Commit Graph
3 Commits
Author SHA1 Message Date
Emil 019ae8f090 feat: three render modes — terminal, ascii, graphics
Three render modes:
- --mode terminal: pure ANSI ASCII in terminal
- --mode ascii: Vulkan window with ASCII characters (glyph atlas)
- --mode graphics: Vulkan window with colored cells (no glyphs, each
  material = unique base color, no lighting yet)

Graphics renderer:
- Same Vulkan pipeline as ASCII but without glyph atlas
- Simpler shaders: graphics.vert/frag just output instance color
- No descriptor set, no texture sampling
- Each cell = colored quad, material color fills entire cell
- Entities rendered as colored shapes (player=yellow, goblin=green)

Default mode changed to --mode ascii
109 tests, 0 failures
2026-06-21 00:59:19 +03:00
Emil 139b60b8af fix: flip Y in vertex shader, dynamic viewport/scissor, clean debug
- Fix: Y coordinate was inverted (1.0 - 2.0*y → 2.0*y - 1.0)
  Vulkan clip space Y is already down-up, no need to flip
- Fix: dynamic viewport/scissor with viewport_count(1) + scissor_count(1)
  Required by validation layer even with dynamic state
- Clean: removed debug eprintlns, restored default clear color
- Shaders recompiled to SPIR-V
2026-06-21 00:41:34 +03:00
Emil 6e9e90fb34 feat: Vulkan renderer with instanced rendering (Phase 4)
VulkanRenderer using ash 0.38 + winit:
- Instance with KHR_surface + xlib + wayland extensions
- Physical device selection (first GPU with graphics+present)
- Swapchain (FIFO present mode, B8G8R8A8_UNORM)
- Render pass with color attachment
- Graphics pipeline with instanced rendering:
  - Vertex buffer: unit quad (4 verts, 6 indices)
  - Instance buffer: 8000 CellInstance structs (32 bytes each)
  - 2 vertex bindings: per-vertex (quad pos) + per-instance (grid pos,
    atlas UV, fg/bg colors)
  - Push constants: screen size + cell size
- Glyph atlas: R8_UNORM texture, uploaded via staging buffer
  - fontdue rasterizes DejaVu Sans Mono at startup
  - Linear filtering sampler
- Descriptor set: combined image sampler for atlas
- 2 frames in flight with semaphores + fences
- Persistent mapped instance buffer (zero-copy per frame)

Shaders (pre-compiled SPIR-V):
- cell.vert: positions quad from instance data, maps to clip space
- cell.frag: samples atlas alpha, blends fg/bg

--mode vulkan: tries Vulkan, falls back to softbuffer window mode
109 tests, 0 failures
2026-06-21 00:34:01 +03:00