Hooray, 3D graphics, now actually functioning!

This commit is contained in:
duck
2025-04-24 17:26:57 +05:00
parent 89e0649efe
commit f42cebc87e
4 changed files with 85 additions and 43 deletions

View File

@@ -1,8 +1,9 @@
#version 450 #version 450
layout(location = 0) in vec2 fragCoord; layout(location = 0) in vec3 fragCoord;
layout(location = 1) in float vertexIndex;
layout(location = 0) out vec4 fragColor; layout(location = 0) out vec4 fragColor;
void main() { void main() {
fragColor = vec4(fragCoord, 0.0, 1.0); fragColor = vec4(fragCoord.z, vertexIndex * 0.1, 0.0, 1.0);
} }

View File

@@ -1,8 +1,11 @@
#version 450 #version 450
layout(location = 0) in vec2 inCoord; layout(location = 0) in vec3 inCoord;
layout(location = 0) out vec2 outCoord; layout(location = 0) out vec3 outCoord;
layout(location = 1) out float vertexIndex;
void main() { void main() {
outCoord = inCoord; outCoord = inCoord * 0.5 + 0.5;
vertexIndex = gl_VertexIndex;
gl_Position = vec4(inCoord, 1.0);
} }

View File

@@ -56,6 +56,9 @@ fn process_event(self: *Self, event: sdl.SDL_Event) void {
sdl.SDL_EVENT_QUIT => { sdl.SDL_EVENT_QUIT => {
self.running = false; self.running = false;
}, },
sdl.SDL_EVENT_WINDOW_RESIZED => {
self.graphics.resize(@intCast(event.window.data1), @intCast(event.window.data2));
},
else => {}, else => {},
} }
} }

