Added shader loading, added glad

This commit is contained in:
2021-02-17 23:17:19 +11:00
parent 1407d028e8
commit 24218cca63
13 changed files with 178 additions and 393 deletions

81
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#include "render.h"
render_t *RENDER_CURRENT = NULL;
render_t * renderInit(char *name) {
// Can't contextualize twice
if(RENDER_CURRENT != NULL) return NULL;
// Attempt to init GLFW
if(!glfwInit()) return NULL;
// Initialize the renderer
render_t *render = malloc(sizeof(render_t));
if(!render) return NULL;
render->width = WINDOW_WIDTH_DEFAULT;
render->height = WINDOW_HEIGHT_DEFAULT;
// Create the window.
render->window = glfwCreateWindow(render->width, render->height,
name, NULL, NULL
);
if(!render->window) {
free(render);
glfwTerminate();
return NULL;
}
// Make the window the context current
glfwMakeContextCurrent(render->window);
// Load GLAD
gladLoadGL((GLADloadproc)glfwGetProcAddress);
RENDER_CURRENT = render;
// Listeners
glfwSetWindowSizeCallback(render->window, &renderOnResize);
//GLEnable Things
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
return render;
}
void renderFrame(render_t *render) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex3f(-1, -1, 0);
glColor3f(0, 1, 0);
glVertex3f(0, 1, 0);
glColor3f(0, 0, 1);
glVertex3f(1, -1, 0);
glEnd();
}
bool renderDispose(render_t *render) {
// Cleanup the callback
glfwSetWindowSizeCallback(render->window, NULL);
// Free up the renderer
free(render);
RENDER_CURRENT = NULL;
// Terminate the GLFW context.
glfwTerminate();
return true;
}
void renderOnResize(GLFWwindow *window, int32_t width, int32_t height) {
RENDER_CURRENT->width = width;
RENDER_CURRENT->height = height;
glViewport(0, 0, width, height);
}

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#pragma once
#include <stdio.h>
#include <stdbool.h>
#include <stdint.h>
#include <malloc.h>
// I load GLAD and GLFW Here because they need to be included in specific orders
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <cglm/call.h>
#define WINDOW_WIDTH_DEFAULT 480
#define WINDOW_HEIGHT_DEFAULT 270
/**
* Contains information about the current render state, can be used for querying
* how the renderer is currently set up.
*/
typedef struct {
/** The GLFW Window Context Pointer */
GLFWwindow *window;
/** Resolution (in pixels) */
int32_t width, height;
} render_t;
/** Current active renderer. */
extern render_t *RENDER_CURRENT;
/**
* Initialize the renderer.
*
* @param width Width (in pixels) of the window.
* @param height Height (in pixels) of the window.
* @param name String of the windows' name.
* @return Rendering Context information.
*/
render_t * renderInit(char *name);
/**
* Render a single frame of the render loop. The renderer is not (currently)
* responsible for render looping.
*
* @param render The renderer to loop for.
*/
void renderFrame(render_t *render);
/**
* Cleanup a render context.
*
* @param render Renderer to cleanup.
* @return True or False if Successful/Not.
*/
bool renderDispose(render_t *render);
/**
* Resize callbacks.
*
* @param window Window that was resized.
* @param width New window width.
* @param height New window height.
*/
void renderOnResize(GLFWwindow *window, int32_t width, int32_t height);

