mirror of
https://github.com/ScrelliCopter/NeHe-SDL_GPU.git
synced 2025-06-19 21:49:17 +10:00
393 lines
10 KiB
C
393 lines
10 KiB
C
/*
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* SPDX-FileCopyrightText: (C) 2025 a dinosaur
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* SPDX-License-Identifier: Zlib
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*/
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#include "nehe.h"
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#include <float.h>
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typedef struct
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{
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float x, y, z;
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float u, v;
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} Vertex;
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typedef struct
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{
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Vertex vertices[3];
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} Triangle;
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typedef struct
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{
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int numTriangles;
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Triangle* tris;
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} Sector;
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typedef struct
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{
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float x, z;
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float yaw, pitch;
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float walkBob, walkBobTheta;
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} Camera;
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static SDL_GPUGraphicsPipeline* pso = NULL, * psoBlend = NULL;
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static SDL_GPUBuffer* vtxBuffer = NULL;
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static SDL_GPUTexture* texture = NULL;
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static SDL_GPUSampler* samplers[3] = { NULL, NULL, NULL };
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static bool blend = false;
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static unsigned filter = 0;
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static float projection[16];
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static Camera camera =
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{
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.x = 0.0f, .z = 0.0f,
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.yaw = 0.0f, .pitch = 0.0f,
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.walkBob = 0.0f, .walkBobTheta = 0.0f
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};
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static Sector world = { .numTriangles = 0, .tris = NULL };
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static void ReadLine(SDL_IOStream* restrict file, char* restrict str, int max)
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{
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do
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{
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char* p = str;
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for (int n = max - 1; n > 0; --n)
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{
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int8_t c;
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if (!SDL_ReadS8(file, &c))
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break;
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(*p++) = c;
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if (c == '\n')
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break;
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}
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(*p) = '\0';
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} while (str[0] == '/' || str[0] == '\n' || str[0] == '\r');
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}
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static void SetupWorld(const NeHeContext* ctx)
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{
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SDL_IOStream* file = NeHe_OpenResource(ctx, "Data/World.txt", "r");
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if (!file)
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to open \"%s\": %s", "Data/World.txt", SDL_GetError());
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return;
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}
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int numTris;
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char line[255];
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ReadLine(file, line, sizeof(line));
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SDL_sscanf(line, "NUMPOLLIES %d\n", &numTris);
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world.tris = SDL_malloc(sizeof(Triangle) * (size_t)numTris);
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world.numTriangles = numTris;
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for (int tri = 0; tri < numTris; ++tri)
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{
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for (int vtx = 0; vtx < 3; ++vtx)
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{
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ReadLine(file, line, sizeof(line));
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SDL_sscanf(line, "%f %f %f %f %f",
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&world.tris[tri].vertices[vtx].x,
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&world.tris[tri].vertices[vtx].y,
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&world.tris[tri].vertices[vtx].z,
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&world.tris[tri].vertices[vtx].u,
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&world.tris[tri].vertices[vtx].v);
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}
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}
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}
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static bool Lesson10_Init(NeHeContext* ctx)
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{
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SetupWorld(ctx);
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SDL_GPUShader* vertexShader, * fragmentShader;
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if (!NeHe_LoadShaders(ctx, &vertexShader, &fragmentShader, "lesson6",
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&(const NeHeShaderProgramCreateInfo){ .vertexUniforms = 1, .fragmentSamplers = 1 }))
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{
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return false;
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}
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const SDL_GPUVertexAttribute vertexAttribs[] =
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{
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{
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.location = 0,
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.buffer_slot = 0,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
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.offset = offsetof(Vertex, x)
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},
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{
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.location = 1,
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.buffer_slot = 0,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
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.offset = offsetof(Vertex, u)
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}
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};
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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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.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
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.vertex_input_state =
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{
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.vertex_buffer_descriptions = &(const SDL_GPUVertexBufferDescription)
