79 lines
2.6 KiB
C
79 lines
2.6 KiB
C
#ifndef CAMERA_H
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#define CAMERA_H
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#include <cglm/types.h>
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#include "gpu.h"
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// Forward declaration only (no #include "ui.h") - camera.h and ui.h are
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// mutually referential (Container owns a Camera*, Camera targets a
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// UIContext's texture pool) and neither needs more than a pointer to the
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// other's type.
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typedef struct UIContextStruct UIContext;
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// GPU mirror of the proj/view a camera pushes to its render target's push
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// constant; std430 layout must match shader/camera_common.glsl's Camera
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// buffer_reference struct exactly.
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typedef struct GPUCameraStruct {
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mat4 proj;
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mat4 view;
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} GPUCamera;
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// Orbital camera: looks at `position` from `distance` away, oriented by
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// `rotation` (yaw, pitch). `view`/`proj` are derived state, stale until
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// camera_update_view/camera_update_proj run - callers are responsible for
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// calling them after changing position/rotation/distance, or after the
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// camera's target size changes.
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//
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// A camera's on-screen placement isn't camera state - attach it to a
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// Container (container_set_camera, ui.h) and that container's anchor/
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// offset/size/z-order (container_order) becomes the camera's viewport and
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// draw order, same as every other container. A camera can separately (or
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// instead) render into an offscreen texture via camera_init_texture_target,
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// for other pipelines/containers to sample.
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typedef struct CameraStruct {
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vec3 position;
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vec2 rotation;
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double distance;
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mat4 view;
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mat4 proj;
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bool has_texture_target;
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struct {
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uint32_t width, height;
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// Double-buffered per frame-in-flight: two separate vkQueueSubmits
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// aren't hazard-free against each other without extra sync, so this
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// mirrors the existing pattern (HexContext/Container GPU buffers)
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// rather than adding a new semaphore.
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uint32_t texture_slot[MAX_FRAMES_IN_FLIGHT];
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VkImage depth_image[MAX_FRAMES_IN_FLIGHT];
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VkImageView depth_image_view[MAX_FRAMES_IN_FLIGHT];
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VmaAllocation depth_image_memory[MAX_FRAMES_IN_FLIGHT];
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} texture;
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VkBuffer gpu_buffer[MAX_FRAMES_IN_FLIGHT];
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VmaAllocation gpu_buffer_memory[MAX_FRAMES_IN_FLIGHT];
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VkDeviceAddress gpu_address[MAX_FRAMES_IN_FLIGHT];
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} Camera;
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VkResult create_camera(RenderContext* gpu, Camera* camera);
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void camera_update_view(Camera* camera);
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void camera_update_proj(Camera* camera, float aspect);
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VkResult camera_sync_gpu(Camera* camera, RenderContext* gpu);
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VkResult camera_init_texture_target(
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RenderContext* gpu,
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UIContext* ui,
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Camera* camera,
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uint32_t width,
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uint32_t height);
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void camera_destroy_texture_target(
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RenderContext* gpu,
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UIContext* ui,
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Camera* camera);
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#endif
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