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2 Commits

Author SHA1 Message Date
3eb8683ce3 Merge branch 'main' of yibble.dev:bulmanator/ld58 2025-10-05 21:19:14 +01:00
eb3c81cd04 Added unproject
Broken and buggy font stuff
Fixed some typos
Fixed draw rect not using dim properly
2025-10-05 21:11:18 +01:00
12 changed files with 340 additions and 29 deletions

View File

@@ -9,10 +9,10 @@ function V2f V2f_Scale(V2f x, F32 scale) {
}
V2f NormaliseV2F(V2f x) {
F32 magnitude = sqrtf((x.x * x.x) + (x.y * x.y));
F32 magnitude = sqrtf((x.x * x.x) + (x.y * x.y));
if(magnitude > 0.0){
F32 inverse = 1.0f/magnitude;
return V2F(x.x*inverse, x.y*inverse);
return V2F(x.x*inverse, x.y*inverse);
}
return x;
}
@@ -42,6 +42,11 @@ V3f V3f_Scale(V3f x, F32 s) {
return result;
}
V3f V3f_Sub(V3f a, V3f b) {
V3f result = { a.x - b.x, a.y - b.y, a.z - b.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;
@@ -154,7 +159,7 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
//
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));
V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, z));
// Calculate inverse position
//

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@@ -100,14 +100,23 @@ struct R2f {
V2f max;
};
typedef struct R3f R3f;
struct R3f {
V3f min;
V3f 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 V2f V2f_Scale(V2f x, F32 s);
function V3f V3f_Neg(V3f x);
function V3f V3f_Scale(V3f x, F32 s);
function V3f V3f_Sub(V3f a, V3f b);
function F32 V3f_Dot(V3f a, V3f b);
function F32 V4f_Dot(V4f a, V4f b);

View File

@@ -34,4 +34,7 @@ struct Str8 {
#define U32_MAX ((U32) -1)
#define U64_MAX ((U64) -1)
#define F32_MAX ((F32) 3.40282346638528859811704183484516925e+038F)
#define F64_MAX ((F64) 1.79769313486231570814527423731704357e+308L)
#endif // LD_CORE_TYPES_H_

