From 31efee9bdd17791d8d869df3d1e2f5f4cd6cb1b6 Mon Sep 17 00:00:00 2001 From: copygirl Date: Fri, 23 Feb 2024 19:54:54 +0100 Subject: [PATCH] Rename "Model" to "Object" --- src/main.zig | 45 ++++++++++++++++++++++++--------------------- src/shader.wgsl | 10 +++++----- 2 files changed, 29 insertions(+), 26 deletions(-) diff --git a/src/main.zig b/src/main.zig index a77c5c1..2e3cace 100644 --- a/src/main.zig +++ b/src/main.zig @@ -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); } diff --git a/src/shader.wgsl b/src/shader.wgsl index ef54b10..536c2c1 100644 --- a/src/shader.wgsl +++ b/src/shader.wgsl @@ -2,13 +2,13 @@ struct SceneUniformBuffer { view_proj_matrix: mat4x4, }; -struct ModelUniformBuffer { - matrix: mat4x4, +struct ObjectUniformBuffer { + model_matrix: mat4x4, color: vec3, }; @group(0) @binding(0) var scene: SceneUniformBuffer; -@group(1) @binding(0) var model: ModelUniformBuffer; +@group(1) @binding(0) var object: ObjectUniformBuffer; struct VertexInput { @location(0) position: vec3, @@ -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(in.position, 1.0) * mvp; - out.color = vec4(model.color, 1.0); + out.color = vec4(object.color, 1.0); return out; }