Compare commits

18 Commits

Author SHA1 Message Date
108de25eb5 add ignore 2025-10-05 16:07:55 +01:00
beccaf8465 raycast fin 2025-10-05 16:05:57 +01:00
fd7162259b raycast start 2025-10-05 15:09:05 +01:00
1d70f3ae20 feat: Add player breaks 2025-10-05 14:47:54 +01:00
5d48ed9c19 Merge remote-tracking branch 'origin' 2025-10-05 14:46:04 +01:00
1f97d81133 feat: initial bandit and more npc tweaks 2025-10-05 14:42:19 +01:00
1757fc4b96 Added rect draw api
Added some new maths types
Updated shaders to use new D_Rect structure
Added rect buffers to frames
Misc cleanup
2025-10-05 14:27:05 +01:00
3b8c50a361 Added camera
Moved some math types
Added some more vector types
Did the camera matrix calulations
Updated shaders to take push constants
2025-10-05 02:40:59 +01:00
2c67896cf2 Made navmesh compile on Windows
Small updates to remove warnings
Testing nonuniform descriptor access in shader
2025-10-05 01:31:39 +01:00
175f4da59b chore: Fix printf 2025-10-05 00:31:52 +01:00
50efa6d8c0 Merge remote-tracking branch 'origin' 2025-10-05 00:30:33 +01:00
ab96fa3eeb feat: Basic NPC wandering 2025-10-05 00:25:37 +01:00
55c1adba40 Added system path stuff on Windows
Fixed typo in image loading
2025-10-05 00:24:51 +01:00
dd316664f6 Added filesystem stuff on Linux
More includes for Linux
Update build script to copy assets and compile shaders
Added base code directory as include path
Added FS_SystemPath
Made asset loading work directory agnostic
2025-10-04 23:46:13 +01:00
e4c1bc0a1c Merge branch 'main' of yibble.dev:bulmanator/ld58
Fixed conflicts
Added "code" directory for include to make it easier to include core
headers
Stopped warnings (probably cl specific)
2025-10-04 21:58:14 +01:00
187359f747 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
2025-10-04 21:42:04 +01:00
b1a805cea8 Added image loading
Added some string functions and macros
Added path listing on windows
Added assets
2025-10-04 17:24:30 +01:00
7d55b16c8e Filesystem stuff on Windows
Minor image acquire/present refactor
Unsigned integer limits
Fixed typo in arena push/push copy macro
2025-10-04 11:52:39 +01:00
59 changed files with 37618 additions and 153 deletions

1
.gitignore vendored
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@@ -1,3 +1,4 @@
build/ build/
code/compile_commands.json code/compile_commands.json
code/.cache code/.cache
.vscode

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@@ -1,7 +1,7 @@
#if !defined(LD_CORE_ARENA_H_) #if !defined(LD_CORE_ARENA_H_)
#define LD_CORE_ARENA_H_ #define LD_CORE_ARENA_H_
#define AlignUp(x, a) (((x) + ~((a) - 1)) & ~((a) - 1)) #define AlignUp(x, a) (((x) + ((a) - 1)) & ~((a) - 1))
#define AlignDown(x, a) (((x)) & ~((a) - 1)) #define AlignDown(x, a) (((x)) & ~((a) - 1))
#define KB(x) ((U64) (x) << 10) #define KB(x) ((U64) (x) << 10)
@@ -64,8 +64,8 @@ function void *_M_ArenaPush(M_Arena *arena, U64 esize, M_ArenaPushOpts *opts)
function void *_M_ArenaPushCopy(M_Arena *arena, void *src, U64 esize, M_ArenaPushOpts *opts); function void *_M_ArenaPushCopy(M_Arena *arena, void *src, U64 esize, M_ArenaPushOpts *opts);
#define M_ArenaAlloc(limit, ...) _M_ArenaAlloc(limit, &(M_ArenaOpts) { .initial = MB(1), .increment = KB(64), ##__VA_ARGS__ }) #define M_ArenaAlloc(limit, ...) _M_ArenaAlloc(limit, &(M_ArenaOpts) { .initial = MB(1), .increment = KB(64), ##__VA_ARGS__ })
#define M_ArenaPush(arena, T, ...) (T *) _M_ArenaPush(arena, sizeof(T), &(M_ArenaOpts) { .count = 1, .align = Alignof(T), ##__VA_ARGS__ }) #define M_ArenaPush(arena, T, ...) (T *) _M_ArenaPush(arena, sizeof(T), &(M_ArenaPushOpts) { .count = 1, .align = Alignof(T), ##__VA_ARGS__ })
#define M_ArenaPushCopy(arena, T, src, ...) (T *) _M_ArenaPush(arena, src, sizeof(T), &(M_ArenaOpts) { .count = 1, .align = Alignof(T), ##__VA_ARGS__ }) #define M_ArenaPushCopy(arena, T, src, ...) (T *) _M_ArenaPush(arena, src, sizeof(T), &(M_ArenaPushOpts) { .count = 1, .align = Alignof(T), ##__VA_ARGS__ })
function void M_ArenaReset(M_Arena *arena); function void M_ArenaReset(M_Arena *arena);
function void M_ArenaRelease(M_Arena *arena); function void M_ArenaRelease(M_Arena *arena);

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@@ -1 +1,3 @@
#include "impl/arena.c" #include "impl/arena.c"
#include "impl/string.c"
#include "impl/math.c"

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@@ -5,5 +5,7 @@
#include "platform.h" #include "platform.h"
#include "macros.h" #include "macros.h"
#include "arena.h" #include "arena.h"
#include "string.h"
#include "math.h"
#endif // LD_CORE_CORE_H_ #endif // LD_CORE_CORE_H_

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V2f V2F(F32 x, F32 y) {
V2f result = { x, y };
return result;
}
V3f V3F(F32 x, F32 y, F32 z) {
V3f result = { x, y, z };
return result;
}
V4f V4F(F32 x, F32 y, F32 z, F32 w) {
V4f result = { x, y, z, w };
return result;
}
R2f R2F(V2f min, V2f max) {
R2f result = { min, max };
return result;
}
V3f V3f_Neg(V3f x) {
V3f result = { -x.x, -x.y, -x.z };
return result;
}
V3f V3f_Scale(V3f x, F32 s) {
V3f result = { s * x.x, s * x.y, s * x.z };
return result;
}
F32 V3f_Dot(V3f a, V3f b) {
F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
return result;
}
F32 V4f_Dot(V4f a, V4f b) {
F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z) + (a.w * b.w);
return result;
}
Mat4x4F M4x4F_Rows(V3f x, V3f y, V3f z) {
Mat4x4F result = {
x.x, x.y, x.z, 0,
y.x, y.y, y.z, 0,
z.x, z.y, z.z, 0,
0, 0, 0, 1
};
return result;
}
Mat4x4F M4x4F_Columns(V3f x, V3f y, V3f z) {
Mat4x4F result = {
x.x, y.x, z.x, 0,
x.y, y.y, z.y, 0,
x.z, y.z, z.z, 0,
0, 0, 0, 1
};
return result;
}
Mat4x4F M4x4F_Mul(Mat4x4F a, Mat4x4F b) {
Mat4x4F result;
for (U32 r = 0; r < 4; ++r) {
for (U32 c = 0; c < 4; ++c) {
result.m[r][c] =
(a.m[r][0] * b.m[0][c]) + (a.m[r][1] * b.m[1][c]) +
(a.m[r][2] * b.m[2][c]) + (a.m[r][3] * b.m[3][c]);
}
}
return result;
}
V4f M4x4F_VMul4(Mat4x4F m, V4f v) {
V4f result;
result.x = V4f_Dot(m.r[0], v);
result.y = V4f_Dot(m.r[1], v);
result.z = V4f_Dot(m.r[2], v);
result.w = V4f_Dot(m.r[3], v);
return result;
}
V3f M4x4F_VMul3(Mat4x4F m, V3f v) {
V4f tx;
tx.xyz = v;
tx.w = 1.0f;
V3f result = M4x4F_VMul4(m, tx).xyz;
return result;
}
Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp) {
F32 focal_length = 1.0f / tanf(0.5f * (PI_F32 * (fov / 360.0f)));
F32 a = focal_length;
F32 b = focal_length * aspect;
F32 c = -(nearp + farp) / (farp - nearp);
F32 d = -(2.0f * nearp * farp) / (farp - nearp);
Mat4x4FInv result = {
// fwd
{
a, 0, 0, 0,
0, b, 0, 0,
0, 0, c, d,
0, 0, -1, 0
},
// inv
{
(1 / a), 0, 0, 0,
0, (1 / b), 0, 0,
0, 0, 0, -1,
0, 0, (1/ d), (c / d)
}
};
return result;
}
Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
Mat4x4FInv result;
// Construct orthonomal basis from axes
//
result.fwd = M4x4F_Rows(x, y, z);
V3f txp = V3f_Neg(M4x4F_VMul3(result.fwd, p));
// Translate by txp
//
result.fwd.r[0].w += txp.x;
result.fwd.r[1].w += txp.y;
result.fwd.r[2].w += txp.z;
// Calculate inverse axes
//
V3f ix = V3f_Scale(x, 1.0f / V3f_Dot(x, x));
V3f iy = V3f_Scale(y, 1.0f / V3f_Dot(y, y));
V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, y));
// Calculate inverse position
//
V3f ip;
ip.x = (txp.x * ix.x) + (txp.y * iy.x) + (txp.z * iz.x);
ip.y = (txp.x * ix.y) + (txp.y * iy.y) + (txp.z * iz.y);
ip.z = (txp.x * ix.z) + (txp.y * iy.z) + (txp.z * iz.z);
result.inv = M4x4F_Columns(ix, iy, iz);
// Translate by ip
//
result.inv.r[0].w -= ip.x;
result.inv.r[1].w -= ip.y;
result.inv.r[2].w -= ip.z;
return result;
}

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@@ -0,0 +1,150 @@
Str8 Str8_Wrap(S64 count, U8 *data) {
Str8 result;
result.data = data;
result.count = count;
return result;
}
Str8 Str8_WrapRange(U8 *start, U8 *end) {
Str8 result;
result.data = start;
result.count = cast(S64) (end - start);
return result;
}
internal S64 Str8_CountZ(U8 *data) {
S64 result = 0;
while (data[result] != 0) { result += 1; }
return result;
}
Str8 Str8_WrapZ(U8 *data) {
Str8 result;
result.data = data;
result.count = Str8_CountZ(data);
return result;
}
Str8 Str8_Copy(M_Arena *arena, Str8 s) {
Str8 result;
result.count = s.count;
result.data = M_ArenaPush(arena, U8, .count = s.count + 1);
M_CopySize(result.data, s.data, s.count);
return result;
}
Str8 Str8_Format(M_Arena *arena, const char *format, ...) {
va_list args;
va_start(args, format);
Str8 result = Str8_FormatArgs(arena, format, args);
va_end(args);
return result;
}
internal S64 Str8_ProcessFormat(Str8 out, const char *format, va_list args) {
S64 result = vsnprintf((char *) out.data, (int) out.count, format, args);
return result;
}
Str8 Str8_FormatArgs(M_Arena *arena, const char *format, va_list args) {
Str8 result;
va_list copy;
va_copy(copy, args);
U64 offset = M_ArenaOffset(arena);
result.count = KB(1);
result.data = M_ArenaPush(arena, U8, .count = result.count);
S64 needed = Str8_ProcessFormat(result, format, args);
if (needed >= result.count) {
M_ArenaPop(arena, offset);
result.count = needed;
result.data = M_ArenaPush(arena, U8, .count = result.count + 1);
Str8_ProcessFormat(result, format, copy);
}
else {
U64 size = result.count - needed - 1;
M_ArenaPopSize(arena, size);
result.count = needed;
}
return result;
}
B32 Str8_Equal(Str8 a, Str8 b, Str8_EqualFlags flags) {
B32 result = (a.count == b.count);
if (result) {
B32 ignore_case = (flags & STR8_EQUAL_IGNORE_CASE) != 0;
for (S64 it = 0; it < a.count; ++it) {
U8 ac = ignore_case ? Chr_ToLowercase(a.data[it]) : a.data[it];
U8 bc = ignore_case ? Chr_ToLowercase(b.data[it]) : b.data[it];
if (ac != bc) {
result = false;
break;
}
}
}
return result;
}
Str8 Str8_Prefix(Str8 s, S64 count) {
Str8 result;
result.data = s.data;
result.count = Min(s.count, count);
return result;
}
Str8 Str8_Suffix(Str8 s, S64 count) {
Str8 result;
result.count = Min(s.count, count);
result.data = s.data + (s.count - result.count);
return result;
}
Str8 Str8_RemoveAfterLast(Str8 s, U8 c) {
Str8 result;
result.data = s.data;
result.count = s.count;
for (S64 it = s.count - 1; it >= 0; --it) {
if (result.data[it] == c) {
result.count = it;
break;
}
}
return result;
}
B32 Str8_EndsWith(Str8 s, Str8 suffix) {
B32 result = Str8_Equal(Str8_Suffix(s, suffix.count), suffix, 0);
return result;
}
U8 Chr_ToUppercase(U8 c) {
U8 result = (c >= 'a' && c <= 'z') ? (c - ('a' - 'A')) : c;
return result;
}
U8 Chr_ToLowercase(U8 c) {
U8 result = (c >= 'A' && c <= 'Z') ? (c + ('a' - 'A')) : c;
return result;
}

