More refactors around assets. Trust me, we need them

This commit is contained in:
2025-12-04 23:31:30 +01:00
parent d885fbea43
commit a372bcb981
13 changed files with 868 additions and 592 deletions

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@@ -1,10 +1,22 @@
{
"materials": [
"GrassSide.json",
"GrassSide.json",
"GrassSide.json",
"GrassSide.json",
"GrassTop.json",
"Dirt.json"
]
"walls": {
"positive_x": {
"material": "GrassSide.json"
},
"negative_x": {
"material": "GrassSide.json"
},
"positive_y": {
"material": "GrassSide.json"
},
"negative_y": {
"material": "GrassSide.json"
},
"positive_z": {
"material": "GrassTop.json"
},
"negative_z": {
"material": "Dirt.json"
}
}
}

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@@ -1,10 +1,22 @@
{
"materials": [
"OakLogTop.json",
"OakLogTop.json",
"OakLog.json",
"OakLog.json",
"OakLog.json",
"OakLog.json"
]
"walls": {
"positive_x": {
"material": "OakLogTop.json"
},
"negative_x": {
"material": "OakLogTop.json"
},
"positive_y": {
"material": "OakLog.json"
},
"negative_y": {
"material": "OakLog.json"
},
"positive_z": {
"material": "OakLog.json"
},
"negative_z": {
"material": "OakLog.json"
}
}
}

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@@ -1,10 +1,22 @@
{
"materials": [
"OakLog.json",
"OakLog.json",
"OakLogTop.json",
"OakLogTop.json",
"OakLog.json",
"OakLog.json"
]
"walls": {
"positive_x": {
"material": "OakLog.json"
},
"negative_x": {
"material": "OakLog.json"
},
"positive_y": {
"material": "OakLogTop.json"
},
"negative_y": {
"material": "OakLogTop.json"
},
"positive_z": {
"material": "OakLog.json"
},
"negative_z": {
"material": "OakLog.json"
}
}
}

View File

@@ -1,10 +1,22 @@
{
"materials": [
"OakLog.json",
"OakLog.json",
"OakLog.json",
"OakLog.json",
"OakLogTop.json",
"OakLogTop.json"
]
"walls": {
"positive_x": {
"material": "OakLog.json"
},
"negative_x": {
"material": "OakLog.json"
},
"positive_y": {
"material": "OakLog.json"
},
"negative_y": {
"material": "OakLog.json"
},
"positive_z": {
"material": "OakLogTop.json"
},
"negative_z": {
"material": "OakLogTop.json"
}
}
}

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@@ -1,8 +1,9 @@
const Game = @This();
const std = @import("std");
const math = @import("math.zig");
const glfw = @import("zglfw");
const math = @import("math.zig");
const shaders = @import("shaders.zig");
const vk = @import("vulkan");
const worldgen = @import("worldgen.zig");
@@ -10,7 +11,6 @@ const Blocks = @import("assets/Blocks.zig");
const Chunk = @import("assets/Chunk.zig");
const CommandBuffer = @import("engine/CommandBuffer.zig");
const Engine = @import("engine/Engine.zig");
const GenericBuffer = @import("engine/GenericBuffer.zig").GenericBuffer;
const Iterator2 = math.Iterator2;
const Materials = @import("assets/Materials.zig");
const Matrix4x4 = math.Matrix4x4;
@@ -22,87 +22,6 @@ const Textures = @import("assets/Textures.zig");
const Vector2 = math.Vector2;
const Vector2x8 = math.Vector2x8;
const Vector3 = math.Vector3;
const Vector4 = math.Vector4;
const PointLight = extern struct {
positionWS: [3]f32,
color: [3]f32,
pub fn init(position_ws: Vector3, color: Vector3) PointLight {
return .{
.positionWS = position_ws.asArray(),
.color = color.asArray(),
};
}
};
const DirectionalLight = extern struct {
directionWS: [3]f32,
color: [3]f32,
pub fn init(direction_ws: Vector3, color: Vector3) DirectionalLight {
return .{
.directionWS = direction_ws.asArray(),
.color = color.asArray(),
};
}
};
const GlobalUniforms = extern struct {
matrixWStoVS: [16]f32,
matrixVStoCS: [16]f32,
ambientLight: [3]f32,
pub fn init(matrix_ws_to_vs: Matrix4x4, matrix_vs_to_cs: Matrix4x4, ambient_light: Vector3) GlobalUniforms {
return .{
.matrixWStoVS = matrix_ws_to_vs.asArray(),
.matrixVStoCS = matrix_vs_to_cs.asArray(),
.ambientLight = ambient_light.asArray(),
};
}
};
pub const ObjectUniforms = extern struct {
matrixOStoWS: [16]f32,
matrixOStoWSNormal: [16]f32,
material: Materials.Id,
pub fn init(matrix_os_to_ws: Matrix4x4, matrix_ow_to_ws_normal: Matrix4x4, material: Materials.Id) ObjectUniforms {
return .{
.matrixOStoWS = matrix_os_to_ws.asArray(),
.matrixOStoWSNormal = matrix_ow_to_ws_normal.asArray(),
.material = material,
};
}
};
const Vertex = extern struct {
positionOS: [3]f32,
texCoord: [2]u16,
normalOS: [3]i8,
tangentOS: [4]i8,
pub fn init(position_os: Vector3, tex_coord: Vector2, normal_os: Vector3, tangent_os: Vector4) Vertex {
return .{
.positionOS = position_os.asArray(),
.texCoord = tex_coord.asArrayNorm(u16),
.normalOS = normal_os.asArrayNorm(i8),
.tangentOS = tangent_os.asArrayNorm(i8),
};
}
};
const GlobalUniformsBuffer = GenericBuffer(GlobalUniforms, void);
const PointLightBuffer = GenericBuffer(u32, PointLight);
const DirectionalLightBuffer = GenericBuffer(u32, DirectionalLight);
const ObjectUniformsBuffer = GenericBuffer(void, ObjectUniforms);
const VertexBuffer = GenericBuffer(void, Vertex);
const IndexBuffer = GenericBuffer(void, u16);
const main_vert_spv align(4) = @embedFile("shaders/main_vert.spv").*;
const main_frag_spv align(4) = @embedFile("shaders/main_frag.spv").*;
allocator: std.mem.Allocator,
engine: *Engine,
@@ -114,15 +33,15 @@ global_descriptor_set: vk.DescriptorSet,
pipeline_layout: vk.PipelineLayout,
pipeline: vk.Pipeline,
vertex_buffer: VertexBuffer,
index_buffer: IndexBuffer,
vertex_buffer: shaders.VertexBuffer,
index_buffer: shaders.IndexBuffer,
global_uniforms: GlobalUniformsBuffer,
global_uniforms: shaders.GlobalUniformsBuffer,
global_uniforms_staging_buffer: StagingBuffer,
global_uniforms_transfer_command_buffer: CommandBuffer,
global_uniforms_transfer_semaphores: []vk.Semaphore,
point_lights: PointLightBuffer,
directional_lights: DirectionalLightBuffer,
point_lights: shaders.PointLightBuffer,
directional_lights: shaders.DirectionalLightBuffer,
sampler: vk.Sampler,
blocks: Blocks,
@@ -235,15 +154,15 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
errdefer engine.destroyPipelineLayout(pipeline_layout);
engine.setObjectName(pipeline_layout, "PL", .{});
