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authoromnisci3nce <omniscient.oce@gmail.com>2024-07-14 21:47:25 +1000
committeromnisci3nce <omniscient.oce@gmail.com>2024-07-14 21:47:25 +1000
commit529a603128d5e9dc4701322f44961f165e2183e1 (patch)
tree3e5d65ac503b971412ae35bfc5fb67a438a3c364 /src
parent5b001d39d42314085164724d3a417fb8ebd54f98 (diff)
generate api docs python
Diffstat (limited to 'src')
-rw-r--r--src/core/core.c2
-rw-r--r--src/core/core.h4
-rw-r--r--src/maths/primitives.c18
-rw-r--r--src/new_render/immdraw.h14
-rw-r--r--src/new_render/render.c107
-rw-r--r--src/new_render/render.h7
-rw-r--r--src/new_render/render_types.h2
-rw-r--r--src/ral/backends/opengl/backend_opengl.c284
-rw-r--r--src/ral/backends/opengl/backend_opengl.h6
-rw-r--r--src/ral/ral_common.c46
-rw-r--r--src/ral/ral_common.h20
-rw-r--r--src/ral/ral_impl.h56
-rw-r--r--src/ral/ral_types.h5
-rw-r--r--src/render/backends/opengl/backend_opengl.c16
-rw-r--r--src/render/bind_group_layouts.h30
-rw-r--r--src/render/immediate.h19
-rw-r--r--src/render/ral.h40
-rw-r--r--src/render/static_pipeline.h30
-rw-r--r--src/resources/gltf.c96
-rw-r--r--src/resources/loaders.h4
-rw-r--r--src/resources/obj.c6
-rw-r--r--src/std/buf.h6
22 files changed, 596 insertions, 222 deletions
diff --git a/src/core/core.c b/src/core/core.c
index 602d35c..385479d 100644
--- a/src/core/core.c
+++ b/src/core/core.c
@@ -34,6 +34,7 @@ void Core_Bringup() {
.scr_height = SCR_HEIGHT,
.clear_colour = (Vec3){ .08, .08, .1 } };
+ g_core.renderer = malloc(Renderer_GetMemReqs());
// initialise all subsystems
if (!Renderer_Init(conf, g_core.renderer)) {
// FATAL("Failed to start renderer");
@@ -61,6 +62,7 @@ void Core_Bringup() {
void Core_Shutdown() {
Input_Shutdown(&g_core.input);
Renderer_Shutdown(g_core.renderer);
+ free(g_core.renderer);
}
bool ShouldExit() {
diff --git a/src/core/core.h b/src/core/core.h
index 7916143..78dcd14 100644
--- a/src/core/core.h
+++ b/src/core/core.h
@@ -9,6 +9,8 @@
typedef struct Core Core;
+struct Renderer;
+
Core* get_global_core();
/** @brief Throws error if the core cannot be instantiated */
@@ -16,6 +18,8 @@ void Core_Bringup();
void Core_Shutdown();
bool ShouldExit();
+struct Renderer* Core_GetRenderer(Core* core);
+
void Frame_Begin();
void Frame_Draw();
void Frame_End();
diff --git a/src/maths/primitives.c b/src/maths/primitives.c
index def2712..e74afcb 100644
--- a/src/maths/primitives.c
+++ b/src/maths/primitives.c
@@ -9,7 +9,7 @@
#define VERT_3D(arr, pos, norm, uv) \
{ \
Vertex v = { .static_3d = { .position = pos, .normal = norm, .tex_coords = uv } }; \
- vertex_darray_push(arr, v); \
+ Vertex_darray_push(arr, v); \
}
void push_triangle(u32_darray* arr, u32 i0, u32 i1, u32 i2) {
@@ -18,12 +18,6 @@ void push_triangle(u32_darray* arr, u32 i0, u32 i1, u32 i2) {
u32_darray_push(arr, i2);
}
-// TODO: move to another file
-void geo_free_data(Geometry* geo) {
- vertex_darray_free(geo->vertices);
- geo->vertices = NULL;
-}
-
Vec3 plane_vertex_positions[] = {
(Vec3){ -0.5, 0, -0.5 },
(Vec3){ 0.5, 0, -0.5 },
@@ -32,7 +26,7 @@ Vec3 plane_vertex_positions[] = {
};
Geometry geo_create_plane(f32x2 extents) {
- Vertex_darray* vertices = vertex_darray_new(4);
+ Vertex_darray* vertices = Vertex_darray_new(4);
u32_darray* indices = u32_darray_new(vertices->len);
Vec3 vert_pos[4];
@@ -69,7 +63,7 @@ static const Vec3 FRONT_TOP_LEFT = (Vec3){ 0, 1, 1 };
static const Vec3 FRONT_TOP_RIGHT = (Vec3){ 1, 1, 1 };
Geometry geo_create_cuboid(f32x3 extents) {
- Vertex_darray* vertices = vertex_darray_new(36);
+ Vertex_darray* vertices = Vertex_darray_new(36);
// back faces
VERT_3D(vertices, BACK_TOP_RIGHT, VEC3_NEG_Z, vec2(1, 0));
@@ -148,7 +142,7 @@ Geometry geo_create_uvsphere(f32 radius, u32 north_south_lines, u32 east_west_li
assert(east_west_lines >= 3); // sphere will be degenerate and look gacked without at least 3
assert(north_south_lines >= 3);
- Vertex_darray* vertices = vertex_darray_new(2 + (east_west_lines - 1) * north_south_lines);
+ Vertex_darray* vertices = Vertex_darray_new(2 + (east_west_lines - 1) * north_south_lines);
// Create a UV sphere with spherical coordinates
// a point P on the unit sphere can be represented P(r, theta, phi)
@@ -180,7 +174,7 @@ Geometry geo_create_uvsphere(f32 radius, u32 north_south_lines, u32 east_west_li
vec3_normalise(position), // normal vector on sphere is same as position
.tex_coords = vec2(0, 0) // TODO
} };
- vertex_darray_push(vertices, v);
+ Vertex_darray_push(vertices, v);
}
}
@@ -188,7 +182,7 @@ Geometry geo_create_uvsphere(f32 radius, u32 north_south_lines, u32 east_west_li
Vertex bot = { .static_3d = { .position = vec3(0, -radius, 0),
.normal = vec3_normalise(vec3(0, -radius, 0)),
.tex_coords = vec2(0, 0) } };
- vertex_darray_push(vertices, bot);
+ Vertex_darray_push(vertices, bot);
u32_darray* indices = u32_darray_new(1);
diff --git a/src/new_render/immdraw.h b/src/new_render/immdraw.h
index c2c3a24..46c5add 100644
--- a/src/new_render/immdraw.h
+++ b/src/new_render/immdraw.h
@@ -6,9 +6,17 @@
#include "defines.h"
#include "maths_types.h"
