made rendering work

This commit is contained in:
2026-02-05 11:10:40 +02:00
parent faae0bdcc7
commit 4bfbcaa4a6
22 changed files with 737 additions and 483 deletions

View File

@@ -1,65 +0,0 @@
#include "helper.h"
#include "c.h"
#include "ld.h"
#include "tier1/utlstring.h"
CUtlVector<CUtlString> engine_CompiledFiles = {
"engine/engine.cpp",
"engine/cvar.cpp",
"engine/filesystem_pak.cpp",
"engine/gamewindow_sdl.cpp",
"engine/sv_dll.cpp",
"engine/cl_dll.cpp",
};
CUtlVector<CUtlString> engine_Libraries = {
"c",
"SDL3",
};
DECLARE_BUILD_STAGE(engine)
{
CProject_t compileProject = {};
LinkProject_t ldProject = {};
compileProject.m_szName = "engine";
compileProject.files = engine_CompiledFiles;
compileProject.includeDirectories = {"public"};
compileProject.bFPIC = true;
ldProject = ccompiler->Compile(&compileProject);
/*
if (bStaticBuild)
ldProject.linkType = ELINK_STATIC_LIBRARY;
else
{
ldProject.objects.AppendTail((Object_t){tier1_lib});
ldProject.objects.AppendTail((Object_t){tier2_lib});
ldProject.objects.AppendTail((Object_t){rapier_lib});
ldProject.objects.AppendTail((Object_t){material_lib});
if (bSteam)
ldProject.objects.AppendTail((Object_t){steam_lib});
}
*/
ldProject.linkType = ELINK_DYNAMIC_LIBRARY;
ldProject.libraries = engine_Libraries;
CUtlString szOutputDir = linker->Link(&ldProject);
/*
if (!bStaticBuild)
{
*/
filesystem2->MakeDirectory(CUtlString("%s/bin",szOutputDir.GetString()));
filesystem2->CopyFile(CUtlString("%s/bin", szOutputDir.GetString()), szOutputDir);
/*
} else {
engine_lib = outputProject;
}
*/
return 0;
};

View File

@@ -11,11 +11,6 @@ ADD_DEPENDENCY_BUILD_FILE(tier2, FUNNYSTDLIB"tier2/build.cpp");
DECLARE_BUILD_STAGE(engine)
{
bool bUsesSDL = true;
if (Target_t::DefaultTarget().cpu == TARGET_CPU_WASM32)
{
bUsesSDL = false;
}
CProject_t compileProject = {};
LinkProject_t ldProject = {};
@@ -27,8 +22,6 @@ DECLARE_BUILD_STAGE(engine)
"sv_dll.cpp",
"cl_dll.cpp",
};
if (bUsesSDL)
compileProject.files.AppendTail("gamewindow_sdl.cpp");
compileProject.includeDirectories = {
"../public",
@@ -46,8 +39,6 @@ DECLARE_BUILD_STAGE(engine)
ldProject.objects.AppendTail({GET_PROJECT_LIBRARY(tier1, "tier1")});
ldProject.objects.AppendTail({GET_PROJECT_LIBRARY(tier2, "tier2")});
if (bUsesSDL)
ldProject.libraries.AppendTail("SDL3");
if (ldProject.m_target.kernel & TARGET_KERNEL_WINDOWS_DEVICES)
{
ldProject.libraryDirectories = {"../external/windows"};

