#include "skybox.h" #include #include "file.h" #include "glad/glad.h" #include "log.h" #include "primitives.h" #include "ral_common.h" #include "ral_impl.h" #include "ral_types.h" #include "render.h" #include "render_types.h" Skybox Skybox_Create(const char** face_paths, int n) { INFO("Creating a skybox"); assert(n == 6); // ! we're only supporting a full cubemap for now // -- cube verts Geometry geom = Geo_CreateCuboid(f32x3(1.0, 1.0, 1.0)); Mesh cube = Mesh_Create(&geom, true); // -- cubemap texture TextureHandle handle; GPU_Texture* tex = GPU_TextureAlloc(&handle); glBindTexture(GL_TEXTURE_CUBE_MAP, tex->id); int width, height, nrChannels; // unsigned char *data; for (unsigned int i = 0; i < n; i++) { TextureData data = TextureDataLoad( face_paths[i], false); // stbi_load(textures_faces[i].c_str(), &width, &height, &nrChannels, 0); assert(data.description.format == TEXTURE_FORMAT_8_8_8_RGB_UNORM); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, data.description.extents.x, data.description.extents.y, 0, GL_RGB, GL_UNSIGNED_BYTE, data.image_data); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // shader pipeline ShaderData shader_data = { .data = NULL, .get_layout = &Skybox_GetLayout }; GPU_RenderpassDesc rpass_desc = { .default_framebuffer = true, }; GPU_Renderpass* pass = GPU_Renderpass_Create(rpass_desc); arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024); Str8 vert_path = str8("assets/shaders/skybox.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") } VertexDescription pos_only = { .debug_label = "Position only verts" }; VertexDesc_AddAttr(&pos_only, "inPos", ATTR_F32x3); pos_only.use_full_vertex_size = true; GraphicsPipelineDesc pipeline_desc = { .debug_name = "Skybox pipeline", .vertex_desc = pos_only, .data_layouts = { shader_data }, .data_layouts_count = 1, .vs = { .debug_name = "Skybox Vertex Shader", .filepath = vert_path, .code = vertex_shader.contents }, .fs = { .debug_name = "Skybox Fragment Shader", .filepath = frag_path, .code = fragment_shader.contents }, .wireframe = false, .depth_test = true, }; GPU_Pipeline* pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, pass); return (Skybox){ .cube = cube, .texture = handle, .pipeline = pipeline }; } void Skybox_Draw(Skybox* skybox, Camera camera) { GPU_CmdEncoder* enc = GPU_GetDefaultEncoder(); GPU_CmdEncoder_BeginRender(enc, skybox->pipeline->renderpass); GPU_EncodeBindPipeline(enc, skybox->pipeline); GPU_EncodeSetDefaults(enc); // Shader data SkyboxUniforms uniforms = { .in_position = camera.position, .cubemap = skybox->texture }; ShaderData skybox_data = { .data = &uniforms, .get_layout = Skybox_GetLayout }; GPU_EncodeSetVertexBuffer(enc, skybox->cube.vertex_buffer); GPU_EncodeSetVertexBuffer(enc, skybox->cube.index_buffer); GPU_EncodeDrawIndexed(enc, skybox->cube.geometry->indices->len); GPU_CmdEncoder_EndRender(enc); }