diff options
author | Omni <omniscient.oce@gmail.com> | 2024-06-23 17:22:36 +1000 |
---|---|---|
committer | Omni <omniscient.oce@gmail.com> | 2024-06-23 17:22:36 +1000 |
commit | 0cbc42e89dcdeb47aaa63bb21b5fb911768ea4df (patch) | |
tree | b28c0bf40d03bcda86289ef42e8df8ad67539fdd /src | |
parent | 17f0db6607534c5bf1ba96153fabd3fdbb399ed9 (diff) |
depth map is working again
Diffstat (limited to 'src')
-rw-r--r-- | src/maths/primitives.c | 30 | ||||
-rw-r--r-- | src/renderer/backends/opengl/backend_opengl.c | 74 | ||||
-rw-r--r-- | src/renderer/backends/opengl/backend_opengl.h | 3 | ||||
-rw-r--r-- | src/renderer/ral.c | 6 | ||||
-rw-r--r-- | src/renderer/ral.h | 2 | ||||
-rw-r--r-- | src/renderer/render.c | 2 | ||||
-rw-r--r-- | src/renderer/renderpasses.c | 28 |
7 files changed, 79 insertions, 66 deletions
diff --git a/src/maths/primitives.c b/src/maths/primitives.c index 57e85a2..ce467ab 100644 --- a/src/maths/primitives.c +++ b/src/maths/primitives.c @@ -5,6 +5,7 @@ #include "ral_types.h" #include "render_types.h" +// --- Helpers #define VERT_3D(arr, pos, norm, uv) \ { \ vertex v = { .static_3d = { .position = pos, .normal = norm, .tex_coords = uv } }; \ @@ -21,13 +22,8 @@ void push_triangle(u32_darray* arr, u32 i0, u32 i1, u32 i2) { void geo_free_data(geometry_data* geo) { vertex_darray_free(geo->vertices); geo->vertices = NULL; - // TODO: do indices as well - /* if (geo->has_indices) { */ - /* u32_darray_free(&geo->indices); */ - /* } */ } -// vertices vec3 plane_vertex_positions[] = { (vec3){ -0.5, 0, -0.5 }, (vec3){ 0.5, 0, -0.5 }, @@ -50,8 +46,8 @@ geometry_data geo_create_plane(f32x2 extents) { VERT_3D(vertices, vert_pos[2], VEC3_Y, vec2(0, 1)); VERT_3D(vertices, vert_pos[3], VEC3_Y, vec2(1, 1)); - push_triangle(indices, 2, 1, 0); - push_triangle(indices, 1, 2, 3); + push_triangle(indices, 0, 1, 2); + push_triangle(indices, 2, 1, 3); geometry_data geo = { .format = VERTEX_STATIC_3D, .vertices = vertices, @@ -62,8 +58,6 @@ geometry_data geo_create_plane(f32x2 extents) { return geo; } -// OLD - static const vec3 BACK_BOT_LEFT = (vec3){ 0, 0, 0 }; static const vec3 BACK_BOT_RIGHT = (vec3){ 1, 0, 0 }; static const vec3 BACK_TOP_LEFT = (vec3){ 0, 1, 0 }; @@ -74,7 +68,6 @@ static const vec3 FRONT_TOP_LEFT = (vec3){ 0, 1, 1 }; static const vec3 FRONT_TOP_RIGHT = (vec3){ 1, 1, 1 }; geometry_data geo_create_cuboid(f32x3 extents) { - /* static mesh prim_cube_mesh_create() { */ vertex_darray* vertices = vertex_darray_new(36); // back faces @@ -142,19 +135,6 @@ geometry_data geo_create_cuboid(f32x3 extents) { return geo; } -/* /\** @brief create a new model with the shape of a cube *\/ */ -/* static model_handle prim_cube_new(core* core) { */ -/* model model = { 0 }; */ -/* mesh cube = prim_cube_mesh_create(); */ - -/* mesh_darray_push(model.meshes, cube); */ -/* assert(mesh_darray_len(model.meshes) == 1); */ - -/* u32 index = (u32)model_darray_len(core->models); */ -/* model_darray_push_copy(core->models, &model); */ -/* return (model_handle){ .raw = index }; */ -/* } */ - // --- Spheres vec3 spherical_to_cartesian_coords(f32 rho, f32 theta, f32 phi) { @@ -252,10 +232,6 @@ geometry_data geo_create_uvsphere(f32 radius, u32 north_south_lines, u32 east_we } } - for (int i = 0; i < vertices->len; i++) { - // print_vec3(vertices->data[i].static_3d.normal); - } - geometry_data geo = { .format = VERTEX_STATIC_3D, .vertices = vertices, 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) {} |