ugui/test_renderer.c3
Alessandro Mauri 712ce50631 A lot of work
* moved all ugui code to lib/ugui.c3l and made it a library/module
* started work on a sdl3 renderer, with shaders etc
* added the new sdl3.c3l library as a dependency
* makefile is for the renderer
2025-06-01 16:44:31 +02:00

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import sdlrenderer::ren;
import std::io;
import std::thread;
import sdl3::sdl;
struct Viewsize @align(16) {
int w, h;
int ox, oy;
}
fn int main()
{
ren::Renderer ren;
ren.init("test window");
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++) {
ren.draw_rect(100,100,100,100,0xff00ff00,"");
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);
// FIXME: if doing damage tracking DO NOT clear the screen
GPURenderPass* 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_CLEAR, // 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());
}
GPUGraphicsPipeline* p = ren.pipelines.get_from_name("rect shader").pipeline;
if (p == null) {
unreachable("no pipeline");
}
sdl::bind_gpu_graphics_pipeline(pass, p);
sdl::bind_gpu_vertex_buffers(pass, 0, (GPUBufferBinding[]){{.buffer = ren.quad_buffer.vert_buf, .offset = 0}}, 1);
sdl::bind_gpu_index_buffer(pass, &&(GPUBufferBinding){.buffer = ren.quad_buffer.idx_buf, .offset = 0}, GPU_INDEXELEMENTSIZE_16BIT);
Viewsize v = {.w = 640, .h = 480};
v.ox = 50*i;
v.oy = 50*i;
sdl::push_gpu_vertex_uniform_data(cmdbuf, 1, &v, Viewsize.sizeof);
sdl::draw_gpu_indexed_primitives(pass, 6, 1, 0, 0, 0);
sdl::end_gpu_render_pass(pass);
sdl::submit_gpu_command_buffer(cmdbuf);
thread::sleep_ms(250);
}
ren.free();
return 0;
}