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:
@@ -1,3 +1,23 @@
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V2f V2F(F32 x, F32 y) {
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V2f result = { x, y };
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return result;
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}
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V3f V3F(F32 x, F32 y, F32 z) {
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V3f result = { x, y, z };
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return result;
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}
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V4f V4F(F32 x, F32 y, F32 z, F32 w) {
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V4f result = { x, y, z, w };
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return result;
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}
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R2f R2F(V2f min, V2f max) {
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R2f result = { min, max };
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return result;
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}
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V3f V3f_Neg(V3f x) {
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V3f result = { -x.x, -x.y, -x.z };
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return result;
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@@ -4,6 +4,7 @@
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#include <assert.h>
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#define Assert(exp) assert(exp)
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#define StaticAssert(exp) static_assert(exp, #exp)
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#define ArraySize(x) (sizeof(x) / sizeof((x)[0]))
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#define Min(a, b) ((a) < (b) ? (a) : (b))
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@@ -87,6 +87,18 @@ struct Mat4x4FInv {
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Mat4x4F inv;
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};
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typedef struct R2f R2f;
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struct R2f {
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V2f min;
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V2f max;
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};
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function V2f V2F(F32 x, F32 y);
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function V3f V3F(F32 x, F32 y, F32 z);
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function V4f V4F(F32 x, F32 y, F32 z, F32 w);
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function R2f R2F(V2f min, V2f max);
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function V3f V3f_Neg(V3f x);
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function V3f V3f_Scale(V3f x, F32 s);
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132
code/draw/core.c
Normal file
132
code/draw/core.c
Normal file
@@ -0,0 +1,132 @@
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void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects) {
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Vk_Buffer *rbo = &frame->rbo;
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draw->rbo = rbo;
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draw->n_rects = 0;
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draw->max_rects = max_rects;
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draw->rects = rbo->data;
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}
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void D_End(D_Context *draw, Vk_Frame *frame) {
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VkCommandBuffer cmd = frame->cmd;
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Vk_Pipeline *basic = &draw->pipelines[0];
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// We can probably stop doing this at some point
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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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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 rbo_info = { 0 };
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rbo_info.buffer = draw->rbo->handle;
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rbo_info.offset = 0;
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rbo_info.range = VK_WHOLE_SIZE;
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VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = draw->n_images);
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for (U32 it = 0; it < draw->n_images; ++it) {
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image_info[it].imageView = draw->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 = &rbo_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 = draw->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), &draw->camera->proj.fwd);
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VkViewport viewport = { 0, 0, (F32) draw->window_width, (F32) draw->window_height, 0.0f, 1.0f };
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VkRect2D scissor = { 0, 0, draw->window_width, draw->window_height };
