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#include <glfw3.h>
#include "maths_types.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include "camera.h"
#include "file.h"
#include "log.h"
#include "mem.h"
#include "ral.h"
#include "ral_types.h"
#include "render.h"
/** @brief Creates the pipelines built into Celeritas such as rendering static opaque geometry,
debug visualisations, immediate mode UI, etc */
void default_pipelines_init(renderer* ren);
bool renderer_init(renderer* ren) {
// INFO("Renderer init");
// NOTE: all platforms use GLFW at the moment but thats subject to change
glfwInit();
#if defined(CEL_REND_BACKEND_OPENGL)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#elif defined(CEL_REND_BACKEND_VULKAN)
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
#endif
// glfw window creation
GLFWwindow* window = glfwCreateWindow(ren->config.scr_width, ren->config.scr_height,
ren->config.window_name, NULL, NULL);
if (window == NULL) {
// ERROR("Failed to create GLFW window\n");
glfwTerminate();
return false;
}
ren->window = window;
glfwMakeContextCurrent(ren->window);
DEBUG("Start gpu backend init");
if (!gpu_backend_init("Celeritas Engine - Vulkan", window)) {
FATAL("Couldnt load graphics api backend");
return false;
}
gpu_device_create(&ren->device); // TODO: handle errors
gpu_swapchain_create(&ren->swapchain);
DEBUG("Initialise GPU resource pools");
arena pool_arena = arena_create(malloc(1024 * 1024), 1024 * 1024);
ren->resource_pools = arena_alloc(&pool_arena, sizeof(struct resource_pools));
resource_pools_init(&pool_arena, ren->resource_pools);
// ren->blinn_phong =
// shader_create_separate("assets/shaders/blinn_phong.vert",
// "assets/shaders/blinn_phong.frag");
// ren->skinned =
// shader_create_separate("assets/shaders/skinned.vert", "assets/shaders/blinn_phong.frag");
// default_material_init();
// Create default rendering pipeline
/* default_pipelines_init(ren); */
return true;
}
void renderer_shutdown(renderer* ren) {
gpu_swapchain_destroy(&ren->swapchain);
gpu_pipeline_destroy(&ren->static_opaque_pipeline);
gpu_backend_shutdown();
}
void default_pipelines_init(renderer* ren) {
// Static opaque geometry
arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024);
gpu_renderpass_desc pass_description = {};
gpu_renderpass* renderpass = gpu_renderpass_create(&pass_description);
ren->default_renderpass = *renderpass;
printf("Load shaders\n");
str8 vert_path = str8lit("build/linux/x86_64/debug/triangle.vert.spv");
str8 frag_path = str8lit("build/linux/x86_64/debug/triangle.frag.spv");
/* str8 vert_path =
* str8lit("/home/void/code/celeritas-engine/celeritas-core/build/linux/x86_64/debug/triangle.vert.spv");
*/
/* str8 frag_path =
* str8lit("/home/void/code/celeritas-engine/celeritas-core/build/linux/x86_64/debug/triangle.frag.spv");
*/
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")
}
vertex_description vertex_input;
vertex_input.debug_label = "Standard Static 3D Vertex Format";
vertex_desc_add(&vertex_input, "inPosition", ATTR_F32x3);
vertex_desc_add(&vertex_input, "inNormal", ATTR_F32x3);
vertex_desc_add(&vertex_input, "inTexCoords", ATTR_F32x2);
struct graphics_pipeline_desc pipeline_description = {
.debug_name = "Basic Pipeline",
.vertex_desc = vertex_input,
// .data_layouts
// .data_layouts_count
.vs = { .debug_name = "Triangle Vertex Shader",
.filepath = vert_path,
.code = vertex_shader.contents,
.is_spirv = true },
.fs = { .debug_name = "Triangle Fragment Shader",
.filepath = frag_path,
