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trtl_object_grid.c
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trtl_object_grid.c
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/**
* A grid object is afairly simple grid object used to render a map.
*
*/
#include <assert.h>
#include <vulkan/vulkan.h>
#include <talloc.h>
#include "helpers.h"
#include "trtl_object.h"
#include "trtl_object_grid.h"
#include "trtl_pipeline.h"
#include "trtl_seer.h"
#include "trtl_shader.h"
#include "trtl_shell.h"
#include "trtl_strata.h"
#include "trtl_uniform.h"
#include "turtle.h"
#include "vertex.h"
#define VDEFAULT "grid_vertex"
EMBED_SHADER(grid_vertex, "grid-vertex.spv");
EMBED_SHADER(lines, "lines.spv");
static const struct grid_shaders {
const char *name;
const char *vertex;
const char *fragment;
} grid_shaders[] = {
{"cobblestons", VDEFAULT, "lines"},
{"timber", VDEFAULT, "lines"},
};
struct trtl_object_grid {
struct trtl_object parent;
const struct grid_shaders *shader;
// This is the current active 'title'
struct {
float x;
float y;
} pos;
struct {
float x;
float y;
} dest;
uint32_t nframes;
VkDescriptorSetLayout descriptor_set_layout[2];
VkDescriptorSet *descriptor_set[2];
struct trtl_uniform_info *uniform_info;
struct trtl_pipeline_info *pipeline_info;
uint32_t vcount;
uint32_t icount;
VkBuffer index_buffer;
VkBuffer vertex_buffer;
struct {
struct trtl_strata *base;
struct trtl_strata *grid;
} strata;
};
struct grid_vertex {
struct pos3d pos;
struct {
uint32_t x;
uint32_t y;
uint32_t seed;
} tile;
struct pos2d tex_coord;
};
static const VkVertexInputAttributeDescription grid_vertex_description[3] = {
{
.binding = 0,
.location = 0,
.format = VK_FORMAT_R32G32B32_SFLOAT,
.offset = offsetof(struct grid_vertex, pos),
},
{
.binding = 0,
.location = 1,
.format = VK_FORMAT_R32G32B32_UINT,
.offset = offsetof(struct grid_vertex, tile),
},
{
.binding = 0,
.location = 2,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = offsetof(struct grid_vertex, tex_coord),
},
};
static const VkVertexInputBindingDescription grid_binding_descriptor = {
.binding = 0,
.stride = sizeof(struct grid_vertex),
// Should this be 'instance?'
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX,
};
#define N_VERTEX_ATTRIBUTE_DESCRIPTORS TRTL_ARRAY_SIZE(grid_vertex_description)
// Inline function to cast from abstract to concrete type.
// FIXME: Make Debug and non-debug do different things
static inline struct trtl_object_grid *
trtl_object_grid(struct trtl_object *obj)
{
struct trtl_object_grid *grid;
grid = talloc_get_type(obj, struct trtl_object_grid);
assert(grid != NULL);
return grid;
}
static void
fill_tile(struct grid_vertex *vertex, uint32_t *indices, int i, int row, int col)
{
vertex[i * 4].pos.x = col;
vertex[i * 4].pos.y = row;
vertex[i * 4].tex_coord.x = 0;
vertex[i * 4].tex_coord.y = 0;
vertex[i * 4 + 1].pos.x = col + 1;
vertex[i * 4 + 1].pos.y = row;
vertex[i * 4 + 1].tex_coord.x = 1;
vertex[i * 4 + 1].tex_coord.y = 0;
vertex[i * 4 + 2].pos.x = col;
vertex[i * 4 + 2].pos.y = row + 1;
vertex[i * 4 + 2].tex_coord.x = 0;
vertex[i * 4 + 2].tex_coord.y = 1;
vertex[i * 4 + 3].pos.x = col + 1;
vertex[i * 4 + 3].pos.y = row + 1;
vertex[i * 4 + 3].tex_coord.x = 1;
vertex[i * 4 + 3].tex_coord.y = 1;
vertex[i * 4].tile.x = col;
vertex[i * 4 + 1].tile.x = col;
vertex[i * 4 + 2].tile.x = col;
vertex[i * 4 + 3].tile.x = col;
vertex[i * 4].tile.y = row;
vertex[i * 4 + 1].tile.y = row;
vertex[i * 4 + 2].tile.y = row;
vertex[i * 4 + 3].tile.y = row;
uint8_t seed = ((row + col * 87) * 48271) >> 4;
vertex[i * 4].tile.seed = seed;
vertex[i * 4 + 1].tile.seed = seed;
vertex[i * 4 + 2].tile.seed = seed;
vertex[i * 4 + 3].tile.seed = seed;
indices[i * 6] = i * 4;
indices[i * 6 + 1] = i * 4 + 2;
indices[i * 6 + 2] = i * 4 + 1;
indices[i * 6 + 3] = i * 4 + 1;
indices[i * 6 + 4] = i * 4 + 2;
indices[i * 6 + 5] = i * 4 + 3;
}
// Width and height are single values.
