0.14 zig version, pretty build.zig, renamed SDL defs
This commit is contained in:
20
src/game.zig
20
src/game.zig
@@ -1,5 +1,5 @@
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const std = @import("std");
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const sdl = @import("sdl.zig");
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const sdl = @import("sdl");
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const Graphics = @import("graphics.zig");
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graphics: Graphics,
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@@ -36,10 +36,10 @@ fn draw(self: *Self) GameError!void {
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}
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fn process_events(self: *Self) GameError!void {
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sdl.SDL_PumpEvents();
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sdl.PumpEvents();
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while (true) {
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var buffer: [16]sdl.SDL_Event = undefined;
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const count: usize = @intCast(sdl.SDL_PeepEvents(&buffer, buffer.len, sdl.SDL_GETEVENT, sdl.SDL_EVENT_FIRST, sdl.SDL_EVENT_LAST));
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var buffer: [16]sdl.Event = undefined;
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const count: usize = @intCast(sdl.PeepEvents(&buffer, buffer.len, sdl.GETEVENT, sdl.EVENT_FIRST, sdl.EVENT_LAST));
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if (count == -1) return GameError.SdlError;
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for (buffer[0..count]) |event| {
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self.process_event(event);
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@@ -48,16 +48,16 @@ fn process_events(self: *Self) GameError!void {
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break;
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}
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}
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sdl.SDL_FlushEvents(sdl.SDL_EVENT_FIRST, sdl.SDL_EVENT_LAST);
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sdl.FlushEvents(sdl.EVENT_FIRST, sdl.EVENT_LAST);
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}
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fn process_event(self: *Self, event: sdl.SDL_Event) void {
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fn process_event(self: *Self, event: sdl.Event) void {
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switch (event.type) {
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sdl.SDL_EVENT_QUIT => {
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sdl.EVENT_QUIT => {
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self.running = false;
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},
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sdl.SDL_EVENT_WINDOW_RESIZED => {
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if (event.window.windowID != sdl.SDL_GetWindowID(self.graphics.window)) return;
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sdl.EVENT_WINDOW_RESIZED => {
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if (event.window.windowID != sdl.GetWindowID(self.graphics.window)) return;
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self.graphics.resize(@intCast(event.window.data1), @intCast(event.window.data2));
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},
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else => {},
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@@ -66,7 +66,7 @@ fn process_event(self: *Self, event: sdl.SDL_Event) void {
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pub fn deinit(self: *Self) void {
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self.graphics.destroy();
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sdl.SDL_Quit();
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sdl.Quit();
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}
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pub const GameError = error{
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194
src/graphics.zig
194
src/graphics.zig
@@ -1,86 +1,86 @@
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const std = @import("std");
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const sdl = @import("sdl.zig");
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const sdl = @import("sdl");
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const GameError = @import("game.zig").GameError;
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window: *sdl.SDL_Window,
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renderer: *sdl.SDL_Renderer,
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device: *sdl.SDL_GPUDevice,
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window: *sdl.Window,
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renderer: *sdl.Renderer,
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device: *sdl.GPUDevice,
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/// Only available while drawing
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command_buffer: ?*sdl.SDL_GPUCommandBuffer,
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command_buffer: ?*sdl.GPUCommandBuffer,
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shader_vert: *sdl.SDL_GPUShader,
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shader_frag: *sdl.SDL_GPUShader,
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shader_vert: *sdl.GPUShader,
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shader_frag: *sdl.GPUShader,
