moved rendering to a system.
To ensure that the rendering system is being run in the main thread, I added the concept of "Sync systems", so that when a system group is created it's possible to specify whether it's possible to run it on a separate thread or not.
This commit is contained in:
parent
fd7973173f
commit
16a2a40418
9 changed files with 85 additions and 64 deletions
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@ -2,12 +2,10 @@
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layout(location = 0) in vec3 vertPos;
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layout(binding = 0) uniform UniformObject {
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layout (binding = 0) uniform Uniform {
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mat4 proj;
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mat4 view;
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mat4 model;
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} ubo;
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void main() {
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gl_Position = ubo.view * ubo.proj * vec4(vertPos, 1.0);
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gl_Position = ubo.proj * vec4(vertPos, 1.0);
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}
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@ -118,6 +118,7 @@ pub fn build(b: *std.Build) void {
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.root_module = mods,
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.name = "mods",
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});
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const mods_docs = b.addInstallDirectory(.{
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.source_dir = mods_lib.getEmittedDocs(),
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.install_dir = .prefix,
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@ -1,7 +1,12 @@
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pub const components = @import("components.zig");
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pub const entities = @import("entities.zig");
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pub const SystemError = error{
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fail,
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die,
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};
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pub const Pool = entities.Pool;
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pub const Resources = entities.Resources;
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pub const System = *const fn (*Pool) void;
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pub const System = *const fn (*Pool) anyerror!void;
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pub const SystemGroup = []const System;
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@ -4,14 +4,17 @@ const components = @import("components.zig");
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const sparse = @import("sparse.zig");
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const Renderer = @import("renderer");
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const Input = @import("sideros").Input;
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const ecs = @import("ecs.zig");
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pub const System = *const fn (*Pool) void;
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pub const System = ecs.System;
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pub const SystemGroup = []const System;
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pub const SyncGroup = []const System;
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pub const Resources = struct {
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window: Renderer.Window,
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renderer: Renderer,
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input: Input,
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delta_time: f64 = 0.0,
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};
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pub const Human = struct {
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@ -24,6 +27,7 @@ pub const Pool = struct {
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resources: Resources,
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allocator: Allocator,
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system_groups: std.ArrayList(SystemGroup),
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sync_groups: std.ArrayList(SyncGroup),
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thread_pool: *std.Thread.Pool,
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wait_group: std.Thread.WaitGroup,
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mutex: std.Thread.Mutex,
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@ -33,6 +37,7 @@ pub const Pool = struct {
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.humans = .{},
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.resources = resources,
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.system_groups = std.ArrayList(SystemGroup).init(allocator),
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.sync_groups = std.ArrayList(SystemGroup).init(allocator),
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.thread_pool = try allocator.create(std.Thread.Pool),
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.wait_group = .{},
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.mutex = .{},
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@ -47,8 +52,12 @@ pub const Pool = struct {
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return pool;
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}
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pub fn addSystemGroup(self: *@This(), group: SystemGroup) !void {
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try self.system_groups.append(group);
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pub fn addSystemGroup(self: *@This(), group: SystemGroup, sync: bool) !void {
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if (sync) {
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try self.sync_groups.append(group);
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} else {
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try self.system_groups.append(group);
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}
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}
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pub fn deinit(self: *@This()) void {
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@ -65,11 +74,18 @@ pub const Pool = struct {
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fn run(pool: *Pool, index: usize) void {
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const group = pool.system_groups.items[index];
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for (group) |system| {
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system(pool);
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// TODO: system errors should be correctly handled
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system(pool) catch unreachable;
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}
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}
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}.run, .{ self, i });
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}
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for (0..self.sync_groups.items.len) |i| {
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const group = self.sync_groups.items[i];
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for (group) |system| {
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system(self) catch unreachable;
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}
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}
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}
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fn getEntities(self: *@This(), T: type) *std.MultiArrayList(T) {
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26
src/main.zig
26
src/main.zig
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@ -22,13 +22,13 @@ pub fn main() !void {
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const file = try std.fs.cwd().openFile("assets/core.wasm", .{});
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const all = try file.readToEndAlloc(allocator, 1_000_000); // 1 MB
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var parser = mods.Parser{
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.bytes = all,
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.byte_idx = 0,
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.allocator = allocator,
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.bytes = all,
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.byte_idx = 0,
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.allocator = allocator,
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};
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const module = parser.parseModule() catch |err| {
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std.debug.print("[ERROR]: error at byte {x}(0x{x})\n", .{ parser.byte_idx, parser.bytes[parser.byte_idx] });
