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7 Commits

Author SHA1 Message Date
duck
0658c2fdfa Optional antialiasing 2025-09-26 00:19:11 +05:00
duck
9d3a98b2d9 Draw call batching for improved performance 2025-09-21 21:30:02 +05:00
duck
49267e629f Hi-dpi support, fsaa tweaks 2025-09-21 02:38:49 +05:00
duck
640e7bed86 Fix some issues with asset unloading 2025-09-20 23:22:30 +05:00
duck
fc6ebb73b8 Use reversed infinite projection for camera 2025-09-20 19:03:36 +05:00
duck
c59d833542 Zig 0.14 => Zig 0.15, STB Image => SDL3 Image 2025-09-20 17:56:15 +05:00
duck
9933a956c2 Some .ignore file fixes 2025-09-20 01:36:26 +05:00
16 changed files with 327 additions and 8173 deletions

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@@ -1,5 +1,5 @@
/data/**.png /data/**/*.png
/data/**.bin /data/**/*.bin
/data/**.blend /data/**/*.blend
/data/**.blend1 /data/**/*.blend1
/.git /.git

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@@ -6,6 +6,10 @@ const SHADERS: []const []const u8 = &.{
"data/shaders/basic.vert", "data/shaders/basic.vert",
"data/shaders/basic.frag", "data/shaders/basic.frag",
}; };
const SDL_LIBS: []const []const u8 = &.{
"SDL3",
"SDL3_image",
};
pub fn build(b: *Build) void { pub fn build(b: *Build) void {
const target = b.standardTargetOptions(.{}); const target = b.standardTargetOptions(.{});
@@ -56,16 +60,16 @@ fn stepBuildClient(
) *Build.Step.Compile { ) *Build.Step.Compile {
const exe = b.addExecutable(.{ const exe = b.addExecutable(.{
.name = "tabletop_client", .name = "tabletop_client",
.root_module = b.createModule(.{
.root_source_file = b.path("src/client.zig"), .root_source_file = b.path("src/client.zig"),
.target = target, .target = target,
.optimize = optimize, .optimize = optimize,
}),
}); });
exe.root_module.addImport("sdl", sdl_module); exe.root_module.addImport("sdl", sdl_module);
exe.step.dependOn(sdl_step); exe.step.dependOn(sdl_step);
exe.addIncludePath(b.path("lib/clibs"));
return exe; return exe;
} }
@@ -76,9 +80,11 @@ fn stepBuildServer(
) *Build.Step.Compile { ) *Build.Step.Compile {
const exe = b.addExecutable(.{ const exe = b.addExecutable(.{
.name = "tabletop_server", .name = "tabletop_server",
.root_module = b.createModule(.{
.root_source_file = b.path("src/server.zig"), .root_source_file = b.path("src/server.zig"),
.target = target, .target = target,
.optimize = optimize, .optimize = optimize,
}),
}); });
return exe; return exe;
@@ -93,16 +99,16 @@ fn stepBuildOffline(
) *Build.Step.Compile { ) *Build.Step.Compile {
const exe = b.addExecutable(.{ const exe = b.addExecutable(.{
.name = "tabletop", .name = "tabletop",
.root_module = b.createModule(.{
.root_source_file = b.path("src/offline.zig"), .root_source_file = b.path("src/offline.zig"),
.target = target, .target = target,
.optimize = optimize, .optimize = optimize,
}),
}); });
exe.root_module.addImport("sdl", sdl_module); exe.root_module.addImport("sdl", sdl_module);
exe.step.dependOn(sdl_step); exe.step.dependOn(sdl_step);
exe.addIncludePath(b.path("lib/clibs"));
return exe; return exe;
} }
@@ -112,11 +118,15 @@ fn stepBuildSdlTranslator(
) *Build.Step.Compile { ) *Build.Step.Compile {
const sdl_translator = b.addExecutable(.{ const sdl_translator = b.addExecutable(.{
.name = "sdl_header_translator", .name = "sdl_header_translator",
.root_module = b.createModule(.{
.root_source_file = b.path("utils/sdl_translator.zig"), .root_source_file = b.path("utils/sdl_translator.zig"),
.target = target, .target = target,
.optimize = .Debug, .optimize = .Debug,
}),
}); });
sdl_translator.linkSystemLibrary("SDL3"); for (SDL_LIBS) |lib| {
sdl_translator.linkSystemLibrary(lib);
}
return sdl_translator; return sdl_translator;
} }
@@ -138,20 +148,25 @@ fn stepSdlModule(
target: Build.ResolvedTarget, target: Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode, optimize: std.builtin.OptimizeMode,
) struct { *Build.Module, *Build.Step } { ) struct { *Build.Module, *Build.Step } {
const sdl_module = b.addModule("sdl", .{ const translate_sdl_step, const sdl_rename = stepTranslateSdl(b, target);
.root_source_file = b.path("lib/sdl.zig"),
const translate_c = b.addTranslateC(.{
.root_source_file = b.path("lib/sdl.h"),
.link_libc = true, .link_libc = true,
.target = target, .target = target,
.optimize = optimize, .optimize = optimize,
}); });
sdl_module.linkSystemLibrary("SDL3", .{}); translate_c.addIncludePath(sdl_rename.dirname());
const translate_module = translate_c.createModule();
for (SDL_LIBS) |lib| {
translate_module.linkSystemLibrary(lib, .{ .needed = true });
}
const translate_step, const sdl_rename = stepTranslateSdl(b, target); translate_c.step.dependOn(translate_sdl_step);
sdl_module.addIncludePath(sdl_rename.dirname());
return .{ return .{
sdl_module, translate_module,
translate_step, &translate_c.step,
}; };
} }