static void
generate_grid(struct trtl_object_grid *grid, uint16_t width, uint16_t height)
{
const int tiles = width * height;
const int vcount = tiles * 4;
const int icount = tiles * 6;
struct grid_vertex *vertex = talloc_zero_array(grid, struct grid_vertex, vcount);
uint32_t *indices = talloc_zero_array(grid, uint32_t, icount);
for (int i = 0; i < tiles; i++) {
int row = i / width;
int col = i % width;
fill_tile(vertex, indices, i, row, col);
}
{
struct trtl_seer_vertexset vertices;
vertices.vertex_size = sizeof(struct grid_vertex);
vertices.nvertexes = vcount;
vertices.vertices = vertex;
grid->vertex_buffer = create_vertex_buffers(grid->parent.turtle, &vertices);
}
{
struct trtl_seer_indexset indexes;
indexes.nindexes = icount;
indexes.indexes = indices;
grid->index_buffer = create_index_buffer(grid->parent.turtle, &indexes);
}
grid->vcount = vcount;
grid->icount = icount;
}
static void
grid_resize(struct trtl_object *obj, struct turtle *turtle, struct trtl_layer *layer)
{
struct trtl_object_grid *grid = trtl_object_grid(obj);
grid->descriptor_set_layout[0] =
grid->strata.base->descriptor_set_layout(grid->strata.base);
grid->descriptor_set_layout[1] =
grid->strata.grid->descriptor_set_layout(grid->strata.grid);
grid->descriptor_set[0] = grid->strata.base->descriptor_set(grid->strata.base);
grid->descriptor_set[1] = grid->strata.grid->descriptor_set(grid->strata.grid);
grid->pipeline_info = trtl_pipeline_create_with_strata(
turtle, layer, 2, grid->descriptor_set_layout, grid->shader->vertex,
grid->shader->fragment, &grid_binding_descriptor, grid_vertex_description,
N_VERTEX_ATTRIBUTE_DESCRIPTORS);
}
static void
grid_draw(struct trtl_object *obj, VkCommandBuffer cmd_buffer, trtl_arg_unused int32_t offset)
{
struct trtl_object_grid *grid = trtl_object_grid(obj);
VkDeviceSize offsets = 0;
vkCmdBindPipeline(cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
grid->pipeline_info->pipeline);
vkCmdBindVertexBuffers(cmd_buffer, 0, 1, &grid->vertex_buffer, &offsets);
vkCmdBindIndexBuffer(cmd_buffer, grid->index_buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdBindDescriptorSets(cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
grid->pipeline_info->pipeline_layout, 0, 1, grid->descriptor_set[0], 0,
NULL);
vkCmdBindDescriptorSets(cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
grid->pipeline_info->pipeline_layout, 1, 1, grid->descriptor_set[1], 0,
NULL);
vkCmdDrawIndexed(cmd_buffer, grid->icount, 1, 0, offset, 0);
}
static bool
grid_update(struct trtl_object *obj, int frame)
{
struct trtl_object_grid *grid = trtl_object_grid(obj);
struct pos2d *pos;
pos = trtl_uniform_info_address(grid->uniform_info, frame);
if (grid->dest.x != grid->pos.x) {
float diff = grid->pos.x - grid->dest.x;
if (fabsf(diff) < 0.01)
grid->pos.x = grid->dest.x;
else
grid->pos.x -= diff / 2;
}
if (grid->dest.y != grid->pos.y) {
float diff = grid->pos.y - grid->dest.y;
if (fabsf(diff) < 0.01)
grid->pos.y = grid->dest.y;
else
grid->pos.y -= diff / 2;
}
pos->x = grid->pos.x;
pos->y = grid->pos.y;
// We updated
return true;
}
struct trtl_object *
trtl_grid_create(struct turtle *turtle)
{
struct trtl_object_grid *grid;
grid = talloc_zero(NULL, struct trtl_object_grid);
grid->parent.turtle = turtle;
grid->shader = grid_shaders;
// FIXME: Set a destructor and cleanup
grid->parent.draw = grid_draw;
grid->parent.update = grid_update;
grid->parent.relayer = grid_resize;
grid->nframes = turtle->tsc->nimages;
grid->uniform_info =
// FIXME: This causes a crash.
