swift: Implement lesson08

This commit is contained in:
2025-06-13 15:06:29 +10:00
parent 79ed26d26d
commit 44a606df5b
2 changed files with 366 additions and 1 deletions

View File

@@ -12,6 +12,7 @@ let package = Package(
.executable(name: "Lesson5", targets: [ "Lesson5" ]),
.executable(name: "Lesson6", targets: [ "Lesson6" ]),
.executable(name: "Lesson7", targets: [ "Lesson7" ]),
.executable(name: "Lesson8", targets: [ "Lesson8" ]),
],
dependencies: [
.package(url: "https://github.com/GayPizzaSpecifications/SDL3Swift.git", branch: "main"),
@@ -36,6 +37,10 @@ let package = Package(
.executableTarget(name: "Lesson7", dependencies: [ "NeHe" ], path: "src/swift/Lesson7", resources: [
.process("../../../data/shaders/lesson6.metallib"),
.process("../../../data/shaders/lesson7.metallib"),
.process("../../../data/Crate.bmp") ])
.process("../../../data/Crate.bmp") ]),
.executableTarget(name: "Lesson8", dependencies: [ "NeHe" ], path: "src/swift/Lesson8", resources: [
.process("../../../data/shaders/lesson6.metallib"),
.process("../../../data/shaders/lesson7.metallib"),
.process("../../../data/Glass.bmp") ]),
],
)

View File

@@ -0,0 +1,360 @@
/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import Foundation
import SDLSwift
import NeHe
import simd
struct Lesson8: AppDelegate
{
struct Vertex
{
let position: SIMD3<Float>, normal: SIMD3<Float>, texcoord: SIMD2<Float>
init(_ position: SIMD3<Float>, _ normal: SIMD3<Float>, _ texcoord: SIMD2<Float>)
{
self.position = position
self.normal = normal
self.texcoord = texcoord
}
}
static let vertices =
[
// Front Face
Vertex(.init(-1.0, -1.0, 1.0), .init( 0.0, 0.0, 1.0), .init(0.0, 0.0)),
Vertex(.init( 1.0, -1.0, 1.0), .init( 0.0, 0.0, 1.0), .init(1.0, 0.0)),
Vertex(.init( 1.0, 1.0, 1.0), .init( 0.0, 0.0, 1.0), .init(1.0, 1.0)),
Vertex(.init(-1.0, 1.0, 1.0), .init( 0.0, 0.0, 1.0), .init(0.0, 1.0)),
// Back Face
Vertex(.init(-1.0, -1.0, -1.0), .init( 0.0, 0.0, -1.0), .init(1.0, 0.0)),
Vertex(.init(-1.0, 1.0, -1.0), .init( 0.0, 0.0, -1.0), .init(1.0, 1.0)),
Vertex(.init( 1.0, 1.0, -1.0), .init( 0.0, 0.0, -1.0), .init(0.0, 1.0)),
Vertex(.init( 1.0, -1.0, -1.0), .init( 0.0, 0.0, -1.0), .init(0.0, 0.0)),
// Top Face
Vertex(.init(-1.0, 1.0, -1.0), .init( 0.0, 1.0, 0.0), .init(0.0, 1.0)),
Vertex(.init(-1.0, 1.0, 1.0), .init( 0.0, 1.0, 0.0), .init(0.0, 0.0)),
Vertex(.init( 1.0, 1.0, 1.0), .init( 0.0, 1.0, 0.0), .init(1.0, 0.0)),
Vertex(.init( 1.0, 1.0, -1.0), .init( 0.0, 1.0, 0.0), .init(1.0, 1.0)),
// Bottom Face
Vertex(.init(-1.0, -1.0, -1.0), .init( 0.0, -1.0, 0.0), .init(1.0, 1.0)),
Vertex(.init( 1.0, -1.0, -1.0), .init( 0.0, -1.0, 0.0), .init(0.0, 1.0)),
Vertex(.init( 1.0, -1.0, 1.0), .init( 0.0, -1.0, 0.0), .init(0.0, 0.0)),
Vertex(.init(-1.0, -1.0, 1.0), .init( 0.0, -1.0, 0.0), .init(1.0, 0.0)),
// Right face
Vertex(.init( 1.0, -1.0, -1.0), .init( 1.0, 0.0, 0.0), .init(1.0, 0.0)),
Vertex(.init( 1.0, 1.0, -1.0), .init( 1.0, 0.0, 0.0), .init(1.0, 1.0)),
Vertex(.init( 1.0, 1.0, 1.0), .init( 1.0, 0.0, 0.0), .init(0.0, 1.0)),
Vertex(.init( 1.0, -1.0, 1.0), .init( 1.0, 0.0, 0.0), .init(0.0, 0.0)),
// Left Face
Vertex(.init(-1.0, -1.0, -1.0), .init(-1.0, 0.0, 0.0), .init(0.0, 0.0)),
Vertex(.init(-1.0, -1.0, 1.0), .init(-1.0, 0.0, 0.0), .init(1.0, 0.0)),
Vertex(.init(-1.0, 1.0, 1.0), .init(-1.0, 0.0, 0.0), .init(1.0, 1.0)),
