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0658c2fdfa
Author | SHA1 | Date | |
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0658c2fdfa | ||
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9d3a98b2d9 |
@@ -29,13 +29,14 @@ pub fn load(path: []const u8, alloc: std.mem.Allocator) Assets.LoadError!@This()
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const bytes_per_pixel = 4;
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const mip_level = if (std.math.isPowerOfTwo(width) and width == height) @as(u32, Graphics.MIP_LEVEL) else @as(u32, 1);
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const texture = Graphics.createTexture(
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width,
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height,
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target_format,
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sdl.GPU_TEXTUREUSAGE_SAMPLER | sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
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mip_level,
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);
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const texture = sdl.CreateGPUTexture(Graphics.device, &.{
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.width = width,
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.height = height,
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.layer_count_or_depth = 1,
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.format = target_format,
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.usage = sdl.GPU_TEXTUREUSAGE_SAMPLER | sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
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.num_levels = mip_level,
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}) orelse err.sdl();
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errdefer Graphics.freeTexture(texture);
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const transfer_buffer_capacity = Graphics.TRANSFER_BUFFER_DEFAULT_CAPACITY;
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|
249
src/graphics.zig
249
src/graphics.zig
@@ -2,6 +2,7 @@ const std = @import("std");
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const sdl = @import("sdl");
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const err = @import("error.zig");
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const presets = @import("graphics/presets.zig");
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const Game = @import("game.zig");
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const Assets = @import("assets.zig");
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pub const Transform = @import("graphics/transform.zig");
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@@ -13,21 +14,20 @@ pub var device: *sdl.GPUDevice = undefined;
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var command_buffer: ?*sdl.GPUCommandBuffer = null;
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var render_pass: ?*sdl.GPURenderPass = null;
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var render_target: ?*sdl.GPUTexture = null;
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var render_fsaa: bool = undefined;
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var batches: Batches = undefined;
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var shader_vert: *sdl.GPUShader = undefined;
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var shader_frag: *sdl.GPUShader = undefined;
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var depth_texture: *sdl.GPUTexture = undefined;
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var fsaa_target: *sdl.GPUTexture = undefined;
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var antialias: Antialias = undefined;
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var aa_target: *sdl.GPUTexture = undefined;
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var pipeline: *sdl.GPUGraphicsPipeline = undefined;
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pub var window_width: u32 = undefined;
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pub var window_height: u32 = undefined;
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pub var pixel_width: u32 = undefined;
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pub var pixel_height: u32 = undefined;
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var fsaa_scale: u32 = 4;
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var fsaa_level: u32 = 3;
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var render_width: u32 = undefined;
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var render_height: u32 = undefined;
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@@ -38,6 +38,53 @@ const DEPTH_FORMAT = sdl.GPU_TEXTUREFORMAT_D32_FLOAT;
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pub const TRANSFER_BUFFER_DEFAULT_CAPACITY = 512 * 1024;
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pub const MIP_LEVEL = 4;
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const Antialias = union(enum) {
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none,
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msaa: enum(sdl.GPUSampleCount) {
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@"2" = sdl.GPU_SAMPLECOUNT_2,
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@"4" = sdl.GPU_SAMPLECOUNT_4,
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@"8" = sdl.GPU_SAMPLECOUNT_8,
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},
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fsaa: enum {
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@"2",
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@"4",
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@"8",
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},
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pub fn getMsaaSamples(self: @This()) sdl.GPUSampleCount {
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if (self != .msaa) return sdl.GPU_SAMPLECOUNT_1;
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return @intFromEnum(self.msaa);
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}
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pub fn getFsaaScale(self: @This()) u8 {
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if (self != .fsaa) return 1;
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return switch (self.fsaa) {
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.@"2" => 2,
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.@"4" => 4,
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.@"8" => 8,
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};
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}
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pub fn getFsaaLevel(self: @This()) u8 {
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if (self != .fsaa) return 1;
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return switch (self.fsaa) {
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.@"2" => 2,
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.@"4" => 3,
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.@"8" => 4,
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};
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}
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};
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const Batch = struct {
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object: *Assets.Object,
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transform: Transform,
