#ifndef HEX_H #define HEX_H #include "gpu.h" #include "vulkan/vulkan_core.h" #define MAX_RAYS 10 #define MAX_HIGHLIGHTS 10 #define MAX_POINTS 10 #define MAX_LOADED_REGIONS 2500 #define REGION_SIZE 10 #define REGION_HEX_COUNT (3*REGION_SIZE*(REGION_SIZE-1)+1) #define HEX_X 0.75 #define SQRT3 1.732050807568877193176604123436845839023590087890625 #define HEX_Z (SQRT3/2) #define REGION_DIAMETER (2*REGION_SIZE-1) #define REGION_WIDTH (HEX_X*REGION_DIAMETER) #define REGION_HEIGHT (HEX_Z*REGION_DIAMETER) #define max(a, b) ((a > b) ? a : b) #define min(a, b) ((a < b) ? a : b) typedef struct HexCoordStruct { int32_t q; int32_t r; } HexCoord; extern vec3 hex_vertices[]; extern vec3 hex_starts[]; extern vec3 hex_directions[]; extern HexCoord hex_starts_qr[]; extern HexCoord hex_directions_qr[]; extern int hex_indices[]; typedef struct GPUHexStruct { float height[6]; uint32_t color[7]; } GPUHex; typedef struct GPUHexRegionStruct { HexCoord position; int32_t y; uint32_t map; GPUHex hexes[REGION_HEX_COUNT]; } GPUHexRegion; typedef struct HexRegionStruct { VkDeviceAddress address; VkBuffer region; VmaAllocation region_memory; GPUHexRegion data; } HexRegion; typedef struct GPURayStruct { vec4 start; vec4 end; vec4 color; } GPURay; typedef struct GPUHighlightStruct { vec4 color; uint32_t region; uint32_t hex; float offset; } GPUHighlight; typedef struct GPUPointStruct { vec4 color; uint32_t region; uint32_t hex; uint32_t vertex; float size; float offset; } GPUPoint; typedef struct GPUHexContextStruct { mat4 proj; mat4 view; uint32_t current_map; VkDeviceAddress rays; VkDeviceAddress points; VkDeviceAddress highlights; VkDeviceAddress regions[MAX_LOADED_REGIONS]; } GPUHexContext; typedef struct HexContextStruct { VkDeviceAddress address[MAX_FRAMES_IN_FLIGHT]; VkBuffer context[MAX_FRAMES_IN_FLIGHT]; VmaAllocation context_memory[MAX_FRAMES_IN_FLIGHT]; VkBuffer rays[MAX_FRAMES_IN_FLIGHT]; VkBuffer points[MAX_FRAMES_IN_FLIGHT]; VkBuffer highlights[MAX_FRAMES_IN_FLIGHT]; VmaAllocation rays_memory[MAX_FRAMES_IN_FLIGHT]; VmaAllocation points_memory[MAX_FRAMES_IN_FLIGHT]; VmaAllocation highlights_memory[MAX_FRAMES_IN_FLIGHT]; GPURay rays_buffer[MAX_RAYS]; GPUHighlight highlights_buffer[MAX_HIGHLIGHTS]; GPUPoint points_buffer[MAX_POINTS]; mat4 inverse; GraphicsPipeline graphics; GraphicsPipeline highlight_pipeline; GraphicsPipeline point_pipeline; GraphicsPipeline ray_pipeline; HexRegion* regions[MAX_LOADED_REGIONS]; GPUHexContext data; } HexContext; typedef struct HexPushConstantStruct { VkDeviceAddress context; double time; } HexPushConstant; VkResult create_hex_context( RenderContext* gpu, HexContext* context); VkResult set_hex_region( HexRegion* region, HexContext* hex, RenderContext* gpu); VkResult allocate_hex_region( int32_t q, int32_t r, int32_t y, uint32_t map, HexRegion** region, HexContext* hex, RenderContext* gpu); VkResult free_hex_region( uint32_t region_index, HexContext* hex, RenderContext* gpu); bool ray_world_intersect( float* distance, uint32_t* vertex, uint32_t* rid, uint32_t* hid, vec4 ray_start, vec4 ray_end, HexContext* context); VkResult update_hex_proj( RenderContext* gpu, HexContext* hex); VkResult update_hex_view( vec3 position, vec2 rotation, double distance, RenderContext* gpu, HexContext* hex); void hex_qr(uint32_t hex, HexCoord* world); void region_qr(HexCoord region, HexCoord* world); void hex_add(HexCoord from, HexCoord* to); void hex_index(HexCoord world, HexCoord* region, uint32_t* hex); void hex_vertex_neighbors( uint32_t vertex, HexCoord hex, uint32_t n_vertex[2], HexCoord n_region[2], uint32_t n_hex[2]); void first_matching_region(HexCoord coord, int y, uint32_t* region, HexContext* context); #endif