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return err;
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std.debug.print("[ERROR]: error at byte {x}(0x{x})\n", .{ parser.byte_idx, parser.bytes[parser.byte_idx] });
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return err;
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};
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var runtime = try mods.Runtime.init(allocator, module, &global_runtime);
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defer runtime.deinit(allocator);
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@ -40,8 +40,8 @@ pub fn main() !void {
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var w = try Renderer.Window.create(800, 600, "sideros");
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defer w.destroy();
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var r = try Renderer.create(allocator, w);
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defer r.destroy();
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var r = try Renderer.init(allocator, w);
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defer r.deinit();
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const resources = ecs.Resources{
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.window = w,
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@ -52,9 +52,9 @@ pub fn main() !void {
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var pool = try ecs.Pool.init(allocator, resources);
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defer pool.deinit();
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w.setResources(&pool.resources);
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//try pool.addSystemGroup(&[_]entities.System{
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// testSystem,
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//});
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try pool.addSystemGroup(&[_]ecs.System{
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Renderer.render,
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}, true);
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// try pool.addSystemGroup(&[_]ecs.System{
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// testSystem2,
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// });
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@ -64,10 +64,12 @@ pub fn main() !void {
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// try pool.addComponent(entity, ecs.components.Position{ .x = 1.0, .y = 0.5, .z = 3.0 });
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// try pool.addComponent(entity, ecs.components.Speed{ .speed = 5.0 });
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// }
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var last_time: f64 = 0.0;
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while (!w.shouldClose()) {
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const current_time = Renderer.Window.getTime();
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pool.resources.delta_time = current_time - last_time;
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last_time = current_time;
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Renderer.Window.pollEvents();
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try r.tick();
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pool.tick();
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}
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}
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@ -1,6 +1,8 @@
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const std = @import("std");
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const ecs = @import("ecs");
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const math = @import("../math.zig");
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const sideros = @import("sideros");
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const math = sideros.math;
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const Camera = @This();
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const UP = @Vector(3, f32){ 0.0, 1.0, 0.0 };
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@ -19,15 +21,15 @@ front: @Vector(3, f32),
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up: @Vector(3, f32),
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speed: f32 = 2.5,
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fn getProjection(width: usize, height: usize) math.Matrix {
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pub fn getProjection(width: usize, height: usize) math.Matrix {
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return math.Matrix.perspective(math.rad(45.0), (@as(f32, @floatFromInt(width)) / @as(f32, @floatFromInt(height))), 0.1, 10.0);
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}
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fn getView(self: Camera) math.Matrix {
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pub fn getView(self: Camera) math.Matrix {
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math.lookAt(self.position, self.position + self.front, self.up);
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}
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fn moveCamera(pool: *ecs.Pool) void {
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pub fn moveCamera(pool: *ecs.Pool) void {
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const input = pool.resources.input;
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const camera = pool.resources.camera;
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if (input.isKeyDown(.w)) {
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@ -1,4 +1,5 @@
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const c = @import("c.zig");
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const ecs = @import("ecs");
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const std = @import("std");
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const vk = @import("vulkan.zig");
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pub const Window = @import("Window.zig");
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@ -18,7 +19,7 @@ current_frame: u32,
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vertex_buffer: vk.Buffer,
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index_buffer: vk.Buffer,
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pub fn create(allocator: Allocator, w: Window) !Renderer {
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pub fn init(allocator: Allocator, w: Window) !Renderer {
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const instance = try vk.Instance.create(allocator);
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const surface = try vk.Surface.create(instance, w);
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};
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}
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pub fn destroy(self: Renderer) void {
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pub fn deinit(self: Renderer) void {
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self.device.waitIdle();
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self.index_buffer.destroy(self.device.handle);
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self.vertex_buffer.destroy(self.device.handle);
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self.instance.destroy();
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}
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// TODO: tick is maybe a bad name? something like present() or submit() is better?
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pub fn tick(self: *Renderer) !void {
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try self.device.waitFence(self.current_frame);
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const image = try self.swapchain.nextImage(self.device, self.current_frame);
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try self.device.resetCommand(self.current_frame);
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try self.device.beginCommand(self.current_frame);
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self.render_pass.begin(self.swapchain, self.device, image, self.current_frame);
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self.graphics_pipeline.bind(self.device, self.current_frame);
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self.device.bindVertexBuffer(self.vertex_buffer, self.current_frame);
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self.device.bindIndexBuffer(self.index_buffer, self.current_frame);
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self.device.bindDescriptorSets(self.graphics_pipeline, self.current_frame);
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self.device.draw(@intCast(self.index_buffer.size / @sizeOf(u16)), self.current_frame);
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self.render_pass.end(self.device, self.current_frame);
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try self.device.endCommand(self.current_frame);
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// TODO: render is maybe a bad name? something like present() or submit() is better?
