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-rw-r--r--src/core/core.c4
-rw-r--r--src/new_render/render.c6
-rw-r--r--src/systems/grid.c59
-rw-r--r--src/systems/grid.h20
4 files changed, 86 insertions, 3 deletions
diff --git a/src/core/core.c b/src/core/core.c
index b18b807..bb30ced 100644
--- a/src/core/core.c
+++ b/src/core/core.c
@@ -80,6 +80,4 @@ GLFWwindow* Core_GetGlfwWindowPtr(Core* core) { return g_core.window; }
struct Renderer* Core_GetRenderer(Core* core) { return core->renderer; }
-Model* Model_Get(ModelHandle h) {
- return Model_pool_get(&g_core.models, h);
-} \ No newline at end of file
+Model* Model_Get(ModelHandle h) { return Model_pool_get(&g_core.models, h); } \ No newline at end of file
diff --git a/src/new_render/render.c b/src/new_render/render.c
index 9314871..54ea32a 100644
--- a/src/new_render/render.c
+++ b/src/new_render/render.c
@@ -7,6 +7,7 @@
#include <glfw3.h>
#include "camera.h"
#include "core.h"
+#include "grid.h"
#include "log.h"
#include "maths.h"
#include "maths_types.h"
@@ -43,6 +44,7 @@ struct Renderer {
PBR_Storage* pbr;
Shadow_Storage* shadows;
Terrain_Storage* terrain;
+ Grid_Storage* grid;
// Text_Storage* text;
ResourcePools* resource_pools;
Mesh_pool mesh_pool;
@@ -139,8 +141,12 @@ bool Renderer_Init(RendererConfig config, Renderer* ren, GLFWwindow** out_window
ren->terrain = malloc(sizeof(Terrain_Storage));
Terrain_Init(ren->terrain);
+ ren->grid = calloc(1, sizeof(Grid_Storage));
+ Grid_Init(ren->grid);
+
// load default textures
ren->white_1x1 = TextureLoadFromFile("assets/textures/white1x1.png");
+ // TODO: black_1x1
return true;
}
diff --git a/src/systems/grid.c b/src/systems/grid.c
new file mode 100644
index 0000000..20e3657
--- /dev/null
+++ b/src/systems/grid.c
@@ -0,0 +1,59 @@
+#include "grid.h"
+#include "file.h"
+#include "log.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 Grid_Init(Grid_Storage* storage) {
+ INFO("Infinite Grid initialisation");
+ Geometry plane_geo = Geo_CreatePlane(f32x2(1.0, 1.0));
+ Mesh plane_mesh = Mesh_Create(&plane_geo, true);
+ storage->plane_vertices = plane_mesh.vertex_buffer;
+ storage->plane_indices = plane_mesh.index_buffer;
+
+ GPU_RenderpassDesc rpass_desc = {
+ .default_framebuffer = true,
+ };
+ storage->renderpass = GPU_Renderpass_Create(rpass_desc);
+
+ arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024);
+
+ Str8 vert_path = str8("assets/shaders/grid.vert");
+ Str8 frag_path = str8("assets/shaders/grid.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")
+ }
+
+ ShaderData camera_data = { .get_layout = &Binding_Camera_GetLayout };
+
+ GraphicsPipelineDesc pipeline_desc = {
+ .debug_name = "Infinite grid pipeline",
+ .vertex_desc = static_3d_vertex_description(),
+ .data_layouts = { camera_data },
+ .data_layouts_count = 1,
+ .vs = {
+ .debug_name = "Grid vertex shader",
+ .filepath = vert_path,
+ .code = vertex_shader.contents,
+ },
+ .fs = {
+ .debug_name = "Grid fragment shader",
+ .filepath = frag_path,
+ .code = fragment_shader.contents,
+ },
+ .wireframe = false,
+ };
+ storage->pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, storage->renderpass);
+}
+
+void Grid_Draw(Grid_Storage* storage) {
+
+} \ No newline at end of file
diff --git a/src/systems/grid.h b/src/systems/grid.h
new file mode 100644
index 0000000..7d983dc
--- /dev/null
+++ b/src/systems/grid.h
@@ -0,0 +1,20 @@
+#pragma once
+
+#include "ral_impl.h"
+#include "ral_types.h"
+
+typedef struct Grid_Storage {
+ GPU_Renderpass* renderpass;
+ GPU_Pipeline* pipeline;
+ BufferHandle plane_vertices;
+ BufferHandle plane_indices;
+} Grid_Storage;
+
+// --- Public API
+void Grid_Init(Grid_Storage* storage);
+// void Grid_Shutdown(Grid_Storage* storage);
+void Grid_Draw(Grid_Storage* storage);
+
+// --- Internal
+// typedef struct GridUniforms {} GridUniforms;
+// ShaderDataLayout GridUniforms_GetLayout(void* data); \ No newline at end of file