// trtl_uniform_alloc_type(evil_global_uniform, struct pos2d);
trtl_uniform_alloc_type(turtle->uniforms, struct UniformBufferObject);
grid->strata.base = trtl_seer_strata_get(turtle, "base");
grid->strata.grid = trtl_seer_strata_get(turtle, "grid");
return (struct trtl_object *)grid;
}
/**
* Set the current texture type.
*
* @param obj Object to set
* @param type Type to set
* @return 0 if set, -1 if not found.
*/
int
trtl_grid_set_type(struct trtl_object *obj, const char *type)
{
struct trtl_object_grid *grid = trtl_object_grid(obj);
if (!type) return -1;
for (uint32_t i = 0; i < TRTL_ARRAY_SIZE(grid_shaders); i++) {
if (streq(type, grid_shaders[i].name)) {
// found it
grid->shader = grid_shaders + i;
if (grid->pipeline_info) {
talloc_free(grid->pipeline_info);
grid->pipeline_info = NULL;
}
return 0;
}
}
warning("%s: Unable to find shader %s\n", __FUNCTION__, type);
return -1;
}
/**
* Fill the grid with a pattern.
*
* The width * height map is filled if the appropriate position in the grid is the same as
* presentchar, or skipped otherwsei.
*
* @param obj Grid object to fill.
* @param width The width of the map.
* @param height The height of the map.
* @param pattern The (width * height) array of items.
* @param presentchar The character which indicates a visible tile.
* @return 0 on success, -1 otherwise.
*/
int
trtl_grid_fill_pattern(struct trtl_object *obj, uint32_t width, uint32_t height,
uint8_t pattern[width * height], uint8_t presentchar)
{
struct trtl_object_grid *grid = trtl_object_grid(obj);
uint32_t total;
int filled = 0;
if (grid->vcount > 0) {
error("Already confgiured this grid object");
}
total = width * height;
for (uint32_t i = 0; i < total; i++) {
if (pattern[i] != presentchar) {
continue;
}
filled++;
}
// So we need 6 indices, and 4 vertexes for each tile
uint32_t vcount = filled * 4;
uint32_t icount = filled * 6;
struct grid_vertex *vertex = talloc_zero_array(grid, struct grid_vertex, vcount);
uint32_t *indices = talloc_zero_array(grid, uint32_t, icount);
// Now fill it
filled = 0;
for (uint32_t i = 0; i < total; i++) {
int row = i / width;
int col = i % width;
if (pattern[i] != presentchar) {
continue;
}
fill_tile(vertex, indices, filled++, row, col);
}
// FIXME: grid_rectangle has the same code
{
struct trtl_seer_vertexset vertices;
vertices.vertex_size = sizeof(struct grid_vertex);
vertices.nvertexes = vcount;
vertices.vertices = vertex;
grid->vertex_buffer = create_vertex_buffers(grid->parent.turtle, &vertices);
}
{
struct trtl_seer_indexset indexes;
indexes.nindexes = icount;
indexes.indexes = indices;
grid->index_buffer = create_index_buffer(grid->parent.turtle, &indexes);
}
grid->vcount = vcount;
grid->icount = icount;
return 0;
}
/**
* Fill the grid with tiles which are width * height in size.
*
* @param obj Grid object.
* @param width Number of tiles wide.
* @param height Number of tiles high.
* @return 0 on success, -1 otherwise.
*/
int
trtl_grid_fill_rectangle(struct trtl_object *obj, uint32_t width, uint32_t height)
{
struct trtl_object_grid *grid = trtl_object_grid(obj);
generate_grid(grid, width, height);
return 0;
}
/**
* Set the active (center) square.
*
* Sets the active square for the grid. Will snap the to the center of the that square in the
* middle of the screen. It can be a partial square to show the middle.
*
* @param obj Grid object to update.
* @param x X position of the center square.
* @param y Y position of the center square.
* @param motion Function to move to trnsform.
* @return 0 on success.
*/
int
trtl_grid_set_active_tile(struct trtl_object *obj, float x, float y, int motion)
{
struct trtl_object_grid *grid = trtl_object_grid(obj);
if (!motion) {
grid->pos.x = x;
grid->pos.y = y;
}
grid->dest.x = x;
grid->dest.y = y;
return 0;
}