// @Todo: These should move to draw/core.c // internal void G_AssetNameHash(D_Context *draw, Str8 name, U32 id) { D_AssetHash *result = M_ArenaPush(draw->arena, D_AssetHash); U64 hash = Str8_Hash(name); U64 index = hash & (D_ASSET_HASH_COUNT - 1); result->value = name; result->hash = hash; result->id = id; SLL_Push(draw->lookup[index], result); } 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 = &draw->staging; 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"); // This doesn't _really_ need one because its just zero and always will be zero G_AssetNameHash(draw, white->name, 0); 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, ©); 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); image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.')); G_AssetNameHash(draw, image->name, draw->n_images); draw->n_images += 1; 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, ©); 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 + game->draw.n_fonts; 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_AudioLoad(G_State *game) { (void) game; M_TempScope(0, 0) { 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); // @Incomplete: finish this for (FS_Entry *it = assets.first; it != 0; it = it->next) { } } } void G_CalculateCamera(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); } 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"