diff options
Diffstat (limited to 'include')
-rw-r--r-- | include/linmath.h | 605 | ||||
-rw-r--r-- | include/render/buffer.h | 19 | ||||
-rw-r--r-- | include/render/mesh.h | 43 | ||||
-rw-r--r-- | include/render/renderer.h | 107 | ||||
-rw-r--r-- | include/render/shader.h | 25 | ||||
-rw-r--r-- | include/render/util.h | 8 | ||||
-rw-r--r-- | include/render/window.h | 32 |
7 files changed, 839 insertions, 0 deletions
diff --git a/include/linmath.h b/include/linmath.h new file mode 100644 index 0000000..dd329e1 --- /dev/null +++ b/include/linmath.h @@ -0,0 +1,605 @@ +#ifndef LINMATH_H +#define LINMATH_H + +#include <string.h> +#include <math.h> +#include <string.h> + +#ifdef LINMATH_NO_INLINE +#define LINMATH_H_FUNC static +#else +#define LINMATH_H_FUNC static inline +#endif + +#define LINMATH_H_DEFINE_VEC(n) \ +typedef float vec##n[n]; \ +LINMATH_H_FUNC void vec##n##_add(vec##n r, vec##n const a, vec##n const b) \ +{ \ + int i; \ + for(i=0; i<n; ++i) \ + r[i] = a[i] + b[i]; \ +} \ +LINMATH_H_FUNC void vec##n##_sub(vec##n r, vec##n const a, vec##n const b) \ +{ \ + int i; \ + for(i=0; i<n; ++i) \ + r[i] = a[i] - b[i]; \ +} \ +LINMATH_H_FUNC void vec##n##_scale(vec##n r, vec##n const v, float const s) \ +{ \ + int i; \ + for(i=0; i<n; ++i) \ + r[i] = v[i] * s; \ +} \ +LINMATH_H_FUNC float vec##n##_mul_inner(vec##n const a, vec##n const b) \ +{ \ + float p = 0.f; \ + int i; \ + for(i=0; i<n; ++i) \ + p += b[i]*a[i]; \ + return p; \ +} \ +LINMATH_H_FUNC float vec##n##_len(vec##n const v) \ +{ \ + return sqrtf(vec##n##_mul_inner(v,v)); \ +} \ +LINMATH_H_FUNC void vec##n##_norm(vec##n r, vec##n const v) \ +{ \ + float k = 1.f / vec##n##_len(v); \ + vec##n##_scale(r, v, k); \ +} \ +LINMATH_H_FUNC void vec##n##_min(vec##n r, vec##n const a, vec##n const b) \ +{ \ + int i; \ + for(i=0; i<n; ++i) \ + r[i] = a[i]<b[i] ? a[i] : b[i]; \ +} \ +LINMATH_H_FUNC void vec##n##_max(vec##n r, vec##n const a, vec##n const b) \ +{ \ + int i; \ + for(i=0; i<n; ++i) \ + r[i] = a[i]>b[i] ? a[i] : b[i]; \ +} \ +LINMATH_H_FUNC void vec##n##_dup(vec##n r, vec##n const src) \ +{ \ + int i; \ + for(i=0; i<n; ++i) \ + r[i] = src[i]; \ +} + +LINMATH_H_DEFINE_VEC(2) +LINMATH_H_DEFINE_VEC(3) +LINMATH_H_DEFINE_VEC(4) + +LINMATH_H_FUNC void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b) +{ + r[0] = a[1]*b[2] - a[2]*b[1]; + r[1] = a[2]*b[0] - a[0]*b[2]; + r[2] = a[0]*b[1] - a[1]*b[0]; +} + +LINMATH_H_FUNC void vec3_reflect(vec3 r, vec3 const v, vec3 const n) +{ + float p = 2.f * vec3_mul_inner(v, n); + int i; + for(i=0;i<3;++i) + r[i] = v[i] - p*n[i]; +} + +LINMATH_H_FUNC void vec4_mul_cross(vec4 r, vec4 const a, vec4 const