+typedef struct Immdraw_Storage {
+
+} Immdraw_Storage;
+
// --- Public API
+PUB void Immdraw_Init(Immdraw_Storage* storage);
+PUB void Immdraw_Shutdown(Immdraw_Storage* storage);
-void Immdraw_Cuboid(Transform tf);
-void Immdraw_Sphere(Transform tf, f32 size);
-void Immdraw_TransformGizmo(Transform tf, f32 size);
+// These functions cause a pipeline switch and so aren't optimised for performance
+PUB void Immdraw_Plane(Transform tf, Vec4 colour, bool wireframe);
+PUB void Immdraw_Cuboid(Transform tf, Vec4 colour, bool wireframe);
+PUB void Immdraw_Sphere(Transform tf, f32 size, Vec4 colour, bool wireframe);
+PUB void Immdraw_TransformGizmo(Transform tf, f32 size);
diff --git a/src/new_render/render.c b/src/new_render/render.c
index f5547d5..cfd0b11 100644
--- a/src/new_render/render.c
+++ b/src/new_render/render.c
@@ -2,13 +2,23 @@
* @brief
*/
+#include <glfw3.h>
#include "render.h"
+#include "core.h"
+#include "camera.h"
+#include "colours.h"
+#include "log.h"
+#include "maths.h"
#include "maths_types.h"
#include "pbr.h"
#include "ral_common.h"
+#include "ral_impl.h"
#include "render_scene.h"
+#include "render_types.h"
#include "shadows.h"
+extern Core g_core;
+
struct Renderer {
struct GLFWwindow* window;
RendererConfig config;
@@ -21,14 +31,105 @@ struct Renderer {
Shadow_Storage* shadows;
// Terrain_Storage terrain;
// Text_Storage text;
- struct ResourcePools* resource_pools;
+ ResourcePools* resource_pools;
};
-bool Renderer_Init(RendererConfig config, Renderer* renderer) {
+bool Renderer_Init(RendererConfig config, Renderer* ren) {
+ INFO("Renderer init");
+
+ // init resource pools
+ DEBUG("Initialise GPU resource pools");
+ arena pool_arena = arena_create(malloc(1024 * 1024), 1024 * 1024);
+ ren->resource_pools = arena_alloc(&pool_arena, sizeof(struct ResourcePools));
+ ResourcePools_Init(&pool_arena, ren->resource_pools);
+
+ // GLFW window creation
+
+ // NOTE: all platforms use GLFW at the moment but thats subject to change
+ glfwInit();
+
+ #if defined(CEL_REND_BACKEND_OPENGL)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
+ #elif defined(CEL_REND_BACKEND_VULKAN)
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
+ #endif
+
+ GLFWwindow* window = glfwCreateWindow(config.scr_width, config.scr_height,
+ config.window_name, NULL, NULL);
+ if (window == NULL) {
+ ERROR("Failed to create GLFW window\n");
+ glfwTerminate();
+ return false;
+ }
+ ren->window = window;
+
+ glfwMakeContextCurrent(ren->window);
+
// set the RAL backend up
+ if (!GPU_Backend_Init(config.window_name, window, ren->resource_pools)) {
+ return false;
+ }
+
+ GPU_Device_Create(&ren->device);
+ GPU_Swapchain_Create(&ren->swapchain);
+
+
+ // set up default scene
+ Camera default_cam =
+ Camera_Create(vec3(0.0, 2.0, 4.0), vec3_normalise(vec3(0.0, -2.0, -4.0)), VEC3_Y, 45.0);
+ SetCamera(default_cam);
+ PointLight default_light = { /* TODO */ };
+ SetPointLight(default_light);
// create our renderpasses
- Shadow_Init(renderer->shadows);
+ Shadow_Init(ren->shadows);
return true;
}
+
+void Renderer_Shutdown(Renderer* renderer) { }
+size_t Renderer_GetMemReqs() { return sizeof(Renderer); }
+
+void Render_FrameBegin(Renderer *renderer) {
+ renderer->frame_aborted = false;
+ if (GPU_Backend)
+
+}
+void Render_FrameEnd(Renderer* renderer) {
+
+}
+void Render_RenderEntities(RenderEnt* entities, size_t entity_count) {
+ Renderer* ren = Core_GetRenderer(&g_core);
+
+ GPU_CmdEncoder* enc = GPU_GetDefaultEncoder();
+ // bind shadow
+ GPU_EncodeBindPipeline(enc, ren->shadows)
+
+}
+
+Mesh Mesh_Create(Geometry* geometry, bool free_on_upload) {
+ Mesh m = { 0 };
+
+ // Create and upload vertex buffer
+ size_t vert_bytes = geometry->vertices->len * sizeof(Vertex);
+ INFO("Creating vertex buffer with size %d (%d x %d)", vert_bytes, geometry->vertices->len,
+ sizeof(Vertex));
+ m.vertex_buffer = GPU_BufferCreate(vert_bytes, BUFFER_VERTEX, BUFFER_FLAG_GPU,
+ geometry->vertices->data);
+
+ // Create and upload index buffer
+ size_t index_bytes = geometry->indices->len * sizeof(u32);
+ INFO("Creating index buffer with size %d (len: %d)", index_bytes, geometry->indices->len);
+ m.index_buffer = GPU_BufferCreate(index_bytes, BUFFER_INDEX, BUFFER_FLAG_GPU,
+ geometry->indices->data);
+
+ m.is_uploaded = true;
+ m.geometry = geometry;
+ if (free_on_upload) {
+ Geometry_Destroy(geometry);
+ }
+ return m;
+}
diff --git a/src/new_render/render.h b/src/new_render/render.h
index b0b5495..6e9f380 100644
--- a/src/new_render/render.h
+++ b/src/new_render/render.h
@@ -24,6 +24,10 @@ typedef struct RenderCtx {
PUB bool Renderer_Init(RendererConfig config, Renderer* renderer);
PUB void Renderer_Shutdown(Renderer* renderer);
+PUB size_t Renderer_GetMemReqs();
+
+// internal init functions
+void DefaultPipelinesInit(Renderer* renderer);
// NOTE: All of these functions grab the Renderer instance off the global Core
PUB void Render_FrameBegin(Renderer* renderer);
@@ -37,12 +41,13 @@ PUB void Render_RenderEntities(RenderEnt* entities, size_t entity_count);
// --- Resources
PUB TextureHandle TextureUpload();