const vertex_shader = try engine.createShaderModule(.{ .code = &main_vert_spv });
const vertex_shader = try engine.createShaderModule(.{ .code = &shaders.main_vert_spv });
defer engine.destroyShaderModule(vertex_shader);
engine.setObjectName(vertex_shader, "SM main_vert", .{});
const fragment_shader = try engine.createShaderModule(.{ .code = &main_frag_spv });
const fragment_shader = try engine.createShaderModule(.{ .code = &shaders.main_frag_spv });
defer engine.destroyShaderModule(fragment_shader);
engine.setObjectName(fragment_shader, "SM main_frag", .{});
var vertex_buffer = try VertexBuffer.init(engine, .{
var vertex_buffer = try shaders.VertexBuffer.init(engine, .{
.usage = .vertex,
.target_queue = .graphics,
.array_capacity = 4,
@@ -279,7 +198,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
},
});
var index_buffer = try IndexBuffer.init(engine, .{
var index_buffer = try shaders.IndexBuffer.init(engine, .{
.usage = .index,
.target_queue = .graphics,
.array_capacity = 6,
@@ -290,7 +209,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
.elements = &.{ 0, 1, 2, 2, 1, 3 },
});
var global_uniforms = try GlobalUniformsBuffer.init(engine, .{
var global_uniforms = try shaders.GlobalUniformsBuffer.init(engine, .{
.usage = .uniform,
.target_queue = .graphics,
.name = "GlobalUniforms",
@@ -298,7 +217,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
errdefer global_uniforms.deinit(engine);
var global_uniforms_staging_buffer = try StagingBuffer.init(engine, .{
.capacity = @sizeOf(GlobalUniforms),
.capacity = @sizeOf(shaders.GlobalUniforms),
.target_queue = .graphics,
});
errdefer global_uniforms_staging_buffer.deinit(engine);
@@ -314,7 +233,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
.{
.src_offset = 0,
.dst_offset = 0,
.size = @sizeOf(GlobalUniforms),
.size = @sizeOf(shaders.GlobalUniforms),
},
},
);
@@ -341,7 +260,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
allocator.free(global_uniforms_transfer_semaphores);
}
var point_lights = try PointLightBuffer.init(engine, .{
var point_lights = try shaders.PointLightBuffer.init(engine, .{
.usage = .storage,
.target_queue = .graphics,
.array_capacity = max_point_lights,
@@ -349,7 +268,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
});
errdefer point_lights.deinit(engine);
var directional_lights = try DirectionalLightBuffer.init(engine, .{
var directional_lights = try shaders.DirectionalLightBuffer.init(engine, .{
.usage = .storage,
.target_queue = .graphics,
.array_capacity = max_directional_lights,
@@ -374,7 +293,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
.vertex_binding_descriptions = &.{
.{
.binding = 0,
.stride = @sizeOf(Vertex),
.stride = @sizeOf(shaders.Vertex),
.input_rate = .vertex,
},
},
@@ -383,25 +302,25 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
.location = 0,
.binding = 0,
.format = .r32g32b32_sfloat,
.offset = @offsetOf(Vertex, "positionOS"),
.offset = @offsetOf(shaders.Vertex, "positionOS"),
},
.{
.location = 1,
.binding = 0,
.format = .r16g16_unorm,
.offset = @offsetOf(Vertex, "texCoord"),
.offset = @offsetOf(shaders.Vertex, "texCoord"),
},
.{
.location = 2,
.binding = 0,
.format = .r8g8b8_snorm,
.offset = @offsetOf(Vertex, "normalOS"),
.offset = @offsetOf(shaders.Vertex, "normalOS"),
},
.{
.location = 3,
.binding = 0,
.format = .r8g8b8a8_snorm,
.offset = @offsetOf(Vertex, "tangentOS"),
.offset = @offsetOf(shaders.Vertex, "tangentOS"),
},
},
},
@@ -502,19 +421,19 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
const global_descriptor_set = try engine.allocateDescriptorSet(.{
.descriptor_pool = descriptor_pool,
.set_layout = global_descriptor_set_layout,
.variable_descriptor_count = @intCast(textures.textures.items.len),
.variable_descriptor_count = @intCast(textures.array.items.len),
});
engine.setObjectName(global_descriptor_set, "DS Global", .{});
const block_grass = try blocks.getOrLoadFilename(engine, &materials, &textures, "Grass.json", allocator);
const block_dirt = try blocks.getOrLoadFilename(engine, &materials, &textures, "Dirt.json", allocator);
const block_stone = try blocks.getOrLoadFilename(engine, &materials, &textures, "Stone.json", allocator);
const block_bedrock = try blocks.getOrLoadFilename(engine, &materials, &textures, "Bedrock.json", allocator);
const block_grass = try blocks.getOrLoad(engine, &materials, &textures, "Grass.json", allocator);
const block_dirt = try blocks.getOrLoad(engine, &materials, &textures, "Dirt.json", allocator);
const block_stone = try blocks.getOrLoad(engine, &materials, &textures, "Stone.json", allocator);
const block_bedrock = try blocks.getOrLoad(engine, &materials, &textures, "Bedrock.json", allocator);
// VOLATILE Load all assets before this point
const descriptor_images = try allocator.alloc(vk.DescriptorImageInfo, textures.textures.items.len);
for (textures.textures.items, descriptor_images) |texture, *info| {
const descriptor_images = try allocator.alloc(vk.DescriptorImageInfo, textures.array.items.len);
for (textures.array.items, descriptor_images) |texture, *info| {
info.* = .{
.sampler = .null_handle,
.image_view = texture.image_view,
@@ -680,13 +599,13 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
}, allocator);
}
const point_lights_data: []const PointLight = &.{};
const point_lights_data: []const shaders.PointLight = &.{};
try point_lights.write(engine, .{
.header = @intCast(point_lights_data.len),
.elements = point_lights_data,
});
const directional_lights_data: []const DirectionalLight = &.{
const directional_lights_data: []const shaders.DirectionalLight = &.{
.{
.directionWS = .{ 0, 0, -1 },
.color = .{ 0.3, 0.3, 0.3 },
@@ -797,7 +716,7 @@ pub fn update(self: *Game, dt: f32) void {
const ambient_light = Vector3.init(0.01, 0.01, 0.01);
const global_uniforms_data: GlobalUniforms = .{
const global_uniforms_data: shaders.GlobalUniforms = .{
.matrixWStoVS = matrix_ws_to_vs.asArray(),
.matrixVStoCS = matrix_vs_to_cs.asArray(),
.ambientLight = ambient_light.asArray(),