b) +{ + r[0] = a[1]*b[2] - a[2]*b[1]; + r[1] = a[2]*b[0] - a[0]*b[2]; + r[2] = a[0]*b[1] - a[1]*b[0]; + r[3] = 1.f; +} + +LINMATH_H_FUNC void vec4_reflect(vec4 r, vec4 const v, vec4 const n) +{ + float p = 2.f*vec4_mul_inner(v, n); + int i; + for(i=0;i<4;++i) + r[i] = v[i] - p*n[i]; +} + +typedef vec4 mat4x4[4]; +LINMATH_H_FUNC void mat4x4_identity(mat4x4 M) +{ + int i, j; + for(i=0; i<4; ++i) + for(j=0; j<4; ++j) + M[i][j] = i==j ? 1.f : 0.f; +} +LINMATH_H_FUNC void mat4x4_dup(mat4x4 M, mat4x4 const N) +{ + int i; + for(i=0; i<4; ++i) + vec4_dup(M[i], N[i]); +} +LINMATH_H_FUNC void mat4x4_row(vec4 r, mat4x4 const M, int i) +{ + int k; + for(k=0; k<4; ++k) + r[k] = M[k][i]; +} +LINMATH_H_FUNC void mat4x4_col(vec4 r, mat4x4 const M, int i) +{ + int k; + for(k=0; k<4; ++k) + r[k] = M[i][k]; +} +LINMATH_H_FUNC void mat4x4_transpose(mat4x4 M, mat4x4 const N) +{ + // Note: if M and N are the same, the user has to + // explicitly make a copy of M and set it to N. + int i, j; + for(j=0; j<4; ++j) + for(i=0; i<4; ++i) + M[i][j] = N[j][i]; +} +LINMATH_H_FUNC void mat4x4_add(mat4x4 M, mat4x4 const a, mat4x4 const b) +{ + int i; + for(i=0; i<4; ++i) + vec4_add(M[i], a[i], b[i]); +} +LINMATH_H_FUNC void mat4x4_sub(mat4x4 M, mat4x4 const a, mat4x4 const b) +{ + int i; + for(i=0; i<4; ++i) + vec4_sub(M[i], a[i], b[i]); +} +LINMATH_H_FUNC void mat4x4_scale(mat4x4 M, mat4x4 const a, float k) +{ + int i; + for(i=0; i<4; ++i) + vec4_scale(M[i], a[i], k); +} +LINMATH_H_FUNC void mat4x4_scale_aniso(mat4x4 M, mat4x4 const a, float x, float y, float z) +{ + vec4_scale(M[0], a[0], x); + vec4_scale(M[1], a[1], y); + vec4_scale(M[2], a[2], z); + vec4_dup(M[3], a[3]); +} +LINMATH_H_FUNC void mat4x4_mul(mat4x4 M, mat4x4 const a, mat4x4 const b) +{ + mat4x4 temp; + int k, r, c; + for(c=0; c<4; ++c) for(r=0; r<4; ++r) { + temp[c][r] = 0.f; + for(k=0; k<4; ++k) + temp[c][r] += a[k][r] * b[c][k]; + } + mat4x4_dup(M, temp); +} +LINMATH_H_FUNC void mat4x4_mul_vec4(vec4 r, mat4x4 const M, vec4 const v) +{ + int i, j; + for(j=0; j<4; ++j) { + r[j] = 0.f; + for(i=0; i<4; ++i) + r[j] += M[i][j] * v[i]; + } +} +LINMATH_H_FUNC void mat4x4_translate(mat4x4 T, float x, float y, float z) +{ + mat4x4_identity(T); + T[3][0] = x; + T[3][1] = y; + T[3][2] = z; +} +LINMATH_H_FUNC void mat4x4_translate_in_place(mat4x4 M, float x, float y, float z) +{ + vec4 t = {x, y, z, 0}; + vec4 r; + int i; + for (i = 0; i < 4; ++i) { + mat4x4_row(r, M, i); + M[3][i] += vec4_mul_inner(r, t); + } +} +LINMATH_H_FUNC void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 const a, vec3 const b) +{ + int i, j; + for(i=0; i<4; ++i) for(j=0; j<4; ++j) + M[i][j] = i<3 && j<3 ? a[i] * b[j] : 0.f; +} +LINMATH_H_FUNC void mat4x4_rotate(mat4x4 R, mat4x4 const M, float x, float y, float z, float angle) +{ + float s = sinf(angle); + float c = cosf(angle); + vec3 u = {x, y, z}; + + if(vec3_len(u) > 1e-4) { + vec3_norm(u, u); + mat4x4 T; + mat4x4_from_vec3_mul_outer(T, u, u); + + mat4x4 S = { + { 0, u[2], -u[1], 0}, + {-u[2], 0, u[0], 0}, + { u[1], -u[0], 0, 0}, + { 0, 0, 0, 0} + }; + mat4x4_scale(S, S, s); + + mat4x4 C; + mat4x4_identity(C); + mat4x4_sub(C, C, T); + + mat4x4_scale(C, C, c); + + mat4x4_add(T, T, C); + mat4x4_add(T, T, S); + + T[3][3] = 1.f; + mat4x4_mul(R, M, T); + } else { + mat4x4_dup(R, M); + } +} +LINMATH_H_FUNC void mat4x4_rotate_X(mat4x4 Q, mat4x4 const M, float angle) +{ + float s = sinf(angle); + float c = cosf(angle); + mat4x4 R = { + {1.f, 0.f, 0.f, 0.f}, + {0.f, c, s, 0.f}, + {0.f, -s, c, 0.f}, + {0.f, 0.f, 0.f, 1.f} + }; + mat4x4_mul(Q, M, R); +} +LINMATH_H_FUNC void mat4x4_rotate_Y(mat4x4 Q, mat4x4 const M, float angle) +{ + float s = sinf(angle); + float c = cosf(angle); + mat4x4 R = { + { c, 0.f, -s, 0.f}, + { 0.f, 1.f, 0.f, 0.f}, + { s, 0.f, c, 0.f}, + { 0.f, 0.f, 0.f, 1.f} + }; + mat4x4_mul(Q, M, R); +} +LINMATH_H_FUNC void mat4x4_rotate_Z(mat4x4 Q, mat4x4 const M, float angle) +{ + float s = sinf(angle); + float c = cosf(angle); + mat4x4 R = { + { c, s, 0.f, 0.f}, + { -s, c, 0.f, 0.f}, + { 0.f, 0.f, 1.f, 0.f}, + { 0.f, 0.f, 0.f, 1.f} + }; + mat4x4_mul(Q, M, R); +} +LINMATH_H_FUNC void mat4x4_invert(mat4x4 T, mat4x4 const M) +{ + float s[6]; + float c[6]; + s[0] = M[0][0]*M[1][1] - M[1][0]*M[0][1]; + s[1] = M[0][0]*M[1][2] - M[1][0]*M[0][2]; + s[2] = M[0][0]*M[1][3] - M[1][0]*M[0][3]; + s[3] = M[0][1]*M[1][2] - M[1][1]*M[0][2]; + s[4] = M[0][1]*M[1][3] - M[1][1]*M[0][3]; + s[5] = M[0][2]*M[1][3] - M[1][2]*M[0][3]; + + c[0] = M[2][0]*M[3][1] - M[3][0]*M[2][1]; + c[1] = M[2][0]*M[3][2] - M[3][0]*M[2][2]; + c[2] = M[2][0]*M[3][3] - M[3][0]*M[2][3]; + c[3] = M[2][1]*M[3][2] - M[3][1]*M[2][2]; + c[4] = M[2][1]*M[3][3] - M[3][1]*M[2][3]; + c[5] = M[2][2]*M[3][3] - M[3][2]*M[2][3]; + + /* Assumes it is invertible */ + float idet = 1.0f/( s[0]*c[5]-s[1]*c[4]+s[2]*c[3]+s[3]*c[2]-s[4]*c[1]+s[5]*c[0] ); + + T[0][0] = ( M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet; + T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet; + T[0][2] = ( M[3][1] * s[5] - M[3][2] * s[4] + M[3][3] * s[3]) * idet; + T[0][3] = (-M[2][1] * s[5] + M[2][2] * s[4] - M[2][3] * s[3]) * idet; + + T[1][0] = (-M[1][0] * c[5] + M[1][2] * c[2] - M[1][3] * c[1]) * idet; + T[1][1] = ( M[0][0] * c[5] - M[0][2] * c[2] + M[0][3] * c[1]) * idet; + T[1][2] = (-M[3][0] * s[5] + M[3][2] * s[2] - M[3][3] * s[1]) * idet; + T[1][3] = ( M[2][0] * s[5] - M[2][2] * s[2] + M[2][3] * s[1]) * idet; + + T[2][0] = ( M[1][0] * c[4] - M[1][1] * c[2] + M[1][3] * c[0]) * idet; + T[2][1] = (-M[0][0] * c[4] + M[0][1] * c[2] - M[0][3] * c[0]) * idet; + T[2][2] = ( M[3][0] * s[4] - M[3][1] * s[2] + M[3][3] * s[0]) * idet; + T[2][3] = (-M[2][0] * s[4] + M[2][1] * s[2] - M[2][3] * s[0]) * idet; + + T[3][0] = (-M[1][0] * c[3] + M[1][1] * c[1] - M[1][2] * c[0]) * idet; + T[3][1] = ( M[0][0] * c[3] - M[0][1] * c[1] + M[0][2] * c[0]) * idet; + T[3][2] = (-M[3][0] * s[3] + M[3][1] * s[1] - M[3][2] * s[0]) * idet; + T[3][3] = ( M[2][0] * s[3] - M[2][1] * s[1] + M[2][2] * s[0]) * idet; +} +LINMATH_H_FUNC void mat4x4_orthonormalize(mat4x4 R, mat4x4 const M) +{ + mat4x4_dup(R, M); + float s = 1.f; + vec3 h; + + vec3_norm(R[2], R[2]); + + s = vec3_mul_inner(R[1], R[2]); + vec3_scale(h, R[2], s); + vec3_sub(R[1], R[1], h); + vec3_norm(R[1], R[1]); + + s = vec3_mul_inner(R[0], R[2]); + vec3_scale(h, R[2], s); + vec3_sub(R[0], R[0], h); + + s = vec3_mul_inner(R[0], R[1]); + vec3_scale(h, R[1], s); + vec3_sub(R[0], R[0], h); + vec3_norm(R[0], R[0]); +} + +LINMATH_H_FUNC void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, float n, float f) +{ + M[0][0] = 2.f*n/(r-l); + M[0][1] = M[0][2] = M[0][3] = 0.f; + + M[1][1] = 2.f*n/(t-b); + M[1][0] = M[1][2] = M[1][3] = 0.f; + + M[2][0] = (r+l)/(r-l); + M[2][1] = (t+b)/(t-b); + M[2][2] = -(f+n)/(f-n); + M[2][3] = -1.f; + + M[3][2] = -2.f*(f*n)/(f-n); + M[3][0] = M[3][1] = M[3][3] = 0.f; +} +LINMATH_H_FUNC void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, float n, float f) +{ + M[0][0] = 2.f/(r-l); + M[0][1] = M[0][2] = M[0][3] = 0.f; + + M[1][1] = 2.f/(t-b); + M[1][0] = M[1][2] = M[1][3] = 0.f; + + M[2][2] = -2.f/(f-n); + M[2][0] = M[2][1] = M[2][3] = 0.f; + + M[3][0] = -(r+l)/(r-l); + M[3][1] = -(t+b)/(t-b); + M[3][2] = -(f+n)/(f-n); + M[3][3] = 1.f; +} +LINMATH_H_FUNC void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float n, float f) +{ + /* NOTE: Degrees are an unhandy unit to work with. + * linmath.h uses radians for everything! */ + float const a = 1.f / tanf(y_fov / 2.f); + + m[0][0] = a / aspect; + m[0][1] = 0.f; + m[0][2] = 0.f; + m[0][3] = 0.f; + + m[1][0] = 0.f; + m[1][1] = a; + m[1][2] = 0.f; + m[1][3] = 0.f; + + m[2][0] = 0.f; + m[2][1] = 0.f; + m[2][2] = -((f + n) / (f - n)); + m[2][3] = -1.f; + + m[3][0] = 0.f; + m[3][1] = 0.f; + m[3][2] = -((2.f * f * n) / (f - n)); + m[3][3] = 0.f; +} +LINMATH_H_FUNC void mat4x4_look_at(mat4x4 m, vec3 const eye, vec3 const center, vec3 const up) +{ + /* Adapted from