diff options
author | omnisci3nce <omniscient.oce@gmail.com> | 2024-04-28 21:52:10 +1000 |
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committer | omnisci3nce <omniscient.oce@gmail.com> | 2024-04-28 21:52:10 +1000 |
commit | 24e2e5f0b8675d498c188f221ea0a309d5911206 (patch) | |
tree | 96e9499dcdc5322bdef9ac2bb6ba9aea541a3e63 /examples | |
parent | 896c88ac83229d7bac62f521cc4e011cfd1d6457 (diff) |
start on pipeline layout, pipeline, renderpass
Diffstat (limited to 'examples')
-rw-r--r-- | examples/triangle/ex_triangle.c | 39 |
1 files changed, 32 insertions, 7 deletions
diff --git a/examples/triangle/ex_triangle.c b/examples/triangle/ex_triangle.c index 4e31313..9b993c1 100644 --- a/examples/triangle/ex_triangle.c +++ b/examples/triangle/ex_triangle.c @@ -1,27 +1,52 @@ #include <glfw3.h> +#include "backend_vulkan.h" #include "camera.h" #include "core.h" +#include "file.h" +#include "log.h" #include "maths.h" +#include "mem.h" +#include "ral.h" #include "render.h" +// Example setting up a renderer + int main() { core* core = core_bringup(); + arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024); + + gpu_renderpass_desc pass_description = {}; + gpu_renderpass* renderpass = gpu_renderpass_create(&pass_description); - camera camera = camera_create(vec3_create(0, 0, 20), VEC3_NEG_Z, VEC3_Y, deg_to_rad(45.0)); + str8_opt vertex_shader = str8_from_file(&scratch, str8lit("assets/shaders/triangle.vert")); + str8_opt fragment_shader = str8_from_file(&scratch, str8lit("assets/shaders/triangle.frag")); + if (!vertex_shader.has_value || !fragment_shader.has_value) { + ERROR_EXIT("Failed to load shaders from disk") + } + + struct graphics_pipeline_desc pipeline_description = { + .debug_name = "Basic Pipeline", + .vs = { .debug_name = "Triangle Vertex Shader", + .filepath = str8lit("assets/shaders/triangle.vert"), + .glsl = vertex_shader.contents }, + .fs = { .debug_name = "Triangle Fragment Shader", + .filepath = str8lit("assets/shaders/triangle.frag"), + .glsl = fragment_shader.contents }, + .renderpass = renderpass, + .wireframe = false, + .depth_test = false + }; + gpu_pipeline* gfx_pipeline = gpu_graphics_pipeline_create(pipeline_description); // Main loop - while (!glfwWindowShouldClose(core->renderer.window)) { + while (!should_exit(core)) { input_update(&core->input); - // threadpool_process_results(&core->threadpool, 1); render_frame_begin(&core->renderer); - static f32 x = 0.0; + static f64 x = 0.0; x += 0.01; - mat4 model = mat4_translation(vec3(x, 0, 0)); - - gfx_backend_draw_frame(&core->renderer, &camera, model, NULL); // insert work here |