We doing global variables now
This commit is contained in:
368
src/graphics.zig
368
src/graphics.zig
@@ -1,7 +1,7 @@
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const std = @import("std");
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const sdl = @import("sdl");
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const err = @import("error.zig");
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const presets = @import("graphics/presets.zig");
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const GameError = @import("game.zig").GameError;
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pub const Transform = @import("graphics/transform.zig");
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pub const Camera = @import("graphics/camera.zig");
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@@ -16,74 +16,67 @@ pub const Texture = struct {
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sampler: *sdl.GPUSampler,
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};
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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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var window: *sdl.Window = undefined;
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var renderer: *sdl.Renderer = undefined;
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var device: *sdl.GPUDevice = undefined;
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/// Only available while drawing
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command_buffer: ?*sdl.GPUCommandBuffer,
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render_pass: ?*sdl.GPURenderPass,
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var command_buffer: ?*sdl.GPUCommandBuffer = null;
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var render_pass: ?*sdl.GPURenderPass = null;
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shader_vert: *sdl.GPUShader,
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shader_frag: *sdl.GPUShader,
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var shader_vert: *sdl.GPUShader = undefined;
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var shader_frag: *sdl.GPUShader = undefined;
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vertex_buffer: *sdl.GPUBuffer,
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vertex_buffer_capacity: usize,
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vertex_buffer_used: usize,
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var vertex_buffer: *sdl.GPUBuffer = undefined;
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var vertex_buffer_capacity: usize = undefined;
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var vertex_buffer_used: usize = undefined;
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transfer_buffer: *sdl.GPUTransferBuffer,
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transfer_buffer_capacity: usize,
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var transfer_buffer: *sdl.GPUTransferBuffer = undefined;
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var transfer_buffer_capacity: usize = undefined;
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depth_texture: *sdl.GPUTexture,
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msaa_resolve: *sdl.GPUTexture,
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pipeline: *sdl.GPUGraphicsPipeline,
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var depth_texture: *sdl.GPUTexture = undefined;
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var msaa_resolve: *sdl.GPUTexture = undefined;
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var pipeline: *sdl.GPUGraphicsPipeline = undefined;
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window_size: [2]u32,
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var window_size: [2]u32 = undefined;
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camera: Camera,
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pub var camera: Camera = undefined;
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to_resize: ?[2]u32 = null,
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var to_resize: ?[2]u32 = null;
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const VERTEX_BUFFER_DEFAULT_CAPACITY = 1024;
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const VERTEX_BUFFER_GROWTH_MULTIPLIER = 2;
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const TRANSFER_BUFFER_DEFAULT_CAPACITY = 1024;
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const BYTES_PER_VERTEX = 5 * 4;
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const Self = @This();
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pub fn create() GameError!Self {
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const Graphics = @This();
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pub fn create() void {
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// Init
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if (!sdl.Init(sdl.INIT_VIDEO | sdl.INIT_EVENTS)) return GameError.SdlError;
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if (!sdl.Init(sdl.INIT_VIDEO | sdl.INIT_EVENTS)) err.sdl();
