[WIP] Refactor project

There are many problems with the way the current version is provided
and maintained. This commit or series of commits will fix this.
This commit is contained in:
Piotr Krygier committed 2025-06-20 13:44:33 +02:00
1 parent f5ab5f3f27
commit 173a82b9d1
63 files changed
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/**
* @file graphics_context.h
* @author Piotr Krygier (everyonecancode@gmail.com)
* @brief Graphics context for Red Scarf Engine
* @version 0.1
* @date 2024-05-22
*
* @copyright Copyright (c) 2024
*
*/
#ifndef GRAPHICS_CONTEXT_H
#define GRAPHICS_CONTEXT_H
#include "vulkan/vulkan_core.h"
#include "vulkan_commons.h"
#include "utilities/linked_list.h"
#include <stdint.h>
#include <stdbool.h>
#include <vulkan/vulkan.h>
#include <vk_mem_alloc.h>
#include <GLFW/glfw3.h>
#define MAX_MESH_NUMBER 256
#define MAX_INSTANCE_NUMBER 256
/**
* @brief Maximum number of textures that can be loaded
*
*/
#define RSE_MAX_IMAGE_COUNT 256
#define MAX_DESCRIPTOR_SETS 16
#define MAX_PIPELINE_COUNT 16
RSE_LINKED_LIST_DEFINE(shader_module_list_t, VkShaderModule);
/**
* @brief Represents data within vertex or instance buffer.
*
*/
struct buffer_data_t
{
size_t count;
size_t buffer_offset;
};
/**
* @brief Wrapper for Vulkan buffer. Holds allocation data;
*
*/
struct vulkan_image_t
{
uint8_t id_taken;
size_t allocated_size;
VkImage image;
VkImageView image_view;
VmaAllocation allocation;
VmaAllocationInfo allocation_info;
};
/**
* @brief Represents instance of a mesh and shows where it's located in instance buffer
*
*/
struct internal_instance_data_t
{
uint8_t instance_taken;
uint8_t instance_buffer_offset;
};
/**
* @brief Mesh data, with unique id and dynamic arrays holding vertices and indices.
* One mesh can have multiple instances.
*
*/
struct mesh_t
{
uint8_t is_mesh_id_taken;
uint32_t unique_id;
uint8_t instance_count;
struct buffer_data_t vertex_data;
struct buffer_data_t index_data;
struct internal_instance_data_t instance_data[MAX_INSTANCE_NUMBER];
};
struct pipeline_internal_t
{
size_t pipelines_count;
size_t descriptor_set_layouts_count;
VkPipeline pipelines[MAX_PIPELINE_COUNT];
VkPipelineLayout pipeline_layout;
VkDescriptorSetLayout descriptor_set_layouts[MAX_DESCRIPTOR_SETS];
};
struct graphics_context_t
{
GLFWwindow* window_handle;
VkDevice device;
VkSurfaceKHR surface;
VkInstance instance;
VkQueue graphics_queue;
VmaAllocator allocator;
VkSampler sampler;
VkPhysicalDevice physical_device;
VkCommandPool command_pool;
VkCommandBuffer command_buffers[SWAP_BUFFER_COUNT];
VkDescriptorSet descriptor_sets[SWAP_BUFFER_COUNT];
VkDescriptorSet descriptor_sets_bindless;
VkImageView* swapchain_image_views;
VkExtent2D swapchain_extent;
VkRenderPass render_pass;
VkFramebuffer* swapchain_framebuffers;
VkSwapchainKHR swapchain;
uint32_t swapchain_images_count;
VkImage* swapchain_images;
VkQueue present_queue;
VkSemaphore image_available_semaphores[SWAP_BUFFER_COUNT];
VkSemaphore render_finished_semaphores[SWAP_BUFFER_COUNT];
VkFence in_flight_fences[SWAP_BUFFER_COUNT];
VkDescriptorPool descriptor_pool;
VkDescriptorPool descriptor_pool_bindless;
struct pipeline_internal_t pipelines_data;
#ifndef NDEBUG
VkDebugUtilsMessengerEXT debug_messenger;
#endif // !NDEBUG
bool is_framebuffer_resized; //TODO: Consider moving this to heap
uint32_t current_frame;
uint32_t queue_family_indices[1];
struct vulkan_buffer_t uniform_buffers[SWAP_BUFFER_COUNT];
/* GPU visible buffer */
size_t vertex_offset;
struct vulkan_buffer_t vertex_buffer;
struct vulkan_buffer_t index_buffer;
struct vulkan_buffer_t instance_buffers[MAX_MESH_NUMBER];
struct vulkan_buffer_t draw_indirect_command_buffer;
struct vulkan_image_t texture_images[RSE_MAX_IMAGE_COUNT];
struct vulkan_image_t depth_image;
struct vulkan_image_t color_image;
struct shader_module_list_t* shader_modules;
struct mesh_t meshes[MAX_MESH_NUMBER];
};
#endif /* GRAPHICS_CONTEXT_H */