Mikemon/src/main.cpp
2025-03-16 16:06:52 +01:00

1458 lines
57 KiB
C++

#include <stdio.h>
#include <stdint.h>
#include <SDL3/SDL.h>
#include <imgui.h>
#include <imgui_internal.h>
#include <imgui_impl_sdl3.h>
#include <imgui_impl_sdlgpu3.h>
#include <tracy/Tracy.hpp>
#include <tracy/TracyC.h>
#include "smol-atlas.h"
#include "defer.h"
#include "log.h"
#include "m_string.h"
#include "math_graphics.h"
#include "load_entire_file.h"
#include "stb_image.h"
#include "../assets/shader/basic.h"
#include "../assets/shader/world.h"
using namespace M;
#define NEAR_PLANE (0.01f)
static SDL_GPUDevice *device;
static SDL_Window *window;
static SDL_GPUGraphicsPipeline *basic_graphics_pipeline;
static SDL_GPUGraphicsPipeline *world_graphics_pipeline;
static SDL_GPUSampler *point_sampler;
static SDL_GPUBuffer *vertex_buffer;
static SDL_GPUBuffer *index_buffer;
static SDL_GPUBuffer *player_instance_buffer;
static SDL_GPUBuffer *world_buffer;
static SDL_GPUBuffer *tile_infos_buffer;
static Sint32 window_width;
static Sint32 window_height;
static Sint32 msaa_texture_width;
static Sint32 msaa_texture_height;
static SDL_GPUTexture *msaa_texture;
static bool Running = true;
static M4x4 view_matrix = view (V3_(0.0f, 0.0f, 0.0f), radians(45.0f), 10.0f);
static M4x4 inverse_view_matrix = inverse_view(V3_(0.0f, 0.0f, 0.0f), radians(45.0f), 10.0f);
static M4x4 projection_matrix = projection (radians(45.0f), 16.0f / 9.0f, NEAR_PLANE);
static M4x4 inverse_projection_matrix = inverse_projection(radians(45.0f), 16.0f / 9.0f, NEAR_PLANE);
struct Vertex {
V3 pos;
};
static Vertex vertices[] = {
{{ -0.5f, 0.5f, 0 }},
{{ 0.5f, 0.5f, 0 }},
{{ 0.5f, -0.5f, 0 }},
{{ -0.5f, -0.5f, 0 }},
};
static Uint16 indices[] = {
0, 1, 2,
0, 2, 3,
};
struct Instance {
V2 pos;
V4 uv0uv1;
V4 uv2uv3;
};
static Instance player_instance = { { 0.0f, 0.0f }, { 0, 0, 1, 0 }, { 1, 1, 0, 1 }};
static Sint32 map_width;
static Sint32 map_height;
static Uint32* map_tiles;
struct Player {
Sint32 pos_x;
Sint32 pos_y;
};
static Player player;
struct PerFrame {
float aspect_ratio;
float fovy_degrees;
float camera_x;
float camera_y;
float camera_distance;
float camera_tilt;
Uint32 map_width;
};
static PerFrame per_frame = {
.aspect_ratio = 16.0f / 9.0f,
.fovy_degrees = 31.0f,
.camera_x = 0.0f,
.camera_y = 0.0f,
.camera_distance = 13.5f,
.camera_tilt = 25.5f,
};
typedef struct {
Uint16 type;
const char *asset_path;
V2 uv_min;
V2 uv_max;
} TileInfo;
static TileInfo tile_infos[] = {
{ 0x0001, "../assets/tiles/error.png" },
{ 0x0000, "../assets/tiles/empty.png" },
{ 0x0100, "../assets/tiles/grass_1.png" },
{ 0x0101, "../assets/tiles/grass_2.png" },
{ 0x0102, "../assets/tiles/grass_3.png" },
{ 0x0200, "../assets/tiles/ground_1.png" },
{ 0x0300, "../assets/tiles/water_1.png" },
{ 0x0301, "../assets/tiles/water_2.png" },
{ 0x0400, "../assets/tiles/grass_ground_1.png" },
};
static int tile_atlas_size = 256;
static smol_atlas_t *tile_atlas;
static V4 cpu_tile_infos_buffer[SDL_arraysize(tile_infos)];
static Sint32 selected_tile = -1;
static Sint32 selected_rotation = 0;
static bool dragging_tile_change = false;
static Sint32 drag_start_pos[2];
static void save_map() {
log("Save file is under construction.");
FILE* file = fopen("../assets/map/map.sv", "wb");
if (!file) {
log_error("Save file creation has failed.");
return;
}
defer(fclose(file));
if (fwrite(&map_width, sizeof(Uint32), 1, file) != 1) {
log_error("fwrite for map_width has failed.");
return;
}
if (fwrite(&map_height, sizeof(Uint32), 1, file) != 1) {
log_error("fwrite for map_height has failed.");
return;
}
for (int i = 0; i < map_width * map_height; i++) {
Uint32 type = tile_infos[map_tiles[i] & 0xffff].type;
Uint32 orientation = (map_tiles[i] & 0x30000) >> 16;
Uint32 to_write = (orientation << 16) | type;
if (fwrite(&to_write, sizeof(Uint32), 1, file) != 1) {
log_error("fwrite for tile_type at tile number %d has failed.", i);
return;
}
}
log("Saving map was successful.");
}
static void load_map() {
log("Load save file.");
String file = load_entire_file("../assets/map/map.sv");
if (!file.length) {
log_error("Loading save file has failed.");
return;
}
map_width = read<Uint32>(file);
map_height = read<Uint32>(file);
if (file.length != map_width * map_height * sizeof(Uint32)) {
log_error("Incorrect file.length.");
return;
}
if (map_tiles)
free(map_tiles);
map_tiles = (Uint32*)malloc(map_width * map_height * sizeof(Uint32));
for (int i = 0; i < map_width * map_height; i++) {
Uint32 to_read = read<Uint32>(file);
Uint32 type = to_read & 0xffff;
Uint32 orientation = (to_read & 0x30000) >> 16;
Uint32 kind = 0;
for (int i = 0; i < SDL_arraysize(tile_infos); i++) {
if (tile_infos[i].type == type) {
kind = i;
break;
}
}
map_tiles[i] = (orientation << 16) | kind;
}
log("Loading map was successful.");
}
static bool update_buffer(SDL_GPUBuffer *buffer, Uint32 offset, Uint32 num_bytes, void *data) {
SDL_GPUTransferBufferCreateInfo transfer_buffer_info = {
.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
.size = num_bytes,
};
SDL_GPUTransferBuffer *transfer_buffer = SDL_CreateGPUTransferBuffer(device, &transfer_buffer_info);
if (!transfer_buffer) {
log_error("Failed to create gpu transfer buffer (%s).", SDL_GetError());
return false;
}
void *transfer_data = SDL_MapGPUTransferBuffer(device, transfer_buffer, true);
if (!transfer_data) {
log_error("Failed to map gpu transfer buffer (%s).", SDL_GetError());
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
return false;
}
memcpy(transfer_data, data, num_bytes);
SDL_UnmapGPUTransferBuffer(device, transfer_buffer);
