Merge branch 'master' into 'main'
Readded files, but now sha1sum See merge request tyromancy/kale!1
This commit is contained in:
commit
d020f863ac
57
.gitignore
vendored
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57
.gitignore
vendored
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@ -0,0 +1,57 @@
|
|||||||
|
# Build artifacts
|
||||||
|
/build/
|
||||||
|
/*.o
|
||||||
|
/*.obj
|
||||||
|
/*.exe
|
||||||
|
/*.out
|
||||||
|
/*.dll
|
||||||
|
/*.so
|
||||||
|
/*.dylib
|
||||||
|
|
||||||
|
# Compiled object and dependency files (in build/)
|
||||||
|
build/*.o
|
||||||
|
build/*.d
|
||||||
|
build/*.d.*
|
||||||
|
|
||||||
|
# Editor and OS files
|
||||||
|
.DS_Store
|
||||||
|
Thumbs.db
|
||||||
|
.vscode/
|
||||||
|
.idea/
|
||||||
|
*.swp
|
||||||
|
*~
|
||||||
|
|
||||||
|
# Generated binaries and targets
|
||||||
|
/main
|
||||||
|
|
||||||
|
# Shader SPIR-V outputs
|
||||||
|
shaders/*.spv
|
||||||
|
|
||||||
|
# CMake/Make temporary files
|
||||||
|
CMakeFiles/
|
||||||
|
CMakeCache.txt
|
||||||
|
cmake_install.cmake
|
||||||
|
Makefile.user
|
||||||
|
|
||||||
|
# Coverage and debug
|
||||||
|
coverage/
|
||||||
|
*.gcda
|
||||||
|
*.gcno
|
||||||
|
*.prof
|
||||||
|
|
||||||
|
# Logs and temporary runtime files
|
||||||
|
*.log
|
||||||
|
*.tmp
|
||||||
|
|
||||||
|
# Package manager / tooling
|
||||||
|
node_modules/
|
||||||
|
dist/
|
||||||
|
|
||||||
|
# Secrets (keep patterns common)
|
||||||
|
.env
|
||||||
|
.env.local
|
||||||
|
.env.*.local
|
||||||
|
|
||||||
|
# Misc
|
||||||
|
tags
|
||||||
|
.cache/
|
||||||
BIN
20260412_12h43m17s_grim.png
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BIN
20260412_12h43m17s_grim.png
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Binary file not shown.
|
After Width: | Height: | Size: 105 KiB |
14
LICENSE
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14
LICENSE
Normal file
@ -0,0 +1,14 @@
|
|||||||
|
Kale: A simple hybrid renderer
|
||||||
|
Copyright (C) 2026 Hopeless Tyromantic <hopeless@tyromancy.art>
|
||||||
|
This program is free software: you can redistribute it and/or modify
|
||||||
|
it under the terms of the GNU General Public License as published by
|
||||||
|
the Free Software Foundation, either version 3 of the License, or
|
||||||
|
(at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
GNU General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU General Public License
|
||||||
|
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||||
674
LICENSES/kale-gpl
Normal file
674
LICENSES/kale-gpl
Normal file
@ -0,0 +1,674 @@
|
|||||||
|
GNU GENERAL PUBLIC LICENSE
|
||||||
|
Version 3, 29 June 2007
|
||||||
|
|
||||||
|
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||||
|
Everyone is permitted to copy and distribute verbatim copies
|
||||||
|
of this license document, but changing it is not allowed.
|
||||||
|
|
||||||
|
Preamble
|
||||||
|
|
||||||
|
The GNU General Public License is a free, copyleft license for
|
||||||
|
software and other kinds of works.
|
||||||
|
|
||||||
|
The licenses for most software and other practical works are designed
|
||||||
|
to take away your freedom to share and change the works. By contrast,
|
||||||
|
the GNU General Public License is intended to guarantee your freedom to
|
||||||
|
share and change all versions of a program--to make sure it remains free
|
||||||
|
software for all its users. We, the Free Software Foundation, use the
|
||||||
|
GNU General Public License for most of our software; it applies also to
|
||||||
|
any other work released this way by its authors. You can apply it to
|
||||||
|
your programs, too.
|
||||||
|
|
||||||
|
When we speak of free software, we are referring to freedom, not
|
||||||
|
price. Our General Public Licenses are designed to make sure that you
|
||||||
|
have the freedom to distribute copies of free software (and charge for
|
||||||
|
them if you wish), that you receive source code or can get it if you
|
||||||
|
want it, that you can change the software or use pieces of it in new
|
||||||
|
free programs, and that you know you can do these things.
|
||||||
|
|
||||||
|
To protect your rights, we need to prevent others from denying you
|
||||||
|
these rights or asking you to surrender the rights. Therefore, you have
|
||||||
|
certain responsibilities if you distribute copies of the software, or if
|
||||||
|
you modify it: responsibilities to respect the freedom of others.
|
||||||
|
|
||||||
|
For example, if you distribute copies of such a program, whether
|
||||||
|
gratis or for a fee, you must pass on to the recipients the same
|
||||||
|
freedoms that you received. You must make sure that they, too, receive
|
||||||
|
or can get the source code. And you must show them these terms so they
|
||||||
|
know their rights.
|
||||||
|
|
||||||
|
Developers that use the GNU GPL protect your rights with two steps:
|
||||||
|
(1) assert copyright on the software, and (2) offer you this License
|
||||||
|
giving you legal permission to copy, distribute and/or modify it.
|
||||||
|
|
||||||
|
For the developers' and authors' protection, the GPL clearly explains
|
||||||
|
that there is no warranty for this free software. For both users' and
|
||||||
|
authors' sake, the GPL requires that modified versions be marked as
|
||||||
|
changed, so that their problems will not be attributed erroneously to
|
||||||
|
authors of previous versions.