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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, draw->n_rects, 0, 0);
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}
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internal U32 V4f_UnormColour(V4f c) {
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// @Todo: SRGB handling
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U32 result =
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((U8) (255.0f * c.a)) << 24 |
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((U8) (255.0f * c.r)) << 16 |
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((U8) (255.0f * c.g)) << 8 |
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((U8) (255.0f * c.b)) << 0;
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return result;
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}
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void _D_Rect(D_Context *draw, D_RectOpts *opts) {
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if (draw->n_rects < draw->max_rects) {
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D_Rect *rect = &draw->rects[draw->n_rects];
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rect->texture = opts->texture;
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rect->x = opts->p.x;
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rect->y = opts->p.y;
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rect->uv[0] = opts->uv.min.x;
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rect->uv[1] = opts->uv.min.y;
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rect->uv[2] = opts->uv.max.x;
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rect->uv[3] = opts->uv.max.y;
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rect->angle = opts->angle;
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if (opts->flags & D_RECT_PER_VERTEX_COLOUR) {
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rect->c[0] = V4f_UnormColour(opts->vtxc[0]);
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rect->c[1] = V4f_UnormColour(opts->vtxc[1]);
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rect->c[2] = V4f_UnormColour(opts->vtxc[2]);
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rect->c[3] = V4f_UnormColour(opts->vtxc[3]);
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}
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else {
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U32 unorm = V4f_UnormColour(opts->c);
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rect->c[0] = unorm;
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rect->c[1] = unorm;
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rect->c[2] = unorm;
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rect->c[3] = unorm;
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}
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if (opts->flags & D_RECT_IGNORE_ASPECT) {
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rect->w = opts->w;
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rect->h = opts->h;
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}
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else {
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Vk_Image *image = &draw->images[opts->texture].image;
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if (image->width > image->height) {
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rect->w = opts->scale * ((F32) image->width / (F32) image->height);
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rect->h = opts->scale;
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}
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else {
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rect->w = opts->scale;
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rect->h = opts->scale * ((F32) image->height / (F32) image->width);
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}
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}
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draw->n_rects += 1;
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}
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}
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85
code/draw/core.h
Normal file
85
code/draw/core.h
Normal file
@@ -0,0 +1,85 @@
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#if !defined(LD_DRAW_CORE_H_)
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#define LD_DRAW_CORE_H_
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#define D_MAX_RECTS 1024
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typedef struct D_Image D_Image;
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struct D_Image {
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Str8 name;
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Vk_Image image;
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};
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typedef struct D_Rect D_Rect;
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struct D_Rect {
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U32 texture;
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U32 c[4]; // per-vertex colours
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F32 uv[4];
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F32 angle;
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F32 x, y;
