|
|
|
@ -17,6 +17,16 @@ const ObjectUniformBuffer = struct { |
|
|
|
|
color: [3]f32, |
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
/// Holds data on what is needed to render an object in a rendering pass. |
|
|
|
|
const ObjectData = struct { |
|
|
|
|
/// Reference to data stored on the GPU of type `ObjectUniformBuffer`. |
|
|
|
|
uniform_buffer: *gpu.Buffer, |
|
|
|
|
/// Bind group used to associate the buffer to the `object` shader parameter. |
|
|
|
|
uniform_bind_group: *gpu.BindGroup, |
|
|
|
|
/// Index into `primitives` to specify which primitive to render. |
|
|
|
|
primitive_index: usize, |
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
/// Describes the layout of each vertex that a primitive is made of. |
|
|
|
|
const VertexData = struct { |
|
|
|
|
position: [3]f32, |
|
|
|
@ -45,14 +55,9 @@ app_timer: core.Timer, |
|
|
|
|
title_timer: core.Timer, |
|
|
|
|
|
|
|
|
|
pipeline: *gpu.RenderPipeline, |
|
|
|
|
|
|
|
|
|
scene_uniform_buffer: *gpu.Buffer, |
|
|
|
|
scene_bind_group: *gpu.BindGroup, |
|
|
|
|
|
|
|
|
|
object_uniform_buffers: [3]*gpu.Buffer, |
|
|
|
|
object_bind_groups: [3]*gpu.BindGroup, |
|
|
|
|
object_primitive_indices: [3]usize, |
|
|
|
|
|
|
|
|
|
scene_uniform_bind_group: *gpu.BindGroup, |
|
|
|
|
object_data: [3]ObjectData, |
|
|
|
|
primitives: [2]PrimitiveData, |
|
|
|
|
|
|
|
|
|
pub fn init(app: *App) !void { |
|
|
|
@ -91,69 +96,63 @@ pub fn init(app: *App) !void { |
|
|
|
|
}, |
|
|
|
|
}); |
|
|
|
|
|
|
|
|
|
// Set up uniform buffers and bind groups. |
|
|
|
|
|
|
|
|
|
// The "scene" uniform contains information for each rendered scene. |
|
|
|
|
app.scene_uniform_buffer = core.device.createBuffer(&.{ |
|
|
|
|
.usage = .{ .copy_dst = true, .uniform = true }, |
|
|
|
|
.size = @sizeOf(SceneUniformBuffer), |
|
|
|
|
.mapped_at_creation = .false, |
|
|
|
|
}); |
|
|
|
|
// "Bind groups" are used to associate data from buffers with shader parameters. |
|
|
|
|
// So for example the `scene_bind_group` is accessible via `scene` in our shader. |
|
|
|
|
// Essentially, buffer = data, and bind group = binding parameter to that data. |
|
|
|
|
app.scene_bind_group = core.device.createBindGroup( |
|
|
|
|
&gpu.BindGroup.Descriptor.init(.{ |
|
|
|
|
.layout = app.pipeline.getBindGroupLayout(0), |
|
|
|
|
.entries = &.{ |
|
|
|
|
gpu.BindGroup.Entry.buffer(0, app.scene_uniform_buffer, 0, @sizeOf(SceneUniformBuffer)), |
|
|
|
|
}, |
|
|
|
|
}), |
|
|
|
|
// Set up scene related uniform buffers and bind groups. |
|
|
|
|
{ |
|
|
|
|
const result = createAndWriteUniformBuffer( |
|
|
|
|
app.pipeline.getBindGroupLayout(0), |
|
|
|
|
SceneUniformBuffer{ .view_proj_matrix = zm.identity() }, |
|
|
|
|
); |
|
|
|
|
|
|
|
|
|
// The "object" uniforms contain information about how to render each object in a scene. |
|
|
|
|
for (0..3) |i| { |
|
|
|
|
app.object_uniform_buffers[i] = core.device.createBuffer(&.{ |
|
|
|
|
.usage = .{ .copy_dst = true, .uniform = true }, |
|
|
|
|
.size = @sizeOf(ObjectUniformBuffer), |
|
|
|
|
.mapped_at_creation = .false, |
|
|
|
|
}); |
|
|
|
|
app.object_bind_groups[i] = core.device.createBindGroup( |
|
|
|
|
&gpu.BindGroup.Descriptor.init(.{ |
|
|
|
|
.layout = app.pipeline.getBindGroupLayout(1), |
|
|
|
|
.entries = &.{ |
|
|
|
|
gpu.BindGroup.Entry.buffer(0, app.object_uniform_buffers[i], 0, @sizeOf(ObjectUniformBuffer)), |
|
|
|
|
}, |
|
|
|
|
}), |
