Rename "Model" to "Object"

main
copygirl 9 months ago
parent 2885fe9a9a
commit 31efee9bdd
  1. 45
      src/main.zig
  2. 10
      src/shader.wgsl

@ -6,16 +6,19 @@ const zm = @import("zmath");
const vec = zm.f32x4;
const Mat = zm.Mat;
/// Describes the layout of each vertex that a primitive is made of.
const VertexData = struct {
position: [3]f32,
};
/// Holds information about how a perticular scene should be rendered.
const SceneUniformBuffer = struct {
view_proj_matrix: zm.Mat,
};
const ModelUniformBuffer = struct {
matrix: zm.Mat,
/// Holds information about where and how an object should be rendered.
const ObjectUniformBuffer = struct {
model_matrix: zm.Mat,
color: [3]f32,
};
@ -27,8 +30,8 @@ title_timer: core.Timer,
pipeline: *gpu.RenderPipeline,
scene_uniform_buffer: *gpu.Buffer,
scene_bind_group: *gpu.BindGroup,
model_uniform_buffers: [3]*gpu.Buffer,
model_bind_groups: [3]*gpu.BindGroup,
object_uniform_buffers: [3]*gpu.Buffer,
object_bind_groups: [3]*gpu.BindGroup,
vertex_count: u32,
vertex_buffer: *gpu.Buffer,
@ -80,33 +83,33 @@ pub fn init(app: *App) !void {
}),
);
// The "model" uniforms contain information about how to render each model.
// The "object" uniforms contain information about how to render each object in a scene.
for (0..3) |i| {
app.model_uniform_buffers[i] = core.device.createBuffer(&.{
app.object_uniform_buffers[i] = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(ModelUniformBuffer),
.size = @sizeOf(ObjectUniformBuffer),
.mapped_at_creation = .false,
});
app.model_bind_groups[i] = core.device.createBindGroup(
app.object_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)),
gpu.BindGroup.Entry.buffer(0, app.object_uniform_buffers[i], 0, @sizeOf(ObjectUniformBuffer)),
},
}),
);
}
// 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)),
// Upload object information (model matrix + color) to the GPU.
core.queue.writeBuffer(app.object_uniform_buffers[0], 0, &[_]ObjectUniformBuffer{.{
.model_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)),
core.queue.writeBuffer(app.object_uniform_buffers[1], 0, &[_]ObjectUniformBuffer{.{
.model_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)),
core.queue.writeBuffer(app.object_uniform_buffers[2], 0, &[_]ObjectUniformBuffer{.{
.model_matrix = zm.transpose(zm.translation(1.0, 0.0, 0.0)),
.color = .{ 0.0, 0.0, 1.0 },
}});
@ -133,8 +136,8 @@ pub fn deinit(app: *App) void {
defer app.pipeline.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 for (app.object_uniform_buffers) |b| b.release();
defer for (app.object_bind_groups) |g| g.release();
defer app.vertex_buffer.release();
}
@ -200,9 +203,9 @@ pub fn update(app: *App) !bool {
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, &.{});
for (app.object_bind_groups) |object_bind_group| {
// Set the bind group for an object we want to render.
pass.setBindGroup(1, object_bind_group, &.{});
// Draw the vertices in `vertex_buffer`.
pass.draw(app.vertex_count, 1, 0, 0);
}

@ -2,13 +2,13 @@ struct SceneUniformBuffer {
view_proj_matrix: mat4x4<f32>,
};
struct ModelUniformBuffer {
matrix: mat4x4<f32>,
struct ObjectUniformBuffer {
model_matrix: mat4x4<f32>,
color: vec3<f32>,
};
@group(0) @binding(0) var<uniform> scene: SceneUniformBuffer;
@group(1) @binding(0) var<uniform> model: ModelUniformBuffer;
@group(1) @binding(0) var<uniform> object: ObjectUniformBuffer;
struct VertexInput {
@location(0) position: vec3<f32>,
@ -25,9 +25,9 @@ struct FragmentOutput {
@vertex fn vertex_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
let mvp = model.matrix * scene.view_proj_matrix;
let mvp = object.model_matrix * scene.view_proj_matrix;
out.position = vec4<f32>(in.position, 1.0) * mvp;
out.color = vec4<f32>(model.color, 1.0);
out.color = vec4<f32>(object.color, 1.0);
return out;
}

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