Meshes, mesh drawing and debug scene
This commit is contained in:
91
src/debug_scene.zig
Normal file
91
src/debug_scene.zig
Normal file
@@ -0,0 +1,91 @@
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const std = @import("std");
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const sdl = @import("sdl");
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const Controller = @import("graph/controller.zig");
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const Graphics = @import("graphics.zig");
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const Game = @import("game.zig");
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const CUBE_MESH_DATA = [_]f32{
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-1, 1, -1,
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1, 1, -1,
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-1, -1, -1,
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1, -1, -1,
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-1, -1, -1,
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1, 1, -1,
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1, 1, -1,
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1, 1, 1,
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1, -1, -1,
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1, -1, 1,
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1, -1, -1,
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1, 1, 1,
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1, 1, 1,
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-1, 1, 1,
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1, -1, 1,
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-1, -1, 1,
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1, -1, 1,
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-1, 1, 1,
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-1, 1, 1,
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-1, 1, -1,
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-1, -1, 1,
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-1, -1, -1,
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-1, -1, 1,
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-1, 1, -1,
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-1, 1, 1,
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1, 1, 1,
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-1, 1, -1,
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1, 1, -1,
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-1, 1, -1,
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1, 1, 1,
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-1, -1, -1,
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1, -1, -1,
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-1, -1, 1,
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1, -1, 1,
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-1, -1, 1,
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1, -1, -1,
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};
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const OFFSETS = [_]@Vector(3, f32){
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.{ -3, 3, 0 },
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.{ 0, 3, 0 },
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.{ 3, 3, 0 },
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.{ -3, 0, 0 },
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.{ 0, 0, 0 },
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.{ 3, 0, 0 },
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.{ -3, -3, 0 },
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.{ 0, -3, 0 },
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.{ 3, -3, 0 },
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};
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pub const Cube = struct {
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mesh: Graphics.Mesh,
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transform: Graphics.Transform,
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};
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pub fn init(controller: *Controller, graphics: *Graphics) !void {
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controller.addResource(Cube{
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.mesh = try graphics.loadMesh(@ptrCast(&CUBE_MESH_DATA)),
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.transform = Graphics.Transform{},
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});
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}
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pub fn deinit() void {}
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pub fn update(cube: *Cube, mouse: *Game.Mouse, graphics: *Graphics) void {
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if (@abs(mouse.dx) < 0.01 and @abs(mouse.dy) < 0.01) return;
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const delta, const length = Graphics.Transform.extractNormal(.{ -mouse.dy, -mouse.dx, 0.0 });
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const rot = Graphics.Transform.rotationByAxis(
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delta,
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length * std.math.pi / @as(f32, @floatFromInt(graphics.window_size[1])) * 2.0,
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);
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cube.transform.rotate(rot);
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}
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pub fn draw(cube: *Cube, graphics: *Graphics) !void {
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for (OFFSETS) |offset| {
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try graphics.drawMesh(cube.mesh, Graphics.Transform{
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.position = cube.transform.position + offset,
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.rotation = cube.transform.rotation,
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.scale = cube.transform.scale,
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});
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}
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}
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51
src/game.zig
51
src/game.zig
@@ -1,6 +1,8 @@
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const std = @import("std");
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const builtin = @import("builtin");
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const sdl = @import("sdl");
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const debug_scene = @import("debug_scene.zig");
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const Graph = @import("graph.zig");
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const Graphics = @import("graphics.zig");
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@@ -8,6 +10,7 @@ const Graphics = @import("graphics.zig");
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// - Do something about deallocating `Resource`s when `Graph` fails
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const RunInfo = struct { running: bool };
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pub const Mouse = struct { x: f32, y: f32, dx: f32, dy: f32 };
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alloc: std.mem.Allocator,
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graph: Graph,
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@@ -21,8 +24,18 @@ pub fn init(alloc: std.mem.Allocator) GameError!Self {
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var controller = try graph.getController();
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controller.addResource(graphics);
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controller.addResource(Mouse{
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.x = 0.0,