View File

@@ -1,143 +1,135 @@
//! Module for loading block definitions.
const Blocks = @This();
const std = @import("std");
const voxels = @import("../voxels.zig");
const Atom = @import("../engine/Atom.zig").Atom;
const Engine = @import("../engine/Engine.zig");
const Materials = @import("Materials.zig");
const Textures = @import("Textures.zig");
pub const Block = struct {
positive_x: Materials.Id,
negative_x: Materials.Id,
positive_y: Materials.Id,
negative_y: Materials.Id,
positive_z: Materials.Id,
negative_z: Materials.Id,
pub const Id = enum(u16) {
// VOLATILE Synchronize explicit values with `init` implementation.
pub fn initUniform(material: Materials.Id) Block {
return .{
.positive_x = material,
.negative_x = material,
.positive_y = material,
.negative_y = material,
.positive_z = material,
.negative_z = material,
};
}
pub fn initSeparate(
positive_x: Materials.Id,
negative_x: Materials.Id,
positive_y: Materials.Id,
negative_y: Materials.Id,
positive_z: Materials.Id,
negative_z: Materials.Id,
) Block {
return .{
.positive_x = positive_x,
.negative_x = negative_x,
.positive_y = positive_y,
.negative_y = negative_y,
.positive_z = positive_z,
.negative_z = negative_z,
};
}
pub fn initArray(materials: [6]Materials.Id) Block {
return .{
.positive_x = materials[0],
.negative_x = materials[1],
.positive_y = materials[2],
.negative_y = materials[3],
.positive_z = materials[4],
.negative_z = materials[5],
};
}
};
map: Map,
blocks: Array,
pub const capacity = std.math.maxInt(std.meta.Tag(Id));
pub const Key = struct { atom: Atom };
pub const Id = enum(u12) {
/// An empty block.
air = 0,
_,
pub fn next(self: Id) Id {
return @enumFromInt(@intFromEnum(self) + 1);
/// Cast an integer into an ID. This can produce an invalid ID.
pub fn fromInt(value: u16) Id {
return @enumFromInt(value);
}
/// Cast an index into an ID. This can produce an invalid ID. The caller
/// asserts that the index is not greater than the max ID value.
pub fn fromIndex(index: usize) Id {
std.debug.assert(index < max_blocks);
return @enumFromInt(@as(u16, @intCast(index)));
}
/// Cast an index into an ID. This can produce an invalid ID. Returns an
/// error if the index is greater than the max ID value.
pub fn fromIndexSafe(index: usize) error{Overflow}!Id {
if (index >= max_blocks) return error.Overflow;
return @enumFromInt(@as(u16, @intCast(index)));
}
/// Cast an ID into an integer.
pub fn toInt(self: Id) u16 {
return @intFromEnum(self);
}
};
pub const Map = std.AutoHashMapUnmanaged(Key, Id);
pub const Array = std.ArrayList(Block);
pub const Key = struct {
/// Atom representing the filename of the block definition.
filename: Atom,
};
pub const Definition = struct {
pub const Wall = struct {
material: Materials.Id = .empty,
transform: voxels.Transform = .identity,
};
pub const Walls = std.enums.EnumFieldStruct(voxels.Orientation, Wall, .{});
walls: Walls = .{},
pub fn initUniform(material: Materials.Id) Definition {
const wall: Wall = .{
.material = material,
};
return .{
.walls = .{
.negative_x = wall,
.positive_x = wall,
.negative_y = wall,
.positive_y = wall,
.negative_z = wall,
.positive_z = wall,
},
};
}
};
/// Maps a key value to a block definition ID.
map: std.AutoHashMapUnmanaged(Key, Id),
/// Stores all `Definition` structs and maps a block definition ID to a
/// `Definition` struct.
array: std.ArrayList(Definition),
/// With `@sizeOf(Definition) == 24` and `max_blocks = 4096`, the block
/// definitions should take ~95.4 kiB in RAM.
pub const max_blocks = 4096;
pub fn init(allocator: std.mem.Allocator) !Blocks {
var map: Map = .empty;
var map: std.AutoHashMapUnmanaged(Key, Id) = .empty;
errdefer map.deinit(allocator);
try map.ensureTotalCapacity(allocator, capacity);
try map.ensureTotalCapacity(allocator, max_blocks);
var blocks: Array = try .initCapacity(allocator, capacity);
errdefer blocks.deinit(allocator);
var array: std.ArrayList(Definition) = try .initCapacity(allocator, max_blocks);
errdefer array.deinit(allocator);
const air = Block.initUniform(.empty);
blocks.appendAssumeCapacity(air);
// VOLATILE Synchronize with explicit values on top of `Id` type.
array.appendAssumeCapacity(.{});
return .{
.map = map,
.blocks = blocks,
.array = array,
};
}
pub fn deinit(self: *Blocks, allocator: std.mem.Allocator) void {
std.log.scoped(.deinit).debug("Deinitializing {*} with Allocator{{{*},{*}}}", .{ self, allocator.ptr, allocator.vtable });
self.blocks.deinit(allocator);
self.array.deinit(allocator);
self.map.deinit(allocator);
self.* = undefined;
}
pub fn getAtom(self: *const Blocks, atom: Atom) ?Id {
const key: Key = .{ .atom = atom };
return self.map.get(key);
/// Get the ID of a block definition given its filename (as a string). Returns
/// `null` if such block hasn't been loaded.
pub fn get(self: *const Blocks, filename: []const u8) ?Id {
return self.map.get(.{
// If the atom doesn't exist, then the block definition cannot possibly
// exist.
.filename = .fromStringIfExists(filename) orelse return null,
});
}
pub fn getFilename(self: *const Blocks, filename: []const u8) ?Id {
const atom = Atom.fromStringIfExists(filename) orelse return null;
const key: Key = .{ .atom = atom };
return self.map.get(key);
/// Get the ID of a block definition given its filename (as an atom). Returns
/// `null` if such block hasn't been loaded.
pub fn getAtom(self: *const Blocks, filename: Atom) ?Id {
return self.map.get(.{
.filename = filename,
});
}
pub fn getBlock(self: *const Blocks, id: Id) ?*Block {
const index: usize = @intFromEnum(id);
return if (index < self.blocks.items.len) &self.blocks.items[index] else null;
}
pub fn getOrLoadAtom(
self: *Blocks,
engine: *Engine,
materials: *Materials,
textures: *Textures,
atom: Atom,
temp_allocator: std.mem.Allocator,
) !Id {
const key: Key = .{ .atom = atom };
const entry = self.map.getOrPutAssumeCapacity(key);
if (entry.found_existing) {
return entry.value_ptr.*;
} else {
errdefer _ = self.map.remove(key);
const block = try loadBlock(engine, materials, textures, Atom.toString(), temp_allocator);
const id = self.nextId();
entry.value_ptr.* = id;
self.blocks.appendAssumeCapacity(block);
return id;
}
}
pub fn getOrLoadFilename(
pub fn getOrLoad(
self: *Blocks,
engine: *Engine,
materials: *Materials,
@@ -145,18 +137,56 @@ pub fn getOrLoadFilename(
filename: []const u8,
temp_allocator: std.mem.Allocator,
) !Id {
const atom = try Atom.fromString(filename);
const key: Key = .{ .atom = atom };
const entry = self.map.getOrPutAssumeCapacity(key);
const key: Key = .{
// If the material already exists, then the atom must exist and the
// following line will not return any error.
.filename = try .fromString(filename),
};
if (entry.found_existing) {
return entry.value_ptr.*;
// We don't use `getOrPutAssumeCapacity` method, because we might already be
// at full capacity, in which case we should return `error.OutOfBlocks`.
if (self.map.get(key)) |id| {
return id;
} else {
errdefer _ = self.map.remove(key);
const texture = try loadBlock(engine, materials, textures, filename, temp_allocator);
const id = self.nextId();
entry.value_ptr.* = id;
self.blocks.appendAssumeCapacity(texture);
const id = Id.fromIndexSafe(self.array.items.len) catch |err| switch (err) {
error.Overflow => return error.OutOfBlocks,
};
const def = try loadBlock(engine, materials, textures, filename, temp_allocator);
self.map.putAssumeCapacityNoClobber(key, id);
self.array.appendAssumeCapacity(def);
return id;
}
}
pub fn getOrLoadAtom(
self: *Blocks,
engine: *Engine,
materials: *Materials,
textures: *Textures,
filename: Atom,
temp_allocator: std.mem.Allocator,
) !Id {
const key: Key = .{
.filename = filename,
};
// We don't use `getOrPutAssumeCapacity` method, because we might already be
// at full capacity, in which case we should return `error.OutOfBlocks`.
if (self.map.get(key)) |id| {
return id;
} else {
const id = Id.fromIndexSafe(self.array.items.len) catch |err| switch (err) {
error.Overflow => return error.OutOfBlocks,
};
const def = try loadBlock(engine, materials, textures, filename.toString(), temp_allocator);
self.map.putAssumeCapacityNoClobber(key, id);
self.array.appendAssumeCapacity(def);
return id;
}
}
@@ -171,23 +201,23 @@ pub fn loadAll(
const cwd = std.fs.cwd();
var dir = cwd.openDir("assets/blocks", .{ .iterate = true }) catch |err| {
std.log.err("Error while opening blocks directory: {s}", .{@errorName(err)});
std.log.err("Error while opening block definitions directory: {s}", .{@errorName(err)});
return;
};
defer dir.close();
var it = dir.iterate();
while (it.next() catch |err| {
std.log.err("Error while iterating over blocks directory: {s}", .{@errorName(err)});
std.log.err("Error while iterating over block definitions directory: {s}", .{@errorName(err)});
return;
}) |entry| {
if (entry.kind != .file) {
std.log.warn("Skipping block entry {s}, which is not a file", .{entry.name});
std.log.warn("Skipping block definition entry {s}, which is not a file", .{entry.name});
continue;
}
_ = self.getOrLoadFilename(engine, materials, textures, entry.name, temp_allocator) catch |err| {
std.log.err("Error while loading block entry {s}: {s}", .{ entry.name, @errorName(err) });
_ = self.getOrLoad(engine, materials, textures, entry.name, temp_allocator) catch |err| {
std.log.err("Error while loading block definition entry {s}: {s}", .{ entry.name, @errorName(err) });
};
}
}
@@ -198,10 +228,17 @@ fn loadBlock(
textures: *Textures,
filename: []const u8,
temp_allocator: std.mem.Allocator,
) !Block {
const BlockJson = struct {
) !Definition {
const DefinitionJson = struct {
pub const Wall = struct {
material: ?[]const u8 = null,
transform: voxels.Transform = .identity,
};
pub const Walls = std.enums.EnumFieldStruct(voxels.Orientation, Wall, .{});
material: ?[]const u8 = null,
materials: ?[6][]const u8 = null,
walls: ?Walls = null,
};
std.log.debug("Loading block \"{s}\"...", .{filename});
@@ -212,7 +249,7 @@ fn loadBlock(
defer dir.close();
// NOTE Buffer size approximated based on expected JSON structure.
var buffer: [256]u8 = undefined;
var buffer: [1024]u8 = undefined;
const file = try dir.openFile(filename, .{});
defer file.close();
@@ -221,42 +258,44 @@ fn loadBlock(
var json_reader: std.json.Reader = .init(temp_allocator, &file_reader.interface);
defer json_reader.deinit();
const parsed: std.json.Parsed(BlockJson) = try std.json.parseFromTokenSource(BlockJson, temp_allocator, &json_reader, .{
const parsed: std.json.Parsed(DefinitionJson) = try std.json.parseFromTokenSource(DefinitionJson, temp_allocator, &json_reader, .{
.duplicate_field_behavior = .@"error",
.ignore_unknown_fields = false,
.allocate = .alloc_if_needed,
});
defer parsed.deinit();
const block_json = parsed.value;
const def_json = parsed.value;
const block: Block = blk: {
if (block_json.material) |name| {
if (block_json.materials != null) {
std.log.err("Block entry {s} has both properties \"material\" and \"materials\" defined, but exactly one of them must be defined", .{filename});
const block: Definition = blk: {
if (def_json.material) |name| {
if (def_json.walls != null) {
std.log.err("Block definition entry {s} has both properties \"material\" and \"walls\" defined, but exactly one of them must be defined", .{filename});
return error.ParseError;
}
const material = try materials.getOrLoadFilename(engine, textures, name, temp_allocator);
const material = try materials.getOrLoad(engine, textures, name, temp_allocator);
break :blk .initUniform(material);
}
if (block_json.materials) |names| {
var ids: [6]Materials.Id = undefined;
for (names, &ids) |name, *id| {
id.* = try materials.getOrLoadFilename(engine, textures, name, temp_allocator);
}
break :blk .initArray(ids);
if (def_json.walls) |walls| {
break :blk .{
.walls = walls: {
var ret: Definition.Walls = undefined;
inline for (@typeInfo(voxels.Orientation).@"enum".fields) |field| {
@field(ret, field.name) = .{
.material = try materials.getOrLoad(engine, textures, @field(walls, field.name).material, temp_allocator),
.transform = @field(walls, field.name).transform,
};
}
break :walls ret;
},
};
}
std.log.err("Block entry {s} has neither \"material\" or \"materials\" properties defined, but exactly one of them must be defined", .{filename});
std.log.err("Block definition entry {s} has neither \"material\" or \"walls\" properties defined, but exactly one of them must be defined", .{filename});
return error.ParseError;
};
return block;
}
fn nextId(self: *const Blocks) Id {
const index = self.blocks.items.len;
return @enumFromInt(index);
}

