expand shader slightly, added pbr state variables, some code cleanup
This commit is contained in:
parent
6ad3fa83be
commit
b7a6a4f3d9
@ -205,9 +205,8 @@ apLoadImage(u8 *data, u64 len)
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image.h = -1;
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image.ch = -1;
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int ch = 4;
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int w, h, has_ch;
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u8 *bytes = stbi_load_from_memory(data, len, &w, &h, &has_ch, ch);
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u8 *bytes = stbi_load_from_memory(data, len, &w, &h, &has_ch, 0);
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if (w <= 0 || h <= 0 || has_ch <= 0)
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{
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Printfln("apLoadImage failure: %s", stbi_failure_reason());
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@ -250,6 +249,7 @@ apParseModel(u8 *data)
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m3d_t *m3d = m3d_load(data, NULL, NULL, NULL);
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Assert(m3d != NULL, "model returned is NULL");
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/*
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Printfln("model: %s", m3d->name);
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Printfln("numcmap: %llu", m3d->numcmap);
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Printfln("numtmap: %llu", m3d->numtmap);
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@ -266,6 +266,7 @@ apParseModel(u8 *data)
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Printfln("numaction: %llu", m3d->numaction);
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Printfln("numinlined: %llu", m3d->numinlined);
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Printfln("numextra: %llu", m3d->numextra);
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*/
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apModel *model = (apModel *)malloc(sizeof(apModel));
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@ -283,8 +284,6 @@ apParseModel(u8 *data)
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for (u64 i = 0; i < m3d->numtexture; i += 1)
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{
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Printfln("texture: %s", m3d->texture[i].name);
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model->textures.data[i].bytes = m3d->texture[i].d;
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model->textures.data[i].w = m3d->texture[i].w;
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model->textures.data[i].h = m3d->texture[i].h;
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@ -298,8 +297,6 @@ apParseModel(u8 *data)
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for (u64 i = 0; i < m3d->nummaterial; i += 1)
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{
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Printfln("material: %llu %s", i, m3d->material[i].name);
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model->materials.data[i].tex.albedo = UINT32_MAX;
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model->materials.data[i].tex.ambient = UINT32_MAX;
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model->materials.data[i].tex.specular = UINT32_MAX;
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@ -322,17 +319,14 @@ apParseModel(u8 *data)
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} break;
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case m3dp_map_Kd:
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{
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Printfln("albedo: %llu", m3d->material[i].prop[j].value.textureid);
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model->materials.data[i].tex.albedo = m3d->material[i].prop[j].value.textureid;
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} break;
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case m3dp_map_Ka:
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{
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Printfln("ambient: %llu", m3d->material[i].prop[j].value.textureid);
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model->materials.data[i].tex.ambient = m3d->material[i].prop[j].value.textureid;
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} break;
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case m3dp_map_Ks:
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{
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Printfln("specular: %llu", m3d->material[i].prop[j].value.textureid);
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model->materials.data[i].tex.specular = m3d->material[i].prop[j].value.textureid;
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} break;
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default:
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@ -1,4 +1,4 @@
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#include "codegen.h"
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#include "os.h"
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#include "os.cpp"
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@ -1,6 +0,0 @@
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#pragma once
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#define STG_IMPLEMENTATION
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#include "os.h"
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779
src/renderer.cpp
779
src/renderer.cpp
@ -2,411 +2,9 @@
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#include "assets.cpp"
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// ::Globals::
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PipelineCreateInfo g_Pipeline_Create_Info[] = {
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{ .vertex_shader = "shaders/pbr.vert", .fragment_shader = "shaders/pbr.frag" },
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//{ .vertex_shader = "shaders/gui.vert", .fragment_shader = "shaders/gui.frag" },
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};
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// ::Init::Impl::Start::
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rIndexedBuffer yoder;
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static b32
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Init(Renderer *renderer)
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{
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b32 success = true;
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renderer->perm_arena = ArenaCreate(MB(32));
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for (u64 i = 0; i < FRAME_OVERLAP; i += 1)
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{
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renderer->frame_arenas[i] = ArenaCreate(MB(16));
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}
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RGFW_setGLHint(RGFW_glMajor, 4);
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RGFW_setGLHint(RGFW_glMinor, 6);
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RGFW_setGLHint(RGFW_glProfile, RGFW_glCore);
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renderer->window = RGFW_createWindow("Video Game", RGFW_RECT(0, 0, 1280, 720), RGFW_windowCenter | RGFW_windowNoResize);
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if (renderer->window == NULL)
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{
