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-rw-r--r--examples/cube/ex_cube.c174
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;
-}