expand shader slightly, added pbr state variables, some code cleanup

This commit is contained in:
matthew 2025-06-21 11:06:48 +10:00
parent 6ad3fa83be
commit b7a6a4f3d9
6 changed files with 415 additions and 468 deletions

View File

@ -205,9 +205,8 @@ apLoadImage(u8 *data, u64 len)
image.h = -1;
image.ch = -1;
int ch = 4;
int w, h, has_ch;
u8 *bytes = stbi_load_from_memory(data, len, &w, &h, &has_ch, ch);
u8 *bytes = stbi_load_from_memory(data, len, &w, &h, &has_ch, 0);
if (w <= 0 || h <= 0 || has_ch <= 0)
{
Printfln("apLoadImage failure: %s", stbi_failure_reason());
@ -250,6 +249,7 @@ apParseModel(u8 *data)
m3d_t *m3d = m3d_load(data, NULL, NULL, NULL);
Assert(m3d != NULL, "model returned is NULL");
/*
Printfln("model: %s", m3d->name);
Printfln("numcmap: %llu", m3d->numcmap);
Printfln("numtmap: %llu", m3d->numtmap);
@ -266,6 +266,7 @@ apParseModel(u8 *data)
Printfln("numaction: %llu", m3d->numaction);
Printfln("numinlined: %llu", m3d->numinlined);
Printfln("numextra: %llu", m3d->numextra);
*/
apModel *model = (apModel *)malloc(sizeof(apModel));
@ -283,8 +284,6 @@ apParseModel(u8 *data)
for (u64 i = 0; i < m3d->numtexture; i += 1)
{
Printfln("texture: %s", m3d->texture[i].name);
model->textures.data[i].bytes = m3d->texture[i].d;
model->textures.data[i].w = m3d->texture[i].w;
model->textures.data[i].h = m3d->texture[i].h;
@ -298,8 +297,6 @@ apParseModel(u8 *data)
for (u64 i = 0; i < m3d->nummaterial; i += 1)
{
Printfln("material: %llu %s", i, m3d->material[i].name);
model->materials.data[i].tex.albedo = UINT32_MAX;
model->materials.data[i].tex.ambient = UINT32_MAX;
model->materials.data[i].tex.specular = UINT32_MAX;
@ -322,17 +319,14 @@ apParseModel(u8 *data)
} break;
case m3dp_map_Kd:
{
Printfln("albedo: %llu", m3d->material[i].prop[j].value.textureid);
model->materials.data[i].tex.albedo = m3d->material[i].prop[j].value.textureid;
} break;
case m3dp_map_Ka:
{
Printfln("ambient: %llu", m3d->material[i].prop[j].value.textureid);
model->materials.data[i].tex.ambient = m3d->material[i].prop[j].value.textureid;
} break;
case m3dp_map_Ks:
{
Printfln("specular: %llu", m3d->material[i].prop[j].value.textureid);
model->materials.data[i].tex.specular = m3d->material[i].prop[j].value.textureid;
} break;
default:

View File

@ -1,4 +1,4 @@
#include "codegen.h"
#include "os.h"
#include "os.cpp"

View File

@ -1,6 +0,0 @@
#pragma once
#define STG_IMPLEMENTATION
#include "os.h"

View File

@ -2,411 +2,9 @@
#include "assets.cpp"
// ::Globals::
PipelineCreateInfo g_Pipeline_Create_Info[] = {
{ .vertex_shader = "shaders/pbr.vert", .fragment_shader = "shaders/pbr.frag" },
//{ .vertex_shader = "shaders/gui.vert", .fragment_shader = "shaders/gui.frag" },
};
// ::Init::Impl::Start::
rIndexedBuffer yoder;
static b32
Init(Renderer *renderer)
{
b32 success = true;
renderer->perm_arena = ArenaCreate(MB(32));
for (u64 i = 0; i < FRAME_OVERLAP; i += 1)
{
renderer->frame_arenas[i] = ArenaCreate(MB(16));
}
RGFW_setGLHint(RGFW_glMajor, 4);
RGFW_setGLHint(RGFW_glMinor, 6);
RGFW_setGLHint(RGFW_glProfile, RGFW_glCore);
renderer->window = RGFW_createWindow("Video Game", RGFW_RECT(0, 0, 1280, 720), RGFW_windowCenter | RGFW_windowNoResize);
if (renderer->window == NULL)
{
Printfln("Failed to create window");
success = false;
}
if (success)
{
