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#include <SDL2/SDL.h>
#include <vulkan/vulkan.h>
#include <shaderc/shaderc.h>
#define CGLM_FORCE_DEPTH_ZERO_TO_ONE
#include "../lib/cglm/include/cglm/cglm.h"
#pragma once
#define MAX_FRAMES_IN_FLIGHT 2
typedef struct {
vec3 pos;
vec3 front;
vec3 up;
float yaw;
float pitch;
float lastX;
float lastY;
float fov;
} camera3d;
typedef struct {
mat4 model;
mat4 view;
mat4 proj;
vec2 resolution;
} UniformBufferObject;
typedef struct {
VkCommandBuffer vk_command_buffer;
VkSemaphore image_available_semaphore;
VkSemaphore render_finished_semaphore;
VkFence in_flight_fence;
VkBuffer vk_uniform_buffer;
VkDeviceMemory vk_uniform_buffer_memory;
void * vk_uniform_buffer_mapped;
VkDescriptorSet vk_descriptor_set;
} frame_data;
typedef struct state {
camera3d camera;
int window_w, window_h;
int cell_w, cell_h;
int grid_w, grid_h;
int char_w, char_h;
int char_x, char_y;
int rotate;
int mouse_pressed;
UniformBufferObject ubo;
float x;
int zoom;
SDL_Window* sdl_window;
VkInstance vk_instance;
VkDebugUtilsMessengerEXT vk_debug_messenger;
PFN_vkCreateDebugUtilsMessengerEXT pfnCreateDebugUtilsMessengerEXT;
PFN_vkDestroyDebugUtilsMessengerEXT pfnDestroyDebugUtilsMessengerEXT;
VkPhysicalDevice vk_physical_device;
VkDevice vk_device;
VkQueue vk_graphics_queue;
VkSurfaceKHR vk_surface;
VkQueue vk_present_queue;
VkSwapchainKHR vk_swap_chain;
uint32_t vk_swap_chain_image_count;
// LIST vk_swap_chain_images; // VkImage
VkImage vk_swap_chain_images[1024];
VkFormat vk_swap_chain_image_format;
VkExtent2D vk_swap_chain_extent;
//LIST vk_swap_chain_image_views; // VkImageView
VkImageView vk_swap_chain_image_views[1000];
VkRenderPass vk_render_pass;
VkDescriptorSetLayout vk_descriptor_set_layout;
VkPipelineLayout vk_pipeline_layout;
VkPipeline vk_graphics_pipeline;
VkFramebuffer vk_swap_chain_framebuffers[1000];
uint32_t vk_swap_chain_framebuffers_count;
VkCommandPool vk_command_pool;
frame_data frames[MAX_FRAMES_IN_FLIGHT];
VkBuffer vk_vertex_buffer;
VkDeviceMemory vk_vertex_buffer_memory;
VkBuffer vk_index_buffer;
VkDeviceMemory vk_index_buffer_memory;
VkDescriptorPool vk_descriptor_pool;
shaderc_compilation_result_t prev_vert_result;
shaderc_compilation_result_t prev_frag_result;
} state_t ;
static void
init_state(state_t * s)
{
s->camera.pos[0] = 1.0f;
s->camera.pos[1] = 1.0f;
s->camera.pos[2] = 1.0f;
s->camera.front[0] = 0.0f;
s->camera.front[1] = 0.0f;
s->camera.front[2] = 0.0f;
s->camera.up[0] = 0.0f;
s->camera.up[1] = 0.0f;
s->camera.up[2] = 1.0f;
s->camera.yaw = 0.0f;
s->camera.pitch = -90.0f;
s->camera.lastX = 400.0f;
s->camera.lastY = 300.0f;
s->camera.fov = 45.0f;
s->rotate = 0;
s->mouse_pressed = 0;
s->window_w = 800;
s->window_h = 600;
s->cell_w = 10;
s->cell_h = 10;
s->grid_w = 0;
s->grid_h = 0;
s->char_w = 0;
s->char_h = 0;
s->char_x = 0;
s->char_y = 0;
s->zoom = 10;
s->x = 0.0f;
s->sdl_window = NULL;
s->vk_swap_chain_image_count = 0;
s->vk_physical_device = VK_NULL_HANDLE;
s->vk_swap_chain_framebuffers_count = 0;
s->prev_vert_result = NULL;
s->prev_frag_result = NULL;
}
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