swift: Implement lessons 1-7

This commit is contained in:
2025-06-10 22:26:10 +10:00
parent 99f2c3e9b4
commit b0ee1ee4c3
16 changed files with 2232 additions and 0 deletions

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Package.swift Normal file
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// swift-tools-version: 6.0
import PackageDescription
let package = Package(
name: "NeHe-SDL_GPU",
products: [
.executable(name: "Lesson1", targets: [ "Lesson1" ]),
.executable(name: "Lesson2", targets: [ "Lesson2" ]),
.executable(name: "Lesson3", targets: [ "Lesson3" ]),
.executable(name: "Lesson4", targets: [ "Lesson4" ]),
.executable(name: "Lesson5", targets: [ "Lesson5" ]),
.executable(name: "Lesson6", targets: [ "Lesson6" ]),
.executable(name: "Lesson7", targets: [ "Lesson7" ]),
],
dependencies: [
.package(url: "https://github.com/GayPizzaSpecifications/SDL3Swift.git", branch: "main"),
],
targets: [
.target(
name: "NeHe",
dependencies: [ .product(name: "SDLSwift", package: "SDL3Swift") ],
path: "src/swift/NeHe"),
.executableTarget(name: "Lesson1", dependencies: [ "NeHe" ], path: "src/swift/Lesson1"),
.executableTarget(name: "Lesson2", dependencies: [ "NeHe" ], path: "src/swift/Lesson2", resources: [
.process("../../../data/shaders/lesson2.metallib") ]),
.executableTarget(name: "Lesson3", dependencies: [ "NeHe" ], path: "src/swift/Lesson3", resources: [
.process("../../../data/shaders/lesson3.metallib") ]),
.executableTarget(name: "Lesson4", dependencies: [ "NeHe" ], path: "src/swift/Lesson4", resources: [
.process("../../../data/shaders/lesson3.metallib") ]),
.executableTarget(name: "Lesson5", dependencies: [ "NeHe" ], path: "src/swift/Lesson5", resources: [
.process("../../../data/shaders/lesson3.metallib") ]),
.executableTarget(name: "Lesson6", dependencies: [ "NeHe" ], path: "src/swift/Lesson6", resources: [
.process("../../../data/shaders/lesson6.metallib"),
.process("../../../data/NeHe.bmp") ]),
.executableTarget(name: "Lesson7", dependencies: [ "NeHe" ], path: "src/swift/Lesson7", resources: [
.process("../../../data/shaders/lesson6.metallib"),
.process("../../../data/shaders/lesson7.metallib"),
.process("../../../data/Crate.bmp") ])
],
)

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import SDLSwift
import NeHe
struct Lesson1: AppDelegate
{
func draw(ctx: inout NeHeContext, cmd: OpaquePointer,
swapchain: OpaquePointer, swapchainSize: Size<UInt32>) throws(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
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, nil);
SDL_EndGPURenderPass(pass);
}
}
@main struct Program: AppRunner
{
typealias Delegate = Lesson1
static let config = AppConfig(
title: "NeHe's OpenGL Framework",
width: 640,
height: 480)
}

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import Foundation
import SDLSwift
import NeHe
import simd
struct Lesson2: AppDelegate
{
static let vertices =
[
// Triangle
SIMD3<Float>( 0.0, 1.0, 0.0), // Top
SIMD3<Float>(-1.0, -1.0, 0.0), // Bottom left
SIMD3<Float>( 1.0, -1.0, 0.0), // Bottom right
// Quad
SIMD3<Float>( -1.0, 1.0, 0.0), // Top left
SIMD3<Float>( 1.0, 1.0, 0.0), // Top right
SIMD3<Float>( 1.0, -1.0, 0.0), // Bottom right
SIMD3<Float>( -1.0, -1.0, 0.0), // Bottom left
]
static let indices: [Int16] =
[
// Triangle
0, 1, 2,
// Quad
3, 4, 5, 5, 6, 3,
]
var pso: OpaquePointer? = nil
var vtxBuffer: OpaquePointer? = nil
var idxBuffer: OpaquePointer? = nil
var projection: matrix_float4x4 = .init(1.0)
mutating func `init`(ctx: inout NeHeContext) throws(NeHeError)
{
let (vertexShader, fragmentShader) = try ctx.loadShaders(name: "lesson2", vertexUniforms: 1)
defer
{
SDL_ReleaseGPUShader(ctx.device, fragmentShader)
SDL_ReleaseGPUShader(ctx.device, vertexShader)
}
let vertexDescriptions: [SDL_GPUVertexBufferDescription] =
[
SDL_GPUVertexBufferDescription(
slot: 0,
pitch: UInt32(MemoryLayout<SIMD3<Float>>.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: 0),
]
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 targetInfo = SDL_GPUGraphicsPipelineTargetInfo()
targetInfo.color_target_descriptions = colourTargets.withUnsafeBufferPointer(\.baseAddress!)
targetInfo.num_color_targets = UInt32(colourTargets.count)
var info = SDL_GPUGraphicsPipelineCreateInfo(
vertex_shader: vertexShader,
fragment_shader: fragmentShader,
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)),
primitive_type: SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
rasterizer_state: rasterizerDesc,
multisample_state: SDL_GPUMultisampleState(),
depth_stencil_state: SDL_GPUDepthStencilState(),
target_info: targetInfo,
props: 0)
guard let pso = SDL_CreateGPUGraphicsPipeline(ctx.device, &info) else
{
throw .sdlError("SDL_CreateGPUGraphicsPipeline", String(cString: SDL_GetError()))
}
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[...])
}
}
func quit(ctx: NeHeContext)
{
SDL_ReleaseGPUBuffer(ctx.device, self.idxBuffer)
SDL_ReleaseGPUBuffer(ctx.device, self.vtxBuffer)
SDL_ReleaseGPUGraphicsPipeline(ctx.device, self.pso)
}
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)
}
func draw(ctx: inout NeHeContext, cmd: OpaquePointer,
swapchain: OpaquePointer, swapchainSize: Size<UInt32>) throws(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
// Begin pass & bind pipeline state
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, nil);
SDL_BindGPUGraphicsPipeline(pass, self.pso)
// 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)
// Draw triangle 1.5 units to the left and 6 units into the camera
var model: simd_float4x4 = .translation(.init(-1.5, 0.0, -6.0))
var viewProj = self.projection * model
SDL_PushGPUVertexUniformData(cmd, 0, &viewProj, UInt32(MemoryLayout<simd_float4x4>.size))
SDL_DrawGPUIndexedPrimitives(pass, 3, 1, 0, 0, 0)
// Move to the right by 3 units and draw quad
model.translate(.init(3.0, 0.0, 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);
}
}
@main struct Program: AppRunner
{
typealias Delegate = Lesson2
static let config = AppConfig(
title: "NeHe's First Polygon Tutorial",
width: 640,
height: 480,
bundle: Bundle.module)
}

