Use cube and pyramid primitives

main
copygirl 9 months ago
parent 3761035aea
commit e978a98265
  1. 16
      src/main.zig
  2. 107
      src/primitives.zig

@ -47,7 +47,7 @@ depth_texture_view: *gpu.TextureView,
pipeline: *gpu.RenderPipeline,
scene_uniform_buffer: *gpu.Buffer,
scene_uniform_bind_group: *gpu.BindGroup,
primitive_data: [2]PrimitiveData,
primitive_data: []PrimitiveData,
object_data: []ObjectData,
pub fn init(app: *App) !void {
@ -128,10 +128,15 @@ pub fn init(app: *App) !void {
}
// Set up the primitives we want to render.
app.primitive_data = .{
primitives.createTrianglePrimitive(1.0),
primitives.createSquarePrimitive(1.0),
};
// Using `dupe` to allocate a slice here allows easily adjusting the
// primitives to use, without changing the type of `primitive_data`.
app.primitive_data = try app.allocator.dupe(PrimitiveData, &.{
// primitives.createTrianglePrimitive(1.0),
// primitives.createSquarePrimitive(0.8),
// primitives.createCirclePrimitive(0.5, 24),
primitives.createCubePrimitive(0.65),
primitives.createPyramidPrimitive(0.75),
});
// Set up object related uniform buffers and bind groups.
// This uploads data to the GPU about all the object we
@ -239,6 +244,7 @@ pub fn deinit(app: *App) void {
defer app.pipeline.release();
defer app.scene_uniform_buffer.release();
defer app.scene_uniform_bind_group.release();
defer app.allocator.free(app.primitive_data);
defer for (app.primitive_data) |p| {
p.vertex_buffer.release();
p.index_buffer.release();

@ -100,3 +100,110 @@ pub fn createSquarePrimitive(width: f32) PrimitiveData {
},
);
}
pub fn createCirclePrimitive(radius: f32, comptime sides: usize) PrimitiveData {
if (sides < 3) @compileError("sides must be at least 3");
var vertices: [sides]VertexData = undefined;
for (&vertices, 0..) |*vertex, i| {
const angle = std.math.tau / @as(f32, @floatFromInt(sides)) * @as(f32, @floatFromInt(i));
vertex.* = vert(@sin(angle) * radius, @cos(angle) * radius, 0.0);
}
var indices: [(sides - 2) * 3]u32 = undefined;
for (0..(sides - 2)) |i| {
indices[i * 3 + 0] = 0;
indices[i * 3 + 1] = @as(u32, @intCast(i)) + 1;
indices[i * 3 + 2] = @as(u32, @intCast(i)) + 2;
}
return createPrimitive(&vertices, &indices);
}
pub fn createCubePrimitive(width: f32) PrimitiveData {
const half_width = width / 2.0;
return createPrimitive(
// zig fmt: off
&.{
// Right (+X)
vert( half_width, half_width, -half_width),
vert( half_width, -half_width, -half_width),
vert( half_width, half_width, half_width),
vert( half_width, -half_width, half_width),
// Left (-X)
vert(-half_width, half_width, half_width),
vert(-half_width, -half_width, half_width),
vert(-half_width, half_width, -half_width),
vert(-half_width, -half_width, -half_width),
// Top (+Y)
vert( half_width, half_width, -half_width),
vert( half_width, half_width, half_width),
vert(-half_width, half_width, -half_width),
vert(-half_width, half_width, half_width),
// Bottom (-Y)
vert(-half_width, -half_width, -half_width),
vert(-half_width, -half_width, half_width),
vert( half_width, -half_width, -half_width),
vert( half_width, -half_width, half_width),
// Front (+Z)
vert( half_width, half_width, half_width),
vert( half_width, -half_width, half_width),
vert(-half_width, half_width, half_width),
vert(-half_width, -half_width, half_width),
// Back (-Z)
vert(-half_width, half_width, -half_width),
vert(-half_width, -half_width, -half_width),
vert( half_width, half_width, -half_width),
vert( half_width, -half_width, -half_width),
},
&.{
0, 1, 2, 3, 2, 1, // Right
4, 5, 6, 7, 6, 5, // Left
8, 9, 10, 11, 10, 9, // Top
12, 13, 14, 15, 14, 13, // Bottom
16, 17, 18, 19, 18, 17, // Front
20, 21, 22, 23, 22, 21, // Back
},
// zig fmt: on
);
}
pub fn createPyramidPrimitive(width: f32) PrimitiveData {
const half_width = width / 2.0;
return createPrimitive(
// zig fmt: off
&.{
// Right
vert( 0.0, half_width, 0.0),
vert( half_width, -half_width, -half_width),
vert( half_width, -half_width, half_width),
// Left
vert( 0.0, half_width, 0.0),
vert(-half_width, -half_width, half_width),
vert(-half_width, -half_width, -half_width),
// Front
vert( 0.0, half_width, 0.0),
vert( half_width, -half_width, half_width),
vert(-half_width, -half_width, half_width),
// Back
vert( 0.0, half_width, 0.0),
vert(-half_width, -half_width, -half_width),
vert( half_width, -half_width, -half_width),
// Bottom
vert(-half_width, -half_width, -half_width),
vert(-half_width, -half_width, half_width),
vert( half_width, -half_width, -half_width),
vert( half_width, -half_width, half_width),
},
&.{
0, 1, 2, // Right
3, 4, 5, // Left
6, 7, 8, // Front
9, 10, 11, // Back
// Bottom
12, 13, 14,
15, 14, 13,
},
// zig fmt: on
);
}

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