SDL_GPUCommandBuffer *command_buffer = SDL_AcquireGPUCommandBuffer(device);
if (!command_buffer) {
log_error("Failed to acquire gpu command buffer (%s).", SDL_GetError());
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
return false;
}
SDL_GPUTransferBufferLocation transfer_info = {
.transfer_buffer = transfer_buffer,
.offset = 0,
};
SDL_GPUBufferRegion buffer_region = {
.buffer = buffer,
.offset = offset,
.size = num_bytes,
};
SDL_GPUCopyPass *copy_pass = SDL_BeginGPUCopyPass(command_buffer);
SDL_UploadToGPUBuffer(copy_pass, &transfer_info, &buffer_region, true);
SDL_EndGPUCopyPass(copy_pass);
if (!SDL_SubmitGPUCommandBuffer(command_buffer)) {
log_error("Failed to submit gpu command buffer (%s).", SDL_GetError());
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
SDL_CancelGPUCommandBuffer(command_buffer);
return false;
}
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
return true;
}
static SDL_GPUBuffer *create_buffer(SDL_GPUBufferUsageFlags usage, Uint32 num_bytes, void *data = NULL, const char *name = NULL) {
SDL_PropertiesID properties = 0;
if (name) {
properties = SDL_CreateProperties();
if (properties) SDL_SetStringProperty(properties, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, name);
}
SDL_GPUBufferCreateInfo buffer_info = {
.usage = usage,
.size = num_bytes,
.props = properties,
};
SDL_GPUBuffer *buffer = SDL_CreateGPUBuffer(device, &buffer_info);
if (properties) SDL_DestroyProperties(properties);
if (data) {
if (!update_buffer(buffer, 0, num_bytes, data)) {
log_error("Failed to update buffer (%s).", SDL_GetError());
SDL_ReleaseGPUBuffer(device, buffer);
return NULL;
}
}
return buffer;
}
static void change_map_size(char direction, int amount) {
SDL_GPUBuffer *old_world_buffer = world_buffer;
Uint32* old_map = map_tiles;
auto old_map_width = map_width;
auto old_map_height = map_height;
Sint32 new_x_offset = 0;
Sint32 new_y_offset = 0;
Sint32 old_x_offset = 0;
Sint32 old_y_offset = 0;
Sint32 to_fill_width = map_width;
Sint32 to_fill_height = map_height;
Sint32 to_fill_x_offset = 0;
Sint32 to_fill_y_offset = 0;
if (direction == 'W') {
player.pos_x = player.pos_x + amount;
map_width += amount;
to_fill_width = amount;
if (amount < 0)
old_x_offset = -amount;
else
new_x_offset = amount;
}
if (direction == 'N') {
player.pos_y = player.pos_y + amount;
map_height += amount;
to_fill_height = amount;
if (amount < 0)
old_y_offset = -amount;
else
new_y_offset = amount;
}
if (direction == 'E') {
map_width += amount;
to_fill_width = amount;
to_fill_x_offset = old_map_width;
}
if (direction == 'S') {
map_height += amount;
to_fill_height = amount;
to_fill_y_offset = old_map_height;
}
map_tiles = (Uint32*)malloc(map_width * map_height * sizeof(Uint32));
for (int y = 0; y < min(old_map_height, map_height); y++) {
for (int x = 0; x < min(old_map_width, map_width); x++) {
map_tiles[(y + new_y_offset) * map_width + (x + new_x_offset)] = old_map[(y + old_y_offset) * old_map_width + (x + old_x_offset)];
}
}
for (int y = 0; y < to_fill_height; y++) {
for (int x = 0; x < to_fill_width; x++) {
map_tiles[(y + to_fill_y_offset) * map_width + (x + to_fill_x_offset)] = 1;
}
}
player.pos_x = clamp(0, player.pos_x, map_width - 1);
player.pos_y = clamp(0, player.pos_y, map_height - 1);
world_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_VERTEX, map_width * map_height * 4, map_tiles, "world_buffer");
if (!world_buffer) {
log_error("Failed to create buffer. Exiting.");
exit(1);
}
free(old_map);
SDL_ReleaseGPUBuffer(device, old_world_buffer);
}
static SDL_GPUTexture *create_shader_texture(const char *path) {
int width = 0, height = 0, channels = 0;
stbi_uc *data = stbi_load(path, &width, &height, &channels, 0);
if (!data) {
log_error("Failed to load texture (\"%s\").", path);
return NULL;
}
SDL_GPUTextureFormat format = SDL_GPU_TEXTUREFORMAT_INVALID;
if (channels == 1) format = SDL_GPU_TEXTUREFORMAT_A8_UNORM;
if (channels == 4) format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB;
if (format == SDL_GPU_TEXTUREFORMAT_INVALID) {
log_error("Failed to find texture format for texture (\"%s\").", path);
stbi_image_free(data);
return NULL;
}
SDL_PropertiesID properties = SDL_CreateProperties();
if (properties) SDL_SetStringProperty(properties, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING, path);
SDL_GPUTextureCreateInfo texture_info = {
.type = SDL_GPU_TEXTURETYPE_2D,
.format = format,
.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER,
.width = (Uint32)width,
.height = (Uint32)height,
.layer_count_or_depth = 1,
.num_levels = 1,
.props = properties,
};
SDL_GPUTexture *texture = SDL_CreateGPUTexture(device, &texture_info);
if (!texture) {
log_error("Failed to create gpu texture (%s).", SDL_GetError());
stbi_image_free(data);
return NULL;
}
if (properties) SDL_DestroyProperties(properties);
Uint32 upload_size = width * height * channels;
SDL_GPUTransferBufferCreateInfo transfer_buffer_info = {
.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
.size = upload_size,
};
SDL_GPUTransferBuffer *transfer_buffer = SDL_CreateGPUTransferBuffer(device, &transfer_buffer_info);
if (!transfer_buffer) {
log_error("Failed to create gpu transfer buffer (%s).", SDL_GetError());
SDL_ReleaseGPUTexture(device, texture);
stbi_image_free(data);
return NULL;
}
void *transfer_data = SDL_MapGPUTransferBuffer(device, transfer_buffer, false);
if (!transfer_data) {
log_error("Failed to map gpu transfer buffer (%s).", SDL_GetError());
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
SDL_ReleaseGPUTexture(device, texture);
stbi_image_free(data);
