#include #include #include #include #include #include #include #include #include #include "smol-atlas.h" #include "defer.h" #include "log.h" #include "m_string.h" #include "math_graphics.h" #include "load_entire_file.h" #include "stb_image.h" #include "../assets/shader/basic.h" #include "../assets/shader/world.h" using namespace M; #define NEAR_PLANE (0.01f) SDL_GPUDevice *device; SDL_Window *window; SDL_GPUGraphicsPipeline *basic_graphics_pipeline; SDL_GPUGraphicsPipeline *world_graphics_pipeline; SDL_GPUSampler *point_sampler; SDL_GPUBuffer *vertex_buffer; SDL_GPUBuffer *index_buffer; SDL_GPUBuffer *player_instance_buffer; SDL_GPUBuffer *world_buffer; SDL_GPUBuffer *tile_infos_buffer; Sint32 window_width; Sint32 window_height; bool Running = true; M4x4 view_matrix = view (V3_(0.0f, 0.0f, 0.0f), radians(45.0f), 10.0f); M4x4 inverse_view_matrix = inverse_view(V3_(0.0f, 0.0f, 0.0f), radians(45.0f), 10.0f); M4x4 projection_matrix = projection (radians(45.0f), 16.0f / 9.0f, NEAR_PLANE); M4x4 inverse_projection_matrix = inverse_projection(radians(45.0f), 16.0f / 9.0f, NEAR_PLANE); struct Vertex { V3 pos; }; Vertex vertices[] = { {{ -0.5f, 0.5f, 0 }}, {{ 0.5f, 0.5f, 0 }}, {{ 0.5f, -0.5f, 0 }}, {{ -0.5f, -0.5f, 0 }}, }; Uint16 indices[] = { 0, 1, 2, 0, 2, 3, }; struct Instance { V2 pos; V4 uv0uv1; V4 uv2uv3; }; Instance player_instance = { { 0.0f, 0.0f }, { 0, 0, 1, 0 }, { 1, 1, 0, 1 }}; Sint32 map_width; Sint32 map_height; Uint32* map_tiles; struct Player { Sint32 pos_x; Sint32 pos_y; }; Player player; struct PerFrame { float aspect_ratio; float fovy_degrees; float camera_x; float camera_y; float camera_distance; float camera_tilt; Uint32 map_width; Uint32 use_dual_grid; }; PerFrame per_frame = { 1.0f, 45.0f, 0.0f, 0.0f, 10.0f, 45.0f }; typedef struct { Uint16 type; const char *asset_path; smol_atlas_item_t *atlas_item; V2 uv_min; V2 uv_max; } TileInfo; TileInfo tile_infos[] = { { 0x0001, "../assets/tiles/error.png" }, { 0x0000, "../assets/tiles/empty.png" }, { 0x0100, "../assets/tiles/grass_1.png" }, { 0x0101, "../assets/tiles/grass_2.png" }, { 0x0102, "../assets/tiles/grass_3.png" }, { 0x0200, "../assets/tiles/ground_1.png" }, { 0x0300, "../assets/tiles/water_1.png" }, { 0x0301, "../assets/tiles/water_2.png" }, { 0x0400, "../assets/tiles/grass_ground_1.png" }, }; int tile_atlas_size = 256; smol_atlas_t *tile_atlas; V4 cpu_tile_infos_buffer[SDL_arraysize(tile_infos)]; Sint32 selected_tile = -1; Sint32 selected_rotation = 0; bool dragging_tile_change = false; Sint32 drag_start_pos[2]; void save_map() { log("Save file is under construction."); FILE* file = fopen("../assets/map/map.sv", "wb"); if (!file) { log_error("Save file creation has failed."); return; } defer(fclose(file)); if (fwrite(&map_width, sizeof(Uint32), 1, file) != 1) { log_error("fwrite for map_width has failed."); return; } if (fwrite(&map_height, sizeof(Uint32), 1, file) != 1) { log_error("fwrite for map_height has failed."); return; } for (int i = 0; i < map_width * map_height; i++) { Uint32 type = tile_infos[map_tiles[i] & 0xffff].type; Uint32 orientation = (map_tiles[i] & 0x30000) >> 16; Uint32 to_write = (orientation << 16) | type; if (fwrite(&to_write, sizeof(Uint32), 1, file) != 1) { log_error("fwrite for tile_type at tile number %d has failed.", i); return; } } log("Saving map was successful."); } void load_map() { log("Load save file."); String file = load_entire_file("../assets/map/map.sv"); if (!file.length) { log_error("Loading save file has failed."); return; } map_width = read(file); map_height = read(file); if (file.length != map_width * map_height * sizeof(Uint32)) { log_error("Incorrect file.length."); return; } if (map_tiles) free(map_tiles); map_tiles = (Uint32*)malloc(map_width * map_height * sizeof(Uint32)); for (int i = 0; i < map_width * map_height; i++) { Uint32 to_read = read(file); Uint32 type = to_read & 0xffff; Uint32 orientation = (to_read & 0x30000) >> 16; Uint32 kind = 0; for (int i = 0; i < SDL_arraysize(tile_infos); i++) { if (tile_infos[i].type == type) { kind = i; break; } } map_tiles[i] = (orientation << 16) | kind; } log("Loading map was successful."); } bool update_buffer(SDL_GPUBuffer *buffer, Uint32 offset, Uint32 num_bytes, void *data) { SDL_GPUTransferBufferCreateInfo transfer_buffer_info = { .usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = num_bytes, }; SDL_GPUTransferBuffer *transfer_buffer = SDL_CreateGPUTransferBuffer(device, &transfer_buffer_info); if (!transfer_buffer) { log_error("Failed to create gpu transfer buffer (%s).", SDL_GetError()); return false; } void *transfer_data = SDL_MapGPUTransferBuffer(device, transfer_buffer, true); if (!transfer_data) { log_error("Failed to map gpu transfer buffer (%s).", SDL_GetError()); SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); return false; } memcpy(transfer_data, data, num_bytes); SDL_UnmapGPUTransferBuffer(device, transfer_buffer); SDL_GPUCommandBuffer *command_buffer = SDL_AcquireGPUCommandBuffer(device); if (!command_buffer) { log_error("Failed to acquire gpu command buffer (%s).", SDL_GetError()); SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); return