diff options
Diffstat (limited to 'src/new_render')
-rw-r--r-- | src/new_render/immdraw.c | 5 | ||||
-rw-r--r-- | src/new_render/pbr.c | 34 | ||||
-rw-r--r-- | src/new_render/shadows.c | 12 | ||||
-rw-r--r-- | src/new_render/skybox.c | 9 |
4 files changed, 33 insertions, 27 deletions
diff --git a/src/new_render/immdraw.c b/src/new_render/immdraw.c index c79afa0..c711b0c 100644 --- a/src/new_render/immdraw.c +++ b/src/new_render/immdraw.c @@ -14,14 +14,15 @@ void Immdraw_Init(Immdraw_Storage* storage) { // storage->sphere = Mesh_Create(&sphere_geo, false); // pipeline / material - ShaderData camera_data = { .get_layout = &Binding_Camera_GetLayout }; + ShaderDataLayout camera_data = Binding_Camera_GetLayout(NULL); GraphicsPipelineDesc pipeline_desc = { .debug_name = "Immediate Draw Pipeline", .data_layouts = { camera_data }, .data_layouts_count = 1, }; - // storage->colour_pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, GPU_GetDefaultRenderpass()); + // storage->colour_pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, + // GPU_GetDefaultRenderpass()); } void Immdraw_Sphere(Transform tf, f32 size, Vec4 colour, bool wireframe) {}
\ No newline at end of file diff --git a/src/new_render/pbr.c b/src/new_render/pbr.c index 0581f4a..1e94e81 100644 --- a/src/new_render/pbr.c +++ b/src/new_render/pbr.c @@ -39,10 +39,10 @@ GPU_Pipeline* PBR_PipelineCreate(GPU_Renderpass* rpass) { char* vert_shader = string_from_file(vert_path); char* frag_shader = string_from_file(frag_path); - ShaderData camera_data = { .get_layout = &Binding_Camera_GetLayout }; - ShaderData model_data = { .get_layout = &Binding_Model_GetLayout }; - ShaderData material_data = { .get_layout = &PBRMaterial_GetLayout }; - ShaderData lights_data = { .get_layout = &Binding_Lights_GetLayout }; + 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); GraphicsPipelineDesc desc = { .debug_name = "PBR Pipeline", @@ -86,8 +86,7 @@ void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_te .projection = proj, .viewPos = vec4(camera.position.x, camera.position.y, camera.position.z, 1.0) }; - GPU_EncodeBindShaderData( - enc, 0, (ShaderData){ .data = &camera_data, .get_layout = &Binding_Camera_GetLayout }); + GPU_EncodeBindShaderData(enc, 0, Binding_Camera_GetLayout(&camera_data)); Vec3 light_color = vec3(300.0, 300.0, 300.0); Binding_Lights @@ -99,8 +98,7 @@ void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_te (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, (ShaderData){ .data = &lights_data, .get_layout = &Binding_Lights_GetLayout }); + GPU_EncodeBindShaderData(enc, 3, Binding_Lights_GetLayout(&lights_data)); // TODO: Add shadowmap texture to uniforms Mesh_pool* mesh_pool = Render_GetMeshPool(); @@ -113,13 +111,11 @@ void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_te // upload material data PBRMaterialUniforms material_data = { .mat = *mat }; - GPU_EncodeBindShaderData( - enc, 2, (ShaderData){ .data = &material_data, .get_layout = PBRMaterial_GetLayout }); + GPU_EncodeBindShaderData(enc, 2, PBRMaterial_GetLayout(&material_data)); // upload model transform Binding_Model model_data = { .model = renderable.affine }; - GPU_EncodeBindShaderData( - enc, 1, (ShaderData){ .data = &model_data, .get_layout = &Binding_Model_GetLayout }); + GPU_EncodeBindShaderData(enc, 1, Binding_Model_GetLayout(&model_data)); // set buffers GPU_EncodeSetVertexBuffer(enc, mesh->vertex_buffer); @@ -131,6 +127,20 @@ void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_te 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; diff --git a/src/new_render/shadows.c b/src/new_render/shadows.c index 92fce81..1ca9119 100644 --- a/src/new_render/shadows.c +++ b/src/new_render/shadows.c @@ -79,7 +79,7 @@ void Shadow_Init(Shadow_Storage* storage, u32 shadowmap_width, u32 shadowmap_hei ERROR_EXIT("Failed to load shaders from disk"); } - ShaderData uniforms = { .data = NULL, .get_layout = &ShadowUniforms_GetLayout }; + ShaderDataLayout uniforms = ShadowUniforms_GetLayout(NULL); GraphicsPipelineDesc pipeline_desc = { .debug_name = "Shadows Pipeline", @@ -109,7 +109,7 @@ void Shadow_Init(Shadow_Storage* storage, u32 shadowmap_width, u32 shadowmap_hei ERROR_EXIT("Failed to load shaders from disk"); } - ShaderData debugquad_uniforms = { .data = NULL, .get_layout = &ShadowDebugQuad_GetLayout }; + ShaderDataLayout debugquad_uniforms = ShadowDebugQuad_GetLayout(NULL); GraphicsPipelineDesc debugquad_pipeline_desc = { .debug_name = "Shadows debug quad Pipeline", @@ -164,8 +164,7 @@ void Shadow_DrawDebugQuad() { GPU_CmdEncoder_BeginRender(enc, shadow_storage->debugquad_pass); GPU_EncodeBindPipeline(enc, shadow_storage->debugquad_pipeline); - ShaderData quad_data = { .data = &shadow_storage->depth_texture, - .get_layout = ShadowDebugQuad_GetLayout }; + ShaderDataLayout quad_data = ShadowDebugQuad_GetLayout(&shadow_storage->depth_texture); GPU_EncodeBindShaderData(enc, 0, quad_data); GPU_EncodeSetVertexBuffer(enc, shadow_storage->quad.vertex_buffer); GPU_EncodeSetIndexBuffer(enc, shadow_storage->quad.index_buffer); @@ -190,10 +189,7 @@ void Shadow_ShadowmapExecute(Shadow_Storage* storage, Mat4 light_space_transform .light_space = light_space_transform, .model = mat4_ident() // this will be overwritten for each Model }; - ShaderData shader_data = { - .data = &uniforms, - .get_layout = &ShadowUniforms_GetLayout, - }; + ShaderDataLayout shader_data = ShadowUniforms_GetLayout(&uniforms); for (size_t ent_i = 0; ent_i < entity_count; ent_i++) { RenderEnt renderable = entities[ent_i]; diff --git a/src/new_render/skybox.c b/src/new_render/skybox.c index 5456401..cc5797f 100644 --- a/src/new_render/skybox.c +++ b/src/new_render/skybox.c @@ -95,8 +95,8 @@ Skybox Skybox_Create(const char** face_paths, int n) { // VertexDesc_AddAttr(&pos_only, "inPos", ATTR_F32x3); // pos_only.use_full_vertex_size = true; - ShaderData camera_data = { .data = NULL, .get_layout = &Binding_Camera_GetLayout }; - ShaderData shader_data = { .data = NULL, .get_layout = &Skybox_GetLayout }; + ShaderDataLayout camera_data = Binding_Camera_GetLayout(NULL); + ShaderDataLayout shader_data = Skybox_GetLayout(NULL); VertexDescription builder = { .debug_label = "pos only" }; VertexDesc_AddAttr(&builder, "inPosition", ATTR_F32x3); @@ -151,11 +151,10 @@ void Skybox_Draw(Skybox* skybox, Camera camera) { .projection = proj, .viewPos = vec4(camera.position.x, camera.position.y, camera.position.z, 1.0) }; - GPU_EncodeBindShaderData( - enc, 0, (ShaderData){ .data = &camera_data, .get_layout = &Binding_Camera_GetLayout }); + GPU_EncodeBindShaderData(enc, 0, Binding_Camera_GetLayout(&camera_data)); SkyboxUniforms uniforms = { .cubemap = skybox->texture }; - ShaderData skybox_data = { .data = &uniforms, .get_layout = &Skybox_GetLayout }; + ShaderDataLayout skybox_data = Skybox_GetLayout(&uniforms); GPU_EncodeBindShaderData(enc, 0, skybox_data); GPU_EncodeSetVertexBuffer(enc, skybox->cube.vertex_buffer); |