diff options
Diffstat (limited to 'src/render/renderpasses.c')
-rw-r--r-- | src/render/renderpasses.c | 140 |
1 files changed, 140 insertions, 0 deletions
diff --git a/src/render/renderpasses.c b/src/render/renderpasses.c new file mode 100644 index 0000000..b93d487 --- /dev/null +++ b/src/render/renderpasses.c @@ -0,0 +1,140 @@ +/** + * @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) {} |