mirror of
https://github.com/ScrelliCopter/NeHe-SDL_GPU.git
synced 2025-06-19 21:49:17 +10:00
Style, formatting, and consistency fixes
This commit is contained in:
@@ -126,7 +126,7 @@ static bool Lesson10_Init(NeHeContext* ctx)
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.offset = offsetof(Vertex, u)
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}
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};
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SDL_GPUGraphicsPipelineCreateInfo info =
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SDL_GPUGraphicsPipelineCreateInfo psoInfo =
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{
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.vertex_shader = vertexShader,
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.fragment_shader = fragmentShader,
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@@ -157,7 +157,7 @@ static bool Lesson10_Init(NeHeContext* ctx)
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// Setup blend pipeline
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const SDL_GPUTextureFormat swapchainTextureFormat = SDL_GetGPUSwapchainTextureFormat(ctx->device, ctx->window);
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info.target_info.color_target_descriptions = &(const SDL_GPUColorTargetDescription)
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psoInfo.target_info.color_target_descriptions = &(const SDL_GPUColorTargetDescription)
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{
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.format = swapchainTextureFormat,
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.blend_state =
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@@ -171,7 +171,7 @@ static bool Lesson10_Init(NeHeContext* ctx)
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.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE
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}
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};
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psoBlend = SDL_CreateGPUGraphicsPipeline(ctx->device, &info);
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psoBlend = SDL_CreateGPUGraphicsPipeline(ctx->device, &psoInfo);
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if (!psoBlend)
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{
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SDL_ReleaseGPUShader(ctx->device, fragmentShader);
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@@ -181,19 +181,19 @@ static bool Lesson10_Init(NeHeContext* ctx)
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}
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// Setup regular pipeline w/ depth testing
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info.depth_stencil_state = (SDL_GPUDepthStencilState)
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psoInfo.depth_stencil_state = (SDL_GPUDepthStencilState)
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{
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.compare_op = SDL_GPU_COMPAREOP_LESS, // Pass if pixel depth value tests less than the depth buffer value
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.enable_depth_test = true, // Enable depth testing
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.enable_depth_write = true
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};
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info.target_info.color_target_descriptions = &(const SDL_GPUColorTargetDescription)
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psoInfo.target_info.color_target_descriptions = &(const SDL_GPUColorTargetDescription)
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{
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.format = swapchainTextureFormat
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};
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info.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
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info.target_info.has_depth_stencil_target = true;
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pso = SDL_CreateGPUGraphicsPipeline(ctx->device, &info);
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psoInfo.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
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psoInfo.target_info.has_depth_stencil_target = true;
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pso = SDL_CreateGPUGraphicsPipeline(ctx->device, &psoInfo);
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SDL_ReleaseGPUShader(ctx->device, fragmentShader);
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SDL_ReleaseGPUShader(ctx->device, vertexShader);
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if (!pso)
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@@ -50,12 +50,12 @@ static const Vertex vertices[] =
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static const uint16_t indices[] =
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{
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0, 1, 2, 2, 3, 0, // Front
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4, 5, 6, 6, 7, 4, // Back
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8, 9, 10, 10, 11, 8, // Top
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12, 13, 14, 14, 15, 12, // Bottom
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16, 17, 18, 18, 19, 16, // Right
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20, 21, 22, 22, 23, 20 // Left
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0, 1, 2, 2, 3, 0, // Front
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4, 5, 6, 6, 7, 4, // Back
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8, 9, 10, 10, 11, 8, // Top
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12, 13, 14, 14, 15, 12, // Bottom
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16, 17, 18, 18, 19, 16, // Right
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20, 21, 22, 22, 23, 20 // Left
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};
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@@ -95,32 +95,32 @@ impl AppImplementation for Lesson2
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},
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];
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let mut info = SDL_GPUGraphicsPipelineCreateInfo::default();
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info.vertex_shader = vertex_shader;
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info.fragment_shader = fragment_shader;
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info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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info.vertex_input_state = SDL_GPUVertexInputState
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let mut pso_info = SDL_GPUGraphicsPipelineCreateInfo::default();
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pso_info.vertex_shader = vertex_shader;
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pso_info.fragment_shader = fragment_shader;
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pso_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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pso_info.vertex_input_state = SDL_GPUVertexInputState
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{
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vertex_buffer_descriptions: VERTEX_DESCRIPTIONS.as_ptr(),
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num_vertex_buffers: VERTEX_DESCRIPTIONS.len() as u32,
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vertex_attributes: VERTEX_ATTRIBS.as_ptr(),
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num_vertex_attributes: VERTEX_ATTRIBS.len() as u32,
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};
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info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
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info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
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info.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
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let colour_targets: &[SDL_GPUColorTargetDescription] =
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&[
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pso_info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
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pso_info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
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pso_info.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
