scary quads and nice sprites

This commit is contained in:
Alessandro Mauri 2025-06-07 12:42:57 +02:00
parent e3d87525d4
commit 6e65700f38
6 changed files with 218 additions and 64 deletions

View File

@ -1,18 +0,0 @@
#version 330 core
// viewsize.x = viewport width in pixels; viewsize.y = viewport height in pixels
uniform ivec2 viewsize;
uniform ivec2 texturesize;
// texture uv coordinate in texture space
in vec2 uv;
uniform sampler2DRect ts;
const vec3 textcolor = vec3(1.0, 1.0, 1.0);
void main()
{
//gl_FragColor = vec4(1.0f,0.0f,0.0f,1.0f);
gl_FragColor = vec4(textcolor, texture(ts, uv));
}

View File

@ -1,26 +0,0 @@
#version 330 core
// viewsize.x = viewport width in pixels; viewsize.y = viewport height in pixels
uniform ivec2 viewsize;
uniform ivec2 texturesize;
// both position and and uv are in pixels, they where converted to floats when
// passed to the shader
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 txcoord;
out vec2 uv;
void main()
{
vec2 v = vec2(float(viewsize.x), float(viewsize.y));
// vec2 p = vec2(position.x*2.0f/v.x - 1.0f, position.y*2.0f/v.y - 1.0f);
vec2 p = vec2(position.x*2.0/v.x - 1.0, 1.0 - position.y*2.0/v.y);
vec4 pos = vec4(p.x, p.y, 0.0f, 1.0f);
gl_Position = pos;
// since the texture is a GL_TEXTURE_RECTANGLE the coordintes do not need to
// be normalized
uv = vec2(txcoord.x, txcoord.y);
}

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@ -0,0 +1,14 @@
#version 450
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 fragColor;
layout(set = 2, binding = 0) uniform sampler2D tx;
void main()
{
ivec2 ts = textureSize(tx, 0);
vec2 fts = vec2(float(ts.x), float(ts.y));
vec2 real_uv = uv / fts;
fragColor = texture(tx, real_uv);
}

View File

@ -0,0 +1,22 @@
#version 450
layout(set = 1, binding = 0) uniform Viewport {
ivec2 view;
ivec2 not_needed;
};
layout(location = 0) in ivec2 position;
layout(location = 1) in ivec2 in_uv;
layout(location = 2) in ivec4 color;
layout(location = 0) out vec2 out_uv;
void main()
{
vec2 pos;
pos.x = float(position.x)*2.0 / view.x - 1.0;
pos.y = -(float(position.y)*2.0 / view.y - 1.0);
gl_Position = vec4(pos, 0.0, 1.0);
out_uv = vec2(float(in_uv.x), float(in_uv.y));
}

