Added camera
Moved some math types Added some more vector types Did the camera matrix calulations Updated shaders to take push constants
This commit is contained in:
58
code/first.c
58
code/first.c
@@ -37,7 +37,6 @@ int main(int argc, char **argv) {
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Vk_Setup(window);
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G_State *game = 0;
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G_Image *img = 0;
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{
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M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
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game = M_ArenaPush(arena, G_State);
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@@ -47,14 +46,17 @@ int main(int argc, char **argv) {
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G_ImagesLoad(game);
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G_PipelinesLoad(game);
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for (U32 it = 0; it < game->n_images; ++it) {
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if (Str8_Equal(game->images[it].name, S("saloon_ext"), 0)) {
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img = &game->images[it];
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break;
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}
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}
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G_Camera *camera = &game->camera;
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if (!img) { img = &game->images[0]; }
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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->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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@@ -65,13 +67,13 @@ int main(int argc, char **argv) {
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G_Vertex *vertices = cast(G_Vertex *) vbo->data;
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vertices[0] = (G_Vertex) { -0.25f, -0.25f, 1.0f, 1.0f, 0.0f, 0.0f, 0xFFFFFFFF, 1};
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vertices[1] = (G_Vertex) { 0.25f, -0.25f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 1};
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vertices[2] = (G_Vertex) { -0.25f, 0.25f, 1.0f, 1.0f, 0.0f, 1.0f, 0xFFFFFFFF, 1};
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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, -0.25f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 1};
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vertices[4] = (G_Vertex) { 0.25f, 0.25f, 1.0f, 1.0f, 1.0f, 1.0f, 0xFFFFFFFF, 1};
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vertices[5] = (G_Vertex) { -0.25f, 0.25f, 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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}
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bool running = true;
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@@ -97,10 +99,12 @@ int main(int argc, char **argv) {
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.currentNavNode = 0
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}
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},
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.navMesh = TestNavMesh,
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.navMesh = &TestNavMesh,
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.npcPOI = {100}
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};
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printf("%zu size in bytes\n", sizeof(TestNavMesh));
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while (running)
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{
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SDL_Event e;
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@@ -113,11 +117,13 @@ int main(int argc, char **argv) {
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}
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}
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UpdateNPCs(1.0f / 60.0f, &world);
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updateNPCs(1.0f / 60.0f, &world);
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int w, h;
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SDL_GetWindowSizeInPixels(window, &w, &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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VkCommandBuffer cmd = frame->cmd;
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@@ -128,19 +134,19 @@ int main(int argc, char **argv) {
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clear_colour.color.float32[3] = 1.0f;
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VkRenderingAttachmentInfo colour_attachment = {0};
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colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
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colour_attachment.imageView = vk.swapchain.views[frame->image];
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colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
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colour_attachment.imageView = vk.swapchain.views[frame->image];
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colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colour_attachment.clearValue = clear_colour;
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colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colour_attachment.clearValue = clear_colour;
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VkRenderingInfo rendering_info = {0};
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rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
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rendering_info.renderArea = (VkRect2D){0, 0, w, h};
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rendering_info.layerCount = 1;
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rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
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rendering_info.renderArea = (VkRect2D) { 0, 0, w, h };
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rendering_info.layerCount = 1;
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rendering_info.colorAttachmentCount = 1;
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rendering_info.pColorAttachments = &colour_attachment;
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rendering_info.pColorAttachments = &colour_attachment;
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vk.CmdBeginRendering(cmd, &rendering_info);
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@@ -191,6 +197,7 @@ int main(int argc, char **argv) {
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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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@@ -202,7 +209,6 @@ int main(int argc, char **argv) {
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vk.CmdEndRendering(cmd);
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Vk_FrameEnd();
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}
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