false; } SDL_GPUTransferBufferLocation transfer_info = { .transfer_buffer = transfer_buffer, .offset = 0, }; SDL_GPUBufferRegion buffer_region = { .buffer = buffer, .offset = offset, .size = num_bytes, }; SDL_GPUCopyPass *copy_pass = SDL_BeginGPUCopyPass(command_buffer); SDL_UploadToGPUBuffer(copy_pass, &transfer_info, &buffer_region, true); SDL_EndGPUCopyPass(copy_pass); if (!SDL_SubmitGPUCommandBuffer(command_buffer)) { log_error("Failed to submit gpu command buffer (%s).", SDL_GetError()); SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); SDL_CancelGPUCommandBuffer(command_buffer); return false; } SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); return true; } SDL_GPUBuffer *create_buffer(SDL_GPUBufferUsageFlags usage, Uint32 num_bytes, void *data = NULL, const char *name = NULL) { SDL_PropertiesID properties = 0; if (name) { properties = SDL_CreateProperties(); if (properties) SDL_SetStringProperty(properties, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, name); } SDL_GPUBufferCreateInfo buffer_info = { .usage = usage, .size = num_bytes, .props = properties, }; SDL_GPUBuffer *buffer = SDL_CreateGPUBuffer(device, &buffer_info); if (properties) SDL_DestroyProperties(properties); if (data) { if (!update_buffer(buffer, 0, num_bytes, data)) { log_error("Failed to update buffer (%s).", SDL_GetError()); SDL_ReleaseGPUBuffer(device, buffer); return NULL; } } return buffer; } void change_map_size(char direction, int amount) { SDL_GPUBuffer *old_world_buffer = world_buffer; Uint32* old_map = map_tiles; auto old_map_width = map_width; auto old_map_height = map_height; Sint32 new_x_offset = 0; Sint32 new_y_offset = 0; Sint32 old_x_offset = 0; Sint32 old_y_offset = 0; Sint32 to_fill_width = map_width; Sint32 to_fill_height = map_height; Sint32 to_fill_x_offset = 0; Sint32 to_fill_y_offset = 0; if (direction == 'W') { player.pos_x = player.pos_x + amount; map_width += amount; to_fill_width = amount; if (amount < 0) old_x_offset = -amount; else new_x_offset = amount; } if (direction == 'N') { player.pos_y = player.pos_y + amount; map_height += amount; to_fill_height = amount; if (amount < 0) old_y_offset = -amount; else new_y_offset = amount; } if (direction == 'E') { map_width += amount; to_fill_width = amount; to_fill_x_offset = old_map_width; } if (direction == 'S') { map_height += amount; to_fill_height = amount; to_fill_y_offset = old_map_height; } map_tiles = (Uint32*)malloc(map_width * map_height * sizeof(Uint32)); for (int y = 0; y < min(old_map_height, map_height); y++) { for (int x = 0; x < min(old_map_width, map_width); x++) { map_tiles[(y + new_y_offset) * map_width + (x + new_x_offset)] = old_map[(y + old_y_offset) * old_map_width + (x + old_x_offset)]; } } for (int y = 0; y < to_fill_height; y++) { for (int x = 0; x < to_fill_width; x++) { map_tiles[(y + to_fill_y_offset) * map_width + (x + to_fill_x_offset)] = 1; } } player.pos_x = clamp(0, player.pos_x, map_width - 1); player.pos_y = clamp(0, player.pos_y, map_height - 1); world_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_VERTEX, map_width * map_height * 4, map_tiles, "world_buffer"); if (!world_buffer) { log_error("Failed to create buffer. Exiting."); exit(1); } free(old_map); SDL_ReleaseGPUBuffer(device, old_world_buffer); } SDL_GPUTexture *create_shader_texture(const char *path) { int width = 0, height = 0, channels = 0; stbi_uc *data = stbi_load(path, &width, &height, &channels, 0); if (!data) { log_error("Failed to load texture (\"%s\").", path); return NULL; } SDL_GPUTextureFormat format = SDL_GPU_TEXTUREFORMAT_INVALID; if (channels == 1) format = SDL_GPU_TEXTUREFORMAT_A8_UNORM; if (channels == 4) format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB; if (format == SDL_GPU_TEXTUREFORMAT_INVALID) { log_error("Failed to find texture format for texture (\"%s\").", path); stbi_image_free(data); return NULL; } SDL_PropertiesID properties = SDL_CreateProperties(); if (properties) SDL_SetStringProperty(properties, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING, path); SDL_GPUTextureCreateInfo texture_info = { .type = SDL_GPU_TEXTURETYPE_2D, .format = format, .usage = SDL_GPU_TEXTUREUSAGE_SAMPLER, .width = (Uint32)width, .height = (Uint32)height, .layer_count_or_depth = 1, .num_levels = 1, .props = properties, }; SDL_GPUTexture *texture = SDL_CreateGPUTexture(device, &texture_info); if (!texture) { log_error("Failed to create gpu texture (%s).", SDL_GetError()); stbi_image_free(data); return NULL; } if (properties) SDL_DestroyProperties(properties); Uint32 upload_size = width * height * channels; SDL_GPUTransferBufferCreateInfo transfer_buffer_info = { .usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = upload_size, }; SDL_GPUTransferBuffer *transfer_buffer = SDL_CreateGPUTransferBuffer(device, &transfer_buffer_info); if (!transfer_buffer) { log_error("Failed to create gpu transfer buffer (%s).", SDL_GetError()); SDL_ReleaseGPUTexture(device, texture); stbi_image_free(data); return NULL; } void *transfer_data = SDL_MapGPUTransferBuffer(device, transfer_buffer, false); if (!transfer_data) { log_error("Failed