diff options
author | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-07-20 21:17:46 +1000 |
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committer | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-07-20 21:17:46 +1000 |
commit | dc8952e6650aae6297915bf118e1f7b1259d235d (patch) | |
tree | 98ef132262fa0e01c7df5cac7f73c825a65d09ed /src/new_render/shadows.c | |
parent | 58a748dcd77d0caacc9d6ef7a7e7e073ac849ad3 (diff) |
fixing shadows.
Diffstat (limited to 'src/new_render/shadows.c')
-rw-r--r-- | src/new_render/shadows.c | 109 |
1 files changed, 103 insertions, 6 deletions
diff --git a/src/new_render/shadows.c b/src/new_render/shadows.c index 9a44e55..758a969 100644 --- a/src/new_render/shadows.c +++ b/src/new_render/shadows.c @@ -2,8 +2,10 @@ #include <string.h> #include "core.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" @@ -30,16 +32,34 @@ ShaderDataLayout ShadowUniforms_GetLayout(void* data) { return (ShaderDataLayout){ .binding_count = 1, .bindings = { b1 } }; } -void Shadow_Init(Shadow_Storage* storage, u32x2 shadowmap_extents) { +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 = shadowmap_extents, + TextureDesc depthmap_desc = { .extents = u32x2(shadowmap_width, shadowmap_height), .format = TEXTURE_FORMAT_DEPTH_DEFAULT, .tex_type = TEXTURE_TYPE_2D }; 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, @@ -71,19 +91,96 @@ void Shadow_Init(Shadow_Storage* storage, u32x2 shadowmap_extents) { .code = fragment_shader.contents, .is_spirv = false }, }; - storage->pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, storage->shadowmap_pass); + 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"); + } + + ShaderData debugquad_uniforms = { .data = NULL, .get_layout = &ShadowDebugQuad_GetLayout }; + + 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)); + // 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); + ShaderData quad_data = { .data = &shadow_storage->depth_texture, + .get_layout = ShadowDebugQuad_GetLayout }; + GPU_EncodeBindShaderData(enc, 0, quad_data); + GPU_EncodeSetVertexBuffer(enc, shadow_storage->quad.vertex_buffer); + GPU_EncodeSetIndexBuffer(enc, shadow_storage->quad.index_buffer); + GPU_EncodeDrawIndexed(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"); + // DEBUG("Begin shadowmap renderpass"); + + // FIXME: shouldnt be gl specific + glClear(GL_DEPTH_BUFFER_BIT); - GPU_EncodeBindPipeline(&shadow_encoder, storage->pipeline); + GPU_EncodeBindPipeline(&shadow_encoder, storage->shadowmap_pipeline); ShadowUniforms uniforms = { .light_space = light_space_transform, |