Android's OpenGL Matrix.java. */ + /* See the OpenGL GLUT documentation for gluLookAt for a description */ + /* of the algorithm. We implement it in a straightforward way: */ + + /* TODO: The negation of of can be spared by swapping the order of + * operands in the following cross products in the right way. */ + vec3 f; + vec3_sub(f, center, eye); + vec3_norm(f, f); + + vec3 s; + vec3_mul_cross(s, f, up); + vec3_norm(s, s); + + vec3 t; + vec3_mul_cross(t, s, f); + + m[0][0] = s[0]; + m[0][1] = t[0]; + m[0][2] = -f[0]; + m[0][3] = 0.f; + + m[1][0] = s[1]; + m[1][1] = t[1]; + m[1][2] = -f[1]; + m[1][3] = 0.f; + + m[2][0] = s[2]; + m[2][1] = t[2]; + m[2][2] = -f[2]; + m[2][3] = 0.f; + + m[3][0] = 0.f; + m[3][1] = 0.f; + m[3][2] = 0.f; + m[3][3] = 1.f; + + mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]); +} + +typedef float quat[4]; +#define quat_add vec4_add +#define quat_sub vec4_sub +#define quat_norm vec4_norm +#define quat_scale vec4_scale +#define quat_mul_inner vec4_mul_inner + +LINMATH_H_FUNC void quat_identity(quat q) +{ + q[0] = q[1] = q[2] = 0.f; + q[3] = 1.f; +} +LINMATH_H_FUNC void quat_mul(quat r, quat const p, quat const q) +{ + vec3 w, tmp; + + vec3_mul_cross(tmp, p, q); + vec3_scale(w, p, q[3]); + vec3_add(tmp, tmp, w); + vec3_scale(w, q, p[3]); + vec3_add(tmp, tmp, w); + + vec3_dup(r, tmp); + r[3] = p[3]*q[3] - vec3_mul_inner(p, q); +} +LINMATH_H_FUNC void quat_conj(quat r, quat const q) +{ + int i; + for(i=0; i<3; ++i) + r[i] = -q[i]; + r[3] = q[3]; +} +LINMATH_H_FUNC void quat_rotate(quat r, float angle, vec3 const axis) { + vec3 axis_norm; + vec3_norm(axis_norm, axis); + float s = sinf(angle / 2); + float c = cosf(angle / 2); + vec3_scale(r, axis_norm, s); + r[3] = c; +} +LINMATH_H_FUNC void quat_mul_vec3(vec3 r, quat const q, vec3 const v) +{ +/* + * Method by Fabian 'ryg' Giessen (of Farbrausch) +t = 2 * cross(q.xyz, v) +v' = v + q.w * t + cross(q.xyz, t) + */ + vec3 t; + vec3 q_xyz = {q[0], q[1], q[2]}; + vec3 u = {q[0], q[1], q[2]}; + + vec3_mul_cross(t, q_xyz, v); + vec3_scale(t, t, 2); + + vec3_mul_cross(u, q_xyz, t); + vec3_scale(t, t, q[3]); + + vec3_add(r, v, t); + vec3_add(r, r, u); +} +LINMATH_H_FUNC void mat4x4_from_quat(mat4x4 M, quat const q) +{ + float a = q[3]; + float b = q[0]; + float c = q[1]; + float d = q[2]; + float a2 = a*a; + float b2 = b*b; + float c2 = c*c; + float d2 = d*d; + + M[0][0] = a2 + b2 - c2 - d2; + M[0][1] = 2.f*(b*c + a*d); + M[0][2] = 2.f*(b*d - a*c); + M[0][3] = 0.f; + + M[1][0] = 2*(b*c - a*d); + M[1][1] = a2 - b2 + c2 - d2; + M[1][2] = 2.f*(c*d + a*b); + M[1][3] = 0.f; + + M[2][0] = 2.f*(b*d + a*c); + M[2][1] = 2.f*(c*d - a*b); + M[2][2] = a2 - b2 - c2 + d2; + M[2][3] = 0.f; + + M[3][0] = M[3][1] = M[3][2] = 0.f; + M[3][3] = 1.f; +} + +LINMATH_H_FUNC void mat4x4o_mul_quat(mat4x4 R, mat4x4 const M, quat const q) +{ +/* XXX: The way this is written only works for orthogonal matrices. */ +/* TODO: Take care of non-orthogonal case. */ + quat_mul_vec3(R[0], q, M[0]); + quat_mul_vec3(R[1], q, M[1]); + quat_mul_vec3(R[2], q, M[2]); + + R[3][0] = R[3][1] = R[3][2] = 0.f; + R[0][3] = M[0][3]; + R[1][3] = M[1][3]; + R[2][3] = M[2][3]; + R[3][3] = M[3][3]; // typically 1.0, but here we make it general +} +LINMATH_H_FUNC void quat_from_mat4x4(quat q, mat4x4 const M) +{ + float r=0.f; + int i; + + int perm[] = { 0, 1, 2, 0, 1 }; + int *p = perm; + + for(i = 0; i<3; i++) { + float m = M[i][i]; + if( m < r ) + continue; + m = r; + p = &perm[i]; + } + + r = sqrtf(1.f + M[p[0]][p[0]] - M[p[1]][p[1]] - M[p[2]][p[2]] ); + + if(r < 1e-6) { + q[0] = 1.f; + q[1] = q[2] = q[3] = 0.f; + return; + } + + q[0] = r/2.f; + q[1] = (M[p[0]][p[1]] - M[p[1]][p[0]])/(2.f*r); + q[2] = (M[p[2]][p[0]] - M[p[0]][p[2]])/(2.f*r); + q[3] = (M[p[2]][p[1]] - M[p[1]][p[2]])/(2.f*r); +} + +LINMATH_H_FUNC void mat4x4_arcball(mat4x4 R, mat4x4 const M, vec2 const _a, vec2 const _b, float s) +{ + vec2 a; memcpy(a, _a, sizeof(a)); + vec2 b; memcpy(b, _b, sizeof(b)); + + float z_a = 0.; + float z_b = 0.; + + if(vec2_len(a) < 1.) { + z_a = sqrtf(1. - vec2_mul_inner(a, a)); + } else { + vec2_norm(a, a); + } + + if(vec2_len(b) < 1.) { + z_b = sqrtf(1. - vec2_mul_inner(b, b)); + } else { + vec2_norm(b, b); + } + + vec3 a_ = {a[0], a[1], z_a}; + vec3 b_ = {b[0], b[1], z_b}; + + vec3 c_; + vec3_mul_cross(c_, a_, b_); + + float const angle = acos(vec3_mul_inner(a_, b_)) * s; + mat4x4_rotate(R, M, c_[0], c_[1], c_[2], angle); +} +#endif diff --git a/include/render/buffer.h b/include/render/buffer.h new file mode 100644 index 0000000..7a203b7 --- /dev/null +++ b/include/render/buffer.h @@ -0,0 +1,19 @@ +#ifndef _RENDER_BUFFER_H_ +#define _RENDER_BUFFER_H_ + +#include <vulkan/vulkan.h> + +struct renderer; +struct buffer { + VkBuffer buffer; + VkDeviceMemory memory; +}; + +VkResult buffer_create(struct renderer *ren, VkDeviceSize size, + VkBufferUsageFlags usage, VkMemoryPropertyFlags props, struct buffer *buf); +void buffer_destroy(struct renderer *ren, struct buffer *buf); +VkResult create_image(struct renderer *ren, VkExtent2D extent, uint32_t mip_level, VkFormat format, VkImageTiling tiling, + VkImageUsageFlags usage, VkMemoryPropertyFlags props, VkImage *img, VkDeviceMemory *memory); +VkResult create_image_view(VkDevice gpu, VkImage image, VkFormat format, VkImageAspectFlags