View File

@@ -12,8 +12,11 @@ shader_vert: *sdl.SDL_GPUShader,
shader_frag: *sdl.SDL_GPUShader, shader_frag: *sdl.SDL_GPUShader,
vertex_buffer: *sdl.SDL_GPUBuffer, vertex_buffer: *sdl.SDL_GPUBuffer,
depth_texture: *sdl.SDL_GPUTexture,
pipeline: *sdl.SDL_GPUGraphicsPipeline, pipeline: *sdl.SDL_GPUGraphicsPipeline,
to_resize: ?struct { u32, u32 } = null,
const Self = @This(); const Self = @This();
pub fn create() GameError!Self { pub fn create() GameError!Self {
// Init // Init
@@ -27,7 +30,7 @@ pub fn create() GameError!Self {
"Spacefarer", "Spacefarer",
1600, 1600,
900, 900,
sdl.SDL_WINDOW_VULKAN, sdl.SDL_WINDOW_VULKAN | sdl.SDL_WINDOW_RESIZABLE,
&window, &window,
&renderer, &renderer,
)) return GameError.SdlError; )) return GameError.SdlError;
@@ -64,13 +67,13 @@ pub fn create() GameError!Self {
const vertex_buffer = sdl.SDL_CreateGPUBuffer(device, &.{ const vertex_buffer = sdl.SDL_CreateGPUBuffer(device, &.{
.usage = sdl.SDL_GPU_BUFFERUSAGE_VERTEX, .usage = sdl.SDL_GPU_BUFFERUSAGE_VERTEX,
// 6 Vertices * 2 Coordinates * 4 Bytes // 6 Vertices * 3 Coordinates * 4 Bytes
.size = 6 * 2 * 4, .size = 6 * 3 * 4,
}) orelse return GameError.SdlError; }) orelse return GameError.SdlError;
errdefer sdl.SDL_ReleaseGPUBuffer(device, vertex_buffer); errdefer sdl.SDL_ReleaseGPUBuffer(device, vertex_buffer);
const transfer_buffer = sdl.SDL_CreateGPUTransferBuffer(device, &.{ const transfer_buffer = sdl.SDL_CreateGPUTransferBuffer(device, &.{
.size = 6 * 2 * 4, .size = 6 * 3 * 4,
.usage = sdl.SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD, .usage = sdl.SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
}) orelse return GameError.SdlError; }) orelse return GameError.SdlError;
defer sdl.SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); defer sdl.SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
@@ -78,15 +81,15 @@ pub fn create() GameError!Self {
{ // Filling up transfer buffer { // Filling up transfer buffer
const mapped_buffer: [*c]f32 = @alignCast(@ptrCast(sdl.SDL_MapGPUTransferBuffer(device, transfer_buffer, false) orelse return GameError.SdlError)); const mapped_buffer: [*c]f32 = @alignCast(@ptrCast(sdl.SDL_MapGPUTransferBuffer(device, transfer_buffer, false) orelse return GameError.SdlError));
defer sdl.SDL_UnmapGPUTransferBuffer(device, transfer_buffer); defer sdl.SDL_UnmapGPUTransferBuffer(device, transfer_buffer);
std.mem.copyForwards(f32, mapped_buffer[0 .. 6 * 2], &[6 * 2]f32{ std.mem.copyForwards(f32, mapped_buffer[0 .. 6 * 3], &[6 * 3]f32{
// Triangle 1 (clockwise) // Triangle 1
0.0, 0.0, -1.0, 0.0, 0.0,
1.0, 0.0, 0.0, 1.0, 0.0,
0.0, 1.0, 1.0, -1.0, 1.0,
// Triangle 2 (counter-clockwise) // Triangle 2
1.0, 0.0, 1.0, 0.0, 0.0,
0.0, 1.0, 0.0, -1.0, 0.0,
1.0, 1.0, -1.0, 1.0, 1.0,
}); });
} }
@@ -95,7 +98,7 @@ pub fn create() GameError!Self {
const copy_pass = sdl.SDL_BeginGPUCopyPass(command_buffer) orelse return GameError.SdlError; const copy_pass = sdl.SDL_BeginGPUCopyPass(command_buffer) orelse return GameError.SdlError;
sdl.SDL_UploadToGPUBuffer(copy_pass, &.{ .transfer_buffer = transfer_buffer }, &.{ sdl.SDL_UploadToGPUBuffer(copy_pass, &.{ .transfer_buffer = transfer_buffer }, &.{
.size = 6 * 2 * 4, .size = 6 * 3 * 4,
.buffer = vertex_buffer, .buffer = vertex_buffer,
}, false); }, false);
@@ -106,28 +109,35 @@ pub fn create() GameError!Self {
const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(device, window); const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(device, window);
if (target_format == sdl.SDL_GPU_TEXTUREFORMAT_INVALID) return GameError.SdlError; if (target_format == sdl.SDL_GPU_TEXTUREFORMAT_INVALID) return GameError.SdlError;
// TODO: Clean
var window_width: c_int = 1;
var window_height: c_int = 1;
if (!sdl.SDL_GetWindowSizeInPixels(window, &window_width, &window_height)) return GameError.SdlError;
