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
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
|
#include "pbr.h"
#include "camera.h"
#include "core.h"
#include "file.h"
#include "log.h"
#include "maths.h"
#include "mem.h"
#include "ral_common.h"
#include "ral_impl.h"
#include "ral_types.h"
#include "render.h"
#include "render_types.h"
#include "shader_layouts.h"
void PBR_Init(PBR_Storage* storage) {
INFO("PBR shaders init");
storage->pbr_pass = PBR_RPassCreate();
PBR_PipelinesCreate(storage, storage->pbr_pass);
}
GPU_Renderpass* PBR_RPassCreate() {
GPU_RenderpassDesc desc = { .default_framebuffer = true };
return GPU_Renderpass_Create(desc);
}
void PBR_PipelinesCreate(PBR_Storage* storage, GPU_Renderpass* rpass) {
// Static
{
const char* vert_path = "assets/shaders/static_geometry.vert";
const char* frag_path = "assets/shaders/pbr_textured.frag";
char* vert_shader = string_from_file(vert_path);
char* frag_shader = string_from_file(frag_path);
ShaderDataLayout camera_data = Binding_Camera_GetLayout(NULL);
ShaderDataLayout model_data = Binding_Model_GetLayout(NULL);
ShaderDataLayout material_data = PBRMaterial_GetLayout(NULL);
ShaderDataLayout lights_data = Binding_Lights_GetLayout(NULL);
GraphicsPipelineDesc desc = {
.debug_name = "PBR (Static) Pipeline",
.vertex_desc = static_3d_vertex_description(),
.data_layouts = { camera_data, model_data, material_data, lights_data },
.data_layouts_count = 4,
.vs = { .debug_name = "PBR (textured) Vertex Shader",
.filepath = str8(vert_path),
.code = vert_shader },
.fs = { .debug_name = "PBR (textured) Fragment Shader",
.filepath = str8(frag_path),
.code = frag_shader },
.depth_test = true,
.wireframe = true,
};
storage->pbr_static_pipeline = GPU_GraphicsPipeline_Create(desc, rpass);
}
// Skinned
{
const char* vert_path = "assets/shaders/skinned_geometry.vert";
const char* frag_path = "assets/shaders/pbr_textured.frag";
char* vert_shader = string_from_file(vert_path);
char* frag_shader = string_from_file(frag_path);
ShaderDataLayout camera_data = Binding_Camera_GetLayout(NULL);
ShaderDataLayout model_data = Binding_Model_GetLayout(NULL);
ShaderDataLayout material_data = PBRMaterial_GetLayout(NULL);
ShaderDataLayout lights_data = Binding_Lights_GetLayout(NULL);
VertexDescription vertex_desc = { .debug_label = "Skinned vertices",
.use_full_vertex_size = true };
VertexDesc_AddAttr(&vertex_desc, "inPos", ATTR_F32x3);
VertexDesc_AddAttr(&vertex_desc, "inNormal", ATTR_F32x3);
VertexDesc_AddAttr(&vertex_desc, "inTexCoords", ATTR_F32x2);
VertexDesc_AddAttr(&vertex_desc, "inBoneIndices", ATTR_I32x4);
VertexDesc_AddAttr(&vertex_desc, "inWeights", ATTR_F32x4);
GraphicsPipelineDesc desc = {
.debug_name = "PBR (Skinned) Pipeline",
.vertex_desc = vertex_desc,
.data_layouts = { camera_data, model_data, material_data, lights_data },
.data_layouts_count = 4,
.vs = { .debug_name = "PBR (textured) Vertex Shader",
.filepath = str8(vert_path),
.code = vert_shader },
.fs = { .debug_name = "PBR (textured) Fragment Shader",
.filepath = str8(frag_path),
.code = frag_shader },
.depth_test = true,
.wireframe = true,
};
storage->pbr_skinned_pipeline = GPU_GraphicsPipeline_Create(desc, rpass);
}
}
void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_tex,
RenderEnt* entities, size_t entity_count) {
// 1. set up our pipeline
// 2. upload constant data (camera, lights)
// 3. draw each entity
// - upload material data -> in the future we will sort & batch by material
// - upload model transform
// - emit draw call
GPU_CmdEncoder* enc = GPU_GetDefaultEncoder();
GPU_CmdEncoder_BeginRender(enc, storage->pbr_pass);
GPU_EncodeBindPipeline(enc, storage->pbr_static_pipeline);
// Feed shader data
Mat4 view, proj;
u32x2 dimensions = GPU_Swapchain_GetDimensions();
Camera_ViewProj(&camera, (f32)dimensions.x, (f32)dimensions.y, &view, &proj);
Binding_Camera camera_data = { .view = view,
.projection = proj,
.viewPos = vec4(camera.position.x, camera.position.y,
