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-rw-r--r--src/render/renderpasses.c140
1 files changed, 140 insertions, 0 deletions
diff --git a/src/render/renderpasses.c b/src/render/renderpasses.c
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+++ b/src/render/renderpasses.c
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+/**
+ * @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) {}