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@@ -4,6 +4,7 @@
#include <assert.h> #include <assert.h>
#define Assert(exp) assert(exp) #define Assert(exp) assert(exp)
#define StaticAssert(exp) static_assert(exp, #exp)
#define ArraySize(x) (sizeof(x) / sizeof((x)[0])) #define ArraySize(x) (sizeof(x) / sizeof((x)[0]))
#define Min(a, b) ((a) < (b) ? (a) : (b)) #define Min(a, b) ((a) < (b) ? (a) : (b))
@@ -34,6 +35,8 @@
#define SLL_PushN(h, n, next) ((n)->next = (h), (h) = (n)) #define SLL_PushN(h, n, next) ((n)->next = (h), (h) = (n))
#define SLL_PopN(h, next) (((h) != 0) ? (h) = (h)->next : 0) #define SLL_PopN(h, next) (((h) != 0) ? (h) = (h)->next : 0)
#define SLL_Enqueue(h, t, n) SLL_EnqueueN(h, t, n, next)
#define function static #define function static
#define internal static #define internal static
#define global_var static #define global_var static
@@ -45,14 +48,4 @@
#define thread_var __thread #define thread_var __thread
#endif #endif
#define S(x) Str8_Wrap(sizeof(x) - sizeof(*(x)), (U8 *) (x))
Str8 Str8_Wrap(S64 count, U8 *data) {
Str8 result;
result.data = data;
result.count = count;
return result;
}
#define Sv(x) (int) (x).count, (x).data
#endif // LD_CORE_MACROS_H_ #endif // LD_CORE_MACROS_H_

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@@ -0,0 +1,117 @@
#if !defined(LD_CORE_MATH_H_)
#define LD_CORE_MATH_H_
#define PI_F32 (3.14159265358979323846264338f)
#define TAU_F32 (2.0f * PI_F32)
typedef union V2f V2f;
union V2f {
struct {
F32 x, y;
};
struct {
F32 u, v;
};
struct {
F32 w, h;
};
F32 e[2];
};
typedef union V2i V2i;
union V2i {
struct {
U32 x, y;
};
struct {
U32 w, h;
};
U32 e[2];
};
typedef union V3f V3f;
union V3f {
struct {
F32 x, y, z;
};
struct {
F32 r, g, b;
};
struct {
F32 w, h, d;
};
struct {
V2f xy;
F32 _z;
};
F32 e[3];
};
typedef union V4f V4f;
union V4f {
struct {
F32 x, y, z, w;
};
struct {
F32 r, g, b, a;
};
struct {
V3f xyz;
F32 _w;
};
F32 e[4];
};
typedef union Mat4x4F Mat4x4F;
union Mat4x4F {
F32 m[4][4];
F32 e[16];
V4f r[4];
};
typedef struct Mat4x4FInv Mat4x4FInv;
struct Mat4x4FInv {
Mat4x4F fwd;
Mat4x4F inv;
};
typedef struct R2f R2f;
struct R2f {
V2f min;
V2f max;
};
function V2f V2F(F32 x, F32 y);
function V3f V3F(F32 x, F32 y, F32 z);
function V4f V4F(F32 x, F32 y, F32 z, F32 w);
function R2f R2F(V2f min, V2f max);
function V3f V3f_Neg(V3f x);
function V3f V3f_Scale(V3f x, F32 s);
function F32 V3f_Dot(V3f a, V3f b);
function F32 V4f_Dot(V4f a, V4f b);
function Mat4x4F M4x4F_Rows(V3f x, V3f y, V3f z);
function Mat4x4F M4x4F_Columns(V3f x, V3f y, V3f z);
function V4f M4x4F_VMul4(Mat4x4F m, V4f v);
function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
#endif // LD_CORE_MATH_H_

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@@ -68,11 +68,17 @@
#if OS_WINDOWS #if OS_WINDOWS
#define WIN32_LEAN_AND_MEAN 1 #define WIN32_LEAN_AND_MEAN 1
#include <windows.h> #include <windows.h>
#include <shlobj_core.h>
#pragma warning(disable : 4201) #pragma warning(disable : 4201)
#elif OS_LINUX #elif OS_LINUX
#include <sys/types.h>
#include <dlfcn.h> #include <dlfcn.h>
#include <sys/mman.h> #include <sys/mman.h>
#include <unistd.h> #include <unistd.h>
#include <fcntl.h>
#include <sys/stat.h>
#include <errno.h>
#include <dirent.h>
#endif #endif
#endif // LD_CORE_PLATFORM_H_ #endif // LD_CORE_PLATFORM_H_

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@@ -0,0 +1,36 @@
#if !defined(LD_CORE_STRING_H_)
#define LD_CORE_STRING_H_
#define S(x) Str8_Wrap(sizeof(x) - sizeof(*(x)), (U8 *) (x))
#define Sz(x) Str8_WrapZ((U8 *) (x))
#define Sv(x) (int) (x).count, (x).data
#define Sf(arena, fmt, ...) Str8_Format(arena, fmt, ##__VA_ARGS__)
function Str8 Str8_Wrap(S64 count, U8 *data);
function Str8 Str8_WrapRange(U8 *start, U8 *end);
function Str8 Str8_WrapZ(U8 *data);
function Str8 Str8_Copy(M_Arena *arena, Str8 s);
function Str8 Str8_Format(M_Arena *arena, const char *format, ...);
function Str8 Str8_FormatArgs(M_Arena *arena, const char *format, va_list args);
typedef U32 Str8_EqualFlags;
enum {
STR8_EQUAL_IGNORE_CASE = (1 << 0)
};
function B32 Str8_Equal(Str8 a, Str8 b, Str8_EqualFlags flags);
function Str8 Str8_Prefix(Str8 s, S64 count);
function Str8 Str8_Suffix(Str8 s, S64 count);
function Str8 Str8_RemoveAfterLast(Str8 s, U8 c);
function B32 Str8_EndsWith(Str8 s, Str8 suffix);
function U8 Chr_ToUppercase(U8 c);
function U8 Chr_ToLowercase(U8 c);
#endif // LD_CORE_STRING_H_

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@@ -29,16 +29,9 @@ struct Str8 {
U8 *data; U8 *data;
}; };
typedef struct V2f V2f; #define U8_MAX ((U8) -1)
struct V2f { #define U16_MAX ((U16) -1)
F32 x; #define U32_MAX ((U32) -1)
F32 y; #define U64_MAX ((U64) -1)
};
typedef struct V2i V2i;
struct V2i {
U32 x;
U32 y;
};
#endif // LD_CORE_TYPES_H_ #endif // LD_CORE_TYPES_H_

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@@ -0,0 +1,132 @@
void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects) {
Vk_Buffer *rbo = &frame->rbo;
draw->rbo = rbo;
draw->n_rects = 0;
draw->max_rects = max_rects;
draw->rects = rbo->data;
}
void D_End(D_Context *draw, Vk_Frame *frame) {
VkCommandBuffer cmd = frame->cmd;
Vk_Pipeline *basic = &draw->pipelines[0];
// We can probably stop doing this at some point
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;
vk.AllocateDescriptorSets(vk.device, &alloc_info, &set);
// 'update' the descriptor sets for binding
M_TempScope(0, 0) {
VkWriteDescriptorSet writes[2] = { 0 };
VkDescriptorBufferInfo rbo_info = { 0 };
rbo_info.buffer = draw->rbo->handle;
rbo_info.offset = 0;
rbo_info.range = VK_WHOLE_SIZE;
VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = draw->n_images);
for (U32 it = 0; it < draw->n_images; ++it) {
image_info[it].imageView = draw->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 = &rbo_info;
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[1].dstSet = set;
writes[1].dstBinding = 1;
writes[1].descriptorCount = draw->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), &draw->camera->proj.fwd);
VkViewport viewport = { 0, 0, (F32) draw->window_width, (F32) draw->window_height, 0.0f, 1.0f };
VkRect2D scissor = { 0, 0, draw->window_width, draw->window_height };
vk.CmdSetViewport(cmd, 0, 1, &viewport);
vk.CmdSetScissor(cmd, 0, 1, &scissor);
vk.CmdDraw(cmd, 6, draw->n_rects, 0, 0);
}
internal U32 V4f_UnormColour(V4f c) {
// @Todo: SRGB handling
U32 result =
((U8) (255.0f * c.a)) << 24 |
((U8) (255.0f * c.r)) << 16 |
((U8) (255.0f * c.g)) << 8 |
((U8) (255.0f * c.b)) << 0;
return result;
}
void _D_Rect(D_Context *draw, D_RectOpts *opts) {
if (draw->n_rects < draw->max_rects) {
D_Rect *rect = &draw->rects[draw->n_rects];
rect->texture = opts->texture;
rect->x = opts->p.x;
rect->y = opts->p.y;
rect->uv[0] = opts->uv.min.x;
rect->uv[1] = opts->uv.min.y;
rect->uv[2] = opts->uv.max.x;
rect->uv[3] = opts->uv.max.y;
rect->angle = opts->angle;
if (opts->flags & D_RECT_PER_VERTEX_COLOUR) {
rect->c[0] = V4f_UnormColour(opts->vtxc[0]);
rect->c[1] = V4f_UnormColour(opts->vtxc[1]);
rect->c[2] = V4f_UnormColour(opts->vtxc[2]);
rect->c[3] = V4f_UnormColour(opts->vtxc[3]);
}
else {
U32 unorm = V4f_UnormColour(opts->c);
rect->c[0] = unorm;
rect->c[1] = unorm;
rect->c[2] = unorm;
rect->c[3] = unorm;
}
if (opts->flags & D_RECT_IGNORE_ASPECT) {
rect->w = opts->w;
rect->h = opts->h;
}
else {
Vk_Image *image = &draw->images[opts->texture].image;
if (image->width > image->height) {
rect->w = opts->scale * ((F32) image->width / (F32) image->height);
rect->h = opts->scale;
}
else {
rect->w = opts->scale;
rect->h = opts->scale * ((F32) image->height / (F32) image->width);
}
}
draw->n_rects += 1;
}
}