RGFW_window_makeCurrent(renderer->window);
int glad_version = gladLoaderLoadGL();
if (!glad_version)
{
Printfln("gladLoaderLoadGL failure");
success = false;
}
}
#ifdef BUILD_DEBUG
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(DebugCallback, NULL);
#endif
for (u32 i = 0; i < PIPELINE_MAX; i += 1)
{
renderer->pipelines[i] = BuildPipeline(g_Pipeline_Create_Info + i);
}
glCreateBuffers(1, &renderer->mat_buf);
apMatProps props = {0};
glNamedBufferData(renderer->mat_buf, sizeof(apMatProps), &props, GL_STATIC_DRAW);
InitModels(renderer);
return success;
}
static void
InitModels(Renderer *renderer)
{
Arena *arena = renderer->perm_arena;
for (u64 i = 0; i < MODEL_ASSET_MAX; i += 1)
{
u64 hash = g_Model_Asset_Hashes[i];
Asset asset = apLoadWithHash(hash);
Assert(asset.model != NULL, "InitModels failure: Model loaded is NULL");
apModel *a_model = asset.model;
rModel *model = renderer->models + i;
model->textures.length = a_model->textures.length;
model->textures.data = (u32 *)ArenaAlloc(arena, sizeof(u32) * model->textures.length);
for (u64 j = 0; j < model->textures.length; j += 1)
{
apTexData *t_data = a_model->textures.data + j;
model->textures.data[j] = CreateTexture(t_data->bytes, t_data->w, t_data->h, t_data->ch);
Assert(model->textures.data[j] != GL_NONE, "InitModels failure: texture data is GL_NONE");
}
apVertexArray v_arr = a_model->vertices;
u32Array i_arr = a_model->indices;
model->buffer = CreateIndexedBuffer(v_arr.data, v_arr.length, i_arr.data, i_arr.length);
// TODO: placeholder/error material
model->meshes.length = a_model->meshes.length;
model->meshes.data = (rMesh *)ArenaAlloc(arena, sizeof(rMesh) * a_model->meshes.length);
for (u64 i = 0; i < model->meshes.length; i += 1)
{
apMesh *a_mesh = a_model->meshes.data + i;
rMesh *mesh = model->meshes.data + i;
mesh->length = a_mesh->length;
mesh->idx_offset = uintptr(a_mesh->start_idx * sizeof(u32));
mesh->type = PPT_NONE;
if (a_mesh->mat_idx != UINT32_MAX)
{
Printfln("mesh: %llu mat_idx: %llu", i, a_mesh->mat_idx);
apMaterial *mat = a_model->materials.data + a_mesh->mat_idx;
mesh->type |= mat->tex.albedo != UINT32_MAX ? PPT_ALBEDO_TEX : PPT_ALBEDO_VALUE;
mesh->type |= mat->tex.ambient != UINT32_MAX ? PPT_AMBIENT_TEX : PPT_AMBIENT_VALUE;
mesh->type |= mat->tex.specular != UINT32_MAX ? PPT_SPECULAR_TEX : PPT_SPECULAR_VALUE;
mesh->values = mat->props;
mesh->textures.albedo = mat->tex.albedo != UINT32_MAX ? model->textures.data[mat->tex.albedo] : 0;
mesh->textures.ambient = mat->tex.ambient != UINT32_MAX ? model->textures.data[mat->tex.ambient] : 0;
mesh->textures.specular = mat->tex.specular != UINT32_MAX ? model->textures.data[mat->tex.specular] : 0;
}
}
}
}
static PipelineHandle
BuildPipeline(PipelineCreateInfo *create_info)
{
auto vertex_shader = CreateShader(GL_VERTEX_SHADER);
Assert(BuildShader(&vertex_shader, create_info->vertex_shader), "BuildShader vertex failure");
auto fragment_shader = CreateShader(GL_FRAGMENT_SHADER);
Assert(BuildShader(&fragment_shader, create_info->fragment_shader), "BuildShader fragment failure");
auto pipeline = CreatePipeline();
glAttachShader(pipeline, vertex_shader);
glAttachShader(pipeline, fragment_shader);
glLinkProgram(pipeline);
int success = 0;
glGetProgramiv(pipeline, GL_LINK_STATUS, &success);
if (!success)
{
char info_log[512];