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// Window and Renderer
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var renderer: ?*sdl.Renderer = null;
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var window: ?*sdl.Window = null;
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if (!sdl.CreateWindowAndRenderer(
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"",
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1600,
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900,
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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.DestroyRenderer(renderer);
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errdefer sdl.DestroyWindow(window);
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@ptrCast(&Graphics.window),
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@ptrCast(&Graphics.renderer),
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)) err.sdl();
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Graphics.window_size = .{ 1600, 900 };
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if (!sdl.SetRenderVSync(renderer, sdl.RENDERER_VSYNC_ADAPTIVE)) return GameError.SdlError;
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if (!sdl.SetRenderVSync(renderer, sdl.RENDERER_VSYNC_ADAPTIVE)) err.sdl();
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// Device
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const device = sdl.CreateGPUDevice(
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Graphics.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.DestroyGPUDevice(device);
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) orelse err.sdl();
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// Claim
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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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if (!sdl.ClaimWindowForGPUDevice(Graphics.device, Graphics.window)) err.sdl();
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const shader_vert = try loadShader(
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device,
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Graphics.shader_vert = loadShader(
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"data/shaders/basic.vert",
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.{
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.entrypoint = "main",
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@@ -92,10 +85,8 @@ pub fn create() GameError!Self {
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.num_uniform_buffers = 2,
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},
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);
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errdefer sdl.ReleaseGPUShader(device, shader_vert);
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const shader_frag = try loadShader(
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device,
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Graphics.shader_frag = loadShader(
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"data/shaders/basic.frag",
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.{
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.entrypoint = "main",
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@@ -104,37 +95,34 @@ pub fn create() GameError!Self {
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.num_samplers = 1,
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},
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);
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errdefer sdl.ReleaseGPUShader(device, shader_frag);
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const vertex_buffer = sdl.CreateGPUBuffer(device, &.{
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Graphics.vertex_buffer = sdl.CreateGPUBuffer(Graphics.device, &.{
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.usage = sdl.GPU_BUFFERUSAGE_VERTEX,
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.size = VERTEX_BUFFER_DEFAULT_CAPACITY,
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}) orelse return GameError.SdlError;
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errdefer sdl.ReleaseGPUBuffer(device, vertex_buffer);
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}) orelse err.sdl();
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Graphics.vertex_buffer_capacity = VERTEX_BUFFER_DEFAULT_CAPACITY;
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Graphics.vertex_buffer_used = 0;
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const transfer_buffer = sdl.CreateGPUTransferBuffer(device, &.{
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Graphics.transfer_buffer = sdl.CreateGPUTransferBuffer(Graphics.device, &.{
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.size = TRANSFER_BUFFER_DEFAULT_CAPACITY,
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.usage = sdl.GPU_TRANSFERBUFFERUSAGE_UPLOAD | sdl.GPU_TRANSFERBUFFERUSAGE_DOWNLOAD,
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}) orelse return GameError.SdlError;
