#include "pbr.h" #include "animation.h" #include "camera.h" #include "core.h" #include "file.h" #include "log.h" #include "maths.h" #include "mem.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 PBR_Init(PBR_Storage* storage) { INFO("PBR shaders init"); storage->pbr_pass = PBR_RPassCreate(); PBR_PipelinesCreate(storage, storage->pbr_pass); } GPU_Renderpass* PBR_RPassCreate() { GPU_RenderpassDesc desc = { .default_framebuffer = true }; return GPU_Renderpass_Create(desc); } void PBR_PipelinesCreate(PBR_Storage* storage, GPU_Renderpass* rpass) { // Common shader bindings ShaderDataLayout camera_data = Binding_Camera_GetLayout(NULL); ShaderDataLayout model_data = Binding_Model_GetLayout(NULL); ShaderDataLayout material_data = PBRMaterial_GetLayout(NULL); ShaderDataLayout lights_data = Binding_Lights_GetLayout(NULL); // Static { const char* vert_path = "assets/shaders/static_geometry.vert"; const char* frag_path = "assets/shaders/pbr_textured.frag"; char* vert_shader = string_from_file(vert_path); char* frag_shader = string_from_file(frag_path); GraphicsPipelineDesc desc = { .debug_name = "PBR (Static) Pipeline", .vertex_desc = static_3d_vertex_description(), .data_layouts = { camera_data, model_data, material_data, lights_data }, .data_layouts_count = 4, .vs = { .debug_name = "PBR (textured) Vertex Shader", .filepath = str8(vert_path), .code = vert_shader }, .fs = { .debug_name = "PBR (textured) Fragment Shader", .filepath = str8(frag_path), .code = frag_shader }, .depth_test = true, .wireframe = true, }; storage->pbr_static_pipeline = GPU_GraphicsPipeline_Create(desc, rpass); } // Skinned { const char* vert_path = "assets/shaders/skinned_geometry.vert"; const char* frag_path = "assets/shaders/pbr_textured.frag"; char* vert_shader = string_from_file(vert_path); char* frag_shader = string_from_file(frag_path); ShaderDataLayout anim_uniform = AnimData_GetLayout(NULL); VertexDescription vertex_desc = { .debug_label = "Skinned vertices", .use_full_vertex_size = true }; VertexDesc_AddAttr(&vertex_desc, "inPosition", ATTR_F32x3); VertexDesc_AddAttr(&vertex_desc, "inNormal", ATTR_F32x3); VertexDesc_AddAttr(&vertex_desc, "inTexCoords", ATTR_F32x2); VertexDesc_AddAttr(&vertex_desc, "inBoneIndices", ATTR_I32x4); VertexDesc_AddAttr(&vertex_desc, "inWeights", ATTR_F32x4); GraphicsPipelineDesc desc = { .debug_name = "PBR (Skinned) Pipeline", .vertex_desc = vertex_desc, .data_layouts = { camera_data, model_data, material_data, lights_data, anim_uniform }, .data_layouts_count = 5, .vs = { .debug_name = "PBR (textured) Vertex Shader", .filepath = str8(vert_path), .code = vert_shader }, .fs = { .debug_name = "PBR (textured) Fragment Shader", .filepath = str8(frag_path), .code = frag_shader }, .depth_test = true, .wireframe = true, }; storage->pbr_skinned_pipeline = GPU_GraphicsPipeline_Create(desc, rpass); } } void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_tex, RenderEnt* entities, size_t entity_count) { // 1. set up our pipeline // 2. upload constant data (camera, lights) // 3. draw each entity // - upload material data -> in the future we will sort & batch by material // - upload model transform // - emit draw call GPU_CmdEncoder* enc = GPU_GetDefaultEncoder(); GPU_CmdEncoder_BeginRender(enc, storage->pbr_pass); // TEMP: only do skinned GPU_EncodeBindPipeline(enc, storage->pbr_skinned_pipeline); // Feed shader data Mat4 view, proj; u32x2 dimensions = GPU_Swapchain_GetDimensions(); Camera_ViewProj(&camera, (f32)dimensions.x, (f32)dimensions.y, &view, &proj); Binding_Camera camera_data = { .view = view, .projection = proj, .viewPos = vec4(camera.position.x, camera.position.y, camera.position.z, 1.0) }; GPU_EncodeBindShaderData(enc, 0, Binding_Camera_GetLayout(&camera_data)); Vec3 light_color = vec3(300.0, 300.0, 300.0); Binding_Lights lights_data = { .pointLights = { // FIXME: add lights to our RenderScene structure. for now these are // hardcoded (pbr_point_light){ .pos = vec3(0.0, 6.0, 6.0), .color = light_color }, (pbr_point_light){ .pos = vec3(-10, 