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#include "skybox.h"
#include <assert.h>
#include "file.h"
#include "glad/glad.h"
#include "log.h"
#include "maths.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"
Skybox Skybox_Create(const char** face_paths, int n) {
INFO("Creating a skybox");
assert(n == 6); // ! we're only supporting a full cubemap for now
// -- cube verts
Geometry geom = Geo_CreateCuboid(f32x3(1.0, 1.0, 1.0));
Mesh cube = Mesh_Create(&geom, false);
// -- cubemap texture
TextureHandle handle;
GPU_Texture* tex = GPU_TextureAlloc(&handle);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex->id);
int width, height, nrChannels;
// unsigned char *data;
for (unsigned int i = 0; i < n; i++) {
TextureData data = TextureDataLoad(
face_paths[i],
false); // stbi_load(textures_faces[i].c_str(), &width, &height, &nrChannels, 0);
assert(data.description.format == TEXTURE_FORMAT_8_8_8_RGB_UNORM);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, data.description.extents.x,
data.description.extents.y, 0, GL_RGB, GL_UNSIGNED_BYTE, data.image_data);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// shader pipeline
GPU_RenderpassDesc rpass_desc = {
.default_framebuffer = true,
};
GPU_Renderpass* pass = GPU_Renderpass_Create(rpass_desc);
arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024);
Str8 vert_path = str8("assets/shaders/skybox.vert");
Str8 frag_path = str8("assets/shaders/skybox.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")
}
// VertexDescription pos_only = { .debug_label = "Position only verts" };
// VertexDesc_AddAttr(&pos_only, "inPos", ATTR_F32x3);
// pos_only.use_full_vertex_size = true;
ShaderData camera_data = { .data = NULL, .get_layout = &Binding_Camera_GetLayout };
ShaderData shader_data = { .data = NULL, .get_layout = &Skybox_GetLayout };
GraphicsPipelineDesc pipeline_desc = {
.debug_name = "Skybox pipeline",
.vertex_desc = static_3d_vertex_description(),
.data_layouts = { camera_data, shader_data },
.data_layouts_count = 2,
.vs = { .debug_name = "Skybox Vertex Shader",
.filepath = vert_path,
.code = vertex_shader.contents },
.fs = { .debug_name = "Skybox Fragment Shader",
.filepath = frag_path,
.code = fragment_shader.contents },
.wireframe = false,
.depth_test = true,
};
GPU_Pipeline* pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, pass);
return (Skybox){ .cube = cube, .texture = handle, .pipeline = pipeline };
}
void Skybox_Draw(Skybox* skybox, Camera camera) {
GPU_CmdEncoder* enc = GPU_GetDefaultEncoder();
GPU_CmdEncoder_BeginRender(enc, skybox->pipeline->renderpass);
GPU_EncodeBindPipeline(enc, skybox->pipeline);
GPU_EncodeSetDefaults(enc);
// Shader data
Mat4 view, proj;
Camera_ViewProj(&camera, 1000, 1000, &view, &proj);
Mat4 new = mat4_ident();
new.data[0] = view.data[0];
new.data[1] = view.data[1];
new.data[2] = view.data[2];
new.data[4] = view.data[4];
new.data[5] = view.data[5];
new.data[6] = view.data[6];
new.data[8] = view.data[8];
new.data[9] = view.data[9];
new.data[10] = view.data[10];
Binding_Camera camera_data = { .view = new,
.projection = proj,
.viewPos = vec4(camera.position.x, camera.position.y,
camera.position.z, 1.0) };
GPU_EncodeBindShaderData(
enc, 0, (ShaderData){ .data = &camera_data, .get_layout = &Binding_Camera_GetLayout });
SkyboxUniforms uniforms = { .cubemap = skybox->texture };
ShaderData skybox_data = { .data = &uniforms, .get_layout = &Skybox_GetLayout };
GPU_EncodeBindShaderData(enc, 0, skybox_data);
GPU_EncodeSetVertexBuffer(enc, skybox->cube.vertex_buffer);
GPU_EncodeSetIndexBuffer(enc, skybox->cube.index_buffer);
glDepthFunc(GL_LEQUAL);
GPU_EncodeDrawIndexed(enc, skybox->cube.geometry.indices->len);
glDepthFunc(GL_LESS);
GPU_CmdEncoder_EndRender(enc);
}
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