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vertex_buffer: *sdl.SDL_GPUBuffer,
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depth_texture: *sdl.SDL_GPUTexture,
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pipeline: *sdl.SDL_GPUGraphicsPipeline,
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vertex_buffer: *sdl.GPUBuffer,
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depth_texture: *sdl.GPUTexture,
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pipeline: *sdl.GPUGraphicsPipeline,
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to_resize: ?struct { u32, u32 } = null,
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const Self = @This();
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pub fn create() GameError!Self {
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// Init
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if (!sdl.SDL_Init(sdl.SDL_INIT_VIDEO | sdl.SDL_INIT_EVENTS)) return GameError.SdlError;
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if (!sdl.Init(sdl.INIT_VIDEO | sdl.INIT_EVENTS)) return GameError.SdlError;
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// Window and Renderer
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var renderer: ?*sdl.SDL_Renderer = null;
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var window: ?*sdl.SDL_Window = null;
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var renderer: ?*sdl.Renderer = null;
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var window: ?*sdl.Window = null;
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if (!sdl.SDL_CreateWindowAndRenderer(
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if (!sdl.CreateWindowAndRenderer(
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"Spacefarer",
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1600,
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900,
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sdl.SDL_WINDOW_VULKAN | sdl.SDL_WINDOW_RESIZABLE,
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sdl.WINDOW_VULKAN | sdl.WINDOW_RESIZABLE,
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&window,
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&renderer,
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)) return GameError.SdlError;
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errdefer sdl.SDL_DestroyRenderer(renderer);
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errdefer sdl.SDL_DestroyWindow(window);
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errdefer sdl.DestroyRenderer(renderer);
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errdefer sdl.DestroyWindow(window);
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if (!sdl.SDL_SetRenderVSync(renderer, sdl.SDL_RENDERER_VSYNC_ADAPTIVE)) return GameError.SdlError;
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if (!sdl.SetRenderVSync(renderer, sdl.RENDERER_VSYNC_ADAPTIVE)) return GameError.SdlError;
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// Device
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const device = sdl.SDL_CreateGPUDevice(
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sdl.SDL_GPU_SHADERFORMAT_SPIRV,
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const device = sdl.CreateGPUDevice(
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sdl.GPU_SHADERFORMAT_SPIRV,
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@import("builtin").mode == .Debug,
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null,
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) orelse return GameError.SdlError;
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errdefer sdl.SDL_DestroyGPUDevice(device);
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errdefer sdl.DestroyGPUDevice(device);
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// Claim
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if (!sdl.SDL_ClaimWindowForGPUDevice(device, window)) return GameError.SdlError;
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errdefer sdl.SDL_ReleaseWindowFromGPUDevice(device, window);
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if (!sdl.ClaimWindowForGPUDevice(device, window)) return GameError.SdlError;
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errdefer sdl.ReleaseWindowFromGPUDevice(device, window);
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const shader_vert = try load_shader(
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device,
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"data/shaders/basic.vert",
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sdl.SDL_GPU_SHADERSTAGE_VERTEX,
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sdl.GPU_SHADERSTAGE_VERTEX,
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);
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errdefer sdl.SDL_ReleaseGPUShader(device, shader_vert);
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errdefer sdl.ReleaseGPUShader(device, shader_vert);
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const shader_frag = try load_shader(
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device,
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"data/shaders/basic.frag",
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sdl.SDL_GPU_SHADERSTAGE_FRAGMENT,
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sdl.GPU_SHADERSTAGE_FRAGMENT,
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);
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errdefer sdl.SDL_ReleaseGPUShader(device, shader_frag);
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errdefer sdl.ReleaseGPUShader(device, shader_frag);