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z: f32,
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fn orderLessThan(ctx: void, lhs: Batch, rhs: Batch) bool {
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_ = ctx;
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return lhs.z > rhs.z;
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}
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};
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const Batches = std.ArrayListUnmanaged(Batch);
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const Graphics = @This();
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pub fn create() void {
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// Init
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@@ -62,6 +109,8 @@ pub fn create() void {
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Graphics.render_width = pixel_width;
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Graphics.render_height = pixel_height;
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Graphics.antialias = .none;
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// Device
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Graphics.device = sdl.CreateGPUDevice(
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sdl.GPU_SHADERFORMAT_SPIRV,
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@@ -95,20 +144,24 @@ pub fn create() void {
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const target_format = sdl.GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
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if (target_format == sdl.GPU_TEXTUREFORMAT_INVALID) err.sdl();
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Graphics.depth_texture = createTexture(
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@as(u32, @intCast(Graphics.render_width)) * Graphics.fsaa_scale,
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@as(u32, @intCast(Graphics.render_height)) * Graphics.fsaa_scale,
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DEPTH_FORMAT,
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sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
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1,
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);
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Graphics.fsaa_target = createTexture(
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@as(u32, @intCast(Graphics.render_width)) * Graphics.fsaa_scale,
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@as(u32, @intCast(Graphics.render_height)) * Graphics.fsaa_scale,
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target_format,
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sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER,
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fsaa_level,
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);
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Graphics.depth_texture = sdl.CreateGPUTexture(device, &.{
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.width = Graphics.render_width * Graphics.antialias.getFsaaScale(),
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.height = Graphics.render_height * Graphics.antialias.getFsaaScale(),
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.layer_count_or_depth = 1,
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.format = DEPTH_FORMAT,
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.usage = sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
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.num_levels = 1,
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.sample_count = Graphics.antialias.getMsaaSamples(),
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}) orelse err.sdl();
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Graphics.aa_target = sdl.CreateGPUTexture(device, &.{
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.width = Graphics.render_width * Graphics.antialias.getFsaaScale(),
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.height = Graphics.render_height * Graphics.antialias.getFsaaScale(),
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.layer_count_or_depth = 1,
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.format = target_format,
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.usage = if (Graphics.antialias == .fsaa) sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER else sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
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.num_levels = Graphics.antialias.getFsaaLevel(),
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.sample_count = Graphics.antialias.getMsaaSamples(),
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}) orelse err.sdl();
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Graphics.pipeline = sdl.CreateGPUGraphicsPipeline(Graphics.device, &.{
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.vertex_shader = Graphics.shader_vert,
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@@ -136,6 +189,9 @@ pub fn create() void {
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},
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.num_vertex_attributes = 2,
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},
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.multisample_state = .{
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.sample_count = Graphics.antialias.getMsaaSamples(),
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},
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.primitive_type = sdl.GPU_PRIMITIVETYPE_TRIANGLELIST,
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.rasterizer_state = presets.RASTERIZER_CULL,
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.depth_stencil_state = presets.DEPTH_ENABLED,
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@@ -150,6 +206,8 @@ pub fn create() void {
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},
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}) orelse err.sdl();
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Graphics.batches = Batches.empty;
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Graphics.camera = Camera{
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.transform = .{},
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.near = 1.0 / 16.0,
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@@ -164,7 +222,7 @@ pub fn destroy() void {
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sdl.DestroyWindow(Graphics.window);
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sdl.ReleaseGPUGraphicsPipeline(Graphics.device, Graphics.pipeline);
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sdl.ReleaseGPUTexture(Graphics.device, Graphics.fsaa_target);
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sdl.ReleaseGPUTexture(Graphics.device, Graphics.aa_target);
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sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
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sdl.ReleaseGPUShader(Graphics.device, Graphics.shader_vert);
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@@ -175,6 +233,7 @@ pub fn destroy() void {
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Graphics.command_buffer = null;
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}
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sdl.DestroyGPUDevice(Graphics.device);
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Graphics.batches.clearAndFree(Game.alloc);
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}