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F32 w, h;
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U32 p0, p1;
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};
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StaticAssert(sizeof(D_Rect) == 64);
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struct G_Camera;
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typedef struct D_Context D_Context;
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struct D_Context {
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Vk_Buffer *rbo;
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U32 n_pipelines;
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Vk_Pipeline *pipelines;
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U32 n_images;
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D_Image *images;
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U32 max_rects;
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U32 n_rects;
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D_Rect *rects;
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U32 window_width;
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U32 window_height;
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struct G_Camera *camera;
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};
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typedef U32 D_RectFlags;
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enum D_RectFlags {
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D_RECT_IGNORE_ASPECT = (1 << 0), // by default only width is used as a "dimension"
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D_RECT_PER_VERTEX_COLOUR = (1 << 1), // split colours per vertex
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};
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typedef struct D_RectOpts D_RectOpts;
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struct D_RectOpts {
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D_RectFlags flags;
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U32 texture;
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R2f uv;
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V2f p;
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F32 angle;
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union {
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F32 w, h;
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F32 scale, _h;
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V2f dim;
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};
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union {
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V4f c;
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V4f vtxc[4];
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};
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};
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function void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects);
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function void D_End(D_Context *draw, Vk_Frame *frame);
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function void _D_Rect(D_Context *draw, D_RectOpts *opts);
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#define D_Rect(draw, x, y, ...) _D_Rect(draw, &(D_RectOpts) { .p = V2F(x, y), .uv = R2F(V2F(0, 0), V2F(1, 1)), .scale = 1, .c = V4F(1, 1, 1, 1), ##__VA_ARGS__ })
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#endif // LD_DRAW_CORE_H_
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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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108
code/game/core.c
108
code/game/core.c
@@ -1,5 +1,9 @@
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// @Todo: These should move to draw/core.c
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//
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void G_ImagesLoad(G_State *game) {
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M_TempScope(0, 0) {
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D_Context *draw = &game->draw;
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Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
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Str8 path = Sf(temp.arena, "%.*s/assets", Sv(exe_path));
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@@ -17,15 +21,99 @@ void G_ImagesLoad(G_State *game) {
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Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
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||||
|
||||
// We reserve the first texture for the "white" texture
|
||||
draw->n_images = 1;
|
||||
|
||||
for (FS_Entry *it = assets.first; it != 0; it = it->next) {
|
||||
if (Str8_EndsWith(it->basename, S("png"))) {
|
||||
game->n_images += 1;
|
||||
draw->n_images += 1;
|
||||
}
|
||||
}
|
||||
|
||||
VkBufferImageCopy copy = { 0 };
|
||||
game->images = M_ArenaPush(game->arena, G_Image, .count = game->n_images);
|
||||
game->n_images = 0;
|
||||
draw->images = M_ArenaPush(game->arena, D_Image, .count = draw->n_images);
|
||||
draw->n_images = 1;
|
||||
|
||||
// Upload the white texture
|
||||
{
|
||||
D_Image *white = &draw->images[0];
|
||||
U32 white_data[] = { 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF };
|
||||
|
||||
M_CopySize(base, white_data, sizeof(white_data));
