NYXGFX/examples/simple_3D/simple_3D.zig

257 lines
8.1 KiB
Zig

//! ----------------------------------------------------
//! ----------------------------------------------------
const std = @import("std");
const sdl = @import("sdl");
const math = @import("math");
const Gfx = @import("gfx");
/// ----------------------------------------------------
/// ----------------------------------------------------
const UnlitMaterial = struct {
albedo: [4]f32 = .{ 1, 1, 1, 1 },
};
/// ----------------------------------------------------
/// ----------------------------------------------------
const Vertex = struct {
pos: [3]f32,
normal: [3]f32,
uv: [2]f32,
};
/// ----------------------------------------------------
/// ----------------------------------------------------
const vertices = [_]Vertex{
.{ .pos = .{ -0.5, -0.5, 0.5 }, .normal = .{ 0, 0, 1 }, .uv = .{ 0, 0 } },
.{ .pos = .{ 0.5, -0.5, 0.5 }, .normal = .{ 0, 0, 1 }, .uv = .{ 1, 0 } },
.{ .pos = .{ 0.5, 0.5, 0.5 }, .normal = .{ 0, 0, 1 }, .uv = .{ 1, 1 } },
.{ .pos = .{ -0.5, 0.5, 0.5 }, .normal = .{ 0, 0, 1 }, .uv = .{ 0, 1 } },
.{ .pos = .{ 0.5, -0.5, -0.5 }, .normal = .{ 0, 0, -1 }, .uv = .{ 0, 0 } },
.{ .pos = .{ -0.5, -0.5, -0.5 }, .normal = .{ 0, 0, -1 }, .uv = .{ 1, 0 } },
.{ .pos = .{ -0.5, 0.5, -0.5 }, .normal = .{ 0, 0, -1 }, .uv = .{ 1, 1 } },
.{ .pos = .{ 0.5, 0.5, -0.5 }, .normal = .{ 0, 0, -1 }, .uv = .{ 0, 1 } },
.{ .pos = .{ -0.5, -0.5, -0.5 }, .normal = .{ -1, 0, 0 }, .uv = .{ 0, 0 } },
.{ .pos = .{ -0.5, -0.5, 0.5 }, .normal = .{ -1, 0, 0 }, .uv = .{ 1, 0 } },
.{ .pos = .{ -0.5, 0.5, 0.5 }, .normal = .{ -1, 0, 0 }, .uv = .{ 1, 1 } },
.{ .pos = .{ -0.5, 0.5, -0.5 }, .normal = .{ -1, 0, 0 }, .uv = .{ 0, 1 } },
.{ .pos = .{ 0.5, -0.5, 0.5 }, .normal = .{ 1, 0, 0 }, .uv = .{ 0, 0 } },
.{ .pos = .{ 0.5, -0.5, -0.5 }, .normal = .{ 1, 0, 0 }, .uv = .{ 1, 0 } },
.{ .pos = .{ 0.5, 0.5, -0.5 }, .normal = .{ 1, 0, 0 }, .uv = .{ 1, 1 } },
.{ .pos = .{ 0.5, 0.5, 0.5 }, .normal = .{ 1, 0, 0 }, .uv = .{ 0, 1 } },
.{ .pos = .{ -0.5, 0.5, 0.5 }, .normal = .{ 0, 1, 0 }, .uv = .{ 0, 0 } },
.{ .pos = .{ 0.5, 0.5, 0.5 }, .normal = .{ 0, 1, 0 }, .uv = .{ 1, 0 } },
.{ .pos = .{ 0.5, 0.5, -0.5 }, .normal = .{ 0, 1, 0 }, .uv = .{ 1, 1 } },
.{ .pos = .{ -0.5, 0.5, -0.5 }, .normal = .{ 0, 1, 0 }, .uv = .{ 0, 1 } },
.{ .pos = .{ -0.5, -0.5, -0.5 }, .normal = .{ 0, -1, 0 }, .uv = .{ 0, 0 } },
.{ .pos = .{ 0.5, -0.5, -0.5 }, .normal = .{ 0, -1, 0 }, .uv = .{ 1, 0 } },
.{ .pos = .{ 0.5, -0.5, 0.5 }, .normal = .{ 0, -1, 0 }, .uv = .{ 1, 1 } },
.{ .pos = .{ -0.5, -0.5, 0.5 }, .normal = .{ 0, -1, 0 }, .uv = .{ 0, 1 } },
};
/// ----------------------------------------------------
/// ----------------------------------------------------
const indices = [_]u32{
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15,
16, 17, 18,
16, 18, 19,
20, 21, 22,
20, 22, 23,
};
/// ----------------------------------------------------
/// ----------------------------------------------------
const Camera = struct {
projection: math.Mat4x4,
view: math.Mat4x4,
};
/// ----------------------------------------------------
/// ----------------------------------------------------
const Model = struct {
matrix: math.Mat4x4,
};
/// ----------------------------------------------------
/// ----------------------------------------------------
pub fn main(init: std.process.Init) !void {
//
// DATA
//
var material: UnlitMaterial = .{ .albedo = .{ 1.0, 0.2, 0.2, 1.0 } };
const camera: Camera = .{
.projection = .perspective(std.math.degreesToRadians(90), 800.0 / 600.0, 0.01, 1000),
