#include #include "buf.h" #include "camera.h" #include "core.h" #include "file.h" #include "log.h" #include "maths.h" #include "maths_types.h" #include "mem.h" #include "primitives.h" #include "ral.h" #include "ral_types.h" #include "render.h" #include "render_types.h" extern core g_core; // Scene / light setup const vec3 pointlight_positions[4] = { { -10.0, 10.0, 10.0 }, { 10.0, 10.0, 10.0 }, { -10.0, -10.0, 10.0 }, { 10.0, -10.0, 10.0 }, }; point_light point_lights[4]; // Define the shader data typedef struct mvp_uniforms { mat4 model; mat4 view; mat4 projection; } mvp_uniforms; typedef struct my_shader_bind_group { mvp_uniforms mvp; texture_handle tex; } my_shader_bind_group; // We also must create a function that knows how to return a `shader_data_layout` shader_data_layout mvp_uniforms_layout(void* data) { my_shader_bind_group* d = (my_shader_bind_group*)data; bool has_data = data != NULL; shader_binding b1 = { .label = "Matrices", .type = SHADER_BINDING_BYTES, .stores_data = has_data, .data = { .bytes = { .size = sizeof(mvp_uniforms) } } }; shader_binding b2 = { .label = "texSampler", .type = SHADER_BINDING_TEXTURE, .stores_data = has_data }; if (has_data) { b1.data.bytes.data = &d->mvp; b2.data.texture.handle = d->tex; } return (shader_data_layout){ .name = "global_ubo", .bindings = { b1, b2 }, .bindings_count = 2 }; } int main() { core_bringup(); arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024); vec3 camera_pos = vec3(2., 2., 2.); vec3 camera_front = vec3_normalise(vec3_negate(camera_pos)); camera cam = camera_create(camera_pos, camera_front, VEC3_Y, deg_to_rad(45.0)); // This is how to do it manually; run `static_3d_vertex_description()` to get this built-in vertex // format vertex_description vertex_input = { .use_full_vertex_size = true }; vertex_input.debug_label = "Standard Static 3D Vertex Format"; vertex_desc_add(&vertex_input, "inPosition", ATTR_F32x3); vertex_desc_add(&vertex_input, "inNormal", ATTR_F32x3); vertex_desc_add(&vertex_input, "inTexCoords", ATTR_F32x2); vertex_input.use_full_vertex_size = true; shader_data mvp_uniforms_data = { .data = NULL, .shader_data_get_layout = &mvp_uniforms_layout }; gpu_renderpass_desc pass_description = { .default_framebuffer = true }; gpu_renderpass* renderpass = gpu_renderpass_create(&pass_description); str8 vert_path, frag_path; #ifdef CEL_REND_BACKEND_OPENGL vert_path = str8lit("assets/shaders/cube.vert"); frag_path = str8lit("assets/shaders/cube.frag"); #else vert_path = str8lit("build/linux/x86_64/debug/cube.vert.spv"); frag_path = str8lit("build/linux/x86_64/debug/cube.frag.spv"); #endif 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") } struct graphics_pipeline_desc pipeline_description = { .debug_name = "Basic Pipeline", .vertex_desc = vertex_input, .data_layouts = { mvp_uniforms_data }, .data_layouts_count = 1, .vs = { .debug_name = "Triangle Vertex Shader", .filepath = vert_path, .code = vertex_shader.contents, .is_spirv = true }, .fs = { .debug_name = "Triangle Fragment Shader", .filepath = frag_path, .code = fragment_shader.contents, .is_spirv = true }, .renderpass = renderpass, .wireframe = false, .depth_test = false }; gpu_pipeline* gfx_pipeline = gpu_graphics_pipeline_create(pipeline_description); // Geometry geometry_data cube_data = geo_create_cuboid(f32x3(1, 1, 1)); mesh cube = mesh_create(&cube_data, false); // Texture texture_data tex_data = texture_data_load("assets/textures/texture.jpg", false); texture_handle texture = texture_data_upload(tex_data, true); static f32 theta = 0.0; // Main loop while (!should_exit(&g_core)) { input_update(&g_core.input); if (!gpu_backend_begin_frame()) { continue; } gpu_cmd_encoder* enc = gpu_get_default_cmd_encoder(); // begin recording gpu_cmd_encoder_begin(*enc); gpu_cmd_encoder_begin_render(enc, renderpass); encode_bind_pipeline(enc, PIPELINE_GRAPHICS, gfx_pipeline); encode_set_default_settings(enc); theta += 0.01; transform transform = { .position = vec3(-0.5, -0.5, -0.5), .rotation = quat_from_axis_angle(VEC3_Y, theta, true), .scale = 1.0 }; /* INFO("Swapchain dimensions x %d y %d", g_core.renderer.swapchain.dimensions.x, * g_core.renderer.swapchain.dimensions.y); */ mat4 model = transform_to_mat(&transform); mat4 view, proj; camera_view_projection(&cam, 1000, 1000, /* g_core.renderer.swapchain.dimensions.x, */ /* g_core.renderer.swapchain.dimensions.y, */ &view, &proj); mvp_uniforms mvp_data = { .model = model, .view = view, .projection = proj }; my_shader_bind_group shader_bind_data = { .mvp = mvp_data, .tex = texture }; mvp_uniforms_data.data = &shader_bind_data; encode_bind_shader_data(enc, 0, &mvp_uniforms_data); // Record draw calls // draw_mesh(&cube, &model, &cam); encode_set_vertex_buffer(enc, cube.vertex_buffer); encode_set_index_buffer(enc, cube.index_buffer); encode_draw_indexed(enc, cube.geometry->indices->len); // End recording gpu_cmd_encoder_end_render(enc); gpu_cmd_buffer buf = gpu_cmd_encoder_finish(enc); gpu_queue_submit(&buf); // Submit gpu_backend_end_frame(); } renderer_shutdown(&g_core.renderer); return 0; }