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@@ -13,6 +13,6 @@ layout(set = 1, binding = 1) uniform Object{
void main() { void main() {
gl_Position = vec4(inCoord, 1.0) * object.transform * camera.transform; gl_Position = vec4(inCoord, 1.0) * object.transform * camera.transform;
gl_ClipDistance[0] = gl_Position.z; gl_ClipDistance[0] = gl_Position.w - gl_Position.z;
outUV = inUV; outUV = inUV;
} }

File diff suppressed because it is too large Load Diff

3
lib/sdl.h Normal file
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@@ -0,0 +1,3 @@
#include "SDL3/SDL.h"
#include "SDL3_image/SDL_image.h"
#include "sdl_rename.h"

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@@ -1,4 +0,0 @@
pub usingnamespace @cImport({
@cInclude("SDL3/SDL.h");
@cInclude("sdl_rename.h");
});

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@@ -56,6 +56,7 @@ pub const LoadError = error{
ParsingError, ParsingError,
SdlError, SdlError,
FileTooBig, FileTooBig,
UnsupportedAsset,
} || std.mem.Allocator.Error || std.fs.File.OpenError || std.fs.File.ReadError || std.json.ParseError(std.json.Scanner); } || std.mem.Allocator.Error || std.fs.File.OpenError || std.fs.File.ReadError || std.json.ParseError(std.json.Scanner);
pub const AssetType = enum { pub const AssetType = enum {
@@ -123,7 +124,7 @@ pub fn AssetContainer(comptime T: type) type {
self.last_state = self.asset_pointer.state; self.last_state = self.asset_pointer.state;
} }
if (self.last_state == .loaded) { if (self.last_state == .loaded) {
self.data_pointer = @alignCast(@ptrCast(self.asset_pointer.data)); self.data_pointer = @ptrCast(@alignCast(self.asset_pointer.data));
return self.data_pointer; return self.data_pointer;
} else return null; } else return null;
}, },
@@ -150,7 +151,7 @@ pub fn AssetContainer(comptime T: type) type {
self.last_state = self.asset_pointer.state; self.last_state = self.asset_pointer.state;
} }
if (self.last_state == .loaded) { if (self.last_state == .loaded) {
self.data_pointer = @alignCast(@ptrCast(self.asset_pointer.data)); self.data_pointer = @ptrCast(@alignCast(self.asset_pointer.data));
} }
continue :sw self.last_state; continue :sw self.last_state;
}, },
@@ -175,6 +176,7 @@ pub fn deinit() void {
if (worker.thread == null) continue; if (worker.thread == null) continue;
worker.thread.?.join(); worker.thread.?.join();
} }
updateFree();
var iter = Assets.asset_map.valueIterator(); var iter = Assets.asset_map.valueIterator();
while (iter.next()) |asset| { while (iter.next()) |asset| {
std.debug.assert(asset.*.counter == 0); std.debug.assert(asset.*.counter == 0);
@@ -203,22 +205,28 @@ pub fn update() void {
Assets.next_worker_update = 0; Assets.next_worker_update = 0;
} }
Assets.free_board_mutex.lock(); updateFree();
defer Assets.free_board_mutex.unlock(); }
if (Assets.free_board.items.len == 0) return;
fn updateFree() void {
// TODO: Delegate freeing to worker threads? // TODO: Delegate freeing to worker threads?
Assets.asset_map_mutex.lock(); Assets.asset_map_mutex.lock();
defer Assets.asset_map_mutex.unlock(); defer Assets.asset_map_mutex.unlock();
Assets.free_board_mutex.lock();
while (Assets.free_board.pop()) |request| { while (Assets.free_board.pop()) |request| {
if (@atomicLoad(usize, &request.counter, .monotonic) == 0) { if (@atomicLoad(usize, &request.counter, .monotonic) == 0) {
if (!Assets.asset_map.remove(.{ .type = request.type, .path = request.path })) continue; if (!Assets.asset_map.remove(.{ .type = request.type, .path = request.path })) continue;
if (request.state == .loaded) if (request.state == .loaded) {
Assets.free_board_mutex.unlock();
request.unload(Game.alloc); request.unload(Game.alloc);
Assets.free_board_mutex.lock();
}
Game.alloc.free(request.path); Game.alloc.free(request.path);
Game.alloc.destroy(request); Game.alloc.destroy(request);
} }
} }
Assets.free_board_mutex.unlock();
} }
pub fn load(comptime asset_type: AssetType, path: []const u8) AssetContainer(asset_type.getType()) { pub fn load(comptime asset_type: AssetType, path: []const u8) AssetContainer(asset_type.getType()) {
@@ -298,8 +306,8 @@ fn makeLoader(comptime T: type, comptime func: *const fn ([]const u8, std.mem.Al
fn makeUnloader(comptime T: type, comptime func: *const fn (T, std.mem.Allocator) void) *const fn (*AssetCell, std.mem.Allocator) void { fn makeUnloader(comptime T: type, comptime func: *const fn (T, std.mem.Allocator) void) *const fn (*AssetCell, std.mem.Allocator) void {
const Container = struct { const Container = struct {
pub fn unloader(cell: *AssetCell, alloc: std.mem.Allocator) void { pub fn unloader(cell: *AssetCell, alloc: std.mem.Allocator) void {
func(@as(*T, @alignCast(@ptrCast(cell.data))).*, alloc); func(@as(*T, @ptrCast(@alignCast(cell.data))).*, alloc);
alloc.destroy(@as(*T, @alignCast(@ptrCast(cell.data)))); alloc.destroy(@as(*T, @ptrCast(@alignCast(cell.data))));
} }
}; };
return Container.unloader; return Container.unloader;

