366 lines
7.3 KiB
C
366 lines
7.3 KiB
C
#ifndef PIPELINE_H
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#define PIPELINE_H
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#include "vulkan/vulkan_core.h"
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#include "cglm/types.h"
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#include "vk_mem_alloc.h"
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#include "gpu.h"
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#include "ft2build.h"
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#include FT_FREETYPE_H
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#define ANCHOR_TOP_LEFT 0
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#define ANCHOR_TOP_RIGHT 1
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#define ANCHOR_BOTTOM_LEFT 2
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#define ANCHOR_BOTTOM_RIGHT 3
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#define ANCHOR_CENTER 4
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#define DRAWABLE_TYPE_RECT 0
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#define DRAWABLE_TYPE_GLYPH 1
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#define DRAWABLE_TYPE_IMAGE 2
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#define DRAWABLE_TYPE_RECT_HSV 3
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#define UI_EVENT_CURSOR (1 << 0)
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#define UI_EVENT_SCROLL (1 << 1)
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#define UI_EVENT_BUTTON (1 << 2)
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typedef struct UIPushConstantStruct {
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VkDeviceAddress layer;
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float time;
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uint32_t pad;
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} UIPushConstant;
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typedef struct GPUFontStruct {
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VkDeviceAddress symbol_list;
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uint32_t num_symbols;
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uint32_t width;
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uint32_t height;
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} GPUFont;
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typedef struct GPUSymbolStruct {
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float top;
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float left;
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float width;
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float height;
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vec2 advance;
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} GPUSymbol;
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typedef struct FontStruct {
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VmaAllocation symbol_memory;
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VmaAllocation image_memory;
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VkBuffer symbols;
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VkImage image;
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VkImageView view;
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VkSampler sampler;
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uint32_t* charmap;
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uint32_t num_symbols;
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uint32_t index;
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char* family;
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char* style;
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} Font;
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typedef struct TextureStruct {
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VmaAllocation image_memory;
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VkImage image;
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VkImageView view;
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VkSampler sampler;
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char* path;
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} Texture;
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typedef struct GPUStringStruct {
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vec2 pos;
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vec4 color;
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float size;
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uint32_t offset;
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uint32_t length;
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uint32_t font;
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} GPUString;
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typedef struct GPUDrawableStruct {
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vec2 pos;
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vec2 size;
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vec4 color[4];
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uint32_t type;
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uint32_t var;
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uint32_t events;
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} GPUDrawable;
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typedef struct GPULayerStruct {
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DrawCommand draw;
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DispatchCommand dispatch_strings;
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uint32_t max_drawables;
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uint32_t max_codes;
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uint32_t max_strings;
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uint32_t num_drawables;
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VkDeviceAddress strings;
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VkDeviceAddress codes;
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VkDeviceAddress drawables;
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VkDeviceAddress container;
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} GPULayer;
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typedef struct LayerStruct {
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VkBuffer strings[MAX_FRAMES_IN_FLIGHT];
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VkBuffer codes[MAX_FRAMES_IN_FLIGHT];
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VkBuffer drawables[MAX_FRAMES_IN_FLIGHT];
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VkBuffer layer[MAX_FRAMES_IN_FLIGHT];
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VmaAllocation strings_memory[MAX_FRAMES_IN_FLIGHT];
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VmaAllocation drawables_memory[MAX_FRAMES_IN_FLIGHT];
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VmaAllocation codes_memory[MAX_FRAMES_IN_FLIGHT];
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VmaAllocation layer_memory[MAX_FRAMES_IN_FLIGHT];
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VkDeviceAddress address[MAX_FRAMES_IN_FLIGHT];
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GPUDrawable* drawables_buffer;
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GPUString* strings_buffer;
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uint32_t* codes_buffer;
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GPULayer data;
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} Layer;
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typedef struct LayerInputStruct {
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uint32_t num_strings;
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uint32_t num_codes;
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uint32_t num_drawables;
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uint32_t max_codes;
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uint32_t max_strings;
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uint32_t max_drawables;
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GPUString* strings;
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uint32_t* codes;
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GPUDrawable* drawables;
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} LayerInput;
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typedef struct GPUContainerStruct {
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vec2 offset;
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vec2 size;
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uint32_t anchor;
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VkDeviceAddress context;
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} GPUContainer;
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typedef struct UIContextStruct UIContext;
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typedef struct ContainerStruct Container;
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typedef bool (*ui_text_callback)(
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Container* container,
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void* data,
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UIContext* ui,
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RenderContext* gpu,
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unsigned int codepoint);
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typedef bool (*ui_key_callback)(
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Container* container,
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void* data,
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UIContext* ui,
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RenderContext* gpu,
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int key,
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int action,
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int mods);
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typedef bool (*ui_button_callback)(
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Container* container,
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void* data,
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UIContext* ui,
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RenderContext* gpu,
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float x,
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float y,
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int button,
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int action,
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int mods);
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typedef bool (*ui_scroll_callback)(
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Container* container,