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#include "shader.h"
shader_t * shaderCompile(char *vertexShaderSource, char* fragmentShaderSource) {
int isSuccess, maxLength;
char *error;
GLuint shaderVertex, shaderFragment, shaderProgram;
// Load the vertex shader first
shaderVertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shaderVertex, 1, &vertexShaderSource, 0);
glCompileShader(shaderVertex);
// Validate
glGetShaderiv(shaderVertex, GL_COMPILE_STATUS, &isSuccess);
if(!isSuccess) {
glGetShaderiv(shaderVertex, GL_INFO_LOG_LENGTH, &maxLength);
error = malloc(maxLength);
glGetShaderInfoLog(shaderVertex, maxLength, &maxLength, error);
printf("Failed to compile vertex shader %s\n", error);
free(error);
return NULL;
}
// Now load the Frag shader
shaderFragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(shaderFragment, 1, &fragmentShaderSource, 0);
glCompileShader(shaderFragment);
glGetShaderiv(shaderFragment, GL_COMPILE_STATUS, &isSuccess);
if(!isSuccess) {
glGetShaderiv(shaderFragment, GL_INFO_LOG_LENGTH, &maxLength);
error = malloc(maxLength);
glGetShaderInfoLog(shaderFragment, maxLength, &maxLength, error);
printf("Failed to compile fragment shader %s\n", error);
free(error);
glDeleteShader(shaderVertex);
return NULL;
}
// Now create the shader program.
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, shaderVertex);
glAttachShader(shaderProgram, shaderFragment);
//Bind, Verify & Use the shader program
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &isSuccess);
if(!isSuccess) {
glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &maxLength);
error = malloc(maxLength);
glGetProgramInfoLog(shaderProgram, maxLength, &maxLength, error);
printf("Failed to load shader program %s\n", error);
free(error);
glDeleteShader(shaderVertex);
glDeleteShader(shaderFragment);
return NULL;
}
// Everything is okay, let's create the encapsulated shader.
shader_t *shader = malloc(sizeof(shader_t));
if(shader == NULL) {
glDeleteProgram(shaderProgram);
glDeleteShader(shaderVertex);
glDeleteShader(shaderFragment);
return NULL;
}
shader->shaderVertex = shaderVertex;
shader->shaderFrag = shaderFragment;
shader->shaderProgram = shaderProgram;
// Bind the shader
shaderUse(shader);
// Fetch the uniforms.
return shader;
}
bool shaderDipose(shader_t *shader) {
glDeleteProgram(shader->shaderProgram);
glDeleteShader(shader->shaderVertex);
glDeleteShader(shader->shaderFrag);
free(shader);
return true;
}
void shaderUse(shader_t *shader) {
glUseProgram(shader->shaderProgram);
}

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#pragma once
#include <glad/glad.h>
#include <stdio.h>
#include <stdbool.h>
#include <malloc.h>
/**
* Structure containing information about an OpenGL Shader. For simplicity sake
* we demand certain uninforms to be present on the shader target.
*/
typedef struct {
/** Pointer to an uploaded vertex shader program */
GLuint shaderVertex;
/** Pointer to an uploaded fragment shader program */
GLuint shaderFrag;
/** Pointer to an uploaded shader program linked */
GLuint shaderProgram;
} shader_t;
/**
* Create a shader from vertex and fragment shader code.
*
* @param vertexShaderSource The raw vertex shader code.
* @param fragmentShaderSource The raw fragment shader code.
* @return Pointer to the loaded shader.
*/
shader_t * shaderCompile(char *vertexShaderSource, char* fragmentShaderSource);
/**
* Cleanup and unload a previously loaded shader.
*
* @param shader The shader to unload
* @return True if successfully disposed.
*/
bool shaderDipose(shader_t *shader);
/**
* Attaches the supplied shader as the current shader.
* @param shader The shader to attach
*/
void shaderUse(shader_t *shader);

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#include "asset.h"
char * assetStringLoad(char *assetName) {
// Open a buffer.
FILE *fptr = assetBufferOpen(assetName);
if(fptr == NULL) return NULL;
// Read the count of bytes in the file
fseek(fptr, 0, SEEK_END);// Seek to the end
size_t length = ftell(fptr);// Get our current position (the end)
fseek(fptr, 0, SEEK_SET);// Reset the seek
// Create the string buffer
char *str = malloc(length + 1);// Add 1 for the null terminator.
if(str == NULL) {
assetBufferClose(fptr);
return NULL;
}
// Read and seal the string.
fread(str, 1, length, fptr);// Read all the bytes
str[length] = '\0';// Null terminate.
assetBufferClose(fptr); // Close the buffer.
return str;
}
FILE * assetBufferOpen(char *assetName) {
// Get the directory based on the raw input by creating a new string.
size_t lenAsset = strlen(assetName);// Get the length of asset
size_t lenPrefix = strlen(ASSET_PREFIX);// Get the length of the prefix
// Create str to house both the prefix and asset, and null terminator
char *joined = malloc(lenAsset + lenPrefix + 1);
if(joined == NULL) return NULL;// Mem okay?
joined[0] = '\0';//Start at null
strcat(joined, ASSET_PREFIX);//Add prefix
strcat(joined, assetName);//Add body
// Open the file pointer now.
FILE *fptr = fopen(joined, "rb");
free(joined);// Free the string we just created
if(!fptr) return NULL;// File available?
return fptr;
}
bool assetBufferClose(FILE *buffer) {
return fclose(buffer);
}
int32_t assetBufferRead(FILE *buffer, char *data, int32_t size) {
return (int32_t)fread(data, 1, size, buffer);
}
int32_t assetBufferEnd(FILE *buffer) {
return feof(buffer);
}
void assetBufferSkip(FILE *buffer, int32_t n) {
fseek(buffer, n, SEEK_CUR);
}
shader_t * assetShaderLoad(char *fileVertex, char *fileFragment) {
// Load the vertex shader into memory
char *vertexShader = assetStringLoad(fileVertex);
if(vertexShader == NULL) return NULL;
// Load the fragment shader into memory
char *fragmentShader = assetStringLoad(fileFragment);
if(fragmentShader == NULL) {
free(vertexShader);
return NULL;
}
// Now attempt to load the shader
shader_t *shader = shaderCompile(vertexShader, fragmentShader);
//Cleanup
free(vertexShader);
free(fragmentShader);
return shader;//shader may be NULL if loading failed, but not our problem.
}

