roleplay/client/include/hex.h

230 lines
6.9 KiB
C

#ifndef HEX_H
#define HEX_H
#include "gpu.h"
#include "camera.h"
#include "vulkan/vulkan_core.h"
#define MAX_RAYS 10
// Initial capacity, not a hard cap - ensure_highlight_capacity/
// ensure_point_capacity/ensure_region_capacity (hex.c) grow their
// respective buffers on demand, same "start small, double when full"
// pattern as ui.h's CONTAINER_MIN_DRAWABLES/CONTAINER_MIN_STRINGS.
// The last highlight/point slot is reserved for the hover preview (editor.c).
#define MIN_HIGHLIGHTS 16
#define MIN_POINTS 16
#define MIN_REGIONS 16
#define REGION_SIZE 10
#define REGION_HEX_COUNT (3*REGION_SIZE*(REGION_SIZE-1)+1)
#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)
#define max(a, b) ((a > b) ? a : b)
#define min(a, b) ((a < b) ? a : b)
typedef struct HexCoordStruct {
int32_t q;
int32_t r;
} HexCoord;
extern vec3 hex_vertices[];
extern vec3 hex_starts[];
extern vec3 hex_directions[];
extern HexCoord hex_starts_qr[];
extern HexCoord hex_directions_qr[];
extern int hex_indices[];
typedef struct GPUHexStruct {
float height[6];
// inner_colors[wedge] feeds the center-role vertex of triangle `wedge`
// (see hex.vert's `wedge = gl_VertexIndex / 3`) and, when flat_mask bit
// `wedge` is set, *all three* of that triangle's vertices - overriding
// the shared outer_colors for a solid fill local to that one wedge.
// outer_colors[i] is corner i+1 (matches the existing height[] and
// set_vertex_color vertex-1 indexing), shared in meaning (not storage)
// with the up-to-2 other hexes touching that same world corner.
uint32_t inner_colors[6];
uint32_t outer_colors[6];
uint32_t flat_mask;
} GPUHex;
typedef struct GPUHexRegionStruct {
HexCoord position;
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 GPURayStruct {
vec4 start;
vec4 end;
vec4 color;
} GPURay;
typedef struct GPUHighlightStruct {
vec4 color;
uint32_t region;
uint32_t hex;
float offset;
// 0xFFFFFFFF (the default/existing behavior) highlights the whole hex;
// any other value (0-5) highlights just that one wedge/triangle.
uint32_t triangle;
} GPUHighlight;
typedef struct GPUPointStruct {
vec4 color;
uint32_t region;
uint32_t hex;
uint32_t vertex;
float size;
float offset;
} GPUPoint;
typedef struct GPUHexContextStruct {
uint32_t current_map;
VkDeviceAddress rays;
VkDeviceAddress points;
VkDeviceAddress highlights;
VkDeviceAddress regions; // device address of VkDeviceAddress[] region list
} GPUHexContext;
typedef struct HexContextStruct {
VkDeviceAddress address[MAX_FRAMES_IN_FLIGHT];
VkBuffer context[MAX_FRAMES_IN_FLIGHT];
VmaAllocation context_memory[MAX_FRAMES_IN_FLIGHT];
VkBuffer rays[MAX_FRAMES_IN_FLIGHT];
VkBuffer points[MAX_FRAMES_IN_FLIGHT];
VkBuffer highlights[MAX_FRAMES_IN_FLIGHT];
VkBuffer regions_buf[MAX_FRAMES_IN_FLIGHT];
VmaAllocation rays_memory[MAX_FRAMES_IN_FLIGHT];
VmaAllocation points_memory[MAX_FRAMES_IN_FLIGHT];
VmaAllocation highlights_memory[MAX_FRAMES_IN_FLIGHT];
VmaAllocation regions_mem[MAX_FRAMES_IN_FLIGHT];
// Current allocated size (in elements) for each sub-buffer.
// All grow on demand via ensure_*_capacity; regions also tracks the
// highest occupied slot (max_active_slot) to bound the draw call.
uint32_t cap_points;
uint32_t cap_highlights;
uint32_t cap_regions;
uint32_t active_region_count;
uint32_t max_active_slot;
GPURay rays_buffer[MAX_RAYS];
mat4 inverse;
GraphicsPipeline graphics;
GraphicsPipeline highlight_pipeline;
GraphicsPipeline point_pipeline;
GraphicsPipeline ray_pipeline;
HexRegion** regions;
GPUHexContext data;
} HexContext;
typedef struct HexPushConstantStruct {
VkDeviceAddress context;
VkDeviceAddress camera;
double time;
} HexPushConstant;
VkResult create_hex_context(
RenderContext* gpu,
HexContext* context);
// Reverse of create_hex_context: destroys the pipelines, every allocated
// HexRegion (regardless of who allocated it), and the per-frame storage
// buffers.
void destroy_hex_context(
RenderContext* gpu,
HexContext* context);
// Grows highlights[]/points[] (both frames-in-flight) to at least `needed`
// elements if the current capacity falls short - doubling from whatever
// it's at, same pattern as ui.c's container_realloc_drawable_pool/
// container_realloc_string_pool. A no-op if already sufficient. Old
// contents aren't preserved (nothing needs them to be - both buffers are
// fully rewritten every call to sync_hex_highlights/sync_vertex_points,
// see editor.c), so this is just retire-old/create-new/patch-address.
VkResult ensure_highlight_capacity(HexContext* context, RenderContext* gpu, uint32_t needed);
VkResult ensure_point_capacity(HexContext* context, RenderContext* gpu, uint32_t needed);
VkResult ensure_region_capacity(HexContext* context, RenderContext* gpu, uint32_t needed);
VkResult set_hex_region(
HexRegion* region,
HexContext* hex,
RenderContext* gpu);
VkResult allocate_hex_region(
int32_t q, int32_t r, int32_t y,
uint32_t map,
HexRegion** region,
HexContext* hex,
RenderContext* gpu);
VkResult free_hex_region(
uint32_t region_index,
HexContext* hex,
RenderContext* gpu);
void cursor_to_world_ray(
RenderContext* gpu,
mat4 inverse,
double cursor[2],
vec4 start,
vec4 end);
bool ray_world_intersect(
float* distance,
uint32_t* vertex,
// Wedge/triangle index (0-5) at the hit point - see hex.vert's `wedge`
// for the matching GPU-side meaning. Always populated on a hit,
// independent of edge_only/vertex resolution.
uint32_t* triangle,
uint32_t* rid,
uint32_t* hid,
vec4 ray_start,
vec4 ray_end,
bool edge_only,
HexContext* context);
// Recomputes the picking-ray inverse matrix (hex->inverse) from a camera's
// already-computed proj/view (see camera_update_proj/camera_update_view).
// Picking is only ever done against one camera at a time (the interactive
// one - see cursor_to_world_ray's full-window assumption), so callers pick
// which camera's proj*view this reflects; it isn't tied to any specific one.
void update_hex_picking_inverse(
Camera* camera,
HexContext* hex);
void hex_qr(uint32_t hex, HexCoord* world);
void region_qr(HexCoord region, HexCoord* world);
void hex_add(HexCoord from, HexCoord* to);
void hex_index(HexCoord world, HexCoord* region, uint32_t* hex);
void hex_vertex_neighbors(
uint32_t vertex, HexCoord hex,
uint32_t n_vertex[2], HexCoord n_region[2], uint32_t n_hex[2]);
void first_matching_region(HexCoord coord, int y, uint32_t* region, HexContext* context);
#endif