85
code/draw/core.h Normal file
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@@ -0,0 +1,85 @@
#if !defined(LD_DRAW_CORE_H_)
#define LD_DRAW_CORE_H_
#define D_MAX_RECTS 1024
typedef struct D_Image D_Image;
struct D_Image {
Str8 name;
Vk_Image image;
};
typedef struct D_Rect D_Rect;
struct D_Rect {
U32 texture;
U32 c[4]; // per-vertex colours
F32 uv[4];
F32 angle;
F32 x, y;
F32 w, h;
U32 p0, p1;
};
StaticAssert(sizeof(D_Rect) == 64);
struct G_Camera;
typedef struct D_Context D_Context;
struct D_Context {
Vk_Buffer *rbo;
U32 n_pipelines;
Vk_Pipeline *pipelines;
U32 n_images;
D_Image *images;
U32 max_rects;
U32 n_rects;
D_Rect *rects;
U32 window_width;
U32 window_height;
struct G_Camera *camera;
};
typedef U32 D_RectFlags;
enum D_RectFlags {
D_RECT_IGNORE_ASPECT = (1 << 0), // by default only width is used as a "dimension"
D_RECT_PER_VERTEX_COLOUR = (1 << 1), // split colours per vertex
};
typedef struct D_RectOpts D_RectOpts;
struct D_RectOpts {
D_RectFlags flags;
U32 texture;
R2f uv;
V2f p;
F32 angle;
union {
F32 w, h;
F32 scale, _h;
V2f dim;
};
union {
V4f c;
V4f vtxc[4];
};
};
function void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects);
function void D_End(D_Context *draw, Vk_Frame *frame);
function void _D_Rect(D_Context *draw, D_RectOpts *opts);
#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__ })
#endif // LD_DRAW_CORE_H_

View File

@@ -2,13 +2,22 @@
#include <stdbool.h> #include <stdbool.h>
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#define STB_IMAGE_IMPLEMENTATION 1
#include <stb_image.h>
#include "core/core.h" #include "core/core.h"
#include "core/types.h" #include "core/types.h"
#include "game/npc.h"
#include "os/core.h" #include "os/core.h"
#include "vulkan/core.h" #include "vulkan/core.h"
#include "draw/core.h"
#include "game/impl/player.c" #include "game/core.h"
#include "game/impl/world.c"
#include "game/impl/npc.c"
#include "game/testnavmesh.h"
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
@@ -30,47 +39,83 @@ int main(int argc, char **argv)
Vk_Setup(window); Vk_Setup(window);
G_State *game = 0;
{
M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
game = M_ArenaPush(arena, G_State);
game->arena = arena;
G_ImagesLoad(game);
G_PipelinesLoad(game);
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, 48);
camera->fov = 60.0f;
camera->nearp = 0.01f;
camera->farp = 1000.0f;
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; bool running = true;
Player player; World world = {
player.pos.x = 0; .npcCount = 2,
player.pos.y = 0; .npcs = {
{.collision = {{10, 10}, {10, 10}},
.name = S("Matt"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 5,
.currentNavNode = 87},
{.collision = {{15, 15}, {10, 10}},
.name = S("James"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 10,
.currentNavNode = 0}},
.navMesh = &TestNavMesh,
.npcPOI = {100},
.player = {.pos = {0, 0}}};
printf("%zu size in bytes\n", sizeof(TestNavMesh));
while (running) while (running)
{ {
SDL_Event e; SDL_Event e;
while (SDL_PollEvent(&e)) while (SDL_PollEvent(&e))
{ {
PlayerUpdate(&e, &player);
if (e.type == SDL_EVENT_QUIT) if (e.type == SDL_EVENT_QUIT)
{ {
running = false; running = false;
} }
ProcessEvents(&e, &world);
} }
UpdateWorld(1.0 / 60.0, &world);
int w, h; int w, h;
SDL_GetWindowSizeInPixels(window, &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); Vk_Frame *frame = Vk_FrameBegin(window);
VkCommandBuffer cmd = frame->cmd; VkCommandBuffer cmd = frame->cmd;
VkImageMemoryBarrier2 colour_optimal = {0};
colour_optimal.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
colour_optimal.srcStageMask = VK_PIPELINE_STAGE_2_NONE;
colour_optimal.srcAccessMask = VK_ACCESS_2_NONE;
colour_optimal.dstStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
colour_optimal.dstAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
colour_optimal.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
colour_optimal.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colour_optimal.image = vk.swapchain.images[frame->image];
colour_optimal.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colour_optimal.subresourceRange.layerCount = 1;
colour_optimal.subresourceRange.levelCount = 1;
VkDependencyInfo colour_barrier = {0};
colour_barrier.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
colour_barrier.imageMemoryBarrierCount = 1;
colour_barrier.pImageMemoryBarriers = &colour_optimal;
vk.CmdPipelineBarrier2(cmd, &colour_barrier);
VkClearValue clear_colour; VkClearValue clear_colour;
clear_colour.color.float32[0] = 1.0f; clear_colour.color.float32[0] = 1.0f;
@@ -95,29 +140,16 @@ int main(int argc, char **argv)
vk.CmdBeginRendering(cmd, &rendering_info); vk.CmdBeginRendering(cmd, &rendering_info);
D_Begin(&game->draw, frame, D_MAX_RECTS);
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);
D_End(&game->draw, frame);
vk.CmdEndRendering(cmd); vk.CmdEndRendering(cmd);
VkImageMemoryBarrier2 present_src = {0};
present_src.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
present_src.srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
present_src.srcAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
present_src.dstStageMask = VK_PIPELINE_STAGE_2_NONE;
present_src.dstAccessMask = VK_ACCESS_2_NONE;
present_src.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
present_src.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
present_src.image = vk.swapchain.images[frame->image];
present_src.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
present_src.subresourceRange.layerCount = 1;
present_src.subresourceRange.levelCount = 1;
VkDependencyInfo to_present = {0};
to_present.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
to_present.imageMemoryBarrierCount = 1;
to_present.pImageMemoryBarriers = &present_src;
vk.CmdPipelineBarrier2(cmd, &to_present);
Vk_FrameEnd(); Vk_FrameEnd();
} }
@@ -130,3 +162,5 @@ int main(int argc, char **argv)
#include "core/core.c" #include "core/core.c"
#include "os/core.c" #include "os/core.c"
#include "vulkan/core.c" #include "vulkan/core.c"
#include "draw/core.c"
#include "game/core.c"

View File

@@ -1,17 +1,17 @@
#if !defined(LD_GAME_AABB_H_) #if !defined(LD_GAME_AABB_H_)
#define LD_GAME_AABB_H_ #define LD_GAME_AABB_H_
#include "types.h" #include "../core/types.h"
#include "../core/macros.h" #include "../core/macros.h"
typedef struct AABB AABB; typedef struct AABB AABB;
struct AABB { struct AABB
{
V2f pos; V2f pos;
V2f size; V2f size;
}; };
function bool AABB_Collide(AABB a, AABB b);
function bool AABB_Point(AABB a, V2f v);
function bool AABB_Slab(V2f origin, V2f point, AABB a);
function bool AABB_Collide(AABB a, AABB b); #endif // LD_GAME_AABB_H_
function bool AABB_Point(AABB a, V2f v);
#endif // LD_GAME_AABB_H_

59
code/game/bandit.h Normal file
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@@ -0,0 +1,59 @@
#if !defined(LD_GAME_BANDIT_H_)
#define LD_GAME_BANDIT_H_
typedef enum BANDIT_ACTION BANDIT_ACTION;
enum BANDIT_ACTION {
BANDIT_WAITING,
BANDIT_WALKING,
BANDIT_RUNNING,
BANDIT_SHOOTOUT,
};
typedef struct Bandit Bandit;
struct Bandit {
//// Personal
AABB collision;
Str8 name;
//// Actions
BANDIT_ACTION mode;
// How long they've been waiting.
F32 waitTime;
// How long they will wait in this location.
F32 maxWaitTime;
// Places the bandit walks to / from
// E.g. hide outs, home, saloon
U32 pointsOfInterest[12];
//// Navigation
// The bandits's current path
NavPath path;
// Which node the bandit is on in the path
U32 currentNavNode;
// The current index of the bandit's current node
U32 pathIndex;
// Target navNode index the bandit is walking to
U32 targetNavNode;
// How long the bandit has been walking to the next index
F32 walkTimer;
// How many shots they can take.
U32 health;
// How paranoid they are about being hunted,
// this will make them more trigger happy.
F32 paranoidLevel;
// Max 6?
U8 bullets;
// How long it its between shots.
F32 shootDelay;
// After each shot this is set to shootDelay;
F32 shootCooldownTimer;
// How long it takes them to reload.
F32 reloadTime;
// Accuracy, their shots can vary between this angle either side (rads)
F32 accuracyRange;
// A the circle around the bandit where they will trigger the quicktime reaction scene
F32 agroRadius;
};
#endif // LD_GAME_BANDIT_H_

303
code/game/core.c Normal file
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@@ -0,0 +1,303 @@
// @Todo: These should move to draw/core.c
//
void G_ImagesLoad(G_State *game) {
M_TempScope(0, 0) {
D_Context *draw = &game->draw;
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets", Sv(exe_path));
FS_List assets = FS_PathList(temp.arena, path);
Vk_Buffer staging = { 0 };
staging.size = MB(256);
staging.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
staging.host_visible = true;
Vk_BufferCreate(&staging);
U8 *base = staging.data;
U64 offset = 0;
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
// 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"))) {
draw->n_images += 1;
}
}
VkBufferImageCopy copy = { 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, &copy);
dep.pImageMemoryBarriers = &shader_read;
vk.CmdPipelineBarrier2(cmds->handle, &dep);
}
// Image upload is sbi_load -> copy to staging -> upload to gpu texture
for (FS_Entry *it = assets.first; it != 0; it = it->next) {
if (Str8_EndsWith(it->basename, S("png"))) {
S32 w, h, c;
stbi_uc *data = stbi_load((const char *) it->path.data, &w, &h, &c, 4);
if (data) {
D_Image *image = &draw->images[draw->n_images];
U64 image_sz = 4 * w * h;
M_CopySize(base, data, image_sz);
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 = w;
copy.imageExtent.height = h;
copy.imageExtent.depth = 1;
base += image_sz;
offset += image_sz;
Assert(offset <= staging.size);
draw->n_images += 1;
image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.'));
printf("[Info] :: Loaded %.*s from %.*s\n", Sv(image->name), Sv(it->basename));
image->image.width = w;
image->image.height = h;
image->image.format = VK_FORMAT_R8G8B8A8_SRGB;
image->image.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
Vk_ImageCreate(&image->image);
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 = image->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 = image->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, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
dep.pImageMemoryBarriers = &shader_read;
vk.CmdPipelineBarrier2(cmds->handle, &dep);
stbi_image_free(data);
}
}
}
Vk_CommandBufferSubmit(cmds, true /* wait */);
}
}
void G_PipelinesLoad(G_State *game) {
D_Context *draw = &game->draw;
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) {
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 vshader_code = FS_ReadEntireFile(temp.arena, Sf(temp.arena, "%.*s/assets/shaders/basic.vert.spv", Sv(exe_path)));
Str8 fshader_code = FS_ReadEntireFile(temp.arena, Sf(temp.arena, "%.*s/assets/shaders/basic.frag.spv", Sv(exe_path)));
VkShaderModuleCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
create_info.pCode = (U32 *) vshader_code.data;
create_info.codeSize = vshader_code.count;
vk.CreateShaderModule(vk.device, &create_info, 0, &vshader);
create_info.pCode = (U32 *) fshader_code.data;
create_info.codeSize = fshader_code.count;
vk.CreateShaderModule(vk.device, &create_info, 0, &fshader);
}
// Create pipeline layout, its insane what you have to do for this because the ALREADY KNOW
// all of this information
{
VkDescriptorSetLayoutBinding bindings[2] = { 0 };
bindings[0].binding = 0;
bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
bindings[0].descriptorCount = 1;
bindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[1].binding = 1;
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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 = ArraySize(bindings);
set_info.pBindings = bindings;
vk.CreateDescriptorSetLayout(vk.device, &set_info, 0, &basic->layout.set);
VkPushConstantRange push_range = { 0 };
push_range.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
push_range.offset = 0;
push_range.size = 128;
VkPipelineLayoutCreateInfo layout_create = { 0 };
layout_create.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_create.setLayoutCount = 1;
layout_create.pSetLayouts = &basic->layout.set;
layout_create.pushConstantRangeCount = 1;
layout_create.pPushConstantRanges = &push_range;
vk.CreatePipelineLayout(vk.device, &layout_create, 0, &basic->layout.pipeline);
}
basic->targets.items[0] = vk.swapchain.format.format;
basic->targets.count = 1;
basic->shaders.count = 2;
basic->shaders.items[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
basic->shaders.items[0].handle = vshader;
basic->shaders.items[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
basic->shaders.items[1].handle = fshader;
Vk_PipelineCreate(basic);
}
void G_CalulateCamera(G_Camera *camera, F32 aspect) {
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
camera->proj.fwd = M4x4F_Mul(proj.fwd, view.fwd);
camera->proj.inv = M4x4F_Mul(view.inv, proj.inv);
}
#include "impl/aabb.c"
#include "impl/nav.c"
#include "impl/player.c"