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.y = 0.0,
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.dx = 0.0,
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.dy = 0.0,
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});
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controller.queue(debug_scene.init);
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try graph.freeController(controller);
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defer graph.reset();
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try graph.runAllSystems();
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return Self{
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.alloc = alloc,
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.graph = graph,
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@@ -44,7 +57,9 @@ pub fn run(self: *Self) GameError!void {
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var controller = try self.graph.getController();
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controller.queue(.{
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.events = processEvents,
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.draw = draw,
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.update = debug_scene.update,
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.begin_draw = beginDraw,
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.end_draw = endDraw,
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.ordered = true,
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});
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try self.graph.freeController(controller);
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@@ -54,12 +69,13 @@ pub fn run(self: *Self) GameError!void {
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}
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}
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fn draw(graphics: *Graphics) GameError!void {
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try graphics.beginDraw();
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{
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errdefer graphics.endDraw() catch {};
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try graphics.drawDebug();
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fn beginDraw(graphics: *Graphics, controller: *Graph.Controller) GameError!void {
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if (try graphics.beginDraw()) {
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controller.queue(debug_scene.draw);
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}
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}
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fn endDraw(graphics: *Graphics) GameError!void {
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try graphics.endDraw();
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}
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@@ -68,7 +84,10 @@ fn clean(graphics: *Graphics) !void {
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// TODO: Also remove the resource
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}
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fn processEvents(graphics: *Graphics, run_info: *RunInfo) GameError!void {
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fn processEvents(graphics: *Graphics, run_info: *RunInfo, mouse: *Mouse) GameError!void {
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mouse.dx = 0.0;
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mouse.dy = 0.0;
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sdl.PumpEvents();
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while (true) {
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var buffer: [16]sdl.Event = undefined;
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@@ -85,14 +104,10 @@ fn processEvents(graphics: *Graphics, run_info: *RunInfo) GameError!void {
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},
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sdl.EVENT_MOUSE_MOTION => {
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if (event.motion.windowID != sdl.GetWindowID(graphics.window)) continue;
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if (@abs(event.motion.xrel) < 0.01 and @abs(event.motion.yrel) < 0.01) continue;
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const Transform = @import("graphics/transform.zig");
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const delta, const length = Transform.extractNormal(.{ -event.motion.yrel, -event.motion.xrel, 0.0 });
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const rot = Transform.rotationByAxis(
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delta,
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length * std.math.pi / @as(f32, @floatFromInt(graphics.window_size[1])) * 2.0,
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);
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graphics.mesh_transform.rotate(rot);
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mouse.x = event.motion.x;
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mouse.y = event.motion.y;
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mouse.dx += event.motion.xrel;
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mouse.dy += event.motion.yrel;
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},
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else => {},
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}
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@@ -106,7 +121,11 @@ fn processEvents(graphics: *Graphics, run_info: *RunInfo) GameError!void {
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pub fn deinit(self: *Self) void {
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var controller = self.graph.getController() catch unreachable;
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controller.queue(clean);
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controller.queue(.{
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.deinit = debug_scene.deinit,
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.clean = clean,
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.ordered = true,
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});
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self.graph.freeController(controller) catch unreachable;
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self.graph.runAllSystems() catch unreachable;
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@@ -149,7 +149,10 @@ pub fn runAllSystems(self: *Self) GraphError!void {
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const next_system = self.system_queue.pop().?;
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defer next_system.deinit(self.alloc);
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try self.runSystem(next_system);
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self.runSystem(next_system) catch |err| {
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std.debug.print("System run error: {} while running {s}\n", .{ err, next_system.label });
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return err;
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};
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}
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}
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@@ -6,6 +6,7 @@ function_runner: *const fn ([]const *anyopaque) void,
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requested_types: []const Request,
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requires_dud: ?Dud.Id,
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submit_dud: ?Dud.Id,
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label: []const u8,