View File

@@ -1,9 +1,10 @@
const Chunk = @This();
const std = @import("std");
const vk = @import("vulkan");
const math = @import("../math.zig");
const shaders = @import("../shaders.zig");
const vk = @import("vulkan");
const voxels = @import("../voxels.zig");
const Blocks = @import("Blocks.zig");
const CommandBuffer = @import("../engine/CommandBuffer.zig");
@@ -11,10 +12,9 @@ const Engine = @import("../engine/Engine.zig");
const Game = @import("../Game.zig");
const GenericBuffer = @import("../engine/GenericBuffer.zig").GenericBuffer;
const Materials = @import("Materials.zig");
const Orientation = @import("../voxel.zig").Orientation;
const Matrix4x4 = math.Matrix4x4;
const ObjectUniformsBuffer = GenericBuffer(void, Game.ObjectUniforms);
const ObjectUniformsBuffer = GenericBuffer(void, shaders.ObjectUniforms);
const Vector3 = math.Vector3;
pub const chunk_size = 16;
@@ -107,7 +107,7 @@ pub fn deinit(self: *Chunk, engine: *Engine, descriptor_pool: vk.DescriptorPool)
}
pub fn refresh(self: *Chunk, engine: *Engine, blocks: *const Blocks, neighbors: Neighbors, temp_allocator: std.mem.Allocator) !void {
var uniforms: std.ArrayList(Game.ObjectUniforms) = try .initCapacity(temp_allocator, initial_capacity);
var uniforms: std.ArrayList(shaders.ObjectUniforms) = try .initCapacity(temp_allocator, initial_capacity);
defer uniforms.deinit(temp_allocator);
for (self.blocks, 0..) |plane, iz| {
@@ -116,81 +116,16 @@ pub fn refresh(self: *Chunk, engine: *Engine, blocks: *const Blocks, neighbors:
const fy: f32 = @floatFromInt(iy);
for (row, 0..) |id, ix| {
const fx: f32 = @floatFromInt(ix);
const block = blocks.getBlock(id).?;
const block: *const Blocks.Definition = &blocks.array.items[id.toInt()];
const center = Vector3.add(self.origin, .init(fx, fy, fz));
const cx, const cy, const cz = center.asArray();
if (block.positive_x != .empty and self.getOpposite(.positive_x, ix, iy, iz, blocks, neighbors) == .empty) {
// zig fmt: off
const matrix: Matrix4x4 = .init(
0, 1, 0, 0,
0, 0, 1, 0,
1, 0, 0, 0,
cx + 0.5, cy, cz, 1,
);
// zig fmt: on
try uniforms.append(temp_allocator, .init(matrix, matrix, block.positive_x));
}
if (block.negative_x != .empty and self.getOpposite(.negative_x, ix, iy, iz, blocks, neighbors) == .empty) {
// zig fmt: off
const matrix: Matrix4x4 = .init(
0, -1, 0, 0,
0, 0, 1, 0,
-1, 0, 0, 0,
cx - 0.5, cy, cz, 1,
);
// zig fmt: on
try uniforms.append(temp_allocator, .init(matrix, matrix, block.negative_x));
}
if (block.positive_y != .empty and self.getOpposite(.positive_y, ix, iy, iz, blocks, neighbors) == .empty) {
// zig fmt: off
const matrix: Matrix4x4 = .init(
-1, 0, 0, 0,
0, 0, 1, 0,
0, 1, 0, 0,
cx, cy + 0.5, cz, 1,
);
// zig fmt: on
try uniforms.append(temp_allocator, .init(matrix, matrix, block.positive_y));
}
if (block.negative_y != .empty and self.getOpposite(.negative_y, ix, iy, iz, blocks, neighbors) == .empty) {
// zig fmt: off
const matrix: Matrix4x4 = .init(
1, 0, 0, 0,
0, 0, 1, 0,
0, -1, 0, 0,
cx, cy - 0.5, cz, 1,
);
// zig fmt: on
try uniforms.append(temp_allocator, .init(matrix, matrix, block.negative_y));
}
if (block.positive_z != .empty and self.getOpposite(.positive_z, ix, iy, iz, blocks, neighbors) == .empty) {
// zig fmt: off
const matrix: Matrix4x4 = .init(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
cx, cy, cz + 0.5, 1,
);
// zig fmt: on
try uniforms.append(temp_allocator, .init(matrix, matrix, block.positive_z));
}
if (block.negative_z != .empty and self.getOpposite(.negative_z, ix, iy, iz, blocks, neighbors) == .empty) {
// zig fmt: off
const matrix: Matrix4x4 = .init(
1, 0, 0, 0,
0, -1, 0, 0,
0, 0, -1, 0,
cx, cy, cz - 0.5, 1,
);
// zig fmt: on
try uniforms.append(temp_allocator, .init(matrix, matrix, block.negative_z));
inline for (@typeInfo(voxels.Orientation).@"enum".fields) |field| {
const side = @field(voxels.Orientation, field.name);
const material = @field(block.walls, field.name).material;
if (material != .empty and self.getOpposite(side, ix, iy, iz, blocks, neighbors) == .empty) {
const matrix = getMatrix(side, center);
try uniforms.append(temp_allocator, .init(matrix, matrix, material));
}
}
}
}
@@ -240,43 +175,86 @@ pub fn draw(self: *const Chunk, layout: vk.PipelineLayout, command_buffer: Comma
command_buffer.drawIndexed(.{ .index_count = 6, .instance_count = self.object_count });
}
fn getOpposite(self: *const Chunk, comptime side: Orientation, x: usize, y: usize, z: usize, blocks: *const Blocks, neighbors: Neighbors) Materials.Id {
fn getOpposite(self: *const Chunk, comptime side: voxels.Orientation, x: usize, y: usize, z: usize, blocks: *const Blocks, neighbors: Neighbors) Materials.Id {
return switch (side) {
.positive_x => if (x + 1 < chunk_size)
blocks.getBlock(self.blocks[z][y][x + 1]).?.negative_x
blocks.array.items[self.blocks[z][y][x + 1].toInt()].walls.negative_x.material
else if (neighbors.positive_x) |neighbor|
blocks.getBlock(neighbor.blocks[z][y][0]).?.negative_x
blocks.array.items[neighbor.blocks[z][y][0].toInt()].walls.negative_x.material
else
.empty,
.negative_x => if (x > 0)
blocks.getBlock(self.blocks[z][y][x - 1]).?.positive_x
blocks.array.items[self.blocks[z][y][x - 1].toInt()].walls.positive_x.material
else if (neighbors.negative_x) |neighbor|
blocks.getBlock(neighbor.blocks[z][y][chunk_size - 1]).?.positive_x
blocks.array.items[neighbor.blocks[z][y][chunk_size - 1].toInt()].walls.positive_x.material
else
.empty,
.positive_y => if (y + 1 < chunk_size)
blocks.getBlock(self.blocks[z][y + 1][x]).?.negative_y
blocks.array.items[self.blocks[z][y + 1][x].toInt()].walls.negative_y.material
else if (neighbors.positive_y) |neighbor|
blocks.getBlock(neighbor.blocks[z][0][x]).?.negative_y
blocks.array.items[neighbor.blocks[z][0][x].toInt()].walls.negative_y.material
else
.empty,
.negative_y => if (y > 0)
blocks.getBlock(self.blocks[z][y - 1][x]).?.positive_y
blocks.array.items[self.blocks[z][y - 1][x].toInt()].walls.positive_y.material
else if (neighbors.negative_y) |neighbor|
blocks.getBlock(neighbor.blocks[z][chunk_size - 1][x]).?.positive_y
blocks.array.items[neighbor.blocks[z][chunk_size - 1][x].toInt()].walls.positive_y.material
else
.empty,
.positive_z => if (z + 1 < chunk_size)
blocks.getBlock(self.blocks[z + 1][y][x]).?.negative_z
blocks.array.items[self.blocks[z + 1][y][x].toInt()].walls.negative_z.material
else if (neighbors.positive_z) |neighbor|
blocks.getBlock(neighbor.blocks[0][y][x]).?.negative_z
blocks.array.items[neighbor.blocks[0][y][x].toInt()].walls.negative_z.material
else
.empty,
.negative_z => if (z > 0)
blocks.getBlock(self.blocks[z - 1][y][x]).?.positive_z
blocks.array.items[self.blocks[z - 1][y][x].toInt()].walls.positive_z.material
else if (neighbors.negative_z) |neighbor|
blocks.getBlock(neighbor.blocks[chunk_size - 1][y][x]).?.positive_z
blocks.array.items[neighbor.blocks[chunk_size - 1][y][x].toInt()].walls.positive_z.material
else
.empty,
};
}
fn getMatrix(comptime side: voxels.Orientation, center: Vector3) Matrix4x4 {
return switch (side) {
// zig fmt: off
.positive_x => .init(
0, 1, 0, 0,
0, 0, 1, 0,
1, 0, 0, 0,
center.getX() + 0.5, center.getY(), center.getZ(), 1,
),
.negative_x => .init(
0, -1, 0, 0,
0, 0, 1, 0,
-1, 0, 0, 0,
center.getX() - 0.5, center.getY(), center.getZ(), 1,
),
.positive_y => .init(
-1, 0, 0, 0,
0, 0, 1, 0,
0, 1, 0, 0,
center.getX(), center.getY() + 0.5, center.getZ(), 1,
),
.negative_y => .init(
1, 0, 0, 0,
0, 0, 1, 0,
0, -1, 0, 0,
center.getX(), center.getY() - 0.5, center.getZ(), 1,
),
.positive_z => .init(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
center.getX(), center.getY(), center.getZ() + 0.5, 1,
),
.negative_z => .init(
1, 0, 0, 0,
0, -1, 0, 0,
0, 0, -1, 0,
center.getX(), center.getY(), center.getZ() - 0.5, 1,
),
// zig fmt: on
};
}

