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author | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-26 21:55:23 +1100 |
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committer | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-26 21:55:23 +1100 |
commit | 43bee361397315c7105b7214316325b185135331 (patch) | |
tree | b339f728b4cd6f37b37912b62c8d0af75dc9551d /archive/src/systems/terrain.c | |
parent | 24573518c3320673eb87d6d659522d77e05cb75c (diff) |
move archive into /src
Diffstat (limited to 'archive/src/systems/terrain.c')
-rw-r--r-- | archive/src/systems/terrain.c | 204 |
1 files changed, 0 insertions, 204 deletions
diff --git a/archive/src/systems/terrain.c b/archive/src/systems/terrain.c deleted file mode 100644 index 069000e..0000000 --- a/archive/src/systems/terrain.c +++ /dev/null @@ -1,204 +0,0 @@ -/** - * @brief - */ -#include "terrain.h" -#include <assert.h> -#include "file.h" -#include "glad/glad.h" -#include "log.h" -#include "maths.h" -#include "mem.h" -#include "ral_common.h" -#include "ral_impl.h" -#include "ral_types.h" -#include "render.h" -#include "shader_layouts.h" -#include "str.h" - -#define TERRAIN_GRID_U 505 -#define TERRAIN_GRID_V 505 - -bool Terrain_Init(Terrain_Storage* storage) { - storage->grid_dimensions = u32x2(TERRAIN_GRID_U, TERRAIN_GRID_V); - storage->hmap_loaded = false; - - GPU_RenderpassDesc rpass_desc = { - .default_framebuffer = true, - }; - storage->hmap_renderpass = GPU_Renderpass_Create(rpass_desc); - - arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024); - - Str8 vert_path = str8("assets/shaders/terrain.vert"); - Str8 frag_path = str8("assets/shaders/terrain.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 camera_data = Binding_Camera_GetLayout(NULL); - ShaderDataLayout terrain_data = TerrainUniforms_GetLayout(NULL); - - GraphicsPipelineDesc pipeline_desc = { - .debug_name = "terrain rendering pipeline", - .vertex_desc = static_3d_vertex_description(), - .data_layouts = { camera_data, terrain_data }, - .data_layouts_count = 2, - .vs = { - .debug_name = "terrain vertex shader", - .filepath = vert_path, - .code = vertex_shader.contents, - }, - .fs = { - .debug_name = "terrain fragment shader", - .filepath = frag_path, - .code = fragment_shader.contents, - }, - .wireframe = false, - }; - storage->hmap_pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, storage->hmap_renderpass); - - storage->texture = TextureLoadFromFile("assets/demo/textures/grass2.png"); - - return true; -} - -void Terrain_Shutdown(Terrain_Storage* storage) {} - -void Terrain_LoadHeightmap(Terrain_Storage* storage, Heightmap hmap, f32 grid_scale, - bool free_on_upload) { - // If there's a current one we will delete it and reallocate buffers - if (storage->hmap_loaded) { - GPU_BufferDestroy(storage->vertex_buffer); - GPU_BufferDestroy(storage->index_buffer); - } - - u32 width = hmap.pixel_dimensions.x; - u32 height = hmap.pixel_dimensions.y; - storage->grid_scale = grid_scale; - - size_t num_vertices = storage->grid_dimensions.x * storage->grid_dimensions.y; - storage->num_vertices = num_vertices; - - Vertex_darray* vertices = Vertex_darray_new(num_vertices); - u32 index = 0; - for (u32 i = 0; i < storage->grid_dimensions.x; i++) { - for (u32 j = 0; j < storage->grid_dimensions.y; j++) { - size_t position = j * storage->grid_dimensions.x + i; - u8* bytes = hmap.image_data; - u8 channel = bytes[position]; - float value = (float)channel / 255.0; - // printf("(%d, %d) %d : %f \n", i, j, channel, value); - - assert(index < num_vertices); - f32 height = Heightmap_HeightXZ(&hmap, i, j); - Vec3 v_pos = vec3_create(i * grid_scale, height, j * grid_scale); - Vec3 v_normal = VEC3_Y; - float tiling_factor = 505.0f; - Vec2 v_uv = vec2((f32)i / width * tiling_factor, (f32)j / height * tiling_factor); - Vertex v = { .static_3d = { .position = v_pos, .normal = v_normal, .tex_coords = v_uv } }; - Vertex_darray_push(vertices, v); - index++; - } - } - BufferHandle vertices_handle = GPU_BufferCreate(num_vertices * sizeof(Vertex), BUFFER_VERTEX, - BUFFER_FLAG_GPU, vertices->data); - storage->vertex_buffer = vertices_handle; - - u32 quad_count = (width - 1) * (height - 1); - u32 indices_count = quad_count * 6; - storage->indices_count = indices_count; - u32_darray* indices = u32_darray_new(indices_count); - for (u32 i = 0; i < (width - 1); i++) { // row - for (u32 j = 0; j < (height - 1); j++) { // col - u32 bot_left = i * width + j; - u32 top_left = (i + 1) * width + j; - u32 top_right = (i + 1) * width + (j + 1); - u32 bot_right = i * width + j + 1; - - // top left tri - u32_darray_push(indices, top_right); - u32_darray_push(indices, top_left); - u32_darray_push(indices, bot_left); - - // bottom right tri - u32_darray_push(indices, bot_right); - u32_darray_push(indices, top_right); - u32_darray_push(indices, bot_left); - } - } - - BufferHandle indices_handle = - GPU_BufferCreate(indices_count * sizeof(u32), BUFFER_INDEX, BUFFER_FLAG_GPU, indices->data); - storage->index_buffer = indices_handle; -} - -Heightmap Heightmap_FromImage(Str8 filepath) { - size_t max_size = MB(16); - arena arena = arena_create(malloc(max_size), max_size); - // str8_opt maybe_file = str8_from_file(&arena, filepath); - // assert(maybe_file.has_value); - - TextureData hmap_tex = TextureDataLoad(Str8_to_cstr(&arena, filepath), false); - - // arena_free_storage(&arena); - - return (Heightmap){ - .pixel_dimensions = hmap_tex.description.extents, - .filepath = filepath, - .image_data = hmap_tex.image_data, - .num_channels = hmap_tex.description.num_channels, - .is_uploaded = false, - }; -} - -void Terrain_Draw(Terrain_Storage* storage) { - GPU_CmdEncoder* enc = GPU_GetDefaultEncoder(); - GPU_EncodeBindPipeline(enc, storage->hmap_pipeline); - RenderScene* scene = Render_GetScene(); - - Mat4 view, proj; - u32x2 dimensions = GPU_Swapchain_GetDimensions(); - 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)); - - TerrainUniforms uniforms = { .tex_slot_1 = storage->texture }; - ShaderDataLayout terrain_data = TerrainUniforms_GetLayout(&uniforms); - GPU_EncodeBindShaderData(enc, 1, terrain_data); - - GPU_EncodeSetVertexBuffer(enc, storage->vertex_buffer); - GPU_EncodeSetIndexBuffer(enc, storage->index_buffer); - - GPU_EncodeDrawIndexedTris(enc, storage->indices_count); - // glDrawArrays(GL_POINTS, 0, storage->num_vertices); -} - -f32 Heightmap_HeightXZ(const Heightmap* hmap, u32 x, u32 z) { - // its single channel so only one byte per pixel - size_t position = x * hmap->pixel_dimensions.x + z; - u8* bytes = hmap->image_data; - u8 channel = bytes[position]; - float value = (float)channel / 2.0; /// 255.0; - return value; -} - -ShaderDataLayout TerrainUniforms_GetLayout(void* data) { - TerrainUniforms* d = data; - bool has_data = data != NULL; - - ShaderBinding b1 = { - .label = "TextureSlot1", - .kind = BINDING_TEXTURE, - .vis = VISIBILITY_FRAGMENT, - }; - - if (has_data) { - b1.data.texture.handle = d->tex_slot_1; - } - return (ShaderDataLayout){ .bindings = { b1 }, .binding_count = 1 }; -} |