-PUB ModelHandle ModelLoad(const char* name, const char* filepath);
+PUB ModelHandle ModelLoad(const char* debug_name, const char* filepath);
// --- Rendering Data
PUB Mesh Mesh_Create(Geometry* geometry, bool free_on_upload);
PUB void Mesh_Delete(Mesh* mesh);
+void Geometry_Destroy(Geometry* geometry);
// --- Drawing
diff --git a/src/new_render/render_types.h b/src/new_render/render_types.h
index b27bf2f..1cf6c7e 100644
--- a/src/new_render/render_types.h
+++ b/src/new_render/render_types.h
@@ -27,7 +27,7 @@ typedef struct u32_opt {
} u32_opt;
typedef struct Mesh {
- BufferHandle vextex_buffer;
+ BufferHandle vertex_buffer;
BufferHandle index_buffer;
Geometry* geometry; // NULL means it has been freed CPU-side
bool is_uploaded; // has the data been uploaded to the GPU
diff --git a/src/ral/backends/opengl/backend_opengl.c b/src/ral/backends/opengl/backend_opengl.c
new file mode 100644
index 0000000..2c7c411
--- /dev/null
+++ b/src/ral/backends/opengl/backend_opengl.c
@@ -0,0 +1,284 @@
+#include <assert.h>
+#include "backend_opengl.h"
+#include "log.h"
+#include "mem.h"
+#include "ral_common.h"
+#include "ral_impl.h"
+#include "ral_types.h"
+
+#include <glad/glad.h>
+#include <glfw3.h>
+
+typedef struct OpenglCtx {
+ GLFWwindow* window;
+ arena pool_arena;
+ GPU_CmdBuffer main_cmd_buffer;
+ GPU_BackendPools gpu_pools;
+ ResourcePools* resource_pools;
+} OpenglCtx;
+
+static OpenglCtx context;
+
+bool GPU_Backend_Init(const char* window_name, struct GLFWwindow *window, struct ResourcePools* res_pools) {
+ INFO("loading OpenGL backend");
+
+ memset(&context, 0, sizeof(context));
+ context.window = window;
+
+ size_t pool_buffer_size = 1024 * 1024;
+ context.pool_arena = arena_create(malloc(pool_buffer_size), pool_buffer_size);
+
+ BackendPools_Init(&context.pool_arena, &context.gpu_pools);
+ context.resource_pools = res_pools;
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
+
+ // glad: load all opengl function pointers
+ if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
+ ERROR("Failed to initialise GLAD \n");
+ return false;
+ }
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+
+ return true;
+}
+
+// All of these are no-ops in OpenGL
+void GPU_Backend_Shutdown() {}
+bool GPU_Device_Create(GPU_Device* out_device) { return true; }
+void GPU_Device_Destroy(GPU_Device* device) {}
+bool GPU_Swapchain_Create(GPU_Swapchain* out_swapchain) { return true; }
+void GPU_Swapchain_Destroy(GPU_Swapchain* swapchain) {}
+void GPU_CmdEncoder_Destroy(GPU_CmdEncoder* encoder) {}
+void GPU_CmdEncoder_BeginRender(GPU_CmdEncoder* encoder, GPU_Renderpass* renderpass) {}
+void GPU_CmdEncoder_EndRender(GPU_CmdEncoder* encoder) {}
+GPU_CmdEncoder* GPU_GetDefaultEncoder() {
+ return context.
+}
+void GPU_QueueSubmit(GPU_CmdBuffer* cmd_buffer) {}
+
+GPU_Renderpass* GPU_Renderpass_Create(GPU_RenderpassDesc description) {
+ // allocate new pass
+ GPU_Renderpass* renderpass = Renderpass_pool_alloc(&context.gpu_pools.renderpasses, NULL);
+ renderpass->description = description;
+
+ if (!description.default_framebuffer) {
+ // If we're not using the default framebuffer we need to generate a new one
+ GLuint gl_fbo_id;
+ glGenFramebuffers(1, &gl_fbo_id);
+ renderpass->fbo = gl_fbo_id;
+ } else {
+ renderpass->fbo = OPENGL_DEFAULT_FRAMEBUFFER;
+ assert(!description.has_color_target);
+ assert(!description.has_depth_stencil);
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, renderpass->fbo);
+
+ if (description.has_color_target && !description.default_framebuffer) {
+ GPU_Texture* colour_attachment = TEXTURE_GET(description.color_target);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ colour_attachment->id, 0);
+ }
+ if (description.has_depth_stencil && !description.default_framebuffer) {
+ GPU_Texture* depth_attachment = TEXTURE_GET(description.depth_stencil);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_attachment->id,
+ 0);
+ }
+
+ if (description.has_depth_stencil && !description.has_color_target) {
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0); // reset to default framebuffer
+
+ return renderpass;
+}
+
+void GPU_Renderpass_Destroy(GPU_Renderpass* pass) { glDeleteFramebuffers(1, &pass->fbo); }
+
+GPU_Pipeline* GPU_GraphicsPipeline_Create(GraphicsPipelineDesc description, GPU_Renderpass* renderpass) {
+ GPU_Pipeline* pipeline = Pipeline_pool_alloc(&context.gpu_pools.pipelines, NULL);
+
+ // Create shader program
+ u32 shader_id = shader_create_separate(description.vs.filepath.buf, description.fs.filepath.buf);
+ pipeline->shader_id = shader_id;
+
+ // Vertex format
+ 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++) {
+ ShaderDataLayout sdl = description.data_layouts[layout_i].get_layout(NULL);
+ TRACE("Got shader data layout %d's bindings! . found %d", layout_i, sdl.binding_count);
+
+ for (u32 binding_j = 0; binding_j < sdl.binding_count; binding_j++) {
+ u32 binding_id = binding_j;
+ assert(binding_id < MAX_PIPELINE_UNIFORM_BUFFERS);
+ ShaderBinding binding = sdl.bindings[binding_j];
+ // Do I want Buffer vs Bytes?