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Printfln("Failed to create window");
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success = false;
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}
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if (success)
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{
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RGFW_window_makeCurrent(renderer->window);
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int glad_version = gladLoaderLoadGL();
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if (!glad_version)
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{
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Printfln("gladLoaderLoadGL failure");
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success = false;
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}
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}
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#ifdef BUILD_DEBUG
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback(DebugCallback, NULL);
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#endif
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for (u32 i = 0; i < PIPELINE_MAX; i += 1)
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{
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renderer->pipelines[i] = BuildPipeline(g_Pipeline_Create_Info + i);
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}
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glCreateBuffers(1, &renderer->mat_buf);
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apMatProps props = {0};
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glNamedBufferData(renderer->mat_buf, sizeof(apMatProps), &props, GL_STATIC_DRAW);
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InitModels(renderer);
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return success;
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}
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static void
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InitModels(Renderer *renderer)
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{
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Arena *arena = renderer->perm_arena;
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for (u64 i = 0; i < MODEL_ASSET_MAX; i += 1)
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{
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u64 hash = g_Model_Asset_Hashes[i];
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Asset asset = apLoadWithHash(hash);
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Assert(asset.model != NULL, "InitModels failure: Model loaded is NULL");
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apModel *a_model = asset.model;
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rModel *model = renderer->models + i;
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model->textures.length = a_model->textures.length;
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model->textures.data = (u32 *)ArenaAlloc(arena, sizeof(u32) * model->textures.length);
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for (u64 j = 0; j < model->textures.length; j += 1)
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{
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apTexData *t_data = a_model->textures.data + j;
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model->textures.data[j] = CreateTexture(t_data->bytes, t_data->w, t_data->h, t_data->ch);
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Assert(model->textures.data[j] != GL_NONE, "InitModels failure: texture data is GL_NONE");
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}
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apVertexArray v_arr = a_model->vertices;
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u32Array i_arr = a_model->indices;
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model->buffer = CreateIndexedBuffer(v_arr.data, v_arr.length, i_arr.data, i_arr.length);
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// TODO: placeholder/error material
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model->meshes.length = a_model->meshes.length;
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model->meshes.data = (rMesh *)ArenaAlloc(arena, sizeof(rMesh) * a_model->meshes.length);
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for (u64 i = 0; i < model->meshes.length; i += 1)
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{
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apMesh *a_mesh = a_model->meshes.data + i;
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rMesh *mesh = model->meshes.data + i;
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mesh->length = a_mesh->length;
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mesh->idx_offset = uintptr(a_mesh->start_idx * sizeof(u32));
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mesh->type = PPT_NONE;
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if (a_mesh->mat_idx != UINT32_MAX)
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{
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Printfln("mesh: %llu mat_idx: %llu", i, a_mesh->mat_idx);
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apMaterial *mat = a_model->materials.data + a_mesh->mat_idx;
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mesh->type |= mat->tex.albedo != UINT32_MAX ? PPT_ALBEDO_TEX : PPT_ALBEDO_VALUE;
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mesh->type |= mat->tex.ambient != UINT32_MAX ? PPT_AMBIENT_TEX : PPT_AMBIENT_VALUE;
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mesh->type |= mat->tex.specular != UINT32_MAX ? PPT_SPECULAR_TEX : PPT_SPECULAR_VALUE;
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mesh->values = mat->props;
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mesh->textures.albedo = mat->tex.albedo != UINT32_MAX ? model->textures.data[mat->tex.albedo] : 0;
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mesh->textures.ambient = mat->tex.ambient != UINT32_MAX ? model->textures.data[mat->tex.ambient] : 0;
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mesh->textures.specular = mat->tex.specular != UINT32_MAX ? model->textures.data[mat->tex.specular] : 0;
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}
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}
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}
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}
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static PipelineHandle
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BuildPipeline(PipelineCreateInfo *create_info)
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{
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auto vertex_shader = CreateShader(GL_VERTEX_SHADER);
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Assert(BuildShader(&vertex_shader, create_info->vertex_shader), "BuildShader vertex failure");
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auto fragment_shader = CreateShader(GL_FRAGMENT_SHADER);
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Assert(BuildShader(&fragment_shader, create_info->fragment_shader), "BuildShader fragment failure");
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auto pipeline = CreatePipeline();
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glAttachShader(pipeline, vertex_shader);
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glAttachShader(pipeline, fragment_shader);
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glLinkProgram(pipeline);
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int success = 0;