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{
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.slot = 0,
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.pitch = sizeof(Vertex),
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.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX
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},
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.num_vertex_buffers = 1,
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.vertex_attributes = vertexAttribs,
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.num_vertex_attributes = SDL_arraysize(vertexAttribs)
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},
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.rasterizer_state =
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{
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.fill_mode = SDL_GPU_FILLMODE_FILL,
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.cull_mode = SDL_GPU_CULLMODE_NONE,
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.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE // Right-handed coordinates
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},
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.target_info =
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{
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.num_color_targets = 1
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}
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};
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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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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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{
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.enable_blend = true,
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.color_blend_op = SDL_GPU_BLENDOP_ADD,
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.alpha_blend_op = SDL_GPU_BLENDOP_ADD,
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.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
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.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE,
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.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
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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, &psoInfo);
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if (!psoBlend)
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{
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SDL_ReleaseGPUShader(ctx->device, fragmentShader);
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SDL_ReleaseGPUShader(ctx->device, vertexShader);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateGPUGraphicsPipeline: %s", SDL_GetError());
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return false;
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}
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// Setup regular pipeline w/ depth testing
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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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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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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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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateGPUGraphicsPipeline: %s", SDL_GetError());
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return false;
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}
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if ((texture = NeHe_LoadTexture(ctx, "Data/Mud.bmp", true, true)) == NULL)
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{
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return false;
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}
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samplers[0] = SDL_CreateGPUSampler(ctx->device, &(const SDL_GPUSamplerCreateInfo)
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{
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.min_filter = SDL_GPU_FILTER_NEAREST,
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.mag_filter = SDL_GPU_FILTER_NEAREST
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});
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samplers[1] = SDL_CreateGPUSampler(ctx->device, &(const SDL_GPUSamplerCreateInfo)
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{
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.min_filter = SDL_GPU_FILTER_LINEAR,
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.mag_filter = SDL_GPU_FILTER_LINEAR
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});
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samplers[2] = SDL_CreateGPUSampler(ctx->device, &(const SDL_GPUSamplerCreateInfo)
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{
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.min_filter = SDL_GPU_FILTER_LINEAR,
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.mag_filter = SDL_GPU_FILTER_LINEAR,
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.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST,
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.max_lod = FLT_MAX
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});
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if (!samplers[0] || !samplers[1] || !samplers[2])
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateGPUSampler: %s", SDL_GetError());
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return false;
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}
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if ((vtxBuffer = NeHe_CreateVertexBuffer(ctx, world.tris, sizeof(Triangle) * (uint32_t)world.numTriangles)) == NULL)
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{
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return false;
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}
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return true;
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}
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static void Lesson10_Quit(NeHeContext* ctx)
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{
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SDL_ReleaseGPUBuffer(ctx->device, vtxBuffer);
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for (int i = SDL_arraysize(samplers) - 1; i > 0; --i)
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{
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SDL_ReleaseGPUSampler(ctx->device, samplers[i]);
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}
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SDL_ReleaseGPUTexture(ctx->device, texture);
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SDL_ReleaseGPUGraphicsPipeline(ctx->device, pso);
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SDL_ReleaseGPUGraphicsPipeline(ctx->device, psoBlend);
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SDL_free(world.tris);
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}
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static void Lesson10_Resize(NeHeContext* ctx, int width, int height)
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{
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(void)ctx;
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// Avoid division by zero by clamping height
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height = SDL_max(height, 1);
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// Recalculate projection matrix
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Mtx_Perspective(projection, 45.0f, (float)width / (float)height, 0.1f, 100.0f);
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}
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static void Lesson10_Draw(NeHeContext* restrict ctx, SDL_GPUCommandBuffer* restrict cmd, SDL_GPUTexture* restrict swapchain)
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{
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const SDL_GPUColorTargetInfo colorInfo =
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{
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.texture = swapchain,
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.clear_color = { 0.0f, 0.0f, 0.0f, 0.0f },
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.load_op = SDL_GPU_LOADOP_CLEAR,
