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author | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-05 12:48:05 +1000 |
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committer | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-05 12:48:05 +1000 |
commit | dfb6adbcbcc7d50b770b6d5ea82efdd8f8c32e25 (patch) | |
tree | a470b91a90716d7ea46fde53ed395449c24583a2 /src/render/pbr.c | |
parent | 54354e32c6498cc7f8839ab4deb1208d37216cc5 (diff) |
delete documentation workflow
Diffstat (limited to 'src/render/pbr.c')
-rw-r--r-- | src/render/pbr.c | 266 |
1 files changed, 0 insertions, 266 deletions
diff --git a/src/render/pbr.c b/src/render/pbr.c deleted file mode 100644 index 4bad528..0000000 --- a/src/render/pbr.c +++ /dev/null @@ -1,266 +0,0 @@ -#include "pbr.h" -#include "animation.h" -#include "camera.h" -#include "core.h" -#include "file.h" -#include "log.h" -#include "maths.h" -#include "mem.h" -#include "ral_common.h" -#include "ral_impl.h" -#include "ral_types.h" -#include "render.h" -#include "render_types.h" -#include "shader_layouts.h" - -void PBR_Init(PBR_Storage* storage) { - INFO("PBR shaders init"); - storage->pbr_pass = PBR_RPassCreate(); - PBR_PipelinesCreate(storage, storage->pbr_pass); -} - -GPU_Renderpass* PBR_RPassCreate() { - GPU_RenderpassDesc desc = { .default_framebuffer = true }; - return GPU_Renderpass_Create(desc); -} - -void PBR_PipelinesCreate(PBR_Storage* storage, GPU_Renderpass* rpass) { - // Common shader bindings - ShaderDataLayout camera_data = Binding_Camera_GetLayout(NULL); - ShaderDataLayout model_data = Binding_Model_GetLayout(NULL); - ShaderDataLayout material_data = PBRMaterial_GetLayout(NULL); - ShaderDataLayout lights_data = Binding_Lights_GetLayout(NULL); - - // Static - { - const char* vert_path = "assets/shaders/static_geometry.vert"; - const char* frag_path = "assets/shaders/pbr_textured.frag"; - char* vert_shader = string_from_file(vert_path); - char* frag_shader = string_from_file(frag_path); - - GraphicsPipelineDesc desc = { - .debug_name = "PBR (Static) Pipeline", - .vertex_desc = static_3d_vertex_description(), - .data_layouts = { camera_data, model_data, material_data, lights_data }, - .data_layouts_count = 4, - .vs = { .debug_name = "PBR (textured) Vertex Shader", - .filepath = str8(vert_path), - .code = vert_shader }, - .fs = { .debug_name = "PBR (textured) Fragment Shader", - .filepath = str8(frag_path), - .code = frag_shader }, - .depth_test = true, - .wireframe = true, - }; - storage->pbr_static_pipeline = GPU_GraphicsPipeline_Create(desc, rpass); - } - - // Skinned - { - const char* vert_path = "assets/shaders/skinned_geometry.vert"; - const char* frag_path = "assets/shaders/pbr_textured.frag"; - char* vert_shader = string_from_file(vert_path); - char* frag_shader = string_from_file(frag_path); - - ShaderDataLayout anim_uniform = AnimData_GetLayout(NULL); - - VertexDescription vertex_desc = { .debug_label = "Skinned vertices", - .use_full_vertex_size = true }; - VertexDesc_AddAttr(&vertex_desc, "inPosition", ATTR_F32x3); - VertexDesc_AddAttr(&vertex_desc, "inNormal", ATTR_F32x3); - VertexDesc_AddAttr(&vertex_desc, "inTexCoords", ATTR_F32x2); - VertexDesc_AddAttr(&vertex_desc, "inBoneIndices", ATTR_I32x4); - VertexDesc_AddAttr(&vertex_desc, "inWeights", ATTR_F32x4); - - GraphicsPipelineDesc