Meshes, mesh drawing and debug scene
This commit is contained in:
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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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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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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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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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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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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break :blk sdl.SubmitGPUCommandBufferAndAcquireFence(command_buffer) orelse return GameError.SdlError;
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};
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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;
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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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return Mesh{
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.vertex_start = vertex_start / BYTES_PER_VERTEX,
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.vertex_count = mesh_bytes.len / BYTES_PER_VERTEX,
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};
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}
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pub fn unloadMesh(self: *Self, 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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.size = @intCast(new_size),
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.usage = sdl.GPU_BUFFERUSAGE_VERTEX,
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}) orelse return GameError.SdlError;
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errdefer sdl.ReleaseGPUBuffer(self.device, new_buffer);
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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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const copy_pass = sdl.BeginGPUCopyPass(command_buffer);
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var copied: usize = 0;
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while (copied < self.vertex_buffer_used) {
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const to_transer = @min(self.vertex_buffer_used - copied, self.transfer_buffer_capacity);
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sdl.DownloadFromGPUBuffer(copy_pass, &.{
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.buffer = self.vertex_buffer,
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.offset = @intCast(copied),
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.size = @intCast(to_transer),
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}, &.{
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.transfer_buffer = self.transfer_buffer,
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.offset = 0,
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});
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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 = new_buffer,
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.offset = @intCast(copied),
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.size = @intCast(to_transer),
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}, false);
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copied += to_transer;
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}
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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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};
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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;
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sdl.ReleaseGPUBuffer(self.device, self.vertex_buffer);
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self.vertex_buffer = new_buffer;
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self.vertex_buffer_capacity = new_size;
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}
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/// If window is minimized returns `false`, `render_pass` remains null
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/// Otherwise `command_buffer` and `render_pass` are both set
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pub fn beginDraw(self: *Self) GameError!bool {
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self.command_buffer = sdl.AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError;
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if (self.to_resize) |new_size| {
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try self.resetTextures(new_size[0], new_size[1]);
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@@ -261,17 +327,15 @@ pub fn beginDraw(self: *Self) GameError!void {
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self.window_size = new_size;
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self.to_resize = null;
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}
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}
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pub fn drawDebug(self: *Self) GameError!void {
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var render_target: ?*sdl.GPUTexture = null;
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var width: u32 = 0;
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var height: u32 = 0;
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if (!sdl.WaitAndAcquireGPUSwapchainTexture(self.command_buffer, self.window, &render_target, &width, &height)) return GameError.SdlError;
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// Hidden
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if (render_target == null) return;
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if (render_target == null) return false;
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const render_pass = sdl.BeginGPURenderPass(self.command_buffer, &.{
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self.render_pass = sdl.BeginGPURenderPass(self.command_buffer, &.{
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.clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 },
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.cycle = false,
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.load_op = sdl.GPU_LOADOP_CLEAR,
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@@ -289,17 +353,26 @@ pub fn drawDebug(self: *Self) GameError!void {
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.texture = self.depth_texture,
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}) orelse return GameError.SdlError;
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sdl.BindGPUGraphicsPipeline(render_pass, self.pipeline);
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sdl.BindGPUVertexBuffers(render_pass, 0, &.{ .offset = 0, .buffer = self.vertex_buffer }, 1);
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sdl.BindGPUGraphicsPipeline(self.render_pass, self.pipeline);
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sdl.BindGPUVertexBuffers(self.render_pass, 0, &.{ .offset = 0, .buffer = self.vertex_buffer }, 1);
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sdl.PushGPUVertexUniformData(self.command_buffer, 0, &self.camera.matrix(), 16 * 4);
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sdl.PushGPUVertexUniformData(self.command_buffer, 1, &self.mesh_transform.matrix(), 16 * 4);
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sdl.DrawGPUPrimitives(render_pass, MESH_VERTS, 1, 0, 0);
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sdl.EndGPURenderPass(render_pass);
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return true;
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}
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pub fn drawMesh(self: *Self, mesh: Mesh, transform: Transform) GameError!void {
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if (self.render_pass == null) return;
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sdl.PushGPUVertexUniformData(self.command_buffer, 1, &transform.matrix(), 16 * 4);
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sdl.DrawGPUPrimitives(self.render_pass, @intCast(mesh.vertex_count), 1, @intCast(mesh.vertex_start), 0);
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}
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pub fn endDraw(self: *Self) GameError!void {
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defer self.command_buffer = null;
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defer self.render_pass = null;
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if (self.render_pass) |render_pass| {
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sdl.EndGPURenderPass(render_pass);
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}
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if (!sdl.SubmitGPUCommandBuffer(self.command_buffer)) return GameError.SdlError;
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}
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