#include #include #include #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; }