diff options
Diffstat (limited to 'src/render/immdraw.c')
-rw-r--r-- | src/render/immdraw.c | 176 |
1 files changed, 0 insertions, 176 deletions
diff --git a/src/render/immdraw.c b/src/render/immdraw.c deleted file mode 100644 index 8a10c65..0000000 --- a/src/render/immdraw.c +++ /dev/null @@ -1,176 +0,0 @@ -#include "immdraw.h" -#include "core.h" -#include "file.h" -#include "log.h" -#include "maths.h" -#include "maths_types.h" -#include "primitives.h" -#include "ral_common.h" -#include "ral_impl.h" -#include "ral_types.h" -#include "render.h" -#include "render_types.h" -#include "shader_layouts.h" - -void Immdraw_Init(Immdraw_Storage* storage) { - INFO("Immediate drawing initialisation"); - - // Meshes - Geometry sphere_geo = Geo_CreateUVsphere(1.0, 16, 16); - storage->sphere = Mesh_Create(&sphere_geo, true); - - Geometry cube_geo = Geo_CreateCuboid(f32x3(1.0, 1.0, 1.0)); - storage->cube = Mesh_Create(&cube_geo, true); - - Geometry plane_geo = Geo_CreatePlane(f32x2(1.0, 1.0), 1, 1); - storage->plane = Mesh_Create(&plane_geo, true); - - Geometry cone_geo = Geo_CreateCone(1.0, 1.0, 8); - storage->cone = Mesh_Create(&cone_geo, true); - - Geometry cyl_geo = Geo_CreateCylinder(1.0, 2.0, 8); - storage->cylinder = Mesh_Create(&cyl_geo, true); - - storage->bbox = GenBboxMesh(); - - // 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); - - const char* vert_path = "assets/shaders/immdraw.vert"; - const char* frag_path = "assets/shaders/immdraw.frag"; - const char* vert_shader = string_from_file(vert_path); - const char* frag_shader = string_from_file(frag_path); - - ShaderDataLayout camera_data = Binding_Camera_GetLayout(NULL); - ShaderDataLayout imm_uniform_data = ImmediateUniforms_GetLayout(NULL); - - GraphicsPipelineDesc pipeline_desc = { - .debug_name = "Immediate Draw Pipeline", - .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 = vert_shader }, - .fs = { .debug_name = "Immdraw Fragment Shader", .filepath = frag_path, .code = frag_shader }, - .depth_test = true, - .wireframe = true, - }; - GPU_Renderpass* rpass = - GPU_Renderpass_Create((GPU_RenderpassDesc){ .default_framebuffer = true }); - storage->colour_pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, rpass); -} - -void Immdraw_Shutdown(Immdraw_Storage* storage) { - GraphicsPipeline_Destroy(storage->colour_pipeline); -} - -void Immdraw_Sphere(Transform tf, Vec4 colour, bool wireframe) { - TRACE("Draw sphere"); - Immdraw_Storage* imm = Render_GetImmdrawStorage(); - Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->sphere); -} -void Immdraw_Cuboid(Transform tf, Vec4 colour, bool wireframe) { - TRACE("Draw cube"); - Immdraw_Storage* imm = Render_GetImmdrawStorage(); - Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->cube); -} -void Immdraw_Plane(Transform tf, Vec4 colour, bool wireframe) { - TRACE("Draw plane"); - Immdraw_Storage* imm = Render_GetImmdrawStorage(); - Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->plane); -} - -void Immdraw_Bbox(Transform tf, Vec4 colour, bool wireframe) { - TRACE("Draw bbox"); - Immdraw_Storage* imm = Render_GetImmdrawStorage(); - Immdraw_Primitive(tf, CEL_LINE, 1.0, colour, wireframe, imm->bbox); -} - -void Immdraw_Cylinder(Transform tf, Vec4 colour, bool wireframe) { - TRACE("Draw cylinder"); - Immdraw_Storage* imm = Render_GetImmdrawStorage(); - Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->cylinder); -} - -void Immdraw_Cone(Transform tf, Vec4 colour, bool wireframe) { - TRACE("Draw cone"); - Immdraw_Storage* imm = Render_GetImmdrawStorage(); - Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->cone); -} - -void Immdraw_Primitive(Transform tf, PrimitiveTopology topology, f32 size, Vec4 colour, - bool wireframe, Mesh mesh) { - 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); - - // TODO: implement wireframe in other apis -#if defined(CEL_REND_BACKEND_OPENGL) -#include <glad/glad.h> - if (wireframe) { - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - } else { - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - } -#endif - - // 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, mesh.vertex_buffer); - GPU_EncodeSetIndexBuffer(enc, mesh.index_buffer); - GPU_EncodeDrawIndexed(enc, topology, mesh.geometry.index_count); - - // end renderpass - GPU_CmdEncoder_EndRender(enc); -} - -Mesh GenBboxMesh() { - Vertex_darray* vertices = Vertex_darray_new(8); - u32_darray* indices = u32_darray_new(24); - - // normals & uvs dont matter - VERT_3D(vertices, FRONT_BOT_LEFT, VEC3_NEG_Z, vec2(0, 0)); - VERT_3D(vertices, FRONT_BOT_RIGHT, VEC3_NEG_Z, vec2(0, 0)); - VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_Z, vec2(0, 0)); - VERT_3D(vertices, BACK_BOT_RIGHT, VEC3_NEG_Z, vec2(0, 0)); - VERT_3D(vertices, FRONT_TOP_LEFT, VEC3_NEG_Z, vec2(0, 0)); - VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_NEG_Z, vec2(0, 0)); - VERT_3D(vertices, BACK_TOP_LEFT, VEC3_NEG_Z, vec2(0, 0)); - VERT_3D(vertices, BACK_TOP_RIGHT, VEC3_NEG_Z, vec2(0, 0)); - - u32 line_indices[24] = { 0, 1, 2, 3, 0, 2, 1, 3, 4, 5, 6, 7, 4, 6, 5, 7, 0, 4, 1, 5, 2, 6, 3, 7 }; - for (u32 i = 0; i < 24; i++) { - u32_darray_push(indices, line_indices[i]); - } - - Geometry geo = { .format = VERTEX_STATIC_3D, - .has_indices = true, - .index_count = indices->len, - .vertices = vertices, - .indices = indices }; - - return Mesh_Create(&geo, true); -} |