Added rect draw api
Added some new maths types Updated shaders to use new D_Rect structure Added rect buffers to frames Misc cleanup
This commit is contained in:
97
code/first.c
97
code/first.c
@@ -11,6 +11,8 @@
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#include "os/core.h"
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#include "vulkan/core.h"
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#include "draw/core.h"
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#include "game/core.h"
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#include "game/world.h"
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@@ -48,34 +50,26 @@ int main(int argc, char **argv) {
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G_Camera *camera = &game->camera;
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camera->x = (V3f) { 1, 0, 0 };
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camera->y = (V3f) { 0, 1, 0 };
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camera->z = (V3f) { 0, 0, 1 };
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camera->p = (V3f) { 0, 0, 8 };
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camera->x = V3F(1, 0, 0);
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camera->y = V3F(0, 1, 0);
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camera->z = V3F(0, 0, 1);
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camera->p = V3F(0, 0, 48);
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camera->fov = 60.0f;
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camera->nearp = 0.01f;
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camera->farp = 1000.0f;
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Vk_Buffer *vbo = &game->vbo;
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vbo->size = KB(4096);
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vbo->usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
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vbo->host_visible = true;
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Vk_BufferCreate(vbo);
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G_Vertex *vertices = cast(G_Vertex *) vbo->data;
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vertices[0] = (G_Vertex) { -0.25f, -0.625f, 1.0f, 1.0f, 0.0f, 0.0f, 0xFFFFFFFF, 1};
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vertices[1] = (G_Vertex) { 0.25f, -0.625f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 1};
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vertices[2] = (G_Vertex) { -0.25f, 0.625f, 1.0f, 1.0f, 0.0f, 1.0f, 0xFFFFFFFF, 1};
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vertices[3] = (G_Vertex) { 0.25f, -0.625f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 1};
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vertices[4] = (G_Vertex) { 0.25f, 0.625f, 1.0f, 1.0f, 1.0f, 1.0f, 0xFFFFFFFF, 1};
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vertices[5] = (G_Vertex) { -0.25f, 0.625f, 1.0f, 1.0f, 0.0f, 1.0f, 0xFFFFFFFF, 1};
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game->draw.camera = camera;
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}
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Vk_Buffer rbo = { 0 };
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rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
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rbo.size = KB(4);
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rbo.host_visible = true;
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Vk_BufferCreate(&rbo);
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bool running = true;
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Player player;
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player.pos.x = 0;
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@@ -122,6 +116,9 @@ int main(int argc, char **argv) {
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int w, h;
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SDL_GetWindowSizeInPixels(window, &w, &h);
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game->draw.window_width = w;
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game->draw.window_height = h;
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G_CalulateCamera(&game->camera, (F32) w / (F32) h);
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Vk_Frame *frame = Vk_FrameBegin(window);
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@@ -150,62 +147,13 @@ int main(int argc, char **argv) {
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vk.CmdBeginRendering(cmd, &rendering_info);
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Vk_Pipeline *basic = &game->pipelines[0];
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D_Begin(&game->draw, frame, D_MAX_RECTS);
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VkDescriptorSet set;
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VkDescriptorSetAllocateInfo alloc_info = { 0 };
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alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
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alloc_info.descriptorPool = frame->descriptors;
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alloc_info.descriptorSetCount = 1;
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alloc_info.pSetLayouts = &basic->layout.set;
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D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
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D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
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D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
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vk.AllocateDescriptorSets(vk.device, &alloc_info, &set);
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// 'update' the descriptor sets for binding
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M_TempScope(0, 0) {
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VkWriteDescriptorSet writes[2] = { 0 };
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VkDescriptorBufferInfo vbo_info = { 0 };
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vbo_info.buffer = game->vbo.handle;
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vbo_info.offset = 0;
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vbo_info.range = 256;
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VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = game->n_images);
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for (U32 it = 0; it < game->n_images; ++it) {
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image_info[it].imageView = game->images[it].image.view;
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image_info[it].sampler = vk.sampler;
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image_info[it].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writes[0].dstSet = set;
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writes[0].dstBinding = 0;
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writes[0].descriptorCount = 1;
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writes[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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writes[0].pBufferInfo = &vbo_info;
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writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writes[1].dstSet = set;
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writes[1].dstBinding = 1;
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writes[1].descriptorCount = game->n_images;
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writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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writes[1].pImageInfo = image_info;
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vk.UpdateDescriptorSets(vk.device, ArraySize(writes), writes, 0, 0);
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}
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vk.CmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->handle);
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vk.CmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->layout.pipeline, 0, 1, &set, 0, 0);
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vk.CmdPushConstants(cmd, basic->layout.pipeline, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(Mat4x4F), &game->camera.proj.fwd);
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VkViewport viewport = { 0, 0, (F32) w, (F32) h, 0.0f, 1.0f };
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VkRect2D scissor = { 0, 0, w, h };
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vk.CmdSetViewport(cmd, 0, 1, &viewport);
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vk.CmdSetScissor(cmd, 0, 1, &scissor);
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vk.CmdDraw(cmd, 6, 1, 0, 0);
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D_End(&game->draw, frame);
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vk.CmdEndRendering(cmd);
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@@ -221,4 +169,5 @@ int main(int argc, char **argv) {
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#include "core/core.c"
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#include "os/core.c"
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#include "vulkan/core.c"
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#include "draw/core.c"
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#include "game/core.c"
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