View File

@@ -30,7 +30,8 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
rbo_info.offset = 0;
rbo_info.range = VK_WHOLE_SIZE;
VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = draw->n_images);
U32 total = draw->n_images + draw->n_fonts;
VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = total);
for (U32 it = 0; it < draw->n_images; ++it) {
image_info[it].imageView = draw->images[it].image.view;
@@ -38,6 +39,15 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
image_info[it].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
U32 idx = draw->n_images;
for (D_Font *it = draw->fonts; it != 0; it = it->next) {
image_info[idx].imageView = it->image.view;
image_info[idx].sampler = vk.sampler; // @Todo: probably want linear filtering on fonts
image_info[idx].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
idx += 1;
}
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[0].dstSet = set;
writes[0].dstBinding = 0;
@@ -48,7 +58,7 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
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].descriptorCount = total;
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[1].pImageInfo = image_info;
@@ -111,8 +121,8 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
}
if (opts->flags & D_RECT_IGNORE_ASPECT) {
rect->w = opts->w;
rect->h = opts->h;
rect->w = opts->dim.w;
rect->h = opts->dim.h;
}
else {
Vk_Image *image = &draw->images[opts->texture].image;
@@ -130,3 +140,176 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
draw->n_rects += 1;
}
}
void D_Text(D_Context *draw, D_Font *font, Str8 text, F32 x, F32 y) {
F32 xoff = x;
local_persist B32 done = 0;
for (S64 it = 0; it < text.count; ++it) {
if (text.data[it] >= ' ' && text.data[it] <= '~') {
D_Glyph *glyph = &font->glyphs[text.data[it] - ' '];
V2f size;
size.w = (glyph->box.max.x - glyph->box.min.x);
size.h = (glyph->box.max.y - glyph->box.min.y);
V2f dim;
F32 scale = 150.0f / (font->ascent - font->descent);
if (size.w > size.h) {
dim.w = scale * (size.w / size.h);
dim.h = scale;
}
else {
dim.w = scale;
dim.h = scale * (size.h / size.w);
}
// @Hardcode: need font index in font struct
D_Rect(draw, xoff, y, .texture = 0, .c = V4F(0, 1, 1, 1), .dim = dim, .flags = D_RECT_IGNORE_ASPECT);
D_Rect(draw, xoff, y, .texture = draw->n_images, .uv = glyph->box, .dim = dim, .flags = D_RECT_IGNORE_ASPECT);
xoff += (1.05f * dim.w); // glyph->advance; //+ glyph->offset.x;
if (!done) { printf(" %f (%f, %f)", xoff, dim.w, dim.h); }
}
}
if (!done) { printf("\n"); }
done = true;
}
void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
M_TempScope(0, 0) {
(void) draw;
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets/%.*s.ttf", Sv(exe_path), Sv(name));
Str8 font_data = FS_ReadEntireFile(temp.arena, path);
stbtt_fontinfo info = { 0 };
stbtt_InitFont(&info, font_data.data, 0);
F32 scale = stbtt_ScaleForPixelHeight(&info, 20);
U32 w = 512;
U32 h = 512;
U8 *pixels = M_ArenaPush(temp.arena, U8, .count = (w * h));
stbtt_pack_context pack = { 0 };
stbtt_PackBegin(&pack, pixels, w, h, 0, 1, 0);
U32 count = '~' - ' ';
stbtt_packedchar *packed = M_ArenaPush(temp.arena, stbtt_packedchar, .count = count);
stbtt_PackFontRange(&pack, font_data.data, 0, size, ' ', count, packed);
D_Font *font = M_ArenaPush(draw->arena, D_Font);
font->px = size;
S32 asc, desc, line;
stbtt_GetFontVMetrics(&info, &asc, &desc, &line);
font->line_advance = cast(F32) line;
font->ascent = cast(F32) asc;
font->descent = cast(F32) desc;
font->glyphs = M_ArenaPush(draw->arena, D_Glyph, .count = count);
for (U32 it = 0; it < count; ++it) {
D_Glyph *glyph = &font->glyphs[it];
stbtt_packedchar *chr = &packed[it];
S32 left, width;
stbtt_GetCodepointHMetrics(&info, ' ' + it, &width, &left);
glyph->box = R2F(V2F(chr->x0 / (F32) w, chr->y0 / (F32) h), V2F(chr->x1 / (F32) w, chr->y1 / (F32) h));
glyph->advance = glyph->box.max.x - glyph->box.min.x; //chr->xadvance * scale;
glyph->offset = V2F(chr->xoff * scale, chr->yoff * scale);
}
Vk_Buffer *staging = &draw->staging;
U32 *px = (U32 *) staging->data;
for (U32 y = 0; y < h; ++y) {
for (U32 x = 0; x < w; ++x) {
*px++ = 0x0 | ((U32) pixels[(y * w) + x] << 24);
}
}
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
font->image.width = w;
font->image.height = h;
font->image.format = VK_FORMAT_R8G8B8A8_SRGB;
font->image.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
Vk_ImageCreate(&font->image);
VkBufferImageCopy copy = { 0 };
copy.bufferOffset = 0;
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;
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 = font->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 = font->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, font->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
dep.pImageMemoryBarriers = &shader_read;
vk.CmdPipelineBarrier2(cmds->handle, &dep);
Vk_CommandBufferSubmit(cmds, true);
SLL_PushN(draw->fonts, font, next);
draw->n_fonts += 1;
}
}