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#pragma once
#include <stdbool.h>
#include <stdio.h>
#include <stdint.h>
#include <malloc.h>
#include <string.h>
#include "../display/shader.h"
/** Prefix of all asset load methods, may be customizable in future. */
#define ASSET_PREFIX "../assets/"
/**
* Method to load an asset into memory as a raw string.
*
* @param assetName Path leading to the asset within the root asset directory.
* @return Pointer to char array of data from asset, NULL if unsuccesful.
*/
char * assetStringLoad(char *assetName);
/**
* Platform-centric method to open a file buffer to an asset.
*
* @param assetName The asset name to open a buffer for.
* @return Pointer to a buffer, NULL if unsuccessfuil.
*/
FILE * assetBufferOpen(char *assetName);
/**
* Closes a previously opened asset buffer.
*
* @param buffer Buffer to close.
* @return True if successful, otherwise false.
*/
bool assetBufferClose(FILE *buffer);
/**
* Read bytes from buffer.
*
* @param buffer The buffer pointing to an asset.
* @param data Pointer to a ubyte array to buffer data into.
* @param size Length of the data buffer. Represents how many bytes can be read.
* @return The count of bytes read. Complete when less than data array size.
*/
int32_t assetBufferRead(FILE *buffer, char *data, int32_t size);
/**
* Skip to the end of the buffer, useful to find the length of the buffer.
*
* @param Buffer The buffer pointing to an asset.
* @return How many bytes were skipped
*/
int32_t assetBufferEnd(FILE *buffer);
/**
* Method to skip n bytes in the buffer
*
* @param buffer The buffer pointing to an asset.
* @param n Count of bytes to skip.
*/
void assetBufferSkip(FILE *buffer, int32_t n);
/**
*
* @param fileVertex The file path of the vertex shader
* @param fileFragment The file path of the fragment shader
* @return The loaded shader_t instance (From shaderCompile)
*/
shader_t * assetShaderLoad(char *fileVertex, char *fileFragment);

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#include "game.h"
game_t * gameInit(char *gameName) {
// Create the game instance
game_t *game = malloc(sizeof(game_t));
if(game == NULL) return NULL;
// Setup the renderer
game->render = renderInit(gameName);
if(game->render == NULL) {
free(game);
return NULL;
}
// Load a shader
shader_t *shader = assetShaderLoad("shaders/test.vert", "shaders/test.frag");
if(shader == NULL) {
printf("Shader loading failed\n");
} else {
printf("Shader loaded!\n");
}
return game;
}
void gameStart(game_t *game) {
while(!glfwWindowShouldClose(game->render->window)) {
renderFrame(game->render);
glfwSwapBuffers(game->render->window);
glfwPollEvents();
}
}
bool gameDispose(game_t *game) {
if(!renderDispose(game->render)) return false;
free(game);
return true;
}

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#pragma once
#include <stdbool.h>
#include "../display/render.h"
#include "../file/asset.h"
/** Information about the current game context. */
typedef struct {
/** Renderer for the game */
render_t *render;
} game_t;
/**
* Initialize the game context.
*
* @param gameName Name of the game being initialized.
* @return The game instance context.
*/
game_t * gameInit(char *gameName);
/**
* Start the main game loop.
*
* @param game The game to start the loop for.
*/
void gameStart(game_t *game);
/**
* Cleanup a previously constructed.
*
* @param game The game to cleanup.
* @return True if successful or not.
*/
bool gameDispose(game_t *game);