camera.position.z, 1.0) };
GPU_EncodeBindShaderData(enc, 0, Binding_Camera_GetLayout(&camera_data));
Vec3 light_color = vec3(300.0, 300.0, 300.0);
Binding_Lights
lights_data = { .pointLights = {
// FIXME: add lights to our RenderScene structure. for now these are
// hardcoded
(pbr_point_light){ .pos = vec3(0.0, 6.0, 6.0), .color = light_color },
(pbr_point_light){ .pos = vec3(-10, 10, 10), .color = light_color },
(pbr_point_light){ .pos = vec3(10, -10, 10), .color = light_color },
(pbr_point_light){ .pos = vec3(-10, -10, 10), .color = light_color },
} };
GPU_EncodeBindShaderData(enc, 3, Binding_Lights_GetLayout(&lights_data));
// TODO: Add shadowmap texture to uniforms
Mesh_pool* mesh_pool = Render_GetMeshPool();
Material_pool* material_pool = Render_GetMaterialPool();
for (size_t ent_i = 0; ent_i < entity_count; ent_i++) {
RenderEnt renderable = entities[ent_i];
Mesh* mesh = Mesh_pool_get(mesh_pool, renderable.mesh);
Material* mat = Material_pool_get(material_pool, renderable.material);
// upload material data
PBRMaterialUniforms material_data = { .mat = *mat };
GPU_EncodeBindShaderData(enc, 2, PBRMaterial_GetLayout(&material_data));
// upload model transform
Binding_Model model_data = { .model = renderable.affine };
GPU_EncodeBindShaderData(enc, 1, Binding_Model_GetLayout(&model_data));
// set buffers
GPU_EncodeSetVertexBuffer(enc, mesh->vertex_buffer);
GPU_EncodeSetIndexBuffer(enc, mesh->index_buffer);
// draw
GPU_EncodeDrawIndexedTris(enc, mesh->geometry.index_count);
}
GPU_CmdEncoder_EndRender(enc);
}
void PBRMaterial_BindData(ShaderDataLayout* layout, const void* data) {
PBRMaterialUniforms* d = (PBRMaterialUniforms*)data;
CASSERT(data);
CASSERT(layout->binding_count == 5);
TextureHandle white1x1 = Render_GetWhiteTexture();
if (d->mat.albedo_map.raw != INVALID_TEX_HANDLE.raw) {
layout->bindings[0].data.texture.handle = d->mat.albedo_map;
} else {
layout->bindings[0].data.texture.handle = white1x1;
}
// TODO .. the rest
}
ShaderDataLayout PBRMaterial_GetLayout(void* data) {
PBRMaterialUniforms* d = (PBRMaterialUniforms*)data;
bool has_data = data != NULL;
ShaderBinding b1 = {
.label = "albedoMap",
.kind = BINDING_TEXTURE,
};
ShaderBinding b2 = {
.label = "metallicRoughnessMap",
.kind = BINDING_TEXTURE,
};
ShaderBinding b3 = {
.label = "aoMap",
.kind = BINDING_TEXTURE,
};
ShaderBinding b4 = {
.label = "normalMap",
.kind = BINDING_TEXTURE,
};
ShaderBinding b5 = { .label = "PBR_Params",
.kind = BINDING_BYTES,
.data.bytes.size = sizeof(PBR_Params) };
if (has_data) {
TextureHandle white1x1 = Render_GetWhiteTexture();
if (d->mat.albedo_map.raw != INVALID_TEX_HANDLE.raw) {
b1.data.texture.handle = d->mat.albedo_map;
} else {
b1.data.texture.handle = white1x1;
}
if (d->mat.metallic_roughness_map.raw != INVALID_TEX_HANDLE.raw) {
b2.data.texture.handle = d->mat.metallic_roughness_map;
} else {
b2.data.texture.handle = white1x1;
}
if (d->mat.ambient_occlusion_map.raw != INVALID_TEX_HANDLE.raw) {
b3.data.texture.handle = d->mat.ambient_occlusion_map;
} else {
b3.data.texture.handle = white1x1;
}
if (d->mat.normal_map.raw != INVALID_TEX_HANDLE.raw) {
b4.data.texture.handle = d->mat.normal_map;
} else {
b4.data.texture.handle = white1x1;
}
arena* frame = Render_GetFrameArena();
PBR_Params* params = arena_alloc(frame, sizeof(PBR_Params));
params->albedo = d->mat.base_colour;
params->metallic = d->mat.metallic;
params->roughness = d->mat.roughness;
params->ambient_occlusion = d->mat.ambient_occlusion;
b5.data.bytes.data = params;
}
return (ShaderDataLayout){ .bindings = { b1, b2, b3, b4, b5 }, .binding_count = 5 };
}
Material PBRMaterialDefault() {
return (Material){ .name = "Standard Material",
.kind = MAT_PBR,
.base_colour = vec3(1.0, 1.0, 1.0),
.metallic = 0.0,
.roughness = 0.5,
.ambient_occlusion = 0.0,
.albedo_map = INVALID_TEX_HANDLE,
.metallic_roughness_map = INVALID_TEX_HANDLE,
.normal_map = INVALID_TEX_HANDLE,
.ambient_occlusion_map = INVALID_TEX_HANDLE };
}
|