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Diffstat (limited to 'examples/cube/ex_cube.c')
-rw-r--r-- | examples/cube/ex_cube.c | 174 |
1 files changed, 0 insertions, 174 deletions
diff --git a/examples/cube/ex_cube.c b/examples/cube/ex_cube.c deleted file mode 100644 index 5a19f2c..0000000 --- a/examples/cube/ex_cube.c +++ /dev/null @@ -1,174 +0,0 @@ -#include <glfw3.h> - -#include "buf.h" -#include "camera.h" -#include "core.h" -#include "file.h" -#include "log.h" -#include "maths.h" -#include "maths_types.h" -#include "mem.h" -#include "primitives.h" -#include "ral.h" -#include "ral_types.h" -#include "render.h" -#include "render_types.h" - -extern core g_core; - -// Scene / light setup -const vec3 pointlight_positions[4] = { - { -10.0, 10.0, 10.0 }, - { 10.0, 10.0, 10.0 }, - { -10.0, -10.0, 10.0 }, - { 10.0, -10.0, 10.0 }, -}; -point_light point_lights[4]; - -// Define the shader data -typedef struct mvp_uniforms { - mat4 model; - mat4 view; - mat4 projection; -} mvp_uniforms; -typedef struct my_shader_bind_group { - mvp_uniforms mvp; - texture_handle tex; -} my_shader_bind_group; - -// We also must create a function that knows how to return a `shader_data_layout` -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) } } }; - - shader_binding b2 = { .label = "texSampler", - .type = SHADER_BINDING_TEXTURE, - .stores_data = has_data }; - if (has_data) { - b1.data.bytes.data = &d->mvp; - b2.data.texture.handle = d->tex; - } - return (shader_data_layout){ .name = "global_ubo", .bindings = { b1, b2 }, .bindings_count = 2 }; -} - -int main() { - core_bringup(); - arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024); - - vec3 camera_pos = vec3(2., 2., 2.); - vec3 camera_front = vec3_normalise(vec3_negate(camera_pos)); - camera cam = camera_create(camera_pos, camera_front, VEC3_Y, deg_to_rad(45.0)); - - // This is how to do it manually; run `static_3d_vertex_description()` to get this built-in vertex - // format - vertex_description vertex_input = { .use_full_vertex_size = true }; - vertex_input.debug_label = "Standard Static 3D Vertex Format"; - vertex_desc_add(&vertex_input, "inPosition", ATTR_F32x3); - vertex_desc_add(&vertex_input, "inNormal", ATTR_F32x3); - vertex_desc_add(&vertex_input, "inTexCoords", ATTR_F32x2); - vertex_input.use_full_vertex_size = true; - - shader_data mvp_uniforms_data = { .data = NULL, .shader_data_get_layout = &mvp_uniforms_layout }; - - gpu_renderpass_desc pass_description = { .default_framebuffer = true }; - gpu_renderpass* renderpass = gpu_renderpass_create(&pass_description); - - str8 vert_path, frag_path; -#ifdef CEL_REND_BACKEND_OPENGL - vert_path = str8lit("assets/shaders/cube.vert"); - frag_path = str8lit("assets/shaders/cube.frag"); -#else - vert_path = str8lit("build/linux/x86_64/debug/cube.vert.spv"); - frag_path = str8lit("build/linux/x86_64/debug/cube.frag.spv"); -#endif - 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") - } - - struct graphics_pipeline_desc pipeline_description = { - .debug_name = "Basic Pipeline", - .vertex_desc = vertex_input, - .data_layouts = { mvp_uniforms_data }, - .data_layouts_count = 1, - .vs = { .debug_name = "Triangle Vertex Shader", - .filepath = vert_path, - .code = vertex_shader.contents, - .is_spirv = true }, - .fs = { .debug_name = "Triangle Fragment Shader", - .filepath = frag_path, - .code = fragment_shader.contents, - .is_spirv = true }, - .renderpass = renderpass, - .wireframe = false, - .depth_test = false - }; - gpu_pipeline* gfx_pipeline = gpu_graphics_pipeline_create(pipeline_description); - - // Geometry - geometry_data cube_data = geo_create_cuboid(f32x3(1, 1, 1)); - mesh cube = mesh_create(&cube_data, false); - - // Texture - texture_data tex_data = texture_data_load("assets/textures/texture.jpg", false); - texture_handle texture = texture_data_upload(tex_data, true); - - static f32 theta = 0.0; - - // Main loop - while (!should_exit(&g_core)) { - input_update(&g_core.input); - - if (!gpu_backend_begin_frame()) { - continue; - } - gpu_cmd_encoder* enc = gpu_get_default_cmd_encoder(); - // begin recording - gpu_cmd_encoder_begin(*enc); - gpu_cmd_encoder_begin_render(enc, renderpass); - encode_bind_pipeline(enc, PIPELINE_GRAPHICS, gfx_pipeline); - encode_set_default_settings(enc); - - theta += 0.01; - transform transform = { .position = vec3(-0.5, -0.5, -0.5), - .rotation = quat_from_axis_angle(VEC3_Y, theta, true), - .scale = 1.0 }; - /* INFO("Swapchain dimensions x %d y %d", g_core.renderer.swapchain.dimensions.x, - * g_core.renderer.swapchain.dimensions.y); */ - - mat4 model = transform_to_mat(&transform); - mat4 view, proj; - camera_view_projection(&cam, 1000, 1000, - /* g_core.renderer.swapchain.dimensions.x, */ - /* g_core.renderer.swapchain.dimensions.y, */ - &view, &proj); - mvp_uniforms mvp_data = { .model = model, .view = view, .projection = proj }; - my_shader_bind_group shader_bind_data = { .mvp = mvp_data, .tex = texture }; - mvp_uniforms_data.data = &shader_bind_data; - encode_bind_shader_data(enc, 0, &mvp_uniforms_data); - - // Record draw calls - // draw_mesh(&cube, &model, &cam); - encode_set_vertex_buffer(enc, cube.vertex_buffer); - encode_set_index_buffer(enc, cube.index_buffer); - encode_draw_indexed(enc, cube.geometry->indices->len); - - // End recording - gpu_cmd_encoder_end_render(enc); - - gpu_cmd_buffer buf = gpu_cmd_encoder_finish(enc); - gpu_queue_submit(&buf); - // Submit - gpu_backend_end_frame(); - } - - renderer_shutdown(&g_core.renderer); - - return 0; -} |