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authorOmni <omniscient.oce@gmail.com>2024-06-23 17:22:36 +1000
committerOmni <omniscient.oce@gmail.com>2024-06-23 17:22:36 +1000
commit0cbc42e89dcdeb47aaa63bb21b5fb911768ea4df (patch)
treeb28c0bf40d03bcda86289ef42e8df8ad67539fdd /src/renderer
parent17f0db6607534c5bf1ba96153fabd3fdbb399ed9 (diff)
depth map is working again
Diffstat (limited to 'src/renderer')
-rw-r--r--src/renderer/backends/opengl/backend_opengl.c74
-rw-r--r--src/renderer/backends/opengl/backend_opengl.h3
-rw-r--r--src/renderer/ral.c6
-rw-r--r--src/renderer/ral.h2
-rw-r--r--src/renderer/render.c2
-rw-r--r--src/renderer/renderpasses.c28
6 files changed, 76 insertions, 39 deletions
diff --git a/src/renderer/backends/opengl/backend_opengl.c b/src/renderer/backends/opengl/backend_opengl.c
index 7d8aa01..02c27cd 100644
--- a/src/renderer/backends/opengl/backend_opengl.c
+++ b/src/renderer/backends/opengl/backend_opengl.c
@@ -70,7 +70,6 @@ void gpu_device_destroy() { /* No-op in OpenGL */ }
// --- Render Pipeline
gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc description) {
- static u32 ubo_count = 0;
gpu_pipeline* pipeline = pipeline_pool_alloc(&context.gpu_pools.pipelines, NULL);
// Create shader program
@@ -81,6 +80,7 @@ gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc descrip
pipeline->vertex_desc = description.vertex_desc;
// Allocate uniform buffers if needed
+ u32 ubo_count = 0;
// printf("data layouts %d\n", description.data_layouts_count);
for (u32 layout_i = 0; layout_i < description.data_layouts_count; layout_i++) {
shader_data_layout sdl = description.data_layouts[layout_i].shader_data_get_layout(NULL);
@@ -95,11 +95,11 @@ gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc descrip
buffer_handle ubo_handle =
gpu_buffer_create(binding.data.bytes.size, CEL_BUFFER_UNIFORM, CEL_BUFFER_FLAG_GPU,
NULL); // no data right now
- pipeline->uniform_bindings[binding_id] = ubo_handle;
+ pipeline->uniform_bindings[ubo_count++] = ubo_handle;
gpu_buffer* ubo_buf = BUFFER_GET(ubo_handle);
i32 blockIndex = glGetUniformBlockIndex(pipeline->shader_id, binding.label);
- printf("Block index for Matrices: %d", blockIndex);
+ printf("Block index for %s: %d", binding.label, blockIndex);
if (blockIndex < 0) {
WARN("Couldn't retrieve block index for uniform block '%s'", binding.label);
} else {
@@ -115,10 +115,12 @@ gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc descrip
glUniformBlockBinding(pipeline->shader_id, blockIndex, s_binding_point);
}
ubo_buf->ubo_binding_point = s_binding_point++;
+ ubo_buf->name = binding.label;
assert(s_binding_point < GL_MAX_UNIFORM_BUFFER_BINDINGS);
}
}
}
+ pipeline->uniform_count = ubo_count;
pipeline->renderpass = description.renderpass;
pipeline->wireframe = description.wireframe;
@@ -151,7 +153,7 @@ gpu_renderpass* gpu_renderpass_create(const gpu_renderpass_desc* description) {
}
if (description->has_depth_stencil) {
gpu_texture* depth_attachment = TEXTURE_GET(description->depth_stencil);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
depth_attachment->id, 0);
}
@@ -178,13 +180,20 @@ gpu_cmd_encoder gpu_cmd_encoder_create() {
void gpu_cmd_encoder_destroy(gpu_cmd_encoder* encoder) {}
void gpu_cmd_encoder_begin(gpu_cmd_encoder encoder) {}
void gpu_cmd_encoder_begin_render(gpu_cmd_encoder* encoder, gpu_renderpass* renderpass) {
- // glBindFramebuffer(GL_FRAMEBUFFER, renderpass->fbo);
+ glViewport(0, 0, 1000, 1000);