|
||||
|
||||
copy.bufferOffset = offset;
|
||||
copy.bufferRowLength = 0;
|
||||
copy.bufferImageHeight = 0;
|
||||
|
||||
copy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
copy.imageSubresource.mipLevel = 0;
|
||||
copy.imageSubresource.baseArrayLayer = 0;
|
||||
copy.imageSubresource.layerCount = 1;
|
||||
|
||||
copy.imageExtent.width = 2;
|
||||
copy.imageExtent.height = 2;
|
||||
copy.imageExtent.depth = 1;
|
||||
|
||||
base += sizeof(white_data);
|
||||
offset += sizeof(white_data);
|
||||
|
||||
white->name = S("_WHITE");
|
||||
|
||||
white->image.width = 2;
|
||||
white->image.height = 2;
|
||||
white->image.format = VK_FORMAT_R8G8B8A8_SRGB;
|
||||
white->image.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
|
||||
|
||||
Vk_ImageCreate(&white->image);
|
||||
|
||||
// We could combine all of these 'pre-transfer' and 'post-transfer' layers into one
|
||||
// batch, it would simply mean doing three loops over the images and setting them all up
|
||||
// and submitting them in one go. It doesn't really matter for now
|
||||
//
|
||||
|
||||
VkImageMemoryBarrier2 transfer = { 0 };
|
||||
VkImageMemoryBarrier2 shader_read = { 0 };
|
||||
|
||||
transfer.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
|
||||
transfer.srcStageMask = VK_PIPELINE_STAGE_2_NONE;
|
||||
transfer.srcAccessMask = VK_ACCESS_2_NONE;
|
||||
transfer.dstStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
|
||||
transfer.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
|
||||
transfer.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
transfer.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
transfer.image = white->image.handle;
|
||||
|
||||
transfer.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
transfer.subresourceRange.layerCount = 1;
|
||||
transfer.subresourceRange.levelCount = 1;
|
||||
|
||||
shader_read.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
|
||||
shader_read.srcStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
|
||||
shader_read.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
|
||||
shader_read.dstStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
|
||||
shader_read.dstAccessMask = VK_ACCESS_2_SHADER_SAMPLED_READ_BIT;
|
||||
shader_read.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
shader_read.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
shader_read.image = white->image.handle;
|
||||
|
||||
shader_read.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
shader_read.subresourceRange.layerCount = 1;
|
||||
shader_read.subresourceRange.levelCount = 1;
|
||||
|
||||
VkDependencyInfo dep = { 0 };
|
||||
dep.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
|
||||
|
||||
dep.imageMemoryBarrierCount = 1;
|
||||
dep.pImageMemoryBarriers = &transfer;
|
||||
|
||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
|
||||
dep.pImageMemoryBarriers = &shader_read;
|
||||
|
||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||
}
|
||||
|
||||
// Image upload is sbi_load -> copy to staging -> upload to gpu texture
|
||||
|
||||
@@ -35,7 +123,7 @@ void G_ImagesLoad(G_State *game) {
|
||||
stbi_uc *data = stbi_load((const char *) it->path.data, &w, &h, &c, 4);
|
||||
|
||||
if (data) {
|
||||
G_Image *image = &game->images[game->n_images];
|
||||
D_Image *image = &draw->images[draw->n_images];
|
||||
|
||||
U64 image_sz = 4 * w * h;
|
||||
|
||||
@@ -59,7 +147,7 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
||||
Assert(offset <= staging.size);
|
||||
|
||||
game->n_images += 1;
|
||||
draw->n_images += 1;
|
||||
|
||||
image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.'));
|
||||
|
||||
@@ -126,9 +214,11 @@ void G_ImagesLoad(G_State *game) {
|
||||
}
|
||||
|
||||
void G_PipelinesLoad(G_State *game) {
|
||||
game->pipelines = M_ArenaPush(game->arena, Vk_Pipeline, .count = 1);
|
||||
D_Context *draw = &game->draw;
|
||||
|
||||
Vk_Pipeline *basic = &game->pipelines[0];
|
||||
draw->pipelines = M_ArenaPush(game->arena, Vk_Pipeline, .count = 1);
|
||||
|
||||
Vk_Pipeline *basic = &draw->pipelines[0];
|
||||
|
||||
VkShaderModule vshader = 0, fshader = 0;
|
||||
M_TempScope(0, 0) {
|
||||
@@ -161,12 +251,12 @@ void G_PipelinesLoad(G_State *game) {
|
||||
|
||||
bindings[1].binding = 1;
|
||||
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
bindings[1].descriptorCount = game->n_images;
|
||||
bindings[1].descriptorCount = game->draw.n_images;
|
||||
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo set_info = { 0 };
|
||||
set_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
|
||||
set_info.bindingCount = 2;
|
||||
set_info.bindingCount = ArraySize(bindings);
|
||||
set_info.pBindings = bindings;
|
||||
|
||||
vk.CreateDescriptorSetLayout(vk.device, &set_info, 0, &basic->layout.set);
|
||||
|
||||
@@ -1,20 +1,6 @@
|
||||
#if !defined(LD_GAME_CORE_H_)
|
||||
#define LD_GAME_CORE_H_
|
||||
|
||||
typedef struct G_Vertex G_Vertex;
|
||||
struct G_Vertex {
|
||||
F32 x, y, z, w;
|
||||
F32 u, v;
|
||||
U32 c;
|
||||
U32 pad;
|
||||
};
|
||||
|
||||
typedef struct G_Image G_Image;
|
||||
struct G_Image {
|
||||
Str8 name;
|
||||
Vk_Image image;
|
||||
};
|
||||
|
||||
typedef struct G_Camera G_Camera;
|
||||
struct G_Camera {
|
||||
V3f x, y, z;
|
||||
@@ -30,19 +16,10 @@ typedef struct G_State G_State;
|
||||
struct G_State {
|
||||
M_Arena *arena;
|
||||
|
||||
U32 n_images;
|
||||