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errdefer sdl.ReleaseGPUTransferBuffer(device, transfer_buffer);
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}) orelse err.sdl();
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Graphics.transfer_buffer_capacity = TRANSFER_BUFFER_DEFAULT_CAPACITY;
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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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const target_format = sdl.GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
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if (target_format == sdl.GPU_TEXTUREFORMAT_INVALID) err.sdl();
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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.GetWindowSizeInPixels(window, &window_width, &window_height)) return GameError.SdlError;
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if (!sdl.GetWindowSizeInPixels(Graphics.window, &window_width, &window_height)) err.sdl();
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const depth_texture = try createDepthTexture(device, @intCast(window_width), @intCast(window_height));
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errdefer sdl.ReleaseGPUTexture(device, depth_texture);
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Graphics.depth_texture = createDepthTexture(@intCast(window_width), @intCast(window_height));
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Graphics.msaa_resolve = createTexture(@intCast(window_width), @intCast(window_height), target_format);
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const msaa_resolve = try createTexture(device, @intCast(window_width), @intCast(window_height), target_format);
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errdefer sdl.ReleaseGPUTexture(device, msaa_resolve);
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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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Graphics.pipeline = sdl.CreateGPUGraphicsPipeline(Graphics.device, &.{
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.vertex_shader = Graphics.shader_vert,
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.fragment_shader = Graphics.shader_frag,
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.vertex_input_state = .{
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.vertex_buffer_descriptions = &.{
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.slot = 0,
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@@ -173,68 +161,42 @@ pub fn create() GameError!Self {
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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.ReleaseGPUGraphicsPipeline(pipeline);
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}) orelse err.sdl();
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return .{
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.window = window.?,
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.renderer = renderer.?,
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.device = device,
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.command_buffer = null,
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.render_pass = null,
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.shader_vert = shader_vert,
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.shader_frag = shader_frag,
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.vertex_buffer = vertex_buffer,
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.vertex_buffer_capacity = VERTEX_BUFFER_DEFAULT_CAPACITY,
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.vertex_buffer_used = 0,
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.transfer_buffer = transfer_buffer,
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.transfer_buffer_capacity = TRANSFER_BUFFER_DEFAULT_CAPACITY,
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.depth_texture = depth_texture,
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.msaa_resolve = msaa_resolve,
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.pipeline = pipeline,
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.window_size = .{ 1600, 900 },
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.camera = Camera{
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.transform = .{},
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.near = 1.0,
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.far = 1024.0,
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.lens = 1.5,
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.aspect = 16.0 / 9.0,
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},
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Graphics.camera = Camera{
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.transform = .{},
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.near = 1.0,
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.far = 1024.0,
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.lens = 1.5,
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.aspect = 16.0 / 9.0,
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};
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}