View File

@@ -1,6 +1,6 @@
#include "tier2/ifilesystem.h"
#include "igamewindow.h"
#include "materialsystem/igamewindow.h"
#include "materialsystem/imaterialsystem.h"
#include "tier1/interface.h"
#include "tier0/commandline.h"
@@ -9,21 +9,34 @@
IRenderContext *g_pRenderContext;
IFileSystem *filesystem;
IGameWindowManager *g_pWindowManager;
extern "C" void FunnyMain( int argc, char **argv )
{
CommandLine()->CreateCommandLine(argc, argv);
CreateInterfaceFn pFilesystemFactory = Sys_GetFactory("filesystem_std");
CreateInterfaceFn pMaterialSystemFactory = Sys_GetFactory("MaterialSystem");
CreateInterfaceFn pRenderSystemFactory = Sys_GetFactory("RenderSystemVulkan");
filesystem = (IFileSystem*)pFilesystemFactory(FILESYSTEM_INTERFACE_VERSION, NULL);
filesystem->Init();
CreateInterfaceFn pMaterialSystemFactory = Sys_GetFactory("MaterialSystem");
CreateInterfaceFn pRenderSystemFactory = Sys_GetFactory("RenderSystemVulkan");
g_pWindowManager = (IGameWindowManager*)pRenderSystemFactory(GAME_WINDOW_MANAGER_INTERFACE_VERSION, NULL);
V_printf("%s\n", GAME_WINDOW_MANAGER_INTERFACE_VERSION);
g_pWindowManager->Init();
IGameWindow *pWindow = g_pWindowManager->CreateWindow();
pWindow->Init();
g_pRenderContext = (IRenderContext*)pRenderSystemFactory(RENDER_CONTEXT_INTERFACE_VERSION, NULL);
g_pRenderContext->SetMainWindowManager(g_pWindowManager);
g_pRenderContext->Init();
g_pRenderContext->RegisterGameWindow(pWindow);
ServerGameDLL()->Init();
IShader *pShader = NULL;
@@ -33,54 +46,68 @@ extern "C" void FunnyMain( int argc, char **argv )
IImage *pOutputImage = NULL;
IVertexBuffer *pVertices = NULL;
float vertices[9] = {
0,-0.5, 0.5,
0.5,0.5, 0.5,
-0.5,0.5, 0.5,
float vertices[18] = {
-0.5, -0.5, 0,
0.5, -0.5, 0,
-0.5, 0.5, 0,
-0.5, 0.5, 0,
0.5, -0.5, 0,
0.5, 0.5, 0
};
pVertices = g_pRenderContext->CreateVertexBuffer(36);
pVertices = g_pRenderContext->CreateVertexBuffer(72);
void *pMapped = pVertices->Map();
V_memcpy(pMapped, vertices, 36);
V_memcpy(pMapped, vertices, 72);
pVertices->Unmap();
pCameraInfoBuffer = g_pRenderContext->CreateConstantBuffer(64);
/*
pShader = g_pRenderContext->CreateShader("funnygame/core/shaders/flat.shader_c");
pShader = g_pRenderContext->CreateShader("game/core/shaders/flat.shader_c");
pShader->AddLayout(0, 12);
pShader->AddAttribute(0, 0, VERTEX_FORMAT_XYZ32_SFLOAT, 0);
pShader->AddOutputImage(0, IMAGE_FORMAT_RGBA8_UNORM);
pShader->Build();
pMaterial = g_pRenderContext->CreateMaterial(pShader);
pMaterial->PSSetConstantsBuffer(0, pCameraInfoBuffer);
*/
pOutputImage = g_pRenderContext->CreateRenderTarget(
1280,
720,
100,
100,
IMAGE_FORMAT_RGBA8_UNORM,
MULTISAMPLE_TYPE_NONE);
IRenderCommandList *pCommandList = g_pRenderContext->CreateCommandList();
pCommandList->StartRecording();
pCommandList->SetRenderTarget(0, pOutputImage);
pCommandList->SetClearColor(0, 1,0,0,0);
pCommandList->EndRecording();
for (;;) {
/*
if (g_pRenderContext->BIsOutputImageOutdated())
g_pWindowManager->Frame(0);
if (pWindow->BRenderSizeUpdated())
{
uint32_t nWidth;
uint32_t nHeight;
g_pRenderContext->DestroyImage(pOutputImage);
pOutputImage = g_pRenderContext->CreateRenderTarget(
g_pRenderContext->GetNewOutputImageWidth(),
g_pRenderContext->GetNewOutputImageHeight(),
pWindow->GetRenderWidth(),
pWindow->GetRenderHeight(),
IMAGE_FORMAT_RGBA8_UNORM,
MULTISAMPLE_TYPE_NONE);
}
*/
IRenderCommandList *pCommandList = g_pRenderContext->CreateCommandList();
pCommandList->StartRecording();
pCommandList->SetRenderResolution(pWindow->GetRenderWidth(), pWindow->GetRenderHeight());
pCommandList->SetRenderTarget(0, pOutputImage);
pCommandList->SetClearColor(0, 0, 0, 0, 0);
pCommandList->SetMaterial(pMaterial);
pCommandList->SetVertexBuffer(0, pVertices);
pCommandList->DrawPrimitives(6, 0, 1, 0);
pCommandList->EndRecording();
pWindow->SetOutputImage(pOutputImage);
g_pRenderContext->SubmitCommandList(pCommandList);
g_pRenderContext->Frame(0);
g_pRenderContext->DestroyCommandList(pCommandList);
};
};