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@@ -1,7 +1,6 @@
const std = @import("std"); const std = @import("std");
const sdl = @import("sdl"); const sdl = @import("sdl");
const err = @import("../error.zig"); const err = @import("../error.zig");
const c = @import("../c.zig");
const Assets = @import("../assets.zig"); const Assets = @import("../assets.zig");
const Graphics = @import("../graphics.zig"); const Graphics = @import("../graphics.zig");
@@ -14,34 +13,30 @@ pub fn load(path: []const u8, alloc: std.mem.Allocator) Assets.LoadError!@This()
defer Assets.free(file); defer Assets.free(file);
const data = (file.getSync() catch return error.DependencyError).bytes; const data = (file.getSync() catch return error.DependencyError).bytes;
var width: u32 = undefined; const image: *sdl.Surface = @ptrCast(sdl.IMG_Load_IO(sdl.IOFromConstMem(data.ptr, data.len), true) orelse return error.ParsingError);
var height: u32 = undefined; defer sdl.DestroySurface(image);
var channels: u32 = undefined; const format = image.format;
const image = c.stbi_load_from_memory(
@ptrCast(data), const width: u32 = @intCast(image.w);
@intCast(data.len), const height: u32 = @intCast(image.h);
@ptrCast(&width), const channels: u32 = 4;
@ptrCast(&height),
@ptrCast(&channels), const image_slice = @as([*]u8, @ptrCast(image.pixels))[0..@intCast(width * height * channels)];
4,
);
if (image == null) return error.ParsingError;
defer c.stbi_image_free(image);
const image_slice = image[0..@intCast(width * height * channels)];
if (width > 8192 or height > 8192) return error.FileTooBig; if (width > 8192 or height > 8192) return error.FileTooBig;
const target_format = sdl.GPU_TEXTUREFORMAT_R8G8B8A8_UNORM; const target_format = sdl.GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
const bytes_per_pixel = 4; const bytes_per_pixel = 4;
const mip_level = if(std.math.isPowerOfTwo(width) and width == height) @as(u32, Graphics.MIP_LEVEL) else @as(u32, 1); const mip_level = if (std.math.isPowerOfTwo(width) and width == height) @as(u32, Graphics.MIP_LEVEL) else @as(u32, 1);
const texture = Graphics.createTexture( const texture = sdl.CreateGPUTexture(Graphics.device, &.{
width, .width = width,
height, .height = height,
target_format, .layer_count_or_depth = 1,
sdl.GPU_TEXTUREUSAGE_SAMPLER | sdl.GPU_TEXTUREUSAGE_COLOR_TARGET, .format = target_format,
mip_level, .usage = sdl.GPU_TEXTUREUSAGE_SAMPLER | sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
); .num_levels = mip_level,
}) orelse err.sdl();
errdefer Graphics.freeTexture(texture); errdefer Graphics.freeTexture(texture);
const transfer_buffer_capacity = Graphics.TRANSFER_BUFFER_DEFAULT_CAPACITY; const transfer_buffer_capacity = Graphics.TRANSFER_BUFFER_DEFAULT_CAPACITY;
@@ -63,6 +58,43 @@ pub fn load(path: []const u8, alloc: std.mem.Allocator) Assets.LoadError!@This()
defer sdl.EndGPUCopyPass(copy_pass); defer sdl.EndGPUCopyPass(copy_pass);
const map: [*]u8 = @ptrCast(sdl.MapGPUTransferBuffer(Graphics.device, transfer_buffer, false) orelse err.sdl()); const map: [*]u8 = @ptrCast(sdl.MapGPUTransferBuffer(Graphics.device, transfer_buffer, false) orelse err.sdl());
var pixel: u32 = rows_uploaded * width * bytes_per_pixel;
var mapped: u32 = 0;
while (pixel < (rows_uploaded + rows_to_upload) * width * bytes_per_pixel) {
defer pixel += bytes_per_pixel;
defer mapped += bytes_per_pixel;
switch (format) {
// Convert to RGBA8888
sdl.PIXELFORMAT_ABGR8888 => {
map[mapped + 0] = image_slice[pixel + 3];
map[mapped + 1] = image_slice[pixel + 2];
map[mapped + 2] = image_slice[pixel + 1];
map[mapped + 3] = image_slice[pixel + 0];
},
sdl.PIXELFORMAT_ARGB8888 => {
map[mapped + 0] = image_slice[pixel + 1];
map[mapped + 1] = image_slice[pixel + 2];
map[mapped + 2] = image_slice[pixel + 3];
map[mapped + 3] = image_slice[pixel + 0];
},
sdl.PIXELFORMAT_RGBA8888 => {
map[mapped + 0] = image_slice[pixel + 0];
map[mapped + 1] = image_slice[pixel + 1];
map[mapped + 2] = image_slice[pixel + 2];
map[mapped + 3] = image_slice[pixel + 3];
},
sdl.PIXELFORMAT_BGRA8888 => {
map[mapped + 0] = image_slice[pixel + 2];
map[mapped + 1] = image_slice[pixel + 1];
map[mapped + 2] = image_slice[pixel + 0];
map[mapped + 3] = image_slice[pixel + 3];
},
else => {
sdl.UnmapGPUTransferBuffer(Graphics.device, transfer_buffer);
return error.UnsupportedAsset;
},
}
}
@memcpy(map, image_slice[(rows_uploaded * width * bytes_per_pixel)..((rows_uploaded + rows_to_upload) * width * bytes_per_pixel)]); @memcpy(map, image_slice[(rows_uploaded * width * bytes_per_pixel)..((rows_uploaded + rows_to_upload) * width * bytes_per_pixel)]);
sdl.UnmapGPUTransferBuffer(Graphics.device, transfer_buffer); sdl.UnmapGPUTransferBuffer(Graphics.device, transfer_buffer);