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pub fn destroy(self: *Self) void {
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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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pub fn destroy() void {
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sdl.ReleaseWindowFromGPUDevice(Graphics.device, Graphics.window);
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sdl.DestroyRenderer(Graphics.renderer);
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sdl.DestroyWindow(Graphics.window);
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sdl.ReleaseGPUGraphicsPipeline(self.device, self.pipeline);
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sdl.ReleaseGPUTexture(self.device, self.msaa_resolve);
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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.ReleaseGPUTransferBuffer(self.device, self.transfer_buffer);
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sdl.ReleaseGPUGraphicsPipeline(Graphics.device, Graphics.pipeline);
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sdl.ReleaseGPUTexture(Graphics.device, Graphics.msaa_resolve);
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sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
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sdl.ReleaseGPUBuffer(Graphics.device, Graphics.vertex_buffer);
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sdl.ReleaseGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer);
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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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sdl.ReleaseGPUShader(Graphics.device, Graphics.shader_vert);
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sdl.ReleaseGPUShader(Graphics.device, Graphics.shader_frag);
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if (self.command_buffer != null) {
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_ = sdl.CancelGPUCommandBuffer(self.command_buffer);
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self.command_buffer = null;
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if (Graphics.command_buffer != null) {
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_ = sdl.CancelGPUCommandBuffer(Graphics.command_buffer);
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Graphics.command_buffer = null;
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}
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sdl.DestroyGPUDevice(self.device);
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sdl.DestroyGPUDevice(Graphics.device);
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}
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pub fn loadTexture(self: *Self, width: u32, height: u32, texture_bytes: []const u8) GameError!Texture {
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const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(self.device, self.window);
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pub fn loadTexture(width: u32, height: u32, texture_bytes: []const u8) Texture {
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const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
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const texture = sdl.CreateGPUTexture(self.device, &sdl.GPUTextureCreateInfo{
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const texture = sdl.CreateGPUTexture(Graphics.device, &sdl.GPUTextureCreateInfo{
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.format = target_format,
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.layer_count_or_depth = 1,
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.width = width,
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@@ -242,25 +204,22 @@ pub fn loadTexture(self: *Self, width: u32, height: u32, texture_bytes: []const
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.num_levels = 1,
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.sample_count = sdl.GPU_SAMPLECOUNT_1,
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.usage = sdl.GPU_TEXTUREUSAGE_SAMPLER,
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}) orelse return GameError.SdlError;
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errdefer sdl.ReleaseGPUTexture(self.device, texture);
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}) orelse err.sdl();
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const command_buffer = sdl.AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError;
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const temp_command_buffer = sdl.AcquireGPUCommandBuffer(Graphics.device) orelse err.sdl();
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{
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errdefer _ = sdl.CancelGPUCommandBuffer(command_buffer);
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const copy_pass = sdl.BeginGPUCopyPass(command_buffer) orelse return GameError.SdlError;
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const copy_pass = sdl.BeginGPUCopyPass(temp_command_buffer) orelse err.sdl();