34
code/game/core.h Normal file
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@@ -0,0 +1,34 @@
#if !defined(LD_GAME_CORE_H_)
#define LD_GAME_CORE_H_
typedef struct G_Camera G_Camera;
struct G_Camera {
V3f x, y, z;
V3f p;
F32 fov;
F32 nearp, farp;
Mat4x4FInv proj;
};
typedef struct G_State G_State;
struct G_State {
M_Arena *arena;
D_Context draw;
G_Camera camera;
};
function void G_ImagesLoad(G_State *game);
function void G_PipelinesLoad(G_State *game);
function void G_CalulateCamera(G_Camera *camera, F32 aspect);
#include "aabb.h"
#include "player.h"
#include "nav.h"
#include "npc.h"
#include "world.h"
#endif // LD_GAME_CORE_H_

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@@ -1,15 +1,36 @@
#include "../aabb.h" #include "game/aabb.h"
#include "../types.h" #include <math.h>
bool AABB_Collide(AABB a, AABB b) { bool AABB_Collide(AABB a, AABB b)
{
bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x; bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y; bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
return collision_x && collision_y; return collision_x && collision_y;
} }
bool AABB_Point(AABB a, V2f v) { bool AABB_Point(AABB a, V2f v)
{
bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x; bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y; bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
return collision_x && collision_y; return collision_x && collision_y;
} }
bool AABB_Slab(V2f origin, V2f point, AABB a)
{
V2f start = a.pos;
V2f finish = {a.pos.x + a.size.x, a.pos.y + a.size.y};
V2f invdirection = {1 / (origin.x - point.x), 1 / (origin.y - point.y)};
// x
F32 tLow = (start.x - origin.x) * invdirection.x;
F32 tHigh = (finish.x - origin.x) * invdirection.x;
F32 tMin = min(tLow, tHigh);
F32 tMax = max(tLow, tHigh);
// y
tLow = (start.y - origin.y) * invdirection.y;
tHigh = (finish.y - origin.y) * invdirection.y;
tMin = max(tMin, min(tLow, tHigh));
tMax = min(tMax, max(tLow, tHigh));
return tMax >= tMin;
}

View File

@@ -1,11 +1,13 @@
#include "../nav.h" #include "game/nav.h"
#include "../../core/types.h" #include "core/types.h"
#include <stdio.h> #include <stdio.h>
#define MAX_UNFINISHED 128 #define MAX_UNFINISHED 128
typedef struct navSearchNodeState navSearchNodeState; typedef struct navSearchNodeState navSearchNodeState;
struct navSearchNodeState{ struct navSearchNodeState
{
bool visited; bool visited;
U64 distance; U64 distance;
U32 shortest; U32 shortest;
@@ -13,38 +15,45 @@ struct navSearchNodeState{
}; };
typedef struct navSearchState navSearchState; typedef struct navSearchState navSearchState;
struct navSearchState{ struct navSearchState
navSearchNodeState nodeStates[NAV_MAX_NODES]; {
navSearchNodeState nodeStates[NAV_MAX_NODES];
}; };
navSearchState initState(U32 start, U32 meshSize) { navSearchState initState(U32 start, U32 meshSize)
navSearchState state = {}; {
for(int i = 0; i < meshSize; i++) { navSearchState state;
for (U32 i = 0; i < meshSize; i++)
{
state.nodeStates[i].visited = false; state.nodeStates[i].visited = false;
state.nodeStates[i].addedToUnvisited = false; state.nodeStates[i].addedToUnvisited = false;
// underflow to the max :) state.nodeStates[i].distance = U64_MAX;
state.nodeStates[i].distance = -1;
state.nodeStates[i].shortest = 0; state.nodeStates[i].shortest = 0;
} }
state.nodeStates[start].distance = 0; state.nodeStates[start].distance = 0;
return state; return state;
} }
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset) { U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset)
U32 lowest = -1; {
U32 lowestI = -1; U32 lowest = U32_MAX;
U32 lowestI = U32_MAX;
bool startFound = false; bool startFound = false;
for(int i = *offset; i < unfinishedCount; i++) { for (U32 i = *offset; i < unfinishedCount; i++)
{
navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]]; navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
if(checkNode.visited) { if (checkNode.visited)
if(!startFound) { {
if (!startFound)
{
*offset = i; *offset = i;
} }
continue; continue;
} }
startFound = true; startFound = true;
if (lowest > checkNode.distance) { if (lowest > checkNode.distance)
lowest = checkNode.distance; {
lowest = cast(U32) checkNode.distance;
lowestI = unfinishedIndexes[i]; lowestI = unfinishedIndexes[i];
} }
} }
@@ -52,44 +61,54 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
} }
// Generate a path to follow between the start and end node. // Generate a path to follow between the start and end node.
NavPath Nav_Path(NavMesh mesh, U32 start, U32 end) { NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
navSearchState state = initState(start, mesh.nodeCount); {
navSearchState state = initState(start, mesh->nodeCount);
U32 unfinishedCount = 1; U32 unfinishedCount = 1;
U32 unfinishedIndexes[NAV_MAX_NODES] = {start}; U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
// I don't want to spend time removing items from // I don't want to spend time removing items from
// the unfinished nodes, so when checking for a lowest // the unfinished nodes, so when checking for a lowest
// if I find the first N items have been checked, I'll mark // if I find the first N items have been checked, I'll mark
// an offset to skip the first N items. // an offset to skip the first N items.
U32 unfinishedOffset = 0; U32 unfinishedOffset = 0;
U32 lowestNodeIndex = start; U32 lowestNodeIndex = start;
bool found = false; bool found = false;
while(!found) { while (!found)
for(int connectionI = 0 ; connectionI < mesh.nodes[lowestNodeIndex].connectionCount; connectionI++) { {
NavConnection connection = mesh.nodes[lowestNodeIndex].connections[connectionI]; for (int connectionI = 0; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++)
navSearchNodeState *testNode = &state.nodeStates[connection.NodeIndex]; {
if(testNode->visited) {continue;} NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
U32 distance = state.nodeStates[lowestNodeIndex].distance + connection.Cost; navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
distance += mesh.nodes[end].pos.x - mesh.nodes[connection.NodeIndex].pos.x; if (testNode->visited)
distance += mesh.nodes[end].pos.y - mesh.nodes[connection.NodeIndex].pos.y; {
if(testNode->distance > distance) { continue;
testNode->distance = distance; }
U32 distance = cast(U32)(state.nodeStates[lowestNodeIndex].distance + connection->Cost);
distance += cast(U32)(mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
distance += cast(U32)(mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
if (testNode->distance > distance)
{
testNode->distance = distance;
testNode->shortest = lowestNodeIndex; testNode->shortest = lowestNodeIndex;
} }
if(!testNode->addedToUnvisited) { if (!testNode->addedToUnvisited)
unfinishedIndexes[unfinishedCount] = connection.NodeIndex; {
unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
unfinishedCount++; unfinishedCount++;
testNode->addedToUnvisited = true; testNode->addedToUnvisited = true;
} }
} }
state.nodeStates[lowestNodeIndex].visited = true; state.nodeStates[lowestNodeIndex].visited = true;
lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset); lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
if(lowestNodeIndex == end) { if (lowestNodeIndex == end)
{
found = true; found = true;
} }
} }
NavPath res_path = {0}; NavPath res_path = {0};
U32 index = end; U32 index = end;
while(index!=start) { while (index != start)
{
res_path.indexes[res_path.nodeCount] = index; res_path.indexes[res_path.nodeCount] = index;
res_path.nodeCount++; res_path.nodeCount++;
index = state.nodeStates[index].shortest; index = state.nodeStates[index].shortest;

43
code/game/impl/npc.c Normal file
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@@ -0,0 +1,43 @@
#include "game/npc.h"
#include "game/world.h"
#include "core/types.h"
#include <stdio.h>
void updateNPC(F32 delta, NPC *npc, World *world) {
switch (npc->mode) {
case NPC_ACTION_WAITING:
npc->waitTime+=delta;
if(npc->waitTime > npc->maxWaitTime) {
npc->mode = NPC_ACTION_WALKING;
U32 next = npc->targetNavNode == 100 ? 20 : 100;
npc->targetNavNode = next; // TODO RANDOM
printf("Starting to nav path\n");
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);
}
break;
case NPC_ACTION_WALKING:
npc->walkTimer+=delta;
if(npc->walkTimer >= NPC_SPEED){
npc->walkTimer = 0;
if(npc->path.nodeCount == npc->pathIndex+1){
printf("Finished! so I'm waiting\n");
npc->mode = NPC_ACTION_WAITING;
npc->maxWaitTime = 20; // TODO RANDOM
npc->waitTime = 0;
npc->pathIndex = 0;
return;
}
npc->pathIndex+=1;
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
}
NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
NavNode tNav = world->navMesh->nodes[npc->pathIndex];
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
break;
}
}

View File

@@ -1,22 +1,37 @@
#include "../player.h" #include "../player.h"
#include <SDL3/SDL_keycode.h>
#include <stdio.h>
void PlayerUpdate(SDL_Event *event, Player *player) void PlayerUpdate(SDL_Event *event, Player *player)
{ {
SDL_KeyboardEvent key = event->key; SDL_KeyboardEvent key = event->key;
if (key.key == SDLK_W) SDL_MouseButtonEvent mouseBtn = event->button;
{ switch (key.key)
player->pos.y += 10; {
} case SDLK_W:
if (key.key == SDLK_A) {
{ player->pos.y += 10;
player->pos.x -= 10; break;
} }
if (key.key == SDLK_D) case SDLK_A:
{ {
player->pos.x += 10; player->pos.x -= 10;
} break;
if (key.key == SDLK_S) }
{ case SDLK_D:
player->pos.y -= 10; {
} player->pos.x += 10;
break;
}
case SDLK_S:
{
player->pos.y -= 10;
break;
}
}
if (mouseBtn.clicks == 1)
{
// shooting
player->bulletsLoaded -= 1;
}
} }

22
code/game/impl/world.c Normal file
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@@ -0,0 +1,22 @@
#include "../world.h"
#include "../npc.h"
#include "../player.h"
#include <SDL3/SDL_events.h>
void UpdateWorld(F32 delta, World *world)
{
// UpdateNPCs(delta, world);
}
void UpdateNPCs(F32 delta, World *world)
{
for (int i = 0; i < world->npcCount; i++)
{
updateNPC(delta, &world->npcs[i], world);
}
}
void ProcessEvents(SDL_Event *event, World *world)
{
PlayerUpdate(event, &world->player);
}

