Drawing a textured quad
Added new assets Loaded all texture assets into game state Loaded the basic pipeline Setup a hard-coded quad to test drawing Created a very jank vertex struct Added ReadEntireFile for filesystem Added getting file size from file handle Added a descriptor pool to each in flight frame Changed Vk_BufferCreate to handle multiple uses Added shader building to the windows.bat build script
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@@ -1,9 +1,14 @@
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void G_ImagesLoad(M_Arena *arena) {
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M_TempScope(1, &arena) {
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void G_ImagesLoad(G_State *game) {
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M_TempScope(0, 0) {
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FS_List assets = FS_PathList(temp.arena, S("assets"));
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Vk_Buffer staging = Vk_BufferCreate(MB(256), true /* host_visible */);
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Vk_Buffer staging = { 0 };
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staging.size = MB(256);
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staging.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
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staging.host_visible = true;
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Vk_BufferCreate(&staging);
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U8 *base = staging.data;
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U64 offset = 0;
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@@ -14,12 +19,16 @@ void G_ImagesLoad(M_Arena *arena) {
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for (FS_Entry *it = assets.first; it != 0; it = it->next) {
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if (Str8_EndsWith(it->basename, S("png"))) {
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if (Str8_Equal(it->basename, S("saloon_ext.png"), 0)) {
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printf("IMAGE SALOON == %d\n", n_images);
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}
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n_images += 1;
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}
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}
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VkBufferImageCopy copy = { 0 };
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G_Image *images = M_ArenaPush(arena, G_Image, .count = n_images);
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game->images = M_ArenaPush(game->arena, G_Image, .count = n_images);
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n_images = 0;
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// Image upload is sbi_load -> copy to staging -> upload to gpu texture
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@@ -30,7 +39,7 @@ void G_ImagesLoad(M_Arena *arena) {
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stbi_uc *data = stbi_load((const char *) it->path.data, &w, &h, &c, 4);
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if (data) {
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G_Image *image = &images[n_images];
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G_Image *image = &game->images[n_images];
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U64 image_sz = 4 * w * h;
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@@ -56,7 +65,7 @@ void G_ImagesLoad(M_Arena *arena) {
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n_images += 1;
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image->name = Str8_Copy(arena, Str8_RemoveAfterLast(it->basename, '.'));
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image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.'));
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image->image.width = w;
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image->image.height = h;
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@@ -117,3 +126,70 @@ void G_ImagesLoad(M_Arena *arena) {
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Vk_CommandBufferSubmit(cmds, true /* wait */);
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}
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}
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void G_PipelinesLoad(G_State *game) {
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game->pipelines = M_ArenaPush(game->arena, Vk_Pipeline, .count = 1);
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Vk_Pipeline *basic = &game->pipelines[0];
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VkShaderModule vshader = 0, fshader = 0;
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M_TempScope(0, 0) {
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Str8 vshader_code = FS_ReadEntireFile(temp.arena, S("assets/shaders/basic.vert.spv"));
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Str8 fshader_code = FS_ReadEntireFile(temp.arena, S("assets/shaders/basic.frag.spv"));
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VkShaderModuleCreateInfo create_info = { 0 };
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create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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create_info.pCode = (U32 *) vshader_code.data;
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create_info.codeSize = vshader_code.count;
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vk.CreateShaderModule(vk.device, &create_info, 0, &vshader);
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create_info.pCode = (U32 *) fshader_code.data;
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create_info.codeSize = fshader_code.count;
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vk.CreateShaderModule(vk.device, &create_info, 0, &fshader);
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}
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// Create pipeline layout, its insane what you have to do for this because the ALREADY KNOW
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// all of this information
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{
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VkDescriptorSetLayoutBinding bindings[2] = { 0 };
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bindings[0].binding = 0;
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bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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bindings[0].descriptorCount = 1;
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bindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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bindings[1].binding = 1;
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bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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bindings[1].descriptorCount = 1;
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bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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VkDescriptorSetLayoutCreateInfo set_info = { 0 };
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set_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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set_info.bindingCount = 2;
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set_info.pBindings = bindings;
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vk.CreateDescriptorSetLayout(vk.device, &set_info, 0, &basic->layout.set);
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VkPipelineLayoutCreateInfo layout_create = { 0 };
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layout_create.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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layout_create.setLayoutCount = 1;
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layout_create.pSetLayouts = &basic->layout.set;
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vk.CreatePipelineLayout(vk.device, &layout_create, 0, &basic->layout.pipeline);
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}
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basic->targets.items[0] = vk.swapchain.format.format;
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basic->targets.count = 1;
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basic->shaders.count = 2;
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basic->shaders.items[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
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basic->shaders.items[0].handle = vshader;
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basic->shaders.items[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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basic->shaders.items[1].handle = fshader;
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Vk_PipelineCreate(basic);
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}
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