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import Foundation
import SDLSwift
import NeHe
import simd
struct Lesson3: AppDelegate
{
struct Vertex
{
let position: SIMD3<Float>, color: SIMD4<Float>
init(_ position: SIMD3<Float>, _ color: SIMD4<Float>)
{
self.position = position
self.color = color
}
}
static let vertices =
[
// Triangle
Vertex(.init( 0.0, 1.0, 0.0), .init(1.0, 0.0, 0.0, 1.0)), // Top (red)
Vertex(.init(-1.0, -1.0, 0.0), .init(0.0, 1.0, 0.0, 1.0)), // Bottom left (green)
Vertex(.init( 1.0, -1.0, 0.0), .init(0.0, 0.0, 1.0, 1.0)), // Bottom right (blue)
// Quad
Vertex(.init(-1.0, 1.0, 0.0), .init(0.5, 0.5, 1.0, 1.0)), // Top left
Vertex(.init( 1.0, 1.0, 0.0), .init(0.5, 0.5, 1.0, 1.0)), // Top right
Vertex(.init( 1.0, -1.0, 0.0), .init(0.5, 0.5, 1.0, 1.0)), // Bottom right
Vertex(.init(-1.0, -1.0, 0.0), .init(0.5, 0.5, 1.0, 1.0)), // Bottom left
]
static let indices: [Int16] =
[
// Triangle
0, 1, 2,
// Quad
3, 4, 5, 5, 6, 3,
]
var pso: OpaquePointer? = nil
var vtxBuffer: OpaquePointer? = nil
var idxBuffer: OpaquePointer? = nil
var projection: matrix_float4x4 = .init(1.0)
mutating func `init`(ctx: inout NeHeContext) throws(NeHeError)
{
let (vertexShader, fragmentShader) = try ctx.loadShaders(name: "lesson3", vertexUniforms: 1)
defer
{
SDL_ReleaseGPUShader(ctx.device, fragmentShader)
SDL_ReleaseGPUShader(ctx.device, vertexShader)
}
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: 1,
buffer_slot: 0,
format: SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
offset: UInt32(MemoryLayout<Vertex>.offset(of: \.color)!)),
]
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 targetInfo = SDL_GPUGraphicsPipelineTargetInfo()
targetInfo.color_target_descriptions = colourTargets.withUnsafeBufferPointer(\.baseAddress!)
targetInfo.num_color_targets = UInt32(colourTargets.count)
var info = SDL_GPUGraphicsPipelineCreateInfo(
vertex_shader: vertexShader,
fragment_shader: fragmentShader,
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)),
primitive_type: SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
rasterizer_state: rasterizerDesc,
multisample_state: SDL_GPUMultisampleState(),
depth_stencil_state: SDL_GPUDepthStencilState(),
target_info: targetInfo,
props: 0)
guard let pso = SDL_CreateGPUGraphicsPipeline(ctx.device, &info) else
{
throw .sdlError("SDL_CreateGPUGraphicsPipeline", String(cString: SDL_GetError()))
}
self.pso = pso
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[...])
}
}
func quit(ctx: NeHeContext)
{
SDL_ReleaseGPUBuffer(ctx.device, self.idxBuffer)
SDL_ReleaseGPUBuffer(ctx.device, self.vtxBuffer)
SDL_ReleaseGPUGraphicsPipeline(ctx.device, self.pso)
}
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)
}
func draw(ctx: inout NeHeContext, cmd: OpaquePointer,
swapchain: OpaquePointer, swapchainSize: Size<UInt32>) throws(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
// Begin pass & bind pipeline state
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, nil);
SDL_BindGPUGraphicsPipeline(pass, self.pso)
// 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)
// Draw triangle 1.5 units to the left and 6 units into the camera
var model: simd_float4x4 = .translation(.init(-1.5, 0.0, -6.0))
var viewProj = self.projection * model
SDL_PushGPUVertexUniformData(cmd, 0, &viewProj, UInt32(MemoryLayout<simd_float4x4>.size))
SDL_DrawGPUIndexedPrimitives(pass, 3, 1, 0, 0, 0)
// Move to the right by 3 units and draw quad
model.translate(.init(3.0, 0.0, 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);
}
}
@main struct Program: AppRunner
{
typealias Delegate = Lesson3
static let config = AppConfig(
title: "NeHe's Color Tutorial",
width: 640,
height: 480,
bundle: Bundle.module)
}

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import Foundation
import SDLSwift
import NeHe
import simd
struct Lesson4: AppDelegate
{
struct Vertex
{
let position: SIMD3<Float>, color: SIMD4<Float>
init(_ position: SIMD3<Float>, _ color: SIMD4<Float>)
{
self.position = position
self.color = color
}
}
static let vertices =
[
// Triangle
Vertex(.init( 0.0, 1.0, 0.0), .init(1.0, 0.0, 0.0, 1.0)), // Top (red)
Vertex(.init(-1.0, -1.0, 0.0), .init(0.0, 1.0, 0.0, 1.0)), // Bottom left (green)
Vertex(.init( 1.0, -1.0, 0.0), .init(0.0, 0.0, 1.0, 1.0)), // Bottom right (blue)
// Quad
Vertex(.init(-1.0, 1.0, 0.0), .init(0.5, 0.5, 1.0, 1.0)), // Top left
Vertex(.init( 1.0, 1.0, 0.0), .init(0.5, 0.5, 1.0, 1.0)), // Top right
Vertex(.init( 1.0, -1.0, 0.0), .init(0.5, 0.5, 1.0, 1.0)), // Bottom right
Vertex(.init(-1.0, -1.0, 0.0), .init(0.5, 0.5, 1.0, 1.0)), // Bottom left
]
static let indices: [Int16] =
[
// Triangle
0, 1, 2,
// Quad
3, 4, 5, 5, 6, 3,
]
var pso: OpaquePointer? = nil
var vtxBuffer: OpaquePointer? = nil
var idxBuffer: OpaquePointer? = nil
var projection: matrix_float4x4 = .init(1.0)
var rotTri: Float = 0.0, rotQuad: Float = 0.0
mutating func `init`(ctx: inout NeHeContext) throws(NeHeError)
{
let (vertexShader, fragmentShader) = try ctx.loadShaders(name: "lesson3", vertexUniforms: 1)
defer
{
SDL_ReleaseGPUShader(ctx.device, fragmentShader)
SDL_ReleaseGPUShader(ctx.device, vertexShader)
}
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: 1,
buffer_slot: 0,
format: SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
offset: UInt32(MemoryLayout<Vertex>.offset(of: \.color)!)),
]
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 targetInfo = SDL_GPUGraphicsPipelineTargetInfo()
targetInfo.color_target_descriptions = colourTargets.withUnsafeBufferPointer(\.baseAddress!)
targetInfo.num_color_targets = UInt32(colourTargets.count)
var info = SDL_GPUGraphicsPipelineCreateInfo(
vertex_shader: vertexShader,
fragment_shader: fragmentShader,
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)),
primitive_type: SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
rasterizer_state: rasterizerDesc,
multisample_state: SDL_GPUMultisampleState(),
depth_stencil_state: SDL_GPUDepthStencilState(),
target_info: targetInfo,
props: 0)
guard let pso = SDL_CreateGPUGraphicsPipeline(ctx.device, &info) else
{
throw .sdlError("SDL_CreateGPUGraphicsPipeline", String(cString: SDL_GetError()))
}
self.pso = pso
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[...])
}
}
func quit(ctx: NeHeContext)
{
SDL_ReleaseGPUBuffer(ctx.device, self.idxBuffer)
SDL_ReleaseGPUBuffer(ctx.device, self.vtxBuffer)
SDL_ReleaseGPUGraphicsPipeline(ctx.device, self.pso)
}
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(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
// Begin pass & bind pipeline state
let pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, nil);
SDL_BindGPUGraphicsPipeline(pass, self.pso)
// 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)
// Draw triangle 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, 3, 1, 0, 0, 0)
// Draw quad 1.5 units to the right and 6 units in
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);
self.rotTri += 0.2
self.rotQuad -= 0.15
}
}
@main struct Program: AppRunner
{
typealias Delegate = Lesson4
static let config = AppConfig(
title: "NeHe's Rotation Tutorial",
width: 640,
height: 480,
bundle: Bundle.module)
}

