|
|
@ -13,23 +13,11 @@ const primitives = @import("./primitives.zig"); |
|
|
|
const VertexData = primitives.VertexData; |
|
|
|
const VertexData = primitives.VertexData; |
|
|
|
const PrimitiveData = primitives.PrimitiveData; |
|
|
|
const PrimitiveData = primitives.PrimitiveData; |
|
|
|
|
|
|
|
|
|
|
|
/// Holds information about how a perticular scene should be rendered. |
|
|
|
|
|
|
|
const SceneUniformBuffer = struct { |
|
|
|
|
|
|
|
view_proj_matrix: Mat, |
|
|
|
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// Holds information about where and how an object should be rendered. |
|
|
|
|
|
|
|
const ObjectUniformBuffer = struct { |
|
|
|
|
|
|
|
model_matrix: Mat, |
|
|
|
|
|
|
|
color: [3]f32, |
|
|
|
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// Holds data needed to render an object in a rendering pass. |
|
|
|
/// Holds data needed to render an object in a rendering pass. |
|
|
|
const ObjectData = struct { |
|
|
|
const ObjectData = struct { |
|
|
|
/// Reference to data stored on the GPU of type `ObjectUniformBuffer`. |
|
|
|
/// Bind group which associates model-related buffers with parameters |
|
|
|
uniform_buffer: *gpu.Buffer, |
|
|
|
/// in our shader. This one is accessible via `@group(1)` in our shader. |
|
|
|
/// Bind group used to associate the buffer to the `object` shader parameter. |
|
|
|
model_bind_group: *gpu.BindGroup, |
|
|
|
uniform_bind_group: *gpu.BindGroup, |
|
|
|
|
|
|
|
/// Reference to the primitive (shape or model) to render for this object. |
|
|
|
/// Reference to the primitive (shape or model) to render for this object. |
|
|
|
primitive: *PrimitiveData, |
|
|
|
primitive: *PrimitiveData, |
|
|
|
}; |
|
|
|
}; |
|
|
@ -39,8 +27,8 @@ const Renderer = @This(); |
|
|
|
app: *App, |
|
|
|
app: *App, |
|
|
|
|
|
|
|
|
|
|
|
pipeline: *gpu.RenderPipeline, |
|
|
|
pipeline: *gpu.RenderPipeline, |
|
|
|
scene_uniform_buffer: *gpu.Buffer, |
|
|
|
view_proj_buffer: *gpu.Buffer, |
|
|
|
scene_uniform_bind_group: *gpu.BindGroup, |
|
|
|
camera_bind_group: *gpu.BindGroup, |
|
|
|
|
|
|
|
|
|
|
|
depth_texture: ?*gpu.Texture = null, |
|
|
|
depth_texture: ?*gpu.Texture = null, |
|
|
|
depth_texture_view: ?*gpu.TextureView = null, |
|
|
|
depth_texture_view: ?*gpu.TextureView = null, |
|
|
@ -85,10 +73,16 @@ pub fn init(app: *App) !*Renderer { |
|
|
|
}); |
|
|
|
}); |
|
|
|
|
|
|
|
|
|
|
|
// Set up scene related uniform buffers and bind groups. |
|
|
|
// Set up scene related uniform buffers and bind groups. |
|
|
|
const scene_uniform = createAndWriteUniformBuffer( |
|
|
|
const view_proj_buffer = createAndWriteBuffer(zm.Mat, &.{zm.identity()}, .{ .copy_dst = true, .uniform = true }); |
|
|
|
pipeline.getBindGroupLayout(0), |
|
|
|
|
|
|
|
SceneUniformBuffer{ .view_proj_matrix = zm.identity() }, |
|
|
|
// "Bind groups" are used to associate data from buffers with shader parameters. |
|
|
|
); |
|
|
|
// So for example the `camera_bind_group` is accessible via `@group(0)` in our shader. |
|
|
|
|
|
|
|
const camera_bind_group = core.device.createBindGroup(&gpu.BindGroup.Descriptor.init(.{ |
|
|
|
|
|
|
|
.layout = pipeline.getBindGroupLayout(0), |
|
|
|
|
|
|
|
.entries = &.{ |
|
|
|
|
|
|
|