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.store_op = SDL_GPU_STOREOP_STORE
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};
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const SDL_GPUDepthStencilTargetInfo depthInfo =
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{
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.texture = ctx->depthTexture,
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.clear_depth = 1.0f, // Ensure depth buffer clears to furthest value
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.load_op = SDL_GPU_LOADOP_CLEAR,
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.store_op = SDL_GPU_STOREOP_DONT_CARE,
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.stencil_load_op = SDL_GPU_LOADOP_DONT_CARE,
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.stencil_store_op = SDL_GPU_STOREOP_DONT_CARE,
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.cycle = true
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};
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// Begin pass & bind pipeline state
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SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &colorInfo, 1, &depthInfo);
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SDL_BindGPUGraphicsPipeline(pass, blend ? psoBlend : pso);
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// Bind texture
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SDL_BindGPUFragmentSamplers(pass, 0, &(SDL_GPUTextureSamplerBinding)
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{
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.texture = texture,
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.sampler = samplers[filter]
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}, 1);
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// Bind world vertex buffer
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SDL_BindGPUVertexBuffers(pass, 0, &(SDL_GPUBufferBinding)
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{
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.buffer = vtxBuffer,
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.offset = 0
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}, 1);
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// Setup the camera view matrix
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float modelView[16];
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Mtx_Rotation(modelView, camera.pitch, 1.0f, 0.0f, 0.0f);
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Mtx_Rotate(modelView, 360.0f - camera.yaw, 0.0f, 1.0f, 0.0f);
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Mtx_Translate(modelView, -camera.x, -(0.25f + camera.walkBob), -camera.z);
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// Push shader uniforms
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struct { float modelViewProj[16], color[4]; } u;
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Mtx_Multiply(u.modelViewProj, projection, modelView);
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SDL_memcpy(u.color, (float[4]){ 1.0f, 1.0f, 1.0f, 1.0f }, sizeof(float) * 4);
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SDL_PushGPUVertexUniformData(cmd, 0, &u, sizeof(u));
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// Draw world
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SDL_DrawGPUPrimitives(pass, 3u * (uint32_t)world.numTriangles, 1, 0, 0);
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SDL_EndGPURenderPass(pass);
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// Handle keyboard input
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const bool *keys = SDL_GetKeyboardState(NULL);
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const float piover180 = 0.0174532925f;
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if (keys[SDL_SCANCODE_UP])
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{
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camera.x -= SDL_sinf(camera.yaw * piover180) * 0.05f;
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camera.z -= SDL_cosf(camera.yaw * piover180) * 0.05f;
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if (camera.walkBobTheta >= 359.0f)
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{
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camera.walkBobTheta = 0.0f;
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}
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else
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{
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camera.walkBobTheta += 10.0f;
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}
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camera.walkBob = SDL_sinf(camera.walkBobTheta * piover180) / 20.0f;
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}
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if (keys[SDL_SCANCODE_DOWN])
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{
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camera.x += SDL_sinf(camera.yaw * piover180) * 0.05f;
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camera.z += SDL_cosf(camera.yaw * piover180) * 0.05f;
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if (camera.walkBobTheta <= 1.0f)
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{
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camera.walkBobTheta = 359.0f;
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}
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else
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{
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camera.walkBobTheta -= 10.0f;
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}
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camera.walkBob = SDL_sinf(camera.walkBobTheta * piover180) / 20.0f;
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}
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if (keys[SDL_SCANCODE_LEFT]) { camera.yaw += 1.0f; }
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if (keys[SDL_SCANCODE_RIGHT]) { camera.yaw -= 1.0f; }
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if (keys[SDL_SCANCODE_PAGEUP]) { camera.pitch -= 1.0f; }
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if (keys[SDL_SCANCODE_PAGEDOWN]) { camera.pitch += 1.0f; }
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}
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static void Lesson10_Key(NeHeContext* ctx, SDL_Keycode key, bool down, bool repeat)
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{
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(void)ctx;
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if (down && !repeat)
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{
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switch (key)
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{
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case SDLK_B:
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blend = !blend;
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break;
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case SDLK_F:
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filter = (filter + 1) % SDL_arraysize(samplers);
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break;
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default:
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break;
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}
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}
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}
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const struct AppConfig appConfig =
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{
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.title = "Lionel Brits & NeHe's 3D World Tutorial",
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.width = 640, .height = 480,
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.createDepthFormat = SDL_GPU_TEXTUREFORMAT_D16_UNORM,
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.init = Lesson10_Init,
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.quit = Lesson10_Quit,
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.resize = Lesson10_Resize,
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.draw = Lesson10_Draw,
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.key = Lesson10_Key
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};
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