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author | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-05 12:48:05 +1000 |
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committer | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-05 12:48:05 +1000 |
commit | dfb6adbcbcc7d50b770b6d5ea82efdd8f8c32e25 (patch) | |
tree | a470b91a90716d7ea46fde53ed395449c24583a2 /archive/src/render/immdraw.c | |
parent | 54354e32c6498cc7f8839ab4deb1208d37216cc5 (diff) |
delete documentation workflow
Diffstat (limited to 'archive/src/render/immdraw.c')
-rw-r--r-- | archive/src/render/immdraw.c | 176 |
1 files changed, 176 insertions, 0 deletions
diff --git a/archive/src/render/immdraw.c b/archive/src/render/immdraw.c new file mode 100644 index 0000000..8a10c65 --- /dev/null +++ b/archive/src/render/immdraw.c @@ -0,0 +1,176 @@ +#include "immdraw.h" +#include "core.h" +#include "file.h" +#include "log.h" +#include "maths.h" +#include "maths_types.h" +#include "primitives.h" +#include "ral_common.h" +#include "ral_impl.h" +#include "ral_types.h" +#include "render.h" +#include "render_types.h" +#include "shader_layouts.h" + +void Immdraw_Init(Immdraw_Storage* storage) { + INFO("Immediate drawing initialisation"); + + // Meshes + Geometry sphere_geo = Geo_CreateUVsphere(1.0, 16, 16); + storage->sphere = Mesh_Create(&sphere_geo, true); + + Geometry cube_geo = Geo_CreateCuboid(f32x3(1.0, 1.0, 1.0)); + storage->cube = Mesh_Create(&cube_geo, true); + + Geometry plane_geo = Geo_CreatePlane(f32x2(1.0, 1.0), 1, 1); + storage->plane = Mesh_Create(&plane_geo, true); + + Geometry cone_geo = Geo_CreateCone(1.0, 1.0, 8); + storage->cone = Mesh_Create(&cone_geo, true); + + Geometry cyl_geo = Geo_CreateCylinder(1.0, 2.0, 8); + storage->cylinder = Mesh_Create(&cyl_geo, true); + + storage->bbox = GenBboxMesh(); + + // Pipeline / material + VertexDescription vertex_desc = { + .debug_label = "Immdraw Vertex", + .use_full_vertex_size = true, + }; + VertexDesc_AddAttr(&vertex_desc, "position", ATTR_F32x3); + VertexDesc_AddAttr(&vertex_desc, "normal", ATTR_F32x3); + + const char* vert_path = "assets/shaders/immdraw.vert"; + const char* frag_path = "assets/shaders/immdraw.frag"; + const char* vert_shader = string_from_file(vert_path); + const char* frag_shader = string_from_file(frag_path); + + ShaderDataLayout camera_data = Binding_Camera_GetLayout(NULL); + ShaderDataLayout imm_uniform_data = ImmediateUniforms_GetLayout(NULL); + + GraphicsPipelineDesc pipeline_desc = { + .debug_name = "Immediate Draw Pipeline", + .vertex_desc = static_3d_vertex_description(), + .data_layouts = { camera_data, imm_uniform_data }, + .data_layouts_count = 2, + .vs = { .debug_name = "Immdraw Vertex Shader", .filepath = vert_path, .code = vert_shader }, + .fs = { .debug_name = "Immdraw Fragment Shader", .filepath = frag_path, .code = frag_shader }, + .depth_test = true, + .wireframe = true, + }; + GPU_Renderpass* rpass = + GPU_Renderpass_Create((GPU_RenderpassDesc){ .default_framebuffer = true }); + storage->colour_pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, rpass); +} + +void Immdraw_Shutdown(Immdraw_Storage* storage) { + GraphicsPipeline_Destroy(storage->colour_pipeline); +} + +void Immdraw_Sphere(Transform tf, Vec4 colour, bool wireframe) { + TRACE("Draw sphere"); + Immdraw_Storage* imm = Render_GetImmdrawStorage(); + Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->sphere); +} +void Immdraw_Cuboid(Transform tf, Vec4 colour, bool wireframe) { + TRACE("Draw cube"); + Immdraw_Storage* imm = Render_GetImmdrawStorage(); + Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->cube); +} +void Immdraw_Plane(Transform tf, Vec4 colour, bool wireframe) { + TRACE("Draw plane"); + Immdraw_Storage* imm = Render_GetImmdrawStorage(); + Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->plane); +} + +void Immdraw_Bbox(Transform tf, Vec4 colour, bool wireframe) { + TRACE("Draw bbox"); + Immdraw_Storage* imm = Render_GetImmdrawStorage(); + Immdraw_Primitive(tf, CEL_LINE, 1.0, colour, wireframe, imm->bbox); +} + +void Immdraw_Cylinder(Transform tf, Vec4 colour, bool wireframe) { + TRACE("Draw cylinder"); + Immdraw_Storage* imm = Render_GetImmdrawStorage(); + Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->cylinder); +} + +void Immdraw_Cone(Transform tf, Vec4 colour, bool wireframe) { + TRACE("Draw cone"); + Immdraw_Storage* imm = Render_GetImmdrawStorage(); + Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->cone); +} + +void Immdraw_Primitive(Transform tf, PrimitiveTopology topology, f32 size, Vec4 colour, + bool wireframe, Mesh mesh) { + Immdraw_Storage* imm = Render_GetImmdrawStorage(); + GPU_CmdEncoder* enc = GPU_GetDefaultEncoder(); + + // begin renderpass + GPU_CmdEncoder_BeginRender(enc, imm->colour_pipeline->renderpass); + // bind pipeline + GPU_EncodeBindPipeline(enc, imm->colour_pipeline); + + // TODO: implement wireframe in other apis +#if defined(CEL_REND_BACKEND_OPENGL) +#include <glad/glad.h> + if (wireframe) { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } else { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } +#endif + + // update uniforms + ImmediateUniforms uniforms = { + .model = transform_to_mat(&tf), + .colour = colour, + }; + Mat4 view, proj; + u32x2 dimensions = GPU_Swapchain_GetDimensions(); + RenderScene* scene = Render_GetScene(); + Camera_ViewProj(&scene->camera, (f32)dimensions.x, (f32)dimensions.y, &view, &proj); + Binding_Camera camera_data = { .view = view, + .projection = proj, + .viewPos = vec4(scene->camera.position.x, scene->camera.position.y, + scene->camera.position.z, 1.0) }; + GPU_EncodeBindShaderData(enc, 0, Binding_Camera_GetLayout(&camera_data)); + GPU_EncodeBindShaderData(enc, 1, ImmediateUniforms_GetLayout(&uniforms)); + + // draw call + GPU_EncodeSetVertexBuffer(enc, mesh.vertex_buffer); + GPU_EncodeSetIndexBuffer(enc, mesh.index_buffer); + GPU_EncodeDrawIndexed(enc, topology, mesh.geometry.index_count); + + // end renderpass + GPU_CmdEncoder_EndRender(enc); +} + +Mesh GenBboxMesh() { + Vertex_darray* vertices = Vertex_darray_new(8); + u32_darray* indices = u32_darray_new(24); + + // normals & uvs dont matter + VERT_3D(vertices, FRONT_BOT_LEFT, VEC3_NEG_Z, vec2(0, 0)); + VERT_3D(vertices, FRONT_BOT_RIGHT, VEC3_NEG_Z, vec2(0, 0)); + VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_Z, vec2(0, 0)); + VERT_3D(vertices, BACK_BOT_RIGHT, VEC3_NEG_Z, vec2(0, 0)); + VERT_3D(vertices, FRONT_TOP_LEFT, VEC3_NEG_Z, vec2(0, 0)); + VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_NEG_Z, vec2(0, 0)); + VERT_3D(vertices, BACK_TOP_LEFT, VEC3_NEG_Z, vec2(0, 0)); + VERT_3D(vertices, BACK_TOP_RIGHT, VEC3_NEG_Z, vec2(0, 0)); + + u32 line_indices[24] = { 0, 1, 2, 3, 0, 2, 1, 3, 4, 5, 6, 7, 4, 6, 5, 7, 0, 4, 1, 5, 2, 6, 3, 7 }; + for (u32 i = 0; i < 24; i++) { + u32_darray_push(indices, line_indices[i]); + } + + Geometry geo = { .format = VERTEX_STATIC_3D, + .has_indices = true, + .index_count = indices->len, + .vertices = vertices, + .indices = indices }; + + return Mesh_Create(&geo, true); +} |