roleplay/client/include/render.h

130 lines
2.7 KiB
C

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#ifndef RENDER_H
#define RENDER_H
#define VK_USE_PLATFORM_MACOS_MVK
#include "vulkan/vulkan_core.h"
#include "vk_mem_alloc.h"
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
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#ifdef __APPLE__
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#define GLFW_EXPOSE_NATIVE_COCOA
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#endif
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#include <GLFW/glfw3native.h>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <cglm/types.h>
#include <cglm/mat4.h>
#include <cglm/vec3.h>
#include <cglm/affine.h>
#include <cglm/quat.h>
#include <cglm/cam.h>
#include "ui.h"
#include "command.h"
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#define VK_RESULT(x) {\
result = x;\
if(result != VK_SUCCESS) {\
return x;\
}\
}
extern const uint32_t MAX_FRAMES_IN_FLIGHT;
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typedef struct SwapchainDetailsStruct {
VkSurfaceCapabilitiesKHR capabilities;
VkSurfaceFormatKHR* formats;
uint32_t formats_count;
VkPresentModeKHR* present_modes;
uint32_t present_modes_count;
} SwapchainDetails;
typedef struct RenderContextStruct {
VkInstance instance;
VkDebugUtilsMessengerEXT debug_messenger;
VkPhysicalDevice physical_device;
VkPhysicalDeviceMemoryProperties memories;
VkSurfaceKHR surface;
Queue graphics_queue;
Queue present_queue;
Queue transfer_queue;
VkDevice device;
VmaAllocator allocator;
SwapchainDetails swapchain_details;
VkSurfaceFormatKHR swapchain_format;
VkPresentModeKHR swapchain_present_mode;
VkExtent2D swapchain_extent;
VkSwapchainKHR swapchain;
uint32_t swapchain_image_count;
VkImage* swapchain_images;
VkImageView* swapchain_image_views;
VkFramebuffer* swapchain_framebuffers;
VkFormat depth_format;
VkImageView depth_image_view;
VkImage depth_image;
VmaAllocation depth_image_memory;
VkCommandPool extra_graphics_pool;
VkCommandPool graphics_pool;
VkCommandPool transfer_pool;
VkRenderPass render_pass;
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VkCommandBuffer* swapchain_command_buffers;
VkSemaphore* image_available_semaphores;
VkSemaphore* render_finished_semaphores;
VkFence* in_flight_fences;
uint32_t current_frame;
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vec2 window_scale;
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} RenderContext;
GLFWwindow* init_window();
VkResult init_vulkan(
GLFWwindow* window,
RenderContext* context);
VkResult draw_frame(
RenderContext* context,
UIContextStorage* ui_context,
UILayerStorage* ui_layers,
uint32_t ui_layer_count);
VkResult create_transfer_buffer(
VmaAllocator allocator,
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VkDeviceSize size,
VkBuffer* buffer,
VmaAllocation* memory,
void** mapped);
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void destroy_transfer_buffer(
VmaAllocator allocator,
VkBuffer buffer,
VmaAllocation memory);
VkResult create_storage_buffer(
VmaAllocator allocator,
VkBufferUsageFlags usage,
VkDeviceSize size,
VkBuffer* buffer,
VmaAllocation* memory);
VkDeviceAddress buffer_address(
VkDevice device,
VkBuffer buffer);
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#endif