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defer sdl.EndGPUCopyPass(copy_pass);
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const map: [*]u8 = @ptrCast(sdl.MapGPUTransferBuffer(self.device, self.transfer_buffer, false) orelse return GameError.SdlError);
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const map: [*]u8 = @ptrCast(sdl.MapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer, false) orelse err.sdl());
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@memcpy(map, texture_bytes);
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sdl.UnmapGPUTransferBuffer(self.device, self.transfer_buffer);
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sdl.UnmapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer);
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sdl.UploadToGPUTexture(copy_pass, &sdl.GPUTextureTransferInfo{
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.offset = 0,
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.pixels_per_row = width,
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.rows_per_layer = height,
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.transfer_buffer = self.transfer_buffer,
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.transfer_buffer = Graphics.transfer_buffer,
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}, &sdl.GPUTextureRegion{
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.texture = texture,
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.mip_level = 0,
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@@ -273,15 +232,15 @@ pub fn loadTexture(self: *Self, width: u32, height: u32, texture_bytes: []const
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.d = 1,
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}, false);
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}
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if (!sdl.SubmitGPUCommandBuffer(command_buffer)) return GameError.SdlError;
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if (!sdl.SubmitGPUCommandBuffer(temp_command_buffer)) err.sdl();
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const sampler = sdl.CreateGPUSampler(self.device, &sdl.GPUSamplerCreateInfo{
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const sampler = sdl.CreateGPUSampler(Graphics.device, &sdl.GPUSamplerCreateInfo{
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.address_mode_u = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
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.address_mode_v = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
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.address_mode_w = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
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.mag_filter = sdl.GPU_FILTER_NEAREST,
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.min_filter = sdl.GPU_FILTER_LINEAR,
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}) orelse return GameError.SdlError;
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}) orelse err.sdl();
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return Texture{
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.texture = texture,
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@@ -289,44 +248,47 @@ pub fn loadTexture(self: *Self, width: u32, height: u32, texture_bytes: []const
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};
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}
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pub fn loadMesh(self: *Self, mesh_bytes: []const u8) GameError!Mesh {
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std.debug.assert(mesh_bytes.len < self.transfer_buffer_capacity);
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pub fn unloadTexture(texture: Texture) void {
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sdl.ReleaseGPUSampler(Graphics.device, texture.sampler);
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sdl.ReleaseGPUTexture(Graphics.device, texture.texture);
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}
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pub fn loadMesh(mesh_bytes: []const u8) Mesh {
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std.debug.assert(mesh_bytes.len < Graphics.transfer_buffer_capacity);
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var size_mult: usize = 1;
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while (self.vertex_buffer_used + mesh_bytes.len > self.vertex_buffer_capacity) {
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while (Graphics.vertex_buffer_used + mesh_bytes.len > Graphics.vertex_buffer_capacity * size_mult) {
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size_mult *= VERTEX_BUFFER_GROWTH_MULTIPLIER;
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}
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if (size_mult > 1) {
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try self.growVertexBuffer(self.vertex_buffer_capacity * size_mult);
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Graphics.growVertexBuffer(Graphics.vertex_buffer_capacity * size_mult);
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}