Vertex(.init(-1.0, 1.0, -1.0), .init(-1.0, 0.0, 0.0), .init(0.0, 1.0)),
]
static let indices: [UInt16] =
[
0, 1, 2, 2, 3, 0, // Front
4, 5, 6, 6, 7, 4, // Back
8, 9, 10, 10, 11, 8, // Top
12, 13, 14, 14, 15, 12, // Bottom
16, 17, 18, 18, 19, 16, // Right
20, 21, 22, 22, 23, 20 // Left
]
var psoUnlit: OpaquePointer? = nil, psoLight: OpaquePointer? = nil
var psoBlendUnlit: OpaquePointer? = nil, psoBlendLight: OpaquePointer? = nil
var vtxBuffer: OpaquePointer? = nil
var idxBuffer: OpaquePointer? = nil
var samplers = [OpaquePointer?](repeating: nil, count: 3)
var texture: OpaquePointer? = nil
var projection: matrix_float4x4 = .init(1.0)
struct Light { let ambient: SIMD4<Float>, diffuse: SIMD4<Float>, position: SIMD4<Float> }
var lighting = false
var blending = false
var light = Light(
ambient: .init(0.5, 0.5, 0.5, 1.0),
diffuse: .init(1.0, 1.0, 1.0, 1.0),
position: .init(0.0, 0.0, 2.0, 1.0))
var filter = 0
var rot = SIMD2<Float>(repeating: 0.0)
var speed = SIMD2<Float>(repeating: 0.0)
var z: Float = -5.0
mutating func `init`(ctx: inout NeHeContext) throws(NeHeError)
{
let (vertexShaderUnlit, fragmentShaderUnlit) = try ctx.loadShaders(name: "lesson6",
vertexUniforms: 1, fragmentSamplers: 1)
defer
{
SDL_ReleaseGPUShader(ctx.device, fragmentShaderUnlit)
SDL_ReleaseGPUShader(ctx.device, vertexShaderUnlit)
}
let (vertexShaderLight, fragmentShaderLight) = try ctx.loadShaders(name: "lesson7",
vertexUniforms: 2, fragmentSamplers: 1)
defer
{
SDL_ReleaseGPUShader(ctx.device, fragmentShaderLight)
SDL_ReleaseGPUShader(ctx.device, vertexShaderLight)
}
let vertexDescriptions: [SDL_GPUVertexBufferDescription] =
[
SDL_GPUVertexBufferDescription(
slot: 0,
pitch: UInt32(MemoryLayout<Vertex>.stride),
input_rate: SDL_GPU_VERTEXINPUTRATE_VERTEX,
instance_step_rate: 0),
]
let vertexAttributes: [SDL_GPUVertexAttribute] =
[
SDL_GPUVertexAttribute(
location: 0,
buffer_slot: 0,
format: SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
offset: UInt32(MemoryLayout<Vertex>.offset(of: \.position)!)),
SDL_GPUVertexAttribute(
location: 2,
buffer_slot: 0,
format: SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
offset: UInt32(MemoryLayout<Vertex>.offset(of: \.normal)!)),
SDL_GPUVertexAttribute(
location: 1,
buffer_slot: 0,
format: SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
offset: UInt32(MemoryLayout<Vertex>.offset(of: \.texcoord)!)),
]
var info = SDL_GPUGraphicsPipelineCreateInfo()
info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST
info.vertex_input_state = SDL_GPUVertexInputState(
vertex_buffer_descriptions: vertexDescriptions.withUnsafeBufferPointer(\.baseAddress!),
num_vertex_buffers: UInt32(vertexDescriptions.count),
vertex_attributes: vertexAttributes.withUnsafeBufferPointer(\.baseAddress!),
num_vertex_attributes: UInt32(vertexAttributes.count))
info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL
info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE
info.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE
// Common pipeline depth & colour target options
var colorTargets = [ SDL_GPUColorTargetDescription() ]
colorTargets[0].format = SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window)
info.target_info.color_target_descriptions = colorTargets.withUnsafeBufferPointer(\.baseAddress!)
