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-rw-r--r--src/renderer/cleanroom/ral.h86
-rw-r--r--src/renderer/cleanroom/types.h130
2 files changed, 3 insertions, 213 deletions
diff --git a/src/renderer/cleanroom/ral.h b/src/renderer/cleanroom/ral.h
deleted file mode 100644
index 15eb027..0000000
--- a/src/renderer/cleanroom/ral.h
+++ /dev/null
@@ -1,86 +0,0 @@
-/**
- * @file ral.h
- * @author your name (you@domain.com)
- * @brief Render Abstraction Layer
- * @details API that a graphics backend *must* implement
- * @version 0.1
- * @date 2024-03-31
- *
- * @copyright Copyright (c) 2024
- *
- */
-#pragma once
-
-#include "cleanroom/types.h"
-#include "defines.h"
-
-// Forward declare structs
-typedef struct gpu_swapchain gpu_swapchain;
-typedef struct gpu_device gpu_device;
-typedef struct gpu_pipeline gpu_pipeline;
-typedef struct gpu_renderpass gpu_renderpass;
-typedef struct gpu_cmd_encoder gpu_cmd_encoder; // Recording
-typedef struct gpu_cmd_buffer gpu_cmd_buffer; // Ready for submission
-
-enum pipeline_kind {
- GRAPHICS,
- COMPUTE,
-} pipeline_kind;
-
-typedef struct shader_desc {
- const char* debug_name;
- str8 filepath; // where it came from
- str8 glsl; // contents
-} shader_desc;
-
-struct pipeline_desc {
- shader_desc vs; /** @brief Vertex shader stage */
- shader_desc fs; /** @brief Fragment shader stage */
-};
-
-// lifecycle functions
-gpu_device* gpu_device_create();
-void gpu_device_destroy();
-
-gpu_renderpass* gpu_renderpass_create();
-void gpu_renderpass_destroy(gpu_renderpass* pass);
-
-gpu_pipeline* gpu_pipeline_create(enum pipeline_kind kind, struct pipeline_desc description);
-void gpu_pipeline_destroy(gpu_pipeline* pipeline);
-
-void gpu_cmd_encoder_begin();
-void gpu_cmd_encoder_begin_render();
-void gpu_cmd_encoder_begin_compute();
-
-/* Actual commands that we can encode */
-void encode_buffer_copy(gpu_cmd_encoder* encoder, buffer_handle src, u64 src_offset,
- buffer_handle dst, u64 dst_offset, u64 copy_size);
-void encode_clear_buffer(gpu_cmd_encoder* encoder, buffer_handle buf);
-void encode_set_pipeline(gpu_cmd_encoder* encoder, gpu_pipeline* pipeline);
-// render pass
-void encode_set_vertex_buffer(gpu_cmd_encoder* encoder, buffer_handle buf);
-void encode_set_index_buffer(gpu_cmd_encoder* encoder, buffer_handle buf);
-void encode_set_bind_group();
-void encode_draw(gpu_cmd_encoder* encoder);
-void encode_draw_indexed(gpu_cmd_encoder* encoder, u64 index_count);
-
-// FUTURE: compute passes
-
-/** @brief Finish recording and return a command buffer that can be submitted to a queue */
-gpu_cmd_buffer gpu_cmd_encoder_finish(gpu_cmd_encoder* encoder);
-
-void gpu_queue_submit(gpu_cmd_buffer* buffer);
-
-// Buffers
-void gpu_buffer_create(u64 size);
-void gpu_buffer_destroy(buffer_handle buffer);
-void gpu_buffer_upload();
-void gpu_buffer_bind(buffer_handle buffer);
-
-// Textures
-void gpu_texture_create();
-void gpu_texture_destroy();
-void gpu_texture_upload();
-
-// Samplers
-void gpu_sampler_create(); \ No newline at end of file
diff --git a/src/renderer/cleanroom/types.h b/src/renderer/cleanroom/types.h
index 7a6cfbd..0a28b1c 100644
--- a/src/renderer/cleanroom/types.h
+++ b/src/renderer/cleanroom/types.h
@@ -3,22 +3,11 @@
#include "defines.h"
#include "maths_types.h"
#include "str.h"
+#include "render_types.h"
-CORE_DEFINE_HANDLE(buffer_handle);
-CORE_DEFINE_HANDLE(texture_handle);
-CORE_DEFINE_HANDLE(sampler_handle);
-CORE_DEFINE_HANDLE(shader_handle);
-CORE_DEFINE_HANDLE(model_handle);
+// typedef struct transform_hierarchy {
+// } transform_hierarchy;
-typedef struct transform_hierarchy {
-} transform_hierarchy;
-
-/** @brief Texture Description - used by texture creation functions */
-typedef struct texture_desc {
- // gpu_texture_type tex_type;
- // gpu_texture_format format;
- // u32x2 extents;
-} texture_desc;
/*
- render_types.h
@@ -27,102 +16,10 @@ typedef struct texture_desc {
- render.h ?