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import Foundation
import SDLSwift
import NeHe
import simd
struct Lesson5: AppDelegate
{
struct Vertex
{
let position: SIMD3<Float>, color: SIMD4<Float>
init(_ position: SIMD3<Float>, _ color: SIMD4<Float>)
{
self.position = position
self.color = color
}
}
static let vertices =
[
// Pyramid
Vertex(.init( 0.0, 1.0, 0.0), .init(1.0, 0.0, 0.0, 1.0)), // Top of pyramid (Red)
Vertex(.init(-1.0, -1.0, 1.0), .init(0.0, 1.0, 0.0, 1.0)), // Front-left of pyramid (Green)
Vertex(.init( 1.0, -1.0, 1.0), .init(0.0, 0.0, 1.0, 1.0)), // Front-right of pyramid (Blue)
Vertex(.init( 1.0, -1.0, -1.0), .init(0.0, 1.0, 0.0, 1.0)), // Back-right of pyramid (Green)
Vertex(.init(-1.0, -1.0, -1.0), .init(0.0, 0.0, 1.0, 1.0)), // Back-left of pyramid (Blue)
// Cube
Vertex(.init( 1.0, 1.0, -1.0), .init(0.0, 1.0, 0.0, 1.0)), // Top-right of top face (Green)
Vertex(.init(-1.0, 1.0, -1.0), .init(0.0, 1.0, 0.0, 1.0)), // Top-left of top face (Green)
Vertex(.init(-1.0, 1.0, 1.0), .init(0.0, 1.0, 0.0, 1.0)), // Bottom-left of top face (Green)
Vertex(.init( 1.0, 1.0, 1.0), .init(0.0, 1.0, 0.0, 1.0)), // Bottom-right of top face (Green)
Vertex(.init( 1.0, -1.0, 1.0), .init(1.0, 0.5, 0.0, 1.0)), // Top-right of bottom face (Orange)
Vertex(.init(-1.0, -1.0, 1.0), .init(1.0, 0.5, 0.0, 1.0)), // Top-left of bottom face (Orange)
Vertex(.init(-1.0, -1.0, -1.0), .init(1.0, 0.5, 0.0, 1.0)), // Bottom-left of bottom face (Orange)
Vertex(.init( 1.0, -1.0, -1.0), .init(1.0, 0.5, 0.0, 1.0)), // Bottom-right of bottom face (Orange)
Vertex(.init( 1.0, 1.0, 1.0), .init(1.0, 0.0, 0.0, 1.0)), // Top-right of front face (Red)
Vertex(.init(-1.0, 1.0, 1.0), .init(1.0, 0.0, 0.0, 1.0)), // Top-left of front face (Red)
Vertex(.init(-1.0, -1.0, 1.0), .init(1.0, 0.0, 0.0, 1.0)), // Bottom-left of front face (Red)
Vertex(.init( 1.0, -1.0, 1.0), .init(1.0, 0.0, 0.0, 1.0)), // Bottom-right of front face (Red)
Vertex(.init( 1.0, -1.0, -1.0), .init(1.0, 1.0, 0.0, 1.0)), // Top-right of back face (Yellow)
Vertex(.init(-1.0, -1.0, -1.0), .init(1.0, 1.0, 0.0, 1.0)), // Top-left of back face (Yellow)
Vertex(.init(-1.0, 1.0, -1.0), .init(1.0, 1.0, 0.0, 1.0)), // Bottom-left of back face (Yellow)
Vertex(.init( 1.0, 1.0, -1.0), .init(1.0, 1.0, 0.0, 1.0)), // Bottom-right of back face (Yellow)
Vertex(.init(-1.0, 1.0, 1.0), .init(0.0, 0.0, 1.0, 1.0)), // Top-right of left face (Blue)
Vertex(.init(-1.0, 1.0, -1.0), .init(0.0, 0.0, 1.0, 1.0)), // Top-left of left face (Blue)
Vertex(.init(-1.0, -1.0, -1.0), .init(0.0, 0.0, 1.0, 1.0)), // Bottom-left of left face (Blue)
Vertex(.init(-1.0, -1.0, 1.0), .init(0.0, 0.0, 1.0, 1.0)), // Bottom-right of left face (Blue)
Vertex(.init( 1.0, 1.0, -1.0), .init(1.0, 0.0, 1.0, 1.0)), // Top-right of right face (Violet)
Vertex(.init( 1.0, 1.0, 1.0), .init(1.0, 0.0, 1.0, 1.0)), // Top-left of right face (Violet)
Vertex(.init( 1.0, -1.0, 1.0), .init(1.0, 0.0, 1.0, 1.0)), // Bottom-left of right face (Violet)
Vertex(.init( 1.0, -1.0, -1.0), .init(1.0, 0.0, 1.0, 1.0)), // Bottom-right of right face (Violet)
]
static let indices: [UInt16] =
[
// Pyramid
0, 1, 2, // Front
0, 2, 3, // Right
0, 3, 4, // Back
0, 4, 1, // Left
// Cube
5, 6, 7, 7, 8, 5, // Top
9, 10, 11, 11, 12, 9, // Bottom
13, 14, 15, 15, 16, 13, // Front
17, 18, 19, 19, 20, 17, // Back
21, 22, 23, 23, 24, 21, // Left
25, 26, 27, 27, 28, 25, // Right
]
var pso: OpaquePointer? = nil
var vtxBuffer: OpaquePointer? = nil
var idxBuffer: OpaquePointer? = nil
var projection: matrix_float4x4 = .init(1.0)
var rotTri: Float = 0.0, rotQuad: Float = 0.0
mutating func `init`(ctx: inout NeHeContext) throws(NeHeError)
{
let (vertexShader, fragmentShader) = try ctx.loadShaders(name: "lesson3", vertexUniforms: 1)
defer
{
SDL_ReleaseGPUShader(ctx.device, fragmentShader)
SDL_ReleaseGPUShader(ctx.device, vertexShader)
}
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: 1,
buffer_slot: 0,
format: SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
offset: UInt32(MemoryLayout<Vertex>.offset(of: \.color)!)),
]
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(
vertex_shader: vertexShader,
fragment_shader: fragmentShader,
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)),
primitive_type: SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
rasterizer_state: rasterizerDesc,
multisample_state: SDL_GPUMultisampleState(),
depth_stencil_state: depthStencilState,
target_info: targetInfo,
props: 0)
guard let pso = SDL_CreateGPUGraphicsPipeline(ctx.device, &info) else
{
throw .sdlError("SDL_CreateGPUGraphicsPipeline", String(cString: SDL_GetError()))
}
self.pso = pso
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[...])
}
}
func quit(ctx: NeHeContext)
{
SDL_ReleaseGPUBuffer(ctx.device, self.idxBuffer)
SDL_ReleaseGPUBuffer(ctx.device, self.vtxBuffer)
SDL_ReleaseGPUGraphicsPipeline(ctx.device, self.pso)
}
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(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);
SDL_BindGPUGraphicsPipeline(pass, self.pso)
// 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)
// Draw triangle 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
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);
self.rotTri += 0.2
self.rotQuad -= 0.15
}
}
@main struct Program: AppRunner
{
typealias Delegate = Lesson5
static let config = AppConfig(
title: "NeHe's Solid Object Tutorial",
width: 640,
height: 480,
createDepthBuffer: SDL_GPU_TEXTUREFORMAT_D16_UNORM,
bundle: Bundle.module)
}