View File

@@ -1,8 +1,8 @@
#if !defined(LD_GAME_NAV_H_) #if !defined(LD_GAME_NAV_H_)
#define LD_GAME_NAV_H_ #define LD_GAME_NAV_H_
#include "../core/types.h" #include "core/types.h"
#include "../core/macros.h" #include "core/macros.h"
#define NAV_MAX_PATH 1024 #define NAV_MAX_PATH 1024
#define NAV_MAX_CONNECTIONS 8 #define NAV_MAX_CONNECTIONS 8
@@ -34,7 +34,6 @@ struct NavMesh{
NavNode nodes[NAV_MAX_NODES]; NavNode nodes[NAV_MAX_NODES];
}; };
function NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end);
function NavPath Nav_Path(NavMesh mesh, U32 start, U32 end);
#endif #endif

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@@ -1,10 +1,50 @@
#if !defined(LD_GAME_NPC_H_) #if !defined(LD_GAME_NPC_H_)
#define LD_GAME_NPC_H_ #define LD_GAME_NPC_H_
#include "aabb.h" #include "aabb.h"
#include "nav.h"
#include "npc_look.h"
#include "../core/types.h"
#define NPC_SPEED 0.2f
typedef enum NPC_ACTION NPC_ACTION;
enum NPC_ACTION {
// Waiting can be at any point of interest
NPC_ACTION_WAITING,
// Walking is when they are actively moving somewhere
NPC_ACTION_WALKING,
};
typedef struct NPC NPC; typedef struct NPC NPC;
struct NPC { struct NPC {
//// Personal
AABB collision; AABB collision;
Str8 name;
NPC_LOOK look;
//// Actions
NPC_ACTION mode;
// How long they've been waiting
F32 waitTime;
// How long they will wait until changing action
F32 maxWaitTime;
//// Navigation
// The NPC's current path
NavPath path;
// Which node the NPC is on in the path
U32 currentNavNode;
// The current index of the NPC's current node
U32 pathIndex;
// Target navNode index the npc is walking to
U32 targetNavNode;
// How long the npc has been walking to the next index
F32 walkTimer;
//// Knowledge
// What the NPC knows about the bandit.
NPC_LOOK banditKnowledge;
}; };
#endif // LD_GAME_NPC_H_ #endif // LD_GAME_NPC_H_

82
code/game/npc_look.h Normal file
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@@ -0,0 +1,82 @@
#if !defined(LD_GAME_NPC_LOOK_H_)
#define LD_GAME_NPC_LOOK_H_
typedef struct NPC_LOOK NPC_LOOK;
typedef enum NPC_HAIR_COLOUR NPC_HAIR_COLOUR;
typedef enum NPC_JACKET_COLOUR NPC_JACKET_COLOUR;
typedef enum NPC_JEANS_COLOUR NPC_JEANS_COLOUR;
typedef enum NPC_EYE_COLOUR NPC_EYE_COLOUR;
typedef enum NPC_SKIN_TONE NPC_SKIN_TONE;
typedef enum NPC_HAT NPC_HAT;
typedef enum NPC_FACIAL_FEATURE NPC_FACIAL_FEATURE;
enum NPC_HAIR_COLOUR {
NPC_HAIR_COLOUR_UNKNOWN,
NPC_HAIR_COLOUR_BLONDE,
NPC_HAIR_COLOUR_BLACK,
NPC_HAIR_COLOUR_BRUNETTE,
NPC_HAIR_COLOUR_GIGNER,
};
enum NPC_JACKET_COLOUR {
NPC_JACKET_COLOUR_UNKNOWN,
NPC_JACKET_COLOUR_TAN,
NPC_JACKET_COLOUR_BLUE,
NPC_JACKET_COLOUR_WHITE,
};
enum NPC_JEANS_COLOUR {
NPC_JEANS_COLOUR_UNKNOWN,
NPC_JEANS_COLOUR_TAN,
NPC_JEANS_COLOUR_BLACK,
NPC_JEANS_COLOUR_BLUE,
NPC_JEANS_COLOUR_WHITE,
};
enum NPC_EYE_COLOUR {
NPC_EYE_COLOUR_UNKNOWN,
NPC_EYE_COLOUR_GREEN,
NPC_EYE_COLOUR_BLUE,
NPC_EYE_COLOUR_BROWN,
};
enum NPC_SHOE_COLOUR {
NPC_SHOE_COLOUR_UNKNOWN,
NPC_SHOE_COLOUR_BLACK,
NPC_SHOE_COLOUR_BROWN,
NPC_SHOE_COLOUR_WHITE,
NPC_SHOE_COLOUR_NAVY,
};
enum NPC_SKIN_TONE {
NPC_SKIN_TONE_UNKNOWN,
NPC_SKIN_TONE_WHITE,
NPC_SKIN_TONE_BLACK,
};
enum NPC_FACIAL_FEATURE {
NPC_FACIAL_FEATURE_UNKNOWN,
NPC_FACIAL_FEATURE_BEARD,
NPC_FACIAL_FEATURE_MUSTACHE,
NPC_FACIAL_FEATURE_GLASSES,
};
enum NPC_HAT {
NPC_HAT_UNKNOWN,
NPC_HAT_TEN_GALLON,
NPC_TOP_HAT,
NPC_FLAT_CAP,
NPC_NONE,
};
struct NPC_LOOK {
NPC_HAIR_COLOUR hair;
NPC_JACKET_COLOUR jacket;
NPC_JEANS_COLOUR jeans;
NPC_EYE_COLOUR eyes;
NPC_SKIN_TONE skinTone;
NPC_HAT hat;
NPC_FACIAL_FEATURE facialFeature;
};
#endif // LD_GAME_NPC_LOOK_H_

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@@ -1,11 +1,18 @@
#include "core/types.h" #if !defined(LD_GAME_PLAYER_H_)
#include <SDL3/SDL_events.h> #define LD_GAME_PLAYER_H_
#include "../core/types.h"
#include "../core/macros.h" #include "../core/macros.h"
#include <SDL3/SDL_events.h>
typedef struct Player Player; typedef struct Player Player;
struct Player struct Player
{ {
V2f pos; V2f pos;
U32 bulletsLoaded;
}; };
function void PlayerUpdate(SDL_Event *event, Player *player); function void PlayerUpdate(SDL_Event *event, Player *player);
#endif // LD_GAME_PLAYER_H_

35012
code/game/testnavmesh.h Normal file

File diff suppressed because it is too large Load Diff

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@@ -1,10 +1,40 @@
#if !defined(LD_GAME_WORLD_H_) #if !defined(LD_GAME_WORLD_H_)
#define LD_GAME_WORLD_H_ #define LD_GAME_WORLD_H_
typedef struct World World; #include "player.h"
struct World { #include "npc.h"
NPC[128] npcs; #include "bandit.h"
u32 npcCount;
// Areas are which
typedef U32 World_Area;
enum World_Area {
WORLD_AREA_OUTSIDE = (1 << 0),
WORLD_AREA_SALOON = (1 << 1),
}; };
typedef struct World World;
struct World {
//// Static stuff
NavMesh *navMesh;
//// Player
Player player;
//// NPCs
U32 npcCount;
NPC npcs[128];
////Bandit
// The bandit the player is after.
Bandit bandit;
// NPC points of interest, places to walk to.
U32 npcPOI[256];
};
function void UpdateWorld(F32 delta, World *world);
function void ProcessEvents(SDL_Event *event, World *world);
function void UpdateNPCs(F32 delta, World *world);
function void updateNPC(F32 delta, NPC *npc, World *world);
#endif // LD_GAME_WORLD_H_ #endif // LD_GAME_WORLD_H_

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@@ -3,3 +3,19 @@
#elif OS_LINUX #elif OS_LINUX
#include "impl/linux/core.c" #include "impl/linux/core.c"
#endif #endif
Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path) {
Str8 result = { 0 };
OS_Handle file = FS_FileOpen(path, FS_ACCESS_READ);
if (file.v[0]) {
result.count = FS_FileSize(file);
result.data = M_ArenaPush(arena, U8, .count = result.count);
FS_FileRead(file, result.data, result.count, 0);
FS_FileClose(file);
}
return result;
}

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@@ -1,6 +1,11 @@
#if !defined(LD_OS_CORE_H_) #if !defined(LD_OS_CORE_H_)
#define LD_OS_CORE_H_ #define LD_OS_CORE_H_
typedef struct OS_Handle OS_Handle;
struct OS_Handle {
U64 v[1];
};
// Virtual memory // Virtual memory
function U64 VM_PageSize(); function U64 VM_PageSize();
@@ -11,4 +16,6 @@ function B32 VM_Commit(void *base, U64 size);
function void VM_Decommit(void *base, U64 size); function void VM_Decommit(void *base, U64 size);
function void VM_Release(void *base, U64 size); function void VM_Release(void *base, U64 size);
#include "filesystem.h"
#endif // LD_OS_CORE_H_ #endif // LD_OS_CORE_H_

59
code/os/filesystem.h Normal file
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@@ -0,0 +1,59 @@
#if !defined(LD_OS_FILESYSTEM_H_)
#define LD_OS_FILESYSTEM_H_
typedef U32 FS_AccessFlags;
enum {
FS_ACCESS_READ = (1 << 0),
FS_ACCESS_WRITE = (1 << 1)
};
function OS_Handle FS_FileOpen(Str8 path, FS_AccessFlags access);
function void FS_FileClose(OS_Handle file);
function void FS_FileRead(OS_Handle file, void *ptr, U64 size, U64 offset);
function void FS_FileWrite(OS_Handle file, void *ptr, U64 size, U64 offset);
function U64 FS_FileSize(OS_Handle file);
typedef U32 FS_EntryType;
enum {
FS_ENTRY_TYPE_FILE = 0,
FS_ENTRY_TYPE_DIR
};
typedef struct FS_Entry FS_Entry;
struct FS_Entry {
FS_Entry *next;
FS_EntryType type;
Str8 path;
Str8 basename;
U64 time;
U64 size;
};
typedef struct FS_List FS_List;
struct FS_List {
FS_Entry *first;
FS_Entry *last;
U32 count;
};
function FS_List FS_PathList(M_Arena *arena, Str8 path);
function Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path);
typedef U32 FS_SystemPathType;
enum {
FS_SYSTEM_PATH_EXE = 0,
FS_SYSTEM_PATH_WORKING,
FS_SYSTEM_PATH_USER,
FS_SYSTEM_PATH_TEMP
};
function Str8 FS_SystemPath(M_Arena *arena, FS_SystemPathType path);
#endif // LD_OS_FILESYSTEM_H_

View File

@@ -28,4 +28,4 @@ void VM_Release(void *base, U64 size) {
munmap(base, size); munmap(base, size);
} }
#include "filesystem.c"