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/// If window is minimized returns `false`, `render_pass` remains null
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@@ -195,14 +254,14 @@ pub fn beginDraw() bool {
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Graphics.camera.aspect = @as(f32, @floatFromInt(Graphics.render_width)) / @as(f32, @floatFromInt(Graphics.render_height));
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}
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Graphics.render_fsaa = Graphics.fsaa_level > 1;
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Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.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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.store_op = sdl.GPU_STOREOP_STORE,
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.load_op = sdl.GPU_LOADOP_DONT_CARE,
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.store_op = if (Graphics.antialias == .msaa) sdl.GPU_STOREOP_RESOLVE else sdl.GPU_STOREOP_STORE,
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.mip_level = 0,
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.texture = if (Graphics.render_fsaa) Graphics.fsaa_target else Graphics.render_target,
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.texture = if (Graphics.antialias == .fsaa or Graphics.antialias == .msaa) Graphics.aa_target else Graphics.render_target,
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.resolve_texture = if (Graphics.antialias == .msaa) Graphics.render_target else null,
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}, 1, &.{
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.clear_depth = 0.0,
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.load_op = sdl.GPU_LOADOP_CLEAR,
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@@ -219,34 +278,13 @@ pub fn beginDraw() bool {
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return true;
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}
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pub fn clearDepth() void {
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sdl.EndGPURenderPass(Graphics.render_pass.?);
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fn finishPass() void {
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std.sort.block(Batch, Graphics.batches.items, {}, Batch.orderLessThan);
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Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.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_LOAD,
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.store_op = sdl.GPU_STOREOP_STORE,
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.mip_level = 0,
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.texture = if (Graphics.render_fsaa) Graphics.fsaa_target else Graphics.render_target,
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}, 1, &.{
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.clear_depth = 0.0,
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.load_op = sdl.GPU_LOADOP_CLEAR,
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.store_op = sdl.GPU_STOREOP_DONT_CARE,
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.stencil_load_op = sdl.GPU_STOREOP_DONT_CARE,
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.stencil_store_op = sdl.GPU_STOREOP_DONT_CARE,
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.texture = Graphics.depth_texture,
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}) orelse err.sdl();
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for (Graphics.batches.items) |*batch| {
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const asset_object = batch.object.get() orelse continue;
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sdl.BindGPUGraphicsPipeline(Graphics.render_pass, Graphics.pipeline);
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sdl.PushGPUVertexUniformData(Graphics.command_buffer, 0, &Graphics.camera.matrix, 16 * 4);
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}
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pub fn drawObject(object: *Assets.Object, transform: Transform) void {
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if (Graphics.render_pass == null) return;
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const asset_object = object.get() orelse return;
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sdl.PushGPUVertexUniformData(Graphics.command_buffer, 1, &transform.matrix(), 16 * 4);
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sdl.PushGPUVertexUniformData(Graphics.command_buffer, 1, &batch.transform.matrix(), 16 * 4);
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for (asset_object.nodes) |node| {
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const mesh = &asset_object.meshes[node.mesh];
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@@ -261,22 +299,72 @@ pub fn drawObject(object: *Assets.Object, transform: Transform) void {
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sdl.DrawGPUIndexedPrimitives(Graphics.render_pass, primitive.indices, 1, 0, 0, 0);
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}
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}
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}
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Graphics.batches.clearRetainingCapacity();
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sdl.EndGPURenderPass(Graphics.render_pass.?);
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}
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pub fn clearDepth() void {
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Graphics.finishPass();
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Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.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_LOAD,
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.store_op = if (Graphics.antialias == .msaa) sdl.GPU_STOREOP_RESOLVE else sdl.GPU_STOREOP_STORE,
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.mip_level = 0,
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.texture = if (Graphics.antialias == .fsaa or Graphics.antialias == .msaa) Graphics.aa_target else Graphics.render_target,
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.resolve_texture = if (Graphics.antialias == .msaa) Graphics.render_target else null,
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}, 1, &.{
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.clear_depth = 0.0,
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.load_op = sdl.GPU_LOADOP_CLEAR,
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.store_op = sdl.GPU_STOREOP_DONT_CARE,
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.stencil_load_op = sdl.GPU_STOREOP_DONT_CARE,
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.stencil_store_op = sdl.GPU_STOREOP_DONT_CARE,
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.texture = Graphics.depth_texture,
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}) orelse err.sdl();
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sdl.BindGPUGraphicsPipeline(Graphics.render_pass, Graphics.pipeline);
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sdl.PushGPUVertexUniformData(Graphics.command_buffer, 0, &Graphics.camera.matrix, 16 * 4);
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}
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// `object`: pointer MUST be vaild until current render pass ends
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pub fn drawObject(object: *Assets.Object, transform: Transform) void {
