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

@@ -1,31 +1,14 @@
const std = @import("std"); const std = @import("std");
const sdl = @import("sdl.zig"); const sdl = @import("sdl.zig");
const Graphics = @import("graphics.zig");
renderer: ?*sdl.SDL_Renderer, graphics: Graphics,
window: ?*sdl.SDL_Window,
running: bool, running: bool,
const Self = @This(); const Self = @This();
pub fn init() GameError!Self { pub fn init() GameError!Self {
if (!sdl.SDL_Init(sdl.SDL_INIT_VIDEO | sdl.SDL_INIT_EVENTS)) return GameError.SdlError;
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;
if (!sdl.SDL_SetRenderVSync(renderer, sdl.SDL_RENDERER_VSYNC_ADAPTIVE)) return GameError.SdlError;
return Self{ return Self{
.renderer = renderer, .graphics = try Graphics.create(),
.window = window,
.running = false, .running = false,
}; };
} }
@@ -47,9 +30,8 @@ fn update(self: *Self) GameError!void {
} }
fn draw(self: *Self) GameError!void { fn draw(self: *Self) GameError!void {
if (!sdl.SDL_SetRenderDrawColor(self.renderer, 0, 0, 0, 255)) return GameError.SdlError; try self.graphics.begin_draw();
if (!sdl.SDL_RenderClear(self.renderer)) return GameError.SdlError; try self.graphics.end_draw();
if (!sdl.SDL_RenderPresent(self.renderer)) return GameError.SdlError;
} }
fn process_events(self: *Self) GameError!void { fn process_events(self: *Self) GameError!void {
@@ -78,8 +60,7 @@ fn process_event(self: *Self, event: sdl.SDL_Event) void {
} }
pub fn deinit(self: *Self) void { pub fn deinit(self: *Self) void {
sdl.SDL_DestroyRenderer(self.renderer); self.graphics.destroy();
sdl.SDL_DestroyWindow(self.window);
sdl.SDL_Quit(); sdl.SDL_Quit();
} }

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@@ -1 +1,73 @@
const std = @import("std");
const sdl = @import("sdl.zig"); 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;
}

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@@ -1,8 +1,21 @@
const std = @import("std"); const std = @import("std");
const sdl = @import("sdl.zig");
const Game = @import("game.zig"); const Game = @import("game.zig");
pub fn main() !void { pub fn run_game() !void {
var game = try Game.init(); var game = try Game.init();
defer game.deinit(); defer game.deinit();
try game.run(); try game.run();
} }
pub fn main() !void {
run_game() catch |err| {
switch (err) {
error.SdlError => {
std.debug.print("SDL Error:\n---\n{s}\n---\n", .{sdl.SDL_GetError()});
},
else => unreachable,
}
return err;
};
}

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@@ -1,4 +1,3 @@
pub usingnamespace @cImport({ pub usingnamespace @cImport({
@cInclude("SDL3/SDL.h"); @cInclude("SDL3/SDL.h");
}); });