diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/maths/primitives.c | 11 | ||||
-rw-r--r-- | src/renderer/backends/opengl/backend_opengl.c | 27 | ||||
-rw-r--r-- | src/renderer/builtin_materials.h | 11 |
3 files changed, 31 insertions, 18 deletions
diff --git a/src/maths/primitives.c b/src/maths/primitives.c index 86855db..5d9c70f 100644 --- a/src/maths/primitives.c +++ b/src/maths/primitives.c @@ -159,7 +159,7 @@ geometry_data geo_create_uvsphere(f32 radius, u32 north_south_lines, u32 east_we // Top point vertex top = { .static_3d = { .position = vec3(0, radius, 0), - .normal = vec3(0, radius, 0), + .normal = vec3_normalise(vec3(0, radius, 0)), .tex_coords = vec2(0, 0) } }; vertex_darray_push(vertices, top); @@ -173,13 +173,13 @@ geometry_data geo_create_uvsphere(f32 radius, u32 north_south_lines, u32 east_we // theta should range from 0 to 2PI f32 theta = TAU * ((f32)j / (f32)north_south_lines); vec3 position = spherical_to_cartesian_coords(radius, theta, phi); - f32 d = vec3_len(position); + // f32 d = vec3_len(position); // print_vec3(position); // printf("Phi %f Theta %f d %d\n", phi, theta, d); // assert(d == radius); // all points on the sphere should be 'radius' away from the origin vertex v = { .static_3d = { .position = position, - .normal = position, // normal vector on sphere is same as position + .normal = vec3_normalise(position), // normal vector on sphere is same as position .tex_coords = vec2(0, 0) // TODO } }; vertex_darray_push(vertices, v); @@ -188,7 +188,7 @@ geometry_data geo_create_uvsphere(f32 radius, u32 north_south_lines, u32 east_we // Bottom point vertex bot = { .static_3d = { .position = vec3(0, -radius, 0), - .normal = vec3(0, -radius, 0), + .normal = vec3_normalise(vec3(0, -radius, 0)), .tex_coords = vec2(0, 0) } }; vertex_darray_push(vertices, bot); @@ -235,8 +235,7 @@ geometry_data geo_create_uvsphere(f32 radius, u32 north_south_lines, u32 east_we } for (int i = 0; i < vertices->len; i++) { - - print_vec3(vertices->data[i].static_3d.normal); + // print_vec3(vertices->data[i].static_3d.normal); } geometry_data geo = { diff --git a/src/renderer/backends/opengl/backend_opengl.c b/src/renderer/backends/opengl/backend_opengl.c index eb9ad83..18e7d2a 100644 --- a/src/renderer/backends/opengl/backend_opengl.c +++ b/src/renderer/backends/opengl/backend_opengl.c @@ -97,11 +97,11 @@ gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc descrip gpu_buffer* ubo_buf = BUFFER_GET(ubo_handle); i32 blockIndex = glGetUniformBlockIndex(pipeline->shader_id, binding.label); - /* printf("Block index for Matrices: %d", blockIndex); */ + printf("Block index for Matrices: %d", blockIndex); if (blockIndex < 0) { WARN("Couldn't retrieve block index for uniform block '%s'", binding.label); } else { - DEBUG("Retrived block index %d for %s", blockIndex, binding.label); + // DEBUG("Retrived block index %d for %s", blockIndex, binding.label); } u32 blocksize; glGetActiveUniformBlockiv(pipeline->shader_id, blockIndex, GL_UNIFORM_BLOCK_DATA_SIZE, @@ -111,7 +111,7 @@ gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc descrip glBindBuffer(GL_UNIFORM_BUFFER, ubo_buf->id.ubo); glBindBufferBase(GL_UNIFORM_BUFFER, binding_j, ubo_buf->id.ubo); if (blockIndex != GL_INVALID_INDEX) { - glUniformBlockBinding(pipeline->shader_id, blockIndex, 0); + glUniformBlockBinding(pipeline->shader_id, blockIndex, binding_j); } // Now we want to store a handle associated with the shader for this @@ -185,25 +185,36 @@ void encode_bind_pipeline(gpu_cmd_encoder* encoder, pipeline_kind kind, gpu_pipe } void encode_bind_shader_data(gpu_cmd_encoder* encoder, u32 group, shader_data* data) { shader_data_layout sdl = data->shader_data_get_layout(data->data); - printf("Binding %s shader data\n", sdl.name); + // printf("Binding %s shader data\n", sdl.name); for (u32 i = 0; i < sdl.bindings_count; i++) { shader_binding binding = sdl.bindings[i]; - print_shader_binding(binding); + // print_shader_binding(binding); if (binding.type == SHADER_BINDING_BYTES) { buffer_handle b = encoder->pipeline->uniform_bindings[i]; gpu_buffer* ubo_buf = BUFFER_GET(b); + + i32 blockIndex = glGetUniformBlockIndex(encoder->pipeline->shader_id, binding.label); + if (blockIndex < 0) { + WARN("Couldn't retrieve block index for uniform block '%s'", binding.label); + } else { + // DEBUG("Retrived block index %d for %s", blockIndex, binding.label); + } + glBindBuffer(GL_UNIFORM_BUFFER, ubo_buf->id.ubo); + glBindBufferBase(GL_UNIFORM_BUFFER, i, ubo_buf->id.ubo); if (i == 2) { - vec3* v = binding.data.bytes.data; - print_vec3(*v); + pbr_params_light_uniforms* u = binding.data.bytes.data; + vec4* v = &u->viewPos; (*v).x = 0.0; (*v).y = 0.0; (*v).z = 1.0; + // print_vec3(*v); } - + // glBindBufferBase(GL_UNIFORM_BUFFER, i, ubo_buf->id.ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo_buf->size, binding.data.bytes.data); + } else if (binding.type == SHADER_BINDING_TEXTURE) { gpu_texture* tex = TEXTURE_GET(binding.data.texture.handle); glActiveTexture(GL_TEXTURE0); diff --git a/src/renderer/builtin_materials.h b/src/renderer/builtin_materials.h index 8d84e53..7748599 100644 --- a/src/renderer/builtin_materials.h +++ b/src/renderer/builtin_materials.h @@ -44,16 +44,19 @@ typedef struct pbr_params_material_uniforms { f32 metallic; f32 roughness; f32 ao; + f32 pad[2]; } pbr_params_material_uniforms; typedef struct pbr_point_light { vec3 pos; + f32 pad; vec3 color; + f32 pad2; } pbr_point_light; typedef struct pbr_params_light_uniforms { - vec3 viewPos; - /* pbr_point_light pointLights[4]; */ + pbr_point_light pointLights[4]; + vec4 viewPos; } pbr_params_light_uniforms; typedef struct pbr_params_bindgroup { @@ -81,13 +84,13 @@ static shader_data_layout pbr_params_shader_layout(void* data) { .stores_data = has_data, .data = { .bytes = { .size = sizeof(pbr_params_light_uniforms) } } }; - printf("Size %d \n", b3.data.bytes.size); if (has_data) { + // printf("Size %d \n", b3.data.bytes.size); b1.data.bytes.data = &d->mvp_matrices; b2.data.bytes.data = &d->material; /* d->lights.viewPos = vec3(0, 1, 0); */ b3.data.bytes.data = &d->lights; - print_vec3(d->lights.viewPos); + // print_vec3(d->lights.viewPos); } return (shader_data_layout){ .name = "pbr_params", .bindings = { b1, b2, b3 }, .bindings_count = 3 |