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}});
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app.object_primitive_indices[1] = 1;
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core.queue.writeBuffer(app.object_uniform_buffers[2], 0, &[_]ObjectUniformBuffer{.{
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.model_matrix = zm.transpose(zm.mul(rotation, zm.translation(1.0, 0.0, 0.0))),
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.color = .{ 0.0, 0.0, 1.0 },
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}});
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app.object_primitive_indices[2] = 0;
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// Set up the primitives we want to render.
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// Triangle
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app.primitives[0] = createPrimitive(
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&.{
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.{ .position = .{ 0.0, 0.5, 0.0 } },
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.{ .position = .{ 0.5, -0.5, 0.0 } },
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.{ .position = .{ -0.5, -0.5, 0.0 } },
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},
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// Note that the back faces of triangles are "culled", and thus not visible.
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// We need to take care to specify the vertices in counter-clock orientation.
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&.{
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0, 1, 2,
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},
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);
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// Square
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app.primitives[1] = createPrimitive(
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// 0--2
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// | |
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// | |
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// 1--3
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&.{
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.{ .position = .{ -0.5, -0.5, 0.0 } },
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.{ .position = .{ -0.5, 0.5, 0.0 } },
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.{ .position = .{ 0.5, -0.5, 0.0 } },
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.{ .position = .{ 0.5, 0.5, 0.0 } },
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},
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// 0--2 4
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// | / /|
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// |/ / |
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// 1 5--3
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&.{
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0, 1, 2,
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3, 2, 1,
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},
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);
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}
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/// Creates a buffer on the GPU with the specified usage
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/// flags and immediately fills it with the provided data.
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fn createAndWriteBuffer(
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comptime T: type,
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data: []const T,
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usage: gpu.Buffer.UsageFlags,
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) *gpu.Buffer {
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const buffer = core.device.createBuffer(&.{
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.size = data.len * @sizeOf(T),
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.usage = usage,
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.mapped_at_creation = .false,
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});
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core.queue.writeBuffer(buffer, 0, data);
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return buffer;
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}
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// Creates a primitive from the provided vertices and indices,
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// and uploads the buffers necessary to render it to the GPU.
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fn createPrimitive(
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vertices: []const VertexData,
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indices: []const u32,
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) PrimitiveData {
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return .{
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.vertex_buffer = createAndWriteBuffer(VertexData, vertices, .{ .vertex = true, .copy_dst = true }),
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.vertex_count = @intCast(vertices.len),
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.index_buffer = createAndWriteBuffer(u32, indices, .{ .index = true, .copy_dst = true }),
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.index_count = @intCast(indices.len),
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};
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}
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pub fn deinit(app: *App) void {
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// Using `defer` here, so we can specify them
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// in the order they were created in `init`.
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defer core.deinit();
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defer app.pipeline.release();
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defer app.scene_uniform_buffer.release();
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defer app.scene_bind_group.release();
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defer for (app.object_uniform_buffers) |b| b.release();
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defer for (app.object_bind_groups) |g| g.release();
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defer for (app.primitives) |p| {
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p.vertex_buffer.release();
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p.index_buffer.release();
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};
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}
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pub fn update(app: *App) !bool {
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var iter = core.pollEvents();
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while (iter.next()) |event| {
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switch (event) {
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.close => return true,
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else => {},
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}
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}
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// Set up a view matrix from the camera transform.
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// This moves everything to be relative to the camera.
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// TODO: Actually implement camera transform instead of hardcoding a look-at matrix.
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// const view_matrix = zm.inverse(app.camera_transform);
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const time = app.app_timer.read();
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const x = @cos(time * std.math.tau / 10);
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const y = @sin(time * std.math.tau / 10);
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const view_matrix = zm.lookAtLh(vec(x, y, -2, 1), vec(0, 0, 0, 1), vec(0, 1, 0, 1));
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// Set up a projection matrix using the size of the window.
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// The perspective projection will make things further away appear smaller.
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const width: f32 = @floatFromInt(core.descriptor.width);
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const height: f32 = @floatFromInt(core.descriptor.height);
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const field_of_view = std.math.degreesToRadians(f32, 45.0);
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const proj_matrix = zm.perspectiveFovLh(field_of_view, width / height, 0.1, 10);
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const view_proj_matrix = zm.mul(view_matrix, proj_matrix);
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// Get back buffer texture to render to.
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Once rendering is done (hence `defer`), swap back buffer to the front to display.
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defer core.swap_chain.present();
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{.{
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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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});
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// Create a `WGPUCommandEncoder` which provides an interface for recording GPU commands.
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const encoder = core.device.createCommandEncoder(null);
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defer encoder.release();
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// Write to the scene uniform buffer for this set of commands.
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encoder.writeBuffer(app.scene_uniform_buffer, 0, &[_]SceneUniformBuffer{.{
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// All matrices the GPU has to work with need to be transposed,
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// because WebGPU uses column-major matrices while zmath is row-major.
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.view_proj_matrix = zm.transpose(view_proj_matrix),
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}});
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{
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const pass = encoder.beginRenderPass(&render_pass_info);
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defer pass.release();
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defer pass.end();
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pass.setPipeline(app.pipeline);
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pass.setBindGroup(0, app.scene_bind_group, &.{});
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for (app.object_bind_groups, 0..) |object_bind_group, i| {
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// Set the vertex and index buffer used to render this object
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// to the primitive it wants to use (either triangle or square).
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const primitive_index = app.object_primitive_indices[i];
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const primitive = app.primitives[primitive_index];
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pass.setVertexBuffer(0, primitive.vertex_buffer, 0, primitive.vertex_count * @sizeOf(VertexData));
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pass.setIndexBuffer(primitive.index_buffer, .uint32, 0, primitive.index_count * @sizeOf(u32));
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// Set the bind group for an object we want to render.
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pass.setBindGroup(1, object_bind_group, &.{});
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// Draw a number of triangles as specified in the index buffer.
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pass.drawIndexed(primitive.index_count, 1, 0, 0, 0);
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}
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}
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// Finish recording commands, creating a `WGPUCommandBuffer`.
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var command = encoder.finish(null);
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defer command.release();
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// Submit the command(s) to the GPU.
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core.queue.submit(&.{command});
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// Update the window title to show FPS and input frequency.
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if (app.title_timer.read() >= 1.0) {
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app.title_timer.reset();
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try core.printTitle("Triangle [ {d}fps ] [ Input {d}hz ]", .{ core.frameRate(), core.inputRate() });
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}
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return false;
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}
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