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-rw-r--r--examples/pbr_textured/ex_pbr_textured.c135
1 files changed, 135 insertions, 0 deletions
diff --git a/examples/pbr_textured/ex_pbr_textured.c b/examples/pbr_textured/ex_pbr_textured.c
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+++ b/examples/pbr_textured/ex_pbr_textured.c
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+#include <glfw3.h>
+#include <stdbool.h>
+
+#include "builtin_materials.h"
+#include "camera.h"
+#include "colours.h"
+#include "core.h"
+#include "loaders.h"
+#include "log.h"
+#include "maths.h"
+#include "maths_types.h"
+#include "primitives.h"
+#include "ral.h"
+#include "render.h"
+#include "render_types.h"
+#include "str.h"
+
+extern core g_core;
+
+#define MODEL_GET(h) (model_pool_get(&g_core.models, h))
+
+const vec3 pointlight_positions[4] = {
+ { 10.0 / 1., 10.0 / 1., 10.0 },
+ { -10.0 / 1., 10.0 / 1., 10.0 },
+ { 10.0 / 1., -10.0 / 1., 10.0 },
+ { -10.0 / 1., -10.0 / 1., 10.0 },
+};
+pbr_point_light point_lights[4];
+
+int main() {
+ core_bringup();
+
+ arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024);
+
+ for (int i = 0; i < 4; i++) {
+ point_lights[i].pos = pointlight_positions[i];
+ point_lights[i].color = vec3(300.0, 300.0, 300.0);
+ }
+
+ vec3 camera_pos = vec3(5., 0., 0.);
+ vec3 camera_front = vec3_normalise(vec3_negate(camera_pos));
+ camera cam = camera_create(camera_pos, camera_front, VEC3_NEG_Z, deg_to_rad(45.0));
+
+ shader_data pbr_uniforms = { .data = NULL, .shader_data_get_layout = &pbr_textured_shader_layout };
+
+ // Make the pipeline
+ gpu_renderpass_desc pass_description = {};
+ gpu_renderpass* renderpass = gpu_renderpass_create(&pass_description);
+ str8 vert_path = str8lit("assets/shaders/pbr_textured.vert");
+ str8 frag_path = str8lit("assets/shaders/pbr_textured.frag");
+ 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 = static_3d_vertex_description(),
+ .data_layouts = { pbr_uniforms },
+ .data_layouts_count = 1,
+ .vs = { .debug_name = "PBR (textured) Vertex Shader",
+ .filepath = vert_path,
+ .code = vertex_shader.contents,
+ .is_spirv = false },
+ .fs = { .debug_name = "PBR (textured) Fragment Shader",
+ .filepath = frag_path,
+ .code = fragment_shader.contents,
+ .is_spirv = false },
+ .renderpass = renderpass,
+ .wireframe = false,
+ .depth_test = false
+ };
+ gpu_pipeline* pbr_pipeline = gpu_graphics_pipeline_create(pipeline_description);
+
+ // Model
+ model_handle helmet_handle =
+ model_load_gltf("assets/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false);
+ INFO("GLTF loaded successfully!");
+ model* helmet = MODEL_GET(helmet_handle);
+
+ pbr_textured_bindgroup pbr_bind_data;
+
+ while (!should_exit()) {
+ 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, pbr_pipeline);
+ encode_set_default_settings(enc);
+
+ mat4 model_affine = mat4_ident();
+ mat4 view, proj;
+ camera_view_projection(&cam, 1000, 1000, &view, &proj);
+
+ // Feed shader data
+ pbr_bind_data.mvp_matrices =
+ (mvp_matrix_uniforms){ .model = model_affine, .view = view, .projection = proj };
+ pbr_bind_data.lights = (pbr_params_light_uniforms){
+ .viewPos = vec4(cam.position.x, cam.position.y, cam.position.z, 1.0),
+ .pointLights = { point_lights[0], point_lights[1], point_lights[2], point_lights[3] }
+ };
+ pbr_bind_data.textures = (pbr_textures){
+ .albedo_tex = helmet->materials->data[0].mat_data.pbr.albedo_map,
+ .metal_roughness_tex = helmet->materials->data[0].mat_data.pbr.metallic_map,
+ .ao_tex = helmet->materials->data[0].mat_data.pbr.ao_map,
+ .normal_tex = helmet->materials->data[0].mat_data.pbr.normal_map,
+ };
+ pbr_uniforms.data = &pbr_bind_data;
+ encode_bind_shader_data(enc, 0, &pbr_uniforms);
+
+ // Record draw calls
+ mesh m = helmet->meshes->data[0];
+ encode_set_vertex_buffer(enc, m.vertex_buffer);
+ encode_set_index_buffer(enc, m.index_buffer);
+ encode_draw_indexed(enc, m.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;
+} \ No newline at end of file