#include #include #include #define STB_IMAGE_IMPLEMENTATION 1 #include #include "core/core.h" #include "core/types.h" #include "game/npc.h" #include "os/core.h" #include "vulkan/core.h" #include "game/core.h" #include "game/world.h" #include "game/impl/npc.c" #include "game/testnavmesh.h" int main(int argc, char **argv) { (void) argc; (void) argv; if (!SDL_Init(SDL_INIT_VIDEO)) { printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError()); return 1; } SDL_Window *window = SDL_CreateWindow("Ludum", 1280, 720, SDL_WINDOW_HIGH_PIXEL_DENSITY); if (!window) { printf("[Error] :: Failed to create window (%s)\n", SDL_GetError()); return 1; } Vk_Setup(window); G_State *game = 0; G_Image *img = 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); for (U32 it = 0; it < game->n_images; ++it) { if (Str8_Equal(game->images[it].name, S("saloon_ext"), 0)) { img = &game->images[it]; break; } } if (!img) { img = &game->images[0]; } Vk_Buffer *vbo = &game->vbo; vbo->size = KB(4096); vbo->usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT; vbo->host_visible = true; Vk_BufferCreate(vbo); G_Vertex *vertices = cast(G_Vertex *) vbo->data; vertices[0] = (G_Vertex) { -0.25f, -0.25f, 1.0f, 1.0f, 0.0f, 0.0f, 0xFFFFFFFF, 0}; vertices[1] = (G_Vertex) { 0.25f, -0.25f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 0}; vertices[2] = (G_Vertex) { -0.25f, 0.25f, 1.0f, 1.0f, 0.0f, 1.0f, 0xFFFFFFFF, 0}; vertices[3] = (G_Vertex) { 0.25f, -0.25f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 0}; vertices[4] = (G_Vertex) { 0.25f, 0.25f, 1.0f, 1.0f, 1.0f, 1.0f, 0xFFFFFFFF, 0}; vertices[5] = (G_Vertex) { -0.25f, 0.25f, 1.0f, 1.0f, 0.0f, 1.0f, 0xFFFFFFFF, 0}; } bool running = true; Player player; player.pos.x = 0; player.pos.y = 0; World world = { .npcCount = 2, .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} }; while (running) { SDL_Event e; while (SDL_PollEvent(&e)) { PlayerUpdate(&e, &player); if (e.type == SDL_EVENT_QUIT) { running = false; } } UpdateNPCs(1.0/60.0, &world); int w, h; SDL_GetWindowSizeInPixels(window, &w, &h); Vk_Frame *frame = Vk_FrameBegin(window); VkCommandBuffer cmd = frame->cmd; VkClearValue clear_colour; clear_colour.color.float32[0] = 1.0f; clear_colour.color.float32[1] = 0.0f; clear_colour.color.float32[2] = 0.0f; clear_colour.color.float32[3] = 1.0f; VkRenderingAttachmentInfo colour_attachment = {0}; colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO; colour_attachment.imageView = vk.swapchain.views[frame->image]; colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; colour_attachment.clearValue = clear_colour; VkRenderingInfo rendering_info = {0}; rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO; rendering_info.renderArea = (VkRect2D){0, 0, w, h}; rendering_info.layerCount = 1; rendering_info.colorAttachmentCount = 1; rendering_info.pColorAttachments = &colour_attachment; vk.CmdBeginRendering(cmd, &rendering_info); Vk_Pipeline *basic = &game->pipelines[0]; 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 { VkWriteDescriptorSet writes[2] = { 0 }; VkDescriptorBufferInfo vbo_info = { 0 }; vbo_info.buffer = game->vbo.handle; vbo_info.offset = 0; vbo_info.range = 256; VkDescriptorImageInfo image_info = { 0 }; image_info.imageView = img->image.view; image_info.sampler = vk.sampler; image_info.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 = &vbo_info; writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writes[1].dstSet = set; writes[1].dstBinding = 1; writes[1].descriptorCount = 1; 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); VkViewport viewport = { 0, 0, (F32) w, (F32) h, 0.0f, 1.0f }; VkRect2D scissor = { 0, 0, w, h }; vk.CmdSetViewport(cmd, 0, 1, &viewport); vk.CmdSetScissor(cmd, 0, 1, &scissor); vk.CmdDraw(cmd, 6, 1, 0, 0); vk.CmdEndRendering(cmd); Vk_FrameEnd(); } SDL_DestroyWindow(window); SDL_Quit(); return 0; } #include "core/core.c" #include "os/core.c" #include "vulkan/core.c" #include "game/core.c"