to map gpu transfer buffer (%s).", SDL_GetError()); SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); SDL_ReleaseGPUTexture(device, texture); stbi_image_free(data); return NULL; } memcpy(transfer_data, data, upload_size); SDL_UnmapGPUTransferBuffer(device, transfer_buffer); stbi_image_free(data); SDL_GPUTextureTransferInfo transfer_info = { .transfer_buffer = transfer_buffer, .pixels_per_row = (Uint32)width, }; SDL_GPUTextureRegion tetxure_region = { .texture = texture, .w = (Uint32)width, .h = (Uint32)height, .d = 1, }; SDL_GPUCommandBuffer *command_buffer = SDL_AcquireGPUCommandBuffer(device); if (!command_buffer) { log_error("Failed to acquire gpu command buffer (%s).", SDL_GetError()); SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); SDL_ReleaseGPUTexture(device, texture); return NULL; } SDL_GPUCopyPass *copy_pass = SDL_BeginGPUCopyPass(command_buffer); SDL_UploadToGPUTexture(copy_pass, &transfer_info, &tetxure_region, false); SDL_EndGPUCopyPass(copy_pass); if (!SDL_SubmitGPUCommandBuffer(command_buffer)) { log_error("Failed to submit gpu command buffer (%s).", SDL_GetError()); SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); SDL_ReleaseGPUTexture(device, texture); SDL_CancelGPUCommandBuffer(command_buffer); return NULL; } SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); return texture; } SDL_GPUTexture *create_shader_texture(const char *name, const char *data, int width, int height, int channels) { SDL_GPUTextureFormat format = SDL_GPU_TEXTUREFORMAT_INVALID; if (channels == 1) format = SDL_GPU_TEXTUREFORMAT_A8_UNORM; if (channels == 4) format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB; if (format == SDL_GPU_TEXTUREFORMAT_INVALID) { log_error("Failed to find texture format for texture."); return NULL; } SDL_PropertiesID properties = SDL_CreateProperties(); if (properties) SDL_SetStringProperty(properties, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING, name); SDL_GPUTextureCreateInfo texture_info = { .type = SDL_GPU_TEXTURETYPE_2D, .format = format, .usage = SDL_GPU_TEXTUREUSAGE_SAMPLER, .width = (Uint32)width, .height = (Uint32)height, .layer_count_or_depth = 1, .num_levels = 1, .props = properties, }; SDL_GPUTexture *texture = SDL_CreateGPUTexture(device, &texture_info); if (!texture) { log_error("Failed to create gpu texture (%s).", SDL_GetError()); return NULL; } if (properties) SDL_DestroyProperties(properties); Uint32 upload_size = width * height * channels; SDL_GPUTransferBufferCreateInfo transfer_buffer_info = { .usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = upload_size, }; SDL_GPUTransferBuffer *transfer_buffer = SDL_CreateGPUTransferBuffer(device, &transfer_buffer_info); if (!transfer_buffer) { log_error("Failed to create gpu transfer buffer (%s).", SDL_GetError()); SDL_ReleaseGPUTexture(device, texture); return NULL; } void *transfer_data = SDL_MapGPUTransferBuffer(device, transfer_buffer, false); if (!transfer_data) { log_error("Failed to map gpu transfer buffer (%s).", SDL_GetError()); SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); SDL_ReleaseGPUTexture(device, texture); return NULL; } memcpy(transfer_data, data, upload_size); SDL_UnmapGPUTransferBuffer(device, transfer_buffer); SDL_GPUTextureTransferInfo transfer_info = { .transfer_buffer = transfer_buffer, .pixels_per_row = (Uint32)width, }; SDL_GPUTextureRegion tetxure_region = { .texture = texture, .w = (Uint32)width, .h = (Uint32)height, .d = 1, }; SDL_GPUCommandBuffer *command_buffer = SDL_AcquireGPUCommandBuffer(device); if (!command_buffer) { log_error("Failed to acquire gpu command buffer (%s).", SDL_GetError()); SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); SDL_ReleaseGPUTexture(device, texture); return NULL; } SDL_GPUCopyPass *copy_pass = SDL_BeginGPUCopyPass(command_buffer); SDL_UploadToGPUTexture(copy_pass, &transfer_info, &tetxure_region, false); SDL_EndGPUCopyPass(copy_pass); if (!SDL_SubmitGPUCommandBuffer(command_buffer)) { log_error("Failed to submit gpu command buffer (%s).", SDL_GetError()); SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); SDL_ReleaseGPUTexture(device, texture); SDL_CancelGPUCommandBuffer(command_buffer); return NULL; } SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); return texture; } void blit(char *dst, Sint32 dst_pitch, Sint32 dst_x, Sint32 dst_y, char *src, Sint32 src_pitch, Sint32 width, Sint32 height, int components = 4) { for (Sint32 y = 0; y < height; y++) memmove(&dst[((dst_y + y) * dst_pitch + dst_x) * components], &src[y * src_pitch * components], width * components); } bool SelectableImage(const char *label, bool selected, SDL_GPUTextureSamplerBinding *image, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), Uint8 orientation = 0) { const ImGuiContext *context = ImGui::GetCurrentContext(); const ImVec2 padding = context->Style.FramePadding; bool pressed = ImGui::Selectable(label, selected, 0, image_size + padding * 2.0f); ImVec2 min = ImGui::GetItemRectMin(); ImVec2 max = ImGui::GetItemRectMax(); if (image) { switch (orientation) { case 0: context->CurrentWindow->DrawList->AddImageQuad((ImTextureID)image, min + padding, ImVec2(max.x - padding.x, min.y + padding.y), max - padding, ImVec2(min.x + padding.x, max.y - padding.y), ImVec2(uv0.x, uv0.y), ImVec2(uv1.x, uv0.y), ImVec2(uv1.x, uv1.y), ImVec2(uv0.x, uv1.y)); break; case 1: context->CurrentWindow->DrawList->AddImageQuad((ImTextureID)image, min + padding, ImVec2(max.x - padding.x, min.y + padding.y), max - padding, ImVec2(min.x + padding.x, max.y - padding.y), ImVec2(uv1.x, uv0.y), ImVec2(uv1.x, uv1.y), ImVec2(uv0.x, uv1.y), ImVec2(uv0.x, uv0.y)); break; case 2: context->CurrentWindow->DrawList->AddImageQuad((ImTextureID)image, min + padding, ImVec2(max.x - padding.x, min.y + padding.y), max - padding, ImVec2(min.x + padding.x, max.y - padding.y), ImVec2(uv1.x, uv1.y), ImVec2(uv0.x, uv1.y), ImVec2(uv0.x, uv0.y), ImVec2(uv1.x, uv0.y)); break; case 3: context->CurrentWindow->DrawList->AddImageQuad((ImTextureID)image, min + padding, ImVec2(max.x - padding.x, min.y + padding.y), max - padding, ImVec2(min.x + padding.x, max.y - padding.y), ImVec2(uv0.x, uv1.y), ImVec2(uv0.x, uv0.y), ImVec2(uv1.x, uv0.y), ImVec2(uv1.x, uv1.y)); break; default: SDL_assert_always(false); break; } } return pressed; } ImVec4 linear_to_sRGB(ImVec4 linear) { float red = linear.x <= 0.0031308f ? 12.92f * linear.x : 1.055f * powf(linear.x, 1.0f / 2.4f) - 0.055; float green = linear.y <= 0.0031308f ? 12.92f * linear.y : 1.055f * powf(linear.y, 1.0f / 2.4f) - 0.055; float blue = linear.z <= 0.0031308f ? 12.92f * linear.z : 1.055f * powf(linear.z, 1.0f / 2.4f) - 0.055; return ImVec4(red, green, blue, linear.w); } ImVec4 sRGB_to_linear(ImVec4 linear) { float red = linear.x <= 0.0031308f ? linear.x / 12.92f : powf((linear.x + 0.055) / 1.055, 2.4f); float green = linear.y <= 0.0031308f ? linear.y / 12.92f : powf((linear.y + 0.055) / 1.055, 2.4f); float blue = linear.z <= 0.0031308f ? linear.z / 12.92f : powf((linear.z + 0.055) / 1.055, 2.4f); return ImVec4(red, green, blue, linear.w); } V3 Unproject(V3 screen_pos) { V4 result = inverse_view_matrix * inverse_projection_matrix * V4_(screen_pos, 1.0f); result.xyz /= result.w; return result.xyz; } V2 get_floor_intersection_of_mouse(V2 mouse_pos) { V2 mouse = remap(V2{ 0, 0 }, V2{ (float)window_width, (float)window_height }, V2{ -1, 1 }, V2{ 1, -1 }, V2{ mouse_pos.x, mouse_pos.y }); V3 camera_position = (inverse_view_matrix * V4_(0, 0, 0, 1)).xyz; V3 probe = Unproject(V3_(mouse, .5)); V3 ray_dir = normalize(probe - camera_position); float t = -camera_position.z / ray_dir.z; V3 floor_intersection = camera_position + (t * ray_dir); if (per_frame.use_dual_grid) floor_intersection.xy += V2_(0.5f, 0.5f); return floor_intersection.xy; } int main(int argc, char **argv) { load_map(); #ifdef SDL_PLATFORM_LINUX if (!getenv("ENABLE_VULKAN_RENDERDOC_CAPTURE")) SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "wayland,x11"); #endif if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS)) { log_error("Failed to initialize SDL (%s). Exiting.", SDL_GetError()); return 1; } device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, true, NULL); if (!device) { log_error("Failed to create gpu device (%s). Exiting.", SDL_GetError()); return 1; } SDL_SetGPUAllowedFramesInFlight(device, 1); window = SDL_CreateWindow("Mikemon", 1280, 720, SDL_WINDOW_RESIZABLE); if (!window) { log_error("Failed to create window (%s). Exiting.", SDL_GetError()); return 1; } if (!SDL_ClaimWindowForGPUDevice(device, window)) { log_error("Failed to claim window for gpu device (%s). Exiting.", SDL_GetError()); return 1; } SDL_SetGPUSwapchainParameters(device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR, SDL_GPU_PRESENTMODE_VSYNC); SDL_GPUShaderCreateInfo basic_vertex_shader_info = { .code_size = SDL_arraysize(SPIRV_basic), .code = SPIRV_basic, .entrypoint = "main_vertex", .format = SDL_GPU_SHADERFORMAT_SPIRV, .stage = SDL_GPU_SHADERSTAGE_VERTEX, .num_uniform_buffers = 1, }; SDL_GPUShader *basic_vertex_shader = SDL_CreateGPUShader(device, &basic_vertex_shader_info); if (!basic_vertex_shader) { log_error("Failed to create basic vertex shader. Exiting."); return 1; } SDL_GPUShaderCreateInfo basic_pixel_shader_info = { .code_size = SDL_arraysize(SPIRV_basic), .code = SPIRV_basic, .entrypoint = "main_fragment", .format = SDL_GPU_SHADERFORMAT_SPIRV, .stage = SDL_GPU_SHADERSTAGE_FRAGMENT, .num_samplers = 1, }; SDL_GPUShader *basic_pixel_shader = SDL_CreateGPUShader(device, &basic_pixel_shader_info); if (!basic_pixel_shader) { log_error("Failed to create basic pixel shader. Exiting."); return 1; } SDL_GPUShaderCreateInfo world_vertex_shader_info = { .code_size = SDL_arraysize(SPIRV_world), .code = SPIRV_world, .entrypoint = "main_vertex", .format = SDL_GPU_SHADERFORMAT_SPIRV, .stage = SDL_GPU_SHADERSTAGE_VERTEX, .num_storage_buffers = 1, .num_uniform_buffers = 1, }; SDL_GPUShader *world_vertex_shader = SDL_CreateGPUShader(device, &world_vertex_shader_info); if (!world_vertex_shader) { log_error("Failed to create world vertex shader. Exiting."); return 1; } SDL_GPUShaderCreateInfo world_pixel_shader_info = { .code_size = SDL_arraysize(SPIRV_world), .code = SPIRV_world, .entrypoint = "main_fragment", .format = SDL_GPU_SHADERFORMAT_SPIRV, .stage = SDL_GPU_SHADERSTAGE_FRAGMENT, .num_samplers = 1, }; SDL_GPUShader *world_pixel_shader = SDL_CreateGPUShader(device, &world_pixel_shader_info); if (!world_pixel_shader) { log_error("Failed to create world pixel shader. Exiting."); return 1; } SDL_GPUColorTargetDescription color_target_descriptions[] = { { .format = SDL_GetGPUSwapchainTextureFormat(device, window), .blend_state = { .src_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE, .dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, .color_blend_op = SDL_GPU_BLENDOP_ADD, .src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE, .dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, .alpha_blend_op = SDL_GPU_BLENDOP_ADD, .enable_blend = true, }, }, }; { SDL_GPUVertexBufferDescription vertex_buffer_descriptions[] = { { .slot = 0, .pitch = sizeof(Vertex), .input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX, }, { .slot = 1, .pitch = sizeof(Instance), .input_rate = SDL_GPU_VERTEXINPUTRATE_INSTANCE, .instance_step_rate = 1, }, }; SDL_GPUVertexAttribute vertex_attributes[] = { { .location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, .offset = offsetof(Vertex, pos), }, { .location = 1, .buffer_slot = 1, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .offset = offsetof(Instance, pos), }, { .location = 2, .buffer_slot = 1, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4, .offset = offsetof(Instance, uv0uv1), }, { .location = 3, .buffer_slot = 1, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4, .offset = offsetof(Instance, uv2uv3), }, }; SDL_GPUGraphicsPipelineCreateInfo basic_graphics_pipeline_info = { .vertex_shader = basic_vertex_shader, .fragment_shader = basic_pixel_shader, .vertex_input_state = { .vertex_buffer_descriptions = vertex_buffer_descriptions, .num_vertex_buffers = SDL_arraysize(vertex_buffer_descriptions), .vertex_attributes = vertex_attributes, .num_vertex_attributes = SDL_arraysize(vertex_attributes), }, .primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, .rasterizer_state = { .fill_mode = SDL_GPU_FILLMODE_FILL, .cull_mode = SDL_GPU_CULLMODE_BACK, .front_face = SDL_GPU_FRONTFACE_CLOCKWISE, .enable_depth_clip = true, }, .target_info = { .color_target_descriptions = color_target_descriptions, .num_color_targets = SDL_arraysize(color_target_descriptions), }, }; basic_graphics_pipeline = SDL_CreateGPUGraphicsPipeline(device, &basic_graphics_pipeline_info); if (!basic_graphics_pipeline) { log_error("Failed to create basic graphics pipeline. Exiting."); return 1; } SDL_ReleaseGPUShader(device, basic_vertex_shader); SDL_ReleaseGPUShader(device, basic_pixel_shader); } { SDL_GPUVertexBufferDescription vertex_buffer_descriptions[] = { { .slot = 0, .pitch = sizeof(Vertex), .input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX, }, { .slot = 1, .pitch = sizeof(Uint32), .input_rate = SDL_GPU_VERTEXINPUTRATE_INSTANCE, .instance_step_rate = 1, }, }; SDL_GPUVertexAttribute vertex_attributes[] = { { .location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, .offset = offsetof(Vertex, pos), }, { .location = 1, .buffer_slot = 1, .format = SDL_GPU_VERTEXELEMENTFORMAT_UINT, .offset = 0, }, }; SDL_GPUGraphicsPipelineCreateInfo world_graphics_pipeline_info = { .vertex_shader = world_vertex_shader, .fragment_shader = world_pixel_shader, .vertex_input_state = { .vertex_buffer_descriptions = vertex_buffer_descriptions, .num_vertex_buffers = SDL_arraysize(vertex_buffer_descriptions), .vertex_attributes = vertex_attributes, .num_vertex_attributes = SDL_arraysize(vertex_attributes), }, .primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, .rasterizer_state = { .fill_mode = SDL_GPU_FILLMODE_FILL, .cull_mode = SDL_GPU_CULLMODE_BACK, .front_face = SDL_GPU_FRONTFACE_CLOCKWISE, .enable_depth_clip = true, }, .target_info = { .color_target_descriptions = color_target_descriptions, .num_color_targets = SDL_arraysize(color_target_descriptions), }, }; world_graphics_pipeline = SDL_CreateGPUGraphicsPipeline(device, &world_graphics_pipeline_info); if (!world_graphics_pipeline) { log_error("Failed to create world graphics pipeline. Exiting."); return 1; } SDL_ReleaseGPUShader(device, world_vertex_shader); SDL_ReleaseGPUShader(device, world_pixel_shader); } SDL_GPUTexture *player_texture = create_shader_texture("../assets/decorations/strawberry.png"); if (!player_texture) { log_error("Failed to create shader texture. Exiting."); return 1; } int tile_border_size = 4; tile_atlas = sma_atlas_create(tile_atlas_size, tile_atlas_size); char *tile_atlas_texture_cpu = (char *)calloc(1, tile_atlas_size * tile_atlas_size * 4); for (int i = 0; i < SDL_arraysize(tile_infos); i++) { int width = 0, height = 0; stbi_uc *data = stbi_load(tile_infos[i].asset_path, &width, &height, NULL, 4); if (!data) { log_error("Failed to load texture (\"%s\"). Exiting.", tile_infos[i].asset_path); return 1; } tile_infos[i].atlas_item = sma_item_add(tile_atlas, width + 2 * tile_border_size, height + 2 * tile_border_size); if (!tile_infos[i].atlas_item) { log_error("Failed to add tile texture to atlas. Exiting."); return 