+ glBindFramebuffer(GL_FRAMEBUFFER, renderpass->fbo);
rgba clear_colour = STONE_800;
- glClearColor(clear_colour.r, clear_colour.g, clear_colour.b, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ /* glClearColor(clear_colour.r, clear_colour.g, clear_colour.b, 1.0f); */
+ /* glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); */
+ // FIXME: account for both
+ if (renderpass->description.has_depth_stencil) {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ } else {
+ glClear(GL_COLOR_BUFFER_BIT);
+ }
}
void gpu_cmd_encoder_end_render(gpu_cmd_encoder* encoder) {
- // glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void gpu_cmd_encoder_begin_compute() {}
gpu_cmd_encoder* gpu_get_default_cmd_encoder() { return &context.command_buffer; }
@@ -229,11 +238,24 @@ void encode_bind_shader_data(gpu_cmd_encoder* encoder, u32 group, shader_data* d
for (u32 i = 0; i < sdl.bindings_count; i++) {
shader_binding binding = sdl.bindings[i];
- // print_shader_binding(binding);
+ print_shader_binding(binding);
if (binding.type == SHADER_BINDING_BYTES) {
- buffer_handle b = encoder->pipeline->uniform_bindings[i];
- gpu_buffer* ubo_buf = BUFFER_GET(b);
+ buffer_handle b;
+ gpu_buffer* ubo_buf;
+ bool found = false;
+ for (u32 i = 0; i < encoder->pipeline->uniform_count; i++) {
+ b = encoder->pipeline->uniform_bindings[i];
+ ubo_buf = BUFFER_GET(b);
+ assert(ubo_buf->name != NULL);
+ if (strcmp(ubo_buf->name, binding.label) == 0) {
+ found = true;
+ break;
+ }
+ }
+ if (!found) {
+ ERROR("Couldnt find uniform buffer object!!");
+ }
i32 blockIndex = glGetUniformBlockIndex(encoder->pipeline->shader_id, binding.label);
if (blockIndex < 0) {
@@ -247,7 +269,10 @@ void encode_bind_shader_data(gpu_cmd_encoder* encoder, u32 group, shader_data* d
} else if (binding.type == SHADER_BINDING_TEXTURE) {
gpu_texture* tex = TEXTURE_GET(binding.data.texture.handle);
- GLuint tex_slot = glGetUniformLocation(encoder->pipeline->shader_id, binding.label);
+ GLint tex_slot = glGetUniformLocation(encoder->pipeline->shader_id, binding.label);
+ if (tex_slot == GL_INVALID_VALUE || tex_slot < 0) {
+ WARN("Invalid binding label for texture - couldn't fetch texture slot uniform");
+ }
glUniform1i(tex_slot, i);
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, tex->id);
@@ -347,13 +372,19 @@ texture_handle gpu_texture_create(texture_desc desc, bool create_view, const voi
GLenum format = desc.format == CEL_TEXTURE_FORMAT_DEPTH_DEFAULT ? GL_DEPTH_COMPONENT : GL_RGBA;
GLenum data_type = desc.format == CEL_TEXTURE_FORMAT_DEPTH_DEFAULT ? GL_FLOAT : GL_UNSIGNED_BYTE;
- // set the texture wrapping parameters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
- GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- // set texture filtering parameters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ /* // set the texture wrapping parameters */
+ /* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, */
+ /* GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method) */
+ /* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); */
+ /* // set texture filtering parameters */
+ /* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); */
+ /* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); */
+
+ // TEMP
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, desc.extents.x, desc.extents.y, 0, format,
@@ -377,7 +408,10 @@ void gpu_texture_upload(texture_handle texture, const void* data) {}
