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@ -1,4 +1,6 @@ |
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const std = @import("std"); |
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const GeneralPurposeAllocator = std.heap.GeneralPurposeAllocator(.{}); |
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const core = @import("mach-core"); |
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const gpu = core.gpu; |
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@ -51,21 +53,52 @@ const PrimitiveData = struct { |
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pub const App = @This(); |
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gpa: GeneralPurposeAllocator, |
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allocator: std.mem.Allocator, |
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random: std.rand.Random, |
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app_timer: core.Timer, |
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title_timer: core.Timer, |
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depth_texture: *gpu.Texture, |
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depth_texture_view: *gpu.TextureView, |
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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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object_data: [3]ObjectData, |
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primitives: [2]PrimitiveData, |
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primitives: []PrimitiveData, |
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object_data: []ObjectData, |
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pub fn init(app: *App) !void { |
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try core.init(.{}); |
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// Set up a "general purpose allocator" that will handle allocations for |
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// the lifetime of the application, for which a more specific allocation |
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// strategy is not necessary. |
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// |
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// Here, `gpa` is an instance of this allocator, which handles the |
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// allocation logic, while `allocator` is the interface through which |
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// functions such as `alloc` and `free` are called. |
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app.gpa = GeneralPurposeAllocator{}; |
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app.allocator = app.gpa.allocator(); |
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// Create a pseudo-random number generator, but initialize it with |
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// a constant seed so we always get the same result when launching. |
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var prng = std.rand.DefaultPrng.init(0); |
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app.random = prng.random(); |
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app.app_timer = try core.Timer.start(); |
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app.title_timer = try core.Timer.start(); |
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// Create a depth texture. This is used to ensure that when things are |
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// rendered, an object behind another won't draw over one in front, simply |
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// because it was rendered at a later point in time. |
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app.depth_texture = core.device.createTexture(&.{ |
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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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}); |
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app.depth_texture_view = app.depth_texture.createView(null); |
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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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@ -84,16 +117,21 @@ pub fn init(app: *App) !void { |
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}), |
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}, |
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}), |
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.fragment = &gpu.FragmentState.init(.{ |
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.module = shader_module, |
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.entry_point = "frag_main", |
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.targets = &.{.{ .format = core.descriptor.format }}, |
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}), |
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.primitive = .{ |
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.topology = .triangle_list, |
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.front_face = .ccw, |
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.cull_mode = .back, |
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}, |
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.depth_stencil = &.{ |
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.format = .depth24_plus, |
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.depth_write_enabled = .true, |
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.depth_compare = .less, |
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}, |
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.fragment = &gpu.FragmentState.init(.{ |
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.module = shader_module, |
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.entry_point = "frag_main", |
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.targets = &.{.{ .format = core.descriptor.format }}, |
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}), |
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}); |
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// Set up scene related uniform buffers and bind groups. |
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@ -107,44 +145,8 @@ pub fn init(app: *App) !void { |
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app.scene_uniform_bind_group = result.bind_group; |
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} |
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// Set up object related uniform buffers and bind groups. |
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// This uploads data to the GPU about all the object we |
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// want to render, such as their location and color. |
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{ |
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const ObjectDescription = struct { pos: [3]f32, color: [3]f32, prim: usize }; |
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const object_desc = [_]ObjectDescription{ |
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// zig fmt: off |
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.{ .pos = .{ -1.25, 0.25, 0.0 }, .color = .{ 1.0, 0.0, 0.0 }, .prim = 0 }, |
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.{ .pos = .{ 0.0 , -0.25, 0.0 }, .color = .{ 0.0, 1.0, 0.0 }, .prim = 1 }, |
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.{ .pos = .{ 1.25, 0.0 , 0.0 }, .color = .{ 0.0, 0.0, 1.0 }, .prim = 0 }, |
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// zig fmt: on |
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}; |
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// The objects are rotated 180° to face the camera, or else we |
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// would see the back side of the triangles, which are culled. |
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const rotation = zm.rotationY(std.math.tau / 2.0); |
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for (object_desc, &app.object_data) |desc, *object| { |
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const translation = zm.translation(desc.pos[0], desc.pos[1], desc.pos[2]); |
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const model_matrix = zm.mul(rotation, translation); |
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const result = createAndWriteUniformBuffer( |
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app.pipeline.getBindGroupLayout(1), |
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ObjectUniformBuffer{ |
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.model_matrix = zm.transpose(model_matrix), |
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.color = desc.color, |
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}, |
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); |
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object.* = .{ |