glGetProgramInfoLog(pipeline, 512, NULL, info_log);
Assert(false, "Failed to build pipeline");
}
return pipeline;
}
static b32
BuildShader(ShaderHandle *handle, char *asset)
{
b32 success = true;
Asset data = apLoad(asset);
Assert(data.bytes != NULL && asset, "Shader data is NULL");
glShaderBinary(1, handle, GL_SHADER_BINARY_FORMAT_SPIR_V, data.bytes, data.len);
glSpecializeShader(*handle, "main", 0, 0, 0);
int compiled = 0;
glGetShaderiv(*handle, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
char info_log[512];
glGetShaderInfoLog(*handle, 512, NULL, info_log);
Printfln("Unable to compile shader: %s", info_log);
success = false;
}
return success;
}
static PipelineHandle
CreatePipeline()
{
PipelineHandle pipeline = glCreateProgram();
return pipeline;
}
static VertexBuffer
CreateVertexBuffer()
{
VertexBuffer buf;
glGenBuffers(1, &buf);
return buf;
}
static IndexBuffer
CreateIndexBuffer()
{
IndexBuffer buf;
glGenBuffers(1, &buf);
return buf;
}
static VertexArray
CreateVertexArray()
{
VertexArray array;
glGenVertexArrays(1, &array);
return array;
}
static ShaderHandle
CreateShader(int type)
{
return (ShaderHandle)glCreateShader(type);
}
// ::Init::Impl::End::
// ::Draw::Impl::Start::
static void
rDrawModel(Renderer *renderer, rModel *model)
{
glUseProgram(renderer->pipelines[PIPELINE_PBR]);
for (u64 i = 0; i < model->meshes.length; i += 1)
{
rMesh *mesh = model->meshes.data + i;
u32 albedo = mesh->textures.albedo != UINT32_MAX ? mesh->textures.albedo : 0;
glBindTextureUnit(0, albedo);
u32 ambient = mesh->textures.ambient != UINT32_MAX ? mesh->textures.ambient : 0;
glBindTextureUnit(1, ambient);
u32 specular = mesh->textures.specular != UINT32_MAX ? mesh->textures.ambient : 0;
glBindTextureUnit(2, specular);
glNamedBufferSubData(renderer->mat_buf, 0, sizeof(apMatProps), &mesh->values);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, renderer->mat_buf);
glBindVertexArray(model->buffer.vao);
glDrawElements(GL_TRIANGLES, mesh->length, GL_UNSIGNED_INT, (void *)(model->buffer.ioffset + mesh->idx_offset));
}
}
static void
DrawIndexedBuffer(rIndexedBuffer *buffer)
{
glBindVertexArray(buffer->vao);
glDrawElements(GL_TRIANGLES, buffer->icount, GL_UNSIGNED_INT, (void *)buffer->ioffset);
}
// ::Draw::Impl::End::
// ::Buffers::Impl::Start::
static rIndexedBuffer
CreateIndexedBuffer(rawptr vert_data, u32 vcount, rawptr idx_data, u32 icount)
{
i32 alignment = GL_NONE;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment);
u32 vao = GL_NONE;
u32 buffer = GL_NONE;
isize vert_len = isize(vcount * sizeof(apVertex));
isize idx_len = isize(icount * sizeof(u32));
isize vert_len_aligned = Align(vert_len, alignment);
isize idx_len_aligned = Align(idx_len, alignment);
#if BUILD_DEBUG
Assert((vert_len_aligned % alignment) == 0, "Buffers are not aligned");
Assert((idx_len_aligned % alignment) == 0, "Buffers are not aligned");
#endif
isize vert_offset = 0;
isize idx_offset = vert_len_aligned;
glCreateBuffers(1, &buffer);
glNamedBufferStorage(buffer, idx_len_aligned + vert_len_aligned, NULL, GL_DYNAMIC_STORAGE_BIT);
glNamedBufferSubData(buffer, vert_offset, vert_len, vert_data);
glNamedBufferSubData(buffer, idx_offset, idx_len, idx_data);
glCreateVertexArrays(1, &vao);
constexpr u32 pos_size = SizeOfMember(apVertex, pos) / sizeof(f32);