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import Foundation
import SDLSwift
import NeHe
import simd
struct Lesson6: AppDelegate
{
struct Vertex
{
let position: SIMD3<Float>, texcoord: SIMD2<Float>
init(_ position: SIMD3<Float>, _ texcoord: SIMD2<Float>)
{
self.position = position
self.texcoord = texcoord
}
}
static let vertices =
[
// Front Face
Vertex(.init(-1.0, -1.0, 1.0), .init(0.0, 0.0)),
Vertex(.init( 1.0, -1.0, 1.0), .init(1.0, 0.0)),
Vertex(.init( 1.0, 1.0, 1.0), .init(1.0, 1.0)),
Vertex(.init(-1.0, 1.0, 1.0), .init(0.0, 1.0)),
// Back Face
Vertex(.init(-1.0, -1.0, -1.0), .init(1.0, 0.0)),
Vertex(.init(-1.0, 1.0, -1.0), .init(1.0, 1.0)),
Vertex(.init( 1.0, 1.0, -1.0), .init(0.0, 1.0)),
Vertex(.init( 1.0, -1.0, -1.0), .init(0.0, 0.0)),
// Top Face
Vertex(.init(-1.0, 1.0, -1.0), .init(0.0, 1.0)),
Vertex(.init(-1.0, 1.0, 1.0), .init(0.0, 0.0)),
Vertex(.init( 1.0, 1.0, 1.0), .init(1.0, 0.0)),
Vertex(.init( 1.0, 1.0, -1.0), .init(1.0, 1.0)),
// Bottom Face
Vertex(.init(-1.0, -1.0, -1.0), .init(1.0, 1.0)),
Vertex(.init( 1.0, -1.0, -1.0), .init(0.0, 1.0)),
Vertex(.init( 1.0, -1.0, 1.0), .init(0.0, 0.0)),
Vertex(.init(-1.0, -1.0, 1.0), .init(1.0, 0.0)),
// Right face
Vertex(.init( 1.0, -1.0, -1.0), .init(1.0, 0.0)),
Vertex(.init( 1.0, 1.0, -1.0), .init(1.0, 1.0)),
Vertex(.init( 1.0, 1.0, 1.0), .init(0.0, 1.0)),
Vertex(.init( 1.0, -1.0, 1.0), .init(0.0, 0.0)),
// Left Face
Vertex(.init(-1.0, -1.0, -1.0), .init(0.0, 0.0)),
Vertex(.init(-1.0, -1.0, 1.0), .init(1.0, 0.0)),
Vertex(.init(-1.0, 1.0, 1.0), .init(1.0, 1.0)),
Vertex(.init(-1.0, 1.0, -1.0), .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 pso: OpaquePointer? = nil
var vtxBuffer: OpaquePointer? = nil
var idxBuffer: OpaquePointer? = nil
var sampler: OpaquePointer? = nil
var texture: OpaquePointer? = nil
var projection: matrix_float4x4 = .init(1.0)
var rot: SIMD3<Float> = .init(repeating: 0.0)
mutating func `init`(ctx: inout NeHeContext) throws(NeHeError)
{
let (vertexShader, fragmentShader) = try ctx.loadShaders(name: "lesson6",
vertexUniforms: 1, fragmentSamplers: 1)
defer
{
SDL_ReleaseGPUShader(ctx.device, fragmentShader)
SDL_ReleaseGPUShader(ctx.device, vertexShader)
}
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: 1,
buffer_slot: 0,
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(
vertex_shader: vertexShader,
fragment_shader: fragmentShader,
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)),
primitive_type: SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
rasterizer_state: rasterizerDesc,
multisample_state: SDL_GPUMultisampleState(),
depth_stencil_state: depthStencilState,
target_info: targetInfo,
props: 0)
guard let pso = SDL_CreateGPUGraphicsPipeline(ctx.device, &info) else
{
throw .sdlError("SDL_CreateGPUGraphicsPipeline", String(cString: SDL_GetError()))
}
self.pso = pso
var samplerInfo = SDL_GPUSamplerCreateInfo()
samplerInfo.min_filter = SDL_GPU_FILTER_LINEAR
samplerInfo.mag_filter = SDL_GPU_FILTER_LINEAR
guard let sampler = SDL_CreateGPUSampler(ctx.device, &samplerInfo) else
{
throw .sdlError("SDL_CreateGPUSampler", String(cString: SDL_GetError()))
}
self.sampler = sampler
try ctx.copyPass { (pass) throws(NeHeError) in
self.texture = try pass.createTextureFrom(bmpResource: "NeHe", flip: 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)
SDL_ReleaseGPUSampler(ctx.device, self.sampler)
SDL_ReleaseGPUGraphicsPipeline(ctx.device, self.pso)
}
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(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);
SDL_BindGPUGraphicsPipeline(pass, self.pso)
// Bind texture
var textureBinding = SDL_GPUTextureSamplerBinding(texture: self.texture, sampler: self.sampler)
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)
struct Uniforms { var modelViewProj: simd_float4x4, color: SIMD4<Float> }
// Move cube 5 units into the screen 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))
model.rotate(angle: rot.z, axis: .init(0.0, 0.0, 1.0))
// Push shader uniforms
var u = Uniforms(
modelViewProj: self.projection * model,
color: .init(repeating: 1.0))
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);
self.rot += .init(0.3, 0.2, 0.4)
}
}
@main struct Program: AppRunner
{
typealias Delegate = Lesson6
static let config = AppConfig(
title: "NeHe's Texture Mapping Tutorial",
width: 640,
height: 480,
createDepthBuffer: SDL_GPU_TEXTUREFORMAT_D16_UNORM,
bundle: Bundle.module)
}

