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@ -18,7 +18,12 @@ const VertexData = primitives.VertexData; |
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const PrimitiveData = primitives.PrimitiveData; |
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const flecszigble = @import("flecs-zig-ble"); |
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const Entity = flecszigble.Entity(void); |
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const Context = flecszigble.Context(void); |
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const Entity = Context.Entity; |
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const Iter = Context.Iter; |
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const flecs = flecszigble.flecs; |
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const OnStore = flecs.pipeline.OnStore; |
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const Transform = struct { value: Mat }; |
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const CameraPerspective = struct { |
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@ -46,6 +51,7 @@ const ObjectData = struct { |
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const Renderer = @This(); |
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app: *App, |
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time: f32 = 0.0, |
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pipeline: *gpu.RenderPipeline, |
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view_proj_buffer: *gpu.Buffer, |
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@ -56,7 +62,6 @@ depth_texture_view: ?*gpu.TextureView = null, |
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primitive_data: []PrimitiveData, |
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object_data: []ObjectData, |
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camera_entity: Entity, |
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pub fn init(app: *App) !*Renderer { |
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// A string buffer used to format objects' labels. |
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@ -225,11 +230,22 @@ pub fn init(app: *App) !*Renderer { |
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}; |
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} |
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_ = try app.world.component(Transform); |
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_ = try app.world.component(CameraPerspective); |
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// Register components necessary for the camera. |
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_ = try app.world.component("Transform", Transform); |
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_ = try app.world.component("CameraPerspective", CameraPerspective); |
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const camera_entity = try app.world.entity( |
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.{ .name = "Camera", .symbol = "Camera" }, |
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.{ Transform, CameraPerspective }, |
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); |
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camera_entity.set(CameraPerspective, .{ |
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.field_of_view = 45.0, |
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.near_plane = 0.05, |
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.far_plane = 80.0, |
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}); |
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const camera_entity = try app.world.entity(.{ .name = "Camera" }, .{ Transform, CameraPerspective }); |
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camera_entity.set(CameraPerspective, .{ .field_of_view = 45.0, .near_plane = 0.05, .far_plane = 80.0 }); |
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const render_expr = "App, [in] CameraPerspective(Camera), [out] Transform(Camera)"; |
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_ = try app.world.system("Render", render, OnStore, render_expr); |
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const result = try app.allocator.create(Renderer); |
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result.* = .{ |
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@ -239,7 +255,6 @@ pub fn init(app: *App) !*Renderer { |
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.camera_bind_group = camera_bind_group, |
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.primitive_data = primitive_data, |
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.object_data = object_data, |
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.camera_entity = camera_entity, |
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}; |
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// Initialize the depth texture. |
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@ -250,8 +265,8 @@ pub fn init(app: *App) !*Renderer { |
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} |
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pub fn deinit(self: *Renderer) void { |
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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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// Using `defer` here, so we can specify resources we |
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// want to free in the order they were created in `init`. |
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defer self.app.allocator.destroy(self); |
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defer self.pipeline.release(); |
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@ -278,34 +293,39 @@ pub fn resize(self: *Renderer) void { |
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self.recreateDepthTexture(); |
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} |
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pub fn update(self: *Renderer) void { |
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pub fn render(it: Iter) void { |
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const app = it.field(*App, 1)[0]; |
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const camera_perspective = it.field(CameraPerspective, 2)[0]; |
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const camera_transform = &it.field(Transform, 3)[0]; |
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const self = app.renderer; |
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self.time += it.deltaTime(); |
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// Set up a view matrix from the camera transform. |
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// This moves everything to be relative to the camera. |
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// TODO: Actually implement camera transform instead of hardcoding a look-at matrix. |
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// const view_matrix = zm.inverse(app.camera_transform); |
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const time = self.app.app_timer.read(); |
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const camera_distance = 8.0; |
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const x = @cos(time * std.math.tau / 20) * camera_distance; |
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const z = @sin(time * std.math.tau / 20) * camera_distance; |
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const x = @cos(self.time * std.math.tau / 20) * camera_distance; |
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const z = @sin(self.time * std.math.tau / 20) * camera_distance; |
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const camera_pos = vec(x, 2.0, z, 1.0); |
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const view_matrix = zm.lookAtLh(camera_pos, vec(0, 0, 0, 1), vec(0, 1, 0, 1)); |
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// Setting the transform here doesn't do anything because it's not used |
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// anywhere. In the future we would want to set the camera transform |
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// outside of the rendering step, and then get and use it here, instead. |
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self.camera_entity.set(Transform, .{ .value = view_matrix }); |
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camera_transform.* = .{ .value = view_matrix }; |
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// TODO: Not sure if this is the proper transform, or actually inverted. |
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// Set up a projection matrix using the size of the window. |
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// The perspective projection will make things further away appear smaller. |
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const width: f32 = @floatFromInt(core.descriptor.width); |
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const height: f32 = @floatFromInt(core.descriptor.height); |
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const perspective = self.camera_entity.get(CameraPerspective).?; |
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const proj_matrix = zm.perspectiveFovLh( |
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std.math.degreesToRadians(f32, perspective.field_of_view), |
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std.math.degreesToRadians(f32, camera_perspective.field_of_view), |
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width / height, |
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perspective.near_plane, |
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perspective.far_plane, |
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camera_perspective.near_plane, |
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camera_perspective.far_plane, |
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); |
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const view_proj_matrix = zm.mul(view_matrix, proj_matrix); |
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