SetVertexAttrib(vao, 0, pos_size, GL_FLOAT, GL_FALSE, offsetof(apVertex, pos));
constexpr u32 normal_size = SizeOfMember(apVertex, normal) / sizeof(f32);
SetVertexAttrib(vao, 1, normal_size, GL_FLOAT, GL_FALSE, offsetof(apVertex, normal));
constexpr u32 col_size = SizeOfMember(apVertex, color) / sizeof(u8);
SetVertexAttrib(vao, 2, col_size, GL_UNSIGNED_BYTE, GL_FALSE, offsetof(apVertex, color));
constexpr u32 uv_size = SizeOfMember(apVertex, uv) / sizeof(f32);
SetVertexAttrib(vao, 3, uv_size, GL_FLOAT, GL_FALSE, offsetof(apVertex, uv));
glVertexArrayVertexBuffer(vao, 0, buffer, vert_offset, sizeof(apVertex));
glVertexArrayElementBuffer(vao, buffer);
rIndexedBuffer indexed_buffer = {0};
indexed_buffer.ioffset = idx_offset;
indexed_buffer.icount = icount;
indexed_buffer.vao = vao;
indexed_buffer.buffer = buffer;
return indexed_buffer;
}
static void
SetVertexAttrib(u32 vao, u32 idx, u32 count, i32 type, b32 normalized, u32 offset)
{
glEnableVertexArrayAttrib(vao, idx);
glVertexArrayAttribBinding(vao, idx, 0);
glVertexArrayAttribFormat(vao, idx, count, type, normalized, offset);
}
// ::Buffers::Impl::End::
// ::Textures::Impl::Start::
static u32
CreateTexture(rawptr data, u32 width, u32 height, u32 channels)
{
u32 tex;
glCreateTextures(GL_TEXTURE_2D, 1, &tex);
i32 mipmap = Mini32(5, i32(log2f(f32(Maxi32(width, height)))));
u32 format, copy_format;
switch (channels)
{
case 1:
{
format = GL_R8;
copy_format = GL_RED;
} break;
case 2:
{
format = GL_RG8;
copy_format = GL_RG;
} break;
case 3:
{
format = GL_RGB8;
copy_format = GL_RGB;
} break;
case 4:
{
format = GL_RGBA8;
copy_format = GL_RGBA;
} break;
default:
{
Assert(false, "CreateTexture failure: unsupported channel number passed in");
} break;
}
glTextureStorage2D(tex, mipmap, format, width, height);
glTextureSubImage2D(tex, 0, 0, 0, width, height, copy_format, GL_UNSIGNED_BYTE, data);
glTextureParameteri(tex, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTextureParameteri(tex, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureParameterf(tex, GL_TEXTURE_BASE_LEVEL, 0);
glTextureParameteri(tex, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(tex, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenerateTextureMipmap(tex);
return tex;
}
// ::Textures::Impl::End::
static b32
RunCycle(Renderer *renderer)
{
while (RGFW_window_checkEvent(renderer->window));
glUseProgram(renderer->pipelines[PIPELINE_PBR]);
glClearColor(0.1f, 0.8f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
rDrawModel(renderer, renderer->models + 2);
RGFW_window_swapBuffers(renderer->window);
return !RGFW_window_shouldClose(renderer->window);
}
// ::Debug::Impl::Start::
void
DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, GLchar const* message, void const* user_param)
{
return;
if (severity == GL_DEBUG_SEVERITY_NOTIFICATION) return;
const char *source_str, *type_str, *severity_str;
@ -506,4 +104,379 @@ DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei le
Printfln("Source: [%s] \nType: [%s] \nSeverity: [%s] \n%s", source_str, type_str, severity_str, message);
}
// ::Debug::Impl::End::
static void
SetVertexAttrib(u32 vao, u32 idx, u32 count, i32 type, b32 normalized, u32 offset)
{
glEnableVertexArrayAttrib(vao, idx);
glVertexArrayAttribBinding(vao, idx, 0);