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@@ -1,8 +0,0 @@
pub usingnamespace @cImport({
@cDefine("STBI_NO_GIF", "1");
@cDefine("STBI_NO_JPEG", "1");
@cDefine("STBI_NO_HDR", "1");
@cDefine("STBI_NO_TGA", "1");
@cDefine("STB_IMAGE_IMPLEMENTATION", "1");
@cInclude("stb_image.h");
});

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@@ -14,7 +14,3 @@ const FileError = std.mem.Allocator.Error || std.fs.File.OpenError || std.fs.Fil
pub fn file(err: FileError, path: []const u8) noreturn { pub fn file(err: FileError, path: []const u8) noreturn {
std.debug.panic("Error while reading \"{s}\": {any}", .{ path, err }); std.debug.panic("Error while reading \"{s}\": {any}", .{ path, err });
} }
pub fn stbi() noreturn {
std.debug.panic("STBI error!\n", .{});
}

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@@ -116,6 +116,18 @@ fn processEvents() void {
sdl.EVENT_MOUSE_WHEEL => { sdl.EVENT_MOUSE_WHEEL => {
Game.mouse.wheel += event.wheel.integer_y; Game.mouse.wheel += event.wheel.integer_y;
}, },
sdl.EVENT_WINDOW_RESIZED => {
if (event.window.data1 < 1 or event.window.data2 < 1) continue;
Graphics.window_width = @intCast(event.window.data1);
Graphics.window_height = @intCast(event.window.data2);
},
sdl.EVENT_WINDOW_PIXEL_SIZE_CHANGED => {
if (event.window.data1 < 1 or event.window.data2 < 1) continue;
Graphics.pixel_width = @intCast(event.window.data1);
Graphics.pixel_height = @intCast(event.window.data2);
},
else => {}, else => {},
} }
} }

