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#include <glfw3.h>
#include "buf.h"
#include "camera.h"
#include "core.h"
#include "file.h"
#include "log.h"
#include "maths.h"
#include "maths_types.h"
#include "mem.h"
#include "primitives.h"
#include "ral.h"
#include "ral_types.h"
#include "render.h"
#include "render_types.h"
extern core g_core;
// Scene / light setup
const vec3 pointlight_positions[4] = {
{ -10.0, 10.0, 10.0 },
{ 10.0, 10.0, 10.0 },
{ -10.0, -10.0, 10.0 },
{ 10.0, -10.0, 10.0 },
};
point_light point_lights[4];
// Define the shader data
typedef struct mvp_uniforms {
mat4 model;
mat4 view;
mat4 projection;
} mvp_uniforms;
typedef struct my_shader_bind_group {
mvp_uniforms mvp;
texture_handle tex;
} my_shader_bind_group;
// We also must create a function that knows how to return a `shader_data_layout`
shader_data_layout mvp_uniforms_layout(void* data) {
my_shader_bind_group* d = (my_shader_bind_group*)data;
bool has_data = data != NULL;
shader_binding b1 = { .label = "Matrices",
.type = SHADER_BINDING_BYTES,
.stores_data = has_data,
.data = { .bytes = { .size = sizeof(mvp_uniforms) } } };
shader_binding b2 = { .label = "texSampler",
.type = SHADER_BINDING_TEXTURE,
.stores_data = has_data };
if (has_data) {
b1.data.bytes.data = &d->mvp;
b2.data.texture.handle = d->tex;
}
return (shader_data_layout){ .name = "global_ubo", .bindings = { b1, b2 }, .bindings_count = 2 };
}
int main() {
core_bringup();
arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024);
vec3 camera_pos = vec3(2., 2., 2.);
vec3 camera_front = vec3_normalise(vec3_negate(camera_pos));
camera cam = camera_create(camera_pos, camera_front, VEC3_Y, deg_to_rad(45.0));
// This is how to do it manually; run `static_3d_vertex_description()` to get this built-in vertex
// format
vertex_description vertex_input = { .use_full_vertex_size = true };
vertex_input.debug_label = "Standard Static 3D Vertex Format";
vertex_desc_add(&vertex_input, "inPosition", ATTR_F32x3);
vertex_desc_add(&vertex_input, "inNormal", ATTR_F32x3);
vertex_desc_add(&vertex_input, "inTexCoords", ATTR_F32x2);
vertex_input.use_full_vertex_size = true;
shader_data mvp_uniforms_data = { .data = NULL, .shader_data_get_layout = &mvp_uniforms_layout };
gpu_renderpass_desc pass_description = { .default_framebuffer = true };
gpu_renderpass* renderpass = gpu_renderpass_create(&pass_description);
str8 vert_path, frag_path;
#ifdef CEL_REND_BACKEND_OPENGL
vert_path = str8lit("assets/shaders/cube.vert");
frag_path = str8lit("assets/shaders/cube.frag");
#else
vert_path = str8lit("build/linux/x86_64/debug/cube.vert.spv");
frag_path = str8lit("build/linux/x86_64/debug/cube.frag.spv");
#endif
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")
}
struct graphics_pipeline_desc pipeline_description = {
.debug_name = "Basic Pipeline",
.vertex_desc = vertex_input,
.data_layouts = { mvp_uniforms_data },
.data_layouts_count = 1,
.vs = { .debug_name = "Triangle Vertex Shader",
.filepath = vert_path,
.code = vertex_shader.contents,
.is_spirv = true },
.fs = { .debug_name = "Triangle Fragment Shader",
.filepath = frag_path,
.code = fragment_shader.contents,
.is_spirv = true },
.renderpass = renderpass,
.wireframe = false,
.depth_test = false
};
gpu_pipeline* gfx_pipeline = gpu_graphics_pipeline_create(pipeline_description);
// Geometry
geometry_data cube_data = geo_create_cuboid(f32x3(1, 1, 1));
mesh cube = mesh_create(&cube_data, false);
// Texture
texture_data tex_data = texture_data_load("assets/textures/texture.jpg", false);
texture_handle texture = texture_data_upload(tex_data, true);
static f32 theta = 0.0;
// Main loop
while (!should_exit(&g_core)) {
input_update(&g_core.input);
if (!gpu_backend_begin_frame()) {
continue;
}
gpu_cmd_encoder* enc = gpu_get_default_cmd_encoder();
// begin recording
gpu_cmd_encoder_begin(*enc);
gpu_cmd_encoder_begin_render(enc, renderpass);
encode_bind_pipeline(enc, PIPELINE_GRAPHICS, gfx_pipeline);
encode_set_default_settings(enc);
theta += 0.01;
transform transform = { .position = vec3(-0.5, -0.5, -0.5),
.rotation = quat_from_axis_angle(VEC3_Y, theta, true),
.scale = 1.0 };
/* INFO("Swapchain dimensions x %d y %d", g_core.renderer.swapchain.dimensions.x,
* g_core.renderer.swapchain.dimensions.y); */
mat4 model = transform_to_mat(&transform);
mat4 view, proj;
camera_view_projection(&cam, 1000, 1000,
/* g_core.renderer.swapchain.dimensions.x, */
/* g_core.renderer.swapchain.dimensions.y, */
&view, &proj);
mvp_uniforms mvp_data = { .model = model, .view = view, .projection = proj };
my_shader_bind_group shader_bind_data = { .mvp = mvp_data, .tex = texture };
mvp_uniforms_data.data = &shader_bind_data;
encode_bind_shader_data(enc, 0, &mvp_uniforms_data);
// Record draw calls
// draw_mesh(&cube, &model, &cam);
encode_set_vertex_buffer(enc, cube.vertex_buffer);
encode_set_index_buffer(enc, cube.index_buffer);
encode_draw_indexed(enc, cube.geometry->indices->len);
// End recording
gpu_cmd_encoder_end_render(enc);
gpu_cmd_buffer buf = gpu_cmd_encoder_finish(enc);
gpu_queue_submit(&buf);
// Submit
gpu_backend_end_frame();
}
renderer_shutdown(&g_core.renderer);
return 0;
}
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