glVertexArrayAttribFormat(vao, idx, count, type, normalized, offset);
}
static rIndexedBuffer
CreateIndexedBuffer(rawptr vert_data, u32 vcount, rawptr idx_data, u32 icount)
{
i32 alignment = GL_NONE;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment);
u32 vao = GL_NONE;
u32 buffer = GL_NONE;
isize vert_len = isize(vcount * sizeof(apVertex));
isize idx_len = isize(icount * sizeof(u32));
isize vert_len_aligned = Align(vert_len, alignment);
isize idx_len_aligned = Align(idx_len, alignment);
#if BUILD_DEBUG
Assert((vert_len_aligned % alignment) == 0, "Buffers are not aligned");
Assert((idx_len_aligned % alignment) == 0, "Buffers are not aligned");
#endif
isize vert_offset = 0;
isize idx_offset = vert_len_aligned;
glCreateBuffers(1, &buffer);
glNamedBufferStorage(buffer, idx_len_aligned + vert_len_aligned, NULL, GL_DYNAMIC_STORAGE_BIT);
glNamedBufferSubData(buffer, vert_offset, vert_len, vert_data);
glNamedBufferSubData(buffer, idx_offset, idx_len, idx_data);
glCreateVertexArrays(1, &vao);
constexpr u32 pos_size = SizeOfMember(apVertex, pos) / sizeof(f32);
SetVertexAttrib(vao, 0, pos_size, GL_FLOAT, GL_FALSE, offsetof(apVertex, pos));
constexpr u32 normal_size = SizeOfMember(apVertex, normal) / sizeof(f32);
SetVertexAttrib(vao, 1, normal_size, GL_FLOAT, GL_FALSE, offsetof(apVertex, normal));
constexpr u32 col_size = SizeOfMember(apVertex, color) / sizeof(u8);
SetVertexAttrib(vao, 2, col_size, GL_UNSIGNED_BYTE, GL_FALSE, offsetof(apVertex, color));
constexpr u32 uv_size = SizeOfMember(apVertex, uv) / sizeof(f32);
SetVertexAttrib(vao, 3, uv_size, GL_FLOAT, GL_FALSE, offsetof(apVertex, uv));
glVertexArrayVertexBuffer(vao, 0, buffer, vert_offset, sizeof(apVertex));
glVertexArrayElementBuffer(vao, buffer);
rIndexedBuffer indexed_buffer = {0};
indexed_buffer.ioffset = idx_offset;
indexed_buffer.icount = icount;
indexed_buffer.vao = vao;
indexed_buffer.buffer = buffer;
return indexed_buffer;
}
static b32
BuildShader(GLuint *handle, char *asset)
{
b32 success = true;
Asset data = apLoad(asset);
Assert(data.bytes != NULL && asset, "Shader data is NULL");
glShaderBinary(1, handle, GL_SHADER_BINARY_FORMAT_SPIR_V, data.bytes, data.len);
glSpecializeShader(*handle, "main", 0, 0, 0);
int compiled = 0;
glGetShaderiv(*handle, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
char info_log[512];
glGetShaderInfoLog(*handle, 512, NULL, info_log);
Printfln("Unable to compile shader: %s", info_log);
success = false;
}
return success;
}
static u32
CreateTexture(rawptr data, u32 width, u32 height, u32 channels)
{
u32 tex;
glCreateTextures(GL_TEXTURE_2D, 1, &tex);
i32 mipmap = Mini32(5, i32(log2f(f32(Maxi32(width, height)))));
u32 format, copy_format;
switch (channels)
{
case 1:
{
format = GL_R8;
copy_format = GL_RED;
} break;
case 2:
{
format = GL_RG8;
copy_format = GL_RG;
} break;
case 3:
{
format = GL_RGB8;
copy_format = GL_RGB;
} break;
case 4:
{
format = GL_RGBA8;
copy_format = GL_RGBA;
} break;
default:
{
Assert(false, "CreateTexture failure: unsupported channel number passed in");
} break;
}
glTextureStorage2D(tex, mipmap, format, width, height);
glTextureSubImage2D(tex, 0, 0, 0, width, height, copy_format, GL_UNSIGNED_BYTE, data);
glTextureParameteri(tex, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTextureParameteri(tex, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureParameterf(tex, GL_TEXTURE_BASE_LEVEL, 0);