View File

@@ -1,155 +0,0 @@
#include "SDL3/SDL_error.h"
#include "igamewindow.h"
#include "tier0/lib.h"
#include "tier0/platform.h"
#include "tier1/interface.h"
#include "tier1/utlvector.h"
#define SDL_MAIN_HANDLED
#include "SDL3/SDL.h"
#include "SDL3/SDL_init.h"
#include "SDL3/SDL_video.h"
#include "SDL3/SDL_vulkan.h"
#include "SDL3/SDL_events.h"
class CSDLGameWindow: public IGameWindow
{
public:
virtual void Init() override;
virtual void Shutdown() override;
virtual void Tick( float fDelta ) override;
virtual void Frame( float fDelta ) override;
virtual uint32_t GetRenderWidth() override;
virtual uint32_t GetRenderHeight() override;
virtual void *CreateVulkanSurface( void *pInstance ) override;
virtual void DestroyVulkanSurface( void *pInstance ) override;
private:
VkSurfaceKHR m_hSurface;
SDL_Window *m_pWindow;
};
void CSDLGameWindow::Init()
{
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_GAMEPAD))
Plat_FatalErrorFunc("SDL_Init: %s\n", SDL_GetError());
m_pWindow = SDL_CreateWindow("funnygame", 1280, 720, SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE);
if (!m_pWindow)
Plat_FatalErrorFunc("SDL_CreateWindow: %s\n", SDL_GetError());
}
void CSDLGameWindow::Shutdown()
{
}
void CSDLGameWindow::Frame( float fDelta )
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
break;
case SDL_EVENT_QUIT:
SDL_Quit();
Plat_Exit(0);
break;
default:
break;
}
}
}
void CSDLGameWindow::Tick( float fDelta )
{
};
uint32_t CSDLGameWindow::GetRenderWidth()
{
return 0;
}
uint32_t CSDLGameWindow::GetRenderHeight()
{
return 0;
}
void *CSDLGameWindow::CreateVulkanSurface( void *pInstance )
{
SDL_Vulkan_CreateSurface(m_pWindow, (VkInstance)pInstance, NULL, (VkSurfaceKHR*)&m_hSurface);
return (void*)m_hSurface;
}
void CSDLGameWindow::DestroyVulkanSurface( void *pInstance )
{
SDL_Vulkan_DestroySurface((VkInstance)pInstance, (VkSurfaceKHR)m_hSurface, NULL);
}
class CSDLGameWindowManager: public IGameWindowManager
{
virtual void Init() override;
virtual void Tick( float fDelta ) override;
virtual void Frame( float fDelta ) override;
virtual void Shutdown() override;
virtual IGameWindow *CreateWindow() override;
virtual void DestroyWindow( IGameWindow* pWindow ) override;
virtual int GetVulkanInstanceExtensionCount() override;
virtual const char **GetVulkanInstanceExtensions() override;
};
void CSDLGameWindowManager::Init()
{
}
void CSDLGameWindowManager::Tick( float fDelta )
{
}
void CSDLGameWindowManager::Frame( float fDelta )
{
}
void CSDLGameWindowManager::Shutdown()
{
}
IGameWindow *CSDLGameWindowManager::CreateWindow()
{
}
void CSDLGameWindowManager::DestroyWindow( IGameWindow* pWindow )
{
}
int CSDLGameWindowManager::GetVulkanInstanceExtensionCount()
{
uint32_t nCount;
SDL_Vulkan_GetInstanceExtensions(&nCount);
return nCount;
}
const char **CSDLGameWindowManager::GetVulkanInstanceExtensions()
{
uint32_t nCount;
return (const char **)SDL_Vulkan_GetInstanceExtensions(&nCount);
}