10, 10), .color = light_color }, (pbr_point_light){ .pos = vec3(10, -10, 10), .color = light_color }, (pbr_point_light){ .pos = vec3(-10, -10, 10), .color = light_color }, } }; GPU_EncodeBindShaderData(enc, 3, Binding_Lights_GetLayout(&lights_data)); // TODO: Add shadowmap texture to uniforms Mesh_pool* mesh_pool = Render_GetMeshPool(); Material_pool* material_pool = Render_GetMaterialPool(); for (size_t ent_i = 0; ent_i < entity_count; ent_i++) { RenderEnt renderable = entities[ent_i]; Mesh* mesh = Mesh_pool_get(mesh_pool, renderable.mesh); Material* mat = Material_pool_get(material_pool, renderable.material); // upload material data PBRMaterialUniforms material_data = { .mat = *mat }; GPU_EncodeBindShaderData(enc, 2, PBRMaterial_GetLayout(&material_data)); // upload model transform Binding_Model model_data = { .model = renderable.affine }; GPU_EncodeBindShaderData(enc, 1, Binding_Model_GetLayout(&model_data)); // Skinning matrices // 1. calculate matrices AnimDataUniform anim_data = { 0 }; CASSERT(renderable.armature); Armature* skeleton = renderable.armature; // Skip the first one as we assume its root for this test for (int j_i = 1; j_i < skeleton->joints->len; j_i++) { Joint* j = &skeleton->joints->data[j_i]; j->local_transform = transform_to_mat(&j->transform_components); Mat4 m = mat4_mult(j->local_transform, j->inverse_bind_matrix); Joint* p = &skeleton->joints->data[j->parent]; j->local_transform = mat4_mult(j->local_transform, p->local_transform); printf("Quat %f \n", j->transform_components.rotation.z); } // 2. bind and upload for (int j_i = 1; j_i < skeleton->joints->len; j_i++) { anim_data.bone_matrices[j_i] = skeleton->joints->data[j_i].local_transform; } GPU_EncodeBindShaderData(enc, 3, AnimData_GetLayout(&anim_data)); // set buffers GPU_EncodeSetVertexBuffer(enc, mesh->vertex_buffer); GPU_EncodeSetIndexBuffer(enc, mesh->index_buffer); // draw GPU_EncodeDrawIndexedTris(enc, mesh->geometry.index_count); } GPU_CmdEncoder_EndRender(enc); } void PBRMaterial_BindData(ShaderDataLayout* layout, const void* data) { PBRMaterialUniforms* d = (PBRMaterialUniforms*)data; CASSERT(data); CASSERT(layout->binding_count == 5); TextureHandle white1x1 = Render_GetWhiteTexture(); if (d->mat.albedo_map.raw != INVALID_TEX_HANDLE.raw) { layout->bindings[0].data.texture.handle = d->mat.albedo_map; } else { layout->bindings[0].data.texture.handle = white1x1; } // TODO .. the rest } 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, }; ShaderBinding b5 = { .label = "PBR_Params", .kind = BINDING_BYTES, .data.bytes.size = sizeof(PBR_Params) }; if (has_data) { TextureHandle white1x1 = Render_GetWhiteTexture(); if (d->mat.albedo_map.raw != INVALID_TEX_HANDLE.raw) { b1.data.texture.handle = d->mat.albedo_map; } else { b1.data.texture.handle = white1x1; } if (d->mat.metallic_roughness_map.raw != INVALID_TEX_HANDLE.raw) { b2.data.texture.handle = d->mat.metallic_roughness_map; } else { b2.data.texture.handle = white1x1; } if (d->mat.ambient_occlusion_map.raw != INVALID_TEX_HANDLE.raw) { b3.data.texture.handle = d->mat.ambient_occlusion_map; } else { b3.data.texture.handle = white1x1; } if (d->mat.normal_map.raw != INVALID_TEX_HANDLE.raw) { b4.data.texture.handle = d->mat.normal_map; } else { b4.data.texture.handle = white1x1; } arena* frame = Render_GetFrameArena(); PBR_Params* params = arena_alloc(frame, sizeof(PBR_Params)); params->albedo = d->mat.base_colour; params->metallic = d->mat.metallic; params->roughness = d->mat.roughness; params->ambient_occlusion = d->mat.ambient_occlusion; b5.data.bytes.data = params; } return (ShaderDataLayout){ .bindings = { b1, b2, b3, b4, b5 }, .binding_count = 5 }; } Material PBRMaterialDefault() { return (Material){ .name = "Standard Material", .kind = MAT_PBR, .base_colour = vec3(1.0, 1.0, 1.0), .metallic = 0.0, .roughness = 0.5, .ambient_occlusion = 0.0, .albedo_map = INVALID_TEX_HANDLE, .metallic_roughness_map = INVALID_TEX_HANDLE, .normal_map = INVALID_TEX_HANDLE, .ambient_occlusion_map = INVALID_TEX_HANDLE }; }