1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
|
#include "celeritas.h"
#include "maths.h"
#include "maths_types.h"
#include "primitives.h"
#include "ral.h"
#include "ral_types.h"
#include "render.h"
#include "render_types.h"
#include "renderpasses.h"
extern core g_core;
// Scene / light setup
vec3 light_position = { -2, 4, -1 };
mesh s_scene[5];
transform s_transforms[5];
/*
TODO:
- keyboard button to switch between main camera and light camera
*/
void draw_scene();
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));
ren_shadowmaps shadows = { .width = 1000, .height = 1000 };
ren_shadowmaps_init(&shadows);
// Set up the scene
// We want:
// 1. a ground plane
// 2. lights
// 3. some boxes
for (int i = 0; i < 4; i++) {
geometry_data geo = geo_create_cuboid(f32x3(2, 2, 2));
s_scene[i] = mesh_create(&geo, true);
s_transforms[i] = transform_create(vec3(4 * i, 0, 0), quat_ident(), 1.0);
}
geometry_data plane = geo_create_plane(f32x2(20, 20));
s_scene[4] = mesh_create(&plane, true);
geometry_data quad_geo = geo_create_plane(f32x2(2,2));
mesh quad = mesh_create(&quad_geo, true);
shader_data model_data = { .data = NULL, .shader_data_get_layout = &model_uniform_layout };
shader_data lightspace_data = { .data = NULL,
.shader_data_get_layout = &lightspace_uniform_layout };
// 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();
gpu_cmd_encoder_begin_render(enc, shadows.rpass);
// calculations
f32 near_plane = 1.0, far_plane = 7.5;
mat4 light_projection = mat4_orthographic(-10.0, 10.0, -10.0, 10.0, near_plane, far_plane);
mat4 light_view = mat4_look_at(light_position, VEC3_ZERO, VEC3_Y);
mat4 light_space_matrix = mat4_mult(light_view, light_projection);
lightspace_tf_uniform lsu = { .lightSpaceMatrix = light_space_matrix };
encode_bind_pipeline(enc, PIPELINE_GRAPHICS, shadows.static_pipeline);
lightspace_data.data = &lsu;
encode_bind_shader_data(enc, 0, &lightspace_data);
draw_scene();
gpu_cmd_encoder_end_render(enc);
gpu_cmd_encoder_begin_render(enc, shadows.debug_quad->renderpass);
encode_bind_pipeline(enc, PIPELINE_GRAPHICS, shadows.debug_quad);
debug_quad_uniform dqu = {.depthMap = shadows.depth_tex};
shader_data debug_quad_data = { .data = &dqu, .shader_data_get_layout = debug_quad_layout};
encode_bind_shader_data(enc, 0, &debug_quad_data);
encode_set_vertex_buffer(enc, quad.vertex_buffer);
encode_set_index_buffer(enc, quad.index_buffer);
encode_draw_indexed(enc, quad.geometry->indices->len);
gpu_cmd_encoder_end_render(enc);
// gpu_cmd_encoder_begin_render(enc, static_opaque_rpass);
// gpu_cmd_encoder_end_render(enc);
gpu_backend_end_frame();
}
renderer_shutdown(&g_core.renderer);
return 0;
}
void draw_scene() {
gpu_cmd_encoder* enc = gpu_get_default_cmd_encoder();
for (int i = 0; i < 5; i++) {
model_uniform mu = { .model = transform_to_mat(&s_transforms[i]) };
shader_data model_data = { .data = &mu, .shader_data_get_layout = model_uniform_layout };
encode_bind_shader_data(enc, 0, &model_data);
encode_set_vertex_buffer(enc, s_scene[i].vertex_buffer);
encode_set_index_buffer(enc, s_scene[i].index_buffer);
encode_draw_indexed(enc, s_scene[i].geometry->indices->len);
}
}
|