gpu.BindGroup.Entry.buffer(0, view_proj_buffer, 0, @sizeOf(zm.Mat)), |
|
|
|
|
|
|
|
}, |
|
|
|
|
|
|
|
})); |
|
|
|
|
|
|
|
|
|
|
|
// Set up the primitives we want to render. |
|
|
|
// Set up the primitives we want to render. |
|
|
|
// |
|
|
|
// |
|
|
@ -128,19 +122,25 @@ pub fn init(app: *App) !*Renderer { |
|
|
|
|
|
|
|
|
|
|
|
// Make the object have a color depending on its location in the grid. |
|
|
|
// Make the object have a color depending on its location in the grid. |
|
|
|
// These values are layed out so each corner is red, green, blue and black. |
|
|
|
// These values are layed out so each corner is red, green, blue and black. |
|
|
|
const color = .{ |
|
|
|
const model_color = .{ |
|
|
|
std.math.clamp(1.0 - x - z, 0.0, 1.0), |
|
|
|
std.math.clamp(1.0 - x - z, 0.0, 1.0), |
|
|
|
std.math.clamp(x - z, 0.0, 1.0), |
|
|
|
std.math.clamp(x - z, 0.0, 1.0), |
|
|
|
std.math.clamp(z - x, 0.0, 1.0), |
|
|
|
std.math.clamp(z - x, 0.0, 1.0), |
|
|
|
}; |
|
|
|
}; |
|
|
|
|
|
|
|
|
|
|
|
const object_uniform = createAndWriteUniformBuffer( |
|
|
|
const model_matrix_buffer = createAndWriteBuffer(zm.Mat, &.{zm.transpose(model_matrix)}, .{ .copy_dst = true, .uniform = true }); |
|
|
|
pipeline.getBindGroupLayout(1), |
|
|
|
defer model_matrix_buffer.release(); |
|
|
|
ObjectUniformBuffer{ |
|
|
|
|
|
|
|
.model_matrix = zm.transpose(model_matrix), |
|
|
|
const model_color_buffer = createAndWriteBuffer([3]f32, &.{model_color}, .{ .copy_dst = true, .uniform = true }); |
|
|
|
.color = color, |
|
|
|
defer model_color_buffer.release(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const model_bind_group = core.device.createBindGroup(&gpu.BindGroup.Descriptor.init(.{ |
|
|
|
|
|
|
|
.layout = pipeline.getBindGroupLayout(1), |
|
|
|
|
|
|
|
.entries = &.{ |
|
|
|
|
|
|
|
gpu.BindGroup.Entry.buffer(0, model_matrix_buffer, 0, @sizeOf(zm.Mat)), |
|
|
|
|
|
|
|
gpu.BindGroup.Entry.buffer(1, model_color_buffer, 0, @sizeOf([3]f32)), |
|
|
|
}, |
|
|
|
}, |
|
|
|
); |
|
|
|
})); |
|
|
|
|
|
|
|
|
|
|
|
// Pick a "random" primitive to use for this object. |
|
|
|
// Pick a "random" primitive to use for this object. |
|
|
|
const primitive_index = app.random.int(usize) % primitive_data.len; |
|
|
|
const primitive_index = app.random.int(usize) % primitive_data.len; |
|
|
@ -149,8 +149,7 @@ pub fn init(app: *App) !*Renderer { |
|
|
|
// The `*object` syntax gets us a pointer to each element in the |
|
|
|
// The `*object` syntax gets us a pointer to each element in the |
|
|
|
// `object_data` slice, allowing us to override it within the loop. |
|
|
|
// `object_data` slice, allowing us to override it within the loop. |
|
|
|
object.* = .{ |
|
|
|
object.* = .{ |
|
|
|
.uniform_buffer = object_uniform.buffer, |
|
|
|
.model_bind_group = model_bind_group, |
|
|
|
.uniform_bind_group = object_uniform.bind_group, |
|
|
|
|
|
|
|
.primitive = primitive, |
|
|
|
.primitive = primitive, |
|
|
|
}; |
|
|
|
}; |
|
|
|
} |
|
|
|
} |
|
|
@ -159,8 +158,8 @@ pub fn init(app: *App) !*Renderer { |
|
|
|
result.* = .{ |
|
|
|
result.* = .{ |
|
|
|
.app = app, |
|
|
|
.app = app, |
|
|
|
.pipeline = pipeline, |
|
|
|
.pipeline = pipeline, |
|
|
|
.scene_uniform_buffer = scene_uniform.buffer, |
|
