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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-08-10 14:06:15 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-08-10 14:06:15 +1000
commit9cb4bfacc69b2a95ce8e9250afc33fb04d1ba548 (patch)
treefbe75da188ac83b34153ac79c367b9d57e0d5ff9 /src/render/renderpasses.c
parent071a635e63536e50abfad7d5aeca1208dba58025 (diff)
remove old code
Diffstat (limited to 'src/render/renderpasses.c')
-rw-r--r--src/render/renderpasses.c140
1 files changed, 0 insertions, 140 deletions
diff --git a/src/render/renderpasses.c b/src/render/renderpasses.c
deleted file mode 100644
index b93d487..0000000
--- a/src/render/renderpasses.c
+++ /dev/null
@@ -1,140 +0,0 @@
-/**
- * @file renderpasses.c
- * @author your name (you@domain.com)
- * @brief
- * @version 0.1
- * @date 2024-06-22
- *
- * @copyright Copyright (c) 2024
- *
- */
-
-#include "renderpasses.h"
-#include "file.h"
-#include "log.h"
-#include "maths_types.h"
-#include "ral.h"
-#include "ral_types.h"
-
-#define SHADOW_WIDTH 1000
-#define SHADOW_HEIGHT 1000
-
-shader_data_layout debug_quad_layout(void* data) {
- debug_quad_uniform* d = data;
- bool has_data = data != NULL;
-
- shader_binding b1 = { .label = "depthMap",
- .type = SHADER_BINDING_TEXTURE,
- .stores_data = has_data };
- if (has_data) {
- b1.data.texture.handle = d->depthMap;
- }
- return (
- shader_data_layout){ .name = "debug quad uniforms", .bindings = { b1 }, .bindings_count = 1 };
-}
-
-gpu_pipeline* debug_quad_pipeline_create() {
- gpu_renderpass_desc rpass_desc = { .default_framebuffer = true };
- gpu_renderpass* rpass = gpu_renderpass_create(&rpass_desc);
- shader_data shader_layout = { .data = NULL, .shader_data_get_layout = debug_quad_layout };
- struct graphics_pipeline_desc desc = { .debug_name = "Shadow maps debug quad",
- .vertex_desc = static_3d_vertex_description(),
- .data_layouts = { shader_layout },
- .data_layouts_count = 1,
- .vs = shader_quick_load("assets/shaders/debug_quad.vert"),
- .fs = shader_quick_load("assets/shaders/debug_quad.frag"),
- .renderpass = rpass,
- .wireframe = false };
-
- return gpu_graphics_pipeline_create(desc);
-}
-
-void ren_shadowmaps_init(ren_shadowmaps* storage) {
- storage->rpass = shadowmaps_renderpass_create();
- storage->static_pipeline = shadowmaps_pipeline_create(storage->rpass);
- storage->debug_quad = debug_quad_pipeline_create();
- storage->depth_tex = storage->rpass->description.depth_stencil;
-}
-
-gpu_renderpass* shadowmaps_renderpass_create() {
- // Create depthmap texture
- u32x2 extents = u32x2(SHADOW_WIDTH, SHADOW_HEIGHT);
- texture_desc depthmap_desc = { .extents = extents,
- .format = CEL_TEXTURE_FORMAT_DEPTH_DEFAULT,
- .tex_type = CEL_TEXTURE_TYPE_2D };
- texture_handle depthmap = gpu_texture_create(depthmap_desc, false, NULL);
-
- gpu_renderpass_desc shadows_desc = { .default_framebuffer = false,
- .has_color_target = false,
- .has_depth_stencil = true,
- .depth_stencil = depthmap };
- return gpu_renderpass_create(&shadows_desc);
-}
-
-// == shader bindings
-
-shader_data_layout model_uniform_layout(void* data) {
- bool has_data = data != NULL;
-
- shader_binding b1 = { .label = "Model",
- .type = SHADER_BINDING_BYTES,
- .stores_data = has_data,
- .data = { .bytes.size = sizeof(model_uniform) } };
- if (has_data) {
- b1.data.bytes.data = data;
- }
- return (shader_data_layout){ .name = "model_uniform", .bindings = { b1 }, .bindings_count = 1 };
-}
-shader_data_layout lightspace_uniform_layout(void* data) {
- bool has_data = data != NULL;
-
- shader_binding b1 = { .label = "LightSpace",
- .type = SHADER_BINDING_BYTES,
- .stores_data = has_data,
- .data = { .bytes.size = sizeof(lightspace_tf_uniform) } };
- if (has_data) {
- b1.data.bytes.data = data;
- }
- return (shader_data_layout){ .name = "lightspace_tf_uniform",
- .bindings = { b1 },
- .bindings_count = 1 };
-}
-
-// ==================
-
-gpu_pipeline* shadowmaps_pipeline_create(gpu_renderpass* rpass) {
- arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024);
-
- str8 vert_path = str8lit("assets/shaders/shadows.vert");
- str8 frag_path = str8lit("assets/shaders/shadows.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");
- }
-
- // We'll have two data layouts. 1. for the light-space transform, and 2. for the model matrix
- shader_data model_uniform = { .data = NULL, .shader_data_get_layout = &model_uniform_layout };
- shader_data lightspace_uniform = { .data = NULL,
- .shader_data_get_layout = &lightspace_uniform_layout };
-
- struct graphics_pipeline_desc desc = { .debug_name = "Shadowmap drawing pipeline",
- .vertex_desc = static_3d_vertex_description(),
- .data_layouts = { model_uniform, lightspace_uniform },
- .data_layouts_count = 2,
- .vs = { .debug_name = "Shadows Vert shader",
- .filepath = vert_path,
- .code = vertex_shader.contents,
- .is_spirv = true },
- .fs = { .debug_name = "Shadows Frag shader",
- .filepath = frag_path,
- .code = fragment_shader.contents,
- .is_spirv = true },
- .renderpass = rpass };
-
- arena_free_storage(&scratch);
- return gpu_graphics_pipeline_create(desc);
-}
-
-void renderpass_shadowmap_execute(gpu_renderpass* pass, render_entity* entities,
- size_t entity_count) {}