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#include <glfw3.h>
#include <stdbool.h>
#include "builtin_materials.h"
#include "camera.h"
#include "colours.h"
#include "core.h"
#include "loaders.h"
#include "log.h"
#include "maths.h"
#include "maths_types.h"
#include "primitives.h"
#include "ral.h"
#include "render.h"
#include "render_types.h"
#include "str.h"
extern core g_core;
#define MODEL_GET(h) (model_pool_get(&g_core.models, h))
const vec3 pointlight_positions[4] = {
{ 10.0 / 1., 10.0 / 1., 10.0 },
{ -10.0 / 1., 10.0 / 1., 10.0 },
{ 10.0 / 1., -10.0 / 1., 10.0 },
{ -10.0 / 1., -10.0 / 1., 10.0 },
};
pbr_point_light point_lights[4];
int main() {
core_bringup();
arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024);
for (int i = 0; i < 4; i++) {
point_lights[i].pos = pointlight_positions[i];
point_lights[i].color = vec3(300.0, 300.0, 300.0);
}
vec3 camera_pos = vec3(3., 2., 0.);
vec3 camera_front = vec3_normalise(vec3_negate(camera_pos));
camera cam = camera_create(camera_pos, camera_front, VEC3_NEG_Z, deg_to_rad(45.0));
shader_data pbr_uniforms = { .data = NULL,
.shader_data_get_layout = &pbr_textured_shader_layout };
// Make the pipeline
gpu_renderpass_desc pass_description = { .default_framebuffer = true, .color_target = true };
gpu_renderpass* renderpass = gpu_renderpass_create(&pass_description);
str8 vert_path = str8lit("assets/shaders/pbr_textured.vert");
str8 frag_path = str8lit("assets/shaders/pbr_textured.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")
}
struct graphics_pipeline_desc pipeline_description = {
.debug_name = "PBR Pipeline",
.vertex_desc = static_3d_vertex_description(),
.data_layouts = { pbr_uniforms },
.data_layouts_count = 1,
.vs = { .debug_name = "PBR (textured) Vertex Shader",
.filepath = vert_path,
.code = vertex_shader.contents,
.is_spirv = false },
.fs = { .debug_name = "PBR (textured) Fragment Shader",
.filepath = frag_path,
.code = fragment_shader.contents,
.is_spirv = false },
.renderpass = renderpass,
.wireframe = false,
.depth_test = false
};
gpu_pipeline* pbr_pipeline = gpu_graphics_pipeline_create(pipeline_description);
// Model
model_handle helmet_handle =
model_load_gltf("assets/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false);
INFO("GLTF loaded successfully!");
model* helmet = MODEL_GET(helmet_handle);
pbr_textured_bindgroup pbr_bind_data;
static f32 theta = 0.0;
while (!should_exit()) {
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, pbr_pipeline);
encode_set_default_settings(enc);
theta += 0.01;
transform transform = { .position = vec3(0, 0, 0),
.rotation = quat_from_axis_angle(VEC3_Z, theta, true),
.scale = 1.0 };
mat4 model_affine = transform_to_mat(&transform);
mat4 view, proj;
camera_view_projection(&cam, 1000, 1000, &view, &proj);
// Feed shader data
pbr_bind_data.mvp_matrices =
(mvp_matrix_uniforms){ .model = model_affine, .view = view, .projection = proj };
pbr_bind_data.lights = (pbr_params_light_uniforms){
.viewPos = vec4(cam.position.x, cam.position.y, cam.position.z, 1.0),
.pointLights = { point_lights[0], point_lights[1], point_lights[2], point_lights[3] }
};
pbr_bind_data.textures = (pbr_textures){
.albedo_tex = helmet->materials->data[0].mat_data.pbr.albedo_map,
.metal_roughness_tex = helmet->materials->data[0].mat_data.pbr.metallic_map,
.ao_tex = helmet->materials->data[0].mat_data.pbr.ao_map,
.normal_tex = helmet->materials->data[0].mat_data.pbr.normal_map,
};
pbr_uniforms.data = &pbr_bind_data;
encode_bind_shader_data(enc, 0, &pbr_uniforms);
// Record draw calls
mesh m = helmet->meshes->data[0];
encode_set_vertex_buffer(enc, m.vertex_buffer);
encode_set_index_buffer(enc, m.index_buffer);
encode_draw_indexed(enc, m.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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