desc = { - .debug_name = "PBR (Skinned) Pipeline", - .vertex_desc = vertex_desc, - .data_layouts = { camera_data, model_data, material_data, lights_data, anim_uniform }, - .data_layouts_count = 5, - .vs = { .debug_name = "PBR (textured) Vertex Shader", - .filepath = str8(vert_path), - .code = vert_shader }, - .fs = { .debug_name = "PBR (textured) Fragment Shader", - .filepath = str8(frag_path), - .code = frag_shader }, - .depth_test = true, - .wireframe = true, - }; - storage->pbr_skinned_pipeline = GPU_GraphicsPipeline_Create(desc, rpass); - } -} - -void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_tex, - RenderEnt* entities, size_t entity_count) { - // 1. set up our pipeline - // 2. upload constant data (camera, lights) - // 3. draw each entity - // - upload material data -> in the future we will sort & batch by material - // - upload model transform - // - emit draw call - - GPU_CmdEncoder* enc = GPU_GetDefaultEncoder(); - GPU_CmdEncoder_BeginRender(enc, storage->pbr_pass); - - // TEMP: only do skinned - GPU_EncodeBindPipeline(enc, storage->pbr_skinned_pipeline); - - // Feed shader data - Mat4 view, proj; - u32x2 dimensions = GPU_Swapchain_GetDimensions(); - Camera_ViewProj(&camera, (f32)dimensions.x, (f32)dimensions.y, &view, &proj); - Binding_Camera camera_data = { .view = view, - .projection = proj, - .viewPos = vec4(camera.position.x, camera.position.y, - camera.position.z, 1.0) }; - GPU_EncodeBindShaderData(enc, 0, Binding_Camera_GetLayout(&camera_data)); - - Vec3 light_color = vec3(300.0, 300.0, 300.0); - Binding_Lights - lights_data = { .pointLights = { - // FIXME: add lights to our RenderScene structure. for now these are - // hardcoded - (pbr_point_light){ .pos = vec3(0.0, 6.0, 6.0), .color = light_color }, - (pbr_point_light){ .pos = vec3(-10, 10, 10), .color = light_color }, - (pbr_point_light){ .pos = vec3(10, -10, 10), .color = light_color }, - (pbr_point_light){ .pos = vec3(-10, -10, 10), .color = light_color }, - } }; - GPU_EncodeBindShaderData(enc, 3, Binding_Lights_GetLayout(&lights_data)); - - // TODO: Add shadowmap texture to uniforms - Mesh_pool* mesh_pool = Render_GetMeshPool(); - Material_pool* material_pool = Render_GetMaterialPool(); - - for (size_t ent_i = 0; ent_i < entity_count; ent_i++) { - RenderEnt renderable = entities[ent_i]; - Mesh* mesh = Mesh_pool_get(mesh_pool, renderable.mesh); - Material* mat = Material_pool_get(material_pool, renderable.material); - - // upload material data - PBRMaterialUniforms material_data = { .mat = *mat }; - GPU_EncodeBindShaderData(enc, 2, PBRMaterial_GetLayout(&material_data)); - - // upload model transform - Binding_Model model_data = { .model = renderable.affine }; - GPU_EncodeBindShaderData(enc, 1, Binding_Model_GetLayout(&model_data)); - - // Skinning matrices - - // 1. calculate matrices - AnimDataUniform anim_data = { 0 }; - CASSERT(renderable.armature); - Armature* skeleton = renderable.armature; - // Skip the first one as we assume its root for this test - for (int j_i = 1; j_i < skeleton->joints->len; j_i++) { - Joint* j = &skeleton->joints->data[j_i]; - j->local_transform = transform_to_mat(&j->transform_components); - Mat4 m = mat4_mult(j->local_transform, j->inverse_bind_matrix); - Joint* p = &skeleton->joints->data[j->parent]; - j->local_transform = mat4_mult(j->local_transform, p->local_transform); - printf("Quat %f \n", j->transform_components.rotation.z); - } - - // 2. bind and upload - for (int j_i = 1; j_i < skeleton->joints->len; j_i++) { - anim_data.bone_matrices[j_i] = skeleton->joints->data[j_i].local_transform; - } - GPU_EncodeBindShaderData(enc, 3, AnimData_GetLayout(&anim_data)); - - // set buffers - GPU_EncodeSetVertexBuffer(enc, mesh->vertex_buffer); - GPU_EncodeSetIndexBuffer(enc, mesh->index_buffer); - // draw - GPU_EncodeDrawIndexedTris(enc, mesh->geometry.index_count); - } - - GPU_CmdEncoder_EndRender(enc); -} - -void PBRMaterial_BindData(ShaderDataLayout* layout, const void* data) { - PBRMaterialUniforms* d = (PBRMaterialUniforms*)data; - CASSERT(data); - CASSERT(layout->binding_count == 5); - - TextureHandle white1x1 = Render_GetWhiteTexture(); - if (d->mat.albedo_map.raw != INVALID_TEX_HANDLE.raw) { - layout->bindings[0].data.texture.handle = d->mat.albedo_map; - } else { - layout->bindings[0].data.texture.handle = white1x1; - } - // TODO .. the rest -} - -ShaderDataLayout PBRMaterial_GetLayout(void* data) { - PBRMaterialUniforms* d = (PBRMaterialUniforms*)data; - bool has_data = data != NULL; - - ShaderBinding b1 = { - .label = "albedoMap", - .kind = BINDING_TEXTURE, - }; - ShaderBinding b2 = { - .label = "metallicRoughnessMap", - .kind = BINDING_TEXTURE, - }; - ShaderBinding b3 = { - .label = "aoMap", - .kind = BINDING_TEXTURE, - }; - ShaderBinding b4 = { - .label = "normalMap", - .kind = BINDING_TEXTURE, - }; - ShaderBinding b5 = { .label = "PBR_Params", - .kind = BINDING_BYTES, - .data.bytes.size = sizeof(PBR_Params) }; - - if (has_data) { - TextureHandle white1x1 = Render_GetWhiteTexture(); - if (d->mat.albedo_map.raw != INVALID_TEX_HANDLE.raw) { - b1.data.texture.handle = d->mat.albedo_map; - } else { - b1.data.texture.handle = white1x1; - } - - if (d->mat.metallic_roughness_map.raw != INVALID_TEX_HANDLE.raw) { - b2.data.texture.handle = d->mat.metallic_roughness_map; - } else { - b2.data.texture.handle = white1x1; - } - - if (d->mat.ambient_occlusion_map.raw != INVALID_TEX_HANDLE.raw) { - b3.data.texture.handle = d->mat.ambient_occlusion_map; - } else { - b3.data.texture.handle = white1x1; - } - - if (d->mat.normal_map.raw != INVALID_TEX_HANDLE.raw) { - b4.data.texture.handle = d->mat.normal_map; - } else { - b4.data.texture.handle = white1x1; - } - - arena* frame = Render_GetFrameArena(); - PBR_Params* params = arena_alloc(frame, sizeof(PBR_Params)); - params->albedo = d->mat.base_colour; - params->metallic = d->mat.metallic; - params->roughness = d->mat.roughness; - params->ambient_occlusion = d->mat.ambient_occlusion; - b5.data.bytes.data = params; - } - - return (ShaderDataLayout){ .bindings = { b1, b2, b3, b4, b5 }, .binding_count = 5 }; -} - -Material PBRMaterialDefault() { - return (Material){ .name = "Standard Material", - .kind = MAT_PBR, - .base_colour = vec3(1.0, 1.0, 1.0), - .metallic = 0.0, - .roughness = 0.5, - .ambient_occlusion = 0.0, - .albedo_map = INVALID_TEX_HANDLE, - .metallic_roughness_map = INVALID_TEX_HANDLE, - .normal_map = INVALID_TEX_HANDLE, - .ambient_occlusion_map = INVALID_TEX_HANDLE }; -} |