+ if (binding.kind == BINDING_BUFFER) {
+ static u32 s_binding_point = 0;
+ BufferHandle ubo_handle =
+ GPU_BufferCreate(binding.data.bytes.size, BUFFER_UNIFORM, BUFFER_FLAG_GPU, NULL); // no data right now
+ 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 %s: %d", binding.label, blockIndex);
+ if (blockIndex < 0) {
+ WARN("Couldn't retrieve block index for uniform block '%s'", binding.label);
+ } else {
+ // DEBUG("Retrived block index %d for %s", blockIndex, binding.label);
+ }
+ u32 blocksize;
+ glGetActiveUniformBlockiv(pipeline->shader_id, blockIndex, GL_UNIFORM_BLOCK_DATA_SIZE,
+ &blocksize);
+ printf("\t with size %d bytes\n", blocksize);
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, s_binding_point, ubo_buf->id.ubo);
+ if (blockIndex != GL_INVALID_INDEX) {
+ 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;
+
+ return pipeline;
+}
+
+void GraphicsPipeline_Destroy(GPU_Pipeline* pipeline) {}
+
+GPU_CmdEncoder GPU_CmdEncoder_Create() {
+ GPU_CmdEncoder encoder = { 0 };
+ return encoder;
+}
+
+
+BufferHandle GPU_BufferCreate(u64 size, GPU_BufferType buf_type, GPU_BufferFlags flags, const void *data) {
+ // "allocating" the cpu-side buffer struct
+ BufferHandle handle;
+ GPU_Buffer* buffer = Buffer_pool_alloc(&context.resource_pools, &handle);
+ buffer->size = size;
+ buffer->vao = 0;
+
+ // Opengl buffer
+ GLuint gl_buffer_id;
+ glGenBuffers(1, &gl_buffer_id);
+
+ GLenum gl_buf_type;
+ GLenum gl_buf_usage = GL_STATIC_DRAW;
+
+ switch (buf_type) {
+ case BUFFER_UNIFORM:
+ DEBUG("Creating Uniform buffer");
+ gl_buf_type = GL_UNIFORM_BUFFER;
+ /* gl_buf_usage = GL_DYNAMIC_DRAW; */
+ buffer->id.ubo = gl_buffer_id;
+ break;
+ case BUFFER_DEFAULT:
+ case BUFFER_VERTEX:
+ DEBUG("Creating Vertex buffer");
+ gl_buf_type = GL_ARRAY_BUFFER;
+ buffer->id.vbo = gl_buffer_id;
+ break;
+ case BUFFER_INDEX:
+ DEBUG("Creating Index buffer");
+ gl_buf_type = GL_ELEMENT_ARRAY_BUFFER;
+ buffer->id.ibo = gl_buffer_id;
+ break;
+ default:
+ WARN("Unimplemented gpu_buffer_type provided %s", buffer_type_names[buf_type]);
+ break;
+ }
+ // bind buffer
+ glBindBuffer(gl_buf_type, gl_buffer_id);
+
+ if (data) {
+ TRACE("Upload data (%d bytes) as part of buffer creation", size);
+ glBufferData(gl_buf_type, buffer->size, data, gl_buf_usage);
+ } else {
+ TRACE("Allocating but not uploading (%d bytes)", size);
+ glBufferData(gl_buf_type, buffer->size, NULL, gl_buf_usage);
+ }
+
+ glBindBuffer(gl_buf_type, 0);
+
+ return handle;
+}
+
+TextureHandle GPU_TextureCreate(TextureDesc desc, bool create_view, const void *data) {
+ // "allocating" the cpu-side struct
+ TextureHandle handle;
+ GPU_Texture* texture = Texture_pool_alloc(&context.resource_pools->textures, &handle);
+ DEBUG("Allocated texture with handle %d", handle.raw);
+
+ GLuint gl_texture_id;
+ glGenTextures(1, &gl_texture_id);
+ texture->id = gl_texture_id;
+
+ glBindTexture(GL_TEXTURE_2D, gl_texture_id);
+
+ GLint internal_format =
+ desc.format == TEXTURE_FORMAT_DEPTH_DEFAULT ? GL_DEPTH_COMPONENT : GL_RGB;
+ GLenum format = desc.format == TEXTURE_FORMAT_DEPTH_DEFAULT ? GL_DEPTH_COMPONENT : GL_RGBA;
+ GLenum data_type = desc.format == TEXTURE_FORMAT_DEPTH_DEFAULT ? GL_FLOAT : GL_UNSIGNED_BYTE;
+
+ if (desc.format == TEXTURE_FORMAT_DEPTH_DEFAULT) {
+ 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);
+ } else {
+ // 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);
+ }
+
+ if (data) {
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, desc.extents.x, desc.extents.y, 0, format,
+ data_type, data);
+ glGenerateMipmap(GL_TEXTURE_2D);
+ } else {
+ WARN("No image data provided");
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, desc.extents.x, desc.extents.y, 0, format,
+ data_type, NULL);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ return handle;
+}
+
+void GPU_TextureDestroy(TextureHandle handle) {
+ glDeleteTextures(1, &handle.raw);
+}
+
+// TODO: void GPU_TextureUpload(TextureHandle handle, size_t n_bytes, const void* data)
+
+bool GPU_Backend_BeginFrame() {
+ glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+}
+
+void GPU_Backend_EndFrame() {
+ glfwSwapBuffers(context.window);
+}
diff --git a/src/ral/backends/opengl/backend_opengl.h b/src/ral/backends/opengl/backend_opengl.h
index 22162f3..4fbb4bb 100644
--- a/src/ral/backends/opengl/backend_opengl.h
+++ b/src/ral/backends/opengl/backend_opengl.h
@@ -39,11 +39,11 @@ typedef struct GPU_Renderpass {
typedef struct GPU_CmdEncoder {
GPU_Pipeline *pipeline;
-} GPU_CmdEncoder; // Recording
+} GPU_CmdEncoder; // Recording
-typedef struct gpu_cmd_buffer {
+typedef struct GPU_CmdBuffer {
void *pad;
-} gpu_cmd_buffer; // Ready for submission
+} GPU_CmdBuffer; // Ready for submission
typedef struct GPU_Buffer {
union {
diff --git a/src/ral/ral_common.c b/src/ral/ral_common.c
index 89d475b..8ff282e 100644
--- a/src/ral/ral_common.c
+++ b/src/ral/ral_common.c
@@ -1,7 +1,7 @@
#include "ral_common.h"
#include "ral_impl.h"
-void backend_pools_init(arena* a, GPU_BackendPools* backend_pools) {
+void BackendPools_Init(arena* a, GPU_BackendPools* backend_pools) {
PipelineLayout_pool pipeline_layout_pool =
PipelineLayout_pool_create(a, MAX_PIPELINES, sizeof(GPU_PipelineLayout));
backend_pools->pipeline_layouts = pipeline_layout_pool;
@@ -11,9 +11,51 @@ void backend_pools_init(arena* a, GPU_BackendPools* backend_pools) {
backend_pools->renderpasses = rpass_pool;
}
-void resource_pools_init(arena* a, struct ResourcePools* res_pools) {