info.target_info.num_color_targets = UInt32(colorTargets.count)
info.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM
info.target_info.has_depth_stencil_target = true
info.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL
// Setup depth/stencil & colour pipeline state for no blending
info.depth_stencil_state.enable_depth_test = true
info.depth_stencil_state.enable_depth_write = true
colorTargets[0].blend_state = SDL_GPUColorTargetBlendState()
// Create unlit pipeline
info.vertex_shader = vertexShaderUnlit
info.fragment_shader = fragmentShaderUnlit
guard let psoUnlit = SDL_CreateGPUGraphicsPipeline(ctx.device, &info) else
{
throw .sdlError("SDL_CreateGPUGraphicsPipeline", String(cString: SDL_GetError()))
}
self.psoUnlit = psoUnlit
// Create lit pipeline
info.vertex_shader = vertexShaderLight
info.fragment_shader = fragmentShaderLight
guard let psoLight = SDL_CreateGPUGraphicsPipeline(ctx.device, &info) else
{
throw .sdlError("SDL_CreateGPUGraphicsPipeline", String(cString: SDL_GetError()))
}
self.psoLight = psoLight
// Setup depth/stencil & colour pipeline state for blending
info.depth_stencil_state.enable_depth_test = false
info.depth_stencil_state.enable_depth_write = false
colorTargets[0].blend_state.enable_blend = true
colorTargets[0].blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD
colorTargets[0].blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD
colorTargets[0].blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA
colorTargets[0].blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE
colorTargets[0].blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA
colorTargets[0].blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE
// Create blended unlit pipeline
info.vertex_shader = vertexShaderUnlit
info.fragment_shader = fragmentShaderUnlit
guard let psoBlendUnlit = SDL_CreateGPUGraphicsPipeline(ctx.device, &info) else
{
throw .sdlError("SDL_CreateGPUGraphicsPipeline", String(cString: SDL_GetError()))
}
self.psoBlendUnlit = psoBlendUnlit
// Create blended lit pipeline
info.vertex_shader = vertexShaderLight
info.fragment_shader = fragmentShaderLight
guard let psoBlendLight = SDL_CreateGPUGraphicsPipeline(ctx.device, &info) else
{
throw .sdlError("SDL_CreateGPUGraphicsPipeline", String(cString: SDL_GetError()))
}
self.psoBlendLight = psoBlendLight
func createSampler(
filter: SDL_GPUFilter,
mipMode: SDL_GPUSamplerMipmapMode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST,
maxLod: Float = 0.0) throws(NeHeError) -> OpaquePointer
{
var samplerInfo = SDL_GPUSamplerCreateInfo()
samplerInfo.min_filter = filter
samplerInfo.mag_filter = filter
samplerInfo.mipmap_mode = mipMode
samplerInfo.max_lod = maxLod
guard let sampler = SDL_CreateGPUSampler(ctx.device, &samplerInfo) else
{
throw .sdlError("SDL_CreateGPUSampler", String(cString: SDL_GetError()))
}
return sampler
}
self.samplers[0] = try createSampler(filter: SDL_GPU_FILTER_NEAREST)
self.samplers[1] = try createSampler(filter: SDL_GPU_FILTER_LINEAR)
self.samplers[2] = try createSampler(filter: SDL_GPU_FILTER_LINEAR, maxLod: .greatestFiniteMagnitude)
try ctx.copyPass { (pass) throws(NeHeError) in
self.texture = try pass.createTextureFrom(bmpResource: "Glass", flip: true, genMipmaps: true)
self.vtxBuffer = try pass.createBuffer(usage: SDL_GPU_BUFFERUSAGE_VERTEX, Self.vertices[...])
self.idxBuffer = try pass.createBuffer(usage: SDL_GPU_BUFFERUSAGE_INDEX, Self.indices[...])
