scary quads and nice sprites
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e3d87525d4
commit
6e65700f38
6 changed files with 218 additions and 64 deletions
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@ -2,6 +2,8 @@ import sdlrenderer::ren;
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import std::io;
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import std::thread;
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import sdl3::sdl;
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import std::compression::qoi;
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import std::core::mem::allocator;
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struct Viewsize @align(16) {
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int w, h;
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@ -13,18 +15,31 @@ fn int main()
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ren::Renderer ren;
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ren.init("test window");
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// TODO: these could be the same function
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ren.load_spirv_shader_from_file("rect shader", "resources/shaders/compiled/rect.vert.spv", "resources/shaders/compiled/rect.frag.spv", 0, 1);
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ren.create_pipeline("rect shader", RECT);
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for (int i = 0; i < 10; i++) {
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// load the tux qoi image
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QOIDesc img_desc;
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char[] img_pixels = qoi::read(allocator::temp(), "resources/tux.qoi", &img_desc)!!;
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// and put it in a texture
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ren.new_texture("tux", FULL_COLOR, img_pixels, img_desc.width, img_desc.height);
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// create a new pipeline to use the texture
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ren.load_spirv_shader_from_file("sprite shader", "resources/shaders/compiled/sprite.vert.spv", "resources/shaders/compiled/sprite.frag.spv", 1, 1);
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ren.create_pipeline("sprite shader", SPRITE);
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for (int i = 0; i < 20; i++) {
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GPUCommandBuffer* cmdbuf = sdl::acquire_gpu_command_buffer(ren.gpu);
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GPUTexture* swapchain_texture;
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sdl::wait_and_acquire_gpu_swapchain_texture(cmdbuf, ren.win, &swapchain_texture, null, null);
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GPURenderPass* pass;
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GPUGraphicsPipeline* p;
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Viewsize v = {.w = 640, .h = 480};
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// Colored Rectangles Render Pass
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// FIXME: if doing damage tracking DO NOT clear the screen
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GPURenderPass* pass = sdl::begin_gpu_render_pass(cmdbuf,
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pass = sdl::begin_gpu_render_pass(cmdbuf,
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&&(GPUColorTargetInfo){
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.texture = swapchain_texture,
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.mip_level = 0,
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@ -53,24 +68,74 @@ fn int main()
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// rect 3
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ren.push_quad(200,300,50,50,0xffff0000);
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GPUGraphicsPipeline* p = ren.pipelines.get_from_name("rect shader").pipeline;
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p = ren.pipelines.get_from_name("rect shader").pipeline;
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if (p == null) {
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unreachable("no pipeline");
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}
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sdl::bind_gpu_graphics_pipeline(pass, p);
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Viewsize v = {.w = 640, .h = 480};
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v.ox = 50*i;
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v.oy = 50*i;
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v.ox = 10*i;
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v.oy = 10*i;
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sdl::push_gpu_vertex_uniform_data(cmdbuf, 1, &v, Viewsize.sizeof);
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ren.draw_quads(pass);
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sdl::end_gpu_render_pass(pass);
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// End Rectangle Render Pass
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// Textured Rectangles Render Pass
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pass = sdl::begin_gpu_render_pass(cmdbuf,
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&&(GPUColorTargetInfo){
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.texture = swapchain_texture,
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.mip_level = 0,
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.layer_or_depth_plane = 0,
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.clear_color = {.r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0},
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.load_op = GPU_LOADOP_DONT_CARE, // clear the screen at the start of the render pass
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.store_op = GPU_STOREOP_STORE,
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.resolve_texture = null,
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.resolve_mip_level = 0,
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.resolve_layer = 0,
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.cycle = false,
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.cycle_resolve_texture = false
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},
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1,
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null // huh
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);
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if (pass == null) {
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unreachable("render pass creation went wrong: %s", sdl::get_error());
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}
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p = ren.pipelines.get_from_name("sprite shader").pipeline;
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if (p == null) {
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unreachable("no pipeline");
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}
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sdl::bind_gpu_graphics_pipeline(pass, p);
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// in this case it is not an offset but the texture size in pixels
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v.ox = 54;
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v.oy = 64;
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sdl::push_gpu_vertex_uniform_data(cmdbuf, 1, &v, Viewsize.sizeof);
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// bind the pipeline's sampler
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ren::Texture* tx = ren.textures.get_from_name("tux");
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sdl::bind_gpu_fragment_samplers(pass, 0,
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(GPUTextureSamplerBinding[]){{.texture = tx.texture, .sampler = tx.sampler}}, 1
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);
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// tux
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ren.push_sprite(300, 0, 54, 64, 0, 0);
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ren.draw_quads(pass);
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sdl::end_gpu_render_pass(pass);
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// End Textured Rectangle Render Pass
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sdl::submit_gpu_command_buffer(cmdbuf);
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ren.reset_quads();
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thread::sleep_ms(250);
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}
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