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@ -13,23 +13,11 @@ const primitives = @import("./primitives.zig"); |
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const VertexData = primitives.VertexData; |
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const PrimitiveData = primitives.PrimitiveData; |
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/// Holds information about how a perticular scene should be rendered. |
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const SceneUniformBuffer = struct { |
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view_proj_matrix: Mat, |
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}; |
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/// Holds information about where and how an object should be rendered. |
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const ObjectUniformBuffer = struct { |
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model_matrix: Mat, |
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color: [3]f32, |
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}; |
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/// Holds data needed to render an object in a rendering pass. |
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const ObjectData = struct { |
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/// Reference to data stored on the GPU of type `ObjectUniformBuffer`. |
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uniform_buffer: *gpu.Buffer, |
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/// Bind group used to associate the buffer to the `object` shader parameter. |
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uniform_bind_group: *gpu.BindGroup, |
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/// Bind group which associates model-related buffers with parameters |
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/// in our shader. This one is accessible via `@group(1)` in our shader. |
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model_bind_group: *gpu.BindGroup, |
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/// Reference to the primitive (shape or model) to render for this object. |
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primitive: *PrimitiveData, |
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}; |
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@ -39,8 +27,8 @@ const Renderer = @This(); |
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app: *App, |
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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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view_proj_buffer: *gpu.Buffer, |
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camera_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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@ -49,11 +37,42 @@ primitive_data: []PrimitiveData, |
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object_data: []ObjectData, |
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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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var label_buffer: [256]u8 = undefined; |
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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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// Define layouts for our bind groups and pipeline. |
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// This helps find errors with missing or mismatching shader properties. |
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var camera_bind_group_layout = core.device.createBindGroupLayout(&gpu.BindGroupLayout.Descriptor.init(.{ |
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.label = "Camera Bind Group Layout", |
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.entries = &.{ |
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gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, false, 0), |
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}, |
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})); |
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defer camera_bind_group_layout.release(); |
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var model_bind_group_layout = core.device.createBindGroupLayout(&gpu.BindGroupLayout.Descriptor.init(.{ |
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.label = "Model Bind Group Layout", |
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.entries = &.{ |
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gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, false, 0), |
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gpu.BindGroupLayout.Entry.buffer(1, .{ .vertex = true }, .uniform, false, 0), |
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}, |
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})); |
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defer model_bind_group_layout.release(); |
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const pipeline_layout = core.device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{ |
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.bind_group_layouts = &.{ |
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camera_bind_group_layout, |
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model_bind_group_layout, |
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}, |
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})); |
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defer pipeline_layout.release(); |
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// Set up rendering pipeline. |
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const pipeline = core.device.createRenderPipeline(&.{ |
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.layout = pipeline_layout, |
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.vertex = gpu.VertexState.init(.{ |
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.module = shader_module, |
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.entry_point = "vertex_main", |
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@ -85,10 +104,17 @@ pub fn init(app: *App) !*Renderer { |
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}); |
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// Set up scene related uniform buffers and bind groups. |
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const scene_uniform = createAndWriteUniformBuffer( |
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pipeline.getBindGroupLayout(0), |
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SceneUniformBuffer{ .view_proj_matrix = zm.identity() }, |
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); |
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const view_proj_buffer = createAndWriteBuffer(zm.Mat, &.{zm.identity()}, .{ .copy_dst = true, .uniform = true }); |
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// "Bind groups" are used to associate data from buffers with shader parameters. |
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// So for example the `camera_bind_group` is accessible via `@group(0)` in our shader. |
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const camera_bind_group = core.device.createBindGroup(&gpu.BindGroup.Descriptor.init(.{ |
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.label = "Camera Bind Group", |
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.layout = camera_bind_group_layout, |
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.entries = &.{ |
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gpu.BindGroup.Entry.buffer(0, view_proj_buffer, 0, @sizeOf(zm.Mat)), |
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}, |
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})); |
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// Set up the primitives we want to render. |
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// |
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@ -128,19 +154,27 @@ pub fn init(app: *App) !*Renderer { |
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// Make the object have a color depending on its location in the grid. |
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// These values are layed out so each corner is red, green, blue and black. |
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const color = .{ |
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const model_color = .{ |
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std.math.clamp(1.0 - x - z, 0.0, 1.0), |
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std.math.clamp(x - z, 0.0, 1.0), |
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std.math.clamp(z - x, 0.0, 1.0), |
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}; |
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const object_uniform = createAndWriteUniformBuffer( |
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pipeline.getBindGroupLayout(1), |
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ObjectUniformBuffer{ |
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.model_matrix = zm.transpose(model_matrix), |
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.color = color, |
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const model_matrix_buffer = createAndWriteBuffer(zm.Mat, &.{zm.transpose(model_matrix)}, .{ .copy_dst = true, .uniform = true }); |
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defer model_matrix_buffer.release(); |
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const model_color_buffer = createAndWriteBuffer([3]f32, &.{model_color}, .{ .copy_dst = true, .uniform = true }); |
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defer model_color_buffer.release(); |
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const model_bind_group_label = try std.fmt.bufPrintZ(&label_buffer, "Model Bind Group {d}", .{i}); |
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const model_bind_group = core.device.createBindGroup(&gpu.BindGroup.Descriptor.init(.{ |
