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Diffstat (limited to 'examples/cube/ex_cube.c')
-rw-r--r-- | examples/cube/ex_cube.c | 158 |
1 files changed, 158 insertions, 0 deletions
diff --git a/examples/cube/ex_cube.c b/examples/cube/ex_cube.c new file mode 100644 index 0000000..fc59e2d --- /dev/null +++ b/examples/cube/ex_cube.c @@ -0,0 +1,158 @@ +#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; + +// 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 = "mvp_uniforms", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes = { .size = sizeof(mvp_uniforms) } } }; + + shader_binding b2 = { .label = "texture_sampler", + .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); + + DEBUG("render capacity %d", g_core.default_scene.renderables->capacity); + + 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)); + + 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); + + shader_data mvp_uniforms_data = { .data = NULL, .shader_data_get_layout = &mvp_uniforms_layout }; + + gpu_renderpass_desc pass_description = {}; + gpu_renderpass* renderpass = gpu_renderpass_create(&pass_description); + + str8 vert_path = str8lit("build/linux/x86_64/debug/cube.vert.spv"); + str8 frag_path = str8lit("build/linux/x86_64/debug/cube.frag.spv"); + 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); + printf("Texture %d", texture.raw); + + // 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); + + static f32 x = 0.0; + x += 0.01; + quat rotation = quat_from_axis_angle(VEC3_Y, x, true); + mat4 translation = mat4_translation(vec3(-0.5, -0.5, -0.5)); + mat4 model = mat4_rotation(rotation); + model = mat4_mult(translation, model); + mat4 view, proj; + camera_view_projection(&cam, g_core.renderer.swapchain.extent.width, + g_core.renderer.swapchain.extent.height, &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 + // -- NEW + draw_mesh(&cube, &model); + // -- OLD + /* encode_set_vertex_buffer(enc, triangle_vert_buf); */ + /* encode_set_index_buffer(enc, triangle_index_buf); */ + /* gpu_temp_draw(6); */ + + // 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(); + + // render_frame_end(&g_core.renderer); + // glfwSwapBuffers(core->renderer.window); + } + + renderer_shutdown(&g_core.renderer); + + return 0; +} |