View File

@@ -1,68 +1,104 @@
//! Module for loading persistent materials.
const Materials = @This();
const std = @import("std");
const shaders = @import("../shaders.zig");
const vk = @import("vulkan");
const Atom = @import("../engine/Atom.zig").Atom;
const Engine = @import("../engine/Engine.zig");
const GenericBuffer = @import("../engine/GenericBuffer.zig").GenericBuffer;
const Textures = @import("Textures.zig");
const MaterialBuffer = GenericBuffer(void, Material);
map: Map,
material_buffer: MaterialBuffer,
next_id: Id,
// capacity * @sizeOf(Material) = 832 kiB
pub const capacity = std.math.maxInt(std.meta.Tag(Id));
pub const Key = struct { atom: Atom };
pub const Id = enum(u16) {
// VOLATILE Synchronize explicit values with `init` implementation.
/// A material ID that can be used as a "null" material. An object with this
/// material ID must not be rendered. If this ID is rendered, an "error"
/// replacement material will be used.
empty,
_,
pub fn next(self: Id) Id {
return @enumFromInt(@intFromEnum(self) + 1);
/// Cast an integer into an ID. This can produce an invalid ID.
pub fn fromInt(value: u16) Id {
return @enumFromInt(value);
}
/// Cast an index into an ID. This can produce an invalid ID. The caller
/// asserts that the index is not greater than the max ID value.
pub fn fromIndex(index: usize) Id {
std.debug.assert(index < max_materials);
return @enumFromInt(@as(u16, @intCast(index)));
}
/// Cast an index into an ID. This can produce an invalid ID. Returns an
/// error if the index is greater than the max ID value.
pub fn fromIndexSafe(index: usize) error{Overflow}!Id {
if (index >= max_materials) return error.Overflow;
return @enumFromInt(@as(u16, @intCast(index)));
}
/// Cast an ID into an integer.
pub fn toInt(self: Id) u16 {
return @intFromEnum(self);
}
};
pub const Map = std.AutoHashMapUnmanaged(Key, Id);
pub const Material = extern struct {
base_color: [3]f32,
emissive: [3]f32,
ior: f32,
metallic: f32,
normal_scale: f32,
occlusion_texture_strength: f32,
roughness: f32,
base_color_texture: Textures.Id,
emissive_texture: Textures.Id,
normal_texture: Textures.Id,
occlusion_roughness_metallic_texture: Textures.Id,
pub const Key = struct {
/// Atom representing the filename of the material.
filename: Atom,
};
pub fn init(engine: *Engine, allocator: std.mem.Allocator) !Materials {
var map: Map = .empty;
errdefer map.deinit(allocator);
try map.ensureTotalCapacity(allocator, capacity);
/// Maps a key value to a material ID.
map: std.AutoHashMapUnmanaged(Key, Id),
/// Stores all material data in a single contiguous storage buffer. Use the
/// material ID as an index into this buffer.
material_buffer: shaders.MaterialBuffer,
/// The amount of materials currently loaded.
material_count: usize,
var material_buffer = try MaterialBuffer.init(engine, .{
/// With `@sizeOf(Material) == 52` and `max_materials == 4096`, the material
/// storage buffer should take 208 kiB in VRAM.
pub const max_materials = 4096;
pub fn init(engine: *Engine, allocator: std.mem.Allocator) !Materials {
var map: std.AutoHashMapUnmanaged(Key, Id) = .empty;
errdefer map.deinit(allocator);
try map.ensureTotalCapacity(allocator, max_materials);
var material_buffer = try shaders.MaterialBuffer.init(engine, .{
.usage = .storage,
.target_queue = .graphics,
.array_capacity = capacity,
.array_capacity = max_materials,
.name = "Materials",
});
errdefer material_buffer.deinit(engine);
// TODO Add "error" material to represent the empty value (it shouldn't be rendered, so it's good to know when it is).
// VOLATILE Synchronize with explicit values on top of `Id` type.
try material_buffer.write(engine, .{
.element_offset = Id.empty.toInt(),
.elements = &.{
.{
.base_color = .{ 0, 0, 0 },
.emissive = .{ 1, 0, 1 },
.ior = 1.45,
.metallic = 0,
.normal_scale = 1,
.occlusion_texture_strength = 1,
.roughness = 1,
.base_color_texture = .empty_base_color,
.emissive_texture = .empty_emissive,
.normal_texture = .empty_normal,
.occlusion_roughness_metallic_texture = .empty_occlusion_roughness_metallic,
},
},
});
return .{
.map = map,
.material_buffer = material_buffer,
.next_id = @enumFromInt(1),
.material_count = @typeInfo(Id).@"enum".fields.len,
};
}
@@ -74,46 +110,121 @@ pub fn deinit(self: *Materials, engine: *Engine, allocator: std.mem.Allocator) v
self.* = undefined;
}
pub fn getAtom(self: *const Materials, atom: Atom) ?Id {
const key: Key = .{ .atom = atom };
return self.map.get(key);
}
pub fn getFilename(self: *const Materials, filename: []const u8) ?Id {
const atom = Atom.fromStringIfExists(filename) orelse return null;
const key: Key = .{ .atom = atom };
return self.map.get(key);
}
pub fn getOrLoadAtom(self: *Materials, engine: *Engine, textures: *Textures, atom: Atom, temp_allocator: std.mem.Allocator) !Id {
const key: Key = .{ .atom = atom };
const entry = self.map.getOrPutAssumeCapacity(key);
if (entry.found_existing) {
return entry.value_ptr.*;
/// Get the ID of a material given its filename (as a string). Returns `null` if
/// such material hasn't been loaded. Returns `.empty` when the filename is
/// `null`.
pub fn get(self: *const Materials, maybe_filename: ?[]const u8) ?Id {
if (maybe_filename) |filename| {
return self.map.get(.{
// If the atom doesn't exist, then the material cannot possibly exist.
.filename = .fromStringIfExists(filename) orelse return null,
});
} else {
errdefer _ = self.map.remove(key);
const id = try self.loadMaterial(engine, textures, atom.toString(), temp_allocator);
entry.value_ptr.* = id;
return id;
return .empty;
}
}
pub fn getOrLoadFilename(self: *Materials, engine: *Engine, textures: *Textures, filename: []const u8, temp_allocator: std.mem.Allocator) !Id {
const atom = try Atom.fromString(filename);
const key: Key = .{ .atom = atom };
const entry = self.map.getOrPutAssumeCapacity(key);
if (entry.found_existing) {
return entry.value_ptr.*;
/// Get the ID of a material given its filename (as an atom). Returns `null` if
/// such material hasn't been loaded. Returns `.empty` when the filename is
/// `.empty`.
pub fn getAtom(self: *const Materials, filename: Atom) ?Id {
if (filename != .empty) {
return self.map.get(.{
.filename = filename,
});
} else {
errdefer _ = self.map.remove(key);
const id = try self.loadMaterial(engine, textures, filename, temp_allocator);
entry.value_ptr.* = id;
return id;
return .empty;
}
}
/// Get the ID of a material given its filename (as a string). Returns either an
/// existing material ID or loads a new material along with its textures and
/// assigns a new ID, if necessary. Will not return any error if the material
