Separated graphics into its own file

This commit is contained in:
duck
2025-04-24 01:06:16 +05:00
parent 5f50968746
commit a3b358dd99
4 changed files with 92 additions and 27 deletions

View File

@@ -1 +1,73 @@
const std = @import("std");
const sdl = @import("sdl.zig");
const GameError = @import("game.zig").GameError;
window: *sdl.SDL_Window,
renderer: *sdl.SDL_Renderer,
device: *sdl.SDL_GPUDevice,
/// Only available while drawing
command_buffer: ?*sdl.SDL_GPUCommandBuffer,
const Self = @This();
pub fn create() GameError!Self {
// Init
if (!sdl.SDL_Init(sdl.SDL_INIT_VIDEO | sdl.SDL_INIT_EVENTS)) return GameError.SdlError;
// Window and Renderer
var renderer: ?*sdl.SDL_Renderer = null;
var window: ?*sdl.SDL_Window = null;
if (!sdl.SDL_CreateWindowAndRenderer(
"Spacefarer",
1600,
900,
sdl.SDL_WINDOW_VULKAN,
&window,
&renderer,
)) return GameError.SdlError;
errdefer sdl.SDL_DestroyRenderer(renderer);
errdefer sdl.SDL_DestroyWindow(window);
if (!sdl.SDL_SetRenderVSync(renderer, sdl.SDL_RENDERER_VSYNC_ADAPTIVE)) return GameError.SdlError;
// Device
const device = sdl.SDL_CreateGPUDevice(
sdl.SDL_GPU_SHADERFORMAT_SPIRV,
@import("builtin").mode == .Debug,
null,
) orelse return GameError.SdlError;
errdefer sdl.SDL_DestroyGPUDevice(device);
// Claim
if (!sdl.SDL_ClaimWindowForGPUDevice(device, window)) return GameError.SdlError;
errdefer sdl.SDL_ReleaseWindowFromGPUDevice(device, window);
return .{
.window = window.?,
.renderer = renderer.?,
.device = device,
.command_buffer = null,
};
}
pub fn destroy(self: *Self) void {
sdl.SDL_ReleaseWindowFromGPUDevice(self.device, self.window);
sdl.SDL_DestroyRenderer(self.renderer);
sdl.SDL_DestroyWindow(self.window);
if (self.command_buffer != null) {
_ = sdl.SDL_CancelGPUCommandBuffer(self.command_buffer);
self.command_buffer = null;
}
sdl.SDL_DestroyGPUDevice(self.device);
}
pub fn begin_draw(self: *Self) GameError!void {
self.command_buffer = sdl.SDL_AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError;
}
pub fn end_draw(self: *Self) GameError!void {
defer self.command_buffer = null;
// Errors out? Perhaps its due to command buffer being empty at the moment
if (sdl.SDL_SubmitGPUCommandBuffer(self.command_buffer)) return GameError.SdlError;
}