roleplay/client/include/hex.h

77 lines
1.4 KiB
C

#ifndef HEX_H
#define HEX_H
#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 (25*25)
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typedef struct GPUHexStruct {
float height[6];
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uint32_t color[7];
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} GPUHex;
typedef struct GPUHexRegionStruct {
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int32_t q;
int32_t r;
int32_t y;
uint32_t map;
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GPUHex hexes[REGION_HEX_COUNT];
} GPUHexRegion;
typedef struct HexRegionStruct {
VkDeviceAddress address;
VkBuffer region;
VmaAllocation region_memory;
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GPUHexRegion data;
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} HexRegion;
typedef struct GPUHexContextStruct {
mat4 proj;
mat4 view;
vec4 click_start;
vec4 click_end;
vec4 hover_start;
vec4 hover_end;
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uint32_t clicked_region;
int32_t clicked_hex;
uint32_t hovered_region;
int32_t hovered_hex;
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VkDeviceAddress regions[MAX_LOADED_REGIONS];
} GPUHexContext;
typedef struct HexContextStruct {
VkDeviceAddress address;
VkBuffer context;
VmaAllocation context_memory;
GraphicsPipeline graphics;
GraphicsPipeline ray_pipeline;
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GraphicsPipeline highlight_pipeline;
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HexRegion regions[MAX_LOADED_REGIONS];
GPUHexContext data;
} HexContext;
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typedef struct HexPushConstantStruct {
VkDeviceAddress context;
double time;
} HexPushConstant;
VkResult create_hex_context(
RenderContext* gpu,
HexContext* context);
VkResult set_hex_region(
int32_t q, int32_t r, int32_t y,
uint32_t map,
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HexRegion** region,
HexContext* hex,
RenderContext* gpu);
#endif