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let color_targets =
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[
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SDL_GPUColorTargetDescription
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{
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format: unsafe { SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window) },
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blend_state: SDL_GPUColorTargetBlendState::default(),
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}
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];
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info.target_info.color_target_descriptions = colour_targets.as_ptr();
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info.target_info.num_color_targets = colour_targets.len() as u32;
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pso_info.target_info.color_target_descriptions = color_targets.as_ptr();
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pso_info.target_info.num_color_targets = color_targets.len() as u32;
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self.pso = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &info) };
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self.pso = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &pso_info) };
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unsafe
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{
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SDL_ReleaseGPUShader(ctx.device, fragment_shader);
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@@ -105,32 +105,32 @@ impl AppImplementation for Lesson3
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},
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];
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let mut info = SDL_GPUGraphicsPipelineCreateInfo::default();
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info.vertex_shader = vertex_shader;
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info.fragment_shader = fragment_shader;
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info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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info.vertex_input_state = SDL_GPUVertexInputState
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let mut pso_info = SDL_GPUGraphicsPipelineCreateInfo::default();
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pso_info.vertex_shader = vertex_shader;
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pso_info.fragment_shader = fragment_shader;
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pso_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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pso_info.vertex_input_state = SDL_GPUVertexInputState
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{
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vertex_buffer_descriptions: VERTEX_DESCRIPTIONS.as_ptr(),
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num_vertex_buffers: VERTEX_DESCRIPTIONS.len() as u32,
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vertex_attributes: VERTEX_ATTRIBS.as_ptr(),
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num_vertex_attributes: VERTEX_ATTRIBS.len() as u32,
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};
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info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
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info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
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info.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
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let colour_targets: &[SDL_GPUColorTargetDescription] =
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&[
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pso_info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
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pso_info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
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pso_info.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
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let color_targets =
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[
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SDL_GPUColorTargetDescription
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{
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format: unsafe { SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window) },
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blend_state: SDL_GPUColorTargetBlendState::default(),
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}
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];
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info.target_info.color_target_descriptions = colour_targets.as_ptr();
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info.target_info.num_color_targets = colour_targets.len() as u32;
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pso_info.target_info.color_target_descriptions = color_targets.as_ptr();
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pso_info.target_info.num_color_targets = color_targets.len() as u32;
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self.pso = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &info) };
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self.pso = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &pso_info) };
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unsafe
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{
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SDL_ReleaseGPUShader(ctx.device, fragment_shader);
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@@ -111,32 +111,32 @@ impl AppImplementation for Lesson4
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},
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];
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let mut info = SDL_GPUGraphicsPipelineCreateInfo::default();
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info.vertex_shader = vertex_shader;
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info.fragment_shader = fragment_shader;
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info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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info.vertex_input_state = SDL_GPUVertexInputState
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let mut pso_info = SDL_GPUGraphicsPipelineCreateInfo::default();
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pso_info.vertex_shader = vertex_shader;
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pso_info.fragment_shader = fragment_shader;
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pso_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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pso_info.vertex_input_state = SDL_GPUVertexInputState
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{
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vertex_buffer_descriptions: VERTEX_DESCRIPTIONS.as_ptr(),
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num_vertex_buffers: VERTEX_DESCRIPTIONS.len() as u32,
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vertex_attributes: VERTEX_ATTRIBS.as_ptr(),
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num_vertex_attributes: VERTEX_ATTRIBS.len() as u32,
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};
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info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
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info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
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info.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
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let colour_targets: &[SDL_GPUColorTargetDescription] =
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&[
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pso_info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
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pso_info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
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pso_info.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
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let color_targets =
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[
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SDL_GPUColorTargetDescription