|
||||||
|
|
||||||
|
Some devices are designed to deny users access to install or run
|
||||||
|
modified versions of the software inside them, although the manufacturer
|
||||||
|
can do so. This is fundamentally incompatible with the aim of
|
||||||
|
protecting users' freedom to change the software. The systematic
|
||||||
|
pattern of such abuse occurs in the area of products for individuals to
|
||||||
|
use, which is precisely where it is most unacceptable. Therefore, we
|
||||||
|
have designed this version of the GPL to prohibit the practice for those
|
||||||
|
products. If such problems arise substantially in other domains, we
|
||||||
|
stand ready to extend this provision to those domains in future versions
|
||||||
|
of the GPL, as needed to protect the freedom of users.
|
||||||
|
|
||||||
|
Finally, every program is threatened constantly by software patents.
|
||||||
|
States should not allow patents to restrict development and use of
|
||||||
|
software on general-purpose computers, but in those that do, we wish to
|
||||||
|
avoid the special danger that patents applied to a free program could
|
||||||
|
make it effectively proprietary. To prevent this, the GPL assures that
|
||||||
|
patents cannot be used to render the program non-free.
|
||||||
|
|
||||||
|
The precise terms and conditions for copying, distribution and
|
||||||
|
modification follow.
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
0. Definitions.
|
||||||
|
|
||||||
|
"This License" refers to version 3 of the GNU General Public License.
|
||||||
|
|
||||||
|
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||||
|
works, such as semiconductor masks.
|
||||||
|
|
||||||
|
"The Program" refers to any copyrightable work licensed under this
|
||||||
|
License. Each licensee is addressed as "you". "Licensees" and
|
||||||
|
"recipients" may be individuals or organizations.
|
||||||
|
|
||||||
|
To "modify" a work means to copy from or adapt all or part of the work
|
||||||
|
in a fashion requiring copyright permission, other than the making of an
|
||||||
|
exact copy. The resulting work is called a "modified version" of the
|
||||||
|
earlier work or a work "based on" the earlier work.
|
||||||
|
|
||||||
|
A "covered work" means either the unmodified Program or a work based
|
||||||
|
on the Program.
|
||||||
|
|
||||||
|
To "propagate" a work means to do anything with it that, without
|
||||||
|
permission, would make you directly or secondarily liable for
|
||||||
|
infringement under applicable copyright law, except executing it on a
|
||||||
|
computer or modifying a private copy. Propagation includes copying,
|
||||||
|
distribution (with or without modification), making available to the
|
||||||
|
public, and in some countries other activities as well.
|
||||||
|
|
||||||
|
To "convey" a work means any kind of propagation that enables other
|
||||||
|
parties to make or receive copies. Mere interaction with a user through
|
||||||
|
a computer network, with no transfer of a copy, is not conveying.
|
||||||
|
|
||||||
|
An interactive user interface displays "Appropriate Legal Notices"
|
||||||
|
to the extent that it includes a convenient and prominently visible
|
||||||
|
feature that (1) displays an appropriate copyright notice, and (2)
|
||||||
|
tells the user that there is no warranty for the work (except to the
|
||||||
|
extent that warranties are provided), that licensees may convey the
|
||||||
|
work under this License, and how to view a copy of this License. If
|
||||||
|
the interface presents a list of user commands or options, such as a
|
||||||
|
menu, a prominent item in the list meets this criterion.
|
||||||
|
|
||||||
|
1. Source Code.
|
||||||
|
|
||||||
|
The "source code" for a work means the preferred form of the work
|
||||||
|
for making modifications to it. "Object code" means any non-source
|
||||||
|
form of a work.
|
||||||
|
|
||||||
|
A "Standard Interface" means an interface that either is an official
|
||||||
|
standard defined by a recognized standards body, or, in the case of
|
||||||
|
interfaces specified for a particular programming language, one that
|
||||||
|
is widely used among developers working in that language.
|
||||||
|
|
||||||
|
The "System Libraries" of an executable work include anything, other
|
||||||
|
than the work as a whole, that (a) is included in the normal form of
|
||||||
|
packaging a Major Component, but which is not part of that Major
|
||||||
|
Component, and (b) serves only to enable use of the work with that
|
||||||
|
Major Component, or to implement a Standard Interface for which an
|
||||||
|
implementation is available to the public in source code form. A
|
||||||
|
"Major Component", in this context, means a major essential component
|
||||||
|
(kernel, window system, and so on) of the specific operating system
|
||||||
|
(if any) on which the executable work runs, or a compiler used to
|
||||||
|
produce the work, or an object code interpreter used to run it.
|
||||||
|
|
||||||
|
The "Corresponding Source" for a work in object code form means all
|
||||||
|
the source code needed to generate, install, and (for an executable
|
||||||
|
work) run the object code and to modify the work, including scripts to
|
||||||
|
control those activities. However, it does not include the work's
|
||||||
|
System Libraries, or general-purpose tools or generally available free
|
||||||
|
programs which are used unmodified in performing those activities but
|
||||||
|
which are not part of the work. For example, Corresponding Source
|
||||||
|
includes interface definition files associated with source files for
|
||||||
|
the work, and the source code for shared libraries and dynamically
|
||||||
|
linked subprograms that the work is specifically designed to require,
|
||||||
|
such as by intimate data communication or control flow between those
|
||||||
|
subprograms and other parts of the work.
|
||||||
|
|
||||||
|
The Corresponding Source need not include anything that users
|
||||||
|
can regenerate automatically from other parts of the Corresponding
|
||||||
|
Source.
|
||||||
|
|
||||||
|
The Corresponding Source for a work in source code form is that
|
||||||
|
same work.
|
||||||
|
|
||||||
|
2. Basic Permissions.
|
||||||
|
|
||||||
|
All rights granted under this License are granted for the term of
|
||||||
|
copyright on the Program, and are irrevocable provided the stated
|
||||||
|
conditions are met. This License explicitly affirms your unlimited
|
||||||
|
permission to run the unmodified Program. The output from running a
|
||||||
|
covered work is covered by this License only if the output, given its
|
||||||
|
content, constitutes a covered work. This License acknowledges your
|
||||||
|
rights of fair use or other equivalent, as provided by copyright law.
