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3 Commits

5 changed files with 67 additions and 8 deletions

43
.ecode/project_build.json Normal file
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@ -0,0 +1,43 @@
{
"Debug": {
"build": [
{
"args": "",
"command": "scripts/compile_shaders.sh",
"working_dir": ""
},
{
"args": "clean-run -g",
"command": "c3c",
"working_dir": ""
}
],
"build_types": [],
"clean": [
{
"args": "",
"command": "rm build/ugui",
"working_dir": ""
}
],
"config": {
"clear_sys_env": false
},
"os": [
"linux"
],
"output_parser": {
"config": {
"relative_file_paths": true
}
},
"run": [
{
"args": "",
"command": "build/ugui",
"name": "Custom Executable",
"working_dir": ""
}
]
}
}

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@ -21,7 +21,7 @@ void main()
vec2 centerpoint = in_quad_size.xy + in_quad_size.zw * 0.5; vec2 centerpoint = in_quad_size.xy + in_quad_size.zw * 0.5;
vec2 half_size = in_quad_size.zw * 0.5; vec2 half_size = in_quad_size.zw * 0.5;
float distance = sdf_rr(vec2(gl_FragCoord) - centerpoint, half_size, in_radius); float distance = sdf_rr(vec2(gl_FragCoord) - centerpoint, half_size, in_radius);
float alpha = 1.0 - smoothstep(0.0, 1.0, distance); float alpha = 1.0 - smoothstep(0.0, 1.5, distance);
fragColor = vec4(in_color.rgb, in_color.a * alpha); fragColor = vec4(in_color.rgb, in_color.a * alpha);
} }

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@ -7,7 +7,7 @@ layout(set = 1, binding = 0) uniform Viewport {
layout(location = 0) in ivec2 position; layout(location = 0) in ivec2 position;
layout(location = 1) in ivec4 attr; // quad x,y,w,h layout(location = 1) in ivec4 attr; // quad x,y,w,h
layout(location = 2) in ivec2 uv; // x,y in the texture layout(location = 2) in ivec2 uv; // x,y in the texture
layout(location = 3) in ivec4 color; layout(location = 3) in uvec4 color;
layout(location = 0) out vec4 out_color; layout(location = 0) out vec4 out_color;
layout(location = 1) out vec4 out_quad_size; layout(location = 1) out vec4 out_quad_size;

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@ -7,7 +7,7 @@ layout(set = 1, binding = 0) uniform Viewport {
layout(location = 0) in ivec2 position; layout(location = 0) in ivec2 position;
layout(location = 1) in ivec4 attr; // quad x,y,w,h layout(location = 1) in ivec4 attr; // quad x,y,w,h
layout(location = 2) in ivec2 in_uv; layout(location = 2) in ivec2 in_uv;
layout(location = 3) in ivec4 color; layout(location = 3) in uvec4 color;
layout(location = 0) out vec2 out_uv; layout(location = 0) out vec2 out_uv;
layout(location = 1) out vec4 out_color; layout(location = 1) out vec4 out_color;

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@ -86,7 +86,7 @@ struct Renderer {
Id sprite_atlas_id; Id sprite_atlas_id;
Id font_atlas_id; Id font_atlas_id;
uint scissor_x, scissor_y, scissor_w, scissor_h; int scissor_x, scissor_y, scissor_w, scissor_h;
} }
// How each vertex is represented in the gpu // How each vertex is represented in the gpu
@ -291,7 +291,18 @@ fn void Renderer.free(&self)
} }
self.pipelines.free(); self.pipelines.free();
// FIXME: release the quad buffer foreach (&t: self.textures) {
sdl::release_gpu_texture(self.gpu, t.texture);
sdl::release_gpu_sampler(self.gpu, t.sampler);
}
self.textures.free();
QuadBuffer* qb = &self.quad_buffer;
sdl::unmap_gpu_transfer_buffer(self.gpu, qb.attr_ts);
sdl::release_gpu_transfer_buffer(self.gpu, qb.attr_ts);
sdl::release_gpu_buffer(self.gpu, qb.vert_buf);
sdl::release_gpu_buffer(self.gpu, qb.idx_buf);
sdl::release_gpu_buffer(self.gpu, qb.attr_buf);
sdl::release_window_from_gpu_device(self.gpu, self.win); sdl::release_window_from_gpu_device(self.gpu, self.win);
sdl::destroy_gpu_device(self.gpu); sdl::destroy_gpu_device(self.gpu);
@ -377,12 +388,14 @@ fn void Renderer.load_spirv_shader_from_file(&self, String name, String vert_pat
char[] frag_code; char[] frag_code;
// create vertex shader // create vertex shader
vert_code = mem::new_array(char, file::get_size(vert_path)!!+1); usz size = file::get_size(vert_path)!!;
vert_code = mem::new_array(char, size + size%4);
file::load_buffer(vert_path, vert_code)!!; file::load_buffer(vert_path, vert_code)!!;
defer mem::free(vert_code); defer mem::free(vert_code);
// create fragment shader // create fragment shader
frag_code = mem::new_array(char, file::get_size(frag_path)!!+1); size = file::get_size(frag_path)!!;
frag_code = mem::new_array(char, size + size%4);
file::load_buffer(frag_path, frag_code)!!; file::load_buffer(frag_path, frag_code)!!;
defer mem::free(frag_code); defer mem::free(frag_code);
@ -810,8 +823,11 @@ fn void Renderer.bind_texture(&self, String texture_name)
); );
} }
fn void Renderer.set_scissor(&self, uint x, uint y, uint w, uint h) fn void Renderer.set_scissor(&self, int x, int y, int w, int h)
{ {
// in vulkan scissor size must be positive, clamp to zero
w = max(w, 0);
h = max(h, 0);
sdl::set_gpu_scissor(self.render_pass, &&(sdl::Rect){x,y,w,h}); sdl::set_gpu_scissor(self.render_pass, &&(sdl::Rect){x,y,w,h});
} }