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pub const Dud = struct {
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pub const Id = usize;
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@@ -37,6 +38,7 @@ pub fn fromFunction(comptime function: anytype, alloc: std.mem.Allocator) !Self
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.function_runner = utils.generateRunner(function),
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.requires_dud = null,
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.submit_dud = null,
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.label = @typeName(@TypeOf(function)),
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};
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}
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237
src/graphics.zig
237
src/graphics.zig
@@ -1,20 +1,33 @@
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const std = @import("std");
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const sdl = @import("sdl");
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const presets = @import("graphics/presets.zig");
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const Transform = @import("graphics/transform.zig");
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const Camera = @import("graphics/camera.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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pub const Mesh = struct {
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vertex_start: usize,
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vertex_count: usize,
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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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/// Only available while drawing
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command_buffer: ?*sdl.GPUCommandBuffer,
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render_pass: ?*sdl.GPURenderPass,
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shader_vert: *sdl.GPUShader,
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shader_frag: *sdl.GPUShader,
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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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transfer_buffer: *sdl.GPUTransferBuffer,
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transfer_buffer_capacity: usize,
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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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@@ -22,50 +35,13 @@ pipeline: *sdl.GPUGraphicsPipeline,
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window_size: [2]u32,
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camera: Camera,
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mesh_transform: Transform,
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to_resize: ?[2]u32 = null,
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const MESH_BYTES = MESH.len * 4;
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const MESH_VERTS = @divExact(MESH.len, 3);
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const MESH = [_]f32{
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-1, 1, -1,
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1, 1, -1,
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-1, -1, -1,
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1, -1, -1,
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-1, -1, -1,
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1, 1, -1,
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1, 1, -1,
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1, 1, 1,
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1, -1, -1,
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1, -1, 1,
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1, -1, -1,
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1, 1, 1,
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1, 1, 1,
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-1, 1, 1,
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1, -1, 1,
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-1, -1, 1,
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1, -1, 1,
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-1, 1, 1,
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-1, 1, 1,
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-1, 1, -1,
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-1, -1, 1,
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-1, -1, -1,
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-1, -1, 1,
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-1, 1, -1,
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-1, 1, 1,
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1, 1, 1,
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-1, 1, -1,
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1, 1, -1,
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-1, 1, -1,
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1, 1, 1,
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-1, -1, -1,
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1, -1, -1,
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-1, -1, 1,
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1, -1, 1,
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-1, -1, 1,
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1, -1, -1,
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};
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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 = 3 * 4;
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const Self = @This();
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pub fn create() GameError!Self {
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@@ -126,35 +102,15 @@ pub fn create() GameError!Self {
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const vertex_buffer = sdl.CreateGPUBuffer(device, &.{
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.usage = sdl.GPU_BUFFERUSAGE_VERTEX,
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// Vertices * 3 Coordinates * 4 Bytes
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.size = MESH_BYTES,
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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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const transfer_buffer = sdl.CreateGPUTransferBuffer(device, &.{
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.size = MESH_BYTES,
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.usage = sdl.GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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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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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.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..MESH.len], &MESH);
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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.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.UploadToGPUBuffer(copy_pass, &.{ .transfer_buffer = transfer_buffer }, &.{
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.size = MESH_BYTES,
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.buffer = vertex_buffer,
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}, false);
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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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errdefer sdl.ReleaseGPUTransferBuffer(device, transfer_buffer);
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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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@@ -211,24 +167,33 @@ pub fn create() GameError!Self {
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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 = Transform{