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{
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format: unsafe { SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window) },
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blend_state: SDL_GPUColorTargetBlendState::default(),
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}
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];
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info.target_info.color_target_descriptions = colour_targets.as_ptr();
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info.target_info.num_color_targets = colour_targets.len() as u32;
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pso_info.target_info.color_target_descriptions = color_targets.as_ptr();
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pso_info.target_info.num_color_targets = color_targets.len() as u32;
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self.pso = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &info) };
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self.pso = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &pso_info) };
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unsafe
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{
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SDL_ReleaseGPUShader(ctx.device, fragment_shader);
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@@ -142,38 +142,38 @@ impl AppImplementation for Lesson5
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},
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];
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let mut info = SDL_GPUGraphicsPipelineCreateInfo::default();
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info.vertex_shader = vertex_shader;
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info.fragment_shader = fragment_shader;
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info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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info.vertex_input_state = SDL_GPUVertexInputState
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let mut pso_info = SDL_GPUGraphicsPipelineCreateInfo::default();
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pso_info.vertex_shader = vertex_shader;
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pso_info.fragment_shader = fragment_shader;
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pso_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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pso_info.vertex_input_state = SDL_GPUVertexInputState
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{
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vertex_buffer_descriptions: VERTEX_DESCRIPTIONS.as_ptr(),
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num_vertex_buffers: VERTEX_DESCRIPTIONS.len() as u32,
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vertex_attributes: VERTEX_ATTRIBS.as_ptr(),
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num_vertex_attributes: VERTEX_ATTRIBS.len() as u32,
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};
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info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
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info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
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info.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
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let colour_targets: &[SDL_GPUColorTargetDescription] =
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&[
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pso_info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
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pso_info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
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pso_info.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
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let color_targets =
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[
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SDL_GPUColorTargetDescription
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{
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format: unsafe { SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window) },
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blend_state: SDL_GPUColorTargetBlendState::default(),
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}
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];
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info.target_info.color_target_descriptions = colour_targets.as_ptr();
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info.target_info.num_color_targets = colour_targets.len() as u32;
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info.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
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info.target_info.has_depth_stencil_target = true;
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pso_info.target_info.color_target_descriptions = color_targets.as_ptr();
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pso_info.target_info.num_color_targets = color_targets.len() as u32;
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pso_info.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
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pso_info.target_info.has_depth_stencil_target = true;
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info.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
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info.depth_stencil_state.enable_depth_test = true;
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info.depth_stencil_state.enable_depth_write = true;
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pso_info.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
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pso_info.depth_stencil_state.enable_depth_test = true;
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pso_info.depth_stencil_state.enable_depth_write = true;
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self.pso = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &info) };
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self.pso = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &pso_info) };
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unsafe
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{
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SDL_ReleaseGPUShader(ctx.device, fragment_shader);
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@@ -137,38 +137,38 @@ impl AppImplementation for Lesson6
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},
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];
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let mut info = SDL_GPUGraphicsPipelineCreateInfo::default();
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info.vertex_shader = vertex_shader;
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info.fragment_shader = fragment_shader;
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info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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info.vertex_input_state = SDL_GPUVertexInputState
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let mut pso_info = SDL_GPUGraphicsPipelineCreateInfo::default();
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pso_info.vertex_shader = vertex_shader;
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pso_info.fragment_shader = fragment_shader;
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pso_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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pso_info.vertex_input_state = SDL_GPUVertexInputState
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{
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vertex_buffer_descriptions: VERTEX_DESCRIPTIONS.as_ptr(),
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num_vertex_buffers: VERTEX_DESCRIPTIONS.len() as u32,
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vertex_attributes: VERTEX_ATTRIBS.as_ptr(),
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num_vertex_attributes: VERTEX_ATTRIBS.len() as u32,
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};
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info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
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info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
