roleplay/client/include/ui.h

258 lines
4.8 KiB
C

#ifndef PIPELINE_H
#define PIPELINE_H
#include "vulkan/vulkan_core.h"
#include "cglm/types.h"
#include "vk_mem_alloc.h"
#include "gpu.h"
#include "ft2build.h"
#include FT_FREETYPE_H
#define ANCHOR_TOP_LEFT 0
#define ANCHOR_TOP_RIGHT 1
#define ANCHOR_BOTTOM_LEFT 2
#define ANCHOR_BOTTOM_RIGHT 3
#define ANCHOR_CENTER 4
typedef struct ComputePipelineStruct {
VkPipelineLayout layout;
VkPipeline pipeline;
} ComputePipeline;
typedef struct GraphicsPipelineStruct {
VkPipelineLayout layout;
VkPipeline pipeline;
} GraphicsPipeline;
typedef struct DrawCommandStruct {
uint32_t vertex_count;
uint32_t instance_count;
uint32_t first_vertex;
uint32_t first_instance;
} DrawCommand;
typedef struct DispatchCommandStruct {
uint32_t x;
uint32_t y;
uint32_t z;
} DispatchCommand;
typedef struct GPUFontStruct {
VkDeviceAddress symbol_list;
uint32_t num_symbols;
uint32_t width;
uint32_t height;
} GPUFont;
typedef struct GPUSymbolStruct {
float top;
float left;
float width;
float height;
float advance;
} GPUSymbol;
typedef struct FontStruct {
VmaAllocation symbol_memory;
VmaAllocation image_memory;
VkBuffer symbols;
VkImage image;
VkImageView view;
VkSampler sampler;
uint32_t* charmap;
uint32_t num_symbols;
uint32_t index;
char* family;
char* style;
} Font;
typedef struct TextureStruct {
VmaAllocation image_memory;
VkImage image;
VkImageView view;
VkSampler sampler;
char* path;
} Texture;
typedef struct GPUStringStruct {
vec2 pos;
vec4 color;
float size;
uint32_t offset;
uint32_t length;
uint32_t font;
uint32_t id;
} GPUString;
typedef struct GPUDrawableStruct {
vec2 pos;
vec2 size;
vec4 color;
uint32_t type;
uint32_t code;
uint32_t index;
uint32_t id;
} GPUDrawable;
typedef struct GPULayerStruct {
VkDeviceAddress strings;
VkDeviceAddress codes;
VkDeviceAddress drawables;
DrawCommand draw;
DispatchCommand dispatch_strings;
uint32_t max_drawables;
uint32_t max_codes;
uint32_t max_strings;
uint32_t num_drawables;
VkDeviceAddress container;
} GPULayer;
typedef struct LayerStruct {
VkBuffer strings;
VkBuffer codes;
VkBuffer drawables;
VkBuffer layer;
VmaAllocation strings_memory;
VmaAllocation drawables_memory;
VmaAllocation codes_memory;
VmaAllocation layer_memory;
VkDeviceAddress address;
GPUDrawable* drawables_buffer;
GPUString* strings_buffer;
uint32_t* codes_buffer;
GPULayer data;
} Layer;
typedef struct LayerInputStruct {
uint32_t num_strings;
uint32_t num_codes;
uint32_t num_drawables;
GPUString* strings;
uint32_t* codes;
GPUDrawable* drawables;
} LayerInput;
typedef struct GPUContainerStruct {
vec2 offset;
vec2 size;
uint32_t anchor;
} GPUContainer;
typedef struct ContainerStruct {
VkBuffer container;
VmaAllocation container_memory;
VkDeviceAddress address;
GPUContainer data;
uint32_t id;
uint32_t layer_count;
Layer* layers;
} Container;
typedef struct ContainerInputStruct {
uint32_t id;
uint32_t anchor;
vec2 offset;
vec2 size;
uint32_t layer_count;
LayerInput* layers;
} ContainerInput;
typedef struct GPUUIContextStruct {
VkDeviceAddress font_infos;
vec2 screen;
vec2 extent;
vec2 scale;
} GPUUIContext;
typedef struct UIContext {
VkDeviceAddress address;
VkBuffer context;
VmaAllocation context_memory;
VkBuffer font_infos;
VmaAllocation font_infos_memory;
VkDescriptorSet textures;
VkDescriptorSet samplers;
VkDescriptorSet font_samplers;
VkDescriptorSet font_textures;
VkDescriptorSetLayout samplers_layout;
VkDescriptorSetLayout textures_layout;
VkDescriptorPool fonts_pool;
VkDescriptorPool textures_pool;
GraphicsPipeline pipeline;
ComputePipeline string_pipeline;
uint32_t max_fonts;
uint32_t max_textures;
Font* fonts;
Texture* texture_slots;
uint32_t max_containers;
Container* containers;
GPUUIContext data;
} UIContext;
VkResult create_ui_context(
uint32_t max_fonts,
uint32_t max_textures,
uint32_t max_containers,
RenderContext* gpu,
UIContext* context);
VkResult load_font(
const char* ttf_file,
uint32_t size,
VkBool32 antialias,
FT_Library library,
RenderContext* gpu,
UIContext* context,
uint32_t* index);
VkResult load_texture(
const char* png_path,
RenderContext* gpu,
UIContext* context,
uint32_t* index);
VkResult create_container(
ContainerInput* container,
RenderContext* gpu,
UIContext* context);
VkResult create_layer(
uint32_t index,
LayerInput* input,
RenderContext* gpu,
Container* container);
VkResult map_string(
const char * text,
uint32_t* buffer,
uint32_t offset,
uint32_t* charmap,
uint32_t charmap_size);
#endif