roleplay/client/include/ui.h

258 lines
4.9 KiB
C

#ifndef PIPELINE_H
#define PIPELINE_H
#include "vulkan/vulkan_core.h"
#include "cglm/types.h"
#include "vk_mem_alloc.h"
#include "gpu.h"
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#include "ft2build.h"
#include FT_FREETYPE_H
#define ANCHOR_TOP_LEFT 0
#define ANCHOR_TOP_RIGHT 1
#define ANCHOR_BOTTOM_LEFT 2
#define ANCHOR_BOTTOM_RIGHT 3
#define ANCHOR_CENTER 4
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typedef struct ComputePipelineStruct {
VkPipelineLayout layout;
VkPipeline pipeline;
} ComputePipeline;
typedef struct GraphicsPipelineStruct {
VkPipelineLayout layout;
VkPipeline pipeline;
} GraphicsPipeline;
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typedef struct DrawCommandStruct {
uint32_t vertex_count;
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uint32_t instance_count;
uint32_t first_vertex;
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uint32_t first_instance;
} DrawCommand;
typedef struct DispatchCommandStruct {
uint32_t x;
uint32_t y;
uint32_t z;
} DispatchCommand;
typedef struct FontStruct {
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VkDeviceAddress symbol_list;
uint32_t num_symbols;
uint32_t width;
uint32_t height;
} Font;
typedef struct SymbolInfoStruct {
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float top;
float left;
float width;
float height;
float advance;
} SymbolInfo;
typedef struct FontStorageStruct {
VmaAllocation symbol_memory;
VmaAllocation image_memory;
VkBuffer symbols;
VkImage image;
VkImageView view;
VkSampler sampler;
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uint32_t* charmap;
uint32_t num_symbols;
uint32_t index;
char* family;
char* style;
} FontStorage;
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typedef struct TextureStorageStruct {
VmaAllocation image_memory;
VkImage image;
VkImageView view;
VkSampler sampler;
char* path;
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} TextureStorage;
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typedef struct UIStringStruct {
vec2 pos;
vec4 color;
float size;
uint32_t offset;
uint32_t length;
uint32_t font;
uint32_t id;
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} UIString;
typedef struct UIDrawableStruct {
vec2 pos;
vec2 size;
vec4 color;
uint32_t type;
uint32_t code;
uint32_t index;
uint32_t id;
} UIDrawable;
typedef struct UILayerStruct {
VkDeviceAddress strings;
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VkDeviceAddress codes;
VkDeviceAddress drawables;
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DrawCommand draw;
DispatchCommand dispatch_strings;
uint32_t max_drawables;
uint32_t max_codes;
uint32_t max_strings;
uint32_t num_drawables;
VkDeviceAddress container;
} UILayer;
typedef struct UIlayerStorageStruct {
VkBuffer strings;
VkBuffer codes;
VkBuffer drawables;
VkBuffer layer;
VmaAllocation strings_memory;
VmaAllocation drawables_memory;
VmaAllocation codes_memory;
VmaAllocation layer_memory;
VkDeviceAddress address;
UIDrawable* drawables_buffer;
UIString* strings_buffer;
uint32_t* codes_buffer;
UILayer data;
} UILayerStorage;
typedef struct UIContainerStruct {
vec2 offset;
vec2 size;
uint32_t anchor;
} UIContainer;
typedef struct UIContainerStorageStruct {
VkBuffer container;
VmaAllocation container_memory;
VkDeviceAddress address;
UIContainer data;
uint32_t id;
uint32_t layer_count;
UILayerStorage* layers;
} UIContainerStorage;
typedef struct UIContextStruct {
VkDeviceAddress font_infos;
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vec2 screen;
vec2 extent;
vec2 scale;
} UIContext;
typedef struct UIContextStorageStruct {
VkDeviceAddress address;
VkBuffer context;
VmaAllocation context_memory;
VkBuffer font_infos;
VmaAllocation font_infos_memory;
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VkDescriptorSet textures;
VkDescriptorSet samplers;
VkDescriptorSet font_samplers;
VkDescriptorSet font_textures;
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VkDescriptorSetLayout samplers_layout;
VkDescriptorSetLayout textures_layout;
VkDescriptorPool fonts_pool;
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VkDescriptorPool textures_pool;
GraphicsPipeline pipeline;
ComputePipeline string_pipeline;
uint32_t max_fonts;
uint32_t max_textures;
FontStorage* fonts;
TextureStorage* texture_slots;
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uint32_t max_containers;
UIContainerStorage* containers;
UIContext data;
} UIContextStorage;
VkResult create_ui_context(
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uint32_t max_fonts,
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uint32_t max_textures,
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uint32_t max_containers,
RenderContext* gpu,
UIContextStorage* memory);
VkResult load_font(
const char* ttf_file,
uint32_t size,
VkBool32 antialias,
FT_Library library,
RenderContext* gpu,
UIContextStorage* context,
uint32_t* index);
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VkResult load_texture(
const char* png_path,
RenderContext* gpu,
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UIContextStorage* context,
uint32_t* index);
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typedef struct UILayerInputStruct {
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uint32_t num_strings;
uint32_t num_codes;
uint32_t num_drawables;
UIString* strings;
uint32_t* codes;
UIDrawable* drawables;
} UILayerInput;
typedef struct UIContainerInputStruct {
uint32_t id;
uint32_t anchor;
vec2 offset;
vec2 size;
uint32_t layer_count;
UILayerInput* layers;
} UIContainerInput;
VkResult create_container(
UIContainerInput* container,
RenderContext* gpu,
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UIContextStorage* context);
VkResult create_layer(
uint32_t index,
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UILayerInput* input,
RenderContext* gpu,
UIContainerStorage* container);
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VkResult map_string(
const char * text,
uint32_t* buffer,
uint32_t offset,
uint32_t* charmap,
uint32_t charmap_size);
#endif