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glGetProgramiv(pipeline, GL_LINK_STATUS, &success);
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if (!success)
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{
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char info_log[512];
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glGetProgramInfoLog(pipeline, 512, NULL, info_log);
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Assert(false, "Failed to build pipeline");
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}
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return pipeline;
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}
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static b32
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BuildShader(ShaderHandle *handle, char *asset)
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{
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b32 success = true;
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Asset data = apLoad(asset);
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Assert(data.bytes != NULL && asset, "Shader data is NULL");
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glShaderBinary(1, handle, GL_SHADER_BINARY_FORMAT_SPIR_V, data.bytes, data.len);
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glSpecializeShader(*handle, "main", 0, 0, 0);
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int compiled = 0;
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glGetShaderiv(*handle, GL_COMPILE_STATUS, &compiled);
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if (!compiled)
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{
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char info_log[512];
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glGetShaderInfoLog(*handle, 512, NULL, info_log);
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Printfln("Unable to compile shader: %s", info_log);
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success = false;
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}
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return success;
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}
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static PipelineHandle
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CreatePipeline()
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{
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PipelineHandle pipeline = glCreateProgram();
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return pipeline;
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}
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static VertexBuffer
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CreateVertexBuffer()
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{
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VertexBuffer buf;
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glGenBuffers(1, &buf);
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return buf;
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}
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static IndexBuffer
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CreateIndexBuffer()
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{
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IndexBuffer buf;
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glGenBuffers(1, &buf);
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return buf;
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}
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static VertexArray
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CreateVertexArray()
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{
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VertexArray array;
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glGenVertexArrays(1, &array);
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return array;
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}
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static ShaderHandle
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CreateShader(int type)
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{
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return (ShaderHandle)glCreateShader(type);
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}
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// ::Init::Impl::End::
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// ::Draw::Impl::Start::
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static void
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rDrawModel(Renderer *renderer, rModel *model)
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{
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glUseProgram(renderer->pipelines[PIPELINE_PBR]);
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for (u64 i = 0; i < model->meshes.length; i += 1)
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{
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rMesh *mesh = model->meshes.data + i;
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u32 albedo = mesh->textures.albedo != UINT32_MAX ? mesh->textures.albedo : 0;
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glBindTextureUnit(0, albedo);
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u32 ambient = mesh->textures.ambient != UINT32_MAX ? mesh->textures.ambient : 0;
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glBindTextureUnit(1, ambient);
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u32 specular = mesh->textures.specular != UINT32_MAX ? mesh->textures.ambient : 0;
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glBindTextureUnit(2, specular);
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glNamedBufferSubData(renderer->mat_buf, 0, sizeof(apMatProps), &mesh->values);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, renderer->mat_buf);
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glBindVertexArray(model->buffer.vao);
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glDrawElements(GL_TRIANGLES, mesh->length, GL_UNSIGNED_INT, (void *)(model->buffer.ioffset + mesh->idx_offset));
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}
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}
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static void
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DrawIndexedBuffer(rIndexedBuffer *buffer)
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{
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glBindVertexArray(buffer->vao);
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glDrawElements(GL_TRIANGLES, buffer->icount, GL_UNSIGNED_INT, (void *)buffer->ioffset);
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}
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// ::Draw::Impl::End::
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// ::Buffers::Impl::Start::
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static rIndexedBuffer
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CreateIndexedBuffer(rawptr vert_data, u32 vcount, rawptr idx_data, u32 icount)
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{
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i32 alignment = GL_NONE;
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment);
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u32 vao = GL_NONE;
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u32 buffer = GL_NONE;
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isize vert_len = isize(vcount * sizeof(apVertex));