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.label = model_bind_group_label, |
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.layout = model_bind_group_layout, |
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.entries = &.{ |
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gpu.BindGroup.Entry.buffer(0, model_matrix_buffer, 0, @sizeOf(zm.Mat)), |
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gpu.BindGroup.Entry.buffer(1, model_color_buffer, 0, @sizeOf([3]f32)), |
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}, |
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); |
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})); |
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// Pick a "random" primitive to use for this object. |
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const primitive_index = app.random.int(usize) % primitive_data.len; |
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@ -149,8 +183,7 @@ pub fn init(app: *App) !*Renderer { |
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// The `*object` syntax gets us a pointer to each element in the |
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// `object_data` slice, allowing us to override it within the loop. |
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object.* = .{ |
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.uniform_buffer = object_uniform.buffer, |
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.uniform_bind_group = object_uniform.bind_group, |
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.model_bind_group = model_bind_group, |
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.primitive = primitive, |
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}; |
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} |
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@ -159,8 +192,8 @@ pub fn init(app: *App) !*Renderer { |
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result.* = .{ |
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.app = app, |
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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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.view_proj_buffer = view_proj_buffer, |
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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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}; |
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@ -178,8 +211,8 @@ pub fn deinit(self: *Renderer) void { |
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defer self.app.allocator.destroy(self); |
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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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defer self.view_proj_buffer.release(); |
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defer self.camera_bind_group.release(); |
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defer self.app.allocator.free(self.primitive_data); |
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defer for (self.primitive_data) |p| { |
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@ -188,8 +221,7 @@ pub fn deinit(self: *Renderer) void { |
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}; |
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defer self.app.allocator.free(self.object_data); |
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defer for (self.object_data) |o| { |
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o.uniform_buffer.release(); |
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o.uniform_bind_group.release(); |
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o.model_bind_group.release(); |
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}; |
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defer if (self.depth_texture) |t| t.release(); |
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@ -249,11 +281,11 @@ pub fn update(self: *Renderer) void { |
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defer encoder.release(); |
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// Write to the scene uniform buffer for this set of commands. |
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encoder.writeBuffer(self.scene_uniform_buffer, 0, &[_]SceneUniformBuffer{.{ |
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encoder.writeBuffer(self.view_proj_buffer, 0, &[_]zm.Mat{ |
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// All matrices the GPU has to work with need to be transposed, |
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// because WebGPU uses column-major matrices while zmath is row-major. |
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.view_proj_matrix = zm.transpose(view_proj_matrix), |
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}}); |
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zm.transpose(view_proj_matrix), |
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}); |
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{ |
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const pass = encoder.beginRenderPass(&render_pass_info); |
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@ -261,17 +293,17 @@ pub fn update(self: *Renderer) void { |
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defer pass.end(); |
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pass.setPipeline(self.pipeline); |
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pass.setBindGroup(0, self.scene_uniform_bind_group, &.{}); |
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pass.setBindGroup(0, self.camera_bind_group, &.{}); |
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for (self.object_data) |object| { |
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// Set the vertex and index buffer used to render this object |
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// to the primitive it wants to use (either triangle or square). |
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// Set the vertex and index buffer used to render this |
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// object to the ones from the primitive it wants to use. |
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const prim = object.primitive; |
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pass.setVertexBuffer(0, prim.vertex_buffer, 0, prim.vertex_count * @sizeOf(VertexData)); |
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pass.setIndexBuffer(prim.index_buffer, .uint32, 0, prim.index_count * @sizeOf(u32)); |
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// Set the bind group for an object we want to render. |
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pass.setBindGroup(1, object.uniform_bind_group, &.{}); |
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// Set the bind group for the object we want to render. |
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pass.setBindGroup(1, object.model_bind_group, &.{}); |
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// Draw a number of triangles as specified in the index buffer. |
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pass.drawIndexed(prim.index_count, 1, 0, 0, 0); |
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@ -295,6 +327,7 @@ pub fn recreateDepthTexture(self: *Renderer) void { |
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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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.label = "Depth Texture", |
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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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@ -302,30 +335,6 @@ pub fn recreateDepthTexture(self: *Renderer) void { |
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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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pub fn createAndWriteUniformBuffer( |
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layout: *gpu.BindGroupLayout, |
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data: anytype, |
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) struct { |
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buffer: *gpu.Buffer, |
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bind_group: *gpu.BindGroup, |
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} { |
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const T = @TypeOf(data); |
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const usage = gpu.Buffer.UsageFlags{ .copy_dst = true, .uniform = true }; |
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const buffer = createAndWriteBuffer(T, &.{data}, usage); |
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// "Bind groups" are used to associate data from buffers with shader parameters. |
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// So for example the `scene_uniform_bind_group` is accessible via `scene` in our shader. |
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// Essentially, buffer = data, and bind group = binding parameter to that data. |
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const bind_group_entry = gpu.BindGroup.Entry.buffer(0, buffer, 0, @sizeOf(T)); |
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const bind_group_desc = gpu.BindGroup.Descriptor.init(.{ .layout = layout, .entries = &.{bind_group_entry} }); |
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const bind_group = core.device.createBindGroup(&bind_group_desc); |
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return .{ .buffer = buffer, .bind_group = bind_group }; |
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} |
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/// Creates a buffer on the GPU with the specified usage |
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/// flags and immediately fills it with the provided data. |
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pub fn createAndWriteBuffer( |
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