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#include "main.h"
int32_t main() {
// Init variables
int i;
// Create the game instance
game_t *game = gameInit("Dawn");
if(game == NULL) return 1;
//Prepare GLFW, get some info now that we pass into vulkan later.
if(!glfwInit()) {
printf("Failed to init glfw\n");
return 1;
}
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
GLFWwindow *window = glfwCreateWindow(
WINDOW_WIDTH, WINDOW_HEIGHT, "Vulkan window", NULL, NULL
);
uint32_t glfwExtensionCount = 0;
const char** glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionCount);
// Start running the game instance
gameStart(game);
//Prepare information about the app for Vulkan
VkApplicationInfo appInfo = {
.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO,
.pNext = NULL,
.pApplicationName = "Step 1",
.applicationVersion = 1,
.pEngineName = NULL,
.engineVersion = VK_MAKE_VERSION(1, 0, 0),
.apiVersion = VK_API_VERSION_1_0
};
// Create the Vulkan instance
VkInstanceCreateInfo createInfo = {
.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO,
.pNext = NULL,
.flags = 0,
.ppEnabledLayerNames = NULL,
.pApplicationInfo = &appInfo,
.enabledExtensionCount = glfwExtensionCount,
.ppEnabledExtensionNames = glfwExtensions,
.enabledLayerCount = 0
};
VkInstance instance;
VkResult result = vkCreateInstance(&createInfo, NULL, &instance);
if(result != VK_SUCCESS) {
printf("Failed to init vulkan\n");
// Game has finished running, cleanup.
if(!gameDispose(game)) {
return 1;
}
// Create the rendering surface
VkSurfaceKHR surface;
if(glfwCreateWindowSurface(instance, window, NULL, &surface) != VK_SUCCESS) {
printf("Failed to create window surface!\n");
return 1;
}
// Get and print the extension support
uint32_t extensionCount = 0;
vkEnumerateInstanceExtensionProperties(NULL, &extensionCount, NULL);
VkExtensionProperties *extensionProperties = malloc(sizeof(VkExtensionProperties) * extensionCount);
vkEnumerateInstanceExtensionProperties(NULL, &extensionCount, extensionProperties);
printf("Available extensions:\n");
for(i = 0; i < extensionCount; i++) {
printf(" %s\n", extensionProperties[i].extensionName);
}
// Physical Device finding.
uint32_t deviceCount = 0;
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
vkEnumeratePhysicalDevices(instance, &deviceCount, NULL);
if(deviceCount == 0) {
printf("No Vulkan GPU\n");
return 1;
}
VkPhysicalDevice *devices = malloc(sizeof(VkPhysicalDevice) * deviceCount);
// Select a suitable device from that list of devices we just made.
QueueFamilyIndices indices;
SwapChainSupportDetails details;
vkEnumeratePhysicalDevices(instance, &deviceCount, devices);
for(i = 0; i < deviceCount; i++) {
VkPhysicalDevice device = devices[i];
VkPhysicalDeviceProperties deviceProperties;
VkPhysicalDeviceFeatures deviceFeatures;
vkGetPhysicalDeviceProperties(device, &deviceProperties);
vkGetPhysicalDeviceFeatures(device, &deviceFeatures);
// For this we select a DISCRETE GPU, not an internal.
if(deviceProperties.deviceType != VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) continue;
// Make sure it can run a geom shader
if(!deviceFeatures.geometryShader) continue;
// This is something I don't really understand but I know we need it.
// Follow the method for info.
indices = findQueueFamilies(device);
if(!indices.graphicsFamilyFound) continue;
// Supports Presenting?
VkBool32 presentSupport = false;
vkGetPhysicalDeviceSurfaceSupportKHR(device, i, surface, &presentSupport);
if(!presentSupport) continue;
indices.presentFamily = i;
indices.presentFamilyFound = true;
// Now I'm trying to find out what extensions this device supports
uint32_t extensionCount;
vkEnumerateDeviceExtensionProperties(device, NULL, &extensionCount, NULL);
VkExtensionProperties *availableExtensions = malloc(sizeof(VkExtensionProperties) * extensionCount);