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info.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
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let colour_targets: &[SDL_GPUColorTargetDescription] =
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&[
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pso_info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
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pso_info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
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pso_info.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
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let color_targets =
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[
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SDL_GPUColorTargetDescription
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{
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format: unsafe { SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window) },
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blend_state: SDL_GPUColorTargetBlendState::default(),
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}
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];
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info.target_info.color_target_descriptions = colour_targets.as_ptr();
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info.target_info.num_color_targets = colour_targets.len() as u32;
|
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info.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
|
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info.target_info.has_depth_stencil_target = true;
|
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pso_info.target_info.color_target_descriptions = color_targets.as_ptr();
|
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pso_info.target_info.num_color_targets = color_targets.len() as u32;
|
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pso_info.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
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pso_info.target_info.has_depth_stencil_target = true;
|
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|
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info.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
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info.depth_stencil_state.enable_depth_test = true;
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info.depth_stencil_state.enable_depth_write = true;
|
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pso_info.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
|
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pso_info.depth_stencil_state.enable_depth_test = true;
|
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pso_info.depth_stencil_state.enable_depth_write = true;
|
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self.pso = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &info) };
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self.pso = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &pso_info) };
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unsafe
|
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{
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SDL_ReleaseGPUShader(ctx.device, fragment_shader);
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|
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@@ -175,39 +175,39 @@ impl AppImplementation for Lesson7
|
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},
|
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];
|
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|
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let mut info = SDL_GPUGraphicsPipelineCreateInfo::default();
|
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info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
|
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info.vertex_input_state = SDL_GPUVertexInputState
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let mut pso_info = SDL_GPUGraphicsPipelineCreateInfo::default();
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pso_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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pso_info.vertex_input_state = SDL_GPUVertexInputState
|
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{
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vertex_buffer_descriptions: VERTEX_DESCRIPTIONS.as_ptr(),
|
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num_vertex_buffers: VERTEX_DESCRIPTIONS.len() as u32,
|
||||
vertex_attributes: VERTEX_ATTRIBS.as_ptr(),
|
||||
num_vertex_attributes: VERTEX_ATTRIBS.len() as u32,
|
||||
};
|
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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;
|
||||
let colour_targets: &[SDL_GPUColorTargetDescription] =
|
||||
&[
|
||||
pso_info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
|
||||
pso_info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
|
||||
pso_info.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
|
||||
let color_targets =
|
||||
[
|
||||
SDL_GPUColorTargetDescription
|
||||
{
|
||||
format: unsafe { SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window) },
|
||||
blend_state: SDL_GPUColorTargetBlendState::default(),
|
||||
}
|
||||
];
|
||||
info.target_info.color_target_descriptions = colour_targets.as_ptr();
|
||||
info.target_info.num_color_targets = colour_targets.len() as u32;
|
||||
info.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
|
||||
info.target_info.has_depth_stencil_target = true;
|
||||
pso_info.target_info.color_target_descriptions = color_targets.as_ptr();
|
||||
pso_info.target_info.num_color_targets = color_targets.len() as u32;
|
||||
pso_info.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
|
||||
pso_info.target_info.has_depth_stencil_target = true;
|
||||
|
||||
info.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
|
||||
info.depth_stencil_state.enable_depth_test = true;
|
||||
info.depth_stencil_state.enable_depth_write = true;
|
||||
pso_info.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
|
||||
pso_info.depth_stencil_state.enable_depth_test = true;
|
||||
pso_info.depth_stencil_state.enable_depth_write = true;
|
||||
|
||||
// Create unlit pipeline
|
||||
info.vertex_shader = vertex_shader_unlit;
|
||||
info.fragment_shader = fragment_shader_unlit;
|
||||
self.pso_unlit = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &info) };
|
||||
pso_info.vertex_shader = vertex_shader_unlit;
|
||||
pso_info.fragment_shader = fragment_shader_unlit;
|
||||
self.pso_unlit = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &pso_info) };
|
||||
unsafe
|
||||
{
|
||||
SDL_ReleaseGPUShader(ctx.device, fragment_shader_unlit);
|
||||
@@ -225,9 +225,9 @@ impl AppImplementation for Lesson7
|
||||
}
|
||||
|
||||
// Create lit pipeline
|
||||
info.vertex_shader = vertex_shader_light;
|
||||
info.fragment_shader = fragment_shader_light;
|
||||
self.pso_light = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &info) };
|
||||
pso_info.vertex_shader = vertex_shader_light;
|
||||
pso_info.fragment_shader = fragment_shader_light;
|
||||
self.pso_light = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &pso_info) };
|
||||
unsafe
|
||||
{
|
||||
SDL_ReleaseGPUShader(ctx.device, fragment_shader_light);
|
||||
|
||||
@@ -181,67 +181,66 @@ impl AppImplementation for Lesson8
|
||||
},
|
||||
];
|
||||
|
||||
let mut info = SDL_GPUGraphicsPipelineCreateInfo::default();
|
||||
info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
|
||||
info.vertex_input_state = SDL_GPUVertexInputState
|
||||
let mut pso_info = SDL_GPUGraphicsPipelineCreateInfo::default();
|
||||
pso_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
|
||||
pso_info.vertex_input_state = SDL_GPUVertexInputState
|
||||
{
|
||||
vertex_buffer_descriptions: VERTEX_DESCRIPTIONS.as_ptr(),
|
||||
num_vertex_buffers: VERTEX_DESCRIPTIONS.len() as u32,
|
||||
vertex_attributes: VERTEX_ATTRIBS.as_ptr(),
|
||||
num_vertex_attributes: VERTEX_ATTRIBS.len() as u32,
|
||||
};
|
||||
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;
|
||||
pso_info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
|
||||
pso_info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
|
||||
pso_info.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
|
||||
|
||||
// Common pipeline depth & colour target options
|
||||
|
||||
let mut color_target = [ SDL_GPUColorTargetDescription::default() ];
|
||||
color_target[0].format = unsafe { SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window) };
|
||||
