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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-10-05 12:48:05 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-10-05 12:48:05 +1000
commitdfb6adbcbcc7d50b770b6d5ea82efdd8f8c32e25 (patch)
treea470b91a90716d7ea46fde53ed395449c24583a2 /archive/src/render/shadows.c
parent54354e32c6498cc7f8839ab4deb1208d37216cc5 (diff)
delete documentation workflow
Diffstat (limited to 'archive/src/render/shadows.c')
-rw-r--r--archive/src/render/shadows.c211
1 files changed, 211 insertions, 0 deletions
diff --git a/archive/src/render/shadows.c b/archive/src/render/shadows.c
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+#include "shadows.h"
+#include <string.h>
+#include "file.h"
+#include "glad/glad.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 "str.h"
+
+ShaderDataLayout ShadowUniforms_GetLayout(void* data) {
+ ShadowUniforms* d = (ShadowUniforms*)data;
+ bool has_data = data != NULL;
+
+ ShaderBinding b1 = {
+ .label = "ShadowUniforms",
+ .kind = BINDING_BYTES,
+ .vis = VISIBILITY_VERTEX,
+ .data = { .bytes = { .size = sizeof(ShadowUniforms) } }
+ // TODO: split this into two bindings so we can update model matrix independently
+ };
+
+ if (has_data) {
+ b1.data.bytes.data = data;
+ }
+
+ return (ShaderDataLayout){ .binding_count = 1, .bindings = { b1 } };
+}
+
+ShaderDataLayout ShadowDebugQuad_GetLayout(void* data) {
+ TextureHandle* handle = data;
+ bool has_data = data != NULL;
+
+ ShaderBinding b1 = {
+ .label = "depthMap",
+ .kind = BINDING_TEXTURE,
+ .vis = VISIBILITY_FRAGMENT,
+ };
+
+ if (has_data) {
+ b1.data.texture.handle = *handle;
+ }
+
+ return (ShaderDataLayout){ .binding_count = 1, .bindings = { b1 } };
+}
+
+void Shadow_Init(Shadow_Storage* storage, u32 shadowmap_width, u32 shadowmap_height) {
+ memset(storage, 0, sizeof(Shadow_Storage));
+ arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024);
+
+ TextureDesc depthmap_desc = { .extents = u32x2(shadowmap_width, shadowmap_height),
+ .format = TEXTURE_FORMAT_DEPTH_DEFAULT,
+ .tex_type = TEXTURE_TYPE_2D };
+ DEBUG("Creating depth map texture for shadows");
+ TextureHandle depthmap = GPU_TextureCreate(depthmap_desc, false, NULL);
+ storage->depth_texture = depthmap;
+
+ // -- shadowmap drawing pass
+ GPU_RenderpassDesc rpass_desc = { .default_framebuffer = false,
+ .has_color_target = false,
+ .has_depth_stencil = true,
+ .depth_stencil = depthmap };
+
+ storage->shadowmap_pass = GPU_Renderpass_Create(rpass_desc);
+
+ WARN("About to laod shaders");
+ WARN("Shader paths: %s %s", "assets/shaders/shadows.vert", "assets/shaders/shadows.frag");
+ Str8 vert_path = str8("assets/shaders/shadows.vert");
+ Str8 frag_path = str8("assets/shaders/shadows.frag");
+ str8_opt vertex_shader = str8_from_file(&scratch, vert_path);
+ str8_opt fragment_shader = str8_from_file(&scratch, frag_path);
+ if (!vertex_shader.has_value || !fragment_shader.has_value) {
+ ERROR_EXIT("Failed to load shaders from disk");
+ }
+
+ ShaderDataLayout uniforms = ShadowUniforms_GetLayout(NULL);
+
+ GraphicsPipelineDesc pipeline_desc = {
+ .debug_name = "Shadows Pipeline",
+ .vertex_desc = static_3d_vertex_description(),
+ .data_layouts = { uniforms },
+ .data_layouts_count = 1,
+ .vs = { .debug_name = "Shadows Vert shader",
+ .filepath = vert_path,
+ .code = vertex_shader.contents,
+ .is_spirv = false },
+ .fs = { .debug_name = "Shadows Frag shader",
+ .filepath = frag_path,
+ .code = fragment_shader.contents,
+ .is_spirv = false },
+ };
+ storage->shadowmap_pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, storage->shadowmap_pass);
+
+ // -- debug quad pipeline
+ GPU_RenderpassDesc debug_pass_desc = { .default_framebuffer = true };
+ storage->debugquad_pass = GPU_Renderpass_Create(debug_pass_desc);
+
+ vert_path = str8("assets/shaders/debug_quad.vert");
+ frag_path = str8("assets/shaders/debug_quad.frag");
+ vertex_shader = str8_from_file(&scratch, vert_path);
+ fragment_shader = str8_from_file(&scratch, frag_path);
+ if (!vertex_shader.has_value || !fragment_shader.has_value) {