|
|
.view_proj_buffer = view_proj_buffer, |
|
|
|
.scene_uniform_bind_group = scene_uniform.bind_group, |
|
|
|
.camera_bind_group = camera_bind_group, |
|
|
|
.primitive_data = primitive_data, |
|
|
|
.primitive_data = primitive_data, |
|
|
|
.object_data = object_data, |
|
|
|
.object_data = object_data, |
|
|
|
}; |
|
|
|
}; |
|
|
@ -178,8 +177,8 @@ pub fn deinit(self: *Renderer) void { |
|
|
|
defer self.app.allocator.destroy(self); |
|
|
|
defer self.app.allocator.destroy(self); |
|
|
|
|
|
|
|
|
|
|
|
defer self.pipeline.release(); |
|
|
|
defer self.pipeline.release(); |
|
|
|
defer self.scene_uniform_buffer.release(); |
|
|
|
defer self.view_proj_buffer.release(); |
|
|
|
defer self.scene_uniform_bind_group.release(); |
|
|
|
defer self.camera_bind_group.release(); |
|
|
|
|
|
|
|
|
|
|
|
defer self.app.allocator.free(self.primitive_data); |
|
|
|
defer self.app.allocator.free(self.primitive_data); |
|
|
|
defer for (self.primitive_data) |p| { |
|
|
|
defer for (self.primitive_data) |p| { |
|
|
@ -188,8 +187,7 @@ pub fn deinit(self: *Renderer) void { |
|
|
|
}; |
|
|
|
}; |
|
|
|
defer self.app.allocator.free(self.object_data); |
|
|
|
defer self.app.allocator.free(self.object_data); |
|
|
|
defer for (self.object_data) |o| { |
|
|
|
defer for (self.object_data) |o| { |
|
|
|
o.uniform_buffer.release(); |
|
|
|
o.model_bind_group.release(); |
|
|
|
o.uniform_bind_group.release(); |
|
|
|
|
|
|
|
}; |
|
|
|
}; |
|
|
|
|
|
|
|
|
|
|
|
defer if (self.depth_texture) |t| t.release(); |
|
|
|
defer if (self.depth_texture) |t| t.release(); |
|
|
@ -249,11 +247,11 @@ pub fn update(self: *Renderer) void { |
|
|
|
defer encoder.release(); |
|
|
|
defer encoder.release(); |
|
|
|
|
|
|
|
|
|
|
|
// Write to the scene uniform buffer for this set of commands. |
|
|
|
// Write to the scene uniform buffer for this set of commands. |
|
|
|
encoder.writeBuffer(self.scene_uniform_buffer, 0, &[_]SceneUniformBuffer{.{ |
|
|
|
encoder.writeBuffer(self.view_proj_buffer, 0, &[_]zm.Mat{ |
|
|
|
// All matrices the GPU has to work with need to be transposed, |
|
|
|
// All matrices the GPU has to work with need to be transposed, |
|
|
|
// because WebGPU uses column-major matrices while zmath is row-major. |
|
|
|
// because WebGPU uses column-major matrices while zmath is row-major. |
|
|
|
.view_proj_matrix = zm.transpose(view_proj_matrix), |
|
|
|
zm.transpose(view_proj_matrix), |
|
|
|
}}); |
|
|
|
}); |
|
|
|
|
|
|
|
|
|
|
|
{ |
|
|
|
{ |
|
|
|
const pass = encoder.beginRenderPass(&render_pass_info); |
|
|
|
const pass = encoder.beginRenderPass(&render_pass_info); |
|
|
@ -261,17 +259,17 @@ pub fn update(self: *Renderer) void { |
|
|
|
defer pass.end(); |
|
|
|
defer pass.end(); |
|
|
|
|
|
|
|
|
|
|
|
pass.setPipeline(self.pipeline); |
|
|
|
pass.setPipeline(self.pipeline); |
|
|
|
pass.setBindGroup(0, self.scene_uniform_bind_group, &.{}); |
|
|
|
pass.setBindGroup(0, self.camera_bind_group, &.{}); |
|
|
|
|
|
|
|
|
|
|
|
for (self.object_data) |object| { |
|
|
|
for (self.object_data) |object| { |
|
|
|
// Set the vertex and index buffer used to render this object |
|
|
|
// Set the vertex and index buffer used to render this |
|
|
|
// to the primitive it wants to use (either triangle or square). |