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if (Graphics.render_pass == null) return;
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@setFloatMode(.optimized);
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const z = Graphics.camera.matrix[8] * transform.position[0] +
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Graphics.camera.matrix[9] * transform.position[1] +
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Graphics.camera.matrix[10] * transform.position[2] +
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Graphics.camera.matrix[11];
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var w = Graphics.camera.matrix[12] * transform.position[0] +
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Graphics.camera.matrix[13] * transform.position[1] +
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Graphics.camera.matrix[14] * transform.position[2] +
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Graphics.camera.matrix[15];
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if (w == 0) w = 1;
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Graphics.batches.append(Game.alloc, .{
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.object = object,
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.transform = transform,
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.z = z / w,
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}) catch err.oom();
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}
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pub fn endDraw() void {
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defer Graphics.command_buffer = null;
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defer Graphics.render_pass = null;
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if (Graphics.render_pass) |pass| {
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sdl.EndGPURenderPass(pass);
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if (Graphics.render_fsaa) {
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sdl.GenerateMipmapsForGPUTexture(Graphics.command_buffer, Graphics.fsaa_target);
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Graphics.finishPass();
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if (Graphics.antialias == .fsaa) {
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sdl.GenerateMipmapsForGPUTexture(Graphics.command_buffer, Graphics.aa_target);
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sdl.BlitGPUTexture(Graphics.command_buffer, &.{
|
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.source = .{
|
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.texture = Graphics.fsaa_target,
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.texture = Graphics.aa_target,
|
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.w = Graphics.render_width,
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.h = Graphics.render_height,
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.mip_level = fsaa_level - 1,
|
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.mip_level = Graphics.antialias.getFsaaLevel() - 1,
|
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},
|
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.destination = .{
|
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.texture = Graphics.render_target,
|
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@@ -287,7 +375,6 @@ pub fn endDraw() void {
|
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.filter = sdl.GPU_FILTER_NEAREST,
|
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});
|
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}
|
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}
|
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if (!sdl.SubmitGPUCommandBuffer(Graphics.command_buffer)) err.sdl();
|
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}
|
||||
|
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@@ -304,18 +391,6 @@ fn loadShader(path: []const u8, info: sdl.GPUShaderCreateInfo) *sdl.GPUShader {
|
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return sdl.CreateGPUShader(device, &updated_info) orelse err.sdl();
|
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}
|
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|
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pub fn createTexture(width: u32, height: u32, format: c_uint, usage: c_uint, mip_level: u32) *sdl.GPUTexture {
|
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return sdl.CreateGPUTexture(device, &.{
|
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.format = format,
|
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.layer_count_or_depth = 1,
|
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.width = width,
|
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.height = height,
|
||||
.num_levels = mip_level,
|
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.sample_count = sdl.GPU_SAMPLECOUNT_1,
|
||||
.usage = usage,
|
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}) orelse err.sdl();
|
||||
}
|
||||
|
||||
pub fn freeTexture(texture: *sdl.GPUTexture) void {
|
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sdl.ReleaseGPUTexture(Graphics.device, texture);
|
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}
|
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@@ -340,24 +415,32 @@ pub fn freeSampler(sampler: *sdl.GPUSampler) void {
|
||||
|
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fn resetTextures(width: u32, height: u32) void {
|
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sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
|
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Graphics.depth_texture = createTexture(
|
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width * Graphics.fsaa_scale,
|
||||
height * Graphics.fsaa_scale,
|
||||
DEPTH_FORMAT,
|
||||
sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
|
||||
1,
|
||||
);
|
||||
Graphics.depth_texture = sdl.CreateGPUTexture(device, &.{
|
||||
.width = width * Graphics.antialias.getFsaaScale(),
|
||||
.height = height * Graphics.antialias.getFsaaScale(),
|
||||
.layer_count_or_depth = 1,
|
||||
.format = DEPTH_FORMAT,
|
||||
.usage = sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
|
||||
.num_levels = 1,
|
||||
.sample_count = Graphics.antialias.getMsaaSamples(),
|
||||
}) orelse err.sdl();
|
||||
|
||||
const target_format = sdl.GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
|
||||
|
||||
sdl.ReleaseGPUTexture(Graphics.device, Graphics.fsaa_target);
|
||||
Graphics.fsaa_target = createTexture(
|
||||
width * Graphics.fsaa_scale,
|
||||
height * Graphics.fsaa_scale,
|
||||
target_format,
|
||||
sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER,
|
||||
fsaa_level,
|
||||
);
|
||||
sdl.ReleaseGPUTexture(Graphics.device, Graphics.aa_target);
|
||||
Graphics.aa_target = sdl.CreateGPUTexture(device, &.{
|
||||
.width = width * Graphics.antialias.getFsaaScale(),
|
||||
.height = height * Graphics.antialias.getFsaaScale(),
|
||||
.layer_count_or_depth = 1,
|
||||
.format = target_format,
|
||||
.usage = switch (Graphics.antialias) {
|
||||
.none => sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
|
||||
.fsaa => sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER,
|
||||
.msaa => sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
|
||||
},
|
||||
.num_levels = Graphics.antialias.getFsaaLevel(),
|
||||
.sample_count = Graphics.antialias.getMsaaSamples(),
|
||||
}) orelse err.sdl();
|
||||
}
|
||||
|
||||
pub fn windowId() sdl.WindowID {
|
||||
|
Reference in New Issue
Block a user