+void ResourcePools_Init(arena* a, struct ResourcePools* res_pools) {
Buffer_pool buf_pool = Buffer_pool_create(a, MAX_BUFFERS, sizeof(GPU_Buffer));
res_pools->buffers = buf_pool;
Texture_pool tex_pool = Texture_pool_create(a, MAX_TEXTURES, sizeof(GPU_Texture));
res_pools->textures = tex_pool;
}
+
+VertexDescription static_3d_vertex_description() {
+ VertexDescription builder = { .debug_label = "Standard static 3d vertex format" };
+ VertexDesc_AddAttr(&builder, "inPosition", ATTR_F32x3);
+ VertexDesc_AddAttr(&builder, "inNormal", ATTR_F32x3);
+ VertexDesc_AddAttr(&builder, "inTexCoords", ATTR_F32x2);
+ builder.use_full_vertex_size = true;
+ return builder;
+}
+
+void VertexDesc_AddAttr(VertexDescription* builder, const char* name, VertexAttribType type) {
+ u32 i = builder->attributes_count;
+
+ size_t size = VertexAttribSize(type);
+ builder->attributes[i] = type;
+ builder->stride += size;
+ builder->attr_names[i] = name;
+
+ builder->attributes_count++;
+}
+
+size_t VertexAttribSize(VertexAttribType attr) {
+ switch (attr) {
+ case ATTR_F32:
+ case ATTR_U32:
+ case ATTR_I32:
+ return 4;
+ case ATTR_F32x2:
+ case ATTR_U32x2:
+ case ATTR_I32x2:
+ return 8;
+ case ATTR_F32x3:
+ case ATTR_U32x3:
+ case ATTR_I32x3:
+ return 12;
+ case ATTR_F32x4:
+ case ATTR_U32x4:
+ case ATTR_I32x4:
+ return 16;
+ break;
+ }
+}
diff --git a/src/ral/ral_common.h b/src/ral/ral_common.h
index 1088404..0f7c1b7 100644
--- a/src/ral/ral_common.h
+++ b/src/ral/ral_common.h
@@ -1,3 +1,6 @@
+/**
+ * @brief Common functions that don't actually depend on the specific backend
+*/
#pragma once
#include "defines.h"
#include "buf.h"
@@ -5,7 +8,6 @@
#include "ral_types.h"
#include "ral_impl.h"
-
TYPED_POOL(GPU_Buffer, Buffer);
TYPED_POOL(GPU_Texture, Texture);
TYPED_POOL(GPU_PipelineLayout, PipelineLayout);
@@ -17,23 +19,23 @@ TYPED_POOL(GPU_Renderpass, Renderpass);
#define TEXTURE_GET(h) (texture_pool_get(&context.resource_pools->textures, h))
// --- Pools
-typedef struct GPU_BackendPools{
+typedef struct GPU_BackendPools {
Pipeline_pool pipelines;
PipelineLayout_pool pipeline_layouts;
Renderpass_pool renderpasses;
} GPU_BackendPools;
-void backend_pools_init(arena* a, GPU_BackendPools* backend_pools);
+void BackendPools_Init(arena* a, GPU_BackendPools* backend_pools);
struct ResourcePools {
Buffer_pool buffers;
Texture_pool textures;
};
-void resource_pools_init(arena* a, struct ResourcePools* res_pools);
-
+typedef struct ResourcePools ResourcePools;
+void ResourcePools_Init(arena* a, struct ResourcePools* res_pools);
// --- Vertex formats
-bytebuffer vertices_as_bytebuffer(arena* a, VertexFormat format, Vertex_darray* vertices);
-
-void vertex_desc_add(VertexDescription* builder, const char* name, VertexAttribType type);
VertexDescription static_3d_vertex_description();
-size_t vertex_attrib_size(VertexAttribType attr);
+
+void VertexDesc_AddAttr(VertexDescription* builder, const char* name, VertexAttribType type);
+
+size_t VertexAttribSize(VertexAttribType attr);
diff --git a/src/ral/ral_impl.h b/src/ral/ral_impl.h
index 4d1c17a..a896eff 100644
--- a/src/ral/ral_impl.h
+++ b/src/ral/ral_impl.h
@@ -2,7 +2,9 @@
* @brief
*/
#pragma once
+#include "buf.h"
#include "defines.h"
+#include "ral_common.h"
#include "ral_types.h"
struct GLFWwindow;
@@ -18,7 +20,9 @@ typedef struct GPU_CmdBuffer GPU_CmdBuffer; // Ready for submission
typedef struct GPU_Buffer GPU_Buffer;
typedef struct GPU_Texture GPU_Texture;
-bool GPU_Backend_Init(const char* window_name, struct GLFWwindow* window);
+struct ResourcePools;
+
+bool GPU_Backend_Init(const char* window_name, struct GLFWwindow* window, struct ResourcePools* res_pools);
void GPU_Backend_Shutdown();
bool GPU_Device_Create(GPU_Device* out_device);
@@ -27,12 +31,54 @@ void GPU_Device_Destroy(GPU_Device* device);
bool GPU_Swapchain_Create(GPU_Swapchain* out_swapchain);
void GPU_Swapchain_Destroy(GPU_Swapchain* swapchain);
-GPU_Renderpass* GPU_Renderpass_Create(GPU_RenderpassDesc description);
-void GPU_Renderpass_Destroy(GPU_Renderpass* pass);
+PUB GPU_Renderpass* GPU_Renderpass_Create(GPU_RenderpassDesc description);
+PUB void GPU_Renderpass_Destroy(GPU_Renderpass* pass);
+
+PUB GPU_Pipeline* GPU_GraphicsPipeline_Create(GraphicsPipelineDesc description, GPU_Renderpass* renderpass);
+PUB void GraphicsPipeline_Destroy(GPU_Pipeline* pipeline);
+
+// --- Command buffer
+PUB GPU_CmdEncoder GPU_CmdEncoder_Create();
+PUB void GPU_CmdEncoder_Destroy(GPU_CmdEncoder* encoder);
+PUB void GPU_CmdEncoder_BeginRender(GPU_CmdEncoder* encoder, GPU_Renderpass* renderpass);
+PUB void GPU_CmdEncoder_EndRender(GPU_CmdEncoder* encoder);
+PUB GPU_CmdEncoder* GPU_GetDefaultEncoder();
+PUB void GPU_QueueSubmit(GPU_CmdBuffer* cmd_buffer);
+
+// --- Buffers
+PUB BufferHandle GPU_BufferCreate(u64 size, GPU_BufferType buf_type, GPU_BufferFlags flags, const void* data);
+PUB void GPU_BufferDestroy(BufferHandle handle);
+PUB void GPU_BufferUpload(BufferHandle buffer, size_t n_bytes, const void* data);
+
+// --- Textures
+PUB TextureHandle GPU_TextureCreate(TextureDesc desc, bool create_view, const void* data);
+PUB void GPU_TextureDestroy(TextureHandle handle);
+PUB void GPU_TextureUpload(TextureHandle handle, size_t n_bytes, const void* data);
+
+// --- Data copy commands
+// TODO: Rename these to reflect current coding style
+void encode_buffer_copy(GPU_CmdEncoder* encoder, BufferHandle src, u64 src_offset,
+ BufferHandle dst, u64 dst_offset, u64 copy_size);