glTextureParameteri(tex, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(tex, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenerateTextureMipmap(tex);
return tex;
}
static void
InitModels(Renderer *renderer)
{
Arena *arena = renderer->perm_arena;
for (u64 i = 0; i < MODEL_ASSET_MAX; i += 1)
{
// Init/Load Model
u64 hash = g_Model_Asset_Hashes[i];
Asset asset = apLoadWithHash(hash);
Assert(asset.model != NULL, "InitModels failure: Model loaded is NULL");
apModel *a_model = asset.model;
rModel *model = renderer->models + i;
// Textures
model->textures.length = a_model->textures.length;
model->textures.data = (u32 *)ArenaAlloc(arena, sizeof(u32) * model->textures.length);
for (u64 j = 0; j < model->textures.length; j += 1)
{
apTexData *t_data = a_model->textures.data + j;
model->textures.data[j] = CreateTexture(t_data->bytes, t_data->w, t_data->h, t_data->ch);
Assert(model->textures.data[j] != GL_NONE, "InitModels failure: texture data is GL_NONE");
}
// Vertex/Index Buffers
apVertexArray v_arr = a_model->vertices;
u32Array i_arr = a_model->indices;
model->buffer = CreateIndexedBuffer(v_arr.data, v_arr.length, i_arr.data, i_arr.length);
// Material Meshes
// TODO: placeholder/error material
struct StateIndex {
rPBRState state;
u32 buffer;
};
StateIndex *prev_state = (StateIndex *)ArenaAlloc(arena, sizeof(StateIndex) * a_model->meshes.length);
u32 state_length = 0;
model->meshes.length = a_model->meshes.length;
model->meshes.data = (rMesh *)ArenaAlloc(arena, sizeof(rMesh) * a_model->meshes.length);
for (u64 i = 0; i < model->meshes.length; i += 1)
{
apMesh *a_mesh = a_model->meshes.data + i;
rMesh *mesh = model->meshes.data + i;
*mesh = {
.idx_offset = uintptr(a_mesh->start_idx * sizeof(u32)),
.length = a_mesh->length,
};
rPBRState state;
if (a_mesh->mat_idx != INVALID_INDEX)
{
apMaterial *mat = a_model->materials.data + a_mesh->mat_idx;
state = {
.albedo_tex = mat->tex.albedo != INVALID_INDEX,
.ambient_tex = mat->tex.ambient != INVALID_INDEX,
.specular_tex = mat->tex.specular != INVALID_INDEX,
};
if (state.albedo_tex)
state.channels = a_model->textures.data[mat->tex.albedo].ch;
u32 state_buffer = INVALID_INDEX;
for (u32 i = 0; i < state_length; i += 1)
{
if (state.albedo_tex != prev_state[i].state.albedo_tex) continue;
if (state.ambient_tex != prev_state[i].state.ambient_tex) continue;
if (state.specular_tex != prev_state[i].state.specular_tex) continue;
if (state.channels != prev_state[i].state.channels) continue;
state_buffer = prev_state[i].buffer;
break;
}
if (state_buffer == INVALID_INDEX)
{
glCreateBuffers(1, &state_buffer);
glNamedBufferStorage(state_buffer, sizeof(rPBRState), &state, GL_DYNAMIC_STORAGE_BIT);
prev_state[state_length].state = state;
prev_state[state_length].buffer = state_buffer;
state_length += 1;
}
mesh->state_buffer = state_buffer;
glCreateBuffers(1, &mesh->mat_buffer);
glNamedBufferStorage(mesh->mat_buffer, sizeof(apMatProps), &mat->props, GL_DYNAMIC_STORAGE_BIT);
mesh->textures.albedo = mat->tex.albedo != UINT32_MAX ? model->textures.data[mat->tex.albedo] : 0;
mesh->textures.ambient = mat->tex.ambient != UINT32_MAX ? model->textures.data[mat->tex.ambient] : 0;