/// already exists. Returns `.empty` when the filename is `null`.
///
/// When a material or its textures are being loaded, `temp_allocator` is used
/// for temporary allocations necessary to perform all operations. No memory
/// allocated with `temp_allocator` is retained, so the allocator can be
/// deinitialized or reset after this function returns. Note that during loading
/// the engine will make its own persistent allocations, so an out of memory
/// error is not necessarily related to `temp_allocator`.
pub fn getOrLoad(self: *Materials, engine: *Engine, textures: *Textures, maybe_filename: ?[]const u8, temp_allocator: std.mem.Allocator) !Id {
if (maybe_filename) |filename| {
const key: Key = .{
// If the material already exists, then the atom must exist and the
// following line will not return any error.
.filename = try .fromString(filename),
};
// We don't use `getOrPutAssumeCapacity` method, because we might already be
// at full capacity, in which case we should return `error.OutOfMaterials`.
if (self.map.get(key)) |id| {
return id;
} else {
const id = Id.fromIndexSafe(self.material_count) catch |err| switch (err) {
error.Overflow => return error.OutOfMaterials,
};
try self.loadMaterial(engine, textures, filename, id.toInt(), temp_allocator);
self.map.putAssumeCapacityNoClobber(key, id);
self.material_count += 1;
return id;
}
} else {
return .empty;
}
}
/// Get the ID of a material given its filename (as an atom). Returns either an
/// existing material ID or loads a new material along with its textures and
/// assigns a new ID, if necessary. Will not return any error if the material
/// already exists. Returns `.empty` when the filename is `.empty`.
///
/// When a material or its textures are being loaded, `temp_allocator` is used
/// for temporary allocations necessary to perform all operations. No memory
/// allocated with `temp_allocator` is retained, so the allocator can be
/// deinitialized or reset after this function returns. Note that during loading
/// the engine will make its own persistent allocations, so an out of memory
/// error is not necessarily related to `temp_allocator`.
pub fn getOrLoadAtom(self: *Materials, engine: *Engine, textures: *Textures, filename: Atom, temp_allocator: std.mem.Allocator) !Id {
if (filename != .empty) {
const key: Key = .{
.filename = filename,
};
// We don't use `getOrPutAssumeCapacity` method, because we might already be
// at full capacity, in which case we should return `error.OutOfMaterials`.
if (self.map.get(key)) |id| {
return id;
} else {
const id = Id.fromIndexSafe(self.material_count) catch |err| switch (err) {
error.Overflow => return error.OutOfMaterials,
};
try self.loadMaterial(engine, textures, filename.toString(), id.toInt(), temp_allocator);
self.map.putAssumeCapacityNoClobber(key, id);
self.material_count += 1;
return id;
}
} else {
return .empty;
}
}
/// Scan the materials directory and load all materials that haven't been loaded
/// already. Will not traverse subdirectories. Any errors will be skipped and
/// logged.
///
/// When a material or its textures are being loaded, `temp_allocator` is used
/// for temporary allocations necessary to perform all operations. No memory
/// allocated with `temp_allocator` is retained, so the allocator can be
/// deinitialized or reset after this function returns. Note that during loading
/// the engine will make its own persistent allocations, so an out of memory
/// error is not necessarily related to `temp_allocator`.
pub fn loadAll(self: *Materials, engine: *Engine, textures: *Textures, temp_allocator: std.mem.Allocator) void {
const cwd = std.fs.cwd();
@@ -133,13 +244,13 @@ pub fn loadAll(self: *Materials, engine: *Engine, textures: *Textures, temp_allo
continue;
}
_ = self.loadMaterial(engine, textures, entry.name, temp_allocator) catch |err| {
_ = self.getOrLoad(engine, textures, entry.name, temp_allocator) catch |err| {
std.log.err("Error while loading material entry {s}: {s}", .{ entry.name, @errorName(err) });
};
}
}
fn loadMaterial(self: *Materials, engine: *Engine, textures: *Textures, filename: []const u8, temp_allocator: std.mem.Allocator) !Id {
fn loadMaterial(self: *Materials, engine: *Engine, textures: *Textures, filename: []const u8, index: u32, temp_allocator: std.mem.Allocator) !void {
const MaterialJson = struct {
baseColor: [3]f32 = .{ 1, 1, 1 },
baseColorTexture: ?[]const u8 = null,
@@ -180,40 +291,8 @@ fn loadMaterial(self: *Materials, engine: *Engine, textures: *Textures, filename
const material_json = parsed.value;
const base_color_texture = blk: {
if (material_json.baseColorTexture) |name| {
break :blk try textures.getOrLoadFilename(engine, name, .base_color, temp_allocator);
} else {
break :blk .empty_base_color;
}
};
const emissive_texture = blk: {
if (material_json.emissiveTexture) |name| {
break :blk try textures.getOrLoadFilename(engine, name, .emissive, temp_allocator);
} else {
break :blk .empty_emissive;
}
};
const normal_texture = blk: {
if (material_json.normalTexture) |name| {
break :blk try textures.getOrLoadFilename(engine, name, .normal, temp_allocator);
} else {
break :blk .empty_normal;
}
};
const occlusion_roughness_metallic_texture = blk: {
if (material_json.occlusionRoughnessMetallicTexture) |name| {
break :blk try textures.getOrLoadFilename(engine, name, .occlusion_roughness_metallic, temp_allocator);
} else {
break :blk .empty_occlusion_roughness_metallic;
}
};
try self.material_buffer.write(engine, .{
.element_offset = @intFromEnum(self.next_id),
.element_offset = index,
.elements = &.{
.{
.base_color = material_json.baseColor,
@@ -223,16 +302,11 @@ fn loadMaterial(self: *Materials, engine: *Engine, textures: *Textures, filename
.normal_scale = material_json.normalScale,
.occlusion_texture_strength = material_json.occlusionTextureStrength,
.roughness = material_json.roughness,
.base_color_texture = base_color_texture,
.emissive_texture = emissive_texture,
.normal_texture = normal_texture,
.occlusion_roughness_metallic_texture = occlusion_roughness_metallic_texture,
.base_color_texture = try textures.getOrLoad(engine, material_json.baseColorTexture, .base_color, temp_allocator),
.emissive_texture = try textures.getOrLoad(engine, material_json.emissiveTexture, .emissive, temp_allocator),
.normal_texture = try textures.getOrLoad(engine, material_json.normalTexture, .normal, temp_allocator),
.occlusion_roughness_metallic_texture = try textures.getOrLoad(engine, material_json.occlusionRoughnessMetallicTexture, .occlusion_roughness_metallic, temp_allocator),
},
},
});
const id = self.next_id;
self.next_id = self.next_id.next();
return id;
}