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isize idx_len = isize(icount * sizeof(u32));
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isize vert_len_aligned = Align(vert_len, alignment);
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isize idx_len_aligned = Align(idx_len, alignment);
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#if BUILD_DEBUG
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Assert((vert_len_aligned % alignment) == 0, "Buffers are not aligned");
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Assert((idx_len_aligned % alignment) == 0, "Buffers are not aligned");
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#endif
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isize vert_offset = 0;
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isize idx_offset = vert_len_aligned;
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glCreateBuffers(1, &buffer);
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glNamedBufferStorage(buffer, idx_len_aligned + vert_len_aligned, NULL, GL_DYNAMIC_STORAGE_BIT);
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glNamedBufferSubData(buffer, vert_offset, vert_len, vert_data);
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glNamedBufferSubData(buffer, idx_offset, idx_len, idx_data);
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glCreateVertexArrays(1, &vao);
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constexpr u32 pos_size = SizeOfMember(apVertex, pos) / sizeof(f32);
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SetVertexAttrib(vao, 0, pos_size, GL_FLOAT, GL_FALSE, offsetof(apVertex, pos));
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constexpr u32 normal_size = SizeOfMember(apVertex, normal) / sizeof(f32);
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SetVertexAttrib(vao, 1, normal_size, GL_FLOAT, GL_FALSE, offsetof(apVertex, normal));
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constexpr u32 col_size = SizeOfMember(apVertex, color) / sizeof(u8);
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SetVertexAttrib(vao, 2, col_size, GL_UNSIGNED_BYTE, GL_FALSE, offsetof(apVertex, color));
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constexpr u32 uv_size = SizeOfMember(apVertex, uv) / sizeof(f32);
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SetVertexAttrib(vao, 3, uv_size, GL_FLOAT, GL_FALSE, offsetof(apVertex, uv));
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glVertexArrayVertexBuffer(vao, 0, buffer, vert_offset, sizeof(apVertex));
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glVertexArrayElementBuffer(vao, buffer);
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rIndexedBuffer indexed_buffer = {0};
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indexed_buffer.ioffset = idx_offset;
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indexed_buffer.icount = icount;
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indexed_buffer.vao = vao;
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indexed_buffer.buffer = buffer;
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return indexed_buffer;
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}
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static void
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SetVertexAttrib(u32 vao, u32 idx, u32 count, i32 type, b32 normalized, u32 offset)
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{
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glEnableVertexArrayAttrib(vao, idx);
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glVertexArrayAttribBinding(vao, idx, 0);
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glVertexArrayAttribFormat(vao, idx, count, type, normalized, offset);
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}
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// ::Buffers::Impl::End::
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// ::Textures::Impl::Start::
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static u32
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CreateTexture(rawptr data, u32 width, u32 height, u32 channels)
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{
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u32 tex;
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glCreateTextures(GL_TEXTURE_2D, 1, &tex);
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i32 mipmap = Mini32(5, i32(log2f(f32(Maxi32(width, height)))));
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u32 format, copy_format;
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switch (channels)
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{
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case 1:
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{
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format = GL_R8;
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copy_format = GL_RED;
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} break;
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case 2:
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{
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format = GL_RG8;
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copy_format = GL_RG;
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} break;
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case 3:
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{
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format = GL_RGB8;
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copy_format = GL_RGB;
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} break;
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case 4:
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{
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format = GL_RGBA8;
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copy_format = GL_RGBA;
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} break;
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default:
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{
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Assert(false, "CreateTexture failure: unsupported channel number passed in");
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} break;
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}
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glTextureStorage2D(tex, mipmap, format, width, height);
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glTextureSubImage2D(tex, 0, 0, 0, width, height, copy_format, GL_UNSIGNED_BYTE, data);
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glTextureParameteri(tex, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTextureParameteri(tex, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTextureParameterf(tex, GL_TEXTURE_BASE_LEVEL, 0);
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glTextureParameteri(tex, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTextureParameteri(tex, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glGenerateTextureMipmap(tex);
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return tex;
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}
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// ::Textures::Impl::End::
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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);
|
||||
}
|
||||
|
||||
|
||||
@ -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" },
|
||||
};
|
||||
|
||||
@ -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;
|
||||
}
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user