mesh->textures.specular = mat->tex.specular != UINT32_MAX ? model->textures.data[mat->tex.specular] : 0;
}
}
apUnloadWithHash(hash);
}
}
static GLuint
BuildPipeline(PipelineCreateInfo *create_info)
{
auto vertex_shader = glCreateShader(GL_VERTEX_SHADER);
Assert(BuildShader(&vertex_shader, create_info->vertex_shader), "BuildShader vertex failure");
auto fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
Assert(BuildShader(&fragment_shader, create_info->fragment_shader), "BuildShader fragment failure");
auto pipeline = glCreateProgram();
glAttachShader(pipeline, vertex_shader);
glAttachShader(pipeline, fragment_shader);
glLinkProgram(pipeline);
int success = 0;
glGetProgramiv(pipeline, GL_LINK_STATUS, &success);
if (!success)
{
char info_log[512];
glGetProgramInfoLog(pipeline, 512, NULL, info_log);
Assert(false, "Failed to build pipeline");
}
return pipeline;
}
static b32
Init(Renderer *renderer)
{
b32 success = true;
renderer->perm_arena = ArenaCreate(MB(32));
for (u64 i = 0; i < FRAME_OVERLAP; i += 1)
{
renderer->frame_arenas[i] = ArenaCreate(MB(16));
}
RGFW_setGLHint(RGFW_glMajor, 4);
RGFW_setGLHint(RGFW_glMinor, 6);
RGFW_setGLHint(RGFW_glProfile, RGFW_glCore);
renderer->window = RGFW_createWindow("Video Game", RGFW_RECT(0, 0, 1280, 720), RGFW_windowCenter | RGFW_windowNoResize);
if (renderer->window == NULL)
{
Printfln("Failed to create window");
success = false;
}
if (success)
{
RGFW_window_makeCurrent(renderer->window);
int glad_version = gladLoaderLoadGL();
if (!glad_version)
{
Printfln("gladLoaderLoadGL failure");
success = false;
}
}
#ifdef BUILD_DEBUG
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(DebugCallback, NULL);
#endif
for (u32 i = 0; i < PIPELINE_MAX; i += 1)
{
renderer->pipelines[i] = BuildPipeline(g_Pipeline_Create_Info + i);
}
glCreateBuffers(1, &renderer->mat_buf);
apMatProps props = {0};
glNamedBufferData(renderer->mat_buf, sizeof(apMatProps), &props, GL_STATIC_DRAW);
InitModels(renderer);
return success;
}
// ::Init::Impl::End::
// ::Draw::Impl::Start::
static void
rDrawModel(Renderer *renderer, rModel *model)
{
glUseProgram(renderer->pipelines[PIPELINE_PBR]);
for (u64 i = 0; i < model->meshes.length; i += 1)
{
rMesh *mesh = model->meshes.data + i;
u32 albedo = mesh->textures.albedo != UINT32_MAX ? mesh->textures.albedo : 0;
glBindTextureUnit(0, albedo);
u32 ambient = mesh->textures.ambient != UINT32_MAX ? mesh->textures.ambient : 0;
glBindTextureUnit(1, ambient);
u32 specular = mesh->textures.specular != UINT32_MAX ? mesh->textures.ambient : 0;
glBindTextureUnit(2, specular);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, mesh->mat_buffer);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, mesh->state_buffer);
glBindVertexArray(model->buffer.vao);
glDrawElements(GL_TRIANGLES, mesh->length, GL_UNSIGNED_INT, (void *)(model->buffer.ioffset + mesh->idx_offset));
}
}
static void
DrawIndexedBuffer(rIndexedBuffer *buffer)
{
glBindVertexArray(buffer->vao);
glDrawElements(GL_TRIANGLES, buffer->icount, GL_UNSIGNED_INT, (void *)buffer->ioffset);
}
static b32
RunCycle(Renderer *renderer)
{
while (RGFW_window_checkEvent(renderer->window));
glUseProgram(renderer->pipelines[PIPELINE_PBR]);
glClearColor(0.1f, 0.8f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
rDrawModel(renderer, renderer->models + 2);
