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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-07-20 21:17:46 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-07-20 21:17:46 +1000
commitdc8952e6650aae6297915bf118e1f7b1259d235d (patch)
tree98ef132262fa0e01c7df5cac7f73c825a65d09ed /src/new_render/shadows.c
parent58a748dcd77d0caacc9d6ef7a7e7e073ac849ad3 (diff)
fixing shadows.
Diffstat (limited to 'src/new_render/shadows.c')
-rw-r--r--src/new_render/shadows.c109
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,