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const vertex_buffer = sdl.SDL_CreateGPUBuffer(device, &.{
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.usage = sdl.SDL_GPU_BUFFERUSAGE_VERTEX,
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const vertex_buffer = sdl.CreateGPUBuffer(device, &.{
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.usage = sdl.GPU_BUFFERUSAGE_VERTEX,
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// 6 Vertices * 3 Coordinates * 4 Bytes
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.size = 6 * 3 * 4,
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}) orelse return GameError.SdlError;
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errdefer sdl.SDL_ReleaseGPUBuffer(device, vertex_buffer);
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errdefer sdl.ReleaseGPUBuffer(device, vertex_buffer);
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const transfer_buffer = sdl.SDL_CreateGPUTransferBuffer(device, &.{
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const transfer_buffer = sdl.CreateGPUTransferBuffer(device, &.{
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.size = 6 * 3 * 4,
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.usage = sdl.SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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.usage = sdl.GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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}) orelse return GameError.SdlError;
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defer sdl.SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
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defer sdl.ReleaseGPUTransferBuffer(device, transfer_buffer);
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{ // Filling up transfer buffer
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const mapped_buffer: [*c]f32 = @alignCast(@ptrCast(sdl.SDL_MapGPUTransferBuffer(device, transfer_buffer, false) orelse return GameError.SdlError));
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defer sdl.SDL_UnmapGPUTransferBuffer(device, transfer_buffer);
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const mapped_buffer: [*c]f32 = @alignCast(@ptrCast(sdl.MapGPUTransferBuffer(device, transfer_buffer, false) orelse return GameError.SdlError));
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defer sdl.UnmapGPUTransferBuffer(device, transfer_buffer);
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std.mem.copyForwards(f32, mapped_buffer[0 .. 6 * 3], &[6 * 3]f32{
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// Triangle 1
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-1.0, 0.0, 0.0,
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@@ -94,29 +94,29 @@ pub fn create() GameError!Self {
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}
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{ // Copying data over from transfer buffer to vertex buffer
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const command_buffer = sdl.SDL_AcquireGPUCommandBuffer(device) orelse return GameError.SdlError;
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const copy_pass = sdl.SDL_BeginGPUCopyPass(command_buffer) orelse return GameError.SdlError;
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const command_buffer = sdl.AcquireGPUCommandBuffer(device) orelse return GameError.SdlError;
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const copy_pass = sdl.BeginGPUCopyPass(command_buffer) orelse return GameError.SdlError;
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sdl.SDL_UploadToGPUBuffer(copy_pass, &.{ .transfer_buffer = transfer_buffer }, &.{
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sdl.UploadToGPUBuffer(copy_pass, &.{ .transfer_buffer = transfer_buffer }, &.{
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.size = 6 * 3 * 4,
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.buffer = vertex_buffer,
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}, false);
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sdl.SDL_EndGPUCopyPass(copy_pass);
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if (!sdl.SDL_SubmitGPUCommandBuffer(command_buffer)) return GameError.SdlError;
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sdl.EndGPUCopyPass(copy_pass);
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if (!sdl.SubmitGPUCommandBuffer(command_buffer)) return GameError.SdlError;
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}
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const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(device, window);
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if (target_format == sdl.SDL_GPU_TEXTUREFORMAT_INVALID) return GameError.SdlError;
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const target_format = sdl.GetGPUSwapchainTextureFormat(device, window);
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if (target_format == sdl.GPU_TEXTUREFORMAT_INVALID) return GameError.SdlError;
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// TODO: Clean
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var window_width: c_int = 1;
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var window_height: c_int = 1;
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if (!sdl.SDL_GetWindowSizeInPixels(window, &window_width, &window_height)) return GameError.SdlError;
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if (!sdl.GetWindowSizeInPixels(window, &window_width, &window_height)) return GameError.SdlError;
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const depth_texture = try create_depth_texture(device, @intCast(window_width), @intCast(window_height));