+void buffer_upload_bytes(BufferHandle gpu_buf, bytebuffer cpu_buf, u64 offset, u64 size);
+
+void copy_buffer_to_buffer_oneshot(BufferHandle src, u64 src_offset, BufferHandle dst,
+ u64 dst_offset, u64 copy_size);
+void copy_buffer_to_image_oneshot(BufferHandle src, TextureHandle dst);
+
+// --- Render commands
+PUB void GPU_EncodeBindPipeline(GPU_CmdEncoder* encoder, GPU_Pipeline* pipeline);
+PUB void GPU_EncodeBindShaderData(GPU_CmdEncoder* encoder, u32 group, ShaderData* data);
+void GPU_EncodeSetDefaults(GPU_CmdEncoder* encoder);
+PUB void GPU_EncodeSetVertexBuffer(GPU_CmdEncoder* encoder, BufferHandle buf);
+PUB void GPU_EncodeSetIndexBuffer(GPU_CmdEncoder* encoder, BufferHandle buf);
+PUB void GPU_EncodeDraw(GPU_CmdEncoder* encoder, u64 count);
+PUB void GPU_EncodeDrawIndexed(GPU_CmdEncoder* encoder, u64 index_count);
-GPU_Pipeline* GPU_GraphicsPipeline_Create(GraphicsPipelineDesc description, GPU_Renderpass* renderpass);
-void GraphicsPipeline_Destroy(GPU_Pipeline* pipeline);
+// --- Frame cycle
+PUB bool GPU_Backend_BeginFrame();
+PUB void GPU_Backend_EndFrame();
+// Concrete implementation
#if defined(CEL_REND_BACKEND_OPENGL)
#include "backend_opengl.h"
#endif
diff --git a/src/ral/ral_types.h b/src/ral/ral_types.h
index 0ba7f87..188951a 100644
--- a/src/ral/ral_types.h
+++ b/src/ral/ral_types.h
@@ -176,7 +176,7 @@ typedef struct ShaderDataLayout {
size_t binding_count;
} ShaderDataLayout;
-typedef ShaderDataLayout (*FN_GetBindingLayout)(void);
+typedef ShaderDataLayout (*FN_GetBindingLayout)(void* data);
typedef struct ShaderData {
FN_GetBindingLayout get_layout;
@@ -197,7 +197,6 @@ typedef enum PrimitiveTopology {
typedef enum CullMode { CULL_BACK_FACE, CULL_FRONT_FACE, CULL_COUNT } CullMode;
typedef struct GraphicsPipelineDesc {
- // GPU_Renderpass* renderpass -> takes a renderpass in the create function
const char* debug_name;
VertexDescription vertex_desc;
ShaderDesc vs; /** @brief Vertex shader stage */
@@ -205,7 +204,7 @@ typedef struct GraphicsPipelineDesc {
// Roughly equivalent to a descriptor set layout each. each layout can have multiple bindings
// examples:
- // - uniform buffer reprensenting view projection matrix
+ // - uniform buffer representing view projection matrix
// - texture for shadow map
ShaderData data_layouts[MAX_SHADER_DATA_LAYOUTS];
u32 data_layouts_count;
diff --git a/src/render/backends/opengl/backend_opengl.c b/src/render/backends/opengl/backend_opengl.c
index 70e10d7..43105e2 100644
--- a/src/render/backends/opengl/backend_opengl.c
+++ b/src/render/backends/opengl/backend_opengl.c
@@ -1,7 +1,6 @@
#include <stddef.h>
#include <stdio.h>
#include <string.h>
-#include "builtin_materials.h"
#include "colours.h"
#include "maths.h"
#include "opengl_helpers.h"
@@ -63,11 +62,6 @@ bool gpu_backend_init(const char* window_name, struct GLFWwindow* window) {
return true;
}
-void gpu_backend_shutdown() {}
-
-bool gpu_device_create(gpu_device* out_device) { /* No-op in OpenGL */ }
-void gpu_device_destroy() { /* No-op in OpenGL */ }
-
// --- Render Pipeline
gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc description) {
gpu_pipeline* pipeline = pipeline_pool_alloc(&context.gpu_pools.pipelines, NULL);
@@ -168,10 +162,6 @@ gpu_renderpass* gpu_renderpass_create(const gpu_renderpass_desc* description) {
}
void gpu_renderpass_destroy(gpu_renderpass* pass) { glDeleteFramebuffers(1, &pass->fbo); }
-// --- Swapchain
-bool gpu_swapchain_create(gpu_swapchain* out_swapchain) {}
-void gpu_swapchain_destroy(gpu_swapchain* swapchain) {}
-
// --- Command buffer
gpu_cmd_encoder gpu_cmd_encoder_create() {
gpu_cmd_encoder encoder = { 0 };
@@ -180,12 +170,9 @@ 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) {
- // 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); */
- // FIXME: account for both
if (renderpass->description.has_depth_stencil) {
glClear(GL_DEPTH_BUFFER_BIT);
} else {
@@ -353,9 +340,6 @@ buffer_handle gpu_buffer_create(u64 size, gpu_buffer_type buf_type, gpu_buffer_f
return handle;
}
-void gpu_buffer_destroy(buffer_handle buffer) {}
-void gpu_buffer_upload(const void* data) {}
-
texture_handle gpu_texture_create(texture_desc desc, bool create_view, const void* data) {
// "allocating" the cpu-side struct
texture_handle handle;
diff --git a/src/render/bind_group_layouts.h b/src/render/bind_group_layouts.h
deleted file mode 100644
index 246d1ef..0000000
--- a/src/render/bind_group_layouts.h
+++ /dev/null
@@ -1,30 +0,0 @@
-/**
- * @file bind_group_layouts.h
- * @author your name (you@domain.com)
- * @brief Common bindgroups (descriptor set layouts)
- * @version 0.1
- * @date 2024-04-28
- *
- * @copyright Copyright (c) 2024
- *
- */
-#pragma once
-#include "defines.h"
-#include "maths_types.h"
-
-// Three major sets
-
-// 1. Scene / Global
-typedef struct bg_globals {
- mat4 view;
- mat4 projection;
- f32 total_time;
- f32 delta_time;
-} bg_globals;
-
-// 2. Material (once per object)
-
-// 3. Per draw call
-typedef struct bg_model {
- mat4 model;
-} bg_model;
diff --git a/src/render/immediate.h b/src/render/immediate.h
deleted file mode 100644
index f4b1729..0000000
--- a/src/render/immediate.h
+++ /dev/null
@@ -1,19 +0,0 @@
-#pragma once
-
-#include "geometry.h"
-#include "maths_types.h"
-
-typedef struct immdraw_system immdraw_system;
-
-bool immdraw_system_init(immdraw_system* state);
-void immdraw_system_shutdown(immdraw_system* state);
-void immdraw_system_render(immdraw_system* state);
-