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@@ -2,6 +2,7 @@ const std = @import("std");
const sdl = @import("sdl"); const sdl = @import("sdl");
const err = @import("error.zig"); const err = @import("error.zig");
const presets = @import("graphics/presets.zig"); const presets = @import("graphics/presets.zig");
const Game = @import("game.zig");
const Assets = @import("assets.zig"); const Assets = @import("assets.zig");
pub const Transform = @import("graphics/transform.zig"); pub const Transform = @import("graphics/transform.zig");
@@ -13,18 +14,22 @@ pub var device: *sdl.GPUDevice = undefined;
var command_buffer: ?*sdl.GPUCommandBuffer = null; var command_buffer: ?*sdl.GPUCommandBuffer = null;
var render_pass: ?*sdl.GPURenderPass = null; var render_pass: ?*sdl.GPURenderPass = null;
var render_target: ?*sdl.GPUTexture = null; var render_target: ?*sdl.GPUTexture = null;
var batches: Batches = undefined;
var shader_vert: *sdl.GPUShader = undefined; var shader_vert: *sdl.GPUShader = undefined;
var shader_frag: *sdl.GPUShader = undefined; var shader_frag: *sdl.GPUShader = undefined;
var depth_texture: *sdl.GPUTexture = undefined; var depth_texture: *sdl.GPUTexture = undefined;
var fsaa_target: *sdl.GPUTexture = undefined; var antialias: Antialias = undefined;
var aa_target: *sdl.GPUTexture = undefined;
var pipeline: *sdl.GPUGraphicsPipeline = undefined; var pipeline: *sdl.GPUGraphicsPipeline = undefined;
pub var window_width: u32 = undefined; pub var window_width: u32 = undefined;
pub var window_height: u32 = undefined; pub var window_height: u32 = undefined;
var fsaa_scale: u32 = 4; pub var pixel_width: u32 = undefined;
var fsaa_level: u32 = 3; pub var pixel_height: u32 = undefined;
var render_width: u32 = undefined;
var render_height: u32 = undefined;
pub var camera: Camera = undefined; pub var camera: Camera = undefined;
@@ -33,6 +38,53 @@ const DEPTH_FORMAT = sdl.GPU_TEXTUREFORMAT_D32_FLOAT;
pub const TRANSFER_BUFFER_DEFAULT_CAPACITY = 512 * 1024; pub const TRANSFER_BUFFER_DEFAULT_CAPACITY = 512 * 1024;
pub const MIP_LEVEL = 4; pub const MIP_LEVEL = 4;
const Antialias = union(enum) {
none,
msaa: enum(sdl.GPUSampleCount) {
@"2" = sdl.GPU_SAMPLECOUNT_2,
@"4" = sdl.GPU_SAMPLECOUNT_4,
@"8" = sdl.GPU_SAMPLECOUNT_8,
},
fsaa: enum {
@"2",
@"4",
@"8",
},
pub fn getMsaaSamples(self: @This()) sdl.GPUSampleCount {
if (self != .msaa) return sdl.GPU_SAMPLECOUNT_1;
return @intFromEnum(self.msaa);
}
pub fn getFsaaScale(self: @This()) u8 {
if (self != .fsaa) return 1;
return switch (self.fsaa) {
.@"2" => 2,
.@"4" => 4,
.@"8" => 8,
};
}
pub fn getFsaaLevel(self: @This()) u8 {
if (self != .fsaa) return 1;
return switch (self.fsaa) {
.@"2" => 2,
.@"4" => 3,
.@"8" => 4,
};
}
};
const Batch = struct {
object: *Assets.Object,
transform: Transform,
z: f32,
fn orderLessThan(ctx: void, lhs: Batch, rhs: Batch) bool {
_ = ctx;
return lhs.z > rhs.z;
}
};
const Batches = std.ArrayListUnmanaged(Batch);
const Graphics = @This(); const Graphics = @This();
pub fn create() void { pub fn create() void {
// Init // Init
@@ -45,8 +97,19 @@ pub fn create() void {
"", "",
1600, 1600,
900, 900,
sdl.WINDOW_VULKAN | sdl.WINDOW_RESIZABLE, sdl.WINDOW_VULKAN | sdl.WINDOW_RESIZABLE | sdl.WINDOW_HIGH_PIXEL_DENSITY,
) orelse err.sdl(); ) orelse err.sdl();
if (!sdl.GetWindowSizeInPixels(Graphics.window, @ptrCast(&Graphics.window_width), @ptrCast(&Graphics.window_height))) {
Graphics.window_width = 1600;
Graphics.window_height = 900;
}
const scale = sdl.GetWindowDisplayScale(Graphics.window);
Graphics.pixel_width = @intFromFloat(@round(scale * @as(f32, @floatFromInt(Graphics.window_width))));
Graphics.pixel_height = @intFromFloat(@round(scale * @as(f32, @floatFromInt(Graphics.window_height))));
Graphics.render_width = pixel_width;
Graphics.render_height = pixel_height;
Graphics.antialias = .none;
// Device // Device
Graphics.device = sdl.CreateGPUDevice( Graphics.device = sdl.CreateGPUDevice(
@@ -81,23 +144,24 @@ pub fn create() void {
const target_format = sdl.GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window); const target_format = sdl.GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
if (target_format == sdl.GPU_TEXTUREFORMAT_INVALID) err.sdl(); if (target_format == sdl.GPU_TEXTUREFORMAT_INVALID) err.sdl();
// TODO: Clean Graphics.depth_texture = sdl.CreateGPUTexture(device, &.{
if (!sdl.GetWindowSizeInPixels(Graphics.window, @ptrCast(&Graphics.window_width), @ptrCast(&Graphics.window_height))) err.sdl(); .width = Graphics.render_width * Graphics.antialias.getFsaaScale(),
.height = Graphics.render_height * Graphics.antialias.getFsaaScale(),
Graphics.depth_texture = createTexture( .layer_count_or_depth = 1,
@as(u32, @intCast(Graphics.window_width)) * Graphics.fsaa_scale, .format = DEPTH_FORMAT,
@as(u32, @intCast(Graphics.window_height)) * Graphics.fsaa_scale, .usage = sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
DEPTH_FORMAT, .num_levels = 1,
sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, .sample_count = Graphics.antialias.getMsaaSamples(),
1, }) orelse err.sdl();
); Graphics.aa_target = sdl.CreateGPUTexture(device, &.{
Graphics.fsaa_target = createTexture( .width = Graphics.render_width * Graphics.antialias.getFsaaScale(),
@as(u32, @intCast(Graphics.window_width)) * Graphics.fsaa_scale, .height = Graphics.render_height * Graphics.antialias.getFsaaScale(),
@as(u32, @intCast(Graphics.window_height)) * Graphics.fsaa_scale, .layer_count_or_depth = 1,
target_format, .format = target_format,
sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER, .usage = if (Graphics.antialias == .fsaa) sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER else sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
fsaa_level, .num_levels = Graphics.antialias.getFsaaLevel(),
); .sample_count = Graphics.antialias.getMsaaSamples(),
}) orelse err.sdl();