RGFW_window_swapBuffers(renderer->window);
return !RGFW_window_shouldClose(renderer->window);
}

View File

@ -6,6 +6,7 @@
#include "assets.h"
constexpr u64 FRAME_OVERLAP = 2;
constexpr u32 INVALID_INDEX = UINT32_MAX;
typedef enum Pipeline_e
{
@ -31,25 +32,27 @@ typedef struct PipelineCreateInfo
char *fragment_shader;
} PipelineCreateInfo;
typedef unsigned int VertexBuffer;
typedef unsigned int IndexBuffer;
typedef unsigned int PipelineHandle;
typedef unsigned int ShaderHandle;
typedef unsigned int VertexArray;
typedef unsigned int UBO;
typedef struct rIndexedBuffer
{
i64 icount, ioffset;
u32 vao, buffer;
} rIndexedBuffer;
typedef struct rPBRState
{
u32 channels;
b32 albedo_tex;
b32 ambient_tex;
b32 specular_tex;
} rPBRState;
typedef struct rMesh
{
apMatProps values;
apMatTextures textures;
uintptr idx_offset;
u64 length;
u32 mat_buffer;
u32 state_buffer;
u32 type;
} rMesh;
@ -65,47 +68,14 @@ typedef struct rModel
typedef struct Renderer
{
RGFW_window *window;
PipelineHandle pipelines[PIPELINE_MAX];
GLuint pipelines[PIPELINE_MAX];
rModel models[MODEL_ASSET_MAX];
u32 mat_buf;
GLuint mat_buf;
Arena *perm_arena;
Arena *frame_arenas[FRAME_OVERLAP];
} Renderer;
// ::Init::Decl::
static b32 Init(Renderer *renderer);
static void InitModels(Renderer *renderer);
static PipelineHandle CreatePipeline();
static VertexBuffer CreateVertexBuffer();
static IndexBuffer CreateIndexBuffer();
static VertexArray CreateVertexArray();
static ShaderHandle CreateShader(int type);
static PipelineHandle BuildPipeline(PipelineCreateInfo *create_info);
static UBO CreateUBO(rawptr data, u32 size);
static b32 BuildShader(ShaderHandle *handle, char *asset);
// ::Draw::Decl::
static void DrawIndexedBuffer(rIndexedBuffer *buffer);
static void rDrawModel(Renderer *renderer, rModel *model);
// ::Buffers::Decl::
static rIndexedBuffer rLoadModel(char *asset);
static rIndexedBuffer CreateIndexedBuffer(rawptr vert_data, u32 vcount, rawptr idx_data, u32 icount);
static void SetVertexAttrib(u32 vao, u32 idx, u32 count, i32 type, b32 normalized, u32 offset);
static u32 rCreateBuffer(rawptr data, u32 size);
// ::Textures::Decl::
static u32 CreateTexture(rawptr data, u32 width, u32 height, u32 channels);
// ::Draw::Decl::
static void DrawMeshBuffer(rIndexedBuffer *mesh);
// ::Debug::Decl::
void DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, GLchar const* message, void const* user_param);
PipelineCreateInfo g_Pipeline_Create_Info[] = {
{ .vertex_shader = "shaders/pbr.vert", .fragment_shader = "shaders/pbr.frag" },
//{ .vertex_shader = "shaders/gui.vert", .fragment_shader = "shaders/gui.frag" },
};

View File

@ -14,7 +14,15 @@ layout (std140, binding = 0) uniform Properties
vec4 diffuse;
vec4 specular;
float shininess;
};
} Props;
layout (std140, binding = 1) uniform PBRState
{
uint channels;
bool albedo_tex;
bool ambient_tex;
bool specular_tex;
} State;
layout (binding = 0) uniform sampler2D albedo_texture;
layout (binding = 1) uniform sampler2D ambient_texture;
@ -22,6 +30,14 @@ layout (binding = 2) uniform sampler2D specular_texture;
void main()
{
vec4 col = in_color;
if (State.albedo_tex)
col = texture(albedo_texture, in_uv);
if (State.channels == 1)
col.rgb = col.rrr;
gl_Position = vec4(in_pos, 1.0);
out_color = texture(albedo_texture, in_uv);
out_color = col;
}