-// 3. SIMA (simplified immediate mode api) / render.h
-// - dont need to worry about uploading mesh data
-// - very useful for debugging
-void immdraw_plane(vec3 pos, quat rotation, f32 u_scale, f32 v_scale, vec4 colour);
-void immdraw_cuboid(vec3 pos, quat rotation, f32x3 extents, vec4 colour);
-void immdraw_sphere(vec3 pos, f32 radius, vec4 colour);
-
-void immdraw_camera_frustum();
diff --git a/src/render/ral.h b/src/render/ral.h
index 792bb4e..fc3c96c 100644
--- a/src/render/ral.h
+++ b/src/render/ral.h
@@ -109,24 +109,24 @@ typedef struct gpu_renderpass_desc {
} gpu_renderpass_desc;
// --- Lifecycle functions
-bool gpu_backend_init(const char* window_name, struct GLFWwindow* window);
-void gpu_backend_shutdown();
+// bool gpu_backend_init(const char* window_name, struct GLFWwindow* window);
+// void gpu_backend_shutdown();
void resource_pools_init(arena* a, struct resource_pools* res_pools);
-bool gpu_device_create(gpu_device* out_device);
-void gpu_device_destroy();
+// bool gpu_device_create(gpu_device* out_device);
+// void gpu_device_destroy();
-// --- Render Pipeline
-gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc description);
-void gpu_pipeline_destroy(gpu_pipeline* pipeline);
+// // --- Render Pipeline
+// gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc description);
+// void gpu_pipeline_destroy(gpu_pipeline* pipeline);
-// --- Renderpass
-gpu_renderpass* gpu_renderpass_create(const gpu_renderpass_desc* description);
-void gpu_renderpass_destroy(gpu_renderpass* pass);
+// // --- Renderpass
+// gpu_renderpass* gpu_renderpass_create(const gpu_renderpass_desc* description);
+// void gpu_renderpass_destroy(gpu_renderpass* pass);
-// --- Swapchain
-bool gpu_swapchain_create(gpu_swapchain* out_swapchain);
-void gpu_swapchain_destroy(gpu_swapchain* swapchain);
+// // --- Swapchain
+// bool gpu_swapchain_create(gpu_swapchain* out_swapchain);
+// void gpu_swapchain_destroy(gpu_swapchain* swapchain);
// --- Command buffer
gpu_cmd_encoder gpu_cmd_encoder_create();
@@ -167,20 +167,6 @@ void encode_draw_indexed(gpu_cmd_encoder* encoder, u64 index_count);
void encode_clear_buffer(gpu_cmd_encoder* encoder, buffer_handle buf);
// --- Buffers
-buffer_handle gpu_buffer_create(u64 size, gpu_buffer_type buf_type, gpu_buffer_flags flags,
- const void* data);
-void gpu_buffer_destroy(buffer_handle buffer);
-void gpu_buffer_upload(const void* data);
-
-// Textures
-/** @brief Create a new GPU texture resource.
- * @param create_view creates a texture view (with same dimensions) at the same time
- * @param data if not NULL then the data stored at the pointer will be uploaded to the GPU texture
- * @note automatically creates a sampler for you */
-texture_handle gpu_texture_create(texture_desc desc, bool create_view, const void* data);
-void gpu_texture_destroy(texture_handle);
-void gpu_texture_upload(texture_handle texture, const void* data);
-
// --- Vertex formats
bytebuffer vertices_as_bytebuffer(arena* a, vertex_format format, vertex_darray* vertices);
diff --git a/src/render/static_pipeline.h b/src/render/static_pipeline.h
deleted file mode 100644
index bf5bc42..0000000
--- a/src/render/static_pipeline.h
+++ /dev/null
@@ -1,30 +0,0 @@
-#pragma once
-#include "defines.h"
-#include "maths_types.h"
-#include "ral.h"
-#include "ral_types.h"
-#include "render_types.h"
-
-typedef struct mvp_uniforms {
- mat4 model;
- mat4 view;
- mat4 projection;
-} mvp_uniforms;
-typedef struct my_shader_bind_group {
- mvp_uniforms mvp;
-} my_shader_bind_group;
-
-static shader_data_layout mvp_uniforms_layout(void* data) {
- my_shader_bind_group* d = (my_shader_bind_group*)data;
- bool has_data = data != NULL;
-
- shader_binding b1 = { .label = "Matrices",
- .type = SHADER_BINDING_BYTES,
- .stores_data = has_data,
- .data = { .bytes = { .size = sizeof(mvp_uniforms) } } };
-
- if (has_data) {
- b1.data.bytes.data = &d->mvp;
- }
- return (shader_data_layout){ .name = "global_ubo", .bindings = { b1 }, .bindings_count = 1 };
-}
diff --git a/src/resources/gltf.c b/src/resources/gltf.c
index e381954..69ae9e1 100644
--- a/src/resources/gltf.c
+++ b/src/resources/gltf.c
@@ -50,7 +50,7 @@ ModelHandle model_load_gltf(const char *path, bool invert_texture_y) {
const char *file_string = string_from_file(path);
ModelHandle handle;
- // modfl *model = model_pool_alloc(&g_core.models, &handle);
+ // Model *model = model_pool_alloc(&g_core.models, &handle);
// model->name = str8_cstr_view(path);
// model->meshes = mesh_darray_new(1);
// model->materials = material_darray_new(1);
@@ -184,7 +184,8 @@ bool model_load_gltf_str(const char *file_string, const char *filepath, Str8 rel
normal_tex_view.texture->image->uri);
// material our_material =
- // pbr_material_load(albedo_map_path, normal_map_path, true, metal_rough_map_path, NULL, NULL);
+ // pbr_material_load(albedo_map_path, normal_map_path, true, metal_rough_map_path, NULL,
+ // NULL);
// our_material.name = malloc(strlen(gltf_material.name) + 1);
// strcpy(our_material.name, gltf_material.name);
@@ -326,62 +327,61 @@ bool model_load_gltf_str(const char *file_string, const char *filepath, Str8 rel
u32_darray *geo_indices = u32_darray_new(0);
// Store vertices
- // printf("Positions %d Normals %d UVs %d\n", tmp_positions->len, tmp_normals->len, tmp_uvs->len);
- // assert(tmp_positions->len == tmp_normals->len);
- // assert(tmp_normals->len == tmp_uvs->len);
- // for (u32 v_i = 0; v_i < tmp_positions->len; v_i++) {