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pub fn render(pool: *ecs.Pool) anyerror!void {
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var renderer = pool.resources.renderer;
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try self.device.submit(self.swapchain, image, self.current_frame);
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try renderer.device.waitFence(renderer.current_frame);
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const image = try renderer.swapchain.nextImage(renderer.device, renderer.current_frame);
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try renderer.device.resetCommand(renderer.current_frame);
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try renderer.device.beginCommand(renderer.current_frame);
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renderer.render_pass.begin(renderer.swapchain, renderer.device, image, renderer.current_frame);
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renderer.graphics_pipeline.bind(renderer.device, renderer.current_frame);
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renderer.device.bindVertexBuffer(renderer.vertex_buffer, renderer.current_frame);
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renderer.device.bindIndexBuffer(renderer.index_buffer, renderer.current_frame);
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renderer.device.bindDescriptorSets(renderer.graphics_pipeline, renderer.current_frame);
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renderer.device.draw(@intCast(renderer.index_buffer.size / @sizeOf(u16)), renderer.current_frame);
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renderer.render_pass.end(renderer.device, renderer.current_frame);
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try renderer.device.endCommand(renderer.current_frame);
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self.current_frame = (self.current_frame + 1) % 2;
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try renderer.device.submit(renderer.swapchain, image, renderer.current_frame);
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renderer.current_frame = (renderer.current_frame + 1) % 2;
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}
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@ -74,7 +74,7 @@ pub fn destroy(self: Window) void {
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c.glfwTerminate();
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}
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pub fn getTime() f32 {
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pub fn getTime() f64 {
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return c.glfwGetTime();
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}
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@ -3,6 +3,7 @@ const c = @import("c.zig");
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const Window = @import("Window.zig");
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const Mesh = @import("Mesh.zig");
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const sideros = @import("sideros");
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const Camera = @import("Camera.zig");
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const math = sideros.math;
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const Allocator = std.mem.Allocator;
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@ -302,7 +303,7 @@ pub fn GraphicsPipeline(comptime n: usize) type {
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descriptor_pool: c.VkDescriptorPool,
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descriptor_set: c.VkDescriptorSet,
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descriptor_set_layout: c.VkDescriptorSetLayout,
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uniform_buffer: Buffer,
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projection_buffer: Buffer,
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const Self = @This();
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@ -486,36 +487,25 @@ pub fn GraphicsPipeline(comptime n: usize) type {
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try mapError(c.vkAllocateDescriptorSets(device.handle, &descriptor_allocate_info, &descriptor_set));
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const proj = math.Matrix.perspective(math.rad(45.0), (@as(f32, @floatFromInt(swapchain.extent.width)) / @as(f32, @floatFromInt(swapchain.extent.height))), 0.1, 10.0);
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const view = math.Matrix.lookAt(@Vector(3, f32){ 0.0, 0.0, 10.0 }, @Vector(3, f32){ 0.0, 0.0, 0.0 }, @Vector(3, f32){ 0.0, 1.0, 0.0 });
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const model = math.Matrix.identity();
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const uniform = Uniform{
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.proj = proj,
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.view = view,
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.model = model,
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};
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const uniform_buffer = try device.createBuffer(BufferUsage{ .uniform_buffer = true, .transfer_dst = true }, BufferFlags{ .device_local = true }, @sizeOf(Uniform));
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const projection_buffer = try device.createBuffer(BufferUsage{ .uniform_buffer = true, .transfer_dst = true }, BufferFlags{ .device_local = true }, @sizeOf(math.Matrix));
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var data: [*c]u8 = undefined;
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try mapError(c.vkMapMemory(
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device.handle,
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uniform_buffer.memory,
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projection_buffer.memory,
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0,
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uniform_buffer.size,
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projection_buffer.size,
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0,
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@ptrCast(&data),
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));
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@memcpy(data[0..(@sizeOf(math.Matrix) * 3)], std.mem.asBytes(&uniform));
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@memcpy(data[0..@sizeOf(math.Matrix)], std.mem.asBytes(&Camera.getProjection(swapchain.extent.width, swapchain.extent.height)));
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const descriptor_buffer_info = c.VkDescriptorBufferInfo{
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.buffer = uniform_buffer.handle,
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.buffer = projection_buffer.handle,
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.offset = 0,
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.range = uniform_buffer.size,
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.range = projection_buffer.size,
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};
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const write_descriptor_set = c.VkWriteDescriptorSet{
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@ -536,7 +526,7 @@ pub fn GraphicsPipeline(comptime n: usize) type {
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.descriptor_pool = descriptor_pool,
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.descriptor_set = descriptor_set,
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.descriptor_set_layout = descriptor_set_layout,
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.uniform_buffer = uniform_buffer,
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.projection_buffer = projection_buffer,
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};
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}
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@ -546,7 +536,7 @@ pub fn GraphicsPipeline(comptime n: usize) type {
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}
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pub fn destroy(self: Self, device: Device(n)) void {
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self.uniform_buffer.destroy(device.handle);
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self.projection_buffer.destroy(device.handle);
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c.vkDestroyDescriptorSetLayout(device.handle, self.descriptor_set_layout, null);
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c.vkDestroyDescriptorPool(device.handle, self.descriptor_pool, null);
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c.vkDestroyPipeline(device.handle, self.handle, null);
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@ -871,6 +861,10 @@ pub fn Device(comptime n: usize) type {
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c.vkCmdBindDescriptorSets(self.command_buffers[frame], c.VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline.layout, 0, 1, &pipeline.descriptor_set, 0, null);
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}
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pub fn updateBuffer(self: Self, comptime T: type, buffer: Buffer, data: [*]T, frame: usize) void {
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c.vkCmdUpdateBuffer(self.command_buffers[frame], buffer.handle, 0, @sizeOf(T), @ptrCast(@alignCast(data)));
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}
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pub fn pick_memory_type(self: Self, type_bits: u32, flags: u32) u32 {
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var memory_type_index: u32 = 0;
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for (0..self.memory_properties.memoryTypeCount) |index| {
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