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.uniform_buffer = result.buffer, |
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.uniform_bind_group = result.bind_group, |
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.primitive_index = desc.prim, |
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}; |
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} |
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} |
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// Set up the primitives we want to render. |
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app.primitives = try app.allocator.alloc(PrimitiveData, 2); |
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// Triangle |
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app.primitives[0] = createPrimitive( |
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&.{ |
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@ -186,6 +188,57 @@ pub fn init(app: *App) !void { |
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3, 2, 1, |
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}, |
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); |
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// Set up object related uniform buffers and bind groups. |
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// This uploads data to the GPU about all the object we |
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// want to render, such as their location and color. |
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{ |
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const grid_size = 8; |
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// Allocate a slice to store as many ObjectData as we want to create. |
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// |
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// Using a slice instead of an array means that we could change how |
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// many object we want to render at compile time, however it requires |
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// allocating, and later freeing, memory to store the slice. |
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app.object_data = try app.allocator.alloc(ObjectData, grid_size * grid_size); |
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// Note that for loops in Zig are a little different than you might |
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// know from other languages. They only look over arrays, slices, |
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// tuples and ranges, potentially multiple at once. |
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for (app.object_data, 0..) |*object, i| { |
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const grid_max: f32 = @floatFromInt(grid_size - 1); |
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const x = @as(f32, @floatFromInt(i % grid_size)) / grid_max; |
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const z = @as(f32, @floatFromInt(i / grid_size)) / grid_max; |
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const rotation = zm.rotationY(std.math.tau * (x + z) / 2.0); |
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const translation = zm.translation((x - 0.5) * grid_size, 0, (z - 0.5) * grid_size); |
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const model_matrix = zm.mul(rotation, translation); |
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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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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 result = createAndWriteUniformBuffer( |
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app.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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}, |
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); |
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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 = result.buffer, |
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.uniform_bind_group = result.bind_group, |
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.primitive_index = app.random.int(usize) % app.primitives.len, |
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}; |
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} |
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} |
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} |
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/// Creates a buffer on the GPU to store uniform parameter information as |
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@ -246,17 +299,22 @@ pub fn deinit(app: *App) 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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defer core.deinit(); |
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defer _ = app.gpa.deinit(); // TODO: Check for memory leaks? |
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defer app.depth_texture.release(); |
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defer app.depth_texture_view.release(); |
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defer app.pipeline.release(); |
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defer app.scene_uniform_buffer.release(); |
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defer app.scene_uniform_bind_group.release(); |
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defer for (app.object_data) |o| { |
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o.uniform_buffer.release(); |
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o.uniform_bind_group.release(); |
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}; |
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defer app.allocator.free(app.primitives); |
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defer for (app.primitives) |p| { |
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p.vertex_buffer.release(); |
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p.index_buffer.release(); |
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}; |
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defer app.allocator.free(app.object_data); |
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defer for (app.object_data) |o| { |
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o.uniform_buffer.release(); |
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o.uniform_bind_group.release(); |
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}; |
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} |
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pub fn update(app: *App) !bool { |
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@ -273,16 +331,18 @@ pub fn update(app: *App) !bool { |
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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 = app.app_timer.read(); |
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const x = @cos(time * std.math.tau / 10); |
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const y = @sin(time * std.math.tau / 10); |
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const view_matrix = zm.lookAtLh(vec(x, y, -2, 1), vec(0, 0, 0, 1), vec(0, 1, 0, 1)); |
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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 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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// 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 field_of_view = std.math.degreesToRadians(f32, 45.0); |
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const proj_matrix = zm.perspectiveFovLh(field_of_view, width / height, 0.1, 10); |
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const proj_matrix = zm.perspectiveFovLh(field_of_view, width / height, 0.05, 80.0); |
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const view_proj_matrix = zm.mul(view_matrix, proj_matrix); |
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@ -299,6 +359,12 @@ pub fn update(app: *App) !bool { |
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.load_op = .clear, |
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.store_op = .store, |
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}}, |
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.depth_stencil_attachment = &.{ |
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.view = app.depth_texture_view, |
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.depth_load_op = .clear, |
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.depth_store_op = .store, |
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.depth_clear_value = 1.0, |
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}, |
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}); |
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// Create a `WGPUCommandEncoder` which provides an interface for recording GPU commands. |
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