Separated graphics into its own file
This commit is contained in:
31
src/game.zig
31
src/game.zig
@@ -1,31 +1,14 @@
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const std = @import("std");
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const sdl = @import("sdl.zig");
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const Graphics = @import("graphics.zig");
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renderer: ?*sdl.SDL_Renderer,
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window: ?*sdl.SDL_Window,
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graphics: Graphics,
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running: bool,
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const Self = @This();
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pub fn init() GameError!Self {
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if (!sdl.SDL_Init(sdl.SDL_INIT_VIDEO | sdl.SDL_INIT_EVENTS)) return GameError.SdlError;
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var renderer: ?*sdl.SDL_Renderer = null;
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var window: ?*sdl.SDL_Window = null;
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if (!sdl.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,
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&window,
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&renderer,
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)) return GameError.SdlError;
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if (!sdl.SDL_SetRenderVSync(renderer, sdl.SDL_RENDERER_VSYNC_ADAPTIVE)) return GameError.SdlError;
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return Self{
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.renderer = renderer,
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.window = window,
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.graphics = try Graphics.create(),
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.running = false,
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};
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}
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@@ -47,9 +30,8 @@ fn update(self: *Self) GameError!void {
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}
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fn draw(self: *Self) GameError!void {
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if (!sdl.SDL_SetRenderDrawColor(self.renderer, 0, 0, 0, 255)) return GameError.SdlError;
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if (!sdl.SDL_RenderClear(self.renderer)) return GameError.SdlError;
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if (!sdl.SDL_RenderPresent(self.renderer)) return GameError.SdlError;
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try self.graphics.begin_draw();
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try self.graphics.end_draw();
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}
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fn process_events(self: *Self) GameError!void {
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@@ -78,8 +60,7 @@ fn process_event(self: *Self, event: sdl.SDL_Event) void {
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}
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pub fn deinit(self: *Self) void {
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sdl.SDL_DestroyRenderer(self.renderer);
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sdl.SDL_DestroyWindow(self.window);
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self.graphics.destroy();
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sdl.SDL_Quit();
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}
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@@ -1 +1,73 @@
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const std = @import("std");
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const sdl = @import("sdl.zig");
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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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/// Only available while drawing
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command_buffer: ?*sdl.SDL_GPUCommandBuffer,
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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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// 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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if (!sdl.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,
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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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if (!sdl.SDL_SetRenderVSync(renderer, sdl.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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@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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// 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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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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};
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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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if (self.command_buffer != null) {
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_ = sdl.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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}
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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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}
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pub fn end_draw(self: *Self) GameError!void {
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defer self.command_buffer = null;
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// Errors out? Perhaps its due to command buffer being empty at the moment
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if (sdl.SDL_SubmitGPUCommandBuffer(self.command_buffer)) return GameError.SdlError;
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}
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15
src/main.zig
15
src/main.zig
@@ -1,8 +1,21 @@
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const std = @import("std");
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const sdl = @import("sdl.zig");
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const Game = @import("game.zig");
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pub fn main() !void {
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pub fn run_game() !void {
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var game = try Game.init();
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defer game.deinit();
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try game.run();
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}
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pub fn main() !void {
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run_game() catch |err| {
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switch (err) {
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error.SdlError => {
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std.debug.print("SDL Error:\n---\n{s}\n---\n", .{sdl.SDL_GetError()});
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},
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else => unreachable,
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}
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return err;
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};
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}
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@@ -1,4 +1,3 @@
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pub usingnamespace @cImport({
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@cInclude("SDL3/SDL.h");
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});
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