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ld58/code/first.c

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#include <stdio.h>
#include <stdbool.h>
#include <SDL3/SDL.h>
#define STB_IMAGE_IMPLEMENTATION 1
#include <stb_image.h>
#include "core/core.h"
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#include "core/types.h"
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#include "game/npc.h"
#include "os/core.h"
#include "vulkan/core.h"
#include "game/core.h"
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#include "game/world.h"
#include "game/impl/npc.c"
#include "game/testnavmesh.h"
int main(int argc, char **argv) {
(void) argc;
(void) argv;
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if (!SDL_Init(SDL_INIT_VIDEO))
{
printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError());
return 1;
}
SDL_Window *window = SDL_CreateWindow("Ludum", 1280, 720, SDL_WINDOW_HIGH_PIXEL_DENSITY);
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if (!window)
{
printf("[Error] :: Failed to create window (%s)\n", SDL_GetError());
return 1;
}
Vk_Setup(window);
G_State *game = 0;
{
M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
game = M_ArenaPush(arena, G_State);
game->arena = arena;
G_ImagesLoad(game);
G_PipelinesLoad(game);
G_Camera *camera = &game->camera;
camera->x = (V3f) { 1, 0, 0 };
camera->y = (V3f) { 0, 1, 0 };
camera->z = (V3f) { 0, 0, 1 };
camera->p = (V3f) { 0, 0, 8 };
camera->fov = 60.0f;
camera->nearp = 0.01f;
camera->farp = 1000.0f;
Vk_Buffer *vbo = &game->vbo;
vbo->size = KB(4096);
vbo->usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
vbo->host_visible = true;
Vk_BufferCreate(vbo);
G_Vertex *vertices = cast(G_Vertex *) vbo->data;
vertices[0] = (G_Vertex) { -0.25f, -0.625f, 1.0f, 1.0f, 0.0f, 0.0f, 0xFFFFFFFF, 1};
vertices[1] = (G_Vertex) { 0.25f, -0.625f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 1};
vertices[2] = (G_Vertex) { -0.25f, 0.625f, 1.0f, 1.0f, 0.0f, 1.0f, 0xFFFFFFFF, 1};
vertices[3] = (G_Vertex) { 0.25f, -0.625f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 1};
vertices[4] = (G_Vertex) { 0.25f, 0.625f, 1.0f, 1.0f, 1.0f, 1.0f, 0xFFFFFFFF, 1};
vertices[5] = (G_Vertex) { -0.25f, 0.625f, 1.0f, 1.0f, 0.0f, 1.0f, 0xFFFFFFFF, 1};
}
bool running = true;
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Player player;
player.pos.x = 0;
player.pos.y = 0;
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World world = {
.npcCount = 2,
.npcs = {
{
.collision = {{10, 10}, {10, 10}},
.name = S("Matt"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 5,
.currentNavNode = 87
},{
.collision = {{15, 15}, {10, 10}},
.name = S("James"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 10,
.currentNavNode = 0
}
},
.navMesh = &TestNavMesh,
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.npcPOI = {100}
};
printf("%zu size in bytes\n", sizeof(TestNavMesh));
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while (running)
{
SDL_Event e;
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while (SDL_PollEvent(&e))
{
PlayerUpdate(&e, &player);
if (e.type == SDL_EVENT_QUIT)
{
running = false;
}
}
updateNPCs(1.0f / 60.0f, &world);
int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h);
G_CalulateCamera(&game->camera, (F32) w / (F32) h);
Vk_Frame *frame = Vk_FrameBegin(window);
VkCommandBuffer cmd = frame->cmd;
VkClearValue clear_colour;
clear_colour.color.float32[0] = 1.0f;
clear_colour.color.float32[1] = 0.0f;
clear_colour.color.float32[2] = 0.0f;
clear_colour.color.float32[3] = 1.0f;
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VkRenderingAttachmentInfo colour_attachment = {0};
colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
colour_attachment.imageView = vk.swapchain.views[frame->image];
colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colour_attachment.clearValue = clear_colour;
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VkRenderingInfo rendering_info = {0};
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
rendering_info.renderArea = (VkRect2D) { 0, 0, w, h };
rendering_info.layerCount = 1;
rendering_info.colorAttachmentCount = 1;
rendering_info.pColorAttachments = &colour_attachment;
vk.CmdBeginRendering(cmd, &rendering_info);
Vk_Pipeline *basic = &game->pipelines[0];
VkDescriptorSet set;
VkDescriptorSetAllocateInfo alloc_info = { 0 };
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info.descriptorPool = frame->descriptors;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &basic->layout.set;
vk.AllocateDescriptorSets(vk.device, &alloc_info, &set);
// 'update' the descriptor sets for binding
M_TempScope(0, 0) {
VkWriteDescriptorSet writes[2] = { 0 };
VkDescriptorBufferInfo vbo_info = { 0 };
vbo_info.buffer = game->vbo.handle;
vbo_info.offset = 0;
vbo_info.range = 256;
VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = game->n_images);
for (U32 it = 0; it < game->n_images; ++it) {
image_info[it].imageView = game->images[it].image.view;
image_info[it].sampler = vk.sampler;
image_info[it].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[0].dstSet = set;
writes[0].dstBinding = 0;
writes[0].descriptorCount = 1;
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writes[0].pBufferInfo = &vbo_info;
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[1].dstSet = set;
writes[1].dstBinding = 1;
writes[1].descriptorCount = game->n_images;
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[1].pImageInfo = image_info;
vk.UpdateDescriptorSets(vk.device, ArraySize(writes), writes, 0, 0);
}
vk.CmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->handle);
vk.CmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->layout.pipeline, 0, 1, &set, 0, 0);
vk.CmdPushConstants(cmd, basic->layout.pipeline, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(Mat4x4F), &game->camera.proj.fwd);
VkViewport viewport = { 0, 0, (F32) w, (F32) h, 0.0f, 1.0f };
VkRect2D scissor = { 0, 0, w, h };
vk.CmdSetViewport(cmd, 0, 1, &viewport);
vk.CmdSetScissor(cmd, 0, 1, &scissor);
vk.CmdDraw(cmd, 6, 1, 0, 0);
vk.CmdEndRendering(cmd);
Vk_FrameEnd();
}
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
#include "core/core.c"
#include "os/core.c"
#include "vulkan/core.c"
#include "game/core.c"