View File

@@ -1,3 +1,5 @@
//! Module for loading persistent textures.
const Textures = @This();
const std = @import("std");
@@ -7,44 +9,77 @@ const Atom = @import("../engine/Atom.zig").Atom;
const Engine = @import("../engine/Engine.zig");
const Texture = @import("../engine/Texture.zig");
map: Map,
textures: Array,
pub const capacity = std.math.maxInt(std.meta.Tag(Id));
pub const Key = struct {
atom: Atom,
usage: Texture.Usage,
};
pub const Id = enum(u16) {
// VOLATILE Synchronize explicit values with `init` implementation.
/// 1×1 texture with usage `.base_color`, whose texel is read as `vec4(1)`.
empty_base_color = 0,
/// 1×1 texture with usage `.emissive`, whose texel is read as `vec4(1)`.
empty_emissive = 1,
/// 1×1 texture with usage `.normal`, whose texel is read as
/// `vec4(0, 0, 1, 1)`.
empty_normal = 2,
/// 1×1 texture with usage `,occlusion_roughness_metallic`, whose texel is
/// read as `vec4(1)`.
empty_occlusion_roughness_metallic = 3,
_,
pub fn next(self: Id) Id {
return @enumFromInt(@intFromEnum(self) + 1);
/// Cast an integer into an ID. This can produce an invalid ID.
pub fn fromInt(value: u16) Id {
return @enumFromInt(value);
}
/// Cast an index into an ID. This can produce an invalid ID. The caller
/// asserts that the index is not greater than the max ID value.
pub fn fromIndex(index: usize) Id {
std.debug.assert(index < max_textures);
return @enumFromInt(@as(u16, @intCast(index)));
}
/// Cast an index into an ID. This can produce an invalid ID. Returns an
/// error if the index is greater than the max ID value.
pub fn fromIndexSafe(index: usize) error{Overflow}!Id {
if (index >= max_textures) return error.Overflow;
return @enumFromInt(@as(u16, @intCast(index)));
}
/// Cast an ID into an integer.
pub fn toInt(self: Id) u16 {
return @intFromEnum(self);
}
};
pub const Map = std.AutoHashMapUnmanaged(Key, Id);
pub const Array = std.ArrayList(Texture);
pub const Key = struct {
/// Atom representing the filename of the texture.
filename: Atom,
/// Desired usage of the texture.
usage: Texture.Usage,
};
/// Maps a key value to a texture ID.
map: std.AutoHashMapUnmanaged(Key, Id),
/// Stores all `Texture` structs and maps a texture ID to a `Texture` struct.
array: std.ArrayList(Texture),
/// 4096 textures of usage `.base_color` and 16×16 dimensions should take 4 MiB
/// in VRAM.
pub const max_textures = 4096;
pub fn init(engine: *Engine, allocator: std.mem.Allocator) !Textures {
var map: Map = .empty;
var map: std.AutoHashMapUnmanaged(Key, Id) = .empty;
errdefer map.deinit(allocator);
try map.ensureTotalCapacity(allocator, capacity);
try map.ensureTotalCapacity(allocator, max_textures);
var textures: Array = try .initCapacity(allocator, capacity);
var array: std.ArrayList(Texture) = try .initCapacity(allocator, max_textures);
errdefer {
for (textures.items) |*texture| {
for (array.items) |*texture| {
texture.deinit(engine);
}
textures.deinit(allocator);
array.deinit(allocator);
}
// VOLATILE Synchronize with explicit values on top of `Id` type.
const empty_base_color_texture = try Texture.init(engine, .{
.width = 1,
.height = 1,
@@ -52,7 +87,7 @@ pub fn init(engine: *Engine, allocator: std.mem.Allocator) !Textures {
.target_queue = .graphics,
.name = "@Empty",
});
textures.appendAssumeCapacity(empty_base_color_texture);
array.appendAssumeCapacity(empty_base_color_texture);
const empty_emissive_texture = try Texture.init(engine, .{
.width = 1,
@@ -61,7 +96,7 @@ pub fn init(engine: *Engine, allocator: std.mem.Allocator) !Textures {
.target_queue = .graphics,
.name = "@Empty",
});
textures.appendAssumeCapacity(empty_emissive_texture);
array.appendAssumeCapacity(empty_emissive_texture);
const empty_normal_texture = try Texture.init(engine, .{
.width = 1,
@@ -70,7 +105,7 @@ pub fn init(engine: *Engine, allocator: std.mem.Allocator) !Textures {
.target_queue = .graphics,
.name = "@Empty",
});
textures.appendAssumeCapacity(empty_normal_texture);
array.appendAssumeCapacity(empty_normal_texture);
const empty_occlusuion_roughness_metallic_texture = try Texture.init(engine, .{
.width = 1,
@@ -79,7 +114,7 @@ pub fn init(engine: *Engine, allocator: std.mem.Allocator) !Textures {
.target_queue = .graphics,
.name = "@Empty",
});
textures.appendAssumeCapacity(empty_occlusuion_roughness_metallic_texture);
array.appendAssumeCapacity(empty_occlusuion_roughness_metallic_texture);
try empty_base_color_texture.writeSamples(u8, engine, &.{ 255, 255, 255, 255 });
try empty_emissive_texture.writeSamples(f16, engine, &.{ 1.0, 1.0, 1.0, 1.0 });
@@ -88,67 +123,129 @@ pub fn init(engine: *Engine, allocator: std.mem.Allocator) !Textures {
return .{
.map = map,
.textures = textures,
.array = array,
};
}
pub fn deinit(self: *Textures, engine: *Engine, allocator: std.mem.Allocator) void {
std.log.scoped(.deinit).debug("Deinitializing {*} with {*} and Allocator{{{*},{*}}}", .{ self, engine, allocator.ptr, allocator.vtable });
for (self.textures.items) |*texture| {
for (self.array.items) |*texture| {
texture.deinit(engine);
}
self.textures.deinit(allocator);
self.array.deinit(allocator);
self.map.deinit(allocator);
self.* = undefined;
}
pub fn getAtom(self: *const Textures, atom: Atom, usage: Texture.Usage) ?Id {
const key: Key = .{ .atom = atom, .usage = usage };
return self.map.get(key);
}
pub fn getFilename(self: *const Textures, filename: []const u8, usage: Texture.Usage) ?Id {
const atom = Atom.fromStringIfExists(filename) orelse return null;
const key: Key = .{ .atom = atom, .usage = usage };
return self.map.get(key);
}
pub fn getTexture(self: *const Textures, id: Id) ?*Texture {
const index: usize = @intFromEnum(id);
return if (index < self.textures.items.len) &self.textures.items[index] else null;
}
pub fn getOrLoadAtom(self: *Textures, engine: *Engine, atom: Atom, usage: Texture.Usage, temp_allocator: std.mem.Allocator) !Id {
const key: Key = .{ .atom = atom, .usage = usage };
const entry = self.map.getOrPutAssumeCapacity(key);
if (entry.found_existing) {
return entry.value_ptr.*;
/// Get the ID of a texture given its filename (as a string) and usage. Returns
/// `null` if such texture hasn't been loaded. When the filename is `null`,
/// returns an empty texture ID appropriate for given usage.
pub fn get(self: *const Textures, maybe_filename: []const u8, usage: Texture.Usage) ?Id {
if (maybe_filename) |filename| {
return self.map.get(.{
// If the atom doesn't exist, then the texture cannot possibly exist.
.filename = .fromStringIfExists(filename) orelse return null,
.usage = usage,
});
} else {
errdefer _ = self.map.remove(key);
const texture = try loadTexture(engine, atom.toString(), usage, temp_allocator);
const id = self.nextId();
entry.value_ptr.* = id;
self.textures.appendAssumeCapacity(texture);
return id;
return emptyTextureForUsage(usage);
}
}
pub fn getOrLoadFilename(self: *Textures, engine: *Engine, filename: []const u8, usage: Texture.Usage, temp_allocator: std.mem.Allocator) !Id {
const atom = try Atom.fromString(filename);
const key: Key = .{ .atom = atom, .usage = usage };
const entry = self.map.getOrPutAssumeCapacity(key);
if (entry.found_existing) {
return entry.value_ptr.*;
/// Get the ID of a texture given its filename (as an atom) and usage. Returns
/// `null` if such texture hasn't been loaded. When the filename is `.empty`,
/// returns an empty texture ID appropriate for given usage.
pub fn getAtom(self: *const Textures, filename: Atom, usage: Texture.Usage) ?Id {
if (filename != .empty) {
return self.map.get(.{
.filename = filename,
.usage = usage,
});
} else {
errdefer _ = self.map.remove(key);
const texture = try loadTexture(engine, filename, usage, temp_allocator);
const id = self.nextId();
entry.value_ptr.* = id;
self.textures.appendAssumeCapacity(texture);
return id;
return emptyTextureForUsage(usage);
}
}
/// Get the ID of a texture given its filename (as a string) and usage. Returns
/// either an existing texture ID or loads a new texture and assigns a new ID,
/// if necessary. Will not return any error if the texture already exists. When
/// the filename is `null`, returns an empty texture ID appropriate for given
/// usage.
///
/// When a texture is being loaded, `temp_allocator` is used for temporary
/// allocations necessary to perform all operations. No memory allocated with
/// `temp_allocator` is retained, so the allocator can be deinitialized or reset
/// after this function returns. Note that during loading the engine will make
/// its own persistent allocations, so an out of memory error is not necessarily
/// related to `temp_allocator`.
pub fn getOrLoad(self: *Textures, engine: *Engine, maybe_filename: ?[]const u8, usage: Texture.Usage, temp_allocator: std.mem.Allocator) !Id {
if (maybe_filename) |filename| {
const key: Key = .{
// If the texture already exists, then the atom must exist and the
// following line will not return any error.
.filename = try .fromString(filename),
.usage = usage,
};
// We don't use `getOrPutAssumeCapacity` method, because we might already be
// at full capacity, in which case we should return `error.OutOfTextures`.
if (self.map.get(key)) |id| {
return id;
} else {
const id = Id.fromIndexSafe(self.array.items.len) catch |err| switch (err) {
error.Overflow => return error.OutOfTextures,
};
const texture = try loadTexture(engine, filename, usage, temp_allocator);
self.map.putAssumeCapacityNoClobber(key, id);
self.array.appendAssumeCapacity(texture);
return id;
}
} else {
return emptyTextureForUsage(usage);
}
}
/// Get the ID of a texture given its filename (as an atom) and usage. Returns
/// either an existing texture ID or loads a new texture and assigns a new ID,
/// if necessary. Will not return any error if the texture already exists. When
/// the filename is `.empty`, returns an empty texture ID appropriate for given
/// usage.
///
/// When a texture is being loaded, `temp_allocator` is used for temporary
/// allocations necessary to perform all operations. No memory allocated with
/// `temp_allocator` is retained, so the allocator can be deinitialized or reset
/// after this function returns. Note that during loading the engine will make
/// its own persistent allocations, so an out of memory is not necessarily
/// related to `temp_allocator`.
pub fn getOrLoadAtom(self: *Textures, engine: *Engine, filename: Atom, usage: Texture.Usage, temp_allocator: std.mem.Allocator) !Id {
if (filename != .empty) {
const key: Key = .{
.filename = filename,
.usage = usage,
};
// We don't use `getOrPutAssumeCapacity` method, because we might already be
// at full capacity, in which case we should return `error.OutOfTextures`.
if (self.map.get(key)) |id| {
return id;
} else {
const id = Id.fromIndexSafe(self.array.items.len) catch |err| switch (err) {
error.Overflow => return error.OutOfTextures,
};
const texture = try loadTexture(engine, filename.toString(), usage, temp_allocator);
self.map.putAssumeCapacityNoClobber(key, id);
self.array.appendAssumeCapacity(texture);
return id;
}
} else {
return emptyTextureForUsage(usage);
}
}
@@ -160,10 +257,7 @@ fn loadTexture(engine: *Engine, filename: []const u8, usage: Texture.Usage, temp
var dir = try cwd.openDir("assets/textures", .{});
defer dir.close();
const file = try dir.openFile(filename, .{});
defer file.close();
const file_buf = try file.readToEndAlloc(temp_allocator, std.math.maxInt(usize));
const file_buf = try dir.readFileAlloc(temp_allocator, filename, std.math.maxInt(usize));
defer temp_allocator.free(file_buf);
var img = try stbi.Image.loadFromMemory(file_buf, usage.samplesPerTexel());
@@ -188,7 +282,12 @@ fn loadTexture(engine: *Engine, filename: []const u8, usage: Texture.Usage, temp
return texture;
}
fn nextId(self: *const Textures) Id {
const index = self.textures.items.len;
return @enumFromInt(index);
fn emptyTextureForUsage(usage: Texture.Usage) !Id {
return switch (usage) {
.base_color => .empty_base_color,
.normal => .empty_normal,
.occlusion_roughness_metallic => .empty_occlusion_roughness_metallic,
.emissive => .empty_emissive,
.depth => error.InvalidUsage,
};
}