+ ERROR_EXIT("Failed to load shaders from disk");
+ }
+
+ ShaderDataLayout debugquad_uniforms = ShadowDebugQuad_GetLayout(NULL);
+
+ GraphicsPipelineDesc debugquad_pipeline_desc = {
+ .debug_name = "Shadows debug quad Pipeline",
+ .vertex_desc = static_3d_vertex_description(),
+ .data_layouts = { debugquad_uniforms },
+ .data_layouts_count = 1,
+ .vs = { .debug_name = "depth debug quad vert shader",
+ .filepath = vert_path,
+ .code = vertex_shader.contents,
+ .is_spirv = false },
+ .fs = { .debug_name = "depth debug quad frag shader",
+ .filepath = frag_path,
+ .code = fragment_shader.contents,
+ .is_spirv = false },
+ };
+ storage->debugquad_pipeline =
+ GPU_GraphicsPipeline_Create(debugquad_pipeline_desc, storage->debugquad_pass);
+
+ Geometry quad_geo = Geo_CreatePlane(f32x2(1, 1), 1, 1);
+ // HACK: Swap vertices to make it face us
+ Vertex top0 = quad_geo.vertices->data[0];
+ quad_geo.vertices->data[0] = quad_geo.vertices->data[2];
+ quad_geo.vertices->data[2] = top0;
+ Vertex top1 = quad_geo.vertices->data[1];
+ quad_geo.vertices->data[1] = quad_geo.vertices->data[3];
+ quad_geo.vertices->data[3] = top1;
+ storage->quad = Mesh_Create(&quad_geo, false);
+
+ arena_free_storage(&scratch);
+}
+
+void Shadow_Run(RenderEnt* entities, size_t entity_count) {
+ Shadow_Storage* shadow_storage = Render_GetShadowStorage();
+
+ // calculations
+ RenderScene* render_scene = Render_GetScene();
+ f32 near_plane = 1.0, far_plane = 10.0;
+ // -- Not sure about how we want to handle lights
+ Vec3 light_position = { 1, 4, -1 };
+ // --
+ Mat4 light_projection = mat4_orthographic(-10.0, 10.0, -10.0, 10.0, near_plane, far_plane);
+ Mat4 light_view = mat4_look_at(light_position, VEC3_ZERO, VEC3_Y);
+ Mat4 light_space_matrix = mat4_mult(light_view, light_projection);
+
+ Shadow_ShadowmapExecute(shadow_storage, light_space_matrix, entities, entity_count);
+}
+
+void Shadow_DrawDebugQuad() {
+ Shadow_Storage* shadow_storage = Render_GetShadowStorage();
+
+ GPU_CmdEncoder* enc = GPU_GetDefaultEncoder();
+ GPU_CmdEncoder_BeginRender(enc, shadow_storage->debugquad_pass);
+
+ GPU_EncodeBindPipeline(enc, shadow_storage->debugquad_pipeline);
+ ShaderDataLayout quad_data = ShadowDebugQuad_GetLayout(&shadow_storage->depth_texture);
+ GPU_EncodeBindShaderData(enc, 0, quad_data);
+ GPU_EncodeSetVertexBuffer(enc, shadow_storage->quad.vertex_buffer);
+ GPU_EncodeSetIndexBuffer(enc, shadow_storage->quad.index_buffer);
+ GPU_EncodeDrawIndexedTris(enc, shadow_storage->quad.geometry.indices->len);
+
+ GPU_CmdEncoder_EndRender(enc);
+}
+
+void Shadow_ShadowmapExecute(Shadow_Storage* storage, Mat4 light_space_transform,
+ RenderEnt* entities, size_t entity_count) {
+ GPU_CmdEncoder shadow_encoder = GPU_CmdEncoder_Create();
+
+ GPU_CmdEncoder_BeginRender(&shadow_encoder, storage->shadowmap_pass);
+ // DEBUG("Begin shadowmap renderpass");
+
+ // FIXME: shouldnt be gl specific
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ GPU_EncodeBindPipeline(&shadow_encoder, storage->shadowmap_pipeline);
+
+ ShadowUniforms uniforms = {
+ .light_space = light_space_transform,
+ .model = mat4_ident() // this will be overwritten for each Model
+ };
+ ShaderDataLayout shader_data = ShadowUniforms_GetLayout(&uniforms);
+
+ for (size_t ent_i = 0; ent_i < entity_count; ent_i++) {
+ RenderEnt renderable = entities[ent_i];
+ if (renderable.flags && REND_ENT_CASTS_SHADOWS) {
+ // Model* model = MODEL_GET(renderable.model);
+
+ uniforms.model = renderable.affine; // update the model transform
+
+ Mesh* mesh = Mesh_pool_get(Render_GetMeshPool(), renderable.mesh);
+ GPU_EncodeBindShaderData(&shadow_encoder, 0, shader_data);
+ GPU_EncodeSetVertexBuffer(&shadow_encoder, mesh->vertex_buffer);
+ GPU_EncodeSetIndexBuffer(&shadow_encoder, mesh->index_buffer);
+ GPU_EncodeDrawIndexedTris(&shadow_encoder, mesh->geometry.indices->len);
+ }
+ }
+
+ GPU_CmdEncoder_EndRender(&shadow_encoder); // end renderpass
+}
+
+TextureHandle Shadow_GetShadowMapTexture(Shadow_Storage* storage) { return storage->depth_texture; }