info.target_info.color_target_descriptions = color_target.as_ptr();
|
||||
info.target_info.num_color_targets = 1;
|
||||
info.target_info.depth_stencil_format = Self::CREATE_DEPTH_BUFFER;
|
||||
info.target_info.has_depth_stencil_target = true;
|
||||
info.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
|
||||
let mut color_targets = [ SDL_GPUColorTargetDescription::default() ];
|
||||
color_targets[0].format = unsafe { SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window) };
|
||||
pso_info.target_info.color_target_descriptions = color_targets.as_ptr();
|
||||
pso_info.target_info.num_color_targets = 1;
|
||||
pso_info.target_info.depth_stencil_format = Self::CREATE_DEPTH_BUFFER;
|
||||
pso_info.target_info.has_depth_stencil_target = true;
|
||||
pso_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;
|
||||
color_target[0].blend_state = unsafe { std::mem::zeroed() };
|
||||
pso_info.depth_stencil_state.enable_depth_test = true;
|
||||
pso_info.depth_stencil_state.enable_depth_write = true;
|
||||
color_targets[0].blend_state = unsafe { std::mem::zeroed() };
|
||||
|
||||
// Create unlit pipeline
|
||||
info.vertex_shader = vertex_shader_unlit;
|
||||
info.fragment_shader = fragment_shader_unlit;
|
||||
self.pso_unlit = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &info).as_mut() }
|
||||
pso_info.vertex_shader = vertex_shader_unlit;
|
||||
pso_info.fragment_shader = fragment_shader_unlit;
|
||||
self.pso_unlit = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &pso_info).as_mut() }
|
||||
.ok_or(NeHeError::sdl("SDL_CreateGPUGraphicsPipeline"))?;
|
||||
|
||||
// Create lit pipeline
|
||||
info.vertex_shader = vertex_shader_light;
|
||||
info.fragment_shader = fragment_shader_light;
|
||||
self.pso_light = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &info).as_mut() }
|
||||
pso_info.vertex_shader = vertex_shader_light;
|
||||
pso_info.fragment_shader = fragment_shader_light;
|
||||
self.pso_light = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &pso_info).as_mut() }
|
||||
.ok_or(NeHeError::sdl("SDL_CreateGPUGraphicsPipeline"))?;
|
||||
|
||||
// Setup depth/stencil & colour pipeline state for blending
|
||||
info.depth_stencil_state.enable_depth_test = false;
|
||||
info.depth_stencil_state.enable_depth_write = false;
|
||||
color_target[0].blend_state.enable_blend = true;
|
||||
color_target[0].blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
|
||||
color_target[0].blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
|
||||
color_target[0].blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
|
||||
color_target[0].blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
|
||||
color_target[0].blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
|
||||
color_target[0].blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
|
||||
pso_info.depth_stencil_state.enable_depth_test = false;
|
||||
pso_info.depth_stencil_state.enable_depth_write = false;
|
||||
color_targets[0].blend_state.enable_blend = true;
|
||||
color_targets[0].blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
|
||||
color_targets[0].blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
|
||||
color_targets[0].blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
|
||||
color_targets[0].blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
|
||||
color_targets[0].blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
|
||||
color_targets[0].blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
|
||||
|
||||
// Create unlit blended pipeline
|
||||
info.vertex_shader = vertex_shader_unlit;
|
||||
info.fragment_shader = fragment_shader_unlit;
|
||||
self.pso_blend_unlit = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &info).as_mut() }
|
||||
pso_info.vertex_shader = vertex_shader_unlit;
|
||||
pso_info.fragment_shader = fragment_shader_unlit;
|
||||
self.pso_blend_unlit = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &pso_info).as_mut() }
|
||||
.ok_or(NeHeError::sdl("SDL_CreateGPUGraphicsPipeline"))?;
|
||||
|
||||
// Create lit blended pipeline
|
||||
info.vertex_shader = vertex_shader_light;
|
||||
info.fragment_shader = fragment_shader_light;
|
||||
self.pso_blend_light = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &info).as_mut() }
|
||||
pso_info.vertex_shader = vertex_shader_light;
|
||||
pso_info.fragment_shader = fragment_shader_light;
|
||||
self.pso_blend_light = unsafe { SDL_CreateGPUGraphicsPipeline(ctx.device, &pso_info).as_mut() }
|
||||
.ok_or(NeHeError::sdl("SDL_CreateGPUGraphicsPipeline"))?;
|
||||
|
||||
// Free shaders
|
||||
|
||||
@@ -17,8 +17,8 @@ struct Lesson1: AppDelegate
|
||||
colorInfo.load_op = SDL_GPU_LOADOP_CLEAR
|
||||
colorInfo.store_op = SDL_GPU_STOREOP_STORE
|
||||
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, nil);
|
||||
SDL_EndGPURenderPass(pass);
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, nil)
|
||||
SDL_EndGPURenderPass(pass)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -23,7 +23,7 @@ struct Lesson2: AppDelegate
|
||||
SIMD3<Float>( -1.0, -1.0, 0.0), // Bottom left
|
||||
]
|
||||
|
||||
static let indices: [Int16] =
|
||||
static let indices: [UInt16] =
|
||||
[
|
||||
// Triangle
|
||||
0, 1, 2,
|
||||
@@ -61,7 +61,7 @@ struct Lesson2: AppDelegate
|
||||
format: SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
|
||||
offset: 0),
|
||||
]
|
||||
let colourTargets: [SDL_GPUColorTargetDescription] =
|
||||
let colorTargets: [SDL_GPUColorTargetDescription] =
|
||||
[
|
||||
SDL_GPUColorTargetDescription(
|
||||
format: SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window),
|
||||
@@ -72,8 +72,8 @@ struct Lesson2: AppDelegate
|
||||
rasterizerDesc.cull_mode = SDL_GPU_CULLMODE_NONE
|
||||
rasterizerDesc.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE
|
||||
var targetInfo = SDL_GPUGraphicsPipelineTargetInfo()
|
||||
targetInfo.color_target_descriptions = colourTargets.withUnsafeBufferPointer(\.baseAddress!)
|
||||
targetInfo.num_color_targets = UInt32(colourTargets.count)
|
||||
targetInfo.color_target_descriptions = colorTargets.withUnsafeBufferPointer(\.baseAddress!)
|
||||
targetInfo.num_color_targets = UInt32(colorTargets.count)
|
||||
|
||||
var info = SDL_GPUGraphicsPipelineCreateInfo(
|
||||
vertex_shader: vertexShader,
|
||||
@@ -95,17 +95,6 @@ struct Lesson2: AppDelegate
|
||||
}
|
||||
self.pso = pso
|
||||
|
||||
guard let cmd = SDL_AcquireGPUCommandBuffer(ctx.device) else
|
||||
{
|
||||
throw .sdlError("SDL_AcquireGPUCommandBuffer", String(cString: SDL_GetError()))
|
||||
}
|
||||
let pass = SDL_BeginGPUCopyPass(cmd)
|
||||
defer
|
||||
{
|
||||
SDL_EndGPUCopyPass(pass)
|
||||
SDL_SubmitGPUCommandBuffer(cmd)
|
||||
}
|
||||
|
||||
try ctx.copyPass { (pass) throws(NeHeError) in
|
||||
self.vtxBuffer = try pass.createBuffer(usage: SDL_GPU_BUFFERUSAGE_VERTEX, Self.vertices[...])
|
||||
self.idxBuffer = try pass.createBuffer(usage: SDL_GPU_BUFFERUSAGE_INDEX, Self.indices[...])
|
||||
@@ -135,7 +124,7 @@ struct Lesson2: AppDelegate
|
||||
colorInfo.store_op = SDL_GPU_STOREOP_STORE
|
||||
|
||||
// Begin pass & bind pipeline state
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, nil);
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, nil)
|
||||
SDL_BindGPUGraphicsPipeline(pass, self.pso)
|
||||
|
||||
// Bind vertex & index buffers
|
||||
@@ -157,7 +146,7 @@ struct Lesson2: AppDelegate
|
||||
SDL_PushGPUVertexUniformData(cmd, 0, &viewProj, UInt32(MemoryLayout<simd_float4x4>.size))
|
||||
SDL_DrawGPUIndexedPrimitives(pass, 6, 1, 3, 0, 0)
|
||||
|
||||
SDL_EndGPURenderPass(pass);
|
||||
SDL_EndGPURenderPass(pass)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -34,7 +34,7 @@ struct Lesson3: AppDelegate
|
||||
Vertex(.init(-1.0, -1.0, 0.0), .init(0.5, 0.5, 1.0, 1.0)), // Bottom left
|
||||
]
|
||||
|
||||
static let indices: [Int16] =
|
||||
static let indices: [UInt16] =
|
||||
[
|
||||
// Triangle
|
||||
0, 1, 2,
|
||||
@@ -77,7 +77,7 @@ struct Lesson3: AppDelegate
|
||||
format: SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
|
||||
offset: UInt32(MemoryLayout<Vertex>.offset(of: \.color)!)),
|
||||
]
|
||||
let colourTargets: [SDL_GPUColorTargetDescription] =
|
||||
let colorTargets: [SDL_GPUColorTargetDescription] =
|
||||
[
|
||||
SDL_GPUColorTargetDescription(
|
||||
format: SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window),
|
||||
@@ -88,8 +88,8 @@ struct Lesson3: AppDelegate
|
||||
rasterizerDesc.cull_mode = SDL_GPU_CULLMODE_NONE
|
||||
rasterizerDesc.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE
|
||||
var targetInfo = SDL_GPUGraphicsPipelineTargetInfo()
|
||||
targetInfo.color_target_descriptions = colourTargets.withUnsafeBufferPointer(\.baseAddress!)