|
||||||
|
|
||||||
|
You may make, run and propagate covered works that you do not
|
||||||
|
convey, without conditions so long as your license otherwise remains
|
||||||
|
in force. You may convey covered works to others for the sole purpose
|
||||||
|
of having them make modifications exclusively for you, or provide you
|
||||||
|
with facilities for running those works, provided that you comply with
|
||||||
|
the terms of this License in conveying all material for which you do
|
||||||
|
not control copyright. Those thus making or running the covered works
|
||||||
|
for you must do so exclusively on your behalf, under your direction
|
||||||
|
and control, on terms that prohibit them from making any copies of
|
||||||
|
your copyrighted material outside their relationship with you.
|
||||||
|
|
||||||
|
Conveying under any other circumstances is permitted solely under
|
||||||
|
the conditions stated below. Sublicensing is not allowed; section 10
|
||||||
|
makes it unnecessary.
|
||||||
|
|
||||||
|
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||||
|
|
||||||
|
No covered work shall be deemed part of an effective technological
|
||||||
|
measure under any applicable law fulfilling obligations under article
|
||||||
|
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||||
|
similar laws prohibiting or restricting circumvention of such
|
||||||
|
measures.
|
||||||
|
|
||||||
|
When you convey a covered work, you waive any legal power to forbid
|
||||||
|
circumvention of technological measures to the extent such circumvention
|
||||||
|
is effected by exercising rights under this License with respect to
|
||||||
|
the covered work, and you disclaim any intention to limit operation or
|
||||||
|
modification of the work as a means of enforcing, against the work's
|
||||||
|
users, your or third parties' legal rights to forbid circumvention of
|
||||||
|
technological measures.
|
||||||
|
|
||||||
|
4. Conveying Verbatim Copies.
|
||||||
|
|
||||||
|
You may convey verbatim copies of the Program's source code as you
|
||||||
|
receive it, in any medium, provided that you conspicuously and
|
||||||
|
appropriately publish on each copy an appropriate copyright notice;
|
||||||
|
keep intact all notices stating that this License and any
|
||||||
|
non-permissive terms added in accord with section 7 apply to the code;
|
||||||
|
keep intact all notices of the absence of any warranty; and give all
|
||||||
|
recipients a copy of this License along with the Program.
|
||||||
|
|
||||||
|
You may charge any price or no price for each copy that you convey,
|
||||||
|
and you may offer support or warranty protection for a fee.
|
||||||
|
|
||||||
|
5. Conveying Modified Source Versions.
|
||||||
|
|
||||||
|
You may convey a work based on the Program, or the modifications to
|
||||||
|
produce it from the Program, in the form of source code under the
|
||||||
|
terms of section 4, provided that you also meet all of these conditions:
|
||||||
|
|
||||||
|
a) The work must carry prominent notices stating that you modified
|
||||||
|
it, and giving a relevant date.
|
||||||
|
|
||||||
|
b) The work must carry prominent notices stating that it is
|
||||||
|
released under this License and any conditions added under section
|
||||||
|
7. This requirement modifies the requirement in section 4 to
|
||||||
|
"keep intact all notices".
|
||||||
|
|
||||||
|
c) You must license the entire work, as a whole, under this
|
||||||
|
License to anyone who comes into possession of a copy. This
|
||||||
|
License will therefore apply, along with any applicable section 7
|
||||||
|
additional terms, to the whole of the work, and all its parts,
|
||||||
|
regardless of how they are packaged. This License gives no
|
||||||
|
permission to license the work in any other way, but it does not
|
||||||
|
invalidate such permission if you have separately received it.
|
||||||
|
|
||||||
|
d) If the work has interactive user interfaces, each must display
|
||||||
|
Appropriate Legal Notices; however, if the Program has interactive
|
||||||
|
interfaces that do not display Appropriate Legal Notices, your
|
||||||
|
work need not make them do so.
|
||||||
|
|
||||||
|
A compilation of a covered work with other separate and independent
|
||||||
|
works, which are not by their nature extensions of the covered work,
|
||||||
|
and which are not combined with it such as to form a larger program,
|
||||||
|
in or on a volume of a storage or distribution medium, is called an
|
||||||
|
"aggregate" if the compilation and its resulting copyright are not
|
||||||
|
used to limit the access or legal rights of the compilation's users
|
||||||
|
beyond what the individual works permit. Inclusion of a covered work
|
||||||
|
in an aggregate does not cause this License to apply to the other
|
||||||
|
parts of the aggregate.
|
||||||
|
|
||||||
|
6. Conveying Non-Source Forms.
|
||||||
|
|
||||||
|
You may convey a covered work in object code form under the terms
|
||||||
|
of sections 4 and 5, provided that you also convey the
|
||||||
|
machine-readable Corresponding Source under the terms of this License,
|
||||||
|
in one of these ways:
|
||||||
|
|
||||||
|
a) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by the
|
||||||
|
Corresponding Source fixed on a durable physical medium
|
||||||
|
customarily used for software interchange.
|
||||||
|
|
||||||
|
b) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by a
|
||||||
|
written offer, valid for at least three years and valid for as
|
||||||
|
long as you offer spare parts or customer support for that product
|
||||||
|
model, to give anyone who possesses the object code either (1) a
|
||||||
|
copy of the Corresponding Source for all the software in the
|
||||||
|
product that is covered by this License, on a durable physical
|
||||||
|
medium customarily used for software interchange, for a price no
|
||||||
|
more than your reasonable cost of physically performing this
|
||||||
|
conveying of source, or (2) access to copy the
|
||||||
|
Corresponding Source from a network server at no charge.
|
||||||
|
|
||||||
|
c) Convey individual copies of the object code with a copy of the
|
||||||
|
written offer to provide the Corresponding Source. This
|
||||||
|
alternative is allowed only occasionally and noncommercially, and
|
||||||
|
only if you received the object code with such an offer, in accord
|
||||||
|
with subsection 6b.