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void* data,
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UIContext* ui,
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RenderContext* gpu,
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double x,
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double y);
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typedef bool (*ui_cursor_callback)(
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Container* container,
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void* data,
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UIContext* ui,
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RenderContext* gpu,
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float x,
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float y);
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typedef void (*ui_deselect_callback)(
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Container* container,
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void* data,
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UIContext* ui,
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RenderContext* gpu);
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typedef struct UICallbacksStruct {
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uint32_t layer;
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uint32_t element;
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void* data;
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ui_text_callback text;
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ui_key_callback key;
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ui_button_callback button;
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ui_scroll_callback scroll;
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ui_cursor_callback cursor;
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ui_deselect_callback deselect;
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} UICallbacks;
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struct ContainerStruct {
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VkBuffer container[MAX_FRAMES_IN_FLIGHT];
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VmaAllocation container_memory[MAX_FRAMES_IN_FLIGHT];
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VkDeviceAddress address[MAX_FRAMES_IN_FLIGHT];
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GPUContainer data;
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uint32_t id;
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uint32_t layer_count;
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Layer* layers;
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uint32_t callback_count;
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UICallbacks* callbacks;
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};
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typedef struct ContainerInputStruct {
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uint32_t id;
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uint32_t anchor;
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vec2 offset;
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vec2 size;
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uint32_t layer_count;
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LayerInput* layers;
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uint32_t callback_count;
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UICallbacks* callbacks;
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} ContainerInput;
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typedef struct GPUUIContextStruct {
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VkDeviceAddress font_infos;
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vec2 screen;
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vec2 extent;
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vec2 scale;
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} GPUUIContext;
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struct UIContextStruct {
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VkDeviceAddress address;
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VkBuffer context;
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VmaAllocation context_memory;
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VkBuffer font_infos;
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VmaAllocation font_infos_memory;
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VkDescriptorSet textures;
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VkDescriptorSet samplers;
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VkDescriptorSet font_samplers;
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VkDescriptorSet font_textures;
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VkDescriptorSetLayout samplers_layout;
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VkDescriptorSetLayout textures_layout;
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VkDescriptorPool fonts_pool;
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VkDescriptorPool textures_pool;
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GraphicsPipeline pipeline;
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ComputePipeline string_pipeline;
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uint32_t max_fonts;
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uint32_t max_textures;
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Font* fonts;
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Texture* texture_slots;
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uint32_t max_containers;
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Container* containers;
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GPUUIContext data;
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FT_Library freetype;
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UICallbacks* active_callbacks;
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Container* active_container;
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uint32_t active_layer;
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uint32_t active_element;
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double cursor[2];
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};
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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,
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RenderContext* gpu,
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UIContext* context);
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VkResult load_font(
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uint32_t index,
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const char* ttf_file,
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uint32_t size,
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VkBool32 antialias,
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RenderContext* gpu,
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UIContext* context);
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VkResult load_texture(
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const char* png_path,
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RenderContext* gpu,
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UIContext* context,
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uint32_t* index);
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VkResult load_container(
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ContainerInput* container,
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RenderContext* gpu,
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UIContext* context);
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VkResult unload_container(
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uint32_t id,
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RenderContext* gpu,
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UIContext* context);
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VkResult create_layer(
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uint32_t index,
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LayerInput* input,
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RenderContext* gpu,
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Container* container);
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VkResult map_string(
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const char * text,
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uint32_t* buffer,
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uint32_t offset,
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uint32_t font,
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UIContext* context);
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VkResult update_ui_context_resolution(
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UIContext* ui,
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RenderContext* gpu);
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VkResult update_ui_string(
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const char* string,
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Container* container,
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uint32_t layer_index,
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uint32_t string_index,
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UIContext* ui,
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RenderContext* gpu);
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Container* context_container(uint32_t container_id, UIContext* ui);
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bool ui_intersect(
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double cursor[2],
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RenderContext* gpu,
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UIContext* ui,
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uint32_t events,
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uint32_t* container,
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uint32_t* layer,
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uint32_t* element,
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vec2 position);
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void set_active_element(uint32_t container, uint32_t layer, uint32_t element, UIContext* ui);
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void clear_active_element(UIContext* ui, RenderContext* gpu);
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void anchor_offset(RenderContext* gpu, Container* container, vec2 offset);
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#endif
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