View File

@@ -1,9 +1,9 @@
//! Module for string interning. A string can be converted to a stable integer
//! constant, called an *atom*. The value of an for a given string is guaranteed
//! to be stable throughout a program's runtime, but not across different runs.
//! There can be no more than 2¹⁶ atoms.
//! constant, called an *atom*. The value of an atom for a given string is
//! guaranteed to be stable throughout a program's runtime, but not across
//! different runs. There can be no more than 2¹⁶ atoms.
//!
//! Use this module for converting string IDs into numbers, so that they can be
//! Use this module to convert string IDs into numbers, so that they can be
//! compared more easily. The users of this module should import it with
//! `@import("Atom.zig").Atom` and use the methods available in the `Atom` type.
@@ -76,7 +76,7 @@ pub const Atom = enum(u16) {
}
/// Cast an atom into an integer.
pub fn toInt(self: Atom) u32 {
pub fn toInt(self: Atom) u16 {
return @intFromEnum(self);
}

106
src/shaders.zig Normal file
View File

@@ -0,0 +1,106 @@
const math = @import("math.zig");
const Materials = @import("assets/Materials.zig");
const Matrix4x4 = math.Matrix4x4;
const GenericBuffer = @import("engine/GenericBuffer.zig").GenericBuffer;
const Textures = @import("assets/Textures.zig");
const Vector2 = math.Vector2;
const Vector3 = math.Vector3;
const Vector4 = math.Vector4;
pub const VertexBuffer = GenericBuffer(void, Vertex);
pub const IndexBuffer = GenericBuffer(void, Index);
pub const GlobalUniformsBuffer = GenericBuffer(GlobalUniforms, void);
pub const PointLightBuffer = GenericBuffer(u32, PointLight);
pub const DirectionalLightBuffer = GenericBuffer(u32, DirectionalLight);
pub const MaterialBuffer = GenericBuffer(void, Material);
pub const ObjectUniformsBuffer = GenericBuffer(void, ObjectUniforms);
pub const Vertex = extern struct {
positionOS: [3]f32,
texCoord: [2]u16,
normalOS: [3]i8,
tangentOS: [4]i8,
pub fn init(position_os: Vector3, tex_coord: Vector2, normal_os: Vector3, tangent_os: Vector4) Vertex {
return .{
.positionOS = position_os.asArray(),
.texCoord = tex_coord.asArrayNorm(u16),
.normalOS = normal_os.asArrayNorm(i8),
.tangentOS = tangent_os.asArrayNorm(i8),
};
}
};
pub const Index = u16;
pub const GlobalUniforms = extern struct {
matrixWStoVS: [16]f32,
matrixVStoCS: [16]f32,
ambientLight: [3]f32,
pub fn init(matrix_ws_to_vs: Matrix4x4, matrix_vs_to_cs: Matrix4x4, ambient_light: Vector3) GlobalUniforms {
return .{
.matrixWStoVS = matrix_ws_to_vs.asArray(),
.matrixVStoCS = matrix_vs_to_cs.asArray(),
.ambientLight = ambient_light.asArray(),
};
}
};
pub const PointLight = extern struct {
positionWS: [3]f32,
color: [3]f32,
pub fn init(position_ws: Vector3, color: Vector3) PointLight {
return .{
.positionWS = position_ws.asArray(),
.color = color.asArray(),
};
}
};
pub const DirectionalLight = extern struct {
directionWS: [3]f32,
color: [3]f32,
pub fn init(direction_ws: Vector3, color: Vector3) DirectionalLight {
return .{
.directionWS = direction_ws.asArray(),
.color = color.asArray(),
};
}
};
pub const Material = extern struct {
base_color: [3]f32,
emissive: [3]f32,
ior: f32,
metallic: f32,
normal_scale: f32,
occlusion_texture_strength: f32,
roughness: f32,
base_color_texture: Textures.Id,
emissive_texture: Textures.Id,
normal_texture: Textures.Id,
occlusion_roughness_metallic_texture: Textures.Id,
};
pub const ObjectUniforms = extern struct {
matrixOStoWS: [16]f32,
matrixOStoWSNormal: [16]f32,
material: Materials.Id,
pub fn init(matrix_os_to_ws: Matrix4x4, matrix_ow_to_ws_normal: Matrix4x4, material: Materials.Id) ObjectUniforms {
return .{
.matrixOStoWS = matrix_os_to_ws.asArray(),
.matrixOStoWSNormal = matrix_ow_to_ws_normal.asArray(),
.material = material,
};
}
};
pub const main_vert_spv align(4) = @embedFile("shaders/main_vert.spv").*;
pub const main_frag_spv align(4) = @embedFile("shaders/main_frag.spv").*;

View File

@@ -1,25 +0,0 @@
const Materials = @import("assets/Materials.zig");
pub const Orientation = enum(u4) {
negative_x,
positive_x,
negative_y,
positive_y,
negative_z,
positive_z,
};
// ┌────────────────── x
// │ ┌────────────── y
// │ │ ┌───────── z
// │ │ │ ┌───── orientation
// │ │ │ │ ┌ material
// ┌┴─┐┌┴─┐ ┌┴─┐┌┴─┐ ┌┴──────────────┐
// 10987654 32109876 54321098 76543210
pub const Wall = packed struct(u32) {
material: Materials.Id,
orientation: Orientation,
z: u4,
y: u4,
x: u4,
};

38
src/voxels.zig Normal file
View File

@@ -0,0 +1,38 @@
const Materials = @import("assets/Materials.zig");
pub const Orientation = enum(u3) {
negative_x,
positive_x,
negative_y,
positive_y,
negative_z,
positive_z,
};
pub const Transform = enum(u3) {
identity,
rotate_cw,
rotate_ccw,
rotate_180,
mirror,
mirror_rotate_cw,
mirror_rotate_ccw,
mirror_rotate_180,
};
// ┌──────────────────── x
// │ ┌──────────────── y
// │ │ ┌─────────── z
// │ │ │ ┌─────── orientation
// │ │ │ │ ┌──── transform
// │ │ │ │ │ ┌ material
// ┌┴─┐┌┴─┐ ┌┴─┐┌┴┐┌┴─┐┌┴────────────┐
// 10987654 32109876 54321098 76543210
pub const Wall = packed struct(u32) {
material: u14,
transform: Transform,
orientation: Orientation,
z: u4,
y: u4,
x: u4,
};