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:
2025-10-05 14:27:05 +01:00
parent 3b8c50a361
commit 1757fc4b96
14 changed files with 432 additions and 121 deletions

View File

@@ -11,6 +11,8 @@
#include "os/core.h"
#include "vulkan/core.h"
#include "draw/core.h"
#include "game/core.h"
#include "game/world.h"
@@ -48,34 +50,26 @@ int main(int argc, char **argv) {
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->x = V3F(1, 0, 0);
camera->y = V3F(0, 1, 0);
camera->z = V3F(0, 0, 1);
camera->p = V3F(0, 0, 48);
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};
game->draw.camera = camera;
}
Vk_Buffer rbo = { 0 };
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
rbo.size = KB(4);
rbo.host_visible = true;
Vk_BufferCreate(&rbo);
bool running = true;
Player player;
player.pos.x = 0;
@@ -122,6 +116,9 @@ int main(int argc, char **argv) {
int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h);
game->draw.window_width = w;
game->draw.window_height = h;
G_CalulateCamera(&game->camera, (F32) w / (F32) h);
Vk_Frame *frame = Vk_FrameBegin(window);
@@ -150,62 +147,13 @@ int main(int argc, char **argv) {
vk.CmdBeginRendering(cmd, &rendering_info);
Vk_Pipeline *basic = &game->pipelines[0];
D_Begin(&game->draw, frame, D_MAX_RECTS);
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;
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
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);
D_End(&game->draw, frame);
vk.CmdEndRendering(cmd);
@@ -221,4 +169,5 @@ int main(int argc, char **argv) {
#include "core/core.c"
#include "os/core.c"
#include "vulkan/core.c"
#include "draw/core.c"
#include "game/core.c"