.code = fragment_shader.contents,
.is_spirv = true },
.renderpass = renderpass,
.wireframe = false,
.depth_test = false
};
gpu_pipeline* gfx_pipeline = gpu_graphics_pipeline_create(pipeline_description);
ren->static_opaque_pipeline = *gfx_pipeline;
}
void render_frame_begin(renderer* ren) {
ren->frame_aborted = false;
if (!gpu_backend_begin_frame()) {
ren->frame_aborted = true;
return;
}
gpu_cmd_encoder* enc = gpu_get_default_cmd_encoder();
// begin recording
gpu_cmd_encoder_begin(*enc);
gpu_cmd_encoder_begin_render(enc, &ren->default_renderpass);
encode_bind_pipeline(enc, PIPELINE_GRAPHICS, &ren->static_opaque_pipeline);
encode_set_default_settings(enc);
}
void render_frame_end(renderer* ren) {
if (ren->frame_aborted) {
return;
}
// gpu_temp_draw(3);
gpu_cmd_encoder* enc = gpu_get_default_cmd_encoder();
gpu_cmd_encoder_end_render(enc);
gpu_cmd_buffer buf = gpu_cmd_encoder_finish(enc);
gpu_queue_submit(&buf);
gpu_backend_end_frame();
}
void render_frame_draw(renderer* ren) {}
void draw_mesh(mesh* mesh, mat4* model) { // , mat4* view, mat4* proj) {
gpu_cmd_encoder* enc = gpu_get_default_cmd_encoder();
encode_set_vertex_buffer(enc, mesh->vertex_buffer);
if (mesh->has_indices) {
encode_set_index_buffer(enc, mesh->index_buffer);
}
// Assume this has already been done
/* encode_bind_shader_data(enc, 0, &mvp_uniforms_data); */
encode_draw_indexed(enc, mesh->index_count);
}
void gfx_backend_draw_frame(renderer* ren, camera* camera, mat4 model, texture* tex) {}
void geo_set_vertex_colours(geometry_data* geo, vec4 colour) {}
// --- NEW
mesh mesh_create(geometry_data* geometry, bool free_on_upload) {
mesh m = { 0 };
// Create and upload vertex buffer
size_t vert_bytes = geometry->vertices->len * sizeof(vertex);
INFO("Creating vertex buffer with size %d (%d x %d)", vert_bytes, geometry->vertices->len,
sizeof(vertex));
m.vertex_buffer = gpu_buffer_create(vert_bytes, CEL_BUFFER_VERTEX, CEL_BUFFER_FLAG_GPU,
geometry->vertices->data);
// Create and upload index buffer
size_t index_bytes = geometry->indices.len * sizeof(u32);
INFO("Creating index buffer with size %d (len: %d)", index_bytes, geometry->indices.len);
m.index_buffer =
gpu_buffer_create(index_bytes, CEL_BUFFER_INDEX, CEL_BUFFER_FLAG_GPU, geometry->indices.data);
m.is_uploaded = true;
m.has_indices = geometry->has_indices;
m.index_count = geometry->indices.len;
m.vertices = geometry;
if (free_on_upload) {
geo_free_data(geometry);
}
// TODO: materials?
return m;
}
// --- Textures
texture_data texture_data_load(const char* path, bool invert_y) {
TRACE("Load texture %s", path);
// load the file data
int width, height, num_channels;
stbi_set_flip_vertically_on_load(invert_y);
#pragma GCC diagnostic ignored "-Wpointer-sign"
char* data = stbi_load(path, &width, &height, &num_channels, STBI_rgb_alpha);
if (data) {
DEBUG("loaded texture: %s", path);
} else {
WARN("failed to load texture");
}
unsigned int channel_type;
if (num_channels == 4) {
channel_type = GL_RGBA;
} else {
channel_type = GL_RGB;
}
texture_desc desc = { .extents = { width, height },
.format = CEL_TEXTURE_FORMAT_8_8_8_8_RGBA_UNORM,
.tex_type = CEL_TEXTURE_TYPE_2D };
return (texture_data){ .description = desc, .image_data = data };
}
texture_handle texture_data_upload(texture_data data, bool free_on_upload) {
texture_handle handle = gpu_texture_create(data.description, true, data.image_data);
if (free_on_upload) {
TRACE("Freed stb_image data");
stbi_image_free(data.image_data);
}
return handle;
}
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