Render triangles as 3 separate models

main
copygirl 9 months ago
parent 25bae82882
commit 2885fe9a9a
  1. 92
      src/main.zig
  2. 18
      src/shader.wgsl

@ -8,6 +8,14 @@ const Mat = zm.Mat;
const VertexData = struct {
position: [3]f32,
};
const SceneUniformBuffer = struct {
view_proj_matrix: zm.Mat,
};
const ModelUniformBuffer = struct {
matrix: zm.Mat,
color: [3]f32,
};
@ -17,8 +25,10 @@ app_timer: core.Timer,
title_timer: core.Timer,
pipeline: *gpu.RenderPipeline,
mvp_uniform_buffer: *gpu.Buffer,
mvp_bind_group: *gpu.BindGroup,
scene_uniform_buffer: *gpu.Buffer,
scene_bind_group: *gpu.BindGroup,
model_uniform_buffers: [3]*gpu.Buffer,
model_bind_groups: [3]*gpu.BindGroup,
vertex_count: u32,
vertex_buffer: *gpu.Buffer,
@ -42,7 +52,6 @@ pub fn init(app: *App) !void {
.step_mode = .vertex,
.attributes = &.{
.{ .format = .float32x3, .shader_location = 0, .offset = @offsetOf(VertexData, "position") },
.{ .format = .float32x3, .shader_location = 1, .offset = @offsetOf(VertexData, "color") },
},
}),
},
@ -54,36 +63,58 @@ pub fn init(app: *App) !void {
}),
});
// Set up uniform buffer and bind group.
app.mvp_uniform_buffer = core.device.createBuffer(&.{
// Set up uniform buffers and bind groups.
// The "scene" uniform contains information for each rendered scene.
app.scene_uniform_buffer = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(zm.Mat),
.size = @sizeOf(SceneUniformBuffer),
.mapped_at_creation = .false,
});
app.mvp_bind_group = core.device.createBindGroup(
app.scene_bind_group = core.device.createBindGroup(
&gpu.BindGroup.Descriptor.init(.{
.layout = app.pipeline.getBindGroupLayout(0),
.entries = &.{
gpu.BindGroup.Entry.buffer(0, app.mvp_uniform_buffer, 0, @sizeOf(zm.Mat)),
gpu.BindGroup.Entry.buffer(0, app.scene_uniform_buffer, 0, @sizeOf(SceneUniformBuffer)),
},
}),
);
// The "model" uniforms contain information about how to render each model.
for (0..3) |i| {
app.model_uniform_buffers[i] = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(ModelUniformBuffer),
.mapped_at_creation = .false,
});
app.model_bind_groups[i] = core.device.createBindGroup(
&gpu.BindGroup.Descriptor.init(.{
.layout = app.pipeline.getBindGroupLayout(1),
.entries = &.{
gpu.BindGroup.Entry.buffer(0, app.model_uniform_buffers[i], 0, @sizeOf(ModelUniformBuffer)),
},
}),
);
}
// Upload model render information (matrix + color) to the GPU.
core.queue.writeBuffer(app.model_uniform_buffers[0], 0, &[_]ModelUniformBuffer{.{
.matrix = zm.transpose(zm.translation(-1.0, 0.25, 0.0)),
.color = .{ 1.0, 0.0, 0.0 },
}});
core.queue.writeBuffer(app.model_uniform_buffers[1], 0, &[_]ModelUniformBuffer{.{
.matrix = zm.transpose(zm.translation(0.0, -0.25, 0.0)),
.color = .{ 0.0, 1.0, 0.0 },
}});
core.queue.writeBuffer(app.model_uniform_buffers[2], 0, &[_]ModelUniformBuffer{.{
.matrix = zm.transpose(zm.translation(1.0, 0.0, 0.0)),
.color = .{ 0.0, 0.0, 1.0 },
}});
// Set up vertex buffer, containing the vertex data we want to draw.
// `vertices` contains three separate triangles, each with a different color.
const vertices = [_]VertexData{
.{ .position = .{ -1.0, 0.5 + 0.25, 0.0 }, .color = .{ 1.0, 0.0, 0.0 } },
.{ .position = .{ -1.5, -0.5 + 0.25, 0.0 }, .color = .{ 1.0, 0.0, 0.0 } },