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errdefer sdl.SDL_ReleaseGPUTexture(device, depth_texture);
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errdefer sdl.ReleaseGPUTexture(device, depth_texture);
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const pipeline = sdl.SDL_CreateGPUGraphicsPipeline(device, &.{
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const pipeline = sdl.CreateGPUGraphicsPipeline(device, &.{
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.vertex_shader = shader_vert,
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.fragment_shader = shader_frag,
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.vertex_input_state = .{
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@@ -124,51 +124,51 @@ pub fn create() GameError!Self {
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.slot = 0,
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// 3 Coordinates * 4 Bytes
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.pitch = 3 * 4,
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.input_rate = sdl.SDL_GPU_VERTEXINPUTRATE_VERTEX,
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.input_rate = sdl.GPU_VERTEXINPUTRATE_VERTEX,
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},
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.num_vertex_buffers = 1,
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.vertex_attributes = &sdl.SDL_GPUVertexAttribute{
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.vertex_attributes = &sdl.GPUVertexAttribute{
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.offset = 0,
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.location = 0,
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.format = sdl.SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
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.format = sdl.GPU_VERTEXELEMENTFORMAT_FLOAT3,
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.buffer_slot = 0,
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},
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.num_vertex_attributes = 1,
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},
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.primitive_type = sdl.SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
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.primitive_type = sdl.GPU_PRIMITIVETYPE_TRIANGLELIST,
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.rasterizer_state = .{
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.cull_mode = sdl.SDL_GPU_CULLMODE_BACK,
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.fill_mode = sdl.SDL_GPU_FILLMODE_FILL,
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.front_face = sdl.SDL_GPU_FRONTFACE_CLOCKWISE,
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.cull_mode = sdl.GPU_CULLMODE_BACK,
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.fill_mode = sdl.GPU_FILLMODE_FILL,
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.front_face = sdl.GPU_FRONTFACE_CLOCKWISE,
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},
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.multisample_state = .{
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// .sample_count = 1,
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},
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.depth_stencil_state = .{
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.compare_op = sdl.SDL_GPU_COMPAREOP_LESS,
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.compare_op = sdl.GPU_COMPAREOP_LESS,
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.enable_depth_test = true,
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.enable_depth_write = true,
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},
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.target_info = .{
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.depth_stencil_format = sdl.SDL_GPU_TEXTUREFORMAT_D16_UNORM,
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.color_target_descriptions = &sdl.SDL_GPUColorTargetDescription{
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.depth_stencil_format = sdl.GPU_TEXTUREFORMAT_D16_UNORM,
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.color_target_descriptions = &sdl.GPUColorTargetDescription{
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.format = target_format,
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.blend_state = .{
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.enable_blend = true,
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.alpha_blend_op = sdl.SDL_GPU_BLENDOP_ADD,
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.color_blend_op = sdl.SDL_GPU_BLENDOP_ADD,
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.color_write_mask = sdl.SDL_GPU_COLORCOMPONENT_R | sdl.SDL_GPU_COLORCOMPONENT_G | sdl.SDL_GPU_COLORCOMPONENT_B | sdl.SDL_GPU_COLORCOMPONENT_A,
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.src_alpha_blendfactor = sdl.SDL_GPU_BLENDFACTOR_ONE,
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.src_color_blendfactor = sdl.SDL_GPU_BLENDFACTOR_SRC_ALPHA,
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.dst_alpha_blendfactor = sdl.SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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.dst_color_blendfactor = sdl.SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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.alpha_blend_op = sdl.GPU_BLENDOP_ADD,
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.color_blend_op = sdl.GPU_BLENDOP_ADD,
