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@ -1,4 +1,6 @@ |
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const std = @import("std"); |
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const std = @import("std"); |
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const GeneralPurposeAllocator = std.heap.GeneralPurposeAllocator(.{}); |
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const core = @import("mach-core"); |
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const core = @import("mach-core"); |
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const gpu = core.gpu; |
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const gpu = core.gpu; |
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@ -51,18 +53,31 @@ const PrimitiveData = struct { |
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pub const App = @This(); |
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pub const App = @This(); |
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gpa: GeneralPurposeAllocator, |
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allocator: std.mem.Allocator, |
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app_timer: core.Timer, |
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app_timer: core.Timer, |
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title_timer: core.Timer, |
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title_timer: core.Timer, |
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pipeline: *gpu.RenderPipeline, |
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pipeline: *gpu.RenderPipeline, |
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scene_uniform_buffer: *gpu.Buffer, |
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scene_uniform_buffer: *gpu.Buffer, |
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scene_uniform_bind_group: *gpu.BindGroup, |
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scene_uniform_bind_group: *gpu.BindGroup, |
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object_data: [3]ObjectData, |
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object_data: []ObjectData, |
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primitives: [2]PrimitiveData, |
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primitives: []PrimitiveData, |
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pub fn init(app: *App) !void { |
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pub fn init(app: *App) !void { |
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try core.init(.{}); |
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try core.init(.{}); |
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// Set up a "general purpose allocator" that will handle allocations for |
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// the lifetime of the application, for which a more specific allocation |
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// strategy is not necessary. |
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// |
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// Here, `gpa` is an instance of this allocator, which handles the |
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// allocation logic, while `allocator` is the interface through which |
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// functions such as `alloc` and `free` are called. |
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app.gpa = GeneralPurposeAllocator{}; |
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app.allocator = app.gpa.allocator(); |
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app.app_timer = try core.Timer.start(); |
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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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app.title_timer = try core.Timer.start(); |
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@ -124,7 +139,17 @@ pub fn init(app: *App) !void { |
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// would see the back side of the triangles, which are culled. |
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// would see the back side of the triangles, which are culled. |
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const rotation = zm.rotationY(std.math.tau / 2.0); |
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const rotation = zm.rotationY(std.math.tau / 2.0); |
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for (object_desc, &app.object_data) |desc, *object| { |
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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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app.object_data = try app.allocator.alloc(ObjectData, object_desc.len); |
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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_desc, app.object_data) |desc, *object| { |
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const translation = zm.translation(desc.pos[0], desc.pos[1], desc.pos[2]); |
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const translation = zm.translation(desc.pos[0], desc.pos[1], desc.pos[2]); |
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const model_matrix = zm.mul(rotation, translation); |
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const model_matrix = zm.mul(rotation, translation); |
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@ -136,6 +161,8 @@ pub fn init(app: *App) !void { |
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}, |
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}, |
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); |
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); |
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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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object.* = .{ |
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.uniform_buffer = result.buffer, |
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.uniform_buffer = result.buffer, |
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.uniform_bind_group = result.bind_group, |
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.uniform_bind_group = result.bind_group, |
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@ -145,6 +172,7 @@ pub fn init(app: *App) !void { |
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} |
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} |
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// Set up the primitives we want to render. |
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// Set up the primitives we want to render. |
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app.primitives = try app.allocator.alloc(PrimitiveData, 2); |
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// Triangle |
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// Triangle |
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app.primitives[0] = createPrimitive( |
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app.primitives[0] = createPrimitive( |
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&.{ |
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&.{ |
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@ -246,13 +274,16 @@ pub fn deinit(app: *App) void { |
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// Using `defer` here, so we can specify them |
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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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// in the order they were created in `init`. |
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defer core.deinit(); |
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defer core.deinit(); |
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defer _ = app.gpa.deinit(); // TODO: Check for memory leaks? |
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defer app.pipeline.release(); |
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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_uniform_buffer.release(); |
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defer app.scene_uniform_bind_group.release(); |
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defer app.scene_uniform_bind_group.release(); |
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defer app.allocator.free(app.object_data); |
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defer for (app.object_data) |o| { |
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defer for (app.object_data) |o| { |
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o.uniform_buffer.release(); |
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o.uniform_buffer.release(); |
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o.uniform_bind_group.release(); |
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o.uniform_bind_group.release(); |
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}; |
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}; |
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defer app.allocator.free(app.primitives); |
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defer for (app.primitives) |p| { |
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defer for (app.primitives) |p| { |
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p.vertex_buffer.release(); |
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p.vertex_buffer.release(); |
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p.index_buffer.release(); |
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p.index_buffer.release(); |
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