return NULL;
}
memcpy(transfer_data, data, upload_size);
SDL_UnmapGPUTransferBuffer(device, transfer_buffer);
stbi_image_free(data);
SDL_GPUTextureTransferInfo transfer_info = {
.transfer_buffer = transfer_buffer,
.pixels_per_row = (Uint32)width,
};
SDL_GPUTextureRegion tetxure_region = {
.texture = texture,
.w = (Uint32)width,
.h = (Uint32)height,
.d = 1,
};
SDL_GPUCommandBuffer *command_buffer = SDL_AcquireGPUCommandBuffer(device);
if (!command_buffer) {
log_error("Failed to acquire gpu command buffer (%s).", SDL_GetError());
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
SDL_ReleaseGPUTexture(device, texture);
return NULL;
}
SDL_GPUCopyPass *copy_pass = SDL_BeginGPUCopyPass(command_buffer);
SDL_UploadToGPUTexture(copy_pass, &transfer_info, &tetxure_region, false);
SDL_EndGPUCopyPass(copy_pass);
if (!SDL_SubmitGPUCommandBuffer(command_buffer)) {
log_error("Failed to submit gpu command buffer (%s).", SDL_GetError());
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
SDL_ReleaseGPUTexture(device, texture);
SDL_CancelGPUCommandBuffer(command_buffer);
return NULL;
}
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
return texture;
}
static SDL_GPUTexture *create_shader_texture(const char *name, const char *data, int width, int height, int channels) {
SDL_GPUTextureFormat format = SDL_GPU_TEXTUREFORMAT_INVALID;
if (channels == 1) format = SDL_GPU_TEXTUREFORMAT_A8_UNORM;
if (channels == 4) format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB;
if (format == SDL_GPU_TEXTUREFORMAT_INVALID) {
log_error("Failed to find texture format for texture.");
return NULL;
}
SDL_PropertiesID properties = SDL_CreateProperties();
if (properties) SDL_SetStringProperty(properties, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING, name);
SDL_GPUTextureCreateInfo texture_info = {
.type = SDL_GPU_TEXTURETYPE_2D,
.format = format,
.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER,
.width = (Uint32)width,
.height = (Uint32)height,
.layer_count_or_depth = 1,
.num_levels = 1,
.props = properties,
};
SDL_GPUTexture *texture = SDL_CreateGPUTexture(device, &texture_info);
if (!texture) {
log_error("Failed to create gpu texture (%s).", SDL_GetError());
return NULL;
}
if (properties) SDL_DestroyProperties(properties);
Uint32 upload_size = width * height * channels;
SDL_GPUTransferBufferCreateInfo transfer_buffer_info = {
.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
.size = upload_size,
};
SDL_GPUTransferBuffer *transfer_buffer = SDL_CreateGPUTransferBuffer(device, &transfer_buffer_info);
if (!transfer_buffer) {
log_error("Failed to create gpu transfer buffer (%s).", SDL_GetError());
SDL_ReleaseGPUTexture(device, texture);
return NULL;
}
void *transfer_data = SDL_MapGPUTransferBuffer(device, transfer_buffer, false);
if (!transfer_data) {
log_error("Failed to map gpu transfer buffer (%s).", SDL_GetError());
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
SDL_ReleaseGPUTexture(device, texture);
return NULL;
}
memcpy(transfer_data, data, upload_size);
SDL_UnmapGPUTransferBuffer(device, transfer_buffer);
SDL_GPUTextureTransferInfo transfer_info = {
.transfer_buffer = transfer_buffer,
.pixels_per_row = (Uint32)width,
};
SDL_GPUTextureRegion tetxure_region = {
.texture = texture,
.w = (Uint32)width,
.h = (Uint32)height,
.d = 1,
};
SDL_GPUCommandBuffer *command_buffer = SDL_AcquireGPUCommandBuffer(device);
if (!command_buffer) {
log_error("Failed to acquire gpu command buffer (%s).", SDL_GetError());
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
SDL_ReleaseGPUTexture(device, texture);
return NULL;
}
SDL_GPUCopyPass *copy_pass = SDL_BeginGPUCopyPass(command_buffer);
SDL_UploadToGPUTexture(copy_pass, &transfer_info, &tetxure_region, false);
SDL_EndGPUCopyPass(copy_pass);
if (!SDL_SubmitGPUCommandBuffer(command_buffer)) {
log_error("Failed to submit gpu command buffer (%s).", SDL_GetError());
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
SDL_ReleaseGPUTexture(device, texture);
SDL_CancelGPUCommandBuffer(command_buffer);
return NULL;
}
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
return texture;
}
static void blit(char *dst, Sint32 dst_pitch, Sint32 dst_x, Sint32 dst_y, char *src, Sint32 src_pitch, Sint32 width, Sint32 height, int components = 4) {
for (Sint32 y = 0; y < height; y++)
memmove(&dst[((dst_y + y) * dst_pitch + dst_x) * components], &src[y * src_pitch * components], width * components);
}
static bool SelectableImage(const char *label, bool selected, SDL_GPUTextureSamplerBinding *image, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), Uint8 orientation = 0) {
const ImGuiContext *context = ImGui::GetCurrentContext();
const ImVec2 padding = context->Style.FramePadding;
bool pressed = ImGui::Selectable(label, selected, 0, image_size + padding * 2.0f);
ImVec2 min = ImGui::GetItemRectMin();
ImVec2 max = ImGui::GetItemRectMax();
if (image) {
switch (orientation) {
case 0: context->CurrentWindow->DrawList->AddImageQuad((ImTextureID)image, min + padding, ImVec2(max.x - padding.x, min.y + padding.y), max - padding, ImVec2(min.x + padding.x, max.y - padding.y), ImVec2(uv0.x, uv0.y), ImVec2(uv1.x, uv0.y), ImVec2(uv1.x, uv1.y), ImVec2(uv0.x, uv1.y)); break;
case 1: context->CurrentWindow->DrawList->AddImageQuad((ImTextureID)image, min + padding, ImVec2(max.x - padding.x, min.y + padding.y), max - padding, ImVec2(min.x + padding.x, max.y - padding.y), ImVec2(uv1.x, uv0.y), ImVec2(uv1.x, uv1.y), ImVec2(uv0.x, uv1.y), ImVec2(uv0.x, uv0.y)); break;