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const map = sdl.MapGPUTransferBuffer(self.device, self.transfer_buffer, false) orelse return GameError.SdlError;
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const map = sdl.MapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer, false) orelse err.sdl();
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@memcpy(@as([*]u8, @ptrCast(map)), mesh_bytes);
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sdl.UnmapGPUTransferBuffer(self.device, self.transfer_buffer);
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sdl.UnmapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer);
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const command_buffer = sdl.AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError;
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const temp_command_buffer = sdl.AcquireGPUCommandBuffer(Graphics.device) orelse err.sdl();
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const fence = blk: {
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errdefer _ = sdl.CancelGPUCommandBuffer(command_buffer);
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const copy_pass = sdl.BeginGPUCopyPass(command_buffer) orelse return GameError.SdlError;
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const copy_pass = sdl.BeginGPUCopyPass(temp_command_buffer) orelse err.sdl();
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sdl.UploadToGPUBuffer(copy_pass, &.{
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.transfer_buffer = self.transfer_buffer,
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.transfer_buffer = Graphics.transfer_buffer,
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.offset = 0,
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}, &.{
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.buffer = self.vertex_buffer,
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.offset = @intCast(self.vertex_buffer_used),
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.buffer = Graphics.vertex_buffer,
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.offset = @intCast(Graphics.vertex_buffer_used),
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.size = @intCast(mesh_bytes.len),
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}, false);
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sdl.EndGPUCopyPass(copy_pass);
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break :blk sdl.SubmitGPUCommandBufferAndAcquireFence(command_buffer) orelse return GameError.SdlError;
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break :blk sdl.SubmitGPUCommandBufferAndAcquireFence(temp_command_buffer) orelse err.sdl();
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};
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defer sdl.ReleaseGPUFence(self.device, fence);
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defer sdl.ReleaseGPUFence(Graphics.device, fence);
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if (!sdl.WaitForGPUFences(self.device, true, &fence, 1)) return GameError.SdlError;
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if (!sdl.WaitForGPUFences(Graphics.device, true, &fence, 1)) err.sdl();
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const vertex_start = self.vertex_buffer_used;
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self.vertex_buffer_used += mesh_bytes.len;
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const vertex_start = Graphics.vertex_buffer_used;
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Graphics.vertex_buffer_used += mesh_bytes.len;
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return Mesh{
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.vertex_start = vertex_start / BYTES_PER_VERTEX,
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@@ -334,38 +296,34 @@ pub fn loadMesh(self: *Self, mesh_bytes: []const u8) GameError!Mesh {
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};
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}
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pub fn unloadMesh(self: *Self, mesh: Mesh) void {
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pub fn unloadMesh(mesh: Mesh) void {
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// TODO: free some memory
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_ = self;
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_ = &mesh;
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}
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fn growVertexBuffer(self: *Self, new_size: usize) GameError!void {
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const new_buffer = sdl.CreateGPUBuffer(self.device, &.{
|
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fn growVertexBuffer(new_size: usize) void {
|
||||
const new_buffer = sdl.CreateGPUBuffer(Graphics.device, &.{
|
||||
.size = @intCast(new_size),
|
||||
.usage = sdl.GPU_BUFFERUSAGE_VERTEX,
|
||||
}) orelse return GameError.SdlError;
|
||||
errdefer sdl.ReleaseGPUBuffer(self.device, new_buffer);
|
||||
}) orelse err.sdl();
|
||||
|
||||
const command_buffer = sdl.AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError;