|
||||
targetInfo.num_color_targets = UInt32(colourTargets.count)
|
||||
targetInfo.color_target_descriptions = colorTargets.withUnsafeBufferPointer(\.baseAddress!)
|
||||
targetInfo.num_color_targets = UInt32(colorTargets.count)
|
||||
|
||||
var info = SDL_GPUGraphicsPipelineCreateInfo(
|
||||
vertex_shader: vertexShader,
|
||||
@@ -140,7 +140,7 @@ struct Lesson3: AppDelegate
|
||||
colorInfo.store_op = SDL_GPU_STOREOP_STORE
|
||||
|
||||
// Begin pass & bind pipeline state
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, nil);
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, nil)
|
||||
SDL_BindGPUGraphicsPipeline(pass, self.pso)
|
||||
|
||||
// Bind vertex & index buffers
|
||||
@@ -162,7 +162,7 @@ struct Lesson3: AppDelegate
|
||||
SDL_PushGPUVertexUniformData(cmd, 0, &viewProj, UInt32(MemoryLayout<simd_float4x4>.size))
|
||||
SDL_DrawGPUIndexedPrimitives(pass, 6, 1, 3, 0, 0)
|
||||
|
||||
SDL_EndGPURenderPass(pass);
|
||||
SDL_EndGPURenderPass(pass)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -20,6 +20,7 @@ struct Lesson4: AppDelegate
|
||||
self.color = color
|
||||
}
|
||||
}
|
||||
|
||||
static let vertices =
|
||||
[
|
||||
// Triangle
|
||||
@@ -33,7 +34,7 @@ struct Lesson4: AppDelegate
|
||||
Vertex(.init(-1.0, -1.0, 0.0), .init(0.5, 0.5, 1.0, 1.0)), // Bottom left
|
||||
]
|
||||
|
||||
static let indices: [Int16] =
|
||||
static let indices: [UInt16] =
|
||||
[
|
||||
// Triangle
|
||||
0, 1, 2,
|
||||
@@ -78,7 +79,7 @@ struct Lesson4: AppDelegate
|
||||
format: SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
|
||||
offset: UInt32(MemoryLayout<Vertex>.offset(of: \.color)!)),
|
||||
]
|
||||
let colourTargets: [SDL_GPUColorTargetDescription] =
|
||||
let colorTargets: [SDL_GPUColorTargetDescription] =
|
||||
[
|
||||
SDL_GPUColorTargetDescription(
|
||||
format: SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window),
|
||||
@@ -89,8 +90,8 @@ struct Lesson4: AppDelegate
|
||||
rasterizerDesc.cull_mode = SDL_GPU_CULLMODE_NONE
|
||||
rasterizerDesc.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE
|
||||
var targetInfo = SDL_GPUGraphicsPipelineTargetInfo()
|
||||
targetInfo.color_target_descriptions = colourTargets.withUnsafeBufferPointer(\.baseAddress!)
|
||||
targetInfo.num_color_targets = UInt32(colourTargets.count)
|
||||
targetInfo.color_target_descriptions = colorTargets.withUnsafeBufferPointer(\.baseAddress!)
|
||||
targetInfo.num_color_targets = UInt32(colorTargets.count)
|
||||
|
||||
var info = SDL_GPUGraphicsPipelineCreateInfo(
|
||||
vertex_shader: vertexShader,
|
||||
@@ -141,7 +142,7 @@ struct Lesson4: AppDelegate
|
||||
colorInfo.store_op = SDL_GPU_STOREOP_STORE
|
||||
|
||||
// Begin pass & bind pipeline state
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, nil);
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, nil)
|
||||
SDL_BindGPUGraphicsPipeline(pass, self.pso)
|
||||
|
||||
// Bind vertex & index buffers
|
||||
@@ -158,14 +159,14 @@ struct Lesson4: AppDelegate
|
||||
SDL_PushGPUVertexUniformData(cmd, 0, &viewProj, UInt32(MemoryLayout<simd_float4x4>.size))
|
||||
SDL_DrawGPUIndexedPrimitives(pass, 3, 1, 0, 0, 0)
|
||||
|
||||
// Draw quad 1.5 units to the right and 6 units in
|
||||
// Draw quad 1.5 units to the right and 6 units into the camera
|
||||
model = .translation(.init(1.5, 0.0, -6.0))
|
||||
model.rotate(angle: self.rotQuad, axis: .init(1, 0, 0))
|
||||
viewProj = self.projection * model
|
||||
SDL_PushGPUVertexUniformData(cmd, 0, &viewProj, UInt32(MemoryLayout<simd_float4x4>.size))
|
||||
SDL_DrawGPUIndexedPrimitives(pass, 6, 1, 3, 0, 0)
|
||||
|
||||
SDL_EndGPURenderPass(pass);
|
||||
SDL_EndGPURenderPass(pass)
|
||||
|
||||
self.rotTri += 0.2
|
||||
self.rotQuad -= 0.15
|
||||
|
||||
@@ -109,7 +109,7 @@ struct Lesson5: AppDelegate
|
||||
format: SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
|
||||
offset: UInt32(MemoryLayout<Vertex>.offset(of: \.color)!)),
|
||||
]
|
||||
let colourTargets: [SDL_GPUColorTargetDescription] =
|
||||
let colorTargets: [SDL_GPUColorTargetDescription] =
|
||||
[
|
||||
SDL_GPUColorTargetDescription(
|
||||
format: SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window),
|
||||
@@ -124,8 +124,8 @@ struct Lesson5: AppDelegate
|
||||
depthStencilState.enable_depth_test = true
|
||||
depthStencilState.enable_depth_write = true
|
||||
var targetInfo = SDL_GPUGraphicsPipelineTargetInfo()
|
||||
targetInfo.color_target_descriptions = colourTargets.withUnsafeBufferPointer(\.baseAddress!)