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import Foundation
import SDLSwift
import NeHe
import simd
struct Lesson7: 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
var psoLight: 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 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)!)),
]
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.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
// 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
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: "Crate", 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.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(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);
SDL_BindGPUGraphicsPipeline(pass, self.lighting ? self.psoLight : self.psoUnlit)
// 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(repeating: 1.0))
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_F:
self.filter = (self.filter + 1) % self.samplers.count
default:
break
}
}
}
@main struct Program: AppRunner
{
typealias Delegate = Lesson7
static let config = AppConfig(
title: "NeHe's Textures, Lighting & Keyboard Tutorial",
width: 640,
height: 480,
createDepthBuffer: SDL_GPU_TEXTUREFORMAT_D16_UNORM,
bundle: Bundle.module)
}

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import SDLSwift
import Foundation
public struct AppConfig: Sendable
{
let title: StaticString
let width: Int32
let height: Int32
let manageDepthFormat: SDL_GPUTextureFormat
let bundle: Bundle?
public init(title: StaticString, width: Int32, height: Int32,
createDepthBuffer depthFormat: SDL_GPUTextureFormat? = nil,
bundle: Bundle? = nil)
{
self.title = title
self.width = width
self.height = height
self.manageDepthFormat = depthFormat ?? SDL_GPU_TEXTUREFORMAT_INVALID
self.bundle = bundle
}
}

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import SDLSwift
public protocol AppDelegate: ~Copyable
{
init()
mutating func `init`(ctx: inout NeHeContext) throws(NeHeError)
mutating func quit(ctx: NeHeContext)
mutating func resize(size: Size<Int32>)
mutating func draw(ctx: inout NeHeContext, cmd: OpaquePointer,
swapchain: OpaquePointer, swapchainSize: Size<UInt32>) throws(NeHeError)
mutating func key(ctx: inout NeHeContext, key: SDL_Keycode, down: Bool, repeat: Bool)
}
public extension AppDelegate
{
mutating func `init`(ctx: inout NeHeContext) throws(NeHeError) {}
mutating func quit(ctx: NeHeContext) {}
mutating func resize(size: Size<Int32>) {}
mutating func key(ctx: inout NeHeContext, key: SDL_Keycode, down: Bool, repeat: Bool) {}
}

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import SDLSwift
public protocol AppRunner
{
associatedtype Delegate: AppDelegate
static var config: AppConfig { get }
}
public extension AppRunner
{
static func main() throws -> Void
{
// Initialise SDL
guard SDL_Init(SDL_INIT_VIDEO) else
{
throw NeHeError.sdlError("SDL_Init", String(cString: SDL_GetError()))
}
defer { SDL_Quit() }
// Initialise GPU context
var ctx = try NeHeContext(
title: config.title,
width: config.width,
height: config.height,
bundle: config.bundle)
defer
{
SDL_ReleaseWindowFromGPUDevice(ctx.device, ctx.window)
SDL_DestroyGPUDevice(ctx.device)
SDL_DestroyWindow(ctx.window)
}
// Handle depth buffer texture creation if requested
if config.manageDepthFormat != SDL_GPU_TEXTUREFORMAT_INVALID
{
var backbufWidth: Int32 = 0, backbufHeight: Int32 = 0
SDL_GetWindowSizeInPixels(ctx.window, &backbufWidth, &backbufHeight)
try ctx.setupDepthTexture(
size: .init(UInt32(backbufWidth), UInt32(backbufHeight)),
format: config.manageDepthFormat)
}
defer
{
if config.manageDepthFormat != SDL_GPU_TEXTUREFORMAT_INVALID,
let depthTexture = ctx.depthTexture
{
SDL_ReleaseGPUTexture(ctx.device, depthTexture)
}
}
// Initialise app delegate
var app = Delegate()
try app.`init`(ctx: &ctx)
var fullscreen = false
// Enter main loop
quit: while true
{
// Process events
var event = SDL_Event()
while SDL_PollEvent(&event)
{
switch SDL_EventType(event.type)
{
case SDL_EVENT_QUIT:
break quit
case SDL_EVENT_WINDOW_ENTER_FULLSCREEN, SDL_EVENT_WINDOW_LEAVE_FULLSCREEN:
fullscreen = event.type == SDL_EVENT_WINDOW_ENTER_FULLSCREEN.rawValue
case SDL_EVENT_KEY_DOWN:
if event.key.key == SDLK_ESCAPE
{
break quit
}
if event.key.key == SDLK_F1
{
SDL_SetWindowFullscreen(ctx.window, !fullscreen)
break
}
fallthrough
case SDL_EVENT_KEY_UP:
app.key(ctx: &ctx, key: event.key.key, down: event.key.down, repeat: event.key.repeat)
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
app.resize(size: .init(width: event.window.data1, height: event.window.data2))
default:
break
}
}
guard let cmd = SDL_AcquireGPUCommandBuffer(ctx.device) else
{
throw NeHeError.sdlError("SDL_AcquireGPUCommandBuffer", String(cString: SDL_GetError()))
}
var swapchainTexture: OpaquePointer?, swapchainWidth: Int32 = 0, swapchainHeight: Int32 = 0
guard SDL_WaitAndAcquireGPUSwapchainTexture(cmd, ctx.window,
&swapchainTexture, &swapchainWidth, &swapchainHeight) else
{
let message = String(cString: SDL_GetError())
SDL_CancelGPUCommandBuffer(cmd)
throw NeHeError.sdlError("SDL_WaitAndAcquireGPUSwapchainTexture", message)
}
guard let swapchain = swapchainTexture else
{
SDL_CancelGPUCommandBuffer(cmd)
continue
}
let swapchainSize = Size(width: UInt32(swapchainWidth), height: UInt32(swapchainHeight))
if config.manageDepthFormat != SDL_GPU_TEXTUREFORMAT_INVALID
&& ctx.depthTexture != nil
&& ctx.depthTextureSize != swapchainSize
{
try ctx.setupDepthTexture(size: swapchainSize)
}
try app.draw(ctx: &ctx, cmd: cmd, swapchain: swapchain, swapchainSize: swapchainSize)
SDL_SubmitGPUCommandBuffer(cmd)
}
}
}

