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#include "grid.h"
#include "file.h"
#include "log.h"
#include "maths_types.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"
void Grid_Init(Grid_Storage* storage) {
INFO("Infinite Grid initialisation");
Geometry plane_geo = Geo_CreatePlane(f32x2(1.0, 1.0));
Mesh plane_mesh = Mesh_Create(&plane_geo, true);
storage->plane_vertices = plane_mesh.vertex_buffer;
storage->plane_indices = plane_mesh.index_buffer;
GPU_RenderpassDesc rpass_desc = {
.default_framebuffer = true,
};
storage->renderpass = GPU_Renderpass_Create(rpass_desc);
arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024);
Str8 vert_path = str8("assets/shaders/grid.vert");
Str8 frag_path = str8("assets/shaders/grid.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")
}
ShaderData camera_data = { .get_layout = &Binding_Camera_GetLayout };
GraphicsPipelineDesc pipeline_desc = {
.debug_name = "Infinite grid pipeline",
.vertex_desc = static_3d_vertex_description(),
.data_layouts = { camera_data },
.data_layouts_count = 1,
.vs = {
.debug_name = "Grid vertex shader",
.filepath = vert_path,
.code = vertex_shader.contents,
},
.fs = {
.debug_name = "Grid fragment shader",
.filepath = frag_path,
.code = fragment_shader.contents,
},
.wireframe = false,
};
storage->pipeline = GPU_GraphicsPipeline_Create(pipeline_desc, storage->renderpass);
}
void Grid_Draw(Grid_Storage* storage) {
}
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