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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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const App = @import("./main.zig");
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const primitives = @import("./primitives.zig");
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const VertexData = primitives.VertexData;
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const PrimitiveData = primitives.PrimitiveData;
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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: 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: Mat,
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color: [3]f32,
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};
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/// Holds data needed to render an object in a rendering pass.
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const ObjectData = struct {
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/// Reference to data stored on the GPU of type `ObjectUniformBuffer`.
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uniform_buffer: *gpu.Buffer,
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/// Bind group used to associate the buffer to the `object` shader parameter.
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uniform_bind_group: *gpu.BindGroup,
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/// Reference to the primitive (shape or model) to render for this object.
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primitive: *PrimitiveData,
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};
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const Renderer = @This();
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app: *App,
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pipeline: *gpu.RenderPipeline,
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scene_uniform_buffer: *gpu.Buffer,
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scene_uniform_bind_group: *gpu.BindGroup,
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depth_texture: ?*gpu.Texture = null,
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depth_texture_view: ?*gpu.TextureView = null,
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primitive_data: []PrimitiveData,
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object_data: []ObjectData,
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pub fn init(app: *App) !*Renderer {
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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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const 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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.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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.depth_stencil = &.{
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.format = .depth24_plus,
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.depth_write_enabled = .true,
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.depth_compare = .less,
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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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});
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// Set up scene related uniform buffers and bind groups.
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const scene_uniform = createAndWriteUniformBuffer(
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pipeline.getBindGroupLayout(0),
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SceneUniformBuffer{ .view_proj_matrix = zm.identity() },
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);
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// Set up the primitives we want to render.
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//
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// Using `dupe` to allocate a slice here allows easily adjusting the
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// primitives to use, without changing the type of `primitive_data`.
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const primitive_data = try app.allocator.dupe(PrimitiveData, &.{
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// primitives.createTrianglePrimitive(1.0),
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// primitives.createSquarePrimitive(0.8),
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// primitives.createCirclePrimitive(0.5, 24),
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primitives.createCubePrimitive(0.65),
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primitives.createPyramidPrimitive(0.75),
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});
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// Set up object related uniform buffers and bind groups.
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// This uploads data to the GPU about all the object we
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// want to render, such as their location and color.
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const grid_size = 8;
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// Allocate a slice to store as many ObjectData as we want to create.
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//
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// Using a slice instead of an array means that we could change how
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// many object we want to render at compile time, however it requires
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// allocating, and later freeing, memory to store the slice.
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const object_data = try app.allocator.alloc(ObjectData, grid_size * grid_size);
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// Note that for loops in Zig are a little different than you might
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// know from other languages. They only look over arrays, slices,
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// tuples and ranges, potentially multiple at once.
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for (object_data, 0..) |*object, i| {
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const grid_max: f32 = @floatFromInt(grid_size - 1);
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const x = @as(f32, @floatFromInt(i % grid_size)) / grid_max;
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const z = @as(f32, @floatFromInt(i / grid_size)) / grid_max;
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const rotation = zm.rotationY(std.math.tau * (x + z) / 2.0);
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const translation = zm.translation((x - 0.5) * grid_size, 0, (z - 0.5) * grid_size);
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const model_matrix = zm.mul(rotation, translation);
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// Make the object have a color depending on its location in the grid.
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// These values are layed out so each corner is red, green, blue and black.
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const color = .{
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std.math.clamp(1.0 - x - z, 0.0, 1.0),
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std.math.clamp(x - z, 0.0, 1.0),
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std.math.clamp(z - x, 0.0, 1.0),
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};
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const object_uniform = createAndWriteUniformBuffer(
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pipeline.getBindGroupLayout(1),
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ObjectUniformBuffer{
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.model_matrix = zm.transpose(model_matrix),
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.color = color,
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},
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);
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// Pick a "random" primitive to use for this object.
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const primitive_index = app.random.int(usize) % primitive_data.len;
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const primitive = &primitive_data[primitive_index];
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// The `*object` syntax gets us a pointer to each element in the
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// `object_data` slice, allowing us to override it within the loop.
