2024-10-30 17:36:53 -06:00
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#ifndef HEX_H
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#define HEX_H
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#include "gpu.h"
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#define REGION_SIZE 10
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#define REGION_HEX_COUNT (3*REGION_SIZE*(REGION_SIZE-1)+1)
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#define MAX_LOADED_REGIONS (51*51)
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#define HEX_X 0.75
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#define SQRT3 1.732050807568877193176604123436845839023590087890625
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#define HEX_Z (SQRT3/2)
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#define REGION_DIAMETER (2*REGION_SIZE-1)
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#define REGION_WIDTH (HEX_X*REGION_DIAMETER)
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#define REGION_HEIGHT (HEX_Z*REGION_DIAMETER)
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#define max(a, b) ((a > b) ? a : b)
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#define min(a, b) ((a < b) ? a : b)
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extern vec3 hex_vertices[];
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extern vec3 hex_starts[];
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extern vec3 hex_directions[];
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extern int hex_indices[];
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typedef struct GPUHexStruct {
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float height[6];
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uint32_t color[7];
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} GPUHex;
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typedef struct GPUHexRegionStruct {
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int32_t q;
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int32_t r;
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int32_t y;
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uint32_t map;
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GPUHex hexes[REGION_HEX_COUNT];
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} GPUHexRegion;
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typedef struct HexRegionStruct {
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VkDeviceAddress address;
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VkBuffer region;
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VmaAllocation region_memory;
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GPUHexRegion data;
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} HexRegion;
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typedef struct GPUHexContextStruct {
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mat4 proj;
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mat4 view;
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vec4 click_start;
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vec4 click_end;
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vec4 hover_start;
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vec4 hover_end;
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uint32_t current_map;
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uint32_t clicked_region;
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uint32_t clicked_hex;
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uint32_t hovered_region;
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uint32_t hovered_hex;
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VkDeviceAddress regions[MAX_LOADED_REGIONS];
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} GPUHexContext;
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typedef struct HexContextStruct {
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VkDeviceAddress address[MAX_FRAMES_IN_FLIGHT];
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VkBuffer context[MAX_FRAMES_IN_FLIGHT];
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VmaAllocation context_memory[MAX_FRAMES_IN_FLIGHT];
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mat4 inverse;
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GraphicsPipeline graphics;
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GraphicsPipeline highlight_pipeline;
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#ifdef DRAW_HEX_RAYS
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GraphicsPipeline ray_pipeline;
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#endif
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HexRegion* regions[MAX_LOADED_REGIONS];
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GPUHexContext data;
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} HexContext;
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typedef struct HexPushConstantStruct {
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VkDeviceAddress context;
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double time;
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} HexPushConstant;
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VkResult create_hex_context(
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RenderContext* gpu,
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HexContext* context);
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VkResult set_hex_region(
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HexRegion* region,
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HexContext* hex,
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RenderContext* gpu);
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VkResult allocate_hex_region(
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int32_t q, int32_t r, int32_t y,
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uint32_t map,
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HexRegion** region,
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HexContext* hex,
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RenderContext* gpu);
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bool ray_world_intersect(
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float* distance,
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uint32_t* rid,
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uint32_t* hid,
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vec4 ray_start,
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vec4 ray_end,
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HexContext* context);
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VkResult update_hex_proj(
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RenderContext* gpu,
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HexContext* hex);
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VkResult update_hex_view(
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vec3 position,
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vec2 rotation,
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double distance,
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RenderContext* gpu,
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HexContext* hex);
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VkResult update_hex_hover(
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double cursor[2],
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HexContext* hex,
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RenderContext* gpu);
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VkResult update_hex_click(
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double cursor[2],
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HexContext* hex,
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RenderContext* gpu);
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#endif
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