case 2: context->CurrentWindow->DrawList->AddImageQuad((ImTextureID)image, min + padding, ImVec2(max.x - padding.x, min.y + padding.y), max - padding, ImVec2(min.x + padding.x, max.y - padding.y), ImVec2(uv1.x, uv1.y), ImVec2(uv0.x, uv1.y), ImVec2(uv0.x, uv0.y), ImVec2(uv1.x, uv0.y)); break;
case 3: context->CurrentWindow->DrawList->AddImageQuad((ImTextureID)image, min + padding, ImVec2(max.x - padding.x, min.y + padding.y), max - padding, ImVec2(min.x + padding.x, max.y - padding.y), ImVec2(uv0.x, uv1.y), ImVec2(uv0.x, uv0.y), ImVec2(uv1.x, uv0.y), ImVec2(uv1.x, uv1.y)); break;
default: SDL_assert_always(false); break;
}
}
return pressed;
}
static ImVec4 linear_to_sRGB(ImVec4 linear) {
float red = linear.x <= 0.0031308f ? 12.92f * linear.x : 1.055f * powf(linear.x, 1.0f / 2.4f) - 0.055;
float green = linear.y <= 0.0031308f ? 12.92f * linear.y : 1.055f * powf(linear.y, 1.0f / 2.4f) - 0.055;
float blue = linear.z <= 0.0031308f ? 12.92f * linear.z : 1.055f * powf(linear.z, 1.0f / 2.4f) - 0.055;
return ImVec4(red, green, blue, linear.w);
}
static ImVec4 sRGB_to_linear(ImVec4 linear) {
float red = linear.x <= 0.0031308f ? linear.x / 12.92f : powf((linear.x + 0.055) / 1.055, 2.4f);
float green = linear.y <= 0.0031308f ? linear.y / 12.92f : powf((linear.y + 0.055) / 1.055, 2.4f);
float blue = linear.z <= 0.0031308f ? linear.z / 12.92f : powf((linear.z + 0.055) / 1.055, 2.4f);
return ImVec4(red, green, blue, linear.w);
}
static V3 Unproject(V3 screen_pos) {
V4 result = inverse_view_matrix * inverse_projection_matrix * V4_(screen_pos, 1.0f);
result.xyz /= result.w;
return result.xyz;
}
static V2 get_floor_intersection_of_mouse(V2 mouse_pos) {
V2 mouse = remap(V2{ 0, 0 }, V2{ (float)window_width, (float)window_height }, V2{ -1, 1 }, V2{ 1, -1 }, V2{ mouse_pos.x, mouse_pos.y });
V3 camera_position = (inverse_view_matrix * V4_(0, 0, 0, 1)).xyz;
V3 probe = Unproject(V3_(mouse, .5));
V3 ray_dir = normalize(probe - camera_position);
float t = -camera_position.z / ray_dir.z;
V3 floor_intersection = camera_position + (t * ray_dir);
floor_intersection.xy += V2_(0.5f, 0.5f);
return floor_intersection.xy;
}
#ifdef TRACY_ENABLE
static SDL_malloc_func sdl_malloc = NULL;
static SDL_calloc_func sdl_calloc = NULL;
static SDL_realloc_func sdl_realloc = NULL;
static SDL_free_func sdl_free = NULL;
static void setup_memory_functions() {
SDL_GetMemoryFunctions(&sdl_malloc, &sdl_calloc, &sdl_realloc, &sdl_free);
SDL_SetMemoryFunctions(
[](size_t size) -> void * {
void *result = sdl_malloc(size);
TracyAllocN(result, size, "SDL");
return result;
},
[](size_t nmemb, size_t size) -> void * {
void *result = sdl_calloc(nmemb, size);
TracyAllocN(result, nmemb * size, "SDL");
return result;
},
[](void *mem, size_t size) -> void * {
void *result = sdl_realloc(mem, size);
TracyFreeN(mem, "SDL");
TracyAllocN(result, size, "SDL");
return result;
},
[](void *mem) {
TracyFreeN(mem, "SDL");
sdl_free(mem);
}
);
}
#else
static void setup_memory_functions() {}
#endif
bool enable_msaa = false;
SDL_GPUSampleCount highest_supported_sample_count = SDL_GPU_SAMPLECOUNT_1;
static bool recreate_graphics_pipelines() {
SDL_GPUColorTargetDescription color_target_descriptions[] = {
{
.format = SDL_GetGPUSwapchainTextureFormat(device, window),
.blend_state = {
.src_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE,
.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.color_blend_op = SDL_GPU_BLENDOP_ADD,
.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE,
.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.alpha_blend_op = SDL_GPU_BLENDOP_ADD,
.enable_blend = true,
},
},
};
{ // basic_graphics_pipeline
SDL_GPUShaderCreateInfo basic_vertex_shader_info = {
.code_size = SDL_arraysize(SPIRV_basic),
.code = SPIRV_basic,
.entrypoint = "main_vertex",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = SDL_GPU_SHADERSTAGE_VERTEX,
.num_uniform_buffers = 1,
};
SDL_GPUShader *basic_vertex_shader = SDL_CreateGPUShader(device, &basic_vertex_shader_info);
if (!basic_vertex_shader) {
log_error("Failed to create basic vertex shader. Exiting.");
return false;
}
SDL_GPUShaderCreateInfo basic_pixel_shader_info = {
.code_size = SDL_arraysize(SPIRV_basic),
.code = SPIRV_basic,
.entrypoint = "main_fragment",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = SDL_GPU_SHADERSTAGE_FRAGMENT,
.num_samplers = 1,
};
SDL_GPUShader *basic_pixel_shader = SDL_CreateGPUShader(device, &basic_pixel_shader_info);
if (!basic_pixel_shader) {
log_error("Failed to create basic pixel shader. Exiting.");
return false;
}
SDL_GPUVertexBufferDescription vertex_buffer_descriptions[] = {
{
.slot = 0,
.pitch = sizeof(Vertex),
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
},
{
.slot = 1,
.pitch = sizeof(Instance),
.input_rate = SDL_GPU_VERTEXINPUTRATE_INSTANCE,
.instance_step_rate = 1,
},
};
SDL_GPUVertexAttribute vertex_attributes[] = {
{
.location = 0,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
.offset = offsetof(Vertex, pos),
},
{
.location = 1,
.buffer_slot = 1,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
.offset = offsetof(Instance, pos),
},
{
.location = 2,
.buffer_slot = 1,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
.offset = offsetof(Instance, uv0uv1),
},
{
.location = 3,
.buffer_slot = 1,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
.offset = offsetof(Instance, uv2uv3),
},
};
SDL_GPUGraphicsPipelineCreateInfo basic_graphics_pipeline_info = {
.vertex_shader = basic_vertex_shader,
.fragment_shader = basic_pixel_shader,
.vertex_input_state = {
.vertex_buffer_descriptions = vertex_buffer_descriptions,
.num_vertex_buffers = SDL_arraysize(vertex_buffer_descriptions),