View File

@ -29,12 +29,13 @@ struct Texture {
}
// The GPU buffers that contain quad info, the size is determined by MAX_QUAD_BATCH
const int MAX_QUAD_BATCH = 16;
const int MAX_QUAD_BATCH = 128;
struct QuadBuffer {
sdl::GPUBuffer* vert_buf;
sdl::GPUBuffer* idx_buf;
bool initialized;
int count;
int off; // the offset to draw from
}
alias ShaderList = List{Shader};
@ -373,14 +374,15 @@ fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
self.pipelines.push(p);
}
// NOTE: with TEXTUREUSAGE_SAMPLER the texture format cannot be intger _UINT so it has to be nermalized
enum TextureType : (GPUTextureFormat format) {
FULL_COLOR = GPU_TEXTUREFORMAT_R8G8B8A8_UINT,
JUST_ALPHA = GPU_TEXTUREFORMAT_R8_UINT
FULL_COLOR = GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
JUST_ALPHA = GPU_TEXTUREFORMAT_R8_UNORM
}
// create a new gpu texture from a pixel buffer, the format has to be specified
// the new texture s given an id and pushed into a texture list
fn void Renderer.new_texture(&self, String name, TextureType type, char[] pixels, ushort width, ushort height)
fn void Renderer.new_texture(&self, String name, TextureType type, char[] pixels, uint width, uint height)
{
uint id = name.hash();
@ -393,7 +395,7 @@ fn void Renderer.new_texture(&self, String name, TextureType type, char[] pixels
.width = width,
.height = height,
.layer_count_or_depth = 1,
.num_levels = 0, // no mip maps
.num_levels = 1, // no mip maps so just one level
// .sample_count not used since the texture is not a render target
};
@ -429,7 +431,7 @@ fn void Renderer.new_texture(&self, String name, TextureType type, char[] pixels
self.update_texture(name, pixels, width, height);
}
fn void Renderer.update_texture(&self, String name, char[] pixels, ushort width, ushort height, ushort x = 0, ushort y = 0)
fn void Renderer.update_texture(&self, String name, char[] pixels, uint width, uint height, uint x = 0, uint y = 0)
{
Texture* t = self.textures.get_from_name(name);
if (t == null || t.texture == null) {
@ -482,6 +484,87 @@ fn void Renderer.update_texture(&self, String name, char[] pixels, ushort width,
}
fn bool Renderer.push_sprite(&self, short x, short y, short w, short h, short u, short v) {
if (self.quad_buffer.count >= MAX_QUAD_BATCH) {
return false;
}
// upload the quad data to the gpu
if (self.quad_buffer.initialized == false) {
unreachable("quad buffer not initialized");
}
GPUTransferBuffer* buf = sdl::create_gpu_transfer_buffer(self.gpu,
&&(GPUTransferBufferCreateInfo){.usage = GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = Quad.sizeof}
);
if (buf == null) {
unreachable("failed to create gpu transfer buffer: %s", sdl::get_error());
}
Quad* quad = (Quad*)sdl::map_gpu_transfer_buffer(self.gpu, buf, false);
if (quad == null) {
unreachable("failed to map gpu transfer buffer: %s", sdl::get_error());
}
/* v1 v4
* +-------------+
* | _/|
* | _/ |
* | 1 _/ |
* | _/ |
* | _/ |
* | _/ 2 |
* |/ |
* +-------------+
* v2 v3
*/
quad.vertices.v1 = {.pos = {.x = x, .y = y}, .uv = {.u = u, .v = v}};
quad.vertices.v2 = {.pos = {.x = x, .y = y+h}, .uv = {.u = u, .v = v+h}};
quad.vertices.v3 = {.pos = {.x = x+w, .y = y+h}, .uv = {.u = u+w, .v = v+h}};
quad.vertices.v4 = {.pos = {.x = x+w, .y = y}, .uv = {.u = u+w, .v = v}};
// triangle 1 indices
quad.indices.i1 = 0; // v1
quad.indices.i2 = 1; // v2
quad.indices.i3 = 3; // v4
// triangle 2 indices
quad.indices.i4 = 1; // v2
quad.indices.i5 = 2; // v3
quad.indices.i6 = 3; // v4
sdl::unmap_gpu_transfer_buffer(self.gpu, buf);
GPUCommandBuffer* cmd = sdl::acquire_gpu_command_buffer(self.gpu);
if (cmd == null) {
unreachable("failed to upload quad at acquiring command buffer: %s", sdl::get_error());
}
GPUCopyPass* cpy = sdl::begin_gpu_copy_pass(cmd);
// upload vertices
QuadBuffer* qb = &self.quad_buffer;
sdl::upload_to_gpu_buffer(cpy,
&&(GPUTransferBufferLocation){.transfer_buffer = buf, .offset = Quad.vertices.offsetof},
&&(GPUBufferRegion){.buffer = qb.vert_buf, .offset = qb.count * Quad.vertices.sizeof, .size = Quad.vertices.sizeof},
false
);
// upload indices
sdl::upload_to_gpu_buffer(cpy,
&&(GPUTransferBufferLocation){.transfer_buffer = buf, .offset = Quad.indices.offsetof},
&&(GPUBufferRegion){.buffer = qb.idx_buf, .offset = qb.count * Quad.indices.sizeof, .size = Quad.indices.sizeof},
false
);
sdl::end_gpu_copy_pass(cpy);
if (!sdl::submit_gpu_command_buffer(cmd)) {
unreachable("failed to upload quads at submit command buffer: %s", sdl::get_error());
}
sdl::release_gpu_transfer_buffer(self.gpu, buf);
//sdl::wait_for_gpu_idle(self.gpu);
qb.count++;
return true;
}
// Push a quad into the quad buffer, return true on success and false on failure
fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color)
{
@ -558,7 +641,7 @@ fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color
unreachable("failed to upload quads at submit command buffer: %s", sdl::get_error());
}
sdl::release_gpu_transfer_buffer(self.gpu, buf);
sdl::wait_for_gpu_idle(self.gpu);
//sdl::wait_for_gpu_idle(self.gpu);
qb.count++;
@ -570,17 +653,27 @@ fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color
fn void Renderer.draw_quads(&self, GPURenderPass* pass)
{
QuadBuffer* qb = &self.quad_buffer;
sdl::bind_gpu_vertex_buffers(pass, 0, (GPUBufferBinding[]){{.buffer = qb.vert_buf, .offset = 0}}, 1);
sdl::bind_gpu_index_buffer(pass, &&(GPUBufferBinding){.buffer = qb.idx_buf, .offset = 0}, GPU_INDEXELEMENTSIZE_16BIT);
if (qb.off == qb.count) return;
sdl::bind_gpu_vertex_buffers(pass, 0, (GPUBufferBinding[]){{.buffer = qb.vert_buf, .offset = qb.off*Quad.vertices.sizeof}}, 1);
sdl::bind_gpu_index_buffer(pass, &&(GPUBufferBinding){.buffer = qb.idx_buf, .offset = qb.off*Quad.indices.sizeof}, GPU_INDEXELEMENTSIZE_16BIT);
// we need instancing to not do this
for (int i = 0; i < qb.count; i++) {
for (int i = 0; i < qb.count - qb.off; i++) {
sdl::draw_gpu_indexed_primitives(pass, 6, 1, i*6, i*4, 0);
}
qb.count = 0;
qb.off = qb.count;
}
fn void Renderer.reset_quads(&self)
{
self.quad_buffer.count = 0;
self.quad_buffer.off = 0;
}
// TODO: fn Renderer.draw_sprite, same as draw_quad but also bind the texture
// TODO: fn Renderer.begin_render
// TODO: fn Renderer.end_render
@ -599,4 +692,8 @@ fn void Renderer.draw_quads(&self, GPURenderPass* pass)
* - draw
* - push uniform
* - draw
*
* 2. The GPU buffers are read per-command-buffer and not per
* render pass. So I cannot override an element in the buffer
* before submitting the command buffer.
*/

View File

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