const depth_texture = try create_depth_texture(device, @intCast(window_width), @intCast(window_height));
errdefer sdl.SDL_ReleaseGPUTexture(device, depth_texture);
const pipeline = sdl.SDL_CreateGPUGraphicsPipeline(device, &.{ const pipeline = sdl.SDL_CreateGPUGraphicsPipeline(device, &.{
.vertex_shader = shader_vert, .vertex_shader = shader_vert,
.fragment_shader = shader_frag, .fragment_shader = shader_frag,
.vertex_input_state = .{ .vertex_input_state = .{
.vertex_buffer_descriptions = &.{ .vertex_buffer_descriptions = &.{
.slot = 0, .slot = 0,
// 2 Coordinates * 4 Bytes // 3 Coordinates * 4 Bytes
.pitch = 2 * 4, .pitch = 3 * 4,
.input_rate = sdl.SDL_GPU_VERTEXINPUTRATE_VERTEX, .input_rate = sdl.SDL_GPU_VERTEXINPUTRATE_VERTEX,
}, },
.num_vertex_buffers = 1, .num_vertex_buffers = 1,
.vertex_attributes = &sdl.SDL_GPUVertexAttribute{ .vertex_attributes = &sdl.SDL_GPUVertexAttribute{
.offset = 0, .offset = 0,
.location = 0, .location = 0,
.format = sdl.SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .format = sdl.SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
.buffer_slot = 0, .buffer_slot = 0,
}, },
.num_vertex_attributes = 1, .num_vertex_attributes = 1,
}, },
.primitive_type = sdl.SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, .primitive_type = sdl.SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = .{ .rasterizer_state = .{
.cull_mode = sdl.SDL_GPU_CULLMODE_FRONT, .cull_mode = sdl.SDL_GPU_CULLMODE_BACK,
.fill_mode = sdl.SDL_GPU_FILLMODE_FILL, .fill_mode = sdl.SDL_GPU_FILLMODE_FILL,
.front_face = sdl.SDL_GPU_FRONTFACE_CLOCKWISE, .front_face = sdl.SDL_GPU_FRONTFACE_CLOCKWISE,
}, },
@@ -135,27 +145,27 @@ pub fn create() GameError!Self {
// .sample_count = 1, // .sample_count = 1,
}, },
.depth_stencil_state = .{ .depth_stencil_state = .{
// .compare_op = sdl.SDL_GPU_COMPAREOP_LESS, .compare_op = sdl.SDL_GPU_COMPAREOP_LESS,
.compare_op = sdl.SDL_GPU_COMPAREOP_ALWAYS, .enable_depth_test = true,
// .enable_depth_test = true, .enable_depth_write = true,
}, },
.target_info = .{ .target_info = .{
// .depth_stencil_format = sdl.SDL_GPU_TEXTUREFORMAT_D16_UNORM, .depth_stencil_format = sdl.SDL_GPU_TEXTUREFORMAT_D16_UNORM,
.color_target_descriptions = &sdl.SDL_GPUColorTargetDescription{ .color_target_descriptions = &sdl.SDL_GPUColorTargetDescription{
.format = target_format, .format = target_format,
.blend_state = .{ .blend_state = .{
// .enable_blend = true, .enable_blend = true,
.alpha_blend_op = sdl.SDL_GPU_BLENDOP_ADD, .alpha_blend_op = sdl.SDL_GPU_BLENDOP_ADD,
.color_blend_op = sdl.SDL_GPU_BLENDOP_ADD, .color_blend_op = sdl.SDL_GPU_BLENDOP_ADD,
.color_write_mask = sdl.SDL_GPU_COLORCOMPONENT_R | sdl.SDL_GPU_COLORCOMPONENT_G | sdl.SDL_GPU_COLORCOMPONENT_B | sdl.SDL_GPU_COLORCOMPONENT_A, .color_write_mask = sdl.SDL_GPU_COLORCOMPONENT_R | sdl.SDL_GPU_COLORCOMPONENT_G | sdl.SDL_GPU_COLORCOMPONENT_B | sdl.SDL_GPU_COLORCOMPONENT_A,
.src_alpha_blendfactor = sdl.SDL_BLENDFACTOR_ONE, .src_alpha_blendfactor = sdl.SDL_GPU_BLENDFACTOR_ONE,
.src_color_blendfactor = sdl.SDL_BLENDFACTOR_SRC_ALPHA, .src_color_blendfactor = sdl.SDL_GPU_BLENDFACTOR_SRC_ALPHA,
.dst_alpha_blendfactor = sdl.SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, .dst_alpha_blendfactor = sdl.SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.dst_color_blendfactor = sdl.SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, .dst_color_blendfactor = sdl.SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
}, },
}, },
.num_color_targets = 1, .num_color_targets = 1,
// .has_depth_stencil_target = true, .has_depth_stencil_target = true,
}, },
}) orelse return GameError.SdlError; }) orelse return GameError.SdlError;
errdefer sdl.SDL_ReleaseGPUGraphicsPipeline(pipeline); errdefer sdl.SDL_ReleaseGPUGraphicsPipeline(pipeline);
@@ -168,6 +178,7 @@ pub fn create() GameError!Self {
.shader_vert = shader_vert, .shader_vert = shader_vert,
