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#include "immdraw.h"
#include "core.h"
#include "file.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 "shader_layouts.h"
void Immdraw_Init(Immdraw_Storage* storage) {
INFO("Immediate drawing initialisation");
// Meshes
Geometry sphere_geo = Geo_CreateUVsphere(1.0, 8, 8);
storage->sphere = Mesh_Create(&sphere_geo, false);
Geometry cube_geo = Geo_CreateCuboid(f32x3(2.0, 2.0, 2.0));
storage->cube = Mesh_Create(&cube_geo, false);
Geometry plane_geo = Geo_CreatePlane(f32x2(2.0, 2.0));
storage->plane = Mesh_Create(&plane_geo, false);
// Pipeline / material
VertexDescription vertex_desc = {
.debug_label = "Immdraw Vertex",
.use_full_vertex_size = true,
};
VertexDesc_AddAttr(&vertex_desc, "position", ATTR_F32x3);
VertexDesc_AddAttr(&vertex_desc, "normal", ATTR_F32x3);
arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024);
Str8 vert_path = str8("assets/shaders/immdraw.vert");
Str8 frag_path = str8("assets/shaders/immdraw.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);
ShaderDataLayout imm_uniform_data = ImmediateUniforms_GetLayout(NULL);
GraphicsPipelineDesc pipeline_desc = {
.debug_name = "Immediate Draw Pipeline",
.vertex_desc = static_3d_vertex_description(),
.data_layouts = { camera_data, imm_uniform_data },
.data_layouts_count = 2,
.vs = { .debug_name = "Immdraw Vertex Shader",
.filepath = vert_path,
.code = vertex_shader.contents },
.fs = { .debug_name = "Immdraw Fragment Shader",
.filepath = frag_path,
.code = fragment_shader.contents },
.depth_test = true,
.wireframe = false,
};
GPU_Renderpass* rpass =
GPU_Renderpass_Create((GPU_RenderpassDesc){ .default_framebuffer = true });
storage->colour_pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, rpass);
}
void Immdraw_Shutdown(Immdraw_Storage* storage) {
GraphicsPipeline_Destroy(storage->colour_pipeline);
}
void Immdraw_Sphere(Transform tf, f32 size, Vec4 colour, bool wireframe) {
INFO("Draw sphere");
Immdraw_Storage* imm = Render_GetImmdrawStorage();
GPU_CmdEncoder* enc = GPU_GetDefaultEncoder();
// begin renderpass
GPU_CmdEncoder_BeginRender(enc, imm->colour_pipeline->renderpass);
// bind pipeline
GPU_EncodeBindPipeline(enc, imm->colour_pipeline);
// update uniforms
ImmediateUniforms uniforms = {
.model = transform_to_mat(&tf),
.colour = colour,
};
Mat4 view, proj;
u32x2 dimensions = GPU_Swapchain_GetDimensions();
RenderScene* scene = Render_GetScene();
Camera_ViewProj(&scene->camera, (f32)dimensions.x, (f32)dimensions.y, &view, &proj);
Binding_Camera camera_data = { .view = view,
.projection = proj,
.viewPos = vec4(scene->camera.position.x, scene->camera.position.y,
scene->camera.position.z, 1.0) };
GPU_EncodeBindShaderData(enc, 0, Binding_Camera_GetLayout(&camera_data));
GPU_EncodeBindShaderData(enc, 1, ImmediateUniforms_GetLayout(&uniforms));
// draw call
GPU_EncodeSetVertexBuffer(enc, imm->plane.vertex_buffer);
GPU_EncodeSetIndexBuffer(enc, imm->plane.index_buffer);
GPU_EncodeDrawIndexed(enc, imm->plane.geometry.index_count);
// end renderpass
GPU_CmdEncoder_EndRender(enc);
}
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