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146 lines
4.7 KiB
146 lines
4.7 KiB
const std = @import("std"); |
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const core = @import("mach-core"); |
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const gpu = core.gpu; |
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const zm = @import("zmath"); |
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const vec = zm.f32x4; |
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const Mat = zm.Mat; |
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pub const App = @This(); |
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app_timer: core.Timer, |
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title_timer: core.Timer, |
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pipeline: *gpu.RenderPipeline, |
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mvp_uniform_buffer: *gpu.Buffer, |
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mvp_bind_group: *gpu.BindGroup, |
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pub fn init(app: *App) !void { |
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try core.init(.{}); |
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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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const blend = gpu.BlendState{}; |
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const color_target = gpu.ColorTargetState{ |
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.format = core.descriptor.format, |
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.blend = &blend, |
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.write_mask = gpu.ColorWriteMaskFlags.all, |
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}; |
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const fragment = gpu.FragmentState.init(.{ |
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.module = shader_module, |
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.entry_point = "frag_main", |
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.targets = &.{color_target}, |
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}); |
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{ |
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.vertex = gpu.VertexState{ |
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.module = shader_module, |
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.entry_point = "vertex_main", |
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}, |
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.fragment = &fragment, |
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}; |
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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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app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor); |
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app.mvp_uniform_buffer = core.device.createBuffer(&.{ |
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.usage = .{ .copy_dst = true, .uniform = true }, |
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.size = @sizeOf(zm.Mat), |
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.mapped_at_creation = .false, |
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}); |
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app.mvp_bind_group = core.device.createBindGroup( |
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&gpu.BindGroup.Descriptor.init(.{ |
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.layout = app.pipeline.getBindGroupLayout(0), |
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.entries = &.{ |
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gpu.BindGroup.Entry.buffer(0, app.mvp_uniform_buffer, 0, @sizeOf(zm.Mat)), |
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}, |
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}), |
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); |
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} |
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pub fn deinit(app: *App) void { |
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defer core.deinit(); |
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defer app.pipeline.release(); |
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defer app.mvp_uniform_buffer.release(); |
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defer app.mvp_bind_group.release(); |
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} |
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pub fn update(app: *App) !bool { |
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var iter = core.pollEvents(); |
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while (iter.next()) |event| { |
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switch (event) { |
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.close => return true, |
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else => {}, |
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} |
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} |
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// Set up a view matrix from the camera transform. |
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// This moves everything to be relative to the camera. |
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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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// 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 view_proj_matrix = zm.mul(view_matrix, proj_matrix); |
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// Get back buffer texture to render to. |
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?; |
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defer back_buffer_view.release(); |
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// Once rendering is done (hence `defer`), swap back buffer to the front to display. |
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defer core.swap_chain.present(); |
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const color_attachment = gpu.RenderPassColorAttachment{ |
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.view = back_buffer_view, |
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.clear_value = std.mem.zeroes(gpu.Color), |
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.load_op = .clear, |
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.store_op = .store, |
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}; |
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const render_pass_info = gpu.RenderPassDescriptor.init(.{ |
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.color_attachments = &.{color_attachment}, |
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}); |
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// Create a `WGPUCommandEncoder` which provides an interface for recording GPU commands. |
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const encoder = core.device.createCommandEncoder(null); |
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defer encoder.release(); |
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encoder.writeBuffer(app.mvp_uniform_buffer, 0, &[_]zm.Mat{zm.transpose(view_proj_matrix)}); |
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{ |
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const pass = encoder.beginRenderPass(&render_pass_info); |
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defer pass.release(); |
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defer pass.end(); |
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pass.setPipeline(app.pipeline); |
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pass.setBindGroup(0, app.mvp_bind_group, &.{}); |
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// Draw three triangles with the help of a specialized shader. |
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pass.draw(9, 1, 0, 0); |
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} |
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// Finish recording commands, creating a `WGPUCommandBuffer`. |
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var command = encoder.finish(null); |
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defer command.release(); |
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// Submit the command(s) to the GPU. |
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core.queue.submit(&.{command}); |
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// Update the window title to show FPS and input frequency. |
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if (app.title_timer.read() >= 1.0) { |
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app.title_timer.reset(); |
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try core.printTitle("Triangle [ {d}fps ] [ Input {d}hz ]", .{ core.frameRate(), core.inputRate() }); |
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} |
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return false; |
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}
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