|
||||
targetInfo.num_color_targets = UInt32(colourTargets.count)
|
||||
targetInfo.color_target_descriptions = colorTargets.withUnsafeBufferPointer(\.baseAddress!)
|
||||
targetInfo.num_color_targets = UInt32(colorTargets.count)
|
||||
targetInfo.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM
|
||||
targetInfo.has_depth_stencil_target = true
|
||||
|
||||
@@ -187,7 +187,7 @@ struct Lesson5: AppDelegate
|
||||
depthInfo.cycle = true
|
||||
|
||||
// Begin pass & bind pipeline state
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, &depthInfo);
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, &depthInfo)
|
||||
SDL_BindGPUGraphicsPipeline(pass, self.pso)
|
||||
|
||||
// Bind vertex & index buffers
|
||||
@@ -197,21 +197,21 @@ struct Lesson5: AppDelegate
|
||||
vtxBindings.withUnsafeBufferPointer(\.baseAddress!), UInt32(vtxBindings.count))
|
||||
SDL_BindGPUIndexBuffer(pass, &idxBinding, SDL_GPU_INDEXELEMENTSIZE_16BIT)
|
||||
|
||||
// Draw triangle 1.5 units to the left and 6 units into the camera
|
||||
// Draw pyramid 1.5 units to the left and 6 units into the camera
|
||||
var model: simd_float4x4 = .translation(.init(-1.5, 0.0, -6.0))
|
||||
model.rotate(angle: self.rotTri, axis: .init(0, 1, 0))
|
||||
var viewProj = self.projection * model
|
||||
SDL_PushGPUVertexUniformData(cmd, 0, &viewProj, UInt32(MemoryLayout<simd_float4x4>.size))
|
||||
SDL_DrawGPUIndexedPrimitives(pass, 12, 1, 0, 0, 0)
|
||||
|
||||
// Draw quad 1.5 units to the right and 7 units into the camera
|
||||
// Draw cube 1.5 units to the right and 7 units into the camera
|
||||
model = .translation(.init(1.5, 0.0, -7.0))
|
||||
model.rotate(angle: self.rotQuad, axis: .init(1, 1, 1))
|
||||
viewProj = self.projection * model
|
||||
SDL_PushGPUVertexUniformData(cmd, 0, &viewProj, UInt32(MemoryLayout<simd_float4x4>.size))
|
||||
SDL_DrawGPUIndexedPrimitives(pass, 36, 1, 12, 0, 0)
|
||||
|
||||
SDL_EndGPURenderPass(pass);
|
||||
SDL_EndGPURenderPass(pass)
|
||||
|
||||
self.rotTri += 0.2
|
||||
self.rotQuad -= 0.15
|
||||
|
||||
@@ -105,7 +105,7 @@ struct Lesson6: AppDelegate
|
||||
format: SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
|
||||
offset: UInt32(MemoryLayout<Vertex>.offset(of: \.texcoord)!)),
|
||||
]
|
||||
let colourTargets: [SDL_GPUColorTargetDescription] =
|
||||
let colorTargets: [SDL_GPUColorTargetDescription] =
|
||||
[
|
||||
SDL_GPUColorTargetDescription(
|
||||
format: SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window),
|
||||
@@ -120,8 +120,8 @@ struct Lesson6: AppDelegate
|
||||
depthStencilState.enable_depth_test = true
|
||||
depthStencilState.enable_depth_write = true
|
||||
var targetInfo = SDL_GPUGraphicsPipelineTargetInfo()
|
||||
targetInfo.color_target_descriptions = colourTargets.withUnsafeBufferPointer(\.baseAddress!)
|
||||
targetInfo.num_color_targets = UInt32(colourTargets.count)
|
||||
targetInfo.color_target_descriptions = colorTargets.withUnsafeBufferPointer(\.baseAddress!)