.shader_frag = shader_frag, .shader_frag = shader_frag,
.vertex_buffer = vertex_buffer, .vertex_buffer = vertex_buffer,
.depth_texture = depth_texture,
.pipeline = pipeline, .pipeline = pipeline,
}; };
} }
@@ -178,6 +189,7 @@ pub fn destroy(self: *Self) void {
sdl.SDL_DestroyWindow(self.window); sdl.SDL_DestroyWindow(self.window);
sdl.SDL_ReleaseGPUGraphicsPipeline(self.device, self.pipeline); sdl.SDL_ReleaseGPUGraphicsPipeline(self.device, self.pipeline);
sdl.SDL_ReleaseGPUTexture(self.device, self.depth_texture);
sdl.SDL_ReleaseGPUBuffer(self.device, self.vertex_buffer); sdl.SDL_ReleaseGPUBuffer(self.device, self.vertex_buffer);
sdl.SDL_ReleaseGPUShader(self.device, self.shader_vert); sdl.SDL_ReleaseGPUShader(self.device, self.shader_vert);
@@ -192,13 +204,17 @@ pub fn destroy(self: *Self) void {
pub fn begin_draw(self: *Self) GameError!void { pub fn begin_draw(self: *Self) GameError!void {
self.command_buffer = sdl.SDL_AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError; self.command_buffer = sdl.SDL_AcquireGPUCommandBuffer(self.device) orelse return GameError.SdlError;
if (self.to_resize) |new_size| {
try self.reset_depth_texture(new_size[0], new_size[1]);
self.to_resize = null;
}
} }
pub fn draw_debug(self: *Self) GameError!void { pub fn draw_debug(self: *Self) GameError!void {
var render_target: ?*sdl.SDL_GPUTexture = null; var render_target: ?*sdl.SDL_GPUTexture = null;
var width: u32 = 0; var width: u32 = 0;
var height: u32 = 0; var height: u32 = 0;
if (!sdl.SDL_AcquireGPUSwapchainTexture(self.command_buffer, self.window, &render_target, &width, &height)) return GameError.SdlError; if (!sdl.SDL_WaitAndAcquireGPUSwapchainTexture(self.command_buffer, self.window, &render_target, &width, &height)) return GameError.SdlError;
// Hidden // Hidden
if (render_target == null) return; if (render_target == null) return;
@@ -211,17 +227,16 @@ pub fn draw_debug(self: *Self) GameError!void {
// .resolve_texture = render_target, // .resolve_texture = render_target,
.mip_level = 0, .mip_level = 0,
.texture = render_target, .texture = render_target,
}, 1, null) orelse return GameError.SdlError; }, 1, &.{
.clear_depth = 1.0,
.load_op = sdl.SDL_GPU_LOADOP_CLEAR,
.store_op = sdl.SDL_GPU_STOREOP_DONT_CARE,
.stencil_load_op = sdl.SDL_GPU_STOREOP_DONT_CARE,
.stencil_store_op = sdl.SDL_GPU_STOREOP_DONT_CARE,
.texture = self.depth_texture,
}) orelse return GameError.SdlError;
sdl.SDL_BindGPUGraphicsPipeline(render_pass, self.pipeline); sdl.SDL_BindGPUGraphicsPipeline(render_pass, self.pipeline);
sdl.SDL_SetGPUViewport(render_pass, &.{
.x = 0.0,
.y = 0.0,
.w = 1.0,
.h = 1.0,
.min_depth = 0.0,
.max_depth = 1.0,
});
sdl.SDL_BindGPUVertexBuffers(render_pass, 0, &.{ .offset = 0, .buffer = self.vertex_buffer }, 1); sdl.SDL_BindGPUVertexBuffers(render_pass, 0, &.{ .offset = 0, .buffer = self.vertex_buffer }, 1);
sdl.SDL_DrawGPUPrimitives(render_pass, 6, 1, 0, 0); sdl.SDL_DrawGPUPrimitives(render_pass, 6, 1, 0, 0);
@@ -248,3 +263,23 @@ fn load_shader(device: *sdl.SDL_GPUDevice, path: []const u8, stage: c_uint) Game
.stage = stage, .stage = stage,
}) orelse return GameError.SdlError; }) orelse return GameError.SdlError;
} }
fn create_depth_texture(device: *sdl.SDL_GPUDevice, width: u32, height: u32) GameError!*sdl.SDL_GPUTexture {
return sdl.SDL_CreateGPUTexture(device, &.{
.format = sdl.SDL_GPU_TEXTUREFORMAT_D16_UNORM,
.layer_count_or_depth = 1,
.width = width,
.height = height,
.num_levels = 1,
.usage = sdl.SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
}) orelse return GameError.SdlError;
}
fn reset_depth_texture(self: *Self, width: u32, height: u32) GameError!void {
sdl.SDL_ReleaseGPUTexture(self.device, self.depth_texture);
self.depth_texture = try create_depth_texture(self.device, width, height);
}
pub fn resize(self: *Self, width: u32, height: u32) void {
self.to_resize = .{ width, height };
}