|
|
|
// object to the ones from the primitive it wants to use. |
|
|
|
const prim = object.primitive; |
|
|
|
const prim = object.primitive; |
|
|
|
pass.setVertexBuffer(0, prim.vertex_buffer, 0, prim.vertex_count * @sizeOf(VertexData)); |
|
|
|
pass.setVertexBuffer(0, prim.vertex_buffer, 0, prim.vertex_count * @sizeOf(VertexData)); |
|
|
|
pass.setIndexBuffer(prim.index_buffer, .uint32, 0, prim.index_count * @sizeOf(u32)); |
|
|
|
pass.setIndexBuffer(prim.index_buffer, .uint32, 0, prim.index_count * @sizeOf(u32)); |
|
|
|
|
|
|
|
|
|
|
|
// Set the bind group for an object we want to render. |
|
|
|
// Set the bind group for the object we want to render. |
|
|
|
pass.setBindGroup(1, object.uniform_bind_group, &.{}); |
|
|
|
pass.setBindGroup(1, object.model_bind_group, &.{}); |
|
|
|
|
|
|
|
|
|
|
|
// Draw a number of triangles as specified in the index buffer. |
|
|
|
// Draw a number of triangles as specified in the index buffer. |
|
|
|
pass.drawIndexed(prim.index_count, 1, 0, 0, 0); |
|
|
|
pass.drawIndexed(prim.index_count, 1, 0, 0, 0); |
|
|
@ -302,30 +300,6 @@ pub fn recreateDepthTexture(self: *Renderer) void { |
|
|
|
self.depth_texture_view = self.depth_texture.?.createView(null); |
|
|
|
self.depth_texture_view = self.depth_texture.?.createView(null); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
/// Creates a buffer on the GPU to store uniform parameter information as |
|
|
|
|
|
|
|
/// well as a bind group with the specified layout pointing to that buffer. |
|
|
|
|
|
|
|
/// Additionally, immediately fills the buffer with the provided data. |
|
|
|
|
|
|
|
pub fn createAndWriteUniformBuffer( |
|
|
|
|
|
|
|
layout: *gpu.BindGroupLayout, |
|
|
|
|
|
|
|
data: anytype, |
|
|
|
|
|
|
|
) struct { |
|
|
|
|
|
|
|
buffer: *gpu.Buffer, |
|
|
|
|
|
|
|
bind_group: *gpu.BindGroup, |
|
|
|
|
|
|
|
} { |
|
|
|
|
|
|
|
const T = @TypeOf(data); |
|
|
|
|
|
|
|
const usage = gpu.Buffer.UsageFlags{ .copy_dst = true, .uniform = true }; |
|
|
|
|
|
|
|
const buffer = createAndWriteBuffer(T, &.{data}, usage); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// "Bind groups" are used to associate data from buffers with shader parameters. |
|
|
|
|
|
|
|
// So for example the `scene_uniform_bind_group` is accessible via `scene` in our shader. |
|
|
|
|
|
|
|
// Essentially, buffer = data, and bind group = binding parameter to that data. |
|
|
|
|
|
|
|
const bind_group_entry = gpu.BindGroup.Entry.buffer(0, buffer, 0, @sizeOf(T)); |
|
|
|
|
|
|
|
const bind_group_desc = gpu.BindGroup.Descriptor.init(.{ .layout = layout, .entries = &.{bind_group_entry} }); |
|
|
|
|
|
|
|
const bind_group = core.device.createBindGroup(&bind_group_desc); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return .{ .buffer = buffer, .bind_group = bind_group }; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// Creates a buffer on the GPU with the specified usage |
|
|
|
/// Creates a buffer on the GPU with the specified usage |
|
|
|
/// flags and immediately fills it with the provided data. |
|
|
|
/// flags and immediately fills it with the provided data. |
|
|
|
pub fn createAndWriteBuffer( |
|
|
|
pub fn createAndWriteBuffer( |
|
|
|