|
||||||
|
|
||||||
|
d) Convey the object code by offering access from a designated
|
||||||
|
place (gratis or for a charge), and offer equivalent access to the
|
||||||
|
Corresponding Source in the same way through the same place at no
|
||||||
|
further charge. You need not require recipients to copy the
|
||||||
|
Corresponding Source along with the object code. If the place to
|
||||||
|
copy the object code is a network server, the Corresponding Source
|
||||||
|
may be on a different server (operated by you or a third party)
|
||||||
|
that supports equivalent copying facilities, provided you maintain
|
||||||
|
clear directions next to the object code saying where to find the
|
||||||
|
Corresponding Source. Regardless of what server hosts the
|
||||||
|
Corresponding Source, you remain obligated to ensure that it is
|
||||||
|
available for as long as needed to satisfy these requirements.
|
||||||
|
|
||||||
|
e) Convey the object code using peer-to-peer transmission, provided
|
||||||
|
you inform other peers where the object code and Corresponding
|
||||||
|
Source of the work are being offered to the general public at no
|
||||||
|
charge under subsection 6d.
|
||||||
|
|
||||||
|
A separable portion of the object code, whose source code is excluded
|
||||||
|
from the Corresponding Source as a System Library, need not be
|
||||||
|
included in conveying the object code work.
|
||||||
|
|
||||||
|
A "User Product" is either (1) a "consumer product", which means any
|
||||||
|
tangible personal property which is normally used for personal, family,
|
||||||
|
or household purposes, or (2) anything designed or sold for incorporation
|
||||||
|
into a dwelling. In determining whether a product is a consumer product,
|
||||||
|
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||||
|
product received by a particular user, "normally used" refers to a
|
||||||
|
typical or common use of that class of product, regardless of the status
|
||||||
|
of the particular user or of the way in which the particular user
|
||||||
|
actually uses, or expects or is expected to use, the product. A product
|
||||||
|
is a consumer product regardless of whether the product has substantial
|
||||||
|
commercial, industrial or non-consumer uses, unless such uses represent
|
||||||
|
the only significant mode of use of the product.
|
||||||
|
|
||||||
|
"Installation Information" for a User Product means any methods,
|
||||||
|
procedures, authorization keys, or other information required to install
|
||||||
|
and execute modified versions of a covered work in that User Product from
|
||||||
|
a modified version of its Corresponding Source. The information must
|
||||||
|
suffice to ensure that the continued functioning of the modified object
|
||||||
|
code is in no case prevented or interfered with solely because
|
||||||
|
modification has been made.
|
||||||
|
|
||||||
|
If you convey an object code work under this section in, or with, or
|
||||||
|
specifically for use in, a User Product, and the conveying occurs as
|
||||||
|
part of a transaction in which the right of possession and use of the
|
||||||
|
User Product is transferred to the recipient in perpetuity or for a
|
||||||
|
fixed term (regardless of how the transaction is characterized), the
|
||||||
|
Corresponding Source conveyed under this section must be accompanied
|
||||||
|
by the Installation Information. But this requirement does not apply
|
||||||
|
if neither you nor any third party retains the ability to install
|
||||||
|
modified object code on the User Product (for example, the work has
|
||||||
|
been installed in ROM).
|
||||||
|
|
||||||
|
The requirement to provide Installation Information does not include a
|
||||||
|
requirement to continue to provide support service, warranty, or updates
|
||||||
|
for a work that has been modified or installed by the recipient, or for
|
||||||
|
the User Product in which it has been modified or installed. Access to a
|
||||||
|
network may be denied when the modification itself materially and
|
||||||
|
adversely affects the operation of the network or violates the rules and
|
||||||
|
protocols for communication across the network.
|
||||||
|
|
||||||
|
Corresponding Source conveyed, and Installation Information provided,
|
||||||
|
in accord with this section must be in a format that is publicly
|
||||||
|
documented (and with an implementation available to the public in
|
||||||
|
source code form), and must require no special password or key for
|
||||||
|
unpacking, reading or copying.
|
||||||
|
|
||||||
|
7. Additional Terms.
|
||||||
|
|
||||||
|
"Additional permissions" are terms that supplement the terms of this
|
||||||
|
License by making exceptions from one or more of its conditions.
|
||||||
|
Additional permissions that are applicable to the entire Program shall
|
||||||
|
be treated as though they were included in this License, to the extent
|
||||||
|
that they are valid under applicable law. If additional permissions
|
||||||
|
apply only to part of the Program, that part may be used separately
|
||||||
|
under those permissions, but the entire Program remains governed by
|
||||||
|
this License without regard to the additional permissions.
|
||||||
|
|
||||||
|
When you convey a copy of a covered work, you may at your option
|
||||||
|
remove any additional permissions from that copy, or from any part of
|
||||||
|
it. (Additional permissions may be written to require their own
|
||||||
|
removal in certain cases when you modify the work.) You may place
|
||||||
|
additional permissions on material, added by you to a covered work,
|
||||||
|
for which you have or can give appropriate copyright permission.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, for material you
|
||||||
|
add to a covered work, you may (if authorized by the copyright holders of
|
||||||
|
that material) supplement the terms of this License with terms:
|
||||||
|
|
||||||
|
a) Disclaiming warranty or limiting liability differently from the
|
||||||
|
terms of sections 15 and 16 of this License; or
|
||||||
|
|
||||||
|
b) Requiring preservation of specified reasonable legal notices or
|
||||||
|
author attributions in that material or in the Appropriate Legal
|
||||||
|
Notices displayed by works containing it; or
|
||||||
|
|
||||||
|
c) Prohibiting misrepresentation of the origin of that material, or
|
||||||
|
requiring that modified versions of such material be marked in
|
||||||
|
reasonable ways as different from the original version; or
|
||||||
|
|
||||||
|
d) Limiting the use for publicity purposes of names of licensors or
|
||||||
|
authors of the material; or
|
||||||
|
|
||||||
|
e) Declining to grant rights under trademark law for use of some
|
||||||
|
trade names, trademarks, or service marks; or
|
||||||
|
|
||||||
|
f) Requiring indemnification of licensors and authors of that
|
||||||
|
material by anyone who conveys the material (or modified versions of
|
||||||
|
it) with contractual assumptions of liability to the recipient, for
|
||||||
|
any liability that these contractual assumptions directly impose on
|
||||||
|
those licensors and authors.