View File

@@ -0,0 +1,215 @@
OS_Handle FS_FileOpen(Str8 path, FS_AccessFlags access) {
OS_Handle result = { 0 };
M_TempScope(0, 0) {
Str8 zpath = Str8_Copy(temp.arena, path);
int mode = 0644;
int flags = 0;
if (access & FS_ACCESS_READ) {
if (access & FS_ACCESS_WRITE) {
flags = O_RDWR | O_CREAT;
}
else {
flags = O_RDONLY;
}
}
else if (access & FS_ACCESS_WRITE) {
flags = O_WRONLY | O_CREAT;
}
int fd = open((const char *) zpath.data, flags, mode);
result.v[0] = (fd > 0) ? (U64) fd : 0;
}
return result;
}
void FS_FileClose(OS_Handle file) {
int fd = cast(int) file.v[0];
if (fd > 0) {
close(fd);
}
}
void FS_FileRead(OS_Handle file, void *ptr, U64 size, U64 offset) {
int fd = cast(int) file.v[0];
if (fd > 0) {
U8 *buffer = ptr;
U64 current = offset;
U64 remainder = size;
while (remainder != 0) {
S64 nread = pread(fd, buffer, remainder, current);
if (nread <= 0) {
break;
}
buffer += nread;
current += nread;
remainder -= nread;
}
}
}
void FS_FileWrite(OS_Handle file, void *ptr, U64 size, U64 offset) {
int fd = cast(int) file.v[0];
if (fd > 0) {
U8 *buffer = ptr;
U64 current = offset;
U64 remainder = size;
while (remainder != 0) {
S64 nwritten = pwrite(fd, buffer, remainder, current);
if (nwritten <= 0) {
break;
}
buffer += nwritten;
current += nwritten;
remainder -= nwritten;
}
}
}
U64 FS_FileSize(OS_Handle file) {
U64 result = 0;
int fd = cast(int) file.v[0];
if (fd > 0) {
struct stat sb;
fstat(fd, &sb);
result = sb.st_size;
}
return result;
}
FS_List FS_PathList(M_Arena *arena, Str8 path) {
FS_List result = { 0 };
M_TempScope(1, &arena) {
Str8 zpath = Str8_Copy(temp.arena, path);
DIR *dir = opendir((const char *) zpath.data);
struct dirent *ent = readdir(dir);
while (ent != 0) {
if (ent->d_name[0] != '.') {
FS_Entry *entry = M_ArenaPush(arena, FS_Entry);
entry->basename = Str8_Copy(arena, Sz(ent->d_name));
entry->path = Sf(arena, "%.*s/%.*s", Sv(path), Sv(entry->basename));
struct stat sb;
stat((const char *) entry->path.data, &sb);
entry->type = ((sb.st_mode & S_IFMT) == S_IFDIR) ? FS_ENTRY_TYPE_DIR : FS_ENTRY_TYPE_FILE;
entry->time = (sb.st_mtim.tv_sec * 1e9) + sb.st_mtim.tv_nsec;
entry->size = sb.st_size;
SLL_Enqueue(result.first, result.last, entry);
result.count += 1;
}
ent = readdir(dir);
}
}
return result;
}
Str8 FS_SystemPath(M_Arena *arena, FS_SystemPathType path) {
Str8 result = { 0 };
switch (path) {
case FS_SYSTEM_PATH_EXE: {
U64 offset = M_ArenaOffset(arena);
Str8 buffer;
buffer.count = KB(1);
buffer.data = M_ArenaPush(arena, U8, .count = buffer.count);
ssize_t nwritten = 0;
for (;;) {
nwritten = readlink("/proc/self/exe", cast(char *) buffer.data, buffer.count);
if (nwritten < buffer.count) {
break;
}
M_ArenaPop(arena, offset);
buffer.count *= 2;
buffer.data = M_ArenaPush(arena, U8, .count = buffer.count);
}
if (nwritten > 0) {
// Walk back until the prevous slash, then null-terminate there
while (buffer.data[nwritten] != '/') { nwritten -= 1; }
buffer.data[nwritten] = 0;
M_ArenaPopSize(arena, buffer.count - nwritten - 1);
result.count = nwritten;
result.data = buffer.data;
}
else {
M_ArenaPop(arena, offset);
}
}
break;
case FS_SYSTEM_PATH_WORKING: {
U64 offset = M_ArenaOffset(arena);
Str8 buffer;
buffer.count = KB(1);
buffer.data = M_ArenaPush(arena, U8, .count = buffer.count);
char *wd;
for (;;) {
wd = getcwd((char *) buffer.data, buffer.count);
if (wd != 0) {
break;
}
else if (errno != ERANGE) {
break;
}
M_ArenaPop(arena, offset);
buffer.count *= 2;
buffer.data = M_ArenaPush(arena, U8, .count = buffer.count);
}
if (wd) {
result = Sz(wd);
M_ArenaPopSize(arena, buffer.count - result.count - 1);
}
}
break;
case FS_SYSTEM_PATH_USER: {
char *home = getenv("HOME");
if (home) {
result = Sf(arena, "%s/.local/share", home);
}
}
break;
case FS_SYSTEM_PATH_TEMP: {
char *temp = getenv("TEMP");
if (temp) {
result = Str8_Copy(arena, Sz(temp));
}
else {
result = Str8_Copy(arena, S("/tmp"));
}
}
break;
}
return result;
}

View File

@@ -1,3 +1,32 @@
// Windows utilities
internal Str8 Win32_WideStr(M_Arena *arena, Str8 v) {
Str8 result = { 0 };
S32 nchars = MultiByteToWideChar(CP_UTF8, 0, (LPCCH) v.data, (int) v.count, 0, 0) + 1;
U64 nbytes = nchars << 1;
result.count = nbytes - 2; // -2 because we don't include the null-terminator in the count
result.data = M_ArenaPush(arena, U8, .count = nbytes);
MultiByteToWideChar(CP_UTF8, 0, (LPCCH) v.data, (int) v.count, (LPWSTR) result.data, nchars);
return result;
}
internal Str8 Win32_MultiByteStr(M_Arena *arena, LPWSTR wstr) {
Str8 result = { 0 };
S32 nbytes = WideCharToMultiByte(CP_UTF8, 0, wstr, -1, 0, 0, 0, 0);
result.count = nbytes - 1;
result.data = M_ArenaPush(arena, U8, .count = nbytes);
WideCharToMultiByte(CP_UTF8, 0, wstr, -1, (LPSTR) result.data, nbytes, 0, 0);
return result;
}
// Virtual memory // Virtual memory
U64 VM_PageSize() { U64 VM_PageSize() {
@@ -36,3 +65,4 @@ void VM_Release(void *base, U64 size) {
VirtualFree(base, 0, MEM_RELEASE); VirtualFree(base, 0, MEM_RELEASE);
} }
#include "filesystem.c"

View File

@@ -0,0 +1,209 @@
OS_Handle FS_FileOpen(Str8 path, FS_AccessFlags access) {
OS_Handle result = { 0 };
M_TempScope(0, 0) {
Str8 wpath = Win32_WideStr(temp.arena, path);
DWORD dwAccess = 0;
DWORD dwShare = FILE_SHARE_READ;
DWORD dwCreate = OPEN_EXISTING;
if (access & FS_ACCESS_WRITE) {
dwCreate = CREATE_ALWAYS;
dwAccess = GENERIC_WRITE;
}
if (access & FS_ACCESS_READ) {
dwAccess |= GENERIC_READ;
}
HANDLE hFile = CreateFileW((LPCWSTR) wpath.data, dwAccess, dwShare, 0, dwCreate, 0, 0);
result.v[0] = (hFile == INVALID_HANDLE_VALUE) ? 0 : ((U64) hFile);
}
return result;
}
void FS_FileClose(OS_Handle file) {
HANDLE hFile = cast(HANDLE) file.v[0];
if (hFile) {
CloseHandle(hFile);
}
}
void FS_FileRead(OS_Handle file, void *ptr, U64 size, U64 offset) {
HANDLE hFile = cast(HANDLE) file.v[0];
if (hFile) {
U8 *buffer = ptr;
U64 current = offset;
U64 remainder = size;
while (remainder != 0) {
OVERLAPPED overlapped = { 0 };
overlapped.Offset = cast(DWORD) (current & 0xFFFFFFFF);
overlapped.OffsetHigh = cast(DWORD) ((current >> 32) & 0xFFFFFFFF);
DWORD toread = (remainder > U32_MAX) ? U32_MAX : (DWORD) remainder;
DWORD nread = 0;
if (!ReadFile(hFile, buffer, toread, &nread, &overlapped)) {
break;
}
buffer += nread;
current += nread;
remainder -= nread;
}
}
}
void FS_FileWrite(OS_Handle file, void *ptr, U64 size, U64 offset) {
HANDLE hFile = cast(HANDLE) file.v[0];
if (hFile) {
U8 *buffer = ptr;
U64 current = offset;
U64 remainder = size;
while (remainder != 0) {
OVERLAPPED overlapped = { 0 };
overlapped.Offset = cast(DWORD) (current & 0xFFFFFFFF);
overlapped.OffsetHigh = cast(DWORD) ((current >> 32) & 0xFFFFFFFF);
DWORD towrite = (remainder > U32_MAX) ? U32_MAX : (DWORD) remainder;
DWORD nwritten = 0;
if (!WriteFile(hFile, buffer, towrite, &nwritten, &overlapped)) {
break;
}
buffer += nwritten;
current += nwritten;
remainder -= nwritten;
}
}
}
U64 FS_FileSize(OS_Handle file) {
U64 result = 0;
HANDLE hFile = cast(HANDLE) file.v[0];
if (hFile) {
DWORD dwLow, dwHigh;
dwLow = GetFileSize(hFile, &dwHigh);
result = ((U64) dwHigh << 32) | ((U64) dwLow);
}
return result;
}
FS_List FS_PathList(M_Arena *arena, Str8 path) {
FS_List result = { 0 };
M_TempScope(1, &arena) {
Str8 wpath = Win32_WideStr(temp.arena, Sf(temp.arena, "%.*s\\*", Sv(path)));
WIN32_FIND_DATAW find = { 0 };
HANDLE hFind = FindFirstFileW((LPCWSTR) wpath.data, &find);
while (hFind != INVALID_HANDLE_VALUE) {
if (find.cFileName[0] != L'.') {
FS_Entry *entry = M_ArenaPush(arena, FS_Entry);
entry->type = (find.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) ? FS_ENTRY_TYPE_DIR : FS_ENTRY_TYPE_FILE;
entry->basename = Win32_MultiByteStr(arena, find.cFileName);
entry->path = Sf(arena, "%.*s/%.*s", Sv(path), Sv(entry->basename));
FILETIME *wt = &find.ftLastWriteTime;
entry->time = ((U64) wt->dwHighDateTime << 32) | ((U64) wt->dwLowDateTime);
entry->size = ((U64) find.nFileSizeHigh << 32) | ((U64) find.nFileSizeLow);
SLL_Enqueue(result.first, result.last, entry);
result.count += 1;
}
if (!FindNextFileW(hFind, &find)) {
break;
}
}
}
return result;
}
Str8 FS_SystemPath(M_Arena *arena, FS_SystemPathType path) {
Str8 result = { 0 };
M_TempScope(1, &arena) {
switch (path) {
case FS_SYSTEM_PATH_EXE: {
U64 offset = M_ArenaOffset(temp.arena);
DWORD err, nchars;
DWORD nSize = 1024;
LPWSTR lpFilename = M_ArenaPush(temp.arena, WCHAR, .count = nSize, .flags = M_ARENA_NO_ZERO);
for (;;) {
nchars = GetModuleFileNameW(0, lpFilename, nSize);
err = GetLastError();
if (err != ERROR_INSUFFICIENT_BUFFER) {
break;
}
M_ArenaPop(temp.arena, offset);
nSize *= 2;
lpFilename = M_ArenaPush(temp.arena, WCHAR, .count = nSize, .flags = M_ARENA_NO_ZERO);
}
if (err == ERROR_SUCCESS) {
while (lpFilename[nchars] != '\\') { nchars -= 1; }
lpFilename[nchars] = 0;
result = Win32_MultiByteStr(arena, lpFilename);
}
}
break;
case FS_SYSTEM_PATH_WORKING: {
DWORD nSize = GetCurrentDirectoryW(0, 0);
if (nSize != 0) {
LPWSTR lpBuffer = M_ArenaPush(temp.arena, WCHAR, .count = nSize, .flags = M_ARENA_NO_ZERO);
GetCurrentDirectoryW(nSize, lpBuffer);
result = Win32_MultiByteStr(arena, lpBuffer);
}
}
break;
case FS_SYSTEM_PATH_USER: {
LPWSTR wpath;
HRESULT hResult = SHGetKnownFolderPath(&FOLDERID_RoamingAppData, 0, 0, &wpath);
if (hResult == S_OK) {
result = Win32_MultiByteStr(arena, wpath);
CoTaskMemFree(wpath);
}
}
break;
case FS_SYSTEM_PATH_TEMP: {
DWORD nSize = MAX_PATH + 1;
LPWSTR lpBuffer = M_ArenaPush(temp.arena, WCHAR, .count = nSize);
DWORD nchars = GetTempPathW(nSize, lpBuffer);
if (nchars != 0) {
lpBuffer[nchars - 1] = 0; // Strip trailing backslash
result = Win32_MultiByteStr(arena, lpBuffer);
}
}
break;
}
}
return result;
}

