#include "immdraw.h" #include "core.h" #include "file.h" #include "log.h" #include "maths.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 Immdraw_Init(Immdraw_Storage* storage) { INFO("Immediate drawing initialisation"); // Meshes Geometry sphere_geo = Geo_CreateUVsphere(1.0, 16, 16); storage->sphere = Mesh_Create(&sphere_geo, true); Geometry cube_geo = Geo_CreateCuboid(f32x3(1.0, 1.0, 1.0)); storage->cube = Mesh_Create(&cube_geo, true); Geometry plane_geo = Geo_CreatePlane(f32x2(1.0, 1.0), 1, 1); storage->plane = Mesh_Create(&plane_geo, true); Geometry cone_geo = Geo_CreateCone(1.0, 1.0, 8); storage->cone = Mesh_Create(&cone_geo, true); Geometry cyl_geo = Geo_CreateCylinder(1.0, 2.0, 8); storage->cylinder = Mesh_Create(&cyl_geo, true); storage->bbox = GenBboxMesh(); // Pipeline / material VertexDescription vertex_desc = { .debug_label = "Immdraw Vertex", .use_full_vertex_size = true, }; VertexDesc_AddAttr(&vertex_desc, "position", ATTR_F32x3); VertexDesc_AddAttr(&vertex_desc, "normal", ATTR_F32x3); const char* vert_path = "assets/shaders/immdraw.vert"; const char* frag_path = "assets/shaders/immdraw.frag"; const char* vert_shader = string_from_file(vert_path); const char* frag_shader = string_from_file(frag_path); ShaderDataLayout camera_data = Binding_Camera_GetLayout(NULL); ShaderDataLayout imm_uniform_data = ImmediateUniforms_GetLayout(NULL); GraphicsPipelineDesc pipeline_desc = { .debug_name = "Immediate Draw Pipeline", .vertex_desc = static_3d_vertex_description(), .data_layouts = { camera_data, imm_uniform_data }, .data_layouts_count = 2, .vs = { .debug_name = "Immdraw Vertex Shader", .filepath = vert_path, .code = vert_shader }, .fs = { .debug_name = "Immdraw Fragment Shader", .filepath = frag_path, .code = frag_shader }, .depth_test = true, .wireframe = true, }; GPU_Renderpass* rpass = GPU_Renderpass_Create((GPU_RenderpassDesc){ .default_framebuffer = true }); storage->colour_pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, rpass); } void Immdraw_Shutdown(Immdraw_Storage* storage) { GraphicsPipeline_Destroy(storage->colour_pipeline); } void Immdraw_Sphere(Transform tf, Vec4 colour, bool wireframe) { TRACE("Draw sphere"); Immdraw_Storage* imm = Render_GetImmdrawStorage(); Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->sphere); } void Immdraw_Cuboid(Transform tf, Vec4 colour, bool wireframe) { TRACE("Draw cube"); Immdraw_Storage* imm = Render_GetImmdrawStorage(); Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->cube); } void Immdraw_Plane(Transform tf, Vec4 colour, bool wireframe) { TRACE("Draw plane"); Immdraw_Storage* imm = Render_GetImmdrawStorage(); Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->plane); } void Immdraw_Bbox(Transform tf, Vec4 colour, bool wireframe) { TRACE("Draw bbox"); Immdraw_Storage* imm = Render_GetImmdrawStorage(); Immdraw_Primitive(tf, CEL_LINE, 1.0, colour, wireframe, imm->bbox); } void Immdraw_Cylinder(Transform tf, Vec4 colour, bool wireframe) { TRACE("Draw cylinder"); Immdraw_Storage* imm = Render_GetImmdrawStorage(); Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->cylinder); } void Immdraw_Cone(Transform tf, Vec4 colour, bool wireframe) { TRACE("Draw cone"); Immdraw_Storage* imm = Render_GetImmdrawStorage(); Immdraw_Primitive(tf, CEL_TRI, 1.0, colour, wireframe, imm->cone); } void Immdraw_Primitive(Transform tf, PrimitiveTopology topology, f32 size, Vec4 colour, bool wireframe, Mesh mesh) { Immdraw_Storage* imm = Render_GetImmdrawStorage(); GPU_CmdEncoder* enc = GPU_GetDefaultEncoder(); // begin renderpass GPU_CmdEncoder_BeginRender(enc, imm->colour_pipeline->renderpass); // bind pipeline GPU_EncodeBindPipeline(enc, imm->colour_pipeline); // TODO: implement wireframe in other apis #if defined(CEL_REND_BACKEND_OPENGL) #include if (wireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } else { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } #endif // update uniforms ImmediateUniforms uniforms = { .model = transform_to_mat(&tf), .colour = colour, }; Mat4 view, proj; u32x2 dimensions = GPU_Swapchain_GetDimensions(); RenderScene* scene = Render_GetScene(); Camera_ViewProj(&scene->camera, (f32)dimensions.x, (f32)dimensions.y, &view, &proj); Binding_Camera camera_data = { .view = view, .projection = proj, .viewPos = vec4(scene->camera.position.x, scene->camera.position.y, scene->camera.position.z, 1.0) }; GPU_EncodeBindShaderData(enc, 0, Binding_Camera_GetLayout(&camera_data)); GPU_EncodeBindShaderData(enc, 1, ImmediateUniforms_GetLayout(&uniforms)); // draw call GPU_EncodeSetVertexBuffer(enc, mesh.vertex_buffer); GPU_EncodeSetIndexBuffer(enc, mesh.index_buffer); GPU_EncodeDrawIndexed(enc, topology, mesh.geometry.index_count); // end renderpass GPU_CmdEncoder_EndRender(enc); } Mesh GenBboxMesh() { Vertex_darray* vertices = Vertex_darray_new(8); u32_darray* indices = u32_darray_new(24); // normals & uvs dont matter VERT_3D(vertices, FRONT_BOT_LEFT, VEC3_NEG_Z, vec2(0, 0)); VERT_3D(vertices, FRONT_BOT_RIGHT, VEC3_NEG_Z, vec2(0, 0)); VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_Z, vec2(0, 0)); VERT_3D(vertices, BACK_BOT_RIGHT, VEC3_NEG_Z, vec2(0, 0)); VERT_3D(vertices, FRONT_TOP_LEFT, VEC3_NEG_Z, vec2(0, 0)); VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_NEG_Z, vec2(0, 0)); VERT_3D(vertices, BACK_TOP_LEFT, VEC3_NEG_Z, vec2(0, 0)); VERT_3D(vertices, BACK_TOP_RIGHT, VEC3_NEG_Z, vec2(0, 0)); u32 line_indices[24] = { 0, 1, 2, 3, 0, 2, 1, 3, 4, 5, 6, 7, 4, 6, 5, 7, 0, 4, 1, 5, 2, 6, 3, 7 }; for (u32 i = 0; i < 24; i++) { u32_darray_push(indices, line_indices[i]); } Geometry geo = { .format = VERTEX_STATIC_3D, .has_indices = true, .index_count = indices->len, .vertices = vertices, .indices = indices }; return Mesh_Create(&geo, true); }