.vertex_attributes = vertex_attributes,
.num_vertex_attributes = SDL_arraysize(vertex_attributes),
},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = {
.fill_mode = SDL_GPU_FILLMODE_FILL,
.cull_mode = SDL_GPU_CULLMODE_BACK,
.front_face = SDL_GPU_FRONTFACE_CLOCKWISE,
.enable_depth_clip = true,
},
.multisample_state = {
.sample_count = enable_msaa ? highest_supported_sample_count : SDL_GPU_SAMPLECOUNT_1,
},
.target_info = {
.color_target_descriptions = color_target_descriptions,
.num_color_targets = SDL_arraysize(color_target_descriptions),
},
};
if (basic_graphics_pipeline) {
SDL_ReleaseGPUGraphicsPipeline(device, basic_graphics_pipeline);
basic_graphics_pipeline = NULL;
}
basic_graphics_pipeline = SDL_CreateGPUGraphicsPipeline(device, &basic_graphics_pipeline_info);
if (!basic_graphics_pipeline) {
log_error("Failed to create basic graphics pipeline. Exiting.");
return 1;
}
SDL_ReleaseGPUShader(device, basic_vertex_shader);
SDL_ReleaseGPUShader(device, basic_pixel_shader);
}
{ // world_graphics_pipeline
SDL_GPUShaderCreateInfo world_vertex_shader_info = {
.code_size = SDL_arraysize(SPIRV_world),
.code = SPIRV_world,
.entrypoint = "main_vertex",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = SDL_GPU_SHADERSTAGE_VERTEX,
.num_storage_buffers = 1,
.num_uniform_buffers = 1,
};
SDL_GPUShader *world_vertex_shader = SDL_CreateGPUShader(device, &world_vertex_shader_info);
if (!world_vertex_shader) {
log_error("Failed to create world vertex shader. Exiting.");
return false;
}
SDL_GPUShaderCreateInfo world_pixel_shader_info = {
.code_size = SDL_arraysize(SPIRV_world),
.code = SPIRV_world,
.entrypoint = "main_fragment",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = SDL_GPU_SHADERSTAGE_FRAGMENT,
.num_samplers = 1,
};
SDL_GPUShader *world_pixel_shader = SDL_CreateGPUShader(device, &world_pixel_shader_info);
if (!world_pixel_shader) {
log_error("Failed to create world pixel shader. Exiting.");
return false;
}
SDL_GPUVertexBufferDescription vertex_buffer_descriptions[] = {
{
.slot = 0,
.pitch = sizeof(Vertex),
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
},
{
.slot = 1,
.pitch = sizeof(Uint32),
.input_rate = SDL_GPU_VERTEXINPUTRATE_INSTANCE,
.instance_step_rate = 1,
},
};
SDL_GPUVertexAttribute vertex_attributes[] = {
{
.location = 0,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
.offset = offsetof(Vertex, pos),
},
{
.location = 1,
.buffer_slot = 1,
.format = SDL_GPU_VERTEXELEMENTFORMAT_UINT,
.offset = 0,
},
};
SDL_GPUGraphicsPipelineCreateInfo world_graphics_pipeline_info = {
.vertex_shader = world_vertex_shader,
.fragment_shader = world_pixel_shader,
.vertex_input_state = {
.vertex_buffer_descriptions = vertex_buffer_descriptions,
.num_vertex_buffers = SDL_arraysize(vertex_buffer_descriptions),
.vertex_attributes = vertex_attributes,
.num_vertex_attributes = SDL_arraysize(vertex_attributes),
},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = {
.fill_mode = SDL_GPU_FILLMODE_FILL,
.cull_mode = SDL_GPU_CULLMODE_BACK,
.front_face = SDL_GPU_FRONTFACE_CLOCKWISE,
.enable_depth_clip = true,
},
.multisample_state = {
.sample_count = enable_msaa ? highest_supported_sample_count : SDL_GPU_SAMPLECOUNT_1,
},
.target_info = {
.color_target_descriptions = color_target_descriptions,
.num_color_targets = SDL_arraysize(color_target_descriptions),
},
};
if (world_graphics_pipeline) {
SDL_ReleaseGPUGraphicsPipeline(device, world_graphics_pipeline);
world_graphics_pipeline = NULL;
}
world_graphics_pipeline = SDL_CreateGPUGraphicsPipeline(device, &world_graphics_pipeline_info);
if (!world_graphics_pipeline) {
log_error("Failed to create world graphics pipeline. Exiting.");
return 1;
}
SDL_ReleaseGPUShader(device, world_vertex_shader);
SDL_ReleaseGPUShader(device, world_pixel_shader);
}
return true;
}
int main(int argc, char **argv) {
setup_memory_functions();
load_map();
#ifdef SDL_PLATFORM_LINUX
if (!getenv("ENABLE_VULKAN_RENDERDOC_CAPTURE"))
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "wayland,x11");
#endif
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS)) {
log_error("Failed to initialize SDL (%s). Exiting.", SDL_GetError());
return 1;
}
device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, true, NULL);
if (!device) {
log_error("Failed to create gpu device (%s). Exiting.", SDL_GetError());
return 1;
}
SDL_SetGPUAllowedFramesInFlight(device, 1);
window = SDL_CreateWindow("Mikemon", 1280, 720, SDL_WINDOW_RESIZABLE);
if (!window) {
log_error("Failed to create window (%s). Exiting.", SDL_GetError());
return 1;
}
if (!SDL_ClaimWindowForGPUDevice(device, window)) {
log_error("Failed to claim window for gpu device (%s). Exiting.", SDL_GetError());
return 1;
}
SDL_SetGPUSwapchainParameters(device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR, SDL_GPU_PRESENTMODE_VSYNC);
SDL_GPUTextureFormat swapchain_format = SDL_GetGPUSwapchainTextureFormat(device, window);
highest_supported_sample_count = SDL_GPUTextureSupportsSampleCount(device, swapchain_format, SDL_GPU_SAMPLECOUNT_2) ? SDL_GPU_SAMPLECOUNT_2 : highest_supported_sample_count;
highest_supported_sample_count = SDL_GPUTextureSupportsSampleCount(device, swapchain_format, SDL_GPU_SAMPLECOUNT_4) ? SDL_GPU_SAMPLECOUNT_4 : highest_supported_sample_count;
highest_supported_sample_count = SDL_GPUTextureSupportsSampleCount(device, swapchain_format, SDL_GPU_SAMPLECOUNT_8) ? SDL_GPU_SAMPLECOUNT_8 : highest_supported_sample_count;
recreate_graphics_pipelines();
SDL_GPUTexture *player_texture = create_shader_texture("../assets/decorations/strawberry.png");
