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#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);
}
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