vkEnumerateDeviceExtensionProperties(device, NULL, &extensionCount, availableExtensions);
// Make sure it supports the things I need
int countHas = 0;
for(int j = 0; j < extensionCount; j++) {
VkExtensionProperties prop = availableExtensions[j];
if(strcmp(prop.extensionName, VK_KHR_SWAPCHAIN_EXTENSION_NAME) == 0) {
countHas++;
continue;
}
}
if(countHas == 0) continue;
// Find out the capabilities of the swap chain.
vkGetPhysicalDeviceSurfaceCapabilitiesKHR(device, surface, &details.capabilities);
uint32_t formatCount, presentModeCount;
vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, NULL);
if(formatCount == 0) continue;
vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, NULL);
if(presentModeCount == 0) continue;
details.formats = malloc(sizeof(VkSurfaceFormatKHR) * formatCount);
details.presentModes = malloc(sizeof(VkPresentModeKHR) * presentModeCount);
vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, details.formats);
vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, details.presentModes);
// Determine the surface format
details.surfaceFormat = details.formats[0];
for(int j = 0; j < formatCount; j++) {
VkSurfaceFormatKHR availableFormat = details.formats[j];
if(availableFormat.format != VK_FORMAT_B8G8R8A8_SRGB) continue;
if(availableFormat.colorSpace != VK_COLOR_SPACE_SRGB_NONLINEAR_KHR) continue;
details.surfaceFormat = availableFormat;
break;
}
// Choose the surface mode, prefer triple buffered, fallback to vsync
details.presentMode = VK_PRESENT_MODE_FIFO_KHR;
for(int j = 0; j < presentModeCount; j++) {
VkPresentModeKHR availableMode = details.presentModes[j];
if(availableMode != VK_PRESENT_MODE_MAILBOX_KHR) continue;
details.presentMode = VK_PRESENT_MODE_MAILBOX_KHR;
break;
}
physicalDevice = device;
break;
}
// Did we find it?
if(physicalDevice == VK_NULL_HANDLE) {
printf("No Vulkan Device\n");
return 1;
}
// Swap Extent
if (details.capabilities.currentExtent.width != UINT32_MAX) {
details.extent = details.capabilities.currentExtent;
} else {
int width, height;
glfwGetFramebufferSize(window, &width, &height);
VkExtent2D actualExtent = {
.width = width,
.height = height
};
actualExtent.width = MAX(
details.capabilities.minImageExtent.width,
MIN(details.capabilities.maxImageExtent.width, actualExtent.width)
);
actualExtent.height = MAX(
details.capabilities.minImageExtent.height,
MIN(details.capabilities.maxImageExtent.height, actualExtent.height)
);
details.extent = actualExtent;
}
uint32_t imageCount = details.capabilities.minImageCount + 1;
if (details.capabilities.maxImageCount > 0 && imageCount > details.capabilities.maxImageCount) {
imageCount = details.capabilities.maxImageCount;
}
VkSwapchainCreateInfoKHR swapChainCreateInfo = {
.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR,
.surface = surface,
.minImageCount = imageCount,
.imageFormat = details.surfaceFormat.format,
.imageColorSpace = details.surfaceFormat.colorSpace,
.imageExtent = details.extent,
.imageArrayLayers = 1,
.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
.preTransform = details.capabilities.currentTransform,
.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR,
.presentMode = details.presentMode,
.clipped = VK_TRUE,
.oldSwapchain = VK_NULL_HANDLE
};
uint32_t queueFamilyIndices[2];
queueFamilyIndices[0] = indices.graphicsFamily;
queueFamilyIndices[1] = indices.presentFamily;
if (indices.graphicsFamily != indices.presentFamily) {
swapChainCreateInfo.imageSharingMode = VK_SHARING_MODE_CONCURRENT;
swapChainCreateInfo.queueFamilyIndexCount = 2;
swapChainCreateInfo.pQueueFamilyIndices = queueFamilyIndices;
} else {
swapChainCreateInfo.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
swapChainCreateInfo.queueFamilyIndexCount = 0; // Optional
swapChainCreateInfo.pQueueFamilyIndices = NULL; // Optional
}
// Now we create a LOGICAL device. I think this is a way of reserving the
// queue from the indices and using it for our own needs.