bytebuffer vertices_as_bytebuffer(arena* a, vertex_format format, vertex_darray* vertices) {}
// --- TEMP
-bool gpu_backend_begin_frame() { return true; }
+bool gpu_backend_begin_frame() {
+ glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ return true; }
void gpu_backend_end_frame() {
// TODO: Reset all bindings
glfwSwapBuffers(context.window);
diff --git a/src/renderer/backends/opengl/backend_opengl.h b/src/renderer/backends/opengl/backend_opengl.h
index a5a9140..8b88cf8 100644
--- a/src/renderer/backends/opengl/backend_opengl.h
+++ b/src/renderer/backends/opengl/backend_opengl.h
@@ -24,12 +24,12 @@ typedef struct gpu_pipeline {
gpu_renderpass* renderpass;
vertex_description vertex_desc;
buffer_handle uniform_bindings[MAX_PIPELINE_UNIFORM_BUFFERS];
+ u32 uniform_count;
bool wireframe;
} gpu_pipeline;
typedef struct gpu_renderpass {
u32 fbo;
gpu_renderpass_desc description;
- void *pad;
} gpu_renderpass;
typedef struct gpu_cmd_encoder {
gpu_pipeline *pipeline;
@@ -48,6 +48,7 @@ typedef struct gpu_buffer {
u32 vao;
u32 ubo_binding_point
}; // Optional
+ char* name;
u64 size;
} gpu_buffer;
typedef struct gpu_texture {
diff --git a/src/renderer/ral.c b/src/renderer/ral.c
index a52d605..9ca99ce 100644
--- a/src/renderer/ral.c
+++ b/src/renderer/ral.c
@@ -1,8 +1,8 @@
#include "ral.h"
#include "file.h"
#include "log.h"
-#include "str.h"
#include "mem.h"
+#include "str.h"
#if defined(CEL_REND_BACKEND_VULKAN)
#include "backend_vulkan.h"
@@ -88,10 +88,10 @@ shader_desc shader_quick_load(const char* filepath) {
ERROR_EXIT("Failed to load shaders from disk");
}
- return (shader_desc) {
+ return (shader_desc){
.debug_name = filepath,
.code = shader.contents,
.filepath = path,
.is_spirv = true,
};
-} \ No newline at end of file
+}
diff --git a/src/renderer/ral.h b/src/renderer/ral.h
index 9d6ed41..b76de27 100644
--- a/src/renderer/ral.h
+++ b/src/renderer/ral.h
@@ -77,6 +77,8 @@ typedef struct shader_desc {
} shader_desc;
shader_desc shader_quick_load(const char* filepath);
+/** @brief Hot reloads shaders for the given pipeline. Returns how long it took in milliseconds */
+u64 gpu_pipeline_reload_shaders(gpu_pipeline* pipeline); // TODO
struct graphics_pipeline_desc {
const char* debug_name;
diff --git a/src/renderer/render.c b/src/renderer/render.c
index f52e2be..1c98b0b 100644
--- a/src/renderer/render.c
+++ b/src/renderer/render.c
@@ -62,7 +62,7 @@ bool renderer_init(renderer* ren) {
resource_pools_init(&pool_arena, ren->resource_pools);
// Create default rendering pipeline
- default_pipelines_init(ren);
+ /* default_pipelines_init(ren); */
return true;
}
diff --git a/src/renderer/renderpasses.c b/src/renderer/renderpasses.c
index 5193a1c..b93d487 100644
--- a/src/renderer/renderpasses.c
+++ b/src/renderer/renderpasses.c
@@ -25,26 +25,26 @@ shader_data_layout debug_quad_layout(void* data) {
shader_binding b1 = { .label = "depthMap",
.type = SHADER_BINDING_TEXTURE,
- .stores_data = has_data};
+ .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 };
+ 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_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,
- };
+ 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);
}
@@ -137,4 +137,4 @@ gpu_pipeline* shadowmaps_pipeline_create(gpu_renderpass* rpass) {
}
void renderpass_shadowmap_execute(gpu_renderpass* pass, render_entity* entities,
- size_t entity_count) {} \ No newline at end of file
+ size_t entity_count) {}