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.position = .{ 0.0, 0.0, -6.0 },
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.position = .{ 0.0, 0.0, -4.0 },
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},
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.near = 1.0,
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.far = 1024.0,
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.lens = .{ 0.5 * 16.0 / 9.0, 0.5 },
|
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},
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.mesh_transform = Transform{
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.scale = .{ 1.0, 1.5, 2.0 },
|
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.lens = .{ 1.5 * 16.0 / 9.0, 1.5 },
|
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},
|
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};
|
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}
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@@ -242,6 +207,7 @@ pub fn destroy(self: *Self) void {
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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.ReleaseGPUShader(self.device, self.shader_vert);
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sdl.ReleaseGPUShader(self.device, self.shader_frag);
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@@ -253,7 +219,107 @@ pub fn destroy(self: *Self) void {
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sdl.DestroyGPUDevice(self.device);
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}
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|
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pub fn beginDraw(self: *Self) GameError!void {
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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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|
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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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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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}
|
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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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@memcpy(@as([*]u8, @ptrCast(map)), mesh_bytes);
|
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sdl.UnmapGPUTransferBuffer(self.device, self.transfer_buffer);
|
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|
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const command_buffer = sdl.AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError;
|
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const fence = blk: {
|
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errdefer _ = sdl.CancelGPUCommandBuffer(command_buffer);
|
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|
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const copy_pass = sdl.BeginGPUCopyPass(command_buffer) orelse return GameError.SdlError;
|
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sdl.UploadToGPUBuffer(copy_pass, &.{
|
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.transfer_buffer = self.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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.size = @intCast(mesh_bytes.len),
|
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}, false);
|
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sdl.EndGPUCopyPass(copy_pass);
|
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|
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break :blk sdl.SubmitGPUCommandBufferAndAcquireFence(command_buffer) orelse return GameError.SdlError;
|
||||
};
|
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defer sdl.ReleaseGPUFence(self.device, fence);
|
||||
|
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if (!sdl.WaitForGPUFences(self.device, true, &fence, 1)) return GameError.SdlError;
|
||||
|
||||
const vertex_start = self.vertex_buffer_used;
|
||||
self.vertex_buffer_used += mesh_bytes.len;
|
||||
|
||||
return Mesh{
|
||||
.vertex_start = vertex_start / BYTES_PER_VERTEX,
|
||||
.vertex_count = mesh_bytes.len / BYTES_PER_VERTEX,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn unloadMesh(self: *Self, mesh: Mesh) void {
|
||||
// TODO: free some memory
|
||||
_ = self;
|
||||
_ = &mesh;
|
||||
}
|
||||
|
||||
fn growVertexBuffer(self: *Self, new_size: usize) GameError!void {
|
||||
const new_buffer = sdl.CreateGPUBuffer(self.device, &.{
|
||||
.size = @intCast(new_size),
|
||||
.usage = sdl.GPU_BUFFERUSAGE_VERTEX,
|
||||
}) orelse return GameError.SdlError;
|
||||
errdefer sdl.ReleaseGPUBuffer(self.device, new_buffer);
|
||||
|
||||
const command_buffer = sdl.AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError;
|
||||
|
||||
const fence = blk: {
|
||||
errdefer _ = sdl.CancelGPUCommandBuffer(command_buffer);
|
||||
|
||||
const copy_pass = sdl.BeginGPUCopyPass(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);
|
||||
sdl.DownloadFromGPUBuffer(copy_pass, &.{
|
||||
.buffer = self.vertex_buffer,
|
||||
.offset = @intCast(copied),
|
||||
.size = @intCast(to_transer),
|
||||
}, &.{
|
||||
.transfer_buffer = self.transfer_buffer,
|
||||
.offset = 0,
|
||||
});
|
||||
sdl.UploadToGPUBuffer(copy_pass, &.{
|
||||
.transfer_buffer = self.transfer_buffer,
|
||||
.offset = 0,
|
||||
}, &.{
|
||||
.buffer = new_buffer,
|
||||
.offset = @intCast(copied),
|
||||
.size = @intCast(to_transer),
|
||||
}, false);
|
||||
copied += to_transer;
|
||||
}
|
||||
sdl.EndGPUCopyPass(copy_pass);
|
||||
|
||||
break :blk sdl.SubmitGPUCommandBufferAndAcquireFence(command_buffer) orelse return GameError.SdlError;
|
||||
};
|
||||
defer sdl.ReleaseGPUFence(self.device, fence);
|
||||
|
||||
if (!sdl.WaitForGPUFences(self.device, true, &fence, 1)) return GameError.SdlError;
|
||||
|
||||
sdl.ReleaseGPUBuffer(self.device, self.vertex_buffer);
|
||||
self.vertex_buffer = new_buffer;
|
||||
self.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]);
|
||||
@@ -261,17 +327,15 @@ pub fn beginDraw(self: *Self) GameError!void {
|
||||
self.window_size = new_size;
|
||||
self.to_resize = null;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn drawDebug(self: *Self) GameError!void {
|
||||
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;
|
||||
// Hidden
|
||||
if (render_target == null) return;
|
||||
if (render_target == null) return false;
|
||||
|
||||
const render_pass = sdl.BeginGPURenderPass(self.command_buffer, &.{
|
||||
self.render_pass = sdl.BeginGPURenderPass(self.command_buffer, &.{
|
||||
.clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 },
|
||||
.cycle = false,
|
||||
.load_op = sdl.GPU_LOADOP_CLEAR,
|
||||
@@ -289,17 +353,26 @@ pub fn drawDebug(self: *Self) GameError!void {
|
||||
.texture = self.depth_texture,
|
||||
}) orelse return GameError.SdlError;
|
||||
|
||||
sdl.BindGPUGraphicsPipeline(render_pass, self.pipeline);
|
||||
sdl.BindGPUVertexBuffers(render_pass, 0, &.{ .offset = 0, .buffer = self.vertex_buffer }, 1);
|
||||
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.PushGPUVertexUniformData(self.command_buffer, 1, &self.mesh_transform.matrix(), 16 * 4);
|
||||
sdl.DrawGPUPrimitives(render_pass, MESH_VERTS, 1, 0, 0);
|
||||
|
||||
sdl.EndGPURenderPass(render_pass);
|
||||
return true;
|
||||
}
|
||||
|
||||
pub fn drawMesh(self: *Self, mesh: Mesh, transform: Transform) GameError!void {
|
||||
if (self.render_pass == null) return;
|
||||
|
||||
sdl.PushGPUVertexUniformData(self.command_buffer, 1, &transform.matrix(), 16 * 4);
|
||||
sdl.DrawGPUPrimitives(self.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);
|
||||
}
|
||||
if (!sdl.SubmitGPUCommandBuffer(self.command_buffer)) return GameError.SdlError;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user