.{ .position = .{ -0.5, -0.5 + 0.25, 0.0 }, .color = .{ 1.0, 0.0, 0.0 } },
.{ .position = .{ 0.0, 0.5 - 0.25, 0.0 }, .color = .{ 0.0, 1.0, 0.0 } },
.{ .position = .{ -0.5, -0.5 - 0.25, 0.0 }, .color = .{ 0.0, 1.0, 0.0 } },
.{ .position = .{ 0.5, -0.5 - 0.25, 0.0 }, .color = .{ 0.0, 1.0, 0.0 } },
.{ .position = .{ 1.0, 0.5, 0.0 }, .color = .{ 0.0, 0.0, 1.0 } },
.{ .position = .{ 0.5, -0.5, 0.0 }, .color = .{ 0.0, 0.0, 1.0 } },
.{ .position = .{ 1.5, -0.5, 0.0 }, .color = .{ 0.0, 0.0, 1.0 } },
.{ .position = .{ 0.0, 0.5, 0.0 } },
.{ .position = .{ -0.5, -0.5, 0.0 } },
.{ .position = .{ 0.5, -0.5, 0.0 } },
};
app.vertex_count = vertices.len;
app.vertex_buffer = core.device.createBuffer(&.{
@ -100,8 +131,10 @@ pub fn deinit(app: *App) void {
// in the order they were created in `init`.
defer core.deinit();
defer app.pipeline.release();
defer app.mvp_uniform_buffer.release();
defer app.mvp_bind_group.release();
defer app.scene_uniform_buffer.release();
defer app.scene_bind_group.release();
defer for (app.model_uniform_buffers) |b| b.release();
defer for (app.model_bind_groups) |g| g.release();
defer app.vertex_buffer.release();
}
@ -151,7 +184,12 @@ pub fn update(app: *App) !bool {
const encoder = core.device.createCommandEncoder(null);
defer encoder.release();
encoder.writeBuffer(app.mvp_uniform_buffer, 0, &[_]zm.Mat{zm.transpose(view_proj_matrix)});
// Write to the scene uniform buffer for this set of commands.
encoder.writeBuffer(app.scene_uniform_buffer, 0, &[_]SceneUniformBuffer{.{
// All matrices the GPU has to work with need to be transposed,
// because WebGPU uses column-major matrices while zmath is row-major.
.view_proj_matrix = zm.transpose(view_proj_matrix),
}});
{
const pass = encoder.beginRenderPass(&render_pass_info);
@ -159,12 +197,16 @@ pub fn update(app: *App) !bool {
defer pass.end();
pass.setPipeline(app.pipeline);
pass.setBindGroup(0, app.mvp_bind_group, &.{});
pass.setBindGroup(0, app.scene_bind_group, &.{});
pass.setVertexBuffer(0, app.vertex_buffer, 0, app.vertex_count * @sizeOf(VertexData));
for (app.model_bind_groups) |model_bind_group| {
// Set the model bind group for a specific model we want to render.
pass.setBindGroup(1, model_bind_group, &.{});
// Draw the vertices in `vertex_buffer`.
pass.draw(app.vertex_count, 1, 0, 0);
}
}
// Finish recording commands, creating a `WGPUCommandBuffer`.
var command = encoder.finish(null);

@ -1,8 +1,17 @@
@group(0) @binding(0) var<uniform> mvp_matrix: mat4x4<f32>;
struct SceneUniformBuffer {
view_proj_matrix: mat4x4<f32>,
};
struct ModelUniformBuffer {
matrix: mat4x4<f32>,
color: vec3<f32>,
};
@group(0) @binding(0) var<uniform> scene: SceneUniformBuffer;
@group(1) @binding(0) var<uniform> model: ModelUniformBuffer;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec3<f32>,
};
struct VertexOutput {
@ -16,8 +25,9 @@ struct FragmentOutput {
@vertex fn vertex_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.position = vec4<f32>(in.position, 1.0) * mvp_matrix;
out.color = vec4<f32>(in.color, 1.0);
let mvp = model.matrix * scene.view_proj_matrix;
out.position = vec4<f32>(in.position, 1.0) * mvp;
out.color = vec4<f32>(model.color, 1.0);
return out;
}

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