if (!player_texture) {
log_error("Failed to create shader texture. Exiting.");
return 1;
}
int tile_border_size = 4;
tile_atlas = sma_atlas_create(tile_atlas_size, tile_atlas_size);
char *tile_atlas_texture_cpu = (char *)calloc(1, tile_atlas_size * tile_atlas_size * 4);
for (int i = 0; i < SDL_arraysize(tile_infos); i++) {
int width = 0, height = 0;
stbi_uc *data = stbi_load(tile_infos[i].asset_path, &width, &height, NULL, 4);
if (!data) {
log_error("Failed to load texture (\"%s\"). Exiting.", tile_infos[i].asset_path);
return 1;
}
smol_atlas_item_t *atlas_item = sma_item_add(tile_atlas, width + 2 * tile_border_size, height + 2 * tile_border_size);
if (!atlas_item) {
log_error("Failed to add tile texture to atlas. Exiting.");
return 1;
}
int item_x = sma_item_x(atlas_item);
int item_y = sma_item_y(atlas_item);
tile_infos[i].uv_min = V2_((item_x + tile_border_size) / (float)tile_atlas_size, (item_y + tile_border_size) / (float)tile_atlas_size);
tile_infos[i].uv_max = V2_((item_x + tile_border_size + width) / (float)tile_atlas_size, (item_y + tile_border_size + height) / (float)tile_atlas_size);
cpu_tile_infos_buffer[i] = V4_(tile_infos[i].uv_min, tile_infos[i].uv_max);
blit(tile_atlas_texture_cpu, tile_atlas_size, item_x + tile_border_size, item_y + tile_border_size, (char *)data, width, width, height);
#define image_index(image, width, components, x, y) (*(((char *)(image)) + (((y) * (width) + (x)) * (components))))
for (int j = 0; j < tile_border_size; j++) {
// HORIZONTAL EDGES
blit(tile_atlas_texture_cpu, tile_atlas_size, item_x + tile_border_size, item_y + j, &image_index(data, width, 4, 0, 0), width, width, 1);
blit(tile_atlas_texture_cpu, tile_atlas_size, item_x + tile_border_size, item_y + tile_border_size + height + j, &image_index(data, width, 4, 0, height - 1), width, width, 1);
// VERTICAL EDGES
blit(tile_atlas_texture_cpu, tile_atlas_size, item_x + j, item_y + tile_border_size, &image_index(data, width, 4, 0, 0), width, 1, height);
blit(tile_atlas_texture_cpu, tile_atlas_size, item_x + tile_border_size + width + j, item_y + tile_border_size, &image_index(data, width, 4, width - 1, 0), width, 1, height);
}
for (int y = 0; y < tile_border_size; y++) {
for (int x = 0; x < tile_border_size; x++) {
// TOP CORNERS
*(Uint32 *)&image_index(tile_atlas_texture_cpu, tile_atlas_size, 4, item_x + x, item_y + y) = *(Uint32 *)&image_index(data, width, 4, 0, 0);
*(Uint32 *)&image_index(tile_atlas_texture_cpu, tile_atlas_size, 4, item_x + tile_border_size + width + x, item_y + y) = *(Uint32 *)&image_index(data, width, 4, width - 1, 0);
// BOTTOM CORNERS
*(Uint32 *)&image_index(tile_atlas_texture_cpu, tile_atlas_size, 4, item_x + x, item_y + tile_border_size + height + y) = *(Uint32 *)&image_index(data, width, 4, 0, height - 1);
*(Uint32 *)&image_index(tile_atlas_texture_cpu, tile_atlas_size, 4, item_x + tile_border_size + width + x, item_y + tile_border_size + height + y) = *(Uint32 *)&image_index(data, width, 4, width - 1, height - 1);
}
}
stbi_image_free(data);
}
sma_atlas_destroy(tile_atlas);
SDL_GPUTexture *tile_atlas_texture = create_shader_texture("tile_atlas", tile_atlas_texture_cpu, tile_atlas_size, tile_atlas_size, 4);
free(tile_atlas_texture_cpu);
if (!tile_atlas_texture) {
log_error("Failed to create tile atlas texture. Exiting.");
return 1;
}
SDL_GPUSamplerCreateInfo point_sampler_info = {
.min_filter = SDL_GPU_FILTER_NEAREST,
.mag_filter = SDL_GPU_FILTER_NEAREST,
.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST,
.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.max_anisotropy = 4.0f,
.enable_anisotropy = true,
};
point_sampler = SDL_CreateGPUSampler(device, &point_sampler_info);
SDL_GPUTextureSamplerBinding tile_atlas_texture_binding = { .texture = tile_atlas_texture, .sampler = point_sampler };
vertex_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_VERTEX, sizeof(vertices), vertices, "vertex_buffer");
if (!vertex_buffer) {
log_error("Failed to create buffer. Exiting.");
return 1;
}
index_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_INDEX, sizeof(indices), indices, "index_buffer");
if (!index_buffer) {
log_error("Failed to create buffer. Exiting.");
return 1;
}
player_instance_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_VERTEX, sizeof(player_instance), &player_instance, "player_instance_buffer");
if (!player_instance_buffer) {
log_error("Failed to create buffer. Exiting.");
return 1;
}
world_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_VERTEX, map_width * map_height * 4, map_tiles, "world_buffer");
if (!world_buffer) {
log_error("Failed to create buffer. Exiting.");
return 1;
}
tile_infos_buffer = create_buffer(SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ, SDL_arraysize(cpu_tile_infos_buffer) * sizeof(*cpu_tile_infos_buffer), cpu_tile_infos_buffer, "tile_infos_buffer");
if (!tile_infos_buffer) {
log_error("Failed to create buffer. Exiting.");
return 1;
}
IMGUI_CHECKVERSION();
ImGuiContext *imgui_context = ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
io.ConfigFlags |= ImGuiConfigFlags_IsSRGB;
ImGui::StyleColorsDark();
if (io.ConfigFlags & ImGuiConfigFlags_IsSRGB){
for (int i = 0; i < IM_ARRAYSIZE(imgui_context->Style.Colors); i++) {
imgui_context->Style.Colors[i] = sRGB_to_linear(imgui_context->Style.Colors[i]);
}
}
ImGui_ImplSDL3_InitForSDLGPU(window);
ImGui_ImplSDLGPU3_InitInfo imgui_init_info = {
.Device = device,
.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(device, window),
.MSAASamples = SDL_GPU_SAMPLECOUNT_1,
};
ImGui_ImplSDLGPU3_Init(&imgui_init_info);