G_Image *images;
|
||||
|
||||
U32 n_pipelines;
|
||||
Vk_Pipeline *pipelines;
|
||||
|
||||
Vk_Buffer vbo;
|
||||
|
||||
D_Context draw;
|
||||
G_Camera camera;
|
||||
};
|
||||
|
||||
|
||||
|
||||
function void G_ImagesLoad(G_State *game);
|
||||
function void G_PipelinesLoad(G_State *game);
|
||||
|
||||
|
||||
@@ -16,7 +16,7 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
|
||||
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
|
||||
printf("done\n");
|
||||
npc->walkTimer = 0;
|
||||
printf("%*.s started walking to %d\n", Sv(npc->name), npc->targetNavNode);
|
||||
printf("%.*s started walking to %d\n", Sv(npc->name), npc->targetNavNode);
|
||||
}
|
||||
break;
|
||||
case NPC_ACTION_WALKING:
|
||||
|
||||
@@ -372,6 +372,16 @@ bool Vk_Setup(SDL_Window *window) {
|
||||
|
||||
vk.CreateDescriptorPool(vk.device, &descriptor_pool, 0, &frame->descriptors);
|
||||
|
||||
// rect buffer
|
||||
//
|
||||
|
||||
Vk_Buffer *rbo = &frame->rbo;
|
||||
rbo->usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
||||
rbo->size = D_MAX_RECTS * sizeof(D_Rect);
|
||||
rbo->host_visible = true;
|
||||
|
||||
Vk_BufferCreate(rbo);
|
||||
|
||||
VkSemaphoreCreateInfo semaphore = { 0 };
|
||||
semaphore.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
|
||||
|
||||
@@ -547,7 +557,7 @@ internal VkDeviceMemory Vk_Allocate(VkMemoryRequirements *mreq, VkMemoryProperty
|
||||
}
|
||||
}
|
||||
|
||||
if (type_index != -1) {
|
||||
if (type_index != U32_MAX) {
|
||||
VkMemoryAllocateInfo alloc_info = { 0 };
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = mreq->size;
|
||||
@@ -556,6 +566,7 @@ internal VkDeviceMemory Vk_Allocate(VkMemoryRequirements *mreq, VkMemoryProperty
|
||||
vk.AllocateMemory(vk.device, &alloc_info, 0, &result);
|
||||
}
|
||||
|
||||
Assert(result != VK_NULL_HANDLE);
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -566,6 +577,7 @@ void Vk_BufferCreate(Vk_Buffer *buffer) {
|
||||
create_info.size = buffer->size;
|
||||
|
||||
vk.CreateBuffer(vk.device, &create_info, 0, &buffer->handle);
|
||||
Assert(buffer->handle != VK_NULL_HANDLE);
|
||||
|
||||
VkMemoryRequirements req;
|
||||
vk.GetBufferMemoryRequirements(vk.device, buffer->handle, &req);
|
||||
@@ -580,6 +592,7 @@ void Vk_BufferCreate(Vk_Buffer *buffer) {
|
||||
if (buffer->host_visible) {
|
||||
vk.MapMemory(vk.device, buffer->memory, 0, buffer->size, 0, &buffer->data);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Vk_ImageCreate(Vk_Image *image) {
|
||||
|
||||
@@ -96,6 +96,8 @@ struct Vk_Frame {
|
||||
U32 next_scratch;
|
||||
Vk_CommandBuffer scratch[VK_NUM_SCRATCH];
|
||||
|
||||
Vk_Buffer rbo;
|
||||
|
||||
U32 image; // swapchain image index
|
||||
};
|
||||
|
||||
|
||||
@@ -62,6 +62,8 @@
|
||||
VK_FUNC(CmdDraw);
|
||||
VK_FUNC(CmdSetViewport);
|
||||
VK_FUNC(CmdSetScissor);
|
||||
VK_FUNC(CmdDrawIndexed);
|
||||
VK_FUNC(CmdBindIndexBuffer);
|
||||
|
||||
VK_FUNC(CmdPushConstants);
|
||||
VK_FUNC(CmdCopyBufferToImage);
|
||||
|
||||
@@ -4,12 +4,12 @@
|
||||
|
||||
layout(location = 0) in vec2 frag_uv;
|
||||
layout(location = 1) in vec4 frag_c;
|
||||
layout(location = 2) in flat uint idx;
|
||||
layout(location = 2) in flat uint texid;
|
||||
|
||||
layout(location = 0) out vec4 framebuffer;
|
||||
|
||||
layout(binding = 1) uniform sampler2D u_image[];
|
||||
layout(binding = 1) uniform sampler2D u_images[];
|
||||
|
||||
void main() {
|
||||
framebuffer = frag_c * texture(u_image[idx], frag_uv);
|
||||
framebuffer = frag_c * texture(u_images[texid], frag_uv);
|
||||
}
|
||||
|
||||
@@ -2,6 +2,28 @@
|
||||
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
|
||||
uint indices[6] = { 0, 1, 3, 0, 3, 2 };
|
||||
|
||||
vec2 verticies[4] = vec2[](
|
||||
vec2(-0.5, -0.5),
|
||||
vec2( 0.5, -0.5),
|
||||
vec2(-0.5, 0.5),
|
||||
vec2( 0.5, 0.5)
|
||||
);
|
||||
|
||||
struct G_Rect {
|
||||
uint id;
|
||||
|
||||
uint c[4];
|
||||
float uv[4];
|
||||
|
||||
float angle;
|
||||
float x, y;
|
||||
float w, h;
|
||||
|
||||
float _pad0, _pad1;
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
vec4 p;
|
||||
vec2 uv;
|
||||
@@ -15,22 +37,28 @@ uniform Global {
|
||||
};
|
||||
|
||||
layout(binding = 0, scalar)
|
||||
readonly buffer Vertices {
|
||||
Vertex vtx[];
|
||||
readonly buffer Rect {
|
||||
G_Rect rects[];
|
||||
};
|
||||
|
||||
layout(location = 0) out vec2 frag_uv;
|
||||
layout(location = 1) out vec4 frag_c;
|
||||
layout(location = 2) out flat uint idx;
|
||||
layout(location = 2) out flat uint texid;
|
||||
|
||||
vec4 unorm_colour(uint c) {
|
||||
vec4 result = vec4((c >> 0) & 0xFF, (c >> 8) & 0xFF, (c >> 16) & 0xFF, (c >> 24) & 0xFF) / 255.0f;
|
||||
return result;
|
||||
}
|
||||
|
||||
void main() {
|
||||
Vertex v = vtx[gl_VertexIndex];
|
||||
G_Rect rect = rects[gl_InstanceIndex];
|
||||
uint idx = indices[gl_VertexIndex];
|
||||
|
||||
gl_Position = proj * v.p;
|
||||
vec2 p = (verticies[idx] * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
|
||||
|
||||
frag_uv = v.uv;
|
||||
frag_c = vec4((v.c >> 24) & 0xFF, (v.c >> 16) & 0xFF, (v.c >> 8) & 0xFF, (v.c >> 0) & 0xFF) / 255.0f;
|
||||
frag_c = frag_c.abgr;
|
||||
gl_Position = proj * vec4(p, 1.0f, 1.0f);
|
||||
|
||||
idx = v.pad;
|
||||
frag_uv = vec2(rect.uv[(idx & 1) << 1], rect.uv[1 + (uint(idx / 2) << 1)]);
|
||||
frag_c = unorm_colour(rect.c[idx]);
|
||||
texid = rect.id;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user