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#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 <glad/glad.h>
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);
}
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