float queuePriority = 1.0f;
VkDeviceQueueCreateInfo queueCreateInfo[DEV_QUEUE_COUNT];
for(i = 0; i < DEV_QUEUE_COUNT; i++) {
queueCreateInfo[i].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queueCreateInfo[i].queueFamilyIndex = i == 0 ? indices.graphicsFamily : indices.presentFamily;
queueCreateInfo[i].queueCount = 1;
queueCreateInfo[i].pNext = NULL;
queueCreateInfo[i].pQueuePriorities = &queuePriority;// Related to threading
}
VkPhysicalDeviceFeatures deviceFeatures = {
.alphaToOne = VK_FALSE,
};
char *logicalEnabledExtensions[1];
logicalEnabledExtensions[0] = VK_KHR_SWAPCHAIN_EXTENSION_NAME;
VkDeviceCreateInfo logicalCreateInfo = {
.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO,
.pQueueCreateInfos = queueCreateInfo,
.queueCreateInfoCount = DEV_QUEUE_COUNT,
.pEnabledFeatures = &deviceFeatures,
.enabledExtensionCount = 1,
.ppEnabledExtensionNames = logicalEnabledExtensions,
.enabledLayerCount = 0,
.pNext = NULL
};
VkDevice device;
if(vkCreateDevice(physicalDevice, &logicalCreateInfo, NULL, &device) != VK_SUCCESS) {
printf("Failed to create logical device.\n");
return 1;
}
// Get back our queues we made.
VkQueue graphicsQueue, presentQueue;
vkGetDeviceQueue(device, indices.graphicsFamily, 0, &graphicsQueue);
vkGetDeviceQueue(device, indices.presentFamily, 0, &presentQueue);
VkSwapchainKHR swapChain;
if(vkCreateSwapchainKHR(device, &swapChainCreateInfo, NULL, &swapChain) != VK_SUCCESS) {
printf("Failed to create a swap chain\n");
return 1;
}
//Idk
uint32_t imageCount;
vkGetSwapchainImagesKHR(device, swapChain, &imageCount, NULL);
VkImage* swapChainImages = malloc(sizeof(VkImage) * imageCount);
vkGetSwapchainImagesKHR(device, swapChain, &imageCount, swapChainImages);
VkImageView> swapChainImageViews;
// Begin render loop
while(!glfwWindowShouldClose(window)) {
glfwPollEvents();
}
// Cleanup
vkDestroySwapchainKHR(device, swapChain, NULL);
vkDestroyDevice(device, NULL);
vkDestroySurfaceKHR(instance, surface, NULL);
vkDestroyInstance(instance, NULL);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) {
QueueFamilyIndices indices = {
.graphicsFamily = 0,
.graphicsFamilyFound = false,
.presentFamily = 0,
.presentFamilyFound = false
};
// Basically what I understand is we're trying to find a specific kind of
// queue from the capabilities of queues that the device supports. I think
// that I will understand queues more later but for now we're just finding...
uint32_t queueFamilyCount = 0;
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, NULL);
VkQueueFamilyProperties *properties = malloc(sizeof(VkQueueFamilyProperties) * queueFamilyCount);
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, properties);
for(int i = 0; i < queueFamilyCount; i++) {
// ... A queue that has this particular bit flag.
VkQueueFamilyProperties queueFamily = properties[i];
if(queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) {
indices.graphicsFamily = i;
indices.graphicsFamilyFound = true;
}
}
return indices;
}

View File

@ -1,39 +1,7 @@
#pragma once
#include <stdint.h>
#include <stdio.h>
#include <stdbool.h>
#include <malloc.h>
#define VK_USE_PLATFORM_WIN32_KHR
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#include <cglm/call.h>
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define MIN(a,b) (((a)<(b))?(a):(b))
#define MAX(a,b) (((a)>(b))?(a):(b))
#define DEV_QUEUE_COUNT 2
typedef struct {
uint32_t graphicsFamily;
bool graphicsFamilyFound;
uint32_t presentFamily;
bool presentFamilyFound;
} QueueFamilyIndices;
QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device);
typedef struct {
VkSurfaceCapabilitiesKHR capabilities;
VkSurfaceFormatKHR *formats;
VkPresentModeKHR *presentModes;
VkSurfaceFormatKHR surfaceFormat;
VkPresentModeKHR presentMode;
VkExtent2D extent;
} SwapChainSupportDetails;
#include "game/game.h"
/**
* Entry of the program