*/
-// gpu types
-typedef enum gpu_primitive_topology {
- CEL_PRIMITIVE_TOPOLOGY_POINT,
- CEL_PRIMITIVE_TOPOLOGY_LINE,
- CEL_PRIMITIVE_TOPOLOGY_LINE_STRIP,
- CEL_PRIMITIVE_TOPOLOGY_TRIANGLE,
- CEL_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
- CEL_PRIMITIVE_TOPOLOGY_COUNT
-} cel_primitive_topology;
-
-typedef enum gpu_texture_type {
- CEL_TEXTURE_TYPE_2D,
- CEL_TEXTURE_TYPE_3D,
- CEL_TEXTURE_TYPE_2D_ARRAY,
- CEL_TEXTURE_TYPE_CUBE_MAP,
- CEL_TEXTURE_TYPE_COUNT
-} gpu_texture_type;
-
-typedef enum gpu_texture_format {
- CEL_TEXTURE_FORMAT_8_8_8_8_RGBA_UNORM,
- CEL_TEXTURE_FORMAT_DEPTH_DEFAULT,
- CEL_TEXTURE_FORMAT_COUNT
-} gpu_texture_format;
-
/* render_types */
typedef struct model pbr_material;
typedef struct model bp_material; // blinn-phong
-#include "maths_types.h"
-
-typedef enum vertex_format {
- VERTEX_STATIC_3D,
- VERTEX_SPRITE,
- VERTEX_SKINNED,
- VERTEX_COUNT
-} vertex_format;
-
-typedef union vertex {
- struct {
- vec3 position;
- vec4 colour;
- vec2 tex_coords;
- vec3 normal;
- } static_3d; /** @brief standard vertex format for static geometry in 3D */
-
- struct {
- vec2 position;
- vec4 colour;
- vec2 tex_coords;
- } sprite; /** @brief vertex format for 2D sprites or quads */
-
- struct {
- vec3 position;
- vec4 colour;
- vec2 tex_coords;
- vec3 normal;
- vec4i bone_ids; // Integer vector for bone IDs
- vec4 bone_weights; // Weight of each bone's influence
- } skinned_3d; /** @brief vertex format for skeletal (animated) geometry in 3D */
-} vertex;
-
-KITC_DECL_TYPED_ARRAY(vertex)
-KITC_DECL_TYPED_ARRAY(u32)
-
-typedef struct geometry_data {
- vertex_format format;
- vertex_darray vertices;
- bool has_indices;
- u32_darray indices;
- vec3 colour; /** Optional: set vertex colours */
-} geometry_data;
-
-void geo_set_vertex_colours(geometry_data* geo, vec4 colour);
-
-typedef struct mesh {
- buffer_handle vertex_buffer;
- buffer_handle index_buffer;
- u32 index_count;
- bool has_indices;
- geometry_data* vertices; // NULL means it has been freed
-} mesh;
-
-/* Hot reloading:
-C side - reload_model():
- - load model from disk using existing loader
- - remove from transform graph so it isnt tried to be drawn
- -
-
-*/
-
-// TODO: move to some sort of render layer (not inside the abstraction layer)
-typedef struct model {
- str8 debug_name;
- mesh* meshes;
- u32 mesh_count;
-} model;
// ? How to tie together materials and shaders
@@ -149,27 +46,6 @@ typedef struct model {
/* --- Renderer layer */
/* render.h */
-typedef struct renderer {
- void* backend_context;
-} renderer;
-
-bool renderer_init(renderer* ren);
-void renderer_shutdown(renderer* ren);
-
-// frontend -- these can be called from say a loop in an example, or via FFI
-texture_handle texture_create(const char* debug_name, texture_desc description, const u8* data);
-
-// Frontend Resources
-void texture_data_upload(texture_handle texture);
-buffer_handle buffer_create(const char* debug_name, u64 size);
-bool buffer_destroy(buffer_handle buffer);
-sampler_handle sampler_create();
-
-void shader_hot_reload(const char* filepath);
-
-// models and meshes are implemented **in terms of the above**
-mesh mesh_create(geometry_data* geometry);
-model_handle model_load(const char* debug_name, const char* filepath);
// Drawing