|
||||||
|
|
||||||
|
All other non-permissive additional terms are considered "further
|
||||||
|
restrictions" within the meaning of section 10. If the Program as you
|
||||||
|
received it, or any part of it, contains a notice stating that it is
|
||||||
|
governed by this License along with a term that is a further
|
||||||
|
restriction, you may remove that term. If a license document contains
|
||||||
|
a further restriction but permits relicensing or conveying under this
|
||||||
|
License, you may add to a covered work material governed by the terms
|
||||||
|
of that license document, provided that the further restriction does
|
||||||
|
not survive such relicensing or conveying.
|
||||||
|
|
||||||
|
If you add terms to a covered work in accord with this section, you
|
||||||
|
must place, in the relevant source files, a statement of the
|
||||||
|
additional terms that apply to those files, or a notice indicating
|
||||||
|
where to find the applicable terms.
|
||||||
|
|
||||||
|
Additional terms, permissive or non-permissive, may be stated in the
|
||||||
|
form of a separately written license, or stated as exceptions;
|
||||||
|
the above requirements apply either way.
|
||||||
|
|
||||||
|
8. Termination.
|
||||||
|
|
||||||
|
You may not propagate or modify a covered work except as expressly
|
||||||
|
provided under this License. Any attempt otherwise to propagate or
|
||||||
|
modify it is void, and will automatically terminate your rights under
|
||||||
|
this License (including any patent licenses granted under the third
|
||||||
|
paragraph of section 11).
|
||||||
|
|
||||||
|
However, if you cease all violation of this License, then your
|
||||||
|
license from a particular copyright holder is reinstated (a)
|
||||||
|
provisionally, unless and until the copyright holder explicitly and
|
||||||
|
finally terminates your license, and (b) permanently, if the copyright
|
||||||
|
holder fails to notify you of the violation by some reasonable means
|
||||||
|
prior to 60 days after the cessation.
|
||||||
|
|
||||||
|
Moreover, your license from a particular copyright holder is
|
||||||
|
reinstated permanently if the copyright holder notifies you of the
|
||||||
|
violation by some reasonable means, this is the first time you have
|
||||||
|
received notice of violation of this License (for any work) from that
|
||||||
|
copyright holder, and you cure the violation prior to 30 days after
|
||||||
|
your receipt of the notice.
|
||||||
|
|
||||||
|
Termination of your rights under this section does not terminate the
|
||||||
|
licenses of parties who have received copies or rights from you under
|
||||||
|
this License. If your rights have been terminated and not permanently
|
||||||
|
reinstated, you do not qualify to receive new licenses for the same
|
||||||
|
material under section 10.
|
||||||
|
|
||||||
|
9. Acceptance Not Required for Having Copies.
|
||||||
|
|
||||||
|
You are not required to accept this License in order to receive or
|
||||||
|
run a copy of the Program. Ancillary propagation of a covered work
|
||||||
|
occurring solely as a consequence of using peer-to-peer transmission
|
||||||
|
to receive a copy likewise does not require acceptance. However,
|
||||||
|
nothing other than this License grants you permission to propagate or
|
||||||
|
modify any covered work. These actions infringe copyright if you do
|
||||||
|
not accept this License. Therefore, by modifying or propagating a
|
||||||
|
covered work, you indicate your acceptance of this License to do so.
|
||||||
|
|
||||||
|
10. Automatic Licensing of Downstream Recipients.
|
||||||
|
|
||||||
|
Each time you convey a covered work, the recipient automatically
|
||||||
|
receives a license from the original licensors, to run, modify and
|
||||||
|
propagate that work, subject to this License. You are not responsible
|
||||||
|
for enforcing compliance by third parties with this License.
|
||||||
|
|
||||||
|
An "entity transaction" is a transaction transferring control of an
|
||||||
|
organization, or substantially all assets of one, or subdividing an
|
||||||
|
organization, or merging organizations. If propagation of a covered
|
||||||
|
work results from an entity transaction, each party to that
|
||||||
|
transaction who receives a copy of the work also receives whatever
|
||||||
|
licenses to the work the party's predecessor in interest had or could
|
||||||
|
give under the previous paragraph, plus a right to possession of the
|
||||||
|
Corresponding Source of the work from the predecessor in interest, if
|
||||||
|
the predecessor has it or can get it with reasonable efforts.
|
||||||
|
|
||||||
|
You may not impose any further restrictions on the exercise of the
|
||||||
|
rights granted or affirmed under this License. For example, you may
|
||||||
|
not impose a license fee, royalty, or other charge for exercise of
|
||||||
|
rights granted under this License, and you may not initiate litigation
|
||||||
|
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||||
|
any patent claim is infringed by making, using, selling, offering for
|
||||||
|
sale, or importing the Program or any portion of it.
|
||||||
|
|
||||||
|
11. Patents.
|
||||||
|
|
||||||
|
A "contributor" is a copyright holder who authorizes use under this
|
||||||
|
License of the Program or a work on which the Program is based. The
|
||||||
|
work thus licensed is called the contributor's "contributor version".