.view = .lookAt(.new(.{ 1, 1, -2 }), .new(.{ 0, 0, 1 }), .new(.{ 0, 1, 0 })),
};
const model: Model = .{
.matrix = math.Mat4x4.translate(
0,
0,
0,
)
.mul(math.Quat.fromEuler(.init(0, 0, 0)).toMat4())
.mul(math.Mat4x4.scale(
1,
1,
1,
)),
};
//
// SDL
//
// --- # ---
if (!sdl.SDL_Init(sdl.SDL_INIT_VIDEO)) return error.FailedToInitSDL;
defer sdl.SDL_Quit();
// --- # ---
const window = sdl.SDL_CreateWindow("NYXGFX", 800, 600, 0) orelse return error.FailedTomakeWindow;
defer sdl.SDL_DestroyWindow(window);
// --- # ---
const props = sdl.SDL_GetWindowProperties(window);
const display = sdl.SDL_GetPointerProperty(props, sdl.SDL_PROP_WINDOW_X11_DISPLAY_POINTER, null);
const xwindow = sdl.SDL_GetNumberProperty(props, sdl.SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
//
// GFX
//
// --- # ---
var gfx: Gfx = try .init(.{
.window = .{
.xlib = .{
.window = @intCast(xwindow),
.display = display.?,
},
},
.backend = .vulkan,
}, init.gpa, init.io);
defer gfx.deinit();
errdefer gfx.deinit();
// --- # ---
const adapter = try gfx.makeAdapter(.{ .gpu_type = .any });
const surface = try gfx.makeSurface();
const device = try gfx.makeDevice(adapter, surface);
const swapchain = try gfx.makeSwapchain(adapter, device, surface);
if (gfx.getAdapterInfo(adapter)) |info| {
std.debug.print("Name: {s} | Type: {s}\n", .{ info.name, @tagName(info.gpu_type) });
}
// --- TEXTURES ---
const texture = try gfx.makeTexture(.{
.image = .{ .path = "examples/assets/textures/texture.jpg", .vertical_flip = true },
.sampler = .{ .min_filter = .linear, .address_u = .repeat },
}, adapter, device);
// --- BUFFERS ---
const vbuf = try gfx.makeBuffer(vertices, .vertex, adapter, device);
const ibuf = try gfx.makeBuffer(indices, .index, adapter, device);
// --- SHADERS ---
const simple_vert = try gfx.makeShader("examples/assets/shaders/compiled/3D.vert.spv", device);
const simple_frag = try gfx.makeShader("examples/assets/shaders/compiled/3D.frag.spv", device);
// --- PIPELINE ---
const pipeline = try gfx.makePipeline(.{
.vertex_attributes = &.{
.{ .location = 0, .format = .vec3, .offset = @offsetOf(Vertex, "pos") },
.{ .location = 1, .format = .vec3, .offset = @offsetOf(Vertex, "normal") },
.{ .location = 2, .format = .vec2, .offset = @offsetOf(Vertex, "uv") },
},
.vertex_binding = .{ .stride = @sizeOf(Vertex) },
.uniforms = &.{
.{ .name = "camera", .size = @sizeOf(Camera) },
.{ .name = "model", .size = @sizeOf(Model) },
},
.textures = &.{
texture,
},
.depth_format = .d32_sfloat,
.vert_shader = simple_vert,
.frag_shader = simple_frag,
.device = device,
.swapchain = swapchain,
});
// --- MISC ---
var event: sdl.SDL_Event = undefined;
var running: bool = true;
var i: f32 = 0;
while (running) {
// --- INPUTS ---
while (sdl.SDL_PollEvent(&event)) {
switch (event.type) {
sdl.SDL_EVENT_QUIT => running = false,
else => {},
}
}
// --- ANIMATION ---
i += 0.001;
i = @mod(i, 1);
material.albedo[1] = i;
try pipeline.setUniform("camera", Camera{
.projection = camera.projection.transpose(),
.view = camera.view.transpose(),
});
try pipeline.setUniform("model", Model{
.matrix = model.matrix.transpose(),
});
// --- FRAME ---
try gfx.beginFrame(swapchain, device);
defer gfx.endFrame(swapchain, device) catch unreachable;
// --- NEW PASS ---
if (gfx.beginPass(swapchain, .{
.clear_color = .{ 0.01, 0.01, 0.01, 1.0 },
.depth_enabled = true,
})) |pass| {
defer pass.end();
try vbuf.bind();
try ibuf.bind();
try pipeline.bind();
pass.drawIndexed(indices.len, 1, 0, 0, 0);
}
// --- NEW PASS ---
if (gfx.beginPass(swapchain, .{
.load_op = .load,
})) |pass| {
defer pass.end();
}
}
}