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Diffstat (limited to 'src/render/builtin_materials.h')
-rw-r--r-- | src/render/builtin_materials.h | 154 |
1 files changed, 154 insertions, 0 deletions
diff --git a/src/render/builtin_materials.h b/src/render/builtin_materials.h new file mode 100644 index 0000000..f2db5f4 --- /dev/null +++ b/src/render/builtin_materials.h @@ -0,0 +1,154 @@ +/** + * @file builtin_materials.h + * @author your name (you@domain.com) + * @brief + * @version 0.1 + * @date 2024-06-15 + * + * @copyright Copyright (c) 2024 + * + */ +#pragma once + +#include <assert.h> +#include "defines.h" +#include "ral_types.h" + +// Currently supported materials +// - Blinn Phong (textured) +// - PBR (params) +// - PBR (textured) + +// Thoughts +// -------- +// +// A material and a shader are inextricably linked. The input data for a shader needs the material. +// However, a shader may require more than just a material? + +// --- Common uniform blocks + +/* In glsl code we call it 'MVP_Matrices' */ +typedef struct mvp_matrix_uniforms { + mat4 model; + mat4 view; + mat4 projection; +} mvp_matrix_uniforms; + +// --- PBR (params) + +typedef struct pbr_params_material_uniforms { + vec3 albedo; + f32 metallic; + f32 roughness; + f32 ao; + f32 pad[2]; +} pbr_params_material_uniforms; + +typedef struct pbr_point_light { + vec3 pos; + f32 pad; + vec3 color; + f32 pad2; +} pbr_point_light; + +typedef struct pbr_params_light_uniforms { + pbr_point_light pointLights[4]; + vec4 viewPos; +} pbr_params_light_uniforms; + +typedef struct pbr_params_bindgroup { + mvp_matrix_uniforms mvp_matrices; + pbr_params_material_uniforms material; + pbr_params_light_uniforms lights; +} pbr_params_bindgroup; + +static shader_data_layout pbr_params_shader_layout(void* data) { + pbr_params_bindgroup* d = (pbr_params_bindgroup*)data; + bool has_data = data != NULL; + + shader_binding b1 = { .label = "MVP_Matrices", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes = { .size = sizeof(mvp_matrix_uniforms) } } }; + + shader_binding b2 = { .label = "PBR_Params", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes = { .size = sizeof(pbr_params_material_uniforms) } } }; + + shader_binding b3 = { .label = "Scene_Lights", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes = { .size = sizeof(pbr_params_light_uniforms) } } }; + + if (has_data) { + // printf("Size %d \n", b3.data.bytes.size); + b1.data.bytes.data = &d->mvp_matrices; + b2.data.bytes.data = &d->material; + /* d->lights.viewPos = vec3(0, 1, 0); */ + b3.data.bytes.data = &d->lights; + // print_vec3(d->lights.viewPos); + } + + return (shader_data_layout){ .name = "pbr_params", .bindings = { b1, b2, b3 }, .bindings_count = 3 + + }; +} + +static void* shader_layout_get_binding(shader_data_layout* layout, u32 nth_binding) { + assert(nth_binding < layout->bindings_count); + return &layout->bindings[nth_binding].data; +} + +typedef struct pbr_textures { + texture_handle albedo_tex; + texture_handle metal_roughness_tex; + texture_handle ao_tex; + texture_handle normal_tex; +} pbr_textures; + +typedef struct pbr_textured_bindgroup { + mvp_matrix_uniforms mvp_matrices; + pbr_params_light_uniforms lights; + pbr_textures textures; +} pbr_textured_bindgroup; + +static shader_data_layout pbr_textured_shader_layout(void* data) { + pbr_textured_bindgroup* d = (pbr_textured_bindgroup*)data; + bool has_data = data != NULL; + + shader_binding b1 = { .label = "MVP_Matrices", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes = { .size = sizeof(mvp_matrix_uniforms) } } }; + + shader_binding b2 = { .label = "Scene_Lights", + .type = SHADER_BINDING_BYTES, + .stores_data = has_data, + .data = { .bytes = { .size = sizeof(pbr_params_light_uniforms) } } }; + + shader_binding b3 = {.label = "albedoMap", + .type = SHADER_BINDING_TEXTURE, + .stores_data = has_data }; + shader_binding b4 = {.label = "metallicRoughnessMap", + .type = SHADER_BINDING_TEXTURE, + .stores_data = has_data }; + shader_binding b5 = {.label = "aoMap", + .type = SHADER_BINDING_TEXTURE, + .stores_data = has_data }; + shader_binding b6 = {.label = "normalMap", + .type = SHADER_BINDING_TEXTURE, + .stores_data = has_data }; + + if (has_data) { + b1.data.bytes.data = &d->mvp_matrices; + b2.data.bytes.data = &d->lights; + b3.data.texture.handle = d->textures.albedo_tex; + b4.data.texture.handle = d->textures.metal_roughness_tex; + b5.data.texture.handle = d->textures.ao_tex; + b6.data.texture.handle = d->textures.normal_tex; + } + + return (shader_data_layout){ .name = "pbr_params", .bindings = { b1, b2, b3, b4, b5, b6 }, .bindings_count = 6 + }; +} |