|
||||||
|
|
||||||
|
A contributor's "essential patent claims" are all patent claims
|
||||||
|
owned or controlled by the contributor, whether already acquired or
|
||||||
|
hereafter acquired, that would be infringed by some manner, permitted
|
||||||
|
by this License, of making, using, or selling its contributor version,
|
||||||
|
but do not include claims that would be infringed only as a
|
||||||
|
consequence of further modification of the contributor version. For
|
||||||
|
purposes of this definition, "control" includes the right to grant
|
||||||
|
patent sublicenses in a manner consistent with the requirements of
|
||||||
|
this License.
|
||||||
|
|
||||||
|
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||||
|
patent license under the contributor's essential patent claims, to
|
||||||
|
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||||
|
propagate the contents of its contributor version.
|
||||||
|
|
||||||
|
In the following three paragraphs, a "patent license" is any express
|
||||||
|
agreement or commitment, however denominated, not to enforce a patent
|
||||||
|
(such as an express permission to practice a patent or covenant not to
|
||||||
|
sue for patent infringement). To "grant" such a patent license to a
|
||||||
|
party means to make such an agreement or commitment not to enforce a
|
||||||
|
patent against the party.
|
||||||
|
|
||||||
|
If you convey a covered work, knowingly relying on a patent license,
|
||||||
|
and the Corresponding Source of the work is not available for anyone
|
||||||
|
to copy, free of charge and under the terms of this License, through a
|
||||||
|
publicly available network server or other readily accessible means,
|
||||||
|
then you must either (1) cause the Corresponding Source to be so
|
||||||
|
available, or (2) arrange to deprive yourself of the benefit of the
|
||||||
|
patent license for this particular work, or (3) arrange, in a manner
|
||||||
|
consistent with the requirements of this License, to extend the patent
|
||||||
|
license to downstream recipients. "Knowingly relying" means you have
|
||||||
|
actual knowledge that, but for the patent license, your conveying the
|
||||||
|
covered work in a country, or your recipient's use of the covered work
|
||||||
|
in a country, would infringe one or more identifiable patents in that
|
||||||
|
country that you have reason to believe are valid.
|
||||||
|
|
||||||
|
If, pursuant to or in connection with a single transaction or
|
||||||
|
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||||
|
covered work, and grant a patent license to some of the parties
|
||||||
|
receiving the covered work authorizing them to use, propagate, modify
|
||||||
|
or convey a specific copy of the covered work, then the patent license
|
||||||
|
you grant is automatically extended to all recipients of the covered
|
||||||
|
work and works based on it.
|
||||||
|
|
||||||
|
A patent license is "discriminatory" if it does not include within
|
||||||
|
the scope of its coverage, prohibits the exercise of, or is
|
||||||
|
conditioned on the non-exercise of one or more of the rights that are
|
||||||
|
specifically granted under this License. You may not convey a covered
|
||||||
|
work if you are a party to an arrangement with a third party that is
|
||||||
|
in the business of distributing software, under which you make payment
|
||||||
|
to the third party based on the extent of your activity of conveying
|
||||||
|
the work, and under which the third party grants, to any of the
|
||||||
|
parties who would receive the covered work from you, a discriminatory
|
||||||
|
patent license (a) in connection with copies of the covered work
|
||||||
|
conveyed by you (or copies made from those copies), or (b) primarily
|
||||||
|
for and in connection with specific products or compilations that
|
||||||
|
contain the covered work, unless you entered into that arrangement,
|
||||||
|
or that patent license was granted, prior to 28 March 2007.
|
||||||
|
|
||||||
|
Nothing in this License shall be construed as excluding or limiting
|
||||||
|
any implied license or other defenses to infringement that may
|
||||||
|
otherwise be available to you under applicable patent law.
|
||||||
|
|
||||||
|
12. No Surrender of Others' Freedom.
|
||||||
|
|
||||||
|
If conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot convey a
|
||||||
|
covered work so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you may
|
||||||
|
not convey it at all. For example, if you agree to terms that obligate you
|
||||||
|
to collect a royalty for further conveying from those to whom you convey
|
||||||
|
the Program, the only way you could satisfy both those terms and this
|
||||||
|
License would be to refrain entirely from conveying the Program.
|
||||||
|
|
||||||
|
13. Use with the GNU Affero General Public License.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, you have
|
||||||
|
permission to link or combine any covered work with a work licensed
|
||||||
|
under version 3 of the GNU Affero General Public License into a single
|
||||||
|
combined work, and to convey the resulting work. The terms of this
|
||||||
|
License will continue to apply to the part which is the covered work,
|
||||||
|
but the special requirements of the GNU Affero General Public License,
|
||||||
|
section 13, concerning interaction through a network will apply to the
|
||||||
|
combination as such.
|
||||||
|
|
||||||
|
14. Revised Versions of this License.
|
||||||
|
|
||||||
|
The Free Software Foundation may publish revised and/or new versions of
|
||||||
|
the GNU General Public License from time to time. Such new versions will
|
||||||
|
be similar in spirit to the present version, but may differ in detail to
|
||||||
|
address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the
|
||||||
|
Program specifies that a certain numbered version of the GNU General
|
||||||
|
Public License "or any later version" applies to it, you have the
|
||||||
|
option of following the terms and conditions either of that numbered
|
||||||
|
version or of any later version published by the Free Software
|
||||||
|
Foundation. If the Program does not specify a version number of the
|
||||||
|
GNU General Public License, you may choose any version ever published
|
||||||
|
by the Free Software Foundation.
|
||||||
|
|
||||||
|
If the Program specifies that a proxy can decide which future
|
||||||
|
versions of the GNU General Public License can be used, that proxy's
|
||||||
|
public statement of acceptance of a version permanently authorizes you
|
||||||
|
to choose that version for the Program.
|
||||||
|
|
||||||
|
Later license versions may give you additional or different
|
||||||
|
permissions. However, no additional obligations are imposed on any
|
||||||
|
author or copyright holder as a result of your choosing to follow a
|
||||||
|
later version.
|
||||||
|
|
||||||
|
15. Disclaimer of Warranty.
|
||||||
|
|
||||||
|
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||||
|
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||||
|
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||||
|
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||||
|
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||||
|
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. Limitation of Liability.