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.color_write_mask = sdl.GPU_COLORCOMPONENT_R | sdl.GPU_COLORCOMPONENT_G | sdl.GPU_COLORCOMPONENT_B | sdl.GPU_COLORCOMPONENT_A,
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.src_alpha_blendfactor = sdl.GPU_BLENDFACTOR_ONE,
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.src_color_blendfactor = sdl.GPU_BLENDFACTOR_SRC_ALPHA,
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.dst_alpha_blendfactor = sdl.GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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.dst_color_blendfactor = sdl.GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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},
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},
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.num_color_targets = 1,
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.has_depth_stencil_target = true,
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},
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}) orelse return GameError.SdlError;
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errdefer sdl.SDL_ReleaseGPUGraphicsPipeline(pipeline);
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errdefer sdl.ReleaseGPUGraphicsPipeline(pipeline);
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return .{
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.window = window.?,
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@@ -184,26 +184,26 @@ pub fn create() GameError!Self {
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}
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pub fn destroy(self: *Self) void {
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sdl.SDL_ReleaseWindowFromGPUDevice(self.device, self.window);
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sdl.SDL_DestroyRenderer(self.renderer);
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sdl.SDL_DestroyWindow(self.window);
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sdl.ReleaseWindowFromGPUDevice(self.device, self.window);
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sdl.DestroyRenderer(self.renderer);
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sdl.DestroyWindow(self.window);
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sdl.SDL_ReleaseGPUGraphicsPipeline(self.device, self.pipeline);
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sdl.SDL_ReleaseGPUTexture(self.device, self.depth_texture);
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sdl.SDL_ReleaseGPUBuffer(self.device, self.vertex_buffer);
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sdl.ReleaseGPUGraphicsPipeline(self.device, self.pipeline);
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sdl.ReleaseGPUTexture(self.device, self.depth_texture);
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sdl.ReleaseGPUBuffer(self.device, self.vertex_buffer);
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sdl.SDL_ReleaseGPUShader(self.device, self.shader_vert);
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sdl.SDL_ReleaseGPUShader(self.device, self.shader_frag);
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sdl.ReleaseGPUShader(self.device, self.shader_vert);
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sdl.ReleaseGPUShader(self.device, self.shader_frag);
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if (self.command_buffer != null) {
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_ = sdl.SDL_CancelGPUCommandBuffer(self.command_buffer);
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_ = sdl.CancelGPUCommandBuffer(self.command_buffer);
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self.command_buffer = null;
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}
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sdl.SDL_DestroyGPUDevice(self.device);
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sdl.DestroyGPUDevice(self.device);
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}
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pub fn begin_draw(self: *Self) GameError!void {
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self.command_buffer = sdl.SDL_AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError;
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self.command_buffer = sdl.AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError;
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if (self.to_resize) |new_size| {
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try self.reset_depth_texture(new_size[0], new_size[1]);
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self.to_resize = null;
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@@ -211,72 +211,72 @@ pub fn begin_draw(self: *Self) GameError!void {
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}
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pub fn draw_debug(self: *Self) GameError!void {
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var render_target: ?*sdl.SDL_GPUTexture = null;
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var render_target: ?*sdl.GPUTexture = null;
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var width: u32 = 0;
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var height: u32 = 0;
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if (!sdl.SDL_WaitAndAcquireGPUSwapchainTexture(self.command_buffer, self.window, &render_target, &width, &height)) return GameError.SdlError;
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if (!sdl.WaitAndAcquireGPUSwapchainTexture(self.command_buffer, self.window, &render_target, &width, &height)) return GameError.SdlError;
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// Hidden