+ // printf("Positions %d Normals %d UVs %d\n", tmp_positions->len, tmp_normals->len,
+ // tmp_uvs->len); assert(tmp_positions->len == tmp_normals->len); assert(tmp_normals->len ==
+ // tmp_uvs->len); for (u32 v_i = 0; v_i < tmp_positions->len; v_i++) {
// vertex v = { .static_3d = {
// .position = tmp_positions->data[v_i],
// .normal = tmp_normals->data[v_i],
// .tex_coords = tmp_uvs->data[v_i],
// } };
// vertex_darray_push(geo_vertices, v);
- }
+ }
- // Store indices
- // cgltf_accessor *indices = primitive.indices;
- // if (primitive.indices > 0) {
- // WARN("indices! %d", indices->count);
- // has_indices = true;
-
- // // store indices
- // for (cgltf_size i = 0; i < indices->count; ++i) {
- // cgltf_uint ei;
- // cgltf_accessor_read_uint(indices, i, &ei, 1);
- // u32_darray_push(geo_indices, ei);
- // }
-
- // fetch and store vertices for each index
- // for (cgltf_size i = 0; i < indices->count; ++i) {
- // vertex vert;
- // cgltf_uint index = mesh.indices[i];
- // vert.position = tmp_positions->data[index];
- // vert.normal = tmp_normals->data[index];
- // vert.uv = tmp_uvs->data[index];
- // vertex_darray_push(mesh.vertices, vert);
-
- // if (is_skinned) {
- // vertex_bone_data vbd = tmp_vertex_bone_data->data[index]; // create a copy
- // vertex_bone_data_darray_push(mesh.vertex_bone_data, vbd);
- // }
- // // for each vertex do the bone data
- // }
- // } else {
- // has_indices = false;
- // return false; // TODO: handle this
- // }
+ // Store indices
+ // cgltf_accessor *indices = primitive.indices;
+ // if (primitive.indices > 0) {
+ // WARN("indices! %d", indices->count);
+ // has_indices = true;
+
+ // // store indices
+ // for (cgltf_size i = 0; i < indices->count; ++i) {
+ // cgltf_uint ei;
+ // cgltf_accessor_read_uint(indices, i, &ei, 1);
+ // u32_darray_push(geo_indices, ei);
+ // }
+
+ // fetch and store vertices for each index
+ // for (cgltf_size i = 0; i < indices->count; ++i) {
+ // vertex vert;
+ // cgltf_uint index = mesh.indices[i];
+ // vert.position = tmp_positions->data[index];
+ // vert.normal = tmp_normals->data[index];
+ // vert.uv = tmp_uvs->data[index];
+ // vertex_darray_push(mesh.vertices, vert);
+
+ // if (is_skinned) {
+ // vertex_bone_data vbd = tmp_vertex_bone_data->data[index]; // create a copy
+ // vertex_bone_data_darray_push(mesh.vertex_bone_data, vbd);
+ // }
+ // // for each vertex do the bone data
+ // }
+ // } else {
+ // has_indices = false;
+ // return false; // TODO: handle this
+ // }
- // geometry_data *geometry = malloc(sizeof(geometry_data));
- // geometry->format = VERTEX_STATIC_3D;
- // geometry->colour = (rgba){ 1, 1, 1, 1 };
- // geometry->vertices = geo_vertices;
- // geometry->indices = geo_indices;
- // geometry->has_indices = has_indices;
+ // geometry_data *geometry = malloc(sizeof(geometry_data));
+ // geometry->format = VERTEX_STATIC_3D;
+ // geometry->colour = (rgba){ 1, 1, 1, 1 };
+ // geometry->vertices = geo_vertices;
+ // geometry->indices = geo_indices;
+ // geometry->has_indices = has_indices;
- // mesh m = mesh_create(geometry, true);
- // m.material_index = (u32_opt){ .has_value = mat_idx == 9999, .value = mat_idx };
+ // mesh m = mesh_create(geometry, true);
+ // m.material_index = (u32_opt){ .has_value = mat_idx == 9999, .value = mat_idx };
- // mesh_darray_push(out_model->meshes, m);
+ // mesh_darray_push(out_model->meshes, m);
// }
// // clear data for each mesh
diff --git a/src/resources/loaders.h b/src/resources/loaders.h
index d8437b9..3ec41fa 100644
--- a/src/resources/loaders.h
+++ b/src/resources/loaders.h
@@ -5,8 +5,8 @@
#include "str.h"
// --- Public API
-ModelHandle Model_Load_obj(const char *path, bool invert_texture_y);
-ModelHandle Model_Load_gltf(const char *path, bool invert_texture_y);
+PUB ModelHandle Model_Load_obj(const char *path, bool invert_texture_y);
+PUB ModelHandle Model_Load_gltf(const char *path, bool invert_texture_y);
// --- Internal
bool model_load_gltf_str(const char *file_string, const char *filepath, Str8 relative_path,
diff --git a/src/resources/obj.c b/src/resources/obj.c
index 87d3ed6..e5b2fc9 100644
--- a/src/resources/obj.c
+++ b/src/resources/obj.c
@@ -260,7 +260,8 @@ bool model_load_obj_str(const char *file_string, Str8 relative_path, Model *out_
// // }
// // DEBUG("Loaded submesh\n vertices: %zu\n uvs: %zu\n normals: %zu\n faces: %zu",
-// // vec3_darray_len(tmp_positions), vec2_darray_len(tmp_uvs), vec3_darray_len(tmp_normals),
+// // vec3_darray_len(tmp_positions), vec2_darray_len(tmp_uvs),
+// vec3_darray_len(tmp_normals),
// // face_darray_len(tmp_faces));
// // // Clear current object faces
@@ -339,7 +340,8 @@ bool model_load_obj_str(const char *file_string, Str8 relative_path, Model *out_
// // &current_material.ambient_colour.y, &current_material.ambient_colour.z);
// // } else if (strcmp(line_header, "Kd") == 0) {
// // // diffuse
-// // sscanf(pch + offset, "%f %f %f", &current_material.diffuse.x, &current_material.diffuse.y,
+// // sscanf(pch + offset, "%f %f %f", &current_material.diffuse.x,
+// &current_material.diffuse.y,
// // &current_material.diffuse.z);
// // } else if (strcmp(line_header, "Ks") == 0) {
// // // specular
diff --git a/src/std/buf.h b/src/std/buf.h
index de093ec..77fc7b9 100644
--- a/src/std/buf.h
+++ b/src/std/buf.h
@@ -1,12 +1,6 @@
/**
* @file buf.h
- * @author your name (you@domain.com)
* @brief
- * @version 0.1
- * @date 2024-04-28
- *
- * @copyright Copyright (c) 2024
- *
*/
#pragma once
#include "defines.h"