#include "pbr.h" #include "file.h" #include "log.h" #include "ral_common.h" #include "ral_impl.h" #include "ral_types.h" #include "shader_layouts.h" void PBR_Init(PBR_Storage* storage) { INFO("PBR shaders init"); storage->pbr_pass = PBR_RPassCreate(); storage->pbr_pipeline = PBR_PipelineCreate(storage->pbr_pass); } GPU_Renderpass* PBR_RPassCreate() { GPU_RenderpassDesc desc = { .default_framebuffer = true }; return GPU_Renderpass_Create(desc); } GPU_Pipeline* PBR_PipelineCreate(GPU_Renderpass* rpass) { arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024); Str8 vert_path = str8("assets/shaders/pbr_textured.vert"); Str8 frag_path = str8("assets/shaders/pbr_textured.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 }; ShaderData model_data = { .get_layout = &Binding_Model_GetLayout }; ShaderData material_data = { .get_layout = &PBRMaterial_GetLayout }; GraphicsPipelineDesc desc = { .debug_name = "PBR Pipeline", .vertex_desc = static_3d_vertex_description(), .data_layouts = {camera_data,model_data,material_data}, .data_layouts_count = 3, .vs = { .debug_name = "PBR (textured) Vertex Shader", .filepath = vert_path, .code = vertex_shader.contents }, .fs = { .debug_name = "PBR (textured) Fragment Shader", .filepath = frag_path, .code = fragment_shader.contents, }, .depth_test = true, .wireframe = false, }; return GPU_GraphicsPipeline_Create(desc, rpass); } ShaderDataLayout PBRMaterial_GetLayout(void* data) { PBRMaterialUniforms* d = (PBRMaterialUniforms*)data; bool has_data = data != NULL; ShaderBinding b1 = { .label = "albedoMap", .kind = BINDING_TEXTURE, }; ShaderBinding b2 = { .label = "metallicRoughnessMap", .kind = BINDING_TEXTURE, }; ShaderBinding b3 = { .label = "aoMap", .kind = BINDING_TEXTURE, }; ShaderBinding b4 = { .label = "normalMap", .kind = BINDING_TEXTURE, }; if (has_data) { b1.data.texture.handle = d->mat.pbr_albedo_map; b2.data.texture.handle = d->mat.pbr_metallic_map; b3.data.texture.handle = d->mat.pbr_ao_map; b4.data.texture.handle = d->mat.pbr_normal_map; } return (ShaderDataLayout){ .bindings = { b1, b2, b3, b4 }, .binding_count = 4 }; }