|
|
|
|
); |
|
|
|
|
app.scene_uniform_buffer = result.buffer; |
|
|
|
|
app.scene_uniform_bind_group = result.bind_group; |
|
|
|
|
} |
|
|
|
|
// Upload object information (model matrix + color) to the GPU. |
|
|
|
|
const rotation = zm.rotationY(std.math.tau / 2.0); |
|
|
|
|
|
|
|
|
|
// Set up object related uniform buffers and bind groups. |
|
|
|
|
// This uploads data to the GPU about all the object we |
|
|
|
|
// want to render, such as their location and color. |
|
|
|
|
{ |
|
|
|
|
const ObjectDescription = struct { pos: [3]f32, color: [3]f32, prim: usize }; |
|
|
|
|
const object_desc = [_]ObjectDescription{ |
|
|
|
|
// zig fmt: off |
|
|
|
|
.{ .pos = .{ -1.25, 0.25, 0.0 }, .color = .{ 1.0, 0.0, 0.0 }, .prim = 0 }, |
|
|
|
|
.{ .pos = .{ 0.0 , -0.25, 0.0 }, .color = .{ 0.0, 1.0, 0.0 }, .prim = 1 }, |
|
|
|
|
.{ .pos = .{ 1.25, 0.0 , 0.0 }, .color = .{ 0.0, 0.0, 1.0 }, .prim = 0 }, |
|
|
|
|
// zig fmt: on |
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
// The objects are rotated 180° to face the camera, or else we |
|
|
|
|
// would see the back side of the triangles, which are culled. |
|
|
|
|
core.queue.writeBuffer(app.object_uniform_buffers[0], 0, &[_]ObjectUniformBuffer{.{ |
|
|
|
|
.model_matrix = zm.transpose(zm.mul(rotation, zm.translation(-1.0, 0.25, 0.0))), |
|
|
|
|
.color = .{ 1.0, 0.0, 0.0 }, |
|
|
|
|
}}); |
|
|
|
|
app.object_primitive_indices[0] = 0; |
|
|
|
|
core.queue.writeBuffer(app.object_uniform_buffers[1], 0, &[_]ObjectUniformBuffer{.{ |
|
|
|
|
.model_matrix = zm.transpose(zm.mul(rotation, zm.translation(0.0, -0.25, 0.0))), |
|
|
|
|
.color = .{ 0.0, 1.0, 0.0 }, |
|
|
|
|
}}); |
|
|
|
|
app.object_primitive_indices[1] = 1; |
|
|
|
|
core.queue.writeBuffer(app.object_uniform_buffers[2], 0, &[_]ObjectUniformBuffer{.{ |
|
|
|
|
.model_matrix = zm.transpose(zm.mul(rotation, zm.translation(1.0, 0.0, 0.0))), |
|
|
|
|
.color = .{ 0.0, 0.0, 1.0 }, |
|
|
|
|
}}); |
|
|
|
|
app.object_primitive_indices[2] = 0; |
|
|
|
|
const rotation = zm.rotationY(std.math.tau / 2.0); |
|
|
|
|
|
|
|
|
|
for (object_desc, &app.object_data) |desc, *object| { |
|
|
|
|
const translation = zm.translation(desc.pos[0], desc.pos[1], desc.pos[2]); |
|
|
|
|
const model_matrix = zm.mul(rotation, translation); |
|
|
|
|
|
|
|
|
|
const result = createAndWriteUniformBuffer( |
|
|
|
|
app.pipeline.getBindGroupLayout(1), |
|
|
|
|
ObjectUniformBuffer{ |
|
|
|
|
.model_matrix = zm.transpose(model_matrix), |
|
|
|
|
.color = desc.color, |
|
|
|
|
}, |
|
|
|
|
); |
|
|
|
|
|
|
|
|
|
object.* = .{ |
|
|
|
|
.uniform_buffer = result.buffer, |
|
|
|
|
.uniform_bind_group = result.bind_group, |
|
|
|
|
.primitive_index = desc.prim, |
|
|
|
|
}; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Set up the primitives we want to render. |
|
|
|
|
// Triangle |
|
|
|
|
app.primitives[0] = createPrimitive( |
|
|
|
|
&.{ |
|
|
|
|
// zig fmt: off |
|
|
|
|
.{ .position = .{ 0.0, 0.5, 0.0 } }, |
|
|
|
|
.{ .position = .{ 0.5, -0.5, 0.0 } }, |
|
|
|
|
.{ .position = .{ -0.5, -0.5, 0.0 } }, |
|
|
|
|
// zig fmt: on |
|
|
|
|
}, |
|
|
|
|
// Note that the back faces of triangles are "culled", and thus not visible. |
|
|
|
|
// We need to take care to specify the vertices in counter-clock orientation. |
|
|
|
@ -163,16 +162,21 @@ pub fn init(app: *App) !void { |
|
|
|
|
); |
|
|
|
|
// Square |
|
|
|
|
app.primitives[1] = createPrimitive( |
