roleplay/client/include/hex.h

84 lines
1.7 KiB
C

#ifndef HEX_H
#define HEX_H
#include "gpu.h"
#define REGION_SIZE 10
#define REGION_HEX_COUNT (3*REGION_SIZE*(REGION_SIZE-1)+1)
#define MAX_LOADED_REGIONS (51*51)
#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)
typedef struct GPUHexStruct {
float height[6];
uint32_t color[7];
} GPUHex;
typedef struct GPUHexRegionStruct {
int32_t q;
int32_t r;
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 GPUHexContextStruct {
mat4 proj;
mat4 view;
vec4 click_start;
vec4 click_end;
vec4 hover_start;
vec4 hover_end;
uint32_t current_map;
uint32_t clicked_region;
int32_t clicked_hex;
uint32_t hovered_region;
int32_t hovered_hex;
VkDeviceAddress regions[MAX_LOADED_REGIONS];
} GPUHexContext;
typedef struct HexContextStruct {
VkDeviceAddress address;
VkBuffer context;
VmaAllocation context_memory;
GraphicsPipeline graphics;
GraphicsPipeline ray_pipeline;
GraphicsPipeline highlight_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(
int32_t q, int32_t r, int32_t y,
uint32_t map,
HexRegion** region,
HexContext* hex,
RenderContext* gpu);
#endif