#include "grid.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 Grid_Init(Grid_Storage* storage) { INFO("Infinite Grid initialisation"); Geometry plane_geo = Geo_CreatePlane(f32x2(1.0, 1.0), 1, 1); Mesh plane_mesh = Mesh_Create(&plane_geo, true); storage->plane_vertices = plane_mesh.vertex_buffer; u32 indices[6] = { 5, 4, 3, 2, 1, 0 }; storage->plane_indices = GPU_BufferCreate(6 * sizeof(u32), BUFFER_INDEX, BUFFER_FLAG_GPU, &indices); GPU_RenderpassDesc rpass_desc = { .default_framebuffer = true, }; storage->renderpass = GPU_Renderpass_Create(rpass_desc); arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024); Str8 vert_path = str8("assets/shaders/grid.vert"); Str8 frag_path = str8("assets/shaders/grid.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") } ShaderDataLayout camera_data = Binding_Camera_GetLayout(NULL); GraphicsPipelineDesc pipeline_desc = { .debug_name = "Infinite grid pipeline", .vertex_desc = static_3d_vertex_description(), .data_layouts = { camera_data }, .data_layouts_count = 1, .vs = { .debug_name = "Grid vertex shader", .filepath = vert_path, .code = vertex_shader.contents, }, .fs = { .debug_name = "Grid fragment shader", .filepath = frag_path, .code = fragment_shader.contents, }, .wireframe = false, }; storage->pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, storage->renderpass); } void Grid_Draw() { Grid_Storage* grid = Render_GetGridStorage(); Grid_Execute(grid); } void Grid_Execute(Grid_Storage* storage) { RenderScene* scene = Render_GetScene(); GPU_CmdEncoder* enc = GPU_GetDefaultEncoder(); GPU_CmdEncoder_BeginRender(enc, storage->renderpass); GPU_EncodeBindPipeline(enc, storage->pipeline); Mat4 view, proj; u32x2 dimensions = GPU_Swapchain_GetDimensions(); Camera camera = scene->camera; 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)); GPU_EncodeSetVertexBuffer(enc, storage->plane_vertices); GPU_EncodeSetIndexBuffer(enc, storage->plane_indices); GPU_EncodeDrawIndexedTris(enc, 6); GPU_CmdEncoder_EndRender(enc); }