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@ -38,26 +38,17 @@ const Renderer = @This(); |
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app: *App, |
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depth_texture: *gpu.Texture, |
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depth_texture_view: *gpu.TextureView, |
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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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// Create 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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const 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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const depth_texture_view = depth_texture.createView(null); |
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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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@ -167,14 +158,17 @@ pub fn init(app: *App) !*Renderer { |
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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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.depth_texture = depth_texture, |
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.depth_texture_view = depth_texture_view, |
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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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@ -183,8 +177,6 @@ pub fn deinit(self: *Renderer) void { |
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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.depth_texture.release(); |
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defer self.depth_texture_view.release(); |
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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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@ -199,6 +191,15 @@ pub fn deinit(self: *Renderer) void { |
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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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@ -236,7 +237,7 @@ pub fn update(self: *Renderer) void { |
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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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.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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@ -285,6 +286,22 @@ pub fn update(self: *Renderer) void { |
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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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