|
||||
const temp_command_buffer = sdl.AcquireGPUCommandBuffer(Graphics.device) orelse err.sdl();
|
||||
|
||||
const fence = blk: {
|
||||
errdefer _ = sdl.CancelGPUCommandBuffer(command_buffer);
|
||||
|
||||
const copy_pass = sdl.BeginGPUCopyPass(command_buffer);
|
||||
const copy_pass = sdl.BeginGPUCopyPass(temp_command_buffer);
|
||||
var copied: usize = 0;
|
||||
while (copied < self.vertex_buffer_used) {
|
||||
const to_transer = @min(self.vertex_buffer_used - copied, self.transfer_buffer_capacity);
|
||||
while (copied < Graphics.vertex_buffer_used) {
|
||||
const to_transer = @min(Graphics.vertex_buffer_used - copied, Graphics.transfer_buffer_capacity);
|
||||
sdl.DownloadFromGPUBuffer(copy_pass, &.{
|
||||
.buffer = self.vertex_buffer,
|
||||
.buffer = Graphics.vertex_buffer,
|
||||
.offset = @intCast(copied),
|
||||
.size = @intCast(to_transer),
|
||||
}, &.{
|
||||
.transfer_buffer = self.transfer_buffer,
|
||||
.transfer_buffer = Graphics.transfer_buffer,
|
||||
.offset = 0,
|
||||
});
|
||||
sdl.UploadToGPUBuffer(copy_pass, &.{
|
||||
.transfer_buffer = self.transfer_buffer,
|
||||
.transfer_buffer = Graphics.transfer_buffer,
|
||||
.offset = 0,
|
||||
}, &.{
|
||||
.buffer = new_buffer,
|
||||
@@ -376,36 +334,36 @@ fn growVertexBuffer(self: *Self, new_size: usize) GameError!void {
|
||||
}
|
||||
sdl.EndGPUCopyPass(copy_pass);
|
||||
|
||||
break :blk sdl.SubmitGPUCommandBufferAndAcquireFence(command_buffer) orelse return GameError.SdlError;
|
||||
break :blk sdl.SubmitGPUCommandBufferAndAcquireFence(temp_command_buffer) orelse err.sdl();
|
||||
};
|
||||
defer sdl.ReleaseGPUFence(self.device, fence);
|
||||
defer sdl.ReleaseGPUFence(Graphics.device, fence);
|
||||
|
||||
if (!sdl.WaitForGPUFences(self.device, true, &fence, 1)) return GameError.SdlError;
|
||||
if (!sdl.WaitForGPUFences(Graphics.device, true, &fence, 1)) err.sdl();
|
||||
|
||||
sdl.ReleaseGPUBuffer(self.device, self.vertex_buffer);
|
||||
self.vertex_buffer = new_buffer;
|
||||
self.vertex_buffer_capacity = new_size;
|
||||
sdl.ReleaseGPUBuffer(Graphics.device, Graphics.vertex_buffer);
|
||||
Graphics.vertex_buffer = new_buffer;
|
||||
Graphics.vertex_buffer_capacity = new_size;
|
||||
}
|
||||
|
||||
/// If window is minimized returns `false`, `render_pass` remains null
|
||||
/// Otherwise `command_buffer` and `render_pass` are both set
|
||||
pub fn beginDraw(self: *Self) GameError!bool {
|
||||
self.command_buffer = sdl.AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError;
|
||||
if (self.to_resize) |new_size| {
|
||||
try self.resetTextures(new_size[0], new_size[1]);
|
||||
self.camera.aspect = @as(f32, @floatFromInt(new_size[0])) / @as(f32, @floatFromInt(new_size[1]));
|
||||
self.window_size = new_size;
|
||||
self.to_resize = null;
|
||||
pub fn beginDraw() bool {
|
||||
Graphics.command_buffer = sdl.AcquireGPUCommandBuffer(Graphics.device) orelse err.sdl();
|
||||
if (Graphics.to_resize) |new_size| {
|
||||
Graphics.resetTextures(new_size[0], new_size[1]);
|
||||
Graphics.camera.aspect = @as(f32, @floatFromInt(new_size[0])) / @as(f32, @floatFromInt(new_size[1]));
|
||||
Graphics.window_size = new_size;
|
||||
Graphics.to_resize = null;
|
||||
}
|
||||
|
||||
var render_target: ?*sdl.GPUTexture = null;
|
||||
var width: u32 = 0;
|
||||
var height: u32 = 0;
|
||||
if (!sdl.WaitAndAcquireGPUSwapchainTexture(self.command_buffer, self.window, &render_target, &width, &height)) return GameError.SdlError;
|
||||
if (!sdl.WaitAndAcquireGPUSwapchainTexture(Graphics.command_buffer, Graphics.window, &render_target, &width, &height)) err.sdl();
|
||||
// Hidden
|
||||
if (render_target == null) return false;
|
||||
|
||||
self.render_pass = sdl.BeginGPURenderPass(self.command_buffer, &.{
|
||||
Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer, &.{
|
||||
.clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 },
|
||||
.cycle = false,
|
||||
.load_op = sdl.GPU_LOADOP_CLEAR,
|
||||
@@ -413,57 +371,57 @@ pub fn beginDraw(self: *Self) GameError!bool {
|
||||
// .store_op = sdl.GPU_STOREOP_STORE,
|
||||
.resolve_texture = render_target,
|
||||
.mip_level = 0,
|
||||
.texture = self.msaa_resolve,
|
||||
.texture = Graphics.msaa_resolve,
|
||||
}, 1, &.{
|
||||
.clear_depth = 1.0,
|
||||
.load_op = sdl.GPU_LOADOP_CLEAR,
|
||||
.store_op = sdl.GPU_STOREOP_DONT_CARE,
|
||||
.stencil_load_op = sdl.GPU_STOREOP_DONT_CARE,
|
||||
.stencil_store_op = sdl.GPU_STOREOP_DONT_CARE,
|
||||
.texture = self.depth_texture,
|
||||
}) orelse return GameError.SdlError;
|
||||
.texture = Graphics.depth_texture,
|
||||
}) orelse err.sdl();
|
||||
|
||||
sdl.BindGPUGraphicsPipeline(self.render_pass, self.pipeline);
|
||||
sdl.BindGPUVertexBuffers(self.render_pass, 0, &.{ .offset = 0, .buffer = self.vertex_buffer }, 1);
|
||||
sdl.PushGPUVertexUniformData(self.command_buffer, 0, &self.camera.matrix(), 16 * 4);
|
||||
sdl.BindGPUGraphicsPipeline(Graphics.render_pass, Graphics.pipeline);
|
||||
sdl.BindGPUVertexBuffers(Graphics.render_pass, 0, &.{ .offset = 0, .buffer = Graphics.vertex_buffer }, 1);
|
||||
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 0, &Graphics.camera.matrix(), 16 * 4);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
