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Diffstat (limited to 'src/render/renderpasses.c')
-rw-r--r-- | src/render/renderpasses.c | 140 |
1 files changed, 0 insertions, 140 deletions
diff --git a/src/render/renderpasses.c b/src/render/renderpasses.c deleted file mode 100644 index b93d487..0000000 --- a/src/render/renderpasses.c +++ /dev/null @@ -1,140 +0,0 @@ -/** - * @file renderpasses.c - * @author your name (you@domain.com) - * @brief - * @version 0.1 - * @date 2024-06-22 - * - * @copyright Copyright (c) 2024 - * - */ - -#include "renderpasses.h" -#include "file.h" -#include "log.h" -#include "maths_types.h" -#include "ral.h" -#include "ral_types.h" - -#define SHADOW_WIDTH 1000 -#define SHADOW_HEIGHT 1000 - -shader_data_layout debug_quad_layout(void* data) { - debug_quad_uniform* d = data; - bool has_data = data != NULL; - - shader_binding b1 = { .label = "depthMap", - .type = SHADER_BINDING_TEXTURE, - .stores_data = has_data }; - if (has_data) { - b1.data.texture.handle = d->depthMap; - } - return ( - shader_data_layout){ .name = "debug quad uniforms", .bindings = { b1 }, .bindings_count = 1 }; -} - -gpu_pipeline* debug_quad_pipeline_create() { - gpu_renderpass_desc rpass_desc = { .default_framebuffer = true }; - gpu_renderpass* rpass = gpu_renderpass_create(&rpass_desc); - shader_data shader_layout = { .data = NULL, .shader_data_get_layout = debug_quad_layout }; - struct graphics_pipeline_desc desc = { .debug_name = "Shadow maps debug quad", - .vertex_desc = static_3d_vertex_description(), - .data_layouts = { shader_layout }, - .data_layouts_count = 1, - .vs = shader_quick_load("assets/shaders/debug_quad.vert"), - .fs = shader_quick_load("assets/shaders/debug_quad.frag"), - .renderpass = rpass, - .wireframe = false }; - - return gpu_graphics_pipeline_create(desc); -} - -void ren_shadowmaps_init(ren_shadowmaps* storage) { - storage->rpass = shadowmaps_renderpass_create(); - storage->static_pipeline = shadowmaps_pipeline_create(storage->rpass); - storage->debug_quad = debug_quad_pipeline_create(); - storage->depth_tex = storage->rpass->description.depth_stencil; -} - -gpu_renderpass* shadowmaps_renderpass_create() { - // Create depthmap texture - u32x2 extents = u32x2(SHADOW_WIDTH, SHADOW_HEIGHT); - texture_desc depthmap_desc = { .extents = extents, - .format = CEL_TEXTURE_FORMAT_DEPTH_DEFAULT, - .tex_type = CEL_TEXTURE_TYPE_2D }; - texture_handle depthmap = gpu_texture_create(depthmap_desc, false, NULL); - - gpu_renderpass_desc shadows_desc = { .default_framebuffer = false, - .has_color_target = false, - .has_depth_stencil = true, - .depth_stencil = depthmap }; - return gpu_renderpass_create(&shadows_desc); -} - -// == shader bindings - -shader_data_layout model_uniform_layout(void* data) { - bool has_data = data != NULL; - - shader_binding b1 = { .label = "Model", - .type = SHADER_BINDING_BYTES, - .stores_data = has_data, - .data = { .bytes.size = sizeof(model_uniform) } }; - if (has_data) { - b1.data.bytes.data = data; - } - return (shader_data_layout){ .name = "model_uniform", .bindings = { b1 }, .bindings_count = 1 }; -} -shader_data_layout lightspace_uniform_layout(void* data) { - bool has_data = data != NULL; - - shader_binding b1 = { .label = "LightSpace", - .type = SHADER_BINDING_BYTES, - .stores_data = has_data, - .data = { .bytes.size = sizeof(lightspace_tf_uniform) } }; - if (has_data) { - b1.data.bytes.data = data; - } - return (shader_data_layout){ .name = "lightspace_tf_uniform", - .bindings = { b1 }, - .bindings_count = 1 }; -} - -// ================== - -gpu_pipeline* shadowmaps_pipeline_create(gpu_renderpass* rpass) { - arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024); - - str8 vert_path = str8lit("assets/shaders/shadows.vert"); - str8 frag_path = str8lit("assets/shaders/shadows.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"); - } - - // We'll have two data layouts. 1. for the light-space transform, and 2. for the model matrix - shader_data model_uniform = { .data = NULL, .shader_data_get_layout = &model_uniform_layout }; - shader_data lightspace_uniform = { .data = NULL, - .shader_data_get_layout = &lightspace_uniform_layout }; - - struct graphics_pipeline_desc desc = { .debug_name = "Shadowmap drawing pipeline", - .vertex_desc = static_3d_vertex_description(), - .data_layouts = { model_uniform, lightspace_uniform }, - .data_layouts_count = 2, - .vs = { .debug_name = "Shadows Vert shader", - .filepath = vert_path, - .code = vertex_shader.contents, - .is_spirv = true }, - .fs = { .debug_name = "Shadows Frag shader", - .filepath = frag_path, - .code = fragment_shader.contents, - .is_spirv = true }, - .renderpass = rpass }; - - arena_free_storage(&scratch); - return gpu_graphics_pipeline_create(desc); -} - -void renderpass_shadowmap_execute(gpu_renderpass* pass, render_entity* entities, - size_t entity_count) {} |