Graphics.pipeline = sdl.CreateGPUGraphicsPipeline(Graphics.device, &.{ Graphics.pipeline = sdl.CreateGPUGraphicsPipeline(Graphics.device, &.{
.vertex_shader = Graphics.shader_vert, .vertex_shader = Graphics.shader_vert,
@@ -125,6 +189,9 @@ pub fn create() void {
}, },
.num_vertex_attributes = 2, .num_vertex_attributes = 2,
}, },
.multisample_state = .{
.sample_count = Graphics.antialias.getMsaaSamples(),
},
.primitive_type = sdl.GPU_PRIMITIVETYPE_TRIANGLELIST, .primitive_type = sdl.GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = presets.RASTERIZER_CULL, .rasterizer_state = presets.RASTERIZER_CULL,
.depth_stencil_state = presets.DEPTH_ENABLED, .depth_stencil_state = presets.DEPTH_ENABLED,
@@ -139,10 +206,11 @@ pub fn create() void {
}, },
}) orelse err.sdl(); }) orelse err.sdl();
Graphics.batches = Batches.empty;
Graphics.camera = Camera{ Graphics.camera = Camera{
.transform = .{}, .transform = .{},
.near = 1.0 / 16.0, .near = 1.0 / 16.0,
.far = 128.0,
.lens = 1.5, .lens = 1.5,
.aspect = 16.0 / 9.0, .aspect = 16.0 / 9.0,
.matrix = undefined, .matrix = undefined,
@@ -154,7 +222,7 @@ pub fn destroy() void {
sdl.DestroyWindow(Graphics.window); sdl.DestroyWindow(Graphics.window);
sdl.ReleaseGPUGraphicsPipeline(Graphics.device, Graphics.pipeline); sdl.ReleaseGPUGraphicsPipeline(Graphics.device, Graphics.pipeline);
sdl.ReleaseGPUTexture(Graphics.device, Graphics.fsaa_target); sdl.ReleaseGPUTexture(Graphics.device, Graphics.aa_target);
sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture); sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
sdl.ReleaseGPUShader(Graphics.device, Graphics.shader_vert); sdl.ReleaseGPUShader(Graphics.device, Graphics.shader_vert);
@@ -165,6 +233,7 @@ pub fn destroy() void {
Graphics.command_buffer = null; Graphics.command_buffer = null;
} }
sdl.DestroyGPUDevice(Graphics.device); sdl.DestroyGPUDevice(Graphics.device);
Graphics.batches.clearAndFree(Game.alloc);
} }
/// If window is minimized returns `false`, `render_pass` remains null /// If window is minimized returns `false`, `render_pass` remains null
@@ -178,22 +247,23 @@ pub fn beginDraw() bool {
// Window is probably hidden // Window is probably hidden
if (Graphics.render_target == null or width == 0 or height == 0) return false; if (Graphics.render_target == null or width == 0 or height == 0) return false;
if (width != Graphics.window_width or height != Graphics.window_height) { if (Graphics.render_width != Graphics.pixel_width or Graphics.render_height != Graphics.pixel_height) {
Graphics.resetTextures(width, height); Graphics.render_width = Graphics.pixel_width;
Graphics.camera.aspect = @as(f32, @floatFromInt(width)) / @as(f32, @floatFromInt(height)); Graphics.render_height = Graphics.pixel_height;
Graphics.window_width = width; Graphics.resetTextures(Graphics.render_width, Graphics.render_height);
Graphics.window_height = height; Graphics.camera.aspect = @as(f32, @floatFromInt(Graphics.render_width)) / @as(f32, @floatFromInt(Graphics.render_height));
} }
Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer.?, &.{ Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer.?, &.{
.clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 }, .clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 },
.cycle = false, .cycle = false,
.load_op = sdl.GPU_LOADOP_CLEAR, .load_op = sdl.GPU_LOADOP_DONT_CARE,
.store_op = sdl.GPU_STOREOP_STORE, .store_op = if (Graphics.antialias == .msaa) sdl.GPU_STOREOP_RESOLVE else sdl.GPU_STOREOP_STORE,
.mip_level = 0, .mip_level = 0,
.texture = Graphics.fsaa_target, .texture = if (Graphics.antialias == .fsaa or Graphics.antialias == .msaa) Graphics.aa_target else Graphics.render_target,
.resolve_texture = if (Graphics.antialias == .msaa) Graphics.render_target else null,
}, 1, &.{ }, 1, &.{
.clear_depth = 1.0, .clear_depth = 0.0,
.load_op = sdl.GPU_LOADOP_CLEAR, .load_op = sdl.GPU_LOADOP_CLEAR,
.store_op = sdl.GPU_STOREOP_DONT_CARE, .store_op = sdl.GPU_STOREOP_DONT_CARE,
.stencil_load_op = sdl.GPU_STOREOP_DONT_CARE, .stencil_load_op = sdl.GPU_STOREOP_DONT_CARE,
@@ -208,34 +278,13 @@ pub fn beginDraw() bool {
return true; return true;
} }
pub fn clearDepth() void { fn finishPass() void {
sdl.EndGPURenderPass(Graphics.render_pass.?); std.sort.block(Batch, Graphics.batches.items, {}, Batch.orderLessThan);
Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer.?, &.{ for (Graphics.batches.items) |*batch| {
.clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 }, const asset_object = batch.object.get() orelse continue;
.cycle = false,
.load_op = sdl.GPU_LOADOP_LOAD,
.store_op = sdl.GPU_STOREOP_STORE,
.mip_level = 0,
.texture = Graphics.fsaa_target,
}, 1, &.{
.clear_depth = 1.0,
.load_op = sdl.GPU_LOADOP_CLEAR,
.store_op = sdl.GPU_STOREOP_DONT_CARE,
.stencil_load_op = sdl.GPU_STOREOP_DONT_CARE,
.stencil_store_op = sdl.GPU_STOREOP_DONT_CARE,
.texture = Graphics.depth_texture,
}) orelse err.sdl();
sdl.BindGPUGraphicsPipeline(Graphics.render_pass, Graphics.pipeline); sdl.PushGPUVertexUniformData(Graphics.command_buffer, 1, &batch.transform.matrix(), 16 * 4);
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 0, &Graphics.camera.matrix, 16 * 4);
}
pub fn drawObject(object: *Assets.Object, transform: Transform) void {
if (Graphics.render_pass == null) return;
const asset_object = object.get() orelse return;
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 1, &transform.matrix(), 16 * 4);
for (asset_object.nodes) |node| { for (asset_object.nodes) |node| {
const mesh = &asset_object.meshes[node.mesh]; const mesh = &asset_object.meshes[node.mesh];
@@ -250,26 +299,77 @@ pub fn drawObject(object: *Assets.Object, transform: Transform) void {
sdl.DrawGPUIndexedPrimitives(Graphics.render_pass, primitive.indices, 1, 0, 0, 0); sdl.DrawGPUIndexedPrimitives(Graphics.render_pass, primitive.indices, 1, 0, 0, 0);
} }
} }
}
Graphics.batches.clearRetainingCapacity();