bool show_demo_window = true;
bool first_frame = true;
SDL_GetWindowSizeInPixels(window, &window_width, &window_height);
// MSG Message;
while (Running) {
ZoneScopedN("Loop");
ImGui_ImplSDLGPU3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::SetNextWindowSizeConstraints(ImVec2(0, window_height), ImVec2(window_width, window_height));
ImGui::SetNextWindowSize(ImVec2(0.2 * window_width, window_height), ImGuiCond_FirstUseEver);
if (ImGui::Begin("Tile Picker", NULL, ImGuiWindowFlags_NoFocusOnAppearing)) {
if (SelectableImage("##tile", selected_tile == -1, NULL, ImVec2(32, 32))) {
selected_tile = -1;
}
for (int i = 0; i < SDL_arraysize(tile_infos); i++) {
ImGui::PushID(i);
ImVec2 uv0 = ImVec2(tile_infos[i].uv_min.x, tile_infos[i].uv_min.y);
ImVec2 uv1 = ImVec2(tile_infos[i].uv_max.x, tile_infos[i].uv_max.y);
float available = ImGui::GetContentRegionAvail().x - ImGui::GetItemRectMax().x;
if (available >= 32)
ImGui::SameLine();
if (SelectableImage("##tile", selected_tile == i, &tile_atlas_texture_binding, ImVec2(32, 32), uv0, uv1, SDL_max(selected_rotation, 0)))
selected_tile = i;
ImGui::PopID();
}
if (selected_tile != -1) {
ImGui::Text("Rotation:");
ImVec2 uv0 = ImVec2(tile_infos[selected_tile].uv_min.x, tile_infos[selected_tile].uv_min.y);
ImVec2 uv1 = ImVec2(tile_infos[selected_tile].uv_max.x, tile_infos[selected_tile].uv_max.y);
if (SelectableImage("##None", selected_rotation == 0, &tile_atlas_texture_binding, ImVec2(32, 32), uv0, uv1, 0))
selected_rotation = 0;
if (ImGui::GetContentRegionAvail().x - ImGui::GetItemRectMax().x >= 32)
ImGui::SameLine();
if (SelectableImage("##90", selected_rotation == 1, &tile_atlas_texture_binding, ImVec2(32, 32), uv0, uv1, 1))
selected_rotation = 1;
if (ImGui::GetContentRegionAvail().x - ImGui::GetItemRectMax().x >= 32)
ImGui::SameLine();
if (SelectableImage("##180", selected_rotation == 2, &tile_atlas_texture_binding, ImVec2(32, 32), uv0, uv1, 2))
selected_rotation = 2;
if (ImGui::GetContentRegionAvail().x - ImGui::GetItemRectMax().x >= 32)
ImGui::SameLine();
if (SelectableImage("##270", selected_rotation == 3, &tile_atlas_texture_binding, ImVec2(32, 32), uv0, uv1, 3))
selected_rotation = 3;
if (ImGui::Selectable("Random", selected_rotation == -1))
selected_rotation = -1;
}
ImGui::DragFloat("fovy", &per_frame.fovy_degrees);
ImGui::DragFloat("camera_distance", &per_frame.camera_distance, 0.25f, 1.0f, INFINITY);
ImGui::DragFloat("camera_tilt", &per_frame.camera_tilt, 0.25f, 0.0f, 89.0f);
if (ImGui::Checkbox("MSAA", &enable_msaa)) {
recreate_graphics_pipelines();
if (msaa_texture) {
SDL_ReleaseGPUTexture(device, msaa_texture);
msaa_texture = NULL;
}
}
}
ImGui::End();
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
if (first_frame) {
ImGui::SetWindowFocus(NULL);
first_frame = false;
}
SDL_GPUCommandBuffer *command_buffer = SDL_AcquireGPUCommandBuffer(device);
if (!command_buffer) {
log_error("Failed to acquire gpu command buffer (%s). Exiting.", SDL_GetError());
return 1;
}
TracyCZoneN(tracy_AcquireSwapchainTexture, "AcquireSwapchainTexture", true);
Uint32 width = 0, height = 0;
SDL_GPUTexture *swapchain_texture = NULL;
if (!SDL_WaitAndAcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, &width, &height)) {
log_error("Failed to acquire swapchain texture (%s). Exiting.", SDL_GetError());
SDL_CancelGPUCommandBuffer(command_buffer);
return 1;
}
TracyCZoneEnd(tracy_AcquireSwapchainTexture);
{
ZoneScopedN("Events");
SDL_Event event;
while (SDL_PollEvent(&event)) {
ZoneScopedN("Event");
ImGui_ImplSDL3_ProcessEvent(&event);
switch (event.type) {
case SDL_EVENT_QUIT: {
Running = false;
} break;
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: {
window_width = event.window.data1;
window_height = event.window.data2;
} break;
case SDL_EVENT_KEY_DOWN: {
if (io.WantCaptureKeyboard)
continue;
if (event.key.key == SDLK_UP || event.key.key == SDLK_W) {
player.pos_y = clamp(0, player.pos_y + 1, map_height - 2);
}
if (event.key.key == SDLK_LEFT || event.key.key == SDLK_A) {
player.pos_x = clamp(0, player.pos_x - 1, map_width - 2);
}
if (event.key.key == SDLK_DOWN || event.key.key == SDLK_S) {
player.pos_y = clamp(0, player.pos_y - 1, map_height - 2);
}
if (event.key.key == SDLK_RIGHT || event.key.key == SDLK_D) {
player.pos_x = clamp(0, player.pos_x + 1, map_width - 2);
}
if (event.key.key == SDLK_F1) {
save_map();
}
if (event.key.key == SDLK_F4) {
load_map();
}
} break;
case SDL_EVENT_MOUSE_BUTTON_DOWN: {
if (io.WantCaptureMouse)
continue;
V2 floor_intersection = get_floor_intersection_of_mouse(V2_(event.button.x, event.button.y));
Sint32 tile_x = roundf(floor_intersection.x);
Sint32 tile_y = roundf(floor_intersection.y);
if(0 <= tile_x && tile_x < map_width && 0 <= tile_y && tile_y < map_height) {
dragging_tile_change = true;
drag_start_pos[0] = tile_x;
drag_start_pos[1] = tile_y;
}
SDL_Keymod modifiers = SDL_GetModState();
if (modifiers & SDL_KMOD_SHIFT && tile_x <= -1) {
if(modifiers & SDL_KMOD_CTRL)
change_map_size('W', -1);
else
change_map_size('W', 1);
}
if (modifiers & SDL_KMOD_SHIFT && tile_x == map_width) {
if (modifiers & SDL_KMOD_CTRL)
change_map_size('E', -1);
else
change_map_size('E', 1);
}
if (modifiers & SDL_KMOD_SHIFT && tile_y <= -1) {
if (modifiers & SDL_KMOD_CTRL)
change_map_size('N', -1);
else
change_map_size('N', 1);
}
if (modifiers & SDL_KMOD_SHIFT && tile_y == map_height) {
if (modifiers & SDL_KMOD_CTRL)
change_map_size('S', -1);
else
change_map_size('S', 1);
}
} break;
case SDL_EVENT_MOUSE_BUTTON_UP: {
if (io.WantCaptureMouse)
continue;
if (selected_tile != -1 && dragging_tile_change) {
