diff options
Diffstat (limited to 'src/render/immdraw.c')
-rw-r--r-- | src/render/immdraw.c | 94 |
1 files changed, 84 insertions, 10 deletions
diff --git a/src/render/immdraw.c b/src/render/immdraw.c index c711b0c..dfe189a 100644 --- a/src/render/immdraw.c +++ b/src/render/immdraw.c @@ -1,5 +1,8 @@ #include "immdraw.h" +#include "core.h" +#include "file.h" #include "log.h" +#include "maths.h" #include "primitives.h" #include "ral_common.h" #include "ral_impl.h" @@ -9,20 +12,91 @@ void Immdraw_Init(Immdraw_Storage* storage) { INFO("Immediate drawing initialisation"); - // meshes - // Geometry sphere_geo = Geo_CreateUVsphere(1.0, 8, 8); - // storage->sphere = Mesh_Create(&sphere_geo, false); - // pipeline / material + // Meshes + Geometry sphere_geo = Geo_CreateUVsphere(1.0, 8, 8); + storage->sphere = Mesh_Create(&sphere_geo, false); + + Geometry cube_geo = Geo_CreateCuboid(f32x3(2.0, 2.0, 2.0)); + storage->cube = Mesh_Create(&cube_geo, false); + + Geometry plane_geo = Geo_CreatePlane(f32x2(2.0, 2.0)); + storage->plane = Mesh_Create(&plane_geo, false); + + // Pipeline / material + VertexDescription vertex_desc = { + .debug_label = "Immdraw Vertex", + .use_full_vertex_size = true, + }; + VertexDesc_AddAttr(&vertex_desc, "position", ATTR_F32x3); + VertexDesc_AddAttr(&vertex_desc, "normal", ATTR_F32x3); + + arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024); + Str8 vert_path = str8("assets/shaders/immdraw.vert"); + Str8 frag_path = str8("assets/shaders/immdraw.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"); + } + ShaderDataLayout camera_data = Binding_Camera_GetLayout(NULL); + ShaderDataLayout imm_uniform_data = ImmediateUniforms_GetLayout(NULL); + GraphicsPipelineDesc pipeline_desc = { .debug_name = "Immediate Draw Pipeline", - .data_layouts = { camera_data }, - .data_layouts_count = 1, - + .vertex_desc = static_3d_vertex_description(), + .data_layouts = { camera_data, imm_uniform_data }, + .data_layouts_count = 2, + .vs = { .debug_name = "Immdraw Vertex Shader", + .filepath = vert_path, + .code = vertex_shader.contents }, + .fs = { .debug_name = "Immdraw Fragment Shader", + .filepath = frag_path, + .code = fragment_shader.contents }, + .depth_test = true, + .wireframe = false, }; - // storage->colour_pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, - // GPU_GetDefaultRenderpass()); + GPU_Renderpass* rpass = + GPU_Renderpass_Create((GPU_RenderpassDesc){ .default_framebuffer = true }); + storage->colour_pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, rpass); } -void Immdraw_Sphere(Transform tf, f32 size, Vec4 colour, bool wireframe) {}
\ No newline at end of file +void Immdraw_Shutdown(Immdraw_Storage* storage) { + GraphicsPipeline_Destroy(storage->colour_pipeline); +} + +void Immdraw_Sphere(Transform tf, f32 size, Vec4 colour, bool wireframe) { + INFO("Draw sphere"); + Immdraw_Storage* imm = Render_GetImmdrawStorage(); + GPU_CmdEncoder* enc = GPU_GetDefaultEncoder(); + + // begin renderpass + GPU_CmdEncoder_BeginRender(enc, imm->colour_pipeline->renderpass); + // bind pipeline + GPU_EncodeBindPipeline(enc, imm->colour_pipeline); + + // update uniforms + ImmediateUniforms uniforms = { + .model = transform_to_mat(&tf), + .colour = colour, + }; + Mat4 view, proj; + u32x2 dimensions = GPU_Swapchain_GetDimensions(); + RenderScene* scene = Render_GetScene(); + Camera_ViewProj(&scene->camera, (f32)dimensions.x, (f32)dimensions.y, &view, &proj); + Binding_Camera camera_data = { .view = view, + .projection = proj, + .viewPos = vec4(scene->camera.position.x, scene->camera.position.y, + scene->camera.position.z, 1.0) }; + GPU_EncodeBindShaderData(enc, 0, Binding_Camera_GetLayout(&camera_data)); + GPU_EncodeBindShaderData(enc, 1, ImmediateUniforms_GetLayout(&uniforms)); + + // draw call + GPU_EncodeSetVertexBuffer(enc, imm->plane.vertex_buffer); + GPU_EncodeSetIndexBuffer(enc, imm->plane.index_buffer); + GPU_EncodeDrawIndexed(enc, imm->plane.geometry.index_count); + + // end renderpass + GPU_CmdEncoder_EndRender(enc); +} |