View File

@@ -180,6 +180,7 @@ bool Vk_Setup(SDL_Window *window) {
features12.storageBuffer8BitAccess = VK_TRUE; features12.storageBuffer8BitAccess = VK_TRUE;
features12.uniformAndStorageBuffer8BitAccess = VK_TRUE; features12.uniformAndStorageBuffer8BitAccess = VK_TRUE;
features12.descriptorIndexing = VK_TRUE; features12.descriptorIndexing = VK_TRUE;
features12.runtimeDescriptorArray = VK_TRUE;
// @Todo: we will probably need to enable some of the 'nonuniform' indexing features // @Todo: we will probably need to enable some of the 'nonuniform' indexing features
@@ -330,6 +331,7 @@ bool Vk_Setup(SDL_Window *window) {
VkResult err = vk.CreateCommandPool(vk.device, &pool, 0, &frame->pool); VkResult err = vk.CreateCommandPool(vk.device, &pool, 0, &frame->pool);
// Base command buffer
VkCommandBufferAllocateInfo alloc = { 0 }; VkCommandBufferAllocateInfo alloc = { 0 };
alloc.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; alloc.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
alloc.commandBufferCount = 1; alloc.commandBufferCount = 1;
@@ -338,21 +340,68 @@ bool Vk_Setup(SDL_Window *window) {
vk.AllocateCommandBuffers(vk.device, &alloc, &frame->cmd); vk.AllocateCommandBuffers(vk.device, &alloc, &frame->cmd);
VkSemaphoreCreateInfo semaphore = { 0 }; // Scratch command buffers
semaphore.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; VkCommandBuffer scratch[VK_NUM_SCRATCH];
alloc.commandBufferCount = VK_NUM_SCRATCH;
err = Min(vk.CreateSemaphore(vk.device, &semaphore, 0, &frame->acquire), err); vk.AllocateCommandBuffers(vk.device, &alloc, scratch);
err = Min(vk.CreateSemaphore(vk.device, &semaphore, 0, &frame->complete), err);
VkFenceCreateInfo fence = { 0 }; VkFenceCreateInfo fence = { 0 };
fence.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; fence.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fence.flags = VK_FENCE_CREATE_SIGNALED_BIT; fence.flags = VK_FENCE_CREATE_SIGNALED_BIT;
for (U32 s = 0; s < VK_NUM_SCRATCH; ++s) {
frame->scratch[s].handle = scratch[s];
err = Min(vk.CreateFence(vk.device, &fence, 0, &frame->scratch[s].fence), err);
}
// Descriptor pool
VkDescriptorPoolSize pool_sizes[2] = { 0 };
pool_sizes[0].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
pool_sizes[0].descriptorCount = 2048;
pool_sizes[1].type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
pool_sizes[1].descriptorCount = 2048;
VkDescriptorPoolCreateInfo descriptor_pool = { 0 };
descriptor_pool.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
descriptor_pool.maxSets = 1024;
descriptor_pool.poolSizeCount = 2;
descriptor_pool.pPoolSizes = pool_sizes;
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;
err = Min(vk.CreateSemaphore(vk.device, &semaphore, 0, &frame->acquire), err);
err = Min(vk.CreateSemaphore(vk.device, &semaphore, 0, &frame->complete), err);
err = Min(vk.CreateFence(vk.device, &fence, 0, &frame->fence), err); err = Min(vk.CreateFence(vk.device, &fence, 0, &frame->fence), err);
vk.err = err; vk.err = err;
} }
{
VkSamplerCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
create_info.magFilter = VK_FILTER_NEAREST;
create_info.minFilter = VK_FILTER_NEAREST;
create_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
vk.CreateSampler(vk.device, &create_info, 0, &vk.sampler);
}
result = (vk.err == VK_SUCCESS); result = (vk.err == VK_SUCCESS);
return result; return result;
} }
@@ -365,6 +414,7 @@ Vk_Frame *Vk_FrameBegin(SDL_Window *window) {
vk.ResetFences(vk.device, 1, &frame->fence); vk.ResetFences(vk.device, 1, &frame->fence);
vk.ResetCommandPool(vk.device, frame->pool, 0); vk.ResetCommandPool(vk.device, frame->pool, 0);
vk.ResetDescriptorPool(vk.device, frame->descriptors, 0);
VkResult res = vk.AcquireNextImageKHR(vk.device, vk.swapchain.handle, UINT64_MAX, frame->acquire, 0, &frame->image); VkResult res = vk.AcquireNextImageKHR(vk.device, vk.swapchain.handle, UINT64_MAX, frame->acquire, 0, &frame->image);
(void) res; // @Todo: check res to see if swapchain is out of date and rebuild (void) res; // @Todo: check res to see if swapchain is out of date and rebuild
@@ -374,12 +424,54 @@ Vk_Frame *Vk_FrameBegin(SDL_Window *window) {
vk.BeginCommandBuffer(frame->cmd, &begin_info); vk.BeginCommandBuffer(frame->cmd, &begin_info);
VkImageMemoryBarrier2 colour_optimal = { 0 };
colour_optimal.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
colour_optimal.srcStageMask = VK_PIPELINE_STAGE_2_NONE;
colour_optimal.srcAccessMask = VK_ACCESS_2_NONE;
colour_optimal.dstStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
colour_optimal.dstAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
colour_optimal.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
colour_optimal.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colour_optimal.image = vk.swapchain.images[frame->image];
colour_optimal.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colour_optimal.subresourceRange.layerCount = 1;
colour_optimal.subresourceRange.levelCount = 1;
VkDependencyInfo colour_barrier = { 0 };
colour_barrier.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
colour_barrier.imageMemoryBarrierCount = 1;
colour_barrier.pImageMemoryBarriers = &colour_optimal;
vk.CmdPipelineBarrier2(frame->cmd, &colour_barrier);
return frame; return frame;
} }
void Vk_FrameEnd() { void Vk_FrameEnd() {
Vk_Frame *frame = &vk.frames[vk.n_frames % vk.in_flight]; Vk_Frame *frame = &vk.frames[vk.n_frames % vk.in_flight];
VkImageMemoryBarrier2 present_src = { 0 };
present_src.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
present_src.srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
present_src.srcAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
present_src.dstStageMask = VK_PIPELINE_STAGE_2_NONE;
present_src.dstAccessMask = VK_ACCESS_2_NONE;
present_src.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
present_src.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
present_src.image = vk.swapchain.images[frame->image];
present_src.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
present_src.subresourceRange.layerCount = 1;
present_src.subresourceRange.levelCount = 1;
VkDependencyInfo to_present = { 0 };
to_present.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
to_present.imageMemoryBarrierCount = 1;
to_present.pImageMemoryBarriers = &present_src;
vk.CmdPipelineBarrier2(frame->cmd, &to_present);
vk.EndCommandBuffer(frame->cmd); vk.EndCommandBuffer(frame->cmd);
VkPipelineStageFlags stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; VkPipelineStageFlags stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
@@ -408,3 +500,226 @@ void Vk_FrameEnd() {
vk.n_frames += 1; vk.n_frames += 1;
} }
Vk_CommandBuffer *Vk_CommandBufferPush() {
Vk_Frame *frame = &vk.frames[vk.n_frames % vk.in_flight];
// If this scratch buffer is still in use wait for it to finish, this is _bad_ but we
// shouldn't hit this
U32 idx = frame->next_scratch & (VK_NUM_SCRATCH - 1);
Vk_CommandBuffer *result = &frame->scratch[idx];
vk.WaitForFences(vk.device, 1, &result->fence, VK_TRUE, U64_MAX);
vk.ResetFences(vk.device, 1, &result->fence);
VkCommandBufferBeginInfo begin_info = { 0 };
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
vk.BeginCommandBuffer(result->handle, &begin_info);
return result;
}
void Vk_CommandBufferSubmit(Vk_CommandBuffer *cmds, B32 wait) {
vk.EndCommandBuffer(cmds->handle);
VkSubmitInfo submit_info = { 0 };
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &cmds->handle;
vk.QueueSubmit(vk.queue.handle, 1, &submit_info, cmds->fence);
if (wait) { vk.DeviceWaitIdle(vk.device); }
}
#define VK_HOST_VISIBLE_FLAGS (VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT)
internal VkDeviceMemory Vk_Allocate(VkMemoryRequirements *mreq, VkMemoryPropertyFlags usage) {
VkDeviceMemory result = VK_NULL_HANDLE;
VkPhysicalDeviceMemoryProperties2 _props = { 0 };
_props.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_PROPERTIES_2;
vk.GetPhysicalDeviceMemoryProperties2(vk.gpu, &_props);
// ?????
VkPhysicalDeviceMemoryProperties *props = &_props.memoryProperties;
U32 type_index = U32_MAX;
for (U32 it = 0; it < props->memoryTypeCount; ++it) {
VkMemoryType *type = &props->memoryTypes[it];
if ((type->propertyFlags & usage) == usage) {
type_index = it;
break;
}
}
if (type_index != U32_MAX) {
VkMemoryAllocateInfo alloc_info = { 0 };
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
alloc_info.allocationSize = mreq->size;
alloc_info.memoryTypeIndex = type_index;
vk.AllocateMemory(vk.device, &alloc_info, 0, &result);
}
Assert(result != VK_NULL_HANDLE);
return result;
}
void Vk_BufferCreate(Vk_Buffer *buffer) {
VkBufferCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
create_info.usage = buffer->usage;
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);
VkMemoryPropertyFlags usage = buffer->host_visible ? VK_HOST_VISIBLE_FLAGS : VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
buffer->size = req.size;
buffer->memory = Vk_Allocate(&req, usage);
vk.BindBufferMemory(vk.device, buffer->handle, buffer->memory, 0);
if (buffer->host_visible) {
vk.MapMemory(vk.device, buffer->memory, 0, buffer->size, 0, &buffer->data);
}
}
void Vk_ImageCreate(Vk_Image *image) {
VkImageCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
create_info.imageType = VK_IMAGE_TYPE_2D;
create_info.format = image->format;
create_info.extent.width = image->width;
create_info.extent.height = image->height;
create_info.extent.depth = 1;
create_info.mipLevels = 1;
create_info.arrayLayers = 1;
create_info.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | image->usage;
create_info.samples = VK_SAMPLE_COUNT_1_BIT;
create_info.tiling = VK_IMAGE_TILING_OPTIMAL;
vk.CreateImage(vk.device, &create_info, 0, &image->handle);
VkMemoryRequirements req;
vk.GetImageMemoryRequirements(vk.device, image->handle, &req);
image->size = req.size;
image->memory = Vk_Allocate(&req, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
vk.BindImageMemory(vk.device, image->handle, image->memory, 0);
VkImageViewCreateInfo view_info = { 0 };
view_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
view_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
view_info.format = image->format;
view_info.image = image->handle;
view_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
view_info.subresourceRange.levelCount = 1;
view_info.subresourceRange.layerCount = 1;
vk.CreateImageView(vk.device, &view_info, 0, &image->view);
}
void Vk_PipelineCreate(Vk_Pipeline *pipeline) {
VkPipelineInputAssemblyStateCreateInfo ia = { 0 };
ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkPipelineShaderStageCreateInfo shaders[8] = { 0 };
for (U32 it = 0; it < pipeline->shaders.count; ++it) {
shaders[it].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaders[it].stage = pipeline->shaders.items[it].stage;
shaders[it].module = pipeline->shaders.items[it].handle;
shaders[it].pName = "main";
}
VkPipelineVertexInputStateCreateInfo vi = { 0 };
vi.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
// This will be updated later using dynamic commands but we still need to supply one here for
// some reason
VkViewport viewport = { 0, 0, 10, 10, 0, 1 };
VkRect2D scissor = { 0, 0, 10, 10 };
VkPipelineViewportStateCreateInfo vp = { 0 };
vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
vp.viewportCount = 1;
vp.pViewports = &viewport;
vp.scissorCount = 1;
vp.pScissors = &scissor;
VkPipelineRasterizationStateCreateInfo rs = { 0 };
rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rs.lineWidth = 1.0f;
VkPipelineMultisampleStateCreateInfo ms = { 0 };
ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
VkPipelineDepthStencilStateCreateInfo ds = { 0 };
ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
VkPipelineColorBlendAttachmentState blend = { 0 };
blend.blendEnable = VK_TRUE;
blend.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
blend.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
blend.colorBlendOp = VK_BLEND_OP_ADD;
blend.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
blend.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
blend.alphaBlendOp = VK_BLEND_OP_ADD;
blend.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
VkPipelineColorBlendStateCreateInfo om = { 0 };
om.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
om.attachmentCount = 1;
om.pAttachments = &blend;
VkDynamicState dynamic_state[] = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dyn = { 0 };
dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dyn.dynamicStateCount = ArraySize(dynamic_state);
dyn.pDynamicStates = dynamic_state;
VkFormat formats[8];
for (U32 it = 0; it < pipeline->targets.count; ++it) {
formats[it] = pipeline->targets.items[it];
}
VkPipelineRenderingCreateInfo rendering_info = { 0 };
rendering_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO;
rendering_info.colorAttachmentCount = pipeline->targets.count;
rendering_info.pColorAttachmentFormats = formats;
VkGraphicsPipelineCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
create_info.pNext = &rendering_info;
create_info.stageCount = pipeline->shaders.count;
create_info.pStages = shaders;
create_info.pVertexInputState = &vi;
create_info.pInputAssemblyState = &ia;
create_info.pViewportState = &vp;
create_info.pRasterizationState = &rs;
create_info.pMultisampleState = &ms;
create_info.pDepthStencilState = &ds;
create_info.pColorBlendState = &om;
create_info.pDynamicState = &dyn;
create_info.layout = pipeline->layout.pipeline;
vk.CreateGraphicsPipelines(vk.device, 0, 1, &create_info, 0, &pipeline->handle);
}

