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-rw-r--r--archive/src/render/pbr.c266
1 files changed, 266 insertions, 0 deletions
diff --git a/archive/src/render/pbr.c b/archive/src/render/pbr.c
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+++ b/archive/src/render/pbr.c
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+#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 };
+}