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import simd
public extension simd_float4x4
{
static let identity: Self = matrix_identity_float4x4
@inlinable static func translation(_ position: SIMD3<Float>) -> Self
{
Self(
.init( 1, 0, 0, 0),
.init( 0, 1, 0, 0),
.init( 0, 0, 1, 0),
.init(position, 1))
}
static func rotation(angle: Float, axis: SIMD3<Float>) -> Self
{
let r = simd_float3x3.makeGLRotation(angle, axis)
return Self(
.init(r.columns.0, 0),
.init(r.columns.1, 0),
.init(r.columns.2, 0),
.init( 0, 0, 0, 1))
}
static func perspective(fovy: Float, aspect: Float, near: Float, far: Float) -> Self
{
let h = 1 / tan(fovy * (.pi / 180) * 0.5)
let w = h / aspect
let invClipRng = 1 / (far - near)
let zh = -(far + near) * invClipRng
let zl = -(2 * far * near) * invClipRng
return Self(
.init(w, 0, 0, 0),
.init(0, h, 0, 0),
.init(0, 0, zh, -1),
.init(0, 0, zl, 0))
}
@inlinable mutating func translate(_ offset: SIMD3<Float>)
{
/*
m = { [1 0 0 x]
[0 1 0 y]
[0 0 1 z]
[0 0 0 1] } * m
*/
self.columns.3 +=
offset.x * self.columns.0 +
offset.y * self.columns.1 +
offset.z * self.columns.2
}
mutating func rotate(angle: Float, axis: SIMD3<Float>)
{
let r = simd_float3x3.makeGLRotation(angle, axis)
// Set up temporaries
let (t0, t1, t2) = (self.columns.0, self.columns.1, self.columns.2)
// Partial matrix multiplication
self.columns.0 = r.columns.0.x * t0 + r.columns.0.y * t1 + r.columns.0.z * t2
self.columns.1 = r.columns.1.x * t0 + r.columns.1.y * t1 + r.columns.1.z * t2
self.columns.2 = r.columns.2.x * t0 + r.columns.2.y * t1 + r.columns.2.z * t2
}
}
fileprivate extension simd_float3x3
{
static func makeRotation(_ c: Float, _ s: Float, _ axis: SIMD3<Float>) -> Self
{
let rc = 1 - c
let rcv = rc * axis, sv = s * axis
return Self(
rcv * axis.x + .init( +c, +sv.z, -sv.y),
rcv * axis.y + .init(-sv.z, +c, +sv.x),
rcv * axis.z + .init(+sv.y, -sv.x, +c))
}
static func makeGLRotation(_ angle: Float, _ axis: SIMD3<Float>) -> Self
{
// Treat inputs like glRotatef
let theta = angle * (.pi / 180)
let axisMag = simd_length(axis)
let n = (abs(axisMag - 1) > .ulpOfOne)
? axis / axisMag
: axis
return Self.makeRotation(cos(theta), sin(theta), n)
}
}

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import SDLSwift
import Foundation
public struct NeHeContext
{
public var window: OpaquePointer
public var device: OpaquePointer
public var depthTexture: OpaquePointer?
public var depthTextureSize: Size<UInt32>
public let bundle: Bundle?
}
internal extension NeHeContext
{
init(title: StaticString, width: Int32, height: Int32, bundle: Bundle?) throws(NeHeError)
{
// Create window
let flags = SDL_WindowFlags(SDL_WINDOW_RESIZABLE) | SDL_WindowFlags(SDL_WINDOW_HIGH_PIXEL_DENSITY)
guard let window = SDL_CreateWindow(title.utf8Start, width, height, flags) else
{
throw .sdlError("SDL_CreateWindow", String(cString: SDL_GetError()))
}
// Open GPU device
let formats =
SDL_GPU_SHADERFORMAT_METALLIB | SDL_GPU_SHADERFORMAT_MSL |
SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL
guard let device = SDL_CreateGPUDevice(formats, true, nil) else
{
throw .sdlError("SDL_CreateGPUDevice", String(cString: SDL_GetError()))
}
// Attach window to the GPU device
guard SDL_ClaimWindowForGPUDevice(device, window) else
{
throw .sdlError("SDL_ClaimWindowForGPUDevice", String(cString: SDL_GetError()))
}
// Enable VSync
SDL_SetGPUSwapchainParameters(device, window,
SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
SDL_GPU_PRESENTMODE_VSYNC)
self.window = window
self.device = device
self.depthTexture = nil
self.depthTextureSize = .zero
self.bundle = bundle
}
}
public extension NeHeContext
{
mutating func setupDepthTexture(size: Size<UInt32>,
format: SDL_GPUTextureFormat = SDL_GPU_TEXTUREFORMAT_D16_UNORM, clearDepth: Float = 1.0) throws(NeHeError)
{
if self.depthTexture != nil
{
SDL_ReleaseGPUTexture(self.device, self.depthTexture)
self.depthTexture = nil
}
let props = SDL_CreateProperties()
guard props != 0 else
{
throw .sdlError("SDL_CreateProperties", String(cString: SDL_GetError()))
}
// Workaround for https://github.com/libsdl-org/SDL/issues/10758
SDL_SetFloatProperty(props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT, clearDepth)
var info = SDL_GPUTextureCreateInfo(
type: SDL_GPU_TEXTURETYPE_2D,
format: format,
usage: SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
width: size.width,
height: size.height,
layer_count_or_depth: 1,
num_levels: 1,
sample_count: SDL_GPU_SAMPLECOUNT_1,
props: props)
let newTexture = SDL_CreateGPUTexture(self.device, &info)
SDL_DestroyProperties(props)
