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authoromnisci3nce <omniscient.oce@gmail.com>2024-07-26 16:37:53 +1000
committeromnisci3nce <omniscient.oce@gmail.com>2024-07-26 16:37:53 +1000
commitf083cacb259054ce996b70f8b9dc0d9eb0bdbfb8 (patch)
treecfec9813483e139d8f4ca71eefb4ec9a0450826f /src/new_render/pbr.c
parent9d11440c145cef897853576b509316bf952cb121 (diff)
wip egui
Diffstat (limited to 'src/new_render/pbr.c')
-rw-r--r--src/new_render/pbr.c29
1 files changed, 18 insertions, 11 deletions
diff --git a/src/new_render/pbr.c b/src/new_render/pbr.c
index 0a19ee1..2393aa9 100644
--- a/src/new_render/pbr.c
+++ b/src/new_render/pbr.c
@@ -25,13 +25,17 @@ GPU_Renderpass* PBR_RPassCreate() {
GPU_Pipeline* PBR_PipelineCreate(GPU_Renderpass* rpass) {
arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024);
- Str8 vert_path = str8("assets/shaders/pbr_textured.vert");
- Str8 frag_path = str8("assets/shaders/pbr_textured.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")
- }
+ const char* vert_path = "assets/shaders/pbr_textured.vert";
+ const char* frag_path = "assets/shaders/pbr_textured.frag";
+ // Str8 vert_path = str8("assets/shaders/pbr_textured.vert");
+ // Str8 frag_path = str8("assets/shaders/pbr_textured.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")
+ // }
+ char* vert_shader = string_from_file(vert_path);
+ char* frag_shader = string_from_file(frag_path);
ShaderData camera_data = { .get_layout = &Binding_Camera_GetLayout };
ShaderData model_data = { .get_layout = &Binding_Model_GetLayout };
@@ -44,11 +48,14 @@ GPU_Pipeline* PBR_PipelineCreate(GPU_Renderpass* rpass) {
.data_layouts = {camera_data,model_data,material_data, lights_data },
.data_layouts_count = 4,
.vs = { .debug_name = "PBR (textured) Vertex Shader",
- .filepath = vert_path,
- .code = vertex_shader.contents },
+ .filepath = str8(vert_path),
+ // .code = vertex_shader.contents
+ .code = vert_shader
+ },
.fs = { .debug_name = "PBR (textured) Fragment Shader",
- .filepath = frag_path,
- .code = fragment_shader.contents,
+ .filepath = str8(frag_path),
+ .code = frag_shader
+ // .code = fragment_shader.contents,
},
.depth_test = true,
.wireframe = false,