|
||||||
|
|
||||||
|
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||||
|
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||||
|
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||||
|
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||||
|
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||||
|
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||||
|
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||||
|
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||||
|
SUCH DAMAGES.
|
||||||
|
|
||||||
|
17. Interpretation of Sections 15 and 16.
|
||||||
|
|
||||||
|
If the disclaimer of warranty and limitation of liability provided
|
||||||
|
above cannot be given local legal effect according to their terms,
|
||||||
|
reviewing courts shall apply local law that most closely approximates
|
||||||
|
an absolute waiver of all civil liability in connection with the
|
||||||
|
Program, unless a warranty or assumption of liability accompanies a
|
||||||
|
copy of the Program in return for a fee.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
How to Apply These Terms to Your New Programs
|
||||||
|
|
||||||
|
If you develop a new program, and you want it to be of the greatest
|
||||||
|
possible use to the public, the best way to achieve this is to make it
|
||||||
|
free software which everyone can redistribute and change under these terms.
|
||||||
|
|
||||||
|
To do so, attach the following notices to the program. It is safest
|
||||||
|
to attach them to the start of each source file to most effectively
|
||||||
|
state the exclusion of warranty; and each file should have at least
|
||||||
|
the "copyright" line and a pointer to where the full notice is found.
|
||||||
|
|
||||||
|
<one line to give the program's name and a brief idea of what it does.>
|
||||||
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
|
This program is free software: you can redistribute it and/or modify
|
||||||
|
it under the terms of the GNU General Public License as published by
|
||||||
|
the Free Software Foundation, either version 3 of the License, or
|
||||||
|
(at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
GNU General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU General Public License
|
||||||
|
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
Also add information on how to contact you by electronic and paper mail.
|
||||||
|
|
||||||
|
If the program does terminal interaction, make it output a short
|
||||||
|
notice like this when it starts in an interactive mode:
|
||||||
|
|
||||||
|
<program> Copyright (C) <year> <name of author>
|
||||||
|
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||||
|
This is free software, and you are welcome to redistribute it
|
||||||
|
under certain conditions; type `show c' for details.
|
||||||
|
|
||||||
|
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||||
|
parts of the General Public License. Of course, your program's commands
|
||||||
|
might be different; for a GUI interface, you would use an "about box".
|
||||||
|
|
||||||
|
You should also get your employer (if you work as a programmer) or school,
|
||||||
|
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||||
|
For more information on this, and how to apply and follow the GNU GPL, see
|
||||||
|
<https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
The GNU General Public License does not permit incorporating your program
|
||||||
|
into proprietary programs. If your program is a subroutine library, you
|
||||||
|
may consider it more useful to permit linking proprietary applications with
|
||||||
|
the library. If this is what you want to do, use the GNU Lesser General
|
||||||
|
Public License instead of this License. But first, please read
|
||||||
|
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||||
22
LICENSES/tinyobjloader-mit
Normal file
22
LICENSES/tinyobjloader-mit
Normal file
@ -0,0 +1,22 @@
|
|||||||
|
The MIT License (MIT)
|
||||||
|
|
||||||
|
Copyright (c) 2012-Present, Syoyo Fujita and many contributors.
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||||
|
THE SOFTWARE.
|
||||||
|
*
|
||||||
81
Makefile
Normal file
81
Makefile
Normal file
@ -0,0 +1,81 @@
|
|||||||
|
TARGET := main
|
||||||
|
SRC_DIR := src
|
||||||
|
SHADER_DIR := shaders
|
||||||
|
BUILD_DIR := build
|
||||||
|
|
||||||
|
CXX := g++
|
||||||
|
CXXFLAGS := -std=c++20 -Wall -Wextra -Wpedantic -Wno-missing-field-initializers -Wno-unused-function
|
||||||
|
LDFLAGS := -lSDL3
|
||||||
|
|
||||||
|
GLSLC := glslc
|
||||||
|
|
||||||
|
DEBUG ?= 0
|
||||||
|
ifeq ($(DEBUG), 1)
|
||||||
|
CXXFLAGS += -g -O0 -DDEBUG
|
||||||
|
else
|
||||||
|
CXXFLAGS += -O2 -DNDEBUG
|
||||||
|
endif
|
||||||
|
|
||||||
|
|
||||||
|
SRCS := $(wildcard $(SRC_DIR)/*.cpp)
|
||||||
|
OBJS := $(patsubst $(SRC_DIR)/%.cpp, $(BUILD_DIR)/%.o, $(SRCS))
|
||||||
|
DEPS := $(OBJS:.o=.d)
|
||||||
|
|
||||||
|
FRAG_SRCS := $(wildcard $(SHADER_DIR)/*.frag)
|
||||||
|
VERT_SRCS := $(wildcard $(SHADER_DIR)/*.vert)
|
||||||
|
SHADER_SRCS := $(FRAG_SRCS) $(VERT_SRCS)
|
||||||
|
SPIRV_OUTS := $(addsuffix .spv, $(SHADER_SRCS))
|
||||||
|
|
||||||
|
|
||||||
|
.PHONY: all
|
||||||
|
all: $(TARGET) shaders
|
||||||
|
|
||||||
|
|
||||||
|
$(TARGET): $(OBJS)
|
||||||
|
$(CXX) $(CXXFLAGS) $^ -o $@ $(LDFLAGS)
|
||||||
|
@echo "Linked → $@"
|
||||||
|
|
||||||
|
$(BUILD_DIR)/%.o: $(SRC_DIR)/%.cpp | $(BUILD_DIR)
|
||||||
|
$(CXX) $(CXXFLAGS) -MMD -MP -c $< -o $@
|
||||||
|
@echo "Compiled → $@"
|
||||||
|
|
||||||
|
-include $(DEPS)
|
||||||
|
|
||||||
|
$(BUILD_DIR):
|
||||||
|
mkdir -p $(BUILD_DIR)
|
||||||
|
|
||||||
|
|
||||||
|
.PHONY: shaders
|
||||||
|
shaders: $(SPIRV_OUTS)
|
||||||
|
|
||||||
|
%.spv: %
|
||||||
|
$(GLSLC) $< -o $@
|
||||||
|
@echo "Compiled shader → $@"
|
||||||
|
|
||||||
|
.PHONY: run
|
||||||
|
run: all
|
||||||
|
./$(TARGET)
|
||||||
|
|
||||||
|
|
||||||
|
.PHONY: clean
|
||||||
|
clean:
|
||||||
|
$(RM) -r $(BUILD_DIR) $(TARGET) $(SPIRV_OUTS)
|
||||||
|
@echo "Cleaned."