flags, VkImageView *view); + +#endif diff --git a/include/render/mesh.h b/include/render/mesh.h new file mode 100644 index 0000000..aed4836 --- /dev/null +++ b/include/render/mesh.h @@ -0,0 +1,43 @@ +#ifndef _RENDER_MESH_H_ +#define _RENDER_MESH_H_ + +#include <vulkan/vulkan.h> +#include <stdint.h> +#include "render/buffer.h" + +#include "linmath.h" + +struct renderer; + +struct vec3 { + float x, y, z; +}; + +struct vec4 { + float x, y, z, w; +}; + +struct ubo { + mat4x4 model; + mat4x4 view; + mat4x4 proj; +}; + +struct vertex { + struct vec3 position; + struct vec3 normal; + struct vec4 color; +}; + +struct mesh { + struct buffer vertex; + struct buffer index; + mat4x4 position; + size_t index_count; +}; + +struct mesh upload_mesh(struct renderer *ren, size_t vertex_count, struct vertex vertices[vertex_count], + size_t index_count, uint32_t indices[index_count], struct vec3 position); +void mesh_destroy(struct renderer *ren, struct mesh *mesh); + +#endif diff --git a/include/render/renderer.h b/include/render/renderer.h new file mode 100644 index 0000000..bae799d --- /dev/null +++ b/include/render/renderer.h @@ -0,0 +1,107 @@ +#ifndef _RENDER_H_ +#define _RENDER_H_ + +#include <vulkan/vulkan.h> +#include <sys/types.h> +#include "render/window.h" +#include "render/buffer.h" +#include "render/shader.h" +#include "render/mesh.h" + +#define MAX_FRAMES 2 + +struct image { + VkImage image; + VkDeviceMemory memory; + VkImageView view; +}; + +struct renderer { + struct window *win; + VkInstance instance; + VkSurfaceKHR surface; + + struct { + uint32_t cap, len; + struct phy_gpu { + VkPhysicalDevice gpu; + size_t graphics_queue; + size_t present_queue; + struct surface_caps { + VkSurfaceCapabilitiesKHR caps; + struct { + uint32_t len; + VkSurfaceFormatKHR *data; + } formats; + struct { + uint32_t len; + VkPresentModeKHR *data; + } present_modes; + } surface_caps; + } *gpus; + struct phy_gpu *chosen; + } phy_gpus; + + struct { + VkDevice device; + VkQueue gfx_queue; + VkQueue present_queue; + } gpu; + + struct { + VkSwapchainKHR swapchain; + VkFormat format; + VkExtent2D extent; + struct { + uint32_t len; + struct { + VkImage image; + VkImageView view; + VkFramebuffer framebuffer; + } *data; + } images; + } swapchain; + + VkRenderPass render_pass; + + struct { + VkCommandPool pool; + VkCommandBuffer buffers[MAX_FRAMES]; + } command; + + struct { + VkPipelineLayout layout; + VkPipeline gfx; + } pipeline; + + struct { + VkSemaphore image_available[MAX_FRAMES]; + VkSemaphore render_finished[MAX_FRAMES]; + VkFence in_flight[MAX_FRAMES]; + } locks; + + struct { + VkDescriptorSetLayout layout; + VkDescriptorPool