View File

@@ -23,15 +23,81 @@
#define function static #define function static
#define VK_MAX_FRAMES_IN_FLIGHT 8 #define VK_MAX_FRAMES_IN_FLIGHT 8
#define VK_NUM_SCRATCH 8
typedef struct Vk_Image Vk_Image;
struct Vk_Image {
VkDeviceMemory memory;
VkDeviceSize size;
VkImage handle;
VkImageView view;
VkFormat format;
VkImageUsageFlags usage;
U32 width, height;
};
typedef struct Vk_Buffer Vk_Buffer;
struct Vk_Buffer {
VkBuffer handle;
VkDeviceMemory memory;
VkDeviceSize size;
VkBufferUsageFlags usage;
B32 host_visible;
void *data; // if mapped host visible memory
};
typedef struct Vk_Shader Vk_Shader;
struct Vk_Shader {
VkShaderModule handle;
VkShaderStageFlags stage;
};
typedef struct Vk_Pipeline Vk_Pipeline;
struct Vk_Pipeline {
VkPipeline handle;
struct {
VkPipelineLayout pipeline;
VkDescriptorSetLayout set;
} layout;
struct {
VkFormat items[8];
U32 count;
} targets;
struct {
Vk_Shader items[8];
U32 count;
} shaders;
};
typedef struct Vk_CommandBuffer Vk_CommandBuffer;
struct Vk_CommandBuffer {
VkCommandBuffer handle;
VkFence fence;
};
typedef struct Vk_Frame Vk_Frame; typedef struct Vk_Frame Vk_Frame;
struct Vk_Frame { struct Vk_Frame {
VkCommandPool pool; VkCommandPool pool;
VkCommandBuffer cmd; VkCommandBuffer cmd;
VkDescriptorPool descriptors;
VkSemaphore acquire, complete; VkSemaphore acquire, complete;
VkFence fence; VkFence fence;
U32 next_scratch;
Vk_CommandBuffer scratch[VK_NUM_SCRATCH];
Vk_Buffer rbo;
U32 image; // swapchain image index U32 image; // swapchain image index
}; };
@@ -77,6 +143,8 @@ struct Vk_Context {
U32 width; U32 width;
U32 height; U32 height;
} swapchain; } swapchain;
VkSampler sampler;
}; };
extern Vk_Context vk; extern Vk_Context vk;
@@ -86,4 +154,10 @@ function bool Vk_Setup(SDL_Window *window);
function Vk_Frame *Vk_FrameBegin(SDL_Window *window); function Vk_Frame *Vk_FrameBegin(SDL_Window *window);
function void Vk_FrameEnd(); function void Vk_FrameEnd();
function Vk_CommandBuffer *Vk_CommandBufferPush();
function void Vk_CommandBufferSubmit(Vk_CommandBuffer *cmds, B32 wait);
function void Vk_BufferCreate(Vk_Buffer *buffer);
function void Vk_ImageCreate(Vk_Image *image);
#endif // LD_VULKAN_CORE_H_ #endif // LD_VULKAN_CORE_H_

View File

@@ -6,6 +6,7 @@
VK_FUNC(GetDeviceProcAddr); VK_FUNC(GetDeviceProcAddr);
VK_FUNC(GetPhysicalDeviceSurfaceCapabilitiesKHR); VK_FUNC(GetPhysicalDeviceSurfaceCapabilitiesKHR);
VK_FUNC(GetPhysicalDeviceSurfaceFormatsKHR); VK_FUNC(GetPhysicalDeviceSurfaceFormatsKHR);
VK_FUNC(GetPhysicalDeviceMemoryProperties2);
#if defined(VK_USE_PLATFORM_WIN32_KHR) #if defined(VK_USE_PLATFORM_WIN32_KHR)
VK_FUNC(CreateWin32SurfaceKHR); VK_FUNC(CreateWin32SurfaceKHR);
@@ -39,7 +40,33 @@
VK_FUNC(BeginCommandBuffer); VK_FUNC(BeginCommandBuffer);
VK_FUNC(EndCommandBuffer); VK_FUNC(EndCommandBuffer);
VK_FUNC(DeviceWaitIdle); VK_FUNC(DeviceWaitIdle);
VK_FUNC(AllocateMemory);
VK_FUNC(CreateBuffer);
VK_FUNC(GetBufferMemoryRequirements);
VK_FUNC(BindBufferMemory);
VK_FUNC(CreateImage);
VK_FUNC(GetImageMemoryRequirements);
VK_FUNC(BindImageMemory);
VK_FUNC(MapMemory);
VK_FUNC(CreateGraphicsPipelines);
VK_FUNC(CreateShaderModule);
VK_FUNC(CreateDescriptorSetLayout);
VK_FUNC(CreatePipelineLayout);
VK_FUNC(CmdBindPipeline);
VK_FUNC(CreateDescriptorPool);
VK_FUNC(ResetDescriptorPool);
VK_FUNC(AllocateDescriptorSets);
VK_FUNC(CmdBindDescriptorSets);
VK_FUNC(UpdateDescriptorSets);
VK_FUNC(CreateSampler);
VK_FUNC(CmdDraw);
VK_FUNC(CmdSetViewport);
VK_FUNC(CmdSetScissor);
VK_FUNC(CmdDrawIndexed);
VK_FUNC(CmdBindIndexBuffer);
VK_FUNC(CmdPushConstants);
VK_FUNC(CmdCopyBufferToImage);
VK_FUNC(CmdPipelineBarrier2); VK_FUNC(CmdPipelineBarrier2);
VK_FUNC(CmdBeginRendering); VK_FUNC(CmdBeginRendering);
VK_FUNC(CmdEndRendering); VK_FUNC(CmdEndRendering);

View File

@@ -0,0 +1,15 @@
#version 460 core
#extension GL_EXT_nonuniform_qualifier : enable
layout(location = 0) in vec2 frag_uv;
layout(location = 1) in vec4 frag_c;
layout(location = 2) in flat uint texid;
layout(location = 0) out vec4 framebuffer;
layout(binding = 1) uniform sampler2D u_images[];
void main() {
framebuffer = frag_c * texture(u_images[texid], frag_uv);
}

View File

@@ -0,0 +1,64 @@
#version 460 core
#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;
uint c;
uint pad;
};
layout(push_constant, row_major)
uniform Global {
mat4 proj;
};
layout(binding = 0, scalar)
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 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() {
G_Rect rect = rects[gl_InstanceIndex];
uint idx = indices[gl_VertexIndex];
vec2 p = (verticies[idx] * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
gl_Position = proj * vec4(p, 1.0f, 1.0f);
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;
}

24
linux
View File

@@ -12,6 +12,7 @@ pushd "build" > /dev/null
release=0 release=0
deps=0 deps=0
assets=0
for a in $* for a in $*
do do
@@ -23,6 +24,11 @@ then
deps=1 deps=1
fi fi
if [[ ! -d "assets" ]]
then
assets=1
fi
if [[ $deps == 1 ]] if [[ $deps == 1 ]]
then then
# We don't build SDL3 like on windows, this assumes you have it installed instead. We can't # We don't build SDL3 like on windows, this assumes you have it installed instead. We can't
@@ -35,10 +41,24 @@ then
cp ../thirdparty/stb/*.h deps/stb cp ../thirdparty/stb/*.h deps/stb
fi fi
if [[ $assets == 1 ]]
then
echo "[Copying assets]"
cp -r "../assets" .
fi
echo "[Building shaders]"
[[ ! -d "assets/shaders" ]] && mkdir "assets/shaders"
glslangValidator -o "assets/shaders/basic.vert.spv" --target-env "vulkan1.3" "../code/vulkan/shaders/basic.vert"
glslangValidator -o "assets/shaders/basic.frag.spv" --target-env "vulkan1.3" "../code/vulkan/shaders/basic.frag"
echo "[Building source]" echo "[Building source]"
COMPILER_OPTS="-Wall -Wno-missing-braces -Wno-unused-function -I'deps/stb'" COMPILER_OPTS="-Wall -Wno-missing-braces -Wno-unused-function -Ideps/stb -I../code"
LINKER_OPTS="-lSDL3" LINKER_OPTS="-lSDL3 -lm"
if [[ $release == 1 ]] if [[ $release == 1 ]]
then then

View File

@@ -9,6 +9,7 @@ PUSHD "build"
SET deps=0 SET deps=0
SET release=0 SET release=0
SET assets=0
FOR %%A in (%*) DO ( FOR %%A in (%*) DO (
SET %%A=1 SET %%A=1
@@ -51,10 +52,23 @@ IF %deps% equ 1 (
COPY "..\thirdparty\stb\*.h" "deps\stb" > NUL COPY "..\thirdparty\stb\*.h" "deps\stb" > NUL
) )
IF %assets% equ 1 (
ECHO [Copying assets]
xcopy /Y /Q "..\assets" "assets"
)
ECHO [Building shaders]
IF NOT EXIST "assets\shaders" ( MKDIR "assets\shaders" )
glslangValidator -o "assets\shaders\basic.vert.spv" --target-env vulkan1.3 "..\code\vulkan\shaders\basic.vert"
glslangValidator -o "assets\shaders\basic.frag.spv" --target-env vulkan1.3 "..\code\vulkan\shaders\basic.frag"
ECHO [Building source] ECHO [Building source]
SET COMPILER_OPTS=-nologo -W4 -I"deps\SDL3\include" -I"deps\stb" -I"%VULKAN_SDK%\Include" SET COMPILER_OPTS=-nologo -W4 -I"deps\SDL3\include" -I"deps\stb" -I"%VULKAN_SDK%\Include" -I"..\code"
SET LINKER_OPTS=-LIBPATH:"deps\SDL3\lib" SDL3.lib SET LINKER_OPTS=-LIBPATH:"deps\SDL3\lib" SDL3.lib Ole32.lib Shell32.lib
IF %release% equ 1 ( IF %release% equ 1 (
ECHO [Release build] ECHO [Release build]