Attempt at making a bloxel game in Zig using Mach and Flecs
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const std = @import("std");
const tau = std.math.tau;
const gpu = @import("mach").core.gpu;
const Renderer = @import("./renderer.zig");
const createAndWriteBuffer = Renderer.createAndWriteBuffer;
/// Describes the layout of each vertex that a primitive is made of.
pub const VertexData = struct {
position: [3]f32,
uv: [2]f32,
};
/// Contains the data to render a primitive (3D shape or model).
pub const PrimitiveData = struct {
/// Vertices describe the "points" that a primitive is made out of.
/// This buffer is of type `[]VertexData`.
vertex_buffer: *gpu.Buffer,
vertex_count: u32,
/// Indices describe what vertices make up the triangles in a primitive.
/// This buffer is of type `[]u32`.
index_buffer: *gpu.Buffer,
index_count: u32,
// For example, `vertex_buffer` may have 4 points defining a square, but
// since it needs to be rendered using 2 triangles, `index_buffer` will
// contain 6 entries, `0, 1, 2` and `3, 2, 1` making up one triangle each.
};
/// Creates a primitive from the provided vertices and indices,
/// and uploads the buffers necessary to render it to the GPU.
pub fn createPrimitive(
vertices: []const VertexData,
indices: []const u32,
) PrimitiveData {
return .{
.vertex_buffer = createAndWriteBuffer(VertexData, vertices, .{ .vertex = true, .copy_dst = true }),
.vertex_count = @intCast(vertices.len),
.index_buffer = createAndWriteBuffer(u32, indices, .{ .index = true, .copy_dst = true }),
.index_count = @intCast(indices.len),
};
}
fn vert(x: f32, y: f32, z: f32, tx: f32, ty: f32) VertexData {
return .{ .position = .{ x, y, z }, .uv = .{ tx, ty } };
}
pub fn createTrianglePrimitive(length: f32) PrimitiveData {
const radius = length / @sqrt(3.0);
const a0 = 0.0;
const a1 = tau / 3.0;
const a2 = tau / 3.0 * 2.0;
return createPrimitive(
// A triangle is made up of 3 vertices.
//
// 0
// / \
// / \
// 1-----2
&.{
vert(@sin(a0) * radius, @cos(a0) * radius, 0.0, 0.5, 0.0),
vert(@sin(a1) * radius, @cos(a1) * radius, 0.0, 0.0, 1.0),
vert(@sin(a2) * radius, @cos(a2) * radius, 0.0, 1.0, 1.0),
},
// Vertices have to be specified in counter-clockwise,
// so the "front" of the triangle is facing the right way.
&.{
0, 1, 2,
},
);
}
pub fn createSquarePrimitive(width: f32) PrimitiveData {
const half_width = width / 2.0;
return createPrimitive(
// A square is made up of 4 vertices, ...
//
// 0---2
// | |
// | |
// 1---3
&.{
// zig fmt: off
vert(-half_width, -half_width, 0.0, 0.0, 0.0),
vert(-half_width, half_width, 0.0, 0.0, 1.0),
vert( half_width, -half_width, 0.0, 1.0, 0.0),
vert( half_width, half_width, 0.0, 1.0, 1.0),
// zig fmt: on
},
// ... but it has to be split up into 2 triangles.
//
// 0--2 4
// | / /|
// |/ / |
// 1 5--3
&.{
0, 1, 2,
3, 2, 1,
},
);
}
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 = 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, 0.0, 0.0),
vert( half_width, -half_width, -half_width, 0.0, 1.0),
vert( half_width, half_width, half_width, 1.0, 0.0),
vert( half_width, -half_width, half_width, 1.0, 1.0),
// Left (-X)
vert(-half_width, half_width, half_width, 0.0, 0.0),
vert(-half_width, -half_width, half_width, 0.0, 1.0),
vert(-half_width, half_width, -half_width, 1.0, 0.0),
vert(-half_width, -half_width, -half_width, 1.0, 1.0),
// Top (+Y)
vert( half_width, half_width, -half_width, 0.0, 0.0),
vert( half_width, half_width, half_width, 0.0, 1.0),
vert(-half_width, half_width, -half_width, 1.0, 0.0),
vert(-half_width, half_width, half_width, 1.0, 1.0),
// Bottom (-Y)
vert(-half_width, -half_width, -half_width, 1.0, 0.0),
vert(-half_width, -half_width, half_width, 0.0, 0.0),
vert( half_width, -half_width, -half_width, 1.0, 1.0),
vert( half_width, -half_width, half_width, 0.0, 1.0),
// Front (+Z)
vert( half_width, half_width, half_width, 0.0, 0.0),
vert( half_width, -half_width, half_width, 0.0, 1.0),
vert(-half_width, half_width, half_width, 1.0, 0.0),
vert(-half_width, -half_width, half_width, 1.0, 1.0),
// Back (-Z)
vert(-half_width, half_width, -half_width, 0.0, 0.0),
vert(-half_width, -half_width, -half_width, 0.0, 1.0),
vert( half_width, half_width, -half_width, 1.0, 0.0),
vert( half_width, -half_width, -half_width, 1.0, 1.0),
},
&.{
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, 0.5, 0.0),
vert( half_width, -half_width, -half_width, 0.0, 1.0),
vert( half_width, -half_width, half_width, 1.0, 1.0),
// Left
vert( 0.0, half_width, 0.0, 0.5, 0.0),
vert(-half_width, -half_width, half_width, 0.0, 1.0),
vert(-half_width, -half_width, -half_width, 1.0, 1.0),
// Front
vert( 0.0, half_width, 0.0, 0.5, 0.0),
vert( half_width, -half_width, half_width, 0.0, 1.0),
vert(-half_width, -half_width, half_width, 1.0, 1.0),
// Back
vert( 0.0, half_width, 0.0, 0.5, 0.0),
vert(-half_width, -half_width, -half_width, 0.0, 1.0),
vert( half_width, -half_width, -half_width, 1.0, 1.0),
// Bottom
vert(-half_width, -half_width, -half_width, 0.0, 0.0),
vert(-half_width, -half_width, half_width, 0.0, 1.0),
vert( half_width, -half_width, -half_width, 1.0, 0.0),
vert( half_width, -half_width, half_width, 1.0, 1.0),
},
&.{
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
);
}