pool; + VkDescriptorSet sets[MAX_FRAMES]; + } descriptor; + + struct image depth; + struct { + struct buffer buffer; + void *data; + } uniform[MAX_FRAMES]; + + VkSampler sampler; + VkSampleCountFlagBits msaa_samples; + + uint32_t mip_levels; + uint32_t current_frame; +}; + +struct renderer *renderer_init(struct window *win); +void renderer_destroy(struct renderer *ren); +void renderer_draw(struct renderer *ren, size_t mesh_count, struct mesh meshes[mesh_count]); +void renderer_resize(struct renderer *ren); + +#endif diff --git a/include/render/shader.h b/include/render/shader.h new file mode 100644 index 0000000..0e827df --- /dev/null +++ b/include/render/shader.h @@ -0,0 +1,25 @@ +#ifndef _RENDER_SHADER_H_ +#define _RENDER_SHADER_H_ + +#include <stdbool.h> +#include <vulkan/vulkan.h> + +struct renderer; + +struct shader { + size_t len; + uint8_t *code; + VkShaderStageFlagBits stage; +}; + +struct shader_input { + size_t desc_count; + VkVertexInputBindingDescription *descs; + size_t attr_count; + VkVertexInputAttributeDescription *attrs; +}; + +VkResult shader_create_module(struct renderer *ren, const size_t len, uint8_t code[len], VkShaderModule *module); +bool shader_load(const char *filename, struct shader *shader); + +#endif diff --git a/include/render/util.h b/include/render/util.h new file mode 100644 index 0000000..d7215f8 --- /dev/null +++ b/include/render/util.h @@ -0,0 +1,8 @@ +#ifndef _RENDER_UTIL_H_ +#define _RENDER_UTIL_H_ + +#include <vulkan/vulkan.h> + +VkResult create_image_view(VkDevice gpu, VkImage image, VkFormat format, VkImageAspectFlags flags, VkImageView *view); + +#endif diff --git a/include/render/window.h b/include/render/window.h new file mode 100644 index 0000000..3ec9a12 --- /dev/null +++ b/include/render/window.h @@ -0,0 +1,32 @@ +#ifndef _WINDOW_H_ +#define _WINDOW_H_ + +#include <wayland-client.h> +#include <vulkan/vulkan.h> +#include <vulkan/vulkan_wayland.h> +#include <stdbool.h> +#include "xdg-shell-protocol.h" +#include "xdg-decoration-unstable-v1-protocol.h" + +struct window { + const char *title; + + struct wl_display *dpy; + struct wl_registry *reg; + struct wl_compositor *comp; + struct zxdg_decoration_manager_v1 *deco_manager; + struct zxdg_toplevel_decoration_v1 *deco; + struct wl_surface *surface; + struct xdg_wm_base *xdg_base; + struct xdg_surface *xdg_surface; + struct xdg_toplevel *xdg_toplevel; + + int32_t width, height; + bool resize, should_close; +}; + +struct window *window_init(const char *title); +void window_destroy(struct window *win); +VkSurfaceKHR window_create_vk_surface(VkInstance instance, struct window *win); + +#endif |