1; } int item_x = sma_item_x(tile_infos[i].atlas_item); int item_y = sma_item_y(tile_infos[i].atlas_item); tile_infos[i].uv_min = V2_((item_x + tile_border_size) / (float)tile_atlas_size, (item_y + tile_border_size) / (float)tile_atlas_size); tile_infos[i].uv_max = V2_((item_x + tile_border_size + width) / (float)tile_atlas_size, (item_y + tile_border_size + height) / (float)tile_atlas_size); cpu_tile_infos_buffer[i] = V4_(tile_infos[i].uv_min, tile_infos[i].uv_max); blit(tile_atlas_texture_cpu, tile_atlas_size, item_x + tile_border_size, item_y + tile_border_size, (char *)data, width, width, height); #define image_index(image, width, components, x, y) (*(((char *)(image)) + (((y) * (width) + (x)) * (components)))) for (int j = 0; j < tile_border_size; j++) { // HORIZONTAL EDGES blit(tile_atlas_texture_cpu, tile_atlas_size, item_x + tile_border_size, item_y + j, &image_index(data, width, 4, 0, 0), width, width, 1); blit(tile_atlas_texture_cpu, tile_atlas_size, item_x + tile_border_size, item_y + tile_border_size + height + j, &image_index(data, width, 4, 0, height - 1), width, width, 1); // VERTICAL EDGES blit(tile_atlas_texture_cpu, tile_atlas_size, item_x + j, item_y + tile_border_size, &image_index(data, width, 4, 0, 0), width, 1, height); blit(tile_atlas_texture_cpu, tile_atlas_size, item_x + tile_border_size + width + j, item_y + tile_border_size, &image_index(data, width, 4, width - 1, 0), width, 1, height); } for (int y = 0; y < tile_border_size; y++) { for (int x = 0; x < tile_border_size; x++) { // TOP CORNERS *(Uint32 *)&image_index(tile_atlas_texture_cpu, tile_atlas_size, 4, item_x + x, item_y + y) = *(Uint32 *)&image_index(data, width, 4, 0, 0); *(Uint32 *)&image_index(tile_atlas_texture_cpu, tile_atlas_size, 4, item_x + tile_border_size + width + x, item_y + y) = *(Uint32 *)&image_index(data, width, 4, width - 1, 0); // BOTTOM CORNERS *(Uint32 *)&image_index(tile_atlas_texture_cpu, tile_atlas_size, 4, item_x + x, item_y + tile_border_size + height + y) = *(Uint32 *)&image_index(data, width, 4, 0, height - 1); *(Uint32 *)&image_index(tile_atlas_texture_cpu, tile_atlas_size, 4, item_x + tile_border_size + width + x, item_y + tile_border_size + height + y) = *(Uint32 *)&image_index(data, width, 4, width - 1, height - 1); } } stbi_image_free(data); } SDL_GPUTexture *tile_atlas_texture = create_shader_texture("tile_atlas", tile_atlas_texture_cpu, tile_atlas_size, tile_atlas_size, 4); free(tile_atlas_texture_cpu); if (!tile_atlas_texture) { log_error("Failed to create tile atlas texture. Exiting."); return 1; } SDL_GPUSamplerCreateInfo point_sampler_info = { .min_filter = SDL_GPU_FILTER_NEAREST, .mag_filter = SDL_GPU_FILTER_NEAREST, .mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, .address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE, .address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE, .address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE, .max_anisotropy = 4.0f, .enable_anisotropy = true, }; point_sampler = SDL_CreateGPUSampler(device, &point_sampler_info); SDL_GPUTextureSamplerBinding tile_atlas_texture_binding = { .texture = tile_atlas_texture, .sampler = point_sampler }; vertex_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_VERTEX, sizeof(vertices), vertices, "vertex_buffer"); if (!vertex_buffer) { log_error("Failed to create buffer. Exiting."); return 1; } index_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_INDEX, sizeof(indices), indices, "index_buffer"); if (!index_buffer) { log_error("Failed to create buffer. Exiting."); return 1; } player_instance_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_VERTEX, sizeof(player_instance), &player_instance, "player_instance_buffer"); if (!player_instance_buffer) { log_error("Failed to create buffer. Exiting."); return 1; } world_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_VERTEX, map_width * map_height * 4, map_tiles, "world_buffer"); if (!world_buffer) { log_error("Failed to create buffer. Exiting."); return 1; } tile_infos_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ, SDL_arraysize(cpu_tile_infos_buffer) * sizeof(*cpu_tile_infos_buffer), cpu_tile_infos_buffer, "tile_infos_buffer"); if (!tile_infos_buffer) { log_error("Failed to create buffer. Exiting."); return 1; } IMGUI_CHECKVERSION(); ImGuiContext *imgui_context = ImGui::CreateContext(); ImGuiIO &io = ImGui::GetIO(); io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; io.ConfigFlags |= ImGuiConfigFlags_IsSRGB; ImGui::StyleColorsDark(); if (io.ConfigFlags & ImGuiConfigFlags_IsSRGB){ for (int i = 0; i < IM_ARRAYSIZE(imgui_context->Style.Colors); i++) { imgui_context->Style.Colors[i] = sRGB_to_linear(imgui_context->Style.Colors[i]); } } ImGui_ImplSDL3_InitForSDLGPU(window); ImGui_ImplSDLGPU3_InitInfo imgui_init_info = { .Device = device, .ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(device, window), .MSAASamples = SDL_GPU_SAMPLECOUNT_1, }; ImGui_ImplSDLGPU3_Init(&imgui_init_info); bool show_demo_window = true; bool first_frame = true; SDL_GetWindowSizeInPixels(window, &window_width, &window_height); // MSG Message; while (Running) { ZoneScopedN("Loop"); ImGui_ImplSDLGPU3_NewFrame(); ImGui_ImplSDL3_NewFrame(); ImGui::NewFrame(); ImGui::SetNextWindowPos(ImVec2(0, 0)); ImGui::SetNextWindowSizeConstraints(ImVec2(0, window_height), ImVec2(window_width, window_height)); ImGui::SetNextWindowSize(ImVec2(0.2 * window_width, window_height), ImGuiCond_FirstUseEver); if (ImGui::Begin("Tile Picker", NULL, ImGuiWindowFlags_NoFocusOnAppearing)) { if (SelectableImage("##tile", selected_tile == -1, NULL, ImVec2(32, 32))) { selected_tile = -1; } for (int i = 0; i < SDL_arraysize(tile_infos); i++) { ImGui::PushID(i); ImVec2 uv0 = ImVec2(tile_infos[i].uv_min.x, tile_infos[i].uv_min.y); ImVec2 uv1 = ImVec2(tile_infos[i].uv_max.x, tile_infos[i].uv_max.y); float available = ImGui::GetContentRegionAvail().x - ImGui::GetItemRectMax().x; if (available >= 32) ImGui::SameLine(); if (SelectableImage("##tile", selected_tile == i, &tile_atlas_texture_binding, ImVec2(32, 32), uv0, uv1, SDL_max(selected_rotation, 0))) selected_tile = i; ImGui::PopID(); } if (selected_tile != -1) { ImGui::Text("Rotation:"); ImVec2 uv0 = ImVec2(tile_infos[selected_tile].uv_min.x, tile_infos[selected_tile].uv_min.y); ImVec2 uv1 = ImVec2(tile_infos[selected_tile].uv_max.x, tile_infos[selected_tile].uv_max.y); if (SelectableImage("##None", selected_rotation == 0, &tile_atlas_texture_binding, ImVec2(32, 32), uv0, uv1, 0)) selected_rotation = 0; if (ImGui::GetContentRegionAvail().x - ImGui::GetItemRectMax().x >= 32) ImGui::SameLine(); if (SelectableImage("##90", selected_rotation == 1, &tile_atlas_texture_binding, ImVec2(32, 32), uv0, uv1, 1)) selected_rotation = 1; if (ImGui::GetContentRegionAvail().x - ImGui::GetItemRectMax().x >= 32) ImGui::SameLine(); if (SelectableImage("##180", selected_rotation == 2, &tile_atlas_texture_binding, ImVec2(32, 32), uv0, uv1, 2)) selected_rotation = 2; if (ImGui::GetContentRegionAvail().x - ImGui::GetItemRectMax().x >= 32) ImGui::SameLine(); if (SelectableImage("##270", selected_rotation == 3, &tile_atlas_texture_binding, ImVec2(32, 32), uv0, uv1, 3)) selected_rotation = 3; if (ImGui::Selectable("Random", selected_rotation == -1)) selected_rotation = -1; } ImGui::DragFloat("fovy", &per_frame.fovy_degrees); ImGui::DragFloat("camera_distance", &per_frame.camera_distance, 0.25f, 1.0f, INFINITY); ImGui::DragFloat("camera_tilt", &per_frame.camera_tilt, 0.25f, 0.0f, 89.0f); ImGui::CheckboxFlags("use dual grid", &per_frame.use_dual_grid, 0xffffffff); } ImGui::End(); if (show_demo_window) ImGui::ShowDemoWindow(&show_demo_window); if (first_frame) { ImGui::SetWindowFocus(NULL); first_frame = false; } SDL_GPUCommandBuffer *command_buffer = SDL_AcquireGPUCommandBuffer(device); if (!command_buffer) { log_error("Failed to acquire gpu command buffer (%s). Exiting.", SDL_GetError()); return 1; } TracyCZoneN(tracy_AcquireSwapchainTexture, "AcquireSwapchainTexture", true); Uint32 width = 0, height = 0; SDL_GPUTexture *swapchain_texture = NULL; if (!SDL_WaitAndAcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, &width, &height)) { log_error("Failed to acquire swapchain texture (%s). Exiting.", SDL_GetError()); SDL_CancelGPUCommandBuffer(command_buffer); return 1; } TracyCZoneEnd(tracy_AcquireSwapchainTexture); { ZoneScopedN("Events"); SDL_Event event; while (SDL_PollEvent(&event)) { ZoneScopedN("Event"); ImGui_ImplSDL3_ProcessEvent(&event); switch (event.type) { case SDL_EVENT_QUIT: { Running = false; } break; case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: { window_width = event.window.data1; window_height = event.window.data2; } break; case SDL_EVENT_KEY_DOWN: { if (io.WantCaptureKeyboard) continue; if (event.key.key == SDLK_UP || event.key.key == SDLK_W) { player.pos_y = clamp(0, player.pos_y + 1, map_height - 1 - (per_frame.use_dual_grid ? 1 : 0)); } if (event.key.key == SDLK_LEFT || event.key.key == SDLK_A) { player.pos_x = clamp(0, player.pos_x - 1, map_width - 1 - (per_frame.use_dual_grid ? 1 : 0)); } if (event.key.key == SDLK_DOWN || event.key.key == SDLK_S) { player.pos_y = clamp(0, player.pos_y - 1, map_height - 1 - (per_frame.use_dual_grid ? 1 : 0)); } if (event.key.key == SDLK_RIGHT || event.key.key == SDLK_D) { player.pos_x = clamp(0, player.pos_x + 1, map_width - 1 - (per_frame.use_dual_grid ? 1 : 0)); } if (event.key.key == SDLK_F1) { save_map(); } if (event.key.key == SDLK_F4) { load_map(); } } break; case SDL_EVENT_MOUSE_BUTTON_DOWN: { if (io.WantCaptureMouse) continue; V2 floor_intersection = get_floor_intersection_of_mouse(V2_(event.button.x, event.button.y)); Sint32 tile_x = roundf(floor_intersection.x); Sint32 tile_y = roundf(floor_intersection.y); if(0 <= tile_x && tile_x < map_width && 0 <= tile_y && tile_y < map_height) { dragging_tile_change = true; drag_start_pos[0] = tile_x; drag_start_pos[1] = tile_y; } SDL_Keymod modifiers = SDL_GetModState(); if (modifiers & SDL_KMOD_SHIFT && tile_x <= -1) { if(modifiers & SDL_KMOD_CTRL) change_map_size('W', -1); else change_map_size('W', 1); } if (modifiers & SDL_KMOD_SHIFT && tile_x == map_width) { if (modifiers & SDL_KMOD_CTRL) change_map_size('E', -1); else change_map_size('E', 1); } if (modifiers & SDL_KMOD_SHIFT && tile_y <= -1) { if (modifiers & SDL_KMOD_CTRL) change_map_size('N', -1); else change_map_size('N', 1); } if (modifiers & SDL_KMOD_SHIFT && tile_y == map_height) { if (modifiers & SDL_KMOD_CTRL) change_map_size('S', -1); else change_map_size('S', 1); } } break; case SDL_EVENT_MOUSE_BUTTON_UP: { if (io.WantCaptureMouse) continue; if (selected_tile != -1 && dragging_tile_change) { V2 floor_intersection = get_floor_intersection_of_mouse(V2_(event.button.x, event.button.y)); Sint32 tile_x = clamp(0, (Sint32)roundf(floor_intersection.x), map_width - 1); Sint32 tile_y = clamp(0, (Sint32)roundf(floor_intersection.y), map_height - 1); Sint32 start_x = min(tile_x, drag_start_pos[0]); Sint32 start_y = min(tile_y, drag_start_pos[1]); Sint32 end_x = max(tile_x, drag_start_pos[0]); Sint32 end_y = max(tile_y, drag_start_pos[1]); for (Sint32 y = start_y; y <= end_y; y++) { for (Sint32 x = start_x; x <= end_x; x++) { if (selected_rotation == -1) { Sint32 rotation = SDL_rand(4); map_tiles[x + map_width * y] = ((rotation & 3) << 16) | selected_tile; } else { map_tiles[x + map_width * y] = ((selected_rotation & 3) << 16) | selected_tile; } } } update_buffer(world_buffer, 0, map_width * map_height * sizeof(Uint32), map_tiles); } dragging_tile_change = false; } break;; } } } if (!swapchain_texture) { SDL_CancelGPUCommandBuffer(command_buffer); ImGui::Render(); ImDrawData *draw_data = ImGui::GetDrawData(); continue; } { ZoneScopedN("Update"); { ZoneScopedN("player_instance_buffer"); player_instance.pos.x = player.pos_x; player_instance.pos.y = player.pos_y; update_buffer(player_instance_buffer, 0, sizeof(player_instance), &player_instance); } { ZoneScopedN("per_frame"); per_frame.aspect_ratio = ((float) window_width / (float) window_height); per_frame.map_width = map_width; per_frame.camera_x = player.pos_x; per_frame.camera_y = player.pos_y; SDL_PushGPUVertexUniformData(command_buffer, 0, &per_frame, sizeof(per_frame)); } { ZoneScopedN("matrices"); view_matrix = view (V3_((float)player.pos_x, (float)player.pos_y, 0), radians(per_frame.camera_tilt), per_frame.camera_distance); inverse_view_matrix = inverse_view(V3_((float)player.pos_x, (float)player.pos_y, 0), radians(per_frame.camera_tilt), per_frame.camera_distance); projection_matrix = projection (radians(per_frame.fovy_degrees), per_frame.aspect_ratio, NEAR_PLANE); inverse_projection_matrix = inverse_projection(radians(per_frame.fovy_degrees), per_frame.aspect_ratio, NEAR_PLANE); } } SDL_GPUColorTargetInfo color_target_info = { .texture = swapchain_texture, .clear_color = { .r = 1.0f, .g = 0.0f, .b = 1.0f, .a = 1.0f }, .load_op = SDL_GPU_LOADOP_CLEAR, .store_op = SDL_GPU_STOREOP_STORE, }; SDL_GPURenderPass *render_pass = SDL_BeginGPURenderPass(command_buffer, &color_target_info, 1, NULL); if (!render_pass) { log_error("Failed to begin render pass. Exiting."); return 1; } { // Draw Map ZoneScopedN("Draw Map"); SDL_GPUBufferBinding index_buffer_binding = { .buffer = index_buffer, .offset = 0 }; SDL_GPUBufferBinding vertex_buffers[] = { { .buffer = vertex_buffer, .offset = 0 }, { .buffer = world_buffer, .offset = 0 }, }; SDL_GPUTextureSamplerBinding texture_bindings[] = { { .texture = tile_atlas_texture, .sampler = point_sampler }, }; SDL_BindGPUGraphicsPipeline(render_pass, world_graphics_pipeline); SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, SDL_GPU_INDEXELEMENTSIZE_16BIT); SDL_BindGPUVertexBuffers(render_pass, 0, vertex_buffers, SDL_arraysize(vertex_buffers)); SDL_BindGPUVertexStorageBuffers(render_pass, 0, &tile_infos_buffer, 1); SDL_BindGPUFragmentSamplers(render_pass, 0, texture_bindings, SDL_arraysize(texture_bindings)); SDL_DrawGPUIndexedPrimitives(render_pass, 6, map_height * map_width, 0, 0, 0); } { // Draw Player ZoneScopedN("Draw Player"); SDL_GPUBufferBinding vertex_buffers[] = { { .buffer = vertex_buffer, .offset = 0 }, { .buffer = player_instance_buffer, .offset = 0 }, }; SDL_GPUTextureSamplerBinding texture_bindings[] = { { .texture = player_texture, .sampler = point_sampler }, }; SDL_BindGPUGraphicsPipeline(render_pass, basic_graphics_pipeline); SDL_BindGPUVertexBuffers(render_pass, 0, vertex_buffers, SDL_arraysize(vertex_buffers)); SDL_BindGPUFragmentSamplers(render_pass, 0, texture_bindings, SDL_arraysize(texture_bindings)); SDL_DrawGPUIndexedPrimitives(render_pass, 6, 1, 0, 0, 0); } SDL_EndGPURenderPass(render_pass); { ZoneScopedN("ImGui Render"); ImGui::Render(); ImDrawData *draw_data = ImGui::GetDrawData(); Imgui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer); SDL_GPUColorTargetInfo imgui_color_target_info = { .texture = swapchain_texture, .load_op = SDL_GPU_LOADOP_LOAD, .store_op = SDL_GPU_STOREOP_STORE, }; SDL_GPURenderPass *imgui_render_pass = SDL_BeginGPURenderPass(command_buffer, &imgui_color_target_info, 1, NULL); ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, imgui_render_pass); SDL_EndGPURenderPass(imgui_render_pass); } { ZoneScopedN("SubmitGPUCommandBuffer"); if (!SDL_SubmitGPUCommandBuffer(command_buffer)) { log_error("Failed to submit gpu command buffer (%s). Exiting.", SDL_GetError()); return 1; } } FrameMark; } return 0; }