|
|
|
|
// A square is made up of 4 vertices. |
|
|
|
|
// 0--2 |
|
|
|
|
// | | |
|
|
|
|
// | | |
|
|
|
|
// 1--3 |
|
|
|
|
&.{ |
|
|
|
|
// zig fmt: off |
|
|
|
|
.{ .position = .{ -0.5, -0.5, 0.0 } }, |
|
|
|
|
.{ .position = .{ -0.5, 0.5, 0.0 } }, |
|
|
|
|
.{ .position = .{ 0.5, -0.5, 0.0 } }, |
|
|
|
|
.{ .position = .{ 0.5, 0.5, 0.0 } }, |
|
|
|
|
// zig fmt: on |
|
|
|
|
}, |
|
|
|
|
// But it has to be split up into 2 triangles, |
|
|
|
|
// specified in a counter-clockwise orientation. |
|
|
|
|
// 0--2 4 |
|
|
|
|
// | / /| |
|
|
|
|
// |/ / | |
|
|
|
@ -184,6 +188,30 @@ pub fn init(app: *App) !void { |
|
|
|
|
); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/// 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. |
|
|
|
|
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 |
|
|
|
|
/// flags and immediately fills it with the provided data. |
|
|
|
|
fn createAndWriteBuffer( |
|
|
|
@ -200,8 +228,8 @@ fn createAndWriteBuffer( |
|
|
|
|
return buffer; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Creates a primitive from the provided vertices and indices, |
|
|
|
|
// and uploads the buffers necessary to render it to the GPU. |
|
|
|
|
/// Creates a primitive from the provided vertices and indices, |
|
|
|
|
/// and uploads the buffers necessary to render it to the GPU. |
|
|
|
|
fn createPrimitive( |
|
|
|
|
vertices: []const VertexData, |
|
|
|
|
indices: []const u32, |
|
|
|
@ -220,9 +248,11 @@ pub fn deinit(app: *App) void { |
|
|
|
|
defer core.deinit(); |
|
|
|
|
defer app.pipeline.release(); |
|
|
|
|
defer app.scene_uniform_buffer.release(); |
|
|
|
|
defer app.scene_bind_group.release(); |
|
|
|
|
defer for (app.object_uniform_buffers) |b| b.release(); |
|
|
|
|
defer for (app.object_bind_groups) |g| g.release(); |
|
|
|
|
defer app.scene_uniform_bind_group.release(); |
|
|
|
|
defer for (app.object_data) |o| { |
|
|
|
|
o.uniform_buffer.release(); |
|
|
|
|
o.uniform_bind_group.release(); |
|
|
|
|
}; |
|
|
|
|
defer for (app.primitives) |p| { |
|
|
|
|
p.vertex_buffer.release(); |
|
|
|
|
p.index_buffer.release(); |
|
|
|
@ -288,18 +318,18 @@ pub fn update(app: *App) !bool { |
|
|
|
|
defer pass.end(); |
|
|
|
|
|
|
|
|
|
pass.setPipeline(app.pipeline); |
|
|
|
|
pass.setBindGroup(0, app.scene_bind_group, &.{}); |
|
|
|
|
pass.setBindGroup(0, app.scene_uniform_bind_group, &.{}); |
|
|
|
|
|
|
|
|
|
for (app.object_bind_groups, 0..) |object_bind_group, i| { |
|
|
|
|
for (app.object_data) |object| { |
|
|
|
|
// Set the vertex and index buffer used to render this object |
|
|
|
|
// to the primitive it wants to use (either triangle or square). |
|
|
|
|
const primitive_index = app.object_primitive_indices[i]; |
|
|
|
|
const primitive_index = object.primitive_index; |
|
|
|
|
const primitive = app.primitives[primitive_index]; |
|
|
|
|
pass.setVertexBuffer(0, primitive.vertex_buffer, 0, primitive.vertex_count * @sizeOf(VertexData)); |
|
|
|
|
pass.setIndexBuffer(primitive.index_buffer, .uint32, 0, primitive.index_count * @sizeOf(u32)); |
|
|
|
|
|
|
|
|
|
// Set the bind group for an object we want to render. |
|
|
|
|
pass.setBindGroup(1, object_bind_group, &.{}); |
|
|
|
|
pass.setBindGroup(1, object.uniform_bind_group, &.{}); |
|
|
|
|
|
|
|
|
|
// Draw a number of triangles as specified in the index buffer. |
|
|
|
|
pass.drawIndexed(primitive.index_count, 1, 0, 0, 0); |
|
|
|
|