sdl.EndGPURenderPass(Graphics.render_pass.?);
}
pub fn clearDepth() void {
Graphics.finishPass();
Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer.?, &.{
.clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 },
.cycle = false,
.load_op = sdl.GPU_LOADOP_LOAD,
.store_op = if (Graphics.antialias == .msaa) sdl.GPU_STOREOP_RESOLVE else sdl.GPU_STOREOP_STORE,
.mip_level = 0,
.texture = if (Graphics.antialias == .fsaa or Graphics.antialias == .msaa) Graphics.aa_target else Graphics.render_target,
.resolve_texture = if (Graphics.antialias == .msaa) Graphics.render_target else null,
}, 1, &.{
.clear_depth = 0.0,
.load_op = sdl.GPU_LOADOP_CLEAR,
.store_op = sdl.GPU_STOREOP_DONT_CARE,
.stencil_load_op = sdl.GPU_STOREOP_DONT_CARE,
.stencil_store_op = sdl.GPU_STOREOP_DONT_CARE,
.texture = Graphics.depth_texture,
}) orelse err.sdl();
sdl.BindGPUGraphicsPipeline(Graphics.render_pass, Graphics.pipeline);
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 0, &Graphics.camera.matrix, 16 * 4);
}
// `object`: pointer MUST be vaild until current render pass ends
pub fn drawObject(object: *Assets.Object, transform: Transform) void {
if (Graphics.render_pass == null) return;
@setFloatMode(.optimized);
const z = Graphics.camera.matrix[8] * transform.position[0] +
Graphics.camera.matrix[9] * transform.position[1] +
Graphics.camera.matrix[10] * transform.position[2] +
Graphics.camera.matrix[11];
var w = Graphics.camera.matrix[12] * transform.position[0] +
Graphics.camera.matrix[13] * transform.position[1] +
Graphics.camera.matrix[14] * transform.position[2] +
Graphics.camera.matrix[15];
if (w == 0) w = 1;
Graphics.batches.append(Game.alloc, .{
.object = object,
.transform = transform,
.z = z / w,
}) catch err.oom();
} }
pub fn endDraw() void { pub fn endDraw() void {
defer Graphics.command_buffer = null; defer Graphics.command_buffer = null;
defer Graphics.render_pass = null; defer Graphics.render_pass = null;
if (Graphics.render_pass) |pass| {
sdl.EndGPURenderPass(pass);
if (Graphics.fsaa_level > 1) sdl.GenerateMipmapsForGPUTexture(Graphics.command_buffer, Graphics.fsaa_target); Graphics.finishPass();
if (Graphics.antialias == .fsaa) {
sdl.GenerateMipmapsForGPUTexture(Graphics.command_buffer, Graphics.aa_target);
sdl.BlitGPUTexture(Graphics.command_buffer, &.{ sdl.BlitGPUTexture(Graphics.command_buffer, &.{
.source = .{ .source = .{
.texture = Graphics.fsaa_target, .texture = Graphics.aa_target,
.w = Graphics.window_width, .w = Graphics.render_width,
.h = Graphics.window_height, .h = Graphics.render_height,
.mip_level = fsaa_level - 1, .mip_level = Graphics.antialias.getFsaaLevel() - 1,
}, },
.destination = .{ .destination = .{
.texture = Graphics.render_target, .texture = Graphics.render_target,
.w = Graphics.window_width, .w = Graphics.render_width,
.h = Graphics.window_height, .h = Graphics.render_height,
}, },
.load_op = sdl.GPU_LOADOP_DONT_CARE, .load_op = sdl.GPU_LOADOP_DONT_CARE,
.filter = sdl.GPU_FILTER_NEAREST, .filter = sdl.GPU_FILTER_NEAREST,
@@ -282,7 +382,7 @@ fn loadShader(path: []const u8, info: sdl.GPUShaderCreateInfo) *sdl.GPUShader {
const file = std.fs.cwd().openFile(path, .{}) catch |e| err.file(e, path); const file = std.fs.cwd().openFile(path, .{}) catch |e| err.file(e, path);
defer file.close(); defer file.close();
const code = file.readToEndAllocOptions(std.heap.c_allocator, std.math.maxInt(usize), null, 1, 0) catch |e| err.file(e, path); const code = file.readToEndAllocOptions(std.heap.c_allocator, std.math.maxInt(usize), null, .@"1", 0) catch |e| err.file(e, path);
defer std.heap.c_allocator.free(code); defer std.heap.c_allocator.free(code);
var updated_info = info; var updated_info = info;
@@ -291,18 +391,6 @@ fn loadShader(path: []const u8, info: sdl.GPUShaderCreateInfo) *sdl.GPUShader {
return sdl.CreateGPUShader(device, &updated_info) orelse err.sdl(); return sdl.CreateGPUShader(device, &updated_info) orelse err.sdl();
} }
pub fn createTexture(width: u32, height: u32, format: c_uint, usage: c_uint, mip_level: u32) *sdl.GPUTexture {
return sdl.CreateGPUTexture(device, &.{
.format = format,
.layer_count_or_depth = 1,
.width = width,
.height = height,
.num_levels = mip_level,
.sample_count = sdl.GPU_SAMPLECOUNT_1,
.usage = usage,
}) orelse err.sdl();
}
pub fn freeTexture(texture: *sdl.GPUTexture) void { pub fn freeTexture(texture: *sdl.GPUTexture) void {
sdl.ReleaseGPUTexture(Graphics.device, texture); sdl.ReleaseGPUTexture(Graphics.device, texture);
} }
@@ -327,24 +415,32 @@ pub fn freeSampler(sampler: *sdl.GPUSampler) void {
fn resetTextures(width: u32, height: u32) void { fn resetTextures(width: u32, height: u32) void {
sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture); sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
Graphics.depth_texture = createTexture( Graphics.depth_texture = sdl.CreateGPUTexture(device, &.{
width * Graphics.fsaa_scale, .width = width * Graphics.antialias.getFsaaScale(),
height * Graphics.fsaa_scale, .height = height * Graphics.antialias.getFsaaScale(),
DEPTH_FORMAT, .layer_count_or_depth = 1,
sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, .format = DEPTH_FORMAT,
1, .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); const target_format = sdl.GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
sdl.ReleaseGPUTexture(Graphics.device, Graphics.fsaa_target); sdl.ReleaseGPUTexture(Graphics.device, Graphics.aa_target);
Graphics.fsaa_target = createTexture( Graphics.aa_target = sdl.CreateGPUTexture(device, &.{
width * Graphics.fsaa_scale, .width = width * Graphics.antialias.getFsaaScale(),
height * Graphics.fsaa_scale, .height = height * Graphics.antialias.getFsaaScale(),
target_format, .layer_count_or_depth = 1,
sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER, .format = target_format,
fsaa_level, .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 { pub fn windowId() sdl.WindowID {

