/** * @file renderpasses.c * @author your name (you@domain.com) * @brief * @version 0.1 * @date 2024-06-22 * * @copyright Copyright (c) 2024 * */ #include "renderpasses.h" #include "file.h" #include "log.h" #include "maths_types.h" #include "ral.h" #include "ral_types.h" #define SHADOW_WIDTH 1000 #define SHADOW_HEIGHT 1000 shader_data_layout debug_quad_layout(void* data) { debug_quad_uniform* d = data; bool has_data = data != NULL; shader_binding b1 = { .label = "depthMap", .type = SHADER_BINDING_TEXTURE, .stores_data = has_data }; if (has_data) { b1.data.texture.handle = d->depthMap; } return ( shader_data_layout){ .name = "debug quad uniforms", .bindings = { b1 }, .bindings_count = 1 }; } gpu_pipeline* debug_quad_pipeline_create() { gpu_renderpass_desc rpass_desc = { .default_framebuffer = true }; gpu_renderpass* rpass = gpu_renderpass_create(&rpass_desc); shader_data shader_layout = { .data = NULL, .shader_data_get_layout = debug_quad_layout }; struct graphics_pipeline_desc desc = { .debug_name = "Shadow maps debug quad", .vertex_desc = static_3d_vertex_description(), .data_layouts = { shader_layout }, .data_layouts_count = 1, .vs = shader_quick_load("assets/shaders/debug_quad.vert"), .fs = shader_quick_load("assets/shaders/debug_quad.frag"), .renderpass = rpass, .wireframe = false }; return gpu_graphics_pipeline_create(desc); } void ren_shadowmaps_init(ren_shadowmaps* storage) { storage->rpass = shadowmaps_renderpass_create(); storage->static_pipeline = shadowmaps_pipeline_create(storage->rpass); storage->debug_quad = debug_quad_pipeline_create(); storage->depth_tex = storage->rpass->description.depth_stencil; } gpu_renderpass* shadowmaps_renderpass_create() { // Create depthmap texture u32x2 extents = u32x2(SHADOW_WIDTH, SHADOW_HEIGHT); texture_desc depthmap_desc = { .extents = extents, .format = CEL_TEXTURE_FORMAT_DEPTH_DEFAULT, .tex_type = CEL_TEXTURE_TYPE_2D }; texture_handle depthmap = gpu_texture_create(depthmap_desc, false, NULL); gpu_renderpass_desc shadows_desc = { .default_framebuffer = false, .has_color_target = false, .has_depth_stencil = true, .depth_stencil = depthmap }; return gpu_renderpass_create(&shadows_desc); } // == shader bindings shader_data_layout model_uniform_layout(void* data) { bool has_data = data != NULL; shader_binding b1 = { .label = "Model", .type = SHADER_BINDING_BYTES, .stores_data = has_data, .data = { .bytes.size = sizeof(model_uniform) } }; if (has_data) { b1.data.bytes.data = data; } return (shader_data_layout){ .name = "model_uniform", .bindings = { b1 }, .bindings_count = 1 }; } shader_data_layout lightspace_uniform_layout(void* data) { bool has_data = data != NULL; shader_binding b1 = { .label = "LightSpace", .type = SHADER_BINDING_BYTES, .stores_data = has_data, .data = { .bytes.size = sizeof(lightspace_tf_uniform) } }; if (has_data) { b1.data.bytes.data = data; } return (shader_data_layout){ .name = "lightspace_tf_uniform", .bindings = { b1 }, .bindings_count = 1 }; } // ================== gpu_pipeline* shadowmaps_pipeline_create(gpu_renderpass* rpass) { arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024); str8 vert_path = str8lit("assets/shaders/shadows.vert"); str8 frag_path = str8lit("assets/shaders/shadows.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"); } // We'll have two data layouts. 1. for the light-space transform, and 2. for the model matrix shader_data model_uniform = { .data = NULL, .shader_data_get_layout = &model_uniform_layout }; shader_data lightspace_uniform = { .data = NULL, .shader_data_get_layout = &lightspace_uniform_layout }; struct graphics_pipeline_desc desc = { .debug_name = "Shadowmap drawing pipeline", .vertex_desc = static_3d_vertex_description(), .data_layouts = { model_uniform, lightspace_uniform }, .data_layouts_count = 2, .vs = { .debug_name = "Shadows Vert shader", .filepath = vert_path, .code = vertex_shader.contents, .is_spirv = true }, .fs = { .debug_name = "Shadows Frag shader", .filepath = frag_path, .code = fragment_shader.contents, .is_spirv = true }, .renderpass = rpass }; arena_free_storage(&scratch); return gpu_graphics_pipeline_create(desc); } void renderpass_shadowmap_execute(gpu_renderpass* pass, render_entity* entities, size_t entity_count) {}