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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-08-11 23:00:26 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-08-11 23:00:26 +1000
commitb03bde3d412148cd573f5f14012cdd270f309947 (patch)
tree848af582079a60787cc5a5f8138e7ca6d508f2ee /src/render/immdraw.c
parent48a703e52490cb52fd32e54e3e37f7e70462a267 (diff)
starting work on immediate mode drawing
Diffstat (limited to 'src/render/immdraw.c')
-rw-r--r--src/render/immdraw.c94
1 files changed, 84 insertions, 10 deletions
diff --git a/src/render/immdraw.c b/src/render/immdraw.c
index c711b0c..dfe189a 100644
--- a/src/render/immdraw.c
+++ b/src/render/immdraw.c
@@ -1,5 +1,8 @@
#include "immdraw.h"
+#include "core.h"
+#include "file.h"
#include "log.h"
+#include "maths.h"
#include "primitives.h"
#include "ral_common.h"
#include "ral_impl.h"
@@ -9,20 +12,91 @@
void Immdraw_Init(Immdraw_Storage* storage) {
INFO("Immediate drawing initialisation");
- // meshes
- // Geometry sphere_geo = Geo_CreateUVsphere(1.0, 8, 8);
- // storage->sphere = Mesh_Create(&sphere_geo, false);
- // pipeline / material
+ // Meshes
+ Geometry sphere_geo = Geo_CreateUVsphere(1.0, 8, 8);
+ storage->sphere = Mesh_Create(&sphere_geo, false);
+
+ Geometry cube_geo = Geo_CreateCuboid(f32x3(2.0, 2.0, 2.0));
+ storage->cube = Mesh_Create(&cube_geo, false);
+
+ Geometry plane_geo = Geo_CreatePlane(f32x2(2.0, 2.0));
+ storage->plane = Mesh_Create(&plane_geo, false);
+
+ // Pipeline / material
+ VertexDescription vertex_desc = {
+ .debug_label = "Immdraw Vertex",
+ .use_full_vertex_size = true,
+ };
+ VertexDesc_AddAttr(&vertex_desc, "position", ATTR_F32x3);
+ VertexDesc_AddAttr(&vertex_desc, "normal", ATTR_F32x3);
+
+ arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024);
+ Str8 vert_path = str8("assets/shaders/immdraw.vert");
+ Str8 frag_path = str8("assets/shaders/immdraw.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 imm_uniform_data = ImmediateUniforms_GetLayout(NULL);
+
GraphicsPipelineDesc pipeline_desc = {
.debug_name = "Immediate Draw Pipeline",
- .data_layouts = { camera_data },
- .data_layouts_count = 1,
-
+ .vertex_desc = static_3d_vertex_description(),
+ .data_layouts = { camera_data, imm_uniform_data },
+ .data_layouts_count = 2,
+ .vs = { .debug_name = "Immdraw Vertex Shader",
+ .filepath = vert_path,
+ .code = vertex_shader.contents },
+ .fs = { .debug_name = "Immdraw Fragment Shader",
+ .filepath = frag_path,
+ .code = fragment_shader.contents },
+ .depth_test = true,
+ .wireframe = false,
};
- // storage->colour_pipeline = GPU_GraphicsPipeline_Create(pipeline_desc,
- // GPU_GetDefaultRenderpass());
+ GPU_Renderpass* rpass =
+ GPU_Renderpass_Create((GPU_RenderpassDesc){ .default_framebuffer = true });
+ storage->colour_pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, rpass);
}
-void Immdraw_Sphere(Transform tf, f32 size, Vec4 colour, bool wireframe) {} \ No newline at end of file
+void Immdraw_Shutdown(Immdraw_Storage* storage) {
+ GraphicsPipeline_Destroy(storage->colour_pipeline);
+}
+
+void Immdraw_Sphere(Transform tf, f32 size, Vec4 colour, bool wireframe) {
+ INFO("Draw sphere");
+ Immdraw_Storage* imm = Render_GetImmdrawStorage();
+ GPU_CmdEncoder* enc = GPU_GetDefaultEncoder();
+
+ // begin renderpass
+ GPU_CmdEncoder_BeginRender(enc, imm->colour_pipeline->renderpass);
+ // bind pipeline
+ GPU_EncodeBindPipeline(enc, imm->colour_pipeline);
+
+ // update uniforms
+ ImmediateUniforms uniforms = {
+ .model = transform_to_mat(&tf),
+ .colour = colour,
+ };
+ Mat4 view, proj;
+ u32x2 dimensions = GPU_Swapchain_GetDimensions();
+ RenderScene* scene = Render_GetScene();
+ 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));
+ GPU_EncodeBindShaderData(enc, 1, ImmediateUniforms_GetLayout(&uniforms));
+
+ // draw call
+ GPU_EncodeSetVertexBuffer(enc, imm->plane.vertex_buffer);
+ GPU_EncodeSetIndexBuffer(enc, imm->plane.index_buffer);
+ GPU_EncodeDrawIndexed(enc, imm->plane.geometry.index_count);
+
+ // end renderpass
+ GPU_CmdEncoder_EndRender(enc);
+}