View File

@@ -8,7 +8,6 @@ transform: Transform,
/// tangent of the half of the view angle (90 degress = 1 "lens") /// tangent of the half of the view angle (90 degress = 1 "lens")
lens: f32, lens: f32,
near: f32, near: f32,
far: f32,
/// width = height * aspect /// width = height * aspect
aspect: f32, aspect: f32,
@@ -19,13 +18,10 @@ pub fn computeMatrix(camera: *Camera) void {
const xx = 1.0 / (camera.lens * camera.aspect); const xx = 1.0 / (camera.lens * camera.aspect);
const yy = 1.0 / camera.lens; const yy = 1.0 / camera.lens;
const fnmod = 1.0 / (camera.far - camera.near);
const zz = camera.far * fnmod;
const wz = -camera.near * camera.far * fnmod;
const projection = @Vector(16, f32){ const projection = @Vector(16, f32){
xx, 0, 0, 0, xx, 0, 0, 0,
0, yy, 0, 0, 0, yy, 0, 0,
0, 0, -zz, wz, 0, 0, 0, camera.near,
0, 0, -1, 0, 0, 0, -1, 0,
}; };
camera.matrix = Transform.multiplyMatrix(projection, camera.transform.inverseMatrix()); camera.matrix = Transform.multiplyMatrix(projection, camera.transform.inverseMatrix());

View File

@@ -12,7 +12,7 @@ pub const BLEND_NORMAL = sdl.GPUColorTargetBlendState{
}; };
pub const DEPTH_ENABLED = sdl.GPUDepthStencilState{ pub const DEPTH_ENABLED = sdl.GPUDepthStencilState{
.compare_op = sdl.GPU_COMPAREOP_LESS, .compare_op = sdl.GPU_COMPAREOP_GREATER,
.enable_depth_test = true, .enable_depth_test = true,
.enable_depth_write = true, .enable_depth_write = true,
}; };

View File

@@ -459,7 +459,7 @@ pub fn draw() void {
); );
Graphics.drawObject(&World.cubemap, .{ Graphics.drawObject(&World.cubemap, .{
.scale = Graphics.camera.far, .scale = 1e20,
.position = Graphics.camera.transform.position, .position = Graphics.camera.transform.position,
}); });
Graphics.clearDepth(); Graphics.clearDepth();

View File

@@ -1,6 +1,7 @@
const std = @import("std"); const std = @import("std");
const sdl = @cImport({ const sdl = @cImport({
@cInclude("SDL3/SDL.h"); @cInclude("SDL3/SDL.h");
@cInclude("SDL3_image/SDL_image.h");
}); });
const PREFIX = "SDL_"; const PREFIX = "SDL_";
@@ -23,12 +24,8 @@ pub fn main() !void {
try std.fs.cwd().createFile(output, .{}); try std.fs.cwd().createFile(output, .{});
defer file.close(); defer file.close();
const writer = file.writer(); var writer_buffer: [4096]u8 = undefined;
var writer = file.writer(&writer_buffer);
const stdout = std.io.getStdOut();
defer stdout.close();
const out = stdout.writer();
var renamed_count: usize = 0; var renamed_count: usize = 0;
for (@typeInfo(sdl).@"struct".decls) |decl| { for (@typeInfo(sdl).@"struct".decls) |decl| {
@@ -36,7 +33,7 @@ pub fn main() !void {
const new_name: []const u8 = decl.name[PREFIX.len..]; const new_name: []const u8 = decl.name[PREFIX.len..];
try writer.print( try writer.interface.print(
\\#define {1s} {0s} \\#define {1s} {0s}
\\ \\
, .{ decl.name, new_name }); , .{ decl.name, new_name });
@@ -45,5 +42,4 @@ pub fn main() !void {
if (renamed_count == 0) { if (renamed_count == 0) {
@panic("No SDL definitions renamed"); @panic("No SDL definitions renamed");
} }
try out.print("[SDL Translator] {} SDL definitions renamed\n", .{renamed_count});
} }