}
}
func quit(ctx: NeHeContext)
{
SDL_ReleaseGPUBuffer(ctx.device, self.idxBuffer)
SDL_ReleaseGPUBuffer(ctx.device, self.vtxBuffer)
SDL_ReleaseGPUTexture(ctx.device, self.texture)
self.samplers.reversed().forEach { SDL_ReleaseGPUSampler(ctx.device, $0) }
SDL_ReleaseGPUGraphicsPipeline(ctx.device, self.psoBlendLight)
SDL_ReleaseGPUGraphicsPipeline(ctx.device, self.psoBlendUnlit)
SDL_ReleaseGPUGraphicsPipeline(ctx.device, self.psoLight)
SDL_ReleaseGPUGraphicsPipeline(ctx.device, self.psoUnlit)
}
mutating func resize(size: Size<Int32>)
{
let aspect = Float(size.width) / Float(max(1, size.height))
self.projection = .perspective(fovy: 45, aspect: aspect, near: 0.1, far: 100)
}
mutating func draw(ctx: inout NeHeContext, cmd: OpaquePointer,
swapchain: OpaquePointer, swapchainSize: Size<UInt32>) throws(NeHe.NeHeError)
{
var colorInfo = SDL_GPUColorTargetInfo()
colorInfo.texture = swapchain
colorInfo.clear_color = SDL_FColor(r: 0.0, g: 0.0, b: 0.0, a: 0.5)
colorInfo.load_op = SDL_GPU_LOADOP_CLEAR
colorInfo.store_op = SDL_GPU_STOREOP_STORE
var depthInfo = SDL_GPUDepthStencilTargetInfo()
depthInfo.texture = ctx.depthTexture
depthInfo.clear_depth = 1.0
depthInfo.load_op = SDL_GPU_LOADOP_CLEAR
depthInfo.store_op = SDL_GPU_STOREOP_DONT_CARE
depthInfo.stencil_load_op = SDL_GPU_LOADOP_DONT_CARE
depthInfo.stencil_store_op = SDL_GPU_STOREOP_DONT_CARE
depthInfo.cycle = true
// Begin pass & bind pipeline state
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, &depthInfo)
let pipeline = switch (self.blending, self.lighting)
{
case (false, false): self.psoUnlit
case (false, true): self.psoLight
case (true, false): self.psoBlendUnlit
case (true, true): self.psoBlendLight
}
SDL_BindGPUGraphicsPipeline(pass, pipeline)
// Bind texture
var textureBinding = SDL_GPUTextureSamplerBinding(texture: self.texture, sampler: self.samplers[self.filter])
SDL_BindGPUFragmentSamplers(pass, 0, &textureBinding, 1)
// Bind vertex & index buffers
let vtxBindings = [ SDL_GPUBufferBinding(buffer: self.vtxBuffer, offset: 0) ]
var idxBinding = SDL_GPUBufferBinding(buffer: self.idxBuffer, offset: 0)
SDL_BindGPUVertexBuffers(pass, 0,
vtxBindings.withUnsafeBufferPointer(\.baseAddress!), UInt32(vtxBindings.count))
SDL_BindGPUIndexBuffer(pass, &idxBinding, SDL_GPU_INDEXELEMENTSIZE_16BIT)
// Setup the cube's model matrix
var model: simd_float4x4 = .translation(.init(0.0, 0.0, self.z))
model.rotate(angle: rot.x, axis: .init(1.0, 0.0, 0.0))
model.rotate(angle: rot.y, axis: .init(0.0, 1.0, 0.0))
// Push shader uniforms
if self.lighting
{
struct Uniforms { var model: simd_float4x4, projection: simd_float4x4 }
var u = Uniforms(
model: model,
projection: self.projection)
SDL_PushGPUVertexUniformData(cmd, 0, &u, UInt32(MemoryLayout<Uniforms>.size))
SDL_PushGPUVertexUniformData(cmd, 1, &self.light, UInt32(MemoryLayout<Light>.size))
}
else
{
struct Uniforms { var modelViewProj: simd_float4x4, color: SIMD4<Float> }
var u = Uniforms(
modelViewProj: self.projection * model,
color: .init(1.0, 1.0, 1.0, 0.5)) // 50% translucency
SDL_PushGPUVertexUniformData(cmd, 0, &u, UInt32(MemoryLayout<Uniforms>.size))
}
// Draw textured cube
SDL_DrawGPUIndexedPrimitives(pass, UInt32(Self.indices.count), 1, 0, 0, 0)
SDL_EndGPURenderPass(pass)
let keys = SDL_GetKeyboardState(nil)!
if keys[Int(SDL_SCANCODE_PAGEUP.rawValue)] { self.z -= 0.02 }
if keys[Int(SDL_SCANCODE_PAGEDOWN.rawValue)] { self.z += 0.02 }
if keys[Int(SDL_SCANCODE_UP.rawValue)] { speed.x -= 0.01 }
if keys[Int(SDL_SCANCODE_DOWN.rawValue)] { speed.x += 0.01 }
if keys[Int(SDL_SCANCODE_RIGHT.rawValue)] { speed.y += 0.1 }
if keys[Int(SDL_SCANCODE_LEFT.rawValue)] { speed.y -= 0.1 }
self.rot += self.speed
}
mutating func key(ctx: inout NeHeContext, key: SDL_Keycode, down: Bool, repeat: Bool)
{
guard down && !`repeat` else { return }
switch key
{
case SDLK_L:
self.lighting = !self.lighting
case SDLK_B:
self.blending = !self.blending
case SDLK_F:
self.filter = (self.filter + 1) % self.samplers.count
default:
break
}
}
}
@main struct Program: AppRunner
{
typealias Delegate = Lesson8
static let config = AppConfig(
title: "Tom Stanis & NeHe's Blending Tutorial",
width: 640,
height: 480,
createDepthBuffer: SDL_GPU_TEXTUREFORMAT_D16_UNORM,
bundle: Bundle.module)
}