View File

@@ -3,6 +3,29 @@
#define D_MAX_RECTS (262144)
typedef struct D_Glyph D_Glyph;
struct D_Glyph {
F32 advance;
V2f offset;
R2f box;
};
typedef struct D_Font D_Font;
struct D_Font {
D_Font *next;
F32 px;
F32 line_advance;
F32 ascent;
F32 descent;
F32 *kerning;
D_Glyph *glyphs;
Vk_Image image;
};
typedef struct D_Image D_Image;
struct D_Image {
Str8 name;
@@ -30,6 +53,9 @@ struct G_Camera;
typedef struct D_Context D_Context;
struct D_Context {
Vk_Buffer *rbo;
Vk_Buffer staging;
M_Arena *arena;
U32 n_pipelines;
Vk_Pipeline *pipelines;
@@ -37,6 +63,9 @@ struct D_Context {
U32 n_images;
D_Image *images;
U32 n_fonts;
D_Font *fonts;
U32 max_rects;
U32 n_rects;
D_Rect *rects;
@@ -65,9 +94,15 @@ struct D_RectOpts {
F32 angle;
union {
F32 w, h;
F32 scale, _h;
V2f dim;
struct {
F32 w, h;
};
struct {
F32 scale, _h;
};
};
union {
@@ -79,7 +114,11 @@ struct D_RectOpts {
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_Text(D_Context *draw, D_Font *font, Str8 text, F32 x, F32 y);
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__ })
function void D_FontLoad(D_Context *draw, Str8 path, F32 size);
#endif // LD_DRAW_CORE_H_

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@@ -6,6 +6,12 @@
#define STB_IMAGE_IMPLEMENTATION 1
#include <stb_image.h>
#define STB_RECT_PACK_IMPLEMENTATION 1
#include <stb_rect_pack.h>
#define STB_TRUETYPE_IMPLEMENTATION 1
#include <stb_truetype.h>
#include "core/core.h"
#include "core/types.h"
#include "game/npc.h"
@@ -47,6 +53,7 @@ int main(int argc, char **argv)
game = M_ArenaPush(arena, G_State);
game->arena = arena;
game->draw.arena = arena;
G_ImagesLoad(game);
G_PipelinesLoad(game);
@@ -68,7 +75,7 @@ int main(int argc, char **argv)
game->world = world;
world->random = Random_Seed(29237489723847);
world->npcCount = 1;
for(int i = 0; i < world->npcCount; i++) {
for(U32 i = 0; i < world->npcCount; i++) {
NPC *npc1 = &world->npcs[i];
npc1->collision.pos.x = 15;
npc1->collision.pos.y = 15;
@@ -119,9 +126,11 @@ int main(int argc, char **argv)
{
running = false;
}
ProcessEvents(&e, game->world);
}
UpdateWorld(1.0 / 60.0, game->world);
UpdateWorld(1.0f / 60.0f, game->world);
game->camera.p.x = game->world->player.pos.x;
game->camera.p.y = game->world->player.pos.y;

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@@ -9,14 +9,14 @@ void G_ImagesLoad(G_State *game) {
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_Buffer *staging = &draw->staging;
staging->size = MB(256);
staging->usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
staging->host_visible = true;
Vk_BufferCreate(&staging);
Vk_BufferCreate(staging);
U8 *base = staging.data;
U8 *base = staging->data;
U64 offset = 0;
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
@@ -108,7 +108,7 @@ void G_ImagesLoad(G_State *game) {
vk.CmdPipelineBarrier2(cmds->handle, &dep);
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
dep.pImageMemoryBarriers = &shader_read;
@@ -145,7 +145,7 @@ void G_ImagesLoad(G_State *game) {
base += image_sz;
offset += image_sz;
Assert(offset <= staging.size);
Assert(offset <= staging->size);
draw->n_images += 1;
@@ -198,7 +198,7 @@ void G_ImagesLoad(G_State *game) {
vk.CmdPipelineBarrier2(cmds->handle, &dep);
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
dep.pImageMemoryBarriers = &shader_read;
@@ -251,7 +251,7 @@ void G_PipelinesLoad(G_State *game) {
bindings[1].binding = 1;
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[1].descriptorCount = game->draw.n_images;
bindings[1].descriptorCount = game->draw.n_images + game->draw.n_fonts;
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutCreateInfo set_info = { 0 };
@@ -298,6 +298,32 @@ void G_CalculateCamera(G_Camera *camera, F32 aspect) {
camera->proj.inv = M4x4F_Mul(view.inv, proj.inv);
}
V3f G_CameraUnprojectAt(G_Camera *camera, V2f clip, F32 z) {
V3f dir = V3f_Sub(camera->p, V3f_Scale(camera->z, z));
V4f z_dist = V4F(dir.x, dir.y, dir.z, 1.0f);
V4f persp = M4x4F_VMul4(camera->proj.fwd, z_dist);
clip = V2f_Scale(clip, persp.w);
V4f world = M4x4F_VMul4(camera->proj.inv, V4F(clip.x, clip.y, persp.z, persp.w));
V3f result = world.xyz;
return result;
}
V3f G_CameraUnproject(G_Camera *camera, V2f clip) {
V3f result = G_CameraUnprojectAt(camera, clip, camera->p.z);
return result;
}
R3f G_CameraBounds(G_Camera *camera) {
R3f result;
result.min = G_CameraUnproject(camera, V2F(-1, -1));
result.max = G_CameraUnproject(camera, V2F( 1, 1));
return result;
}
#include "impl/aabb.c"
#include "impl/nav.c"
#include "impl/player.c"