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if (render_target == null) return;
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const render_pass = sdl.SDL_BeginGPURenderPass(self.command_buffer, &.{
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const render_pass = sdl.BeginGPURenderPass(self.command_buffer, &.{
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.clear_color = .{ .r = 0.0, .g = 0.0, .b = 1.0, .a = 1.0 },
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.cycle = false,
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.load_op = sdl.SDL_GPU_LOADOP_CLEAR,
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// .store_op = sdl.SDL_GPU_STOREOP_RESOLVE,
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.store_op = sdl.SDL_GPU_STOREOP_STORE,
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.load_op = sdl.GPU_LOADOP_CLEAR,
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// .store_op = sdl.GPU_STOREOP_RESOLVE,
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.store_op = sdl.GPU_STOREOP_STORE,
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// .resolve_texture = render_target,
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.mip_level = 0,
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.texture = render_target,
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}, 1, &.{
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.clear_depth = 1.0,
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.load_op = sdl.SDL_GPU_LOADOP_CLEAR,
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.store_op = sdl.SDL_GPU_STOREOP_DONT_CARE,
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.stencil_load_op = sdl.SDL_GPU_STOREOP_DONT_CARE,
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.stencil_store_op = sdl.SDL_GPU_STOREOP_DONT_CARE,
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.load_op = sdl.GPU_LOADOP_CLEAR,
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.store_op = sdl.GPU_STOREOP_DONT_CARE,
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.stencil_load_op = sdl.GPU_STOREOP_DONT_CARE,
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.stencil_store_op = sdl.GPU_STOREOP_DONT_CARE,
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.texture = self.depth_texture,
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}) orelse return GameError.SdlError;
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sdl.SDL_BindGPUGraphicsPipeline(render_pass, self.pipeline);
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sdl.SDL_BindGPUVertexBuffers(render_pass, 0, &.{ .offset = 0, .buffer = self.vertex_buffer }, 1);
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sdl.SDL_DrawGPUPrimitives(render_pass, 6, 1, 0, 0);
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sdl.BindGPUGraphicsPipeline(render_pass, self.pipeline);
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sdl.BindGPUVertexBuffers(render_pass, 0, &.{ .offset = 0, .buffer = self.vertex_buffer }, 1);
|
||||
sdl.DrawGPUPrimitives(render_pass, 6, 1, 0, 0);
|
||||
|
||||
sdl.SDL_EndGPURenderPass(render_pass);
|
||||
sdl.EndGPURenderPass(render_pass);
|
||||
}
|
||||
|
||||
pub fn end_draw(self: *Self) GameError!void {
|
||||
defer self.command_buffer = null;
|
||||
if (!sdl.SDL_SubmitGPUCommandBuffer(self.command_buffer)) return GameError.SdlError;
|
||||
if (!sdl.SubmitGPUCommandBuffer(self.command_buffer)) return GameError.SdlError;
|
||||
}
|
||||
|
||||
fn load_shader(device: *sdl.SDL_GPUDevice, path: []const u8, stage: c_uint) GameError!*sdl.SDL_GPUShader {
|
||||
fn load_shader(device: *sdl.GPUDevice, path: []const u8, stage: c_uint) GameError!*sdl.GPUShader {
|
||||
const file = std.fs.cwd().openFile(path, .{}) catch return GameError.OSError;
|
||||
defer file.close();
|
||||
|
||||
const code = file.readToEndAllocOptions(std.heap.c_allocator, 1024 * 1024 * 1024, null, @alignOf(u8), 0) catch return GameError.OSError;
|
||||
defer std.heap.c_allocator.free(code);
|
||||
|
||||
return sdl.SDL_CreateGPUShader(device, &.{
|
||||
return sdl.CreateGPUShader(device, &.{
|
||||
.code = code,
|
||||
.code_size = code.len,
|
||||
.entrypoint = "main",
|
||||
.format = sdl.SDL_GPU_SHADERFORMAT_SPIRV,
|
||||
.format = sdl.GPU_SHADERFORMAT_SPIRV,
|
||||
.stage = stage,
|
||||
}) orelse return GameError.SdlError;
|
||||
}
|
||||
|
||||
fn create_depth_texture(device: *sdl.SDL_GPUDevice, width: u32, height: u32) GameError!*sdl.SDL_GPUTexture {
|
||||
return sdl.SDL_CreateGPUTexture(device, &.{
|
||||
.format = sdl.SDL_GPU_TEXTUREFORMAT_D16_UNORM,
|
||||
fn create_depth_texture(device: *sdl.GPUDevice, width: u32, height: u32) GameError!*sdl.GPUTexture {
|
||||
return sdl.CreateGPUTexture(device, &.{
|
||||
.format = sdl.GPU_TEXTUREFORMAT_D16_UNORM,
|
||||
.layer_count_or_depth = 1,
|
||||
.width = width,
|
||||
.height = height,
|
||||
.num_levels = 1,
|
||||
.usage = sdl.SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
|
||||
.usage = sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
|
||||
}) orelse return GameError.SdlError;
|
||||
}
|
||||
|
||||
fn reset_depth_texture(self: *Self, width: u32, height: u32) GameError!void {
|
||||
sdl.SDL_ReleaseGPUTexture(self.device, self.depth_texture);
|
||||
sdl.ReleaseGPUTexture(self.device, self.depth_texture);
|
||||
self.depth_texture = try create_depth_texture(self.device, width, height);
|
||||
}
|
||||
|
||||
|
@@ -1,5 +1,5 @@
|
||||
const std = @import("std");
|
||||
const sdl = @import("sdl.zig");
|
||||
const sdl = @import("sdl");
|
||||
const Game = @import("game.zig");
|
||||
|
||||
pub fn run_game() !void {
|
||||
|
@@ -1,3 +0,0 @@
|
||||
pub usingnamespace @cImport({
|
||||
@cInclude("SDL3/SDL.h");
|
||||
});
|
Reference in New Issue
Block a user