roleplay/client/src/hex.c

243 lines
7.6 KiB
C

#include "hex.h"
#include "gpu.h"
#include "vulkan/vulkan_core.h"
#include <math.h>
VkResult create_hex_context(
RenderContext* gpu,
HexContext* context) {
VkResult result;
// Compute Pipeline
VkShaderModule compute_shader = load_shader_file("shader/hex.comp.spv", gpu->device);
if(compute_shader == VK_NULL_HANDLE) {
return VK_ERROR_UNKNOWN;
}
VkPipelineShaderStageCreateInfo compute_shader_stage = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_COMPUTE_BIT,
.pName = "main",
.module = compute_shader,
};
VkPushConstantRange compute_push = {
.size = sizeof(HexPushConstant),
.offset = 0,
.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT,
};
VkPipelineLayoutCreateInfo compute_layout_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.pPushConstantRanges = &compute_push,
.pushConstantRangeCount = 1,
};
VK_RESULT(vkCreatePipelineLayout(gpu->device, &compute_layout_info, NULL, &context->compute.layout));
VkComputePipelineCreateInfo compute_pipeline_info = {
.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
.stage = compute_shader_stage,
.layout = context->compute.layout,
};
VK_RESULT(vkCreateComputePipelines(gpu->device, VK_NULL_HANDLE, 1, &compute_pipeline_info, NULL, &context->compute.pipeline));
// Graphics Pipeline
VkShaderModule vert_shader = load_shader_file("shader/hex.vert.spv", gpu->device);
VkShaderModule frag_shader = load_shader_file("shader/hex.frag.spv", gpu->device);
VkPipelineShaderStageCreateInfo graphics_stages[] = {
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_VERTEX_BIT,
.pName = "main",
.module = vert_shader,
},
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
.pName = "main",
.module = frag_shader,
},
};
VkPushConstantRange graphics_push = {
.size = sizeof(HexPushConstant),
.offset = 0,
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
};
VkPipelineLayoutCreateInfo graphics_layout_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.pPushConstantRanges = &graphics_push,
.pushConstantRangeCount = 1,
};
VK_RESULT(vkCreatePipelineLayout(gpu->device, &graphics_layout_info, NULL, &context->graphics.layout));
VkPipelineVertexInputStateCreateInfo vertex_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
};
VkPipelineInputAssemblyStateCreateInfo input_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
.primitiveRestartEnable = VK_FALSE,
};
VkViewport viewport = {
.x = 0.0f,
.y = 0.0f,
.width = (float)(100),
.height = (float)(100),
.minDepth = 0.0f,
.maxDepth = 1.0f,
};
VkRect2D scissor = {
.offset = {
.x = 0,
.y = 0,
},
.extent = {
.width = 100,
.height = 100,
},
};
VkPipelineViewportStateCreateInfo viewport_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
.viewportCount = 1,
.pViewports = &viewport,
.scissorCount = 1,
.pScissors = &scissor,
};
VkPipelineRasterizationStateCreateInfo raster_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.depthClampEnable = VK_FALSE,
.rasterizerDiscardEnable = VK_FALSE,
.polygonMode = VK_POLYGON_MODE_FILL,
.lineWidth = 1.0f,
.cullMode = VK_CULL_MODE_BACK_BIT,
.frontFace = VK_FRONT_FACE_CLOCKWISE,
};
VkPipelineColorBlendAttachmentState blend_attachments = {
.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT,
.blendEnable = VK_TRUE,
.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA,
.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
.colorBlendOp = VK_BLEND_OP_ADD,
.srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
.alphaBlendOp = VK_BLEND_OP_ADD,
};
VkPipelineColorBlendStateCreateInfo blend_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
.logicOpEnable = VK_FALSE,
.logicOp = VK_LOGIC_OP_COPY,
.attachmentCount = 1,
.pAttachments = &blend_attachments,
};
VkDynamicState dynamic_states[] = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
};
VkPipelineDynamicStateCreateInfo dynamic_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.dynamicStateCount = sizeof(dynamic_states)/sizeof(VkDynamicState),
.pDynamicStates = dynamic_states,
};
VkPipelineMultisampleStateCreateInfo multisample_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
.sampleShadingEnable = VK_FALSE,
.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT,
.minSampleShading = 1.0f,
.pSampleMask = 0,
.alphaToCoverageEnable = VK_FALSE,
.alphaToOneEnable = VK_FALSE,
};
VkPipelineDepthStencilStateCreateInfo depth_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.depthTestEnable = VK_TRUE,
.depthWriteEnable = VK_TRUE,
.depthCompareOp = VK_COMPARE_OP_LESS,
};
VkGraphicsPipelineCreateInfo graphics_pipeline_info = {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.layout = context->graphics.layout,
.stageCount = sizeof(graphics_stages)/sizeof(VkPipelineShaderStageCreateInfo),
.pStages = graphics_stages,
.pVertexInputState = &vertex_info,
.pInputAssemblyState = &input_info,
.pViewportState = &viewport_info,
.pRasterizationState = &raster_info,
.pColorBlendState = &blend_info,
.pDynamicState = &dynamic_info,
.pMultisampleState = &multisample_info,
.pDepthStencilState = &depth_info,
.renderPass = gpu->render_pass,
.subpass = 0,
.basePipelineHandle = VK_NULL_HANDLE,
.basePipelineIndex = -1,
};
VK_RESULT(vkCreateGraphicsPipelines(gpu->device, VK_NULL_HANDLE, 1, &graphics_pipeline_info, NULL, &context->graphics.pipeline));
glm_perspective(-M_PI*1/8, (float)gpu->swapchain_extent.width/(float)gpu->swapchain_extent.height, 0.01, 1000, context->data.proj);
glm_mat4_identity(context->data.view);
VK_RESULT(create_storage_buffer(
gpu->allocator,
0,
sizeof(GPUHexContext),
&context->context,
&context->context_memory));
fprintf(stderr, "Created hex context %p\n", context->context);
context->address = buffer_address(gpu->device, context->context);
VK_RESULT(add_transfer(&context->data, context->context, 0, sizeof(GPUHexContext) - (sizeof(GPUHexContext) - offsetof(GPUHexContext, regions)), 0, gpu));
return VK_SUCCESS;
}
VkResult create_hex_region(int32_t q, int32_t r, HexRegion** region, HexContext* hex, RenderContext* gpu) {
VkResult result;
uint32_t i = 0;
for(; i < MAX_LOADED_REGIONS; i++) {
if(hex->regions[i].address == 0) {
*region = &hex->regions[i];
break;
}
}
if(*region == NULL) {
return VK_ERROR_OUT_OF_HOST_MEMORY;
}
(*region)->q = q;
(*region)->r = r;
VK_RESULT(create_storage_buffer(
gpu->allocator,
0,
sizeof(GPUHexRegion),
&(*region)->region,
&(*region)->region_memory));
VK_RESULT(add_transfer(&(*region)->q, (*region)->region, offsetof(GPUHexRegion, q), sizeof(uint32_t)*2, 0, gpu));
(*region)->address = buffer_address(gpu->device, (*region)->region);
VK_RESULT(add_transfer(&(*region)->address, hex->context, offsetof(GPUHexContext, regions) + sizeof(VkDeviceAddress)*i, sizeof(VkDeviceAddress), 0, gpu));
return VK_SUCCESS;
}