pub fn drawMesh(self: *Self, mesh: Mesh, texture: Texture, transform: Transform) GameError!void {
|
||||
if (self.render_pass == null) return;
|
||||
pub fn drawMesh(mesh: Mesh, texture: Texture, transform: Transform) void {
|
||||
if (Graphics.render_pass == null) return;
|
||||
|
||||
sdl.PushGPUVertexUniformData(self.command_buffer, 1, &transform.matrix(), 16 * 4);
|
||||
sdl.BindGPUFragmentSamplers(self.render_pass, 0, &sdl.GPUTextureSamplerBinding{
|
||||
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 1, &transform.matrix(), 16 * 4);
|
||||
sdl.BindGPUFragmentSamplers(Graphics.render_pass, 0, &sdl.GPUTextureSamplerBinding{
|
||||
.texture = texture.texture,
|
||||
.sampler = texture.sampler,
|
||||
}, 1);
|
||||
sdl.DrawGPUPrimitives(self.render_pass, @intCast(mesh.vertex_count), 1, @intCast(mesh.vertex_start), 0);
|
||||
sdl.DrawGPUPrimitives(Graphics.render_pass, @intCast(mesh.vertex_count), 1, @intCast(mesh.vertex_start), 0);
|
||||
}
|
||||
|
||||
pub fn endDraw(self: *Self) GameError!void {
|
||||
defer self.command_buffer = null;
|
||||
defer self.render_pass = null;
|
||||
if (self.render_pass) |render_pass| {
|
||||
sdl.EndGPURenderPass(render_pass);
|
||||
pub fn endDraw() void {
|
||||
defer Graphics.command_buffer = null;
|
||||
defer Graphics.render_pass = null;
|
||||
if (Graphics.render_pass) |pass| {
|
||||
sdl.EndGPURenderPass(pass);
|
||||
}
|
||||
if (!sdl.SubmitGPUCommandBuffer(self.command_buffer)) return GameError.SdlError;
|
||||
if (!sdl.SubmitGPUCommandBuffer(Graphics.command_buffer)) err.sdl();
|
||||
}
|
||||
|
||||
fn loadShader(device: *sdl.GPUDevice, path: []const u8, info: sdl.GPUShaderCreateInfo) GameError!*sdl.GPUShader {
|
||||
const file = std.fs.cwd().openFile(path, .{}) catch return GameError.OSError;
|
||||
fn loadShader(path: []const u8, info: sdl.GPUShaderCreateInfo) *sdl.GPUShader {
|
||||
const file = std.fs.cwd().openFile(path, .{}) catch |e| err.file(e, path);
|
||||
defer file.close();
|
||||
|
||||
const code = file.readToEndAllocOptions(std.heap.c_allocator, 1024 * 1024 * 1024, null, .@"1", 0) catch return GameError.OSError;
|
||||
const code = file.readToEndAllocOptions(std.heap.c_allocator, std.math.maxInt(usize), null, .@"1", 0) catch |e| err.file(e, path);
|
||||
defer std.heap.c_allocator.free(code);
|
||||
|
||||
var updated_info = info;
|
||||
updated_info.code = code;
|
||||
updated_info.code_size = code.len;
|
||||
return sdl.CreateGPUShader(device, &updated_info) orelse return GameError.SdlError;
|
||||
return sdl.CreateGPUShader(device, &updated_info) orelse err.sdl();
|
||||
}
|
||||
|
||||
fn createDepthTexture(device: *sdl.GPUDevice, width: u32, height: u32) GameError!*sdl.GPUTexture {
|
||||
fn createDepthTexture(width: u32, height: u32) *sdl.GPUTexture {
|
||||
return sdl.CreateGPUTexture(device, &.{
|
||||
.format = sdl.GPU_TEXTUREFORMAT_D16_UNORM,
|
||||
.layer_count_or_depth = 1,
|
||||
@@ -472,10 +430,10 @@ fn createDepthTexture(device: *sdl.GPUDevice, width: u32, height: u32) GameError
|
||||
.num_levels = 1,
|
||||
.sample_count = sdl.GPU_SAMPLECOUNT_4,
|
||||
.usage = sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
|
||||
}) orelse return GameError.SdlError;
|
||||
}) orelse err.sdl();
|
||||
}
|
||||
|
||||
fn createTexture(device: *sdl.GPUDevice, width: u32, height: u32, format: c_uint) GameError!*sdl.GPUTexture {
|
||||
fn createTexture(width: u32, height: u32, format: c_uint) *sdl.GPUTexture {
|
||||
return sdl.CreateGPUTexture(device, &.{
|
||||
.format = format,
|
||||
.layer_count_or_depth = 1,
|
||||
@@ -484,19 +442,23 @@ fn createTexture(device: *sdl.GPUDevice, width: u32, height: u32, format: c_uint
|
||||
.num_levels = 1,
|
||||
.sample_count = sdl.GPU_SAMPLECOUNT_4,
|
||||
.usage = sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
|
||||
}) orelse return GameError.SdlError;
|
||||
}) orelse err.sdl();
|
||||
}
|
||||
|
||||
fn resetTextures(self: *Self, width: u32, height: u32) GameError!void {
|
||||
sdl.ReleaseGPUTexture(self.device, self.depth_texture);
|
||||
self.depth_texture = try createDepthTexture(self.device, width, height);
|
||||
fn resetTextures(width: u32, height: u32) void {
|
||||
sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
|
||||
Graphics.depth_texture = createDepthTexture(width, height);
|
||||
|
||||
const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(self.device, self.window);
|
||||
const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
|
||||
|
||||
sdl.ReleaseGPUTexture(self.device, self.msaa_resolve);
|
||||
self.msaa_resolve = try createTexture(self.device, width, height, target_format);
|
||||
sdl.ReleaseGPUTexture(Graphics.device, Graphics.msaa_resolve);
|
||||
Graphics.msaa_resolve = createTexture(width, height, target_format);
|
||||
}
|
||||
|
||||
pub fn resize(self: *Self, width: u32, height: u32) void {
|
||||
self.to_resize = .{ width, height };
|
||||
pub fn resize(width: u32, height: u32) void {
|
||||
Graphics.to_resize = .{ width, height };
|
||||
}
|
||||
|
||||
pub fn windowId() sdl.WindowID {
|
||||
return sdl.GetWindowID(Graphics.window);
|
||||
}
|
||||
|
Reference in New Issue
Block a user