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@@ -28,6 +28,12 @@ function void G_PipelinesLoad(G_State *game);
function void G_CalculateCamera(G_Camera *camera, F32 aspect);
// Assumes 'calculate' has been called
function V3f G_CameraUnprojectAt(G_Camera *camera, V2f clip, F32 z);
function V3f G_CameraUnproject(G_Camera *camera, V2f clip);
function R3f G_CameraBounds(G_Camera *camera);
#include "aabb.h"
#include "player.h"
#include "nav.h"

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@@ -27,7 +27,7 @@ navSearchState initState(U32 start, U32 meshSize)
{
state.nodeStates[i].visited = false;
state.nodeStates[i].addedToUnvisited = false;
state.nodeStates[i].distance = U64_MAX;
state.nodeStates[i].distance = F64_MAX;
state.nodeStates[i].shortest = 0;
}
state.nodeStates[start].distance = 0;

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@@ -17,7 +17,7 @@ void UpdateNPCs(F32 delta, World *world)
UpdateNPC(delta, &world->npcs[i], world);
if(world->player.controls.shot && AABB_Point(world->npcs[i].collision, world->player.shotPos)) {
// TODO we need to unproject the mouse location !!!
printf("You shot %.*s\n", Sv(world->npcs[i].name));
printf("You shot %.*s\n", Sv(world->npcs[i].name));
}
}
}
@@ -28,11 +28,32 @@ void ProcessEvents(SDL_Event *event, World *world)
}
void RenderWorld(World *world, D_Context *draw) {
for(int i = 0; i < world->npcCount; i++) {
for(U32 i = 0; i < world->npcCount; i++) {
NPC npc = world->npcs[i];
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 1);
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 0, .dim = npc.collision.size);
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 1);
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 0, .dim = npc.collision.size);
}
D_Rect(draw, world->bandit.collision.pos.x, world->bandit.collision.pos.y, .texture = 9);
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
D_Rect(draw, world->bandit.collision.pos.x, world->bandit.collision.pos.y, .texture = 9);
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
}
void G_WorldDraw(G_State *game, World *world) {
D_Context *draw = &game->draw;
(void) world;
for (F32 y = -128; y < 128; y += 1.1f) {
for (F32 x = -128; x < 128; x += 1.1f) {
U32 ux = (U32) x;
U32 uy = (U32) y;
U32 tid = 15;
if ((ux % 11) == 0 || ((uy % 7) == 0)) {
tid = 16;
}
D_Rect(draw, x, y, .texture = tid);
}
}
}

View File

@@ -518,6 +518,8 @@ Vk_CommandBuffer *Vk_CommandBufferPush() {
vk.BeginCommandBuffer(result->handle, &begin_info);
frame->next_scratch += 1;
return result;
}

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@@ -50,11 +50,19 @@ vec4 unorm_colour(uint c) {
return result;
}
vec2 rotate2f(vec2 v, float angle) {
float s = sin(angle);
float c = cos(angle);
vec2 result = vec2(c * v.x - s * v.y, s * v.x + c * v.y);
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);
vec2 p = (rotate2f(verticies[idx], rect.angle) * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
gl_Position = proj * vec4(p, 1.0f, 1.0f);