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object.* = .{
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.uniform_buffer = object_uniform.buffer,
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.uniform_bind_group = object_uniform.bind_group,
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.primitive = primitive,
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};
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}
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const result = try app.allocator.create(Renderer);
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result.* = .{
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.app = app,
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.pipeline = pipeline,
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.scene_uniform_buffer = scene_uniform.buffer,
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.scene_uniform_bind_group = scene_uniform.bind_group,
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.primitive_data = primitive_data,
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.object_data = object_data,
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};
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// Initialize the depth texture.
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// This is called also whenever the window is resized.
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result.recreateDepthTexture();
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return result;
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}
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pub fn deinit(self: *Renderer) 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 self.app.allocator.destroy(self);
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defer self.pipeline.release();
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defer self.scene_uniform_buffer.release();
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defer self.scene_uniform_bind_group.release();
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defer self.app.allocator.free(self.primitive_data);
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defer for (self.primitive_data) |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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defer self.app.allocator.free(self.object_data);
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defer for (self.object_data) |o| {
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o.uniform_buffer.release();
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o.uniform_bind_group.release();
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};
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defer if (self.depth_texture) |t| t.release();
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defer if (self.depth_texture_view) |v| v.release();
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}
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pub fn resize(self: *Renderer) void {
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// Recreate depth texture with the proper size, otherwise
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// the application may crash when the window is resized.
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self.recreateDepthTexture();
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}
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pub fn update(self: *Renderer) void {
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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 = self.app.app_timer.read();
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const camera_distance = 8.0;
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const x = @cos(time * std.math.tau / 20) * camera_distance;
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const z = @sin(time * std.math.tau / 20) * camera_distance;
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const camera_pos = vec(x, 2.0, z, 1.0);
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const view_matrix = zm.lookAtLh(camera_pos, 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, 0.05, 80.0);
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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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.depth_stencil_attachment = &.{
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.view = self.depth_texture_view.?,
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.depth_load_op = .clear,
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.depth_store_op = .store,
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.depth_clear_value = 1.0,
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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(self.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(self.pipeline);
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pass.setBindGroup(0, self.scene_uniform_bind_group, &.{});
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for (self.object_data) |object| {
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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 prim = object.primitive;
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pass.setVertexBuffer(0, prim.vertex_buffer, 0, prim.vertex_count * @sizeOf(VertexData));
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pass.setIndexBuffer(prim.index_buffer, .uint32, 0, prim.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.uniform_bind_group, &.{});
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// Draw a number of triangles as specified in the index buffer.
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pass.drawIndexed(prim.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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}
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/// Creates a depth texture. This is used to ensure that when things are
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/// rendered, an object behind another won't draw over one in front, simply
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/// because it was rendered at a later point in time.
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pub fn recreateDepthTexture(self: *Renderer) void {
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// Release previous depth butter and view, if any.
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if (self.depth_texture) |t| t.release();
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if (self.depth_texture_view) |v| v.release();
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self.depth_texture = core.device.createTexture(&.{
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.usage = .{ .render_attachment = true },
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.size = .{ .width = core.descriptor.width, .height = core.descriptor.height },
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.format = .depth24_plus,
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});
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self.depth_texture_view = self.depth_texture.?.createView(null);
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}
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/// Creates a buffer on the GPU to store uniform parameter information as
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/// well as a bind group with the specified layout pointing to that buffer.
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/// Additionally, immediately fills the buffer with the provided data.
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pub fn createAndWriteUniformBuffer(
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layout: *gpu.BindGroupLayout,
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data: anytype,
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) struct {
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buffer: *gpu.Buffer,
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bind_group: *gpu.BindGroup,
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} {
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const T = @TypeOf(data);
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const usage = gpu.Buffer.UsageFlags{ .copy_dst = true, .uniform = true };
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const buffer = createAndWriteBuffer(T, &.{data}, usage);
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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_uniform_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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const bind_group_entry = gpu.BindGroup.Entry.buffer(0, buffer, 0, @sizeOf(T));
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const bind_group_desc = gpu.BindGroup.Descriptor.init(.{ .layout = layout, .entries = &.{bind_group_entry} });
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const bind_group = core.device.createBindGroup(&bind_group_desc);
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return .{ .buffer = buffer, .bind_group = bind_group };
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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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pub 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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