guard let texture = newTexture else
{
throw .sdlError("SDL_CreateGPUTexture", String(cString: SDL_GetError()))
}
self.depthTexture = texture
self.depthTextureSize = size
}
func loadShaders(name: String, vertexUniforms: UInt32 = 0, vertexStorage: UInt32 = 0, fragmentSamplers: UInt32 = 0)
throws(NeHeError) -> (vertex: OpaquePointer, fragment: OpaquePointer)
{
guard let bundle = self.bundle else { throw .fatalError("No bundle") }
var info = ShaderProgramCreateInfo(format: SDL_GPUShaderFormat(SDL_GPU_SHADERFORMAT_INVALID),
vertexUniforms: vertexUniforms,
vertexStorage: vertexStorage,
fragmentSamplers: fragmentSamplers)
let availableFormats = SDL_GetGPUShaderFormats(self.device)
if availableFormats & (SDL_GPU_SHADERFORMAT_METALLIB | SDL_GPU_SHADERFORMAT_MSL) != 0
{
if availableFormats & SDL_GPU_SHADERFORMAT_METALLIB == SDL_GPU_SHADERFORMAT_METALLIB
{
if let path = bundle.url(forResource: name, withExtension: "metallib"),
let lib = try? Data(contentsOf: path)
{
info.format = SDL_GPU_SHADERFORMAT_METALLIB
return (
try loadShaderBlob(lib, info, SDL_GPU_SHADERSTAGE_VERTEX, "VertexMain"),
try loadShaderBlob(lib, info, SDL_GPU_SHADERSTAGE_FRAGMENT, "FragmentMain"))
}
}
if availableFormats & SDL_GPU_SHADERFORMAT_MSL == SDL_GPU_SHADERFORMAT_MSL
{
guard let path = bundle.url(forResource: name, withExtension: "metal"),
let src = try? Data(contentsOf: path) else
{
throw .fatalError("Failed to load metal shader")
}
info.format = SDL_GPU_SHADERFORMAT_MSL
return (
try loadShaderBlob(src, info, SDL_GPU_SHADERSTAGE_VERTEX, "VertexMain"),
try loadShaderBlob(src, info, SDL_GPU_SHADERSTAGE_FRAGMENT, "FragmentMain"))
}
}
else if availableFormats & SDL_GPU_SHADERFORMAT_SPIRV == SDL_GPU_SHADERFORMAT_SPIRV
{
info.format = SDL_GPU_SHADERFORMAT_SPIRV
return (
try loadShader(bundle.url(forResource: name, withExtension: "vtx.spv"),
info, SDL_GPU_SHADERSTAGE_VERTEX, "main"),
try loadShader(bundle.url(forResource: name, withExtension: "frg.spv"),
info, SDL_GPU_SHADERSTAGE_FRAGMENT, "main"))
}
else if availableFormats & SDL_GPU_SHADERFORMAT_DXIL == SDL_GPU_SHADERFORMAT_DXIL
{
info.format = SDL_GPU_SHADERFORMAT_DXIL
return (
try loadShader(bundle.url(forResource: name, withExtension: "vtx.dxb"),
info, SDL_GPU_SHADERSTAGE_VERTEX, "VertexMain"),
try loadShader(bundle.url(forResource: name, withExtension: "pxl.dxb"),
info, SDL_GPU_SHADERSTAGE_FRAGMENT, "PixelMain"))
}
throw .fatalError("No supported shader formats found")
}
func copyPass(pass closure: (inout NeHeCopyPass) throws(NeHeError) -> Void) throws(NeHeError)
{
var pass = NeHeCopyPass(self)
try closure(&pass)
try pass.submit()
}
}
fileprivate extension NeHeContext
{
struct ShaderProgramCreateInfo
{
var format: SDL_GPUShaderFormat
var vertexUniforms: UInt32
var vertexStorage: UInt32
var fragmentSamplers: UInt32
}
func loadShader(_ filePath: URL?, _ info: borrowing ShaderProgramCreateInfo,
_ type: SDL_GPUShaderStage, _ main: StaticString) throws(NeHeError) -> OpaquePointer
{
guard let path = filePath, let data = try? Data(contentsOf: path) else
{
throw .fatalError("Failed to open shader file")
}
return try loadShaderBlob(data, info, type, main)
}
func loadShaderBlob(_ code: Data, _ info: ShaderProgramCreateInfo,
_ type: SDL_GPUShaderStage, _ main: StaticString) throws(NeHeError) -> OpaquePointer
{
guard let result = code.withContiguousStorageIfAvailable({ data in
main.withUTF8Buffer { $0.withMemoryRebound(to: Int8.self) { entryPoint in
var info = SDL_GPUShaderCreateInfo(
code_size: code.count,
code: data.baseAddress!,
entrypoint: entryPoint.baseAddress!,
format: info.format,
stage: type,
num_samplers: type == SDL_GPU_SHADERSTAGE_FRAGMENT ? info.fragmentSamplers : 0,
num_storage_textures: 0,
num_storage_buffers: type == SDL_GPU_SHADERSTAGE_VERTEX ? info.vertexStorage : 0,
num_uniform_buffers: type == SDL_GPU_SHADERSTAGE_VERTEX ? info.vertexUniforms : 0,
props: 0)
return SDL_CreateGPUShader(self.device, &info)
}}
}) else
{
throw .fatalError("Failed to convert shader blob to contiguous storage")
}
guard let shader = result else
{
throw .sdlError("SDL_CreateGPUShader", String(cString: SDL_GetError()))
}
return shader
}
}
fileprivate extension URL
{
func join(_ pathComponent: String, isDirectory dir: Bool? = nil) -> URL
{
if #available(macOS 13, *)
{
let hint: DirectoryHint = dir == nil ? .inferFromPath : (dir! ? .isDirectory : .notDirectory)
return self.appending(path: pathComponent, directoryHint: hint)
}
else
{
return dir == nil
? self.appendingPathComponent(pathComponent)
: self.appendingPathComponent(pathComponent, isDirectory: dir!)
}
}
}