V2 floor_intersection = get_floor_intersection_of_mouse(V2_(event.button.x, event.button.y));
Sint32 tile_x = clamp(0, (Sint32)roundf(floor_intersection.x), map_width - 1);
Sint32 tile_y = clamp(0, (Sint32)roundf(floor_intersection.y), map_height - 1);
Sint32 start_x = min(tile_x, drag_start_pos[0]);
Sint32 start_y = min(tile_y, drag_start_pos[1]);
Sint32 end_x = max(tile_x, drag_start_pos[0]);
Sint32 end_y = max(tile_y, drag_start_pos[1]);
for (Sint32 y = start_y; y <= end_y; y++) {
for (Sint32 x = start_x; x <= end_x; x++) {
if (selected_rotation == -1) {
Sint32 rotation = SDL_rand(4);
map_tiles[x + map_width * y] = ((rotation & 3) << 16) | selected_tile;
} else {
map_tiles[x + map_width * y] = ((selected_rotation & 3) << 16) | selected_tile;
}
}
}
update_buffer(world_buffer, 0, map_width * map_height * sizeof(Uint32), map_tiles);
}
dragging_tile_change = false;
} break;;
}
}
}
if (!swapchain_texture) {
SDL_CancelGPUCommandBuffer(command_buffer);
ImGui::Render();
ImDrawData *draw_data = ImGui::GetDrawData();
continue;
}
if (enable_msaa && (!msaa_texture || msaa_texture_width != width || msaa_texture_height != height)) {
if (msaa_texture) {
SDL_ReleaseGPUTexture(device, msaa_texture);
msaa_texture = NULL;
}
SDL_GPUTextureCreateInfo texture_info = {
.type = SDL_GPU_TEXTURETYPE_2D,
.format = swapchain_format,
.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET,
.width = (Uint32)width,
.height = (Uint32)height,
.layer_count_or_depth = 1,
.num_levels = 1,
.sample_count = highest_supported_sample_count,
};
msaa_texture = SDL_CreateGPUTexture(device, &texture_info);
if (!msaa_texture) {
log_error("Failed to create gpu texture (%s).", SDL_GetError());
return 1;
}
msaa_texture_width = width;
msaa_texture_height = height;
}
{
ZoneScopedN("Update");
{
ZoneScopedN("player_instance_buffer");
player_instance.pos.x = player.pos_x;
player_instance.pos.y = player.pos_y;
update_buffer(player_instance_buffer, 0, sizeof(player_instance), &player_instance);
}
{
ZoneScopedN("per_frame");
per_frame.aspect_ratio = ((float) window_width / (float) window_height);
per_frame.map_width = map_width;
per_frame.camera_x = player.pos_x;
per_frame.camera_y = player.pos_y;
SDL_PushGPUVertexUniformData(command_buffer, 0, &per_frame, sizeof(per_frame));
}
{
ZoneScopedN("matrices");
view_matrix = view (V3_((float)player.pos_x, (float)player.pos_y, 0), radians(per_frame.camera_tilt), per_frame.camera_distance);
inverse_view_matrix = inverse_view(V3_((float)player.pos_x, (float)player.pos_y, 0), radians(per_frame.camera_tilt), per_frame.camera_distance);
projection_matrix = projection (radians(per_frame.fovy_degrees), per_frame.aspect_ratio, NEAR_PLANE);
inverse_projection_matrix = inverse_projection(radians(per_frame.fovy_degrees), per_frame.aspect_ratio, NEAR_PLANE);
}
}
SDL_GPUColorTargetInfo color_target_info = {
.texture = enable_msaa ? msaa_texture : swapchain_texture,
.clear_color = { .r = 1.0f, .g = 0.0f, .b = 1.0f, .a = 1.0f },
.load_op = SDL_GPU_LOADOP_CLEAR,
.store_op = enable_msaa ? SDL_GPU_STOREOP_RESOLVE : SDL_GPU_STOREOP_STORE,
.resolve_texture = swapchain_texture,
.cycle = true,
};
SDL_GPURenderPass *render_pass = SDL_BeginGPURenderPass(command_buffer, &color_target_info, 1, NULL);
if (!render_pass) {
log_error("Failed to begin render pass. Exiting.");
return 1;
}
{ // Draw Map
ZoneScopedN("Draw Map");
SDL_GPUBufferBinding index_buffer_binding = { .buffer = index_buffer, .offset = 0 };
SDL_GPUBufferBinding vertex_buffers[] = {
{ .buffer = vertex_buffer, .offset = 0 },
{ .buffer = world_buffer, .offset = 0 },
};
SDL_GPUTextureSamplerBinding texture_bindings[] = {
{ .texture = tile_atlas_texture, .sampler = point_sampler },
};
SDL_BindGPUGraphicsPipeline(render_pass, world_graphics_pipeline);
SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, SDL_GPU_INDEXELEMENTSIZE_16BIT);
SDL_BindGPUVertexBuffers(render_pass, 0, vertex_buffers, SDL_arraysize(vertex_buffers));
SDL_BindGPUVertexStorageBuffers(render_pass, 0, &tile_infos_buffer, 1);
SDL_BindGPUFragmentSamplers(render_pass, 0, texture_bindings, SDL_arraysize(texture_bindings));
SDL_DrawGPUIndexedPrimitives(render_pass, 6, map_height * map_width, 0, 0, 0);
}
{ // Draw Player
ZoneScopedN("Draw Player");
SDL_GPUBufferBinding vertex_buffers[] = {
{ .buffer = vertex_buffer, .offset = 0 },
{ .buffer = player_instance_buffer, .offset = 0 },
};
SDL_GPUTextureSamplerBinding texture_bindings[] = {
{ .texture = player_texture, .sampler = point_sampler },
};
SDL_BindGPUGraphicsPipeline(render_pass, basic_graphics_pipeline);
SDL_BindGPUVertexBuffers(render_pass, 0, vertex_buffers, SDL_arraysize(vertex_buffers));
SDL_BindGPUFragmentSamplers(render_pass, 0, texture_bindings, SDL_arraysize(texture_bindings));
SDL_DrawGPUIndexedPrimitives(render_pass, 6, 1, 0, 0, 0);
}
SDL_EndGPURenderPass(render_pass);
{
ZoneScopedN("ImGui Render");
ImGui::Render();
ImDrawData *draw_data = ImGui::GetDrawData();
Imgui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
SDL_GPUColorTargetInfo imgui_color_target_info = {
.texture = swapchain_texture,
.load_op = SDL_GPU_LOADOP_LOAD,
.store_op = SDL_GPU_STOREOP_STORE,
};
SDL_GPURenderPass *imgui_render_pass = SDL_BeginGPURenderPass(command_buffer, &imgui_color_target_info, 1, NULL);
ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, imgui_render_pass);
SDL_EndGPURenderPass(imgui_render_pass);
}
{
ZoneScopedN("SubmitGPUCommandBuffer");
if (!SDL_SubmitGPUCommandBuffer(command_buffer)) {
log_error("Failed to submit gpu command buffer (%s). Exiting.", SDL_GetError());
return 1;
}
}
FrameMark;
}
return 0;
}