|
||||
targetInfo.num_color_targets = UInt32(colorTargets.count)
|
||||
targetInfo.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM
|
||||
targetInfo.has_depth_stencil_target = true
|
||||
|
||||
@@ -176,8 +176,8 @@ struct Lesson6: AppDelegate
|
||||
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(NeHeError)
|
||||
mutating func draw(ctx: inout NeHeContext, cmd: OpaquePointer,
|
||||
swapchain: OpaquePointer, swapchainSize: Size<UInt32>) throws(NeHeError)
|
||||
{
|
||||
var colorInfo = SDL_GPUColorTargetInfo()
|
||||
colorInfo.texture = swapchain
|
||||
@@ -195,7 +195,7 @@ struct Lesson6: AppDelegate
|
||||
depthInfo.cycle = true
|
||||
|
||||
// Begin pass & bind pipeline state
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, &depthInfo);
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, &depthInfo)
|
||||
SDL_BindGPUGraphicsPipeline(pass, self.pso)
|
||||
|
||||
// Bind texture
|
||||
@@ -211,7 +211,7 @@ struct Lesson6: AppDelegate
|
||||
|
||||
struct Uniforms { var modelViewProj: simd_float4x4, color: SIMD4<Float> }
|
||||
|
||||
// Move cube 5 units into the screen and apply some rotations
|
||||
// Move cube 5 units into the camera and apply some rotations
|
||||
var model: simd_float4x4 = .translation(.init(0.0, 0.0, -5.0))
|
||||
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))
|
||||
@@ -226,7 +226,7 @@ struct Lesson6: AppDelegate
|
||||
// Draw textured cube
|
||||
SDL_DrawGPUIndexedPrimitives(pass, UInt32(Self.indices.count), 1, 0, 0, 0)
|
||||
|
||||
SDL_EndGPURenderPass(pass);
|
||||
SDL_EndGPURenderPass(pass)
|
||||
|
||||
self.rot += .init(0.3, 0.2, 0.4)
|
||||
}
|
||||
|
||||
@@ -130,36 +130,30 @@ struct Lesson7: AppDelegate
|
||||
format: SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
|
||||
offset: UInt32(MemoryLayout<Vertex>.offset(of: \.texcoord)!)),
|
||||
]
|
||||
let colourTargets: [SDL_GPUColorTargetDescription] =
|
||||
[
|
||||
SDL_GPUColorTargetDescription(
|
||||
format: SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window),
|
||||
blend_state: SDL_GPUColorTargetBlendState())
|
||||
]
|
||||
var rasterizerDesc = SDL_GPURasterizerState()
|
||||
rasterizerDesc.fill_mode = SDL_GPU_FILLMODE_FILL
|
||||
rasterizerDesc.cull_mode = SDL_GPU_CULLMODE_NONE
|
||||
rasterizerDesc.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE
|
||||
var depthStencilState = SDL_GPUDepthStencilState()
|
||||
depthStencilState.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL
|
||||
depthStencilState.enable_depth_test = true
|
||||
depthStencilState.enable_depth_write = true
|
||||
var targetInfo = SDL_GPUGraphicsPipelineTargetInfo()
|
||||
targetInfo.color_target_descriptions = colourTargets.withUnsafeBufferPointer(\.baseAddress!)
|
||||
targetInfo.num_color_targets = UInt32(colourTargets.count)
|
||||
targetInfo.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM
|
||||
targetInfo.has_depth_stencil_target = true
|
||||
|
||||
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.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST
|
||||
info.rasterizer_state = rasterizerDesc
|
||||
info.depth_stencil_state = depthStencilState
|
||||
info.target_info = targetInfo
|
||||
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
|
||||
info.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL
|
||||
info.depth_stencil_state.enable_depth_test = true
|
||||
info.depth_stencil_state.enable_depth_write = true
|
||||
let colorTargets =
|
||||
[
|
||||
SDL_GPUColorTargetDescription(
|
||||
format: SDL_GetGPUSwapchainTextureFormat(ctx.device, ctx.window),
|
||||
blend_state: SDL_GPUColorTargetBlendState()),
|
||||
]
|
||||
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
|
||||
|
||||
// Create unlit pipeline
|
||||
info.vertex_shader = vertexShaderUnlit
|
||||
@@ -222,8 +216,8 @@ struct Lesson7: AppDelegate
|
||||
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(NeHeError)
|
||||
mutating func draw(ctx: inout NeHeContext, cmd: OpaquePointer,
|
||||
swapchain: OpaquePointer, swapchainSize: Size<UInt32>) throws(NeHeError)
|
||||
{
|
||||
var colorInfo = SDL_GPUColorTargetInfo()
|
||||
colorInfo.texture = swapchain
|
||||
@@ -241,7 +235,7 @@ struct Lesson7: AppDelegate
|
||||
depthInfo.cycle = true
|
||||
|
||||
// Begin pass & bind pipeline state
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, &depthInfo);
|
||||
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, &depthInfo)
|
||||
SDL_BindGPUGraphicsPipeline(pass, self.lighting ? self.psoLight : self.psoUnlit)
|
||||
|
||||
// Bind texture
|
||||
@@ -282,7 +276,7 @@ struct Lesson7: AppDelegate
|
||||
// Draw textured cube
|
||||
SDL_DrawGPUIndexedPrimitives(pass, UInt32(Self.indices.count), 1, 0, 0, 0)
|
||||
|
||||
SDL_EndGPURenderPass(pass);
|
||||
SDL_EndGPURenderPass(pass)
|
||||
|
||||
let keys = SDL_GetKeyboardState(nil)!
|
||||
|
||||
|
||||
@@ -88,7 +88,6 @@ struct Lesson8: AppDelegate
|
||||
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",
|
||||
@@ -251,7 +250,7 @@ struct Lesson8: AppDelegate
|
||||
}
|
||||
|
||||
mutating func draw(ctx: inout NeHeContext, cmd: OpaquePointer,
|
||||
swapchain: OpaquePointer, swapchainSize: Size<UInt32>) throws(NeHe.NeHeError)
|
||||
swapchain: OpaquePointer, swapchainSize: Size<UInt32>) throws(NeHeError)
|
||||
{
|
||||
var colorInfo = SDL_GPUColorTargetInfo()
|
||||
colorInfo.texture = swapchain
|
||||
|
||||
Reference in New Issue
Block a user