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import SDLSwift
import Foundation
public struct NeHeCopyPass: ~Copyable
{
private var device: OpaquePointer
private var bundle: Bundle?
fileprivate var copies: [Copy]
internal init(_ ctx: borrowing NeHeContext)
{
self.device = ctx.device
self.bundle = ctx.bundle
self.copies = .init()
}
deinit
{
// Free transfer buffers
for copy in self.copies.reversed()
{
SDL_ReleaseGPUTransferBuffer(self.device, copy.xferBuffer)
}
}
internal func submit() throws(NeHeError)
{
guard let cmd = SDL_AcquireGPUCommandBuffer(self.device) else
{
let message = String(cString: SDL_GetError())
throw .sdlError("SDL_AcquireGPUCommandBuffer", message)
}
// Begin the copy pass
let pass = SDL_BeginGPUCopyPass(cmd)
// Upload data into the GPU buffer(s)
for copy in self.copies
{
var vtxSource = SDL_GPUTransferBufferLocation(transfer_buffer: copy.xferBuffer, offset: 0)
var vtxDestination = SDL_GPUBufferRegion(buffer: copy.buffer, offset: 0, size: copy.size)
SDL_UploadToGPUBuffer(pass, &vtxSource, &vtxDestination, false)
}
// End & submit the copy pass
SDL_EndGPUCopyPass(pass)
SDL_SubmitGPUCommandBuffer(cmd)
}
}
public extension NeHeCopyPass
{
mutating func createBuffer<E>(usage: SDL_GPUBufferUsageFlags, _ elements: ArraySlice<E>) throws(NeHeError) -> OpaquePointer
{
// Create data buffer
let size = UInt32(MemoryLayout<E>.stride * elements.count)
var info = SDL_GPUBufferCreateInfo(usage: usage, size: size, props: 0)
guard let buffer = SDL_CreateGPUBuffer(self.device, &info) else
{
throw .sdlError("SDL_CreateGPUBuffer", String(cString: SDL_GetError()))
}
// Create transfer buffer
var xferInfo = SDL_GPUTransferBufferCreateInfo(
usage: SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
size: size,
props: 0)
guard let xferBuffer = SDL_CreateGPUTransferBuffer(self.device, &xferInfo) else
{
let message = String(cString: SDL_GetError())
SDL_ReleaseGPUBuffer(self.device, buffer)
throw .sdlError("SDL_CreateGPUTransferBuffer", message)
}
// Map transfer buffer and copy the data
guard let map = SDL_MapGPUTransferBuffer(self.device, xferBuffer, false) else
{
let message = String(cString: SDL_GetError())
SDL_ReleaseGPUTransferBuffer(self.device, xferBuffer)
SDL_ReleaseGPUBuffer(self.device, buffer)
throw .sdlError("SDL_MapGPUTransferBuffer", message)
}
elements.withUnsafeBufferPointer
{
map.assumingMemoryBound(to: E.self).initialize(from: $0.baseAddress!, count: $0.count)
}
SDL_UnmapGPUTransferBuffer(self.device, xferBuffer)
self.copies.append(.init(
buffer: buffer,
xferBuffer: xferBuffer,
size: size))
return buffer
}
mutating func createTextureFrom(bmpResource name: String, flip: Bool = false, genMipmaps: Bool = false)
throws(NeHeError) -> OpaquePointer
{
// Load image into a surface
guard let bundle = self.bundle,
let pathURL = bundle.url(forResource: name, withExtension: "bmp")
else
{
throw .fatalError("Failed to load BMP resource")
}
let path = if #available(macOS 13.0, *) { pathURL.path(percentEncoded: false) } else { pathURL.path }
guard let image = SDL_LoadBMP(path) else
{
throw .sdlError("SDL_LoadBMP", String(cString: SDL_GetError()))
}
defer { SDL_DestroySurface(image) }
// Flip surface if requested
if flip
{
guard SDL_FlipSurface(image, SDL_FLIP_VERTICAL) else
{
throw .sdlError("SDL_FlipSurface", String(cString: SDL_GetError()))
}
}
// Upload texture to GPU
return try self.createTextureFrom(surface: image, genMipmaps: genMipmaps)
}
mutating func createTextureFrom(surface: UnsafeMutablePointer<SDL_Surface>,
genMipmaps: Bool) throws(NeHeError) -> OpaquePointer
{
var info = SDL_GPUTextureCreateInfo()
info.type = SDL_GPU_TEXTURETYPE_2D
info.format = SDL_GPU_TEXTUREFORMAT_INVALID
info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER
info.width = UInt32(surface.pointee.w)
info.height = UInt32(surface.pointee.h)
info.layer_count_or_depth = 1
info.num_levels = 1
let needsConvert: Bool
(needsConvert, info.format) = switch surface.pointee.format
{
case SDL_PIXELFORMAT_RGBA32: (false, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM)
case SDL_PIXELFORMAT_RGBA64: (false, SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM)
case SDL_PIXELFORMAT_RGB565: (false, SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM)
case SDL_PIXELFORMAT_ARGB1555: (false, SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM)
case SDL_PIXELFORMAT_BGRA4444: (false, SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM)
case SDL_PIXELFORMAT_BGRA32: (false, SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM)
case SDL_PIXELFORMAT_RGBA64_FLOAT: (false, SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT)
case SDL_PIXELFORMAT_RGBA128_FLOAT: (false, SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT)
default: (true, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM)
}
func BYTESPERPIXEL(_ format: SDL_PixelFormat) -> UInt32
{
let isFourCC = format.rawValue != 0 && (((format.rawValue >> 28) & 0xF) != 1)
return isFourCC
? [
SDL_PIXELFORMAT_YUY2,
SDL_PIXELFORMAT_UYVY,
SDL_PIXELFORMAT_YVYU,
SDL_PIXELFORMAT_P010
].contains(format) ? 2 : 1
: format.rawValue & 0xFF
}
let data: UnsafeRawBufferPointer
let conv: UnsafeMutablePointer<SDL_Surface>? = nil
if needsConvert
{
// Convert pixel format if required
guard let conv = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ABGR8888) else
{
throw .sdlError("SDL_ConvertSurface", String(cString: SDL_GetError()))
}
let numPixels = Int(conv.pointee.w) * Int(conv.pointee.h)
data = .init(start: conv.pointee.pixels, count: Int(BYTESPERPIXEL(conv.pointee.format)) * numPixels)
}
else
{
let numPixels = Int(surface.pointee.w) * Int(surface.pointee.h)
data = .init(start: surface.pointee.pixels, count: Int(BYTESPERPIXEL(surface.pointee.format)) * numPixels)
}
defer { SDL_DestroySurface(conv) }
if genMipmaps
{
info.usage |= SDL_GPU_TEXTUREUSAGE_COLOR_TARGET
// floor(log₂(max(𝑤,)) + 1
info.num_levels = 31 - UInt32(max(info.width, info.height).leadingZeroBitCount) + 1
}
return try self.createTextureFrom(pixels: data, createInfo: &info, genMipmaps: genMipmaps)
}
}
fileprivate extension NeHeCopyPass
{
func createTextureFrom(pixels: UnsafeRawBufferPointer,
createInfo info: inout SDL_GPUTextureCreateInfo, genMipmaps: Bool)
throws(NeHeError) -> OpaquePointer
{
guard let texture = SDL_CreateGPUTexture(self.device, &info) else
{
throw .sdlError("SDL_CreateGPUTexture", String(cString: SDL_GetError()))
}
// Create and copy image data to a transfer buffer
var xferInfo = SDL_GPUTransferBufferCreateInfo(
usage: SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
size: UInt32(pixels.count),
props: 0)
guard let xferBuffer = SDL_CreateGPUTransferBuffer(self.device, &xferInfo) else
{
SDL_ReleaseGPUTexture(self.device, texture)
throw .sdlError("SDL_CreateGPUTransferBuffer", String(cString: SDL_GetError()))
}
defer { SDL_ReleaseGPUTransferBuffer(self.device, xferBuffer) }
guard let map = SDL_MapGPUTransferBuffer(self.device, xferBuffer, false) else
{
SDL_ReleaseGPUTexture(self.device, texture)
throw .sdlError("SDL_MapGPUTransferBuffer", String(cString: SDL_GetError()))
}
map.initializeMemory(as: UInt8.self,
from: pixels.withMemoryRebound(to: UInt8.self, \.baseAddress!),
count: pixels.count)
SDL_UnmapGPUTransferBuffer(self.device, xferBuffer)
// Upload the transfer data to the GPU resources
guard let cmd = SDL_AcquireGPUCommandBuffer(self.device) else
{
SDL_ReleaseGPUTexture(self.device, texture)
throw .sdlError("SDL_AcquireGPUCommandBuffer", String(cString: SDL_GetError()))
}
let pass = SDL_BeginGPUCopyPass(cmd)
var source = SDL_GPUTextureTransferInfo()
source.transfer_buffer = xferBuffer
source.offset = 0
var destination = SDL_GPUTextureRegion()
destination.texture = texture
destination.w = info.width
destination.h = info.height
destination.d = info.layer_count_or_depth
SDL_UploadToGPUTexture(pass, &source, &destination, false)
SDL_EndGPUCopyPass(pass)
if genMipmaps
{
SDL_GenerateMipmapsForGPUTexture(cmd, texture)
}
SDL_SubmitGPUCommandBuffer(cmd)
return texture
}
}
fileprivate extension NeHeCopyPass
{
struct Copy
{
var buffer: OpaquePointer
var xferBuffer: OpaquePointer
var size: UInt32
}
}

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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
import Foundation
public enum NeHeError: Error
{
case fatalError(StaticString)
case sdlError(StaticString, String)
}
extension NeHeError: LocalizedError
{
public var errorDescription: String?
{
switch self
{
case .fatalError(let why): "\(why)"
case .sdlError(let fname, let message): "\(fname): \(message)"
}
}
}

30
src/swift/NeHe/Size.swift Normal file
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/*
* SPDX-FileCopyrightText: (C) 2025 a dinosaur
* SPDX-License-Identifier: Zlib
*/
public struct Size<T: Numeric>: Equatable
{
public var width: T, height: T
public init(width: T, height: T)
{
self.width = width
self.height = height
}
@inline(__always) public init(_ w: T, _ h: T) { self.init(width: w, height: h) }
}
public extension Size
{
@inline(__always) static var zero: Self { Self(0, 0) }
}
public extension Size where T: BinaryInteger
{
init<O: BinaryInteger>(_ other: Size<O>)
{
self.init(T(other.width), T(other.height))
}
}