|
||||||
|
|
||||||
|
.PHONY: clean-shaders
|
||||||
|
clean-shaders:
|
||||||
|
$(RM) $(SPIRV_OUTS)
|
||||||
|
@echo "Shader SPIR-V files removed."
|
||||||
|
|
||||||
|
.PHONY: rebuild
|
||||||
|
rebuild: clean all
|
||||||
|
|
||||||
|
.PHONY: info
|
||||||
|
info:
|
||||||
|
@echo "Target: $(TARGET)"
|
||||||
|
@echo "Sources: $(SRCS)"
|
||||||
|
@echo "Objects: $(OBJS)"
|
||||||
|
@echo "Frag shaders:$(FRAG_SRCS)"
|
||||||
|
@echo "Vert shaders:$(VERT_SRCS)"
|
||||||
|
@echo "SPIR-V outs: $(SPIRV_OUTS)"
|
||||||
|
@echo "Debug: $(DEBUG)"
|
||||||
18008
assets/homer.obj
Normal file
18008
assets/homer.obj
Normal file
File diff suppressed because it is too large
Load Diff
30
flake.nix
Normal file
30
flake.nix
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
|
||||||
|
{
|
||||||
|
description = "A simple hybrid renderer";
|
||||||
|
|
||||||
|
inputs = {
|
||||||
|
nixpkgs.url = "github:NixOS/nixpkgs/nixos-unstable";
|
||||||
|
flake-utils.url = "github:numtide/flake-utils";
|
||||||
|
};
|
||||||
|
|
||||||
|
outputs = { self, nixpkgs, flake-utils }:
|
||||||
|
flake-utils.lib.eachDefaultSystem (system:
|
||||||
|
let
|
||||||
|
pkgs = import nixpkgs { inherit system; };
|
||||||
|
venv = ".venv";
|
||||||
|
in {
|
||||||
|
devShells.default = pkgs.mkShell {
|
||||||
|
name = "kale";
|
||||||
|
|
||||||
|
packages = with pkgs; [
|
||||||
|
sdl3
|
||||||
|
glm
|
||||||
|
gcc
|
||||||
|
shaderc
|
||||||
|
gnumake
|
||||||
|
];
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
|
);
|
||||||
|
}
|
||||||
110
shaders/blit.frag
Normal file
110
shaders/blit.frag
Normal file
@ -0,0 +1,110 @@
|
|||||||
|
#version 450
|
||||||
|
|
||||||
|
layout(location = 0) in vec2 uv;
|
||||||
|
layout(location = 0) out vec4 out_color;
|
||||||
|
layout(set = 2, binding = 0) uniform sampler2D screen;
|
||||||
|
|
||||||
|
layout(std140, set = 3, binding = 0) uniform UniformBlock {
|
||||||
|
mat4 model;
|
||||||
|
mat4 view;
|
||||||
|
mat4 projection;
|
||||||
|
float time;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
float road(float x) { return cos(x); }
|
||||||
|
|
||||||
|
vec3 backup(vec2 uv) {
|
||||||
|
float x_scale = time * 12.0;
|
||||||
|
float y_scale = uv.x;
|
||||||
|
|
||||||
|
uv.x *= x_scale;
|
||||||
|
uv.y *= 2.0;
|
||||||
|
uv.y -= 1.0;
|
||||||
|
uv.y /= 0.75;
|
||||||
|
uv.y /= y_scale;
|
||||||
|
|
||||||
|
float y = road(uv.x);
|
||||||
|
|
||||||
|
float dist = length(uv.y - y);
|
||||||
|
|
||||||
|
vec3 col = vec3(cos(time / 10.0)) - vec3(exp(-dist), cos(dist), sin(dist));
|
||||||
|
return (0.005 * (1.2 + abs(cos(time)))) / col;
|
||||||
|
}
|
||||||
|
|
||||||
|
const int MAX_MARCH_STEPS = 64;
|
||||||
|
const float EPS_DIST = 1e-6;
|
||||||
|
|
||||||
|
float sdf(vec3 point) {
|
||||||
|
// return length(point - vec3(6.0 * sin(time), 8.0*abs(sin(time * 0.7)*cos(time)), 5.0 * cos(time * 1.2))) - 0.4;
|
||||||
|
float size = 8.0 + (3.0* sin(time));
|
||||||
|
vec3 s1_local = mod(point, vec3(size)) - vec3(size/2.0);
|
||||||
|
float s1 = length(s1_local) - 0.3;
|
||||||
|
return s1;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 getnormal(vec3 p) {
|
||||||
|
float e = EPS_DIST;
|
||||||
|
return normalize(vec3(
|
||||||
|
sdf(p + vec3(e, 0.0, 0.0)) - sdf(p - vec3(e, 0.0, 0.0)),
|
||||||
|
sdf(p + vec3(0.0, e, 0.0)) - sdf(p - vec3(0.0, e, 0.0)),
|
||||||
|
sdf(p + vec3(0.0, 0.0, e)) - sdf(p - vec3(0.0, 0.0, e))
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
vec4 march(vec3 point, vec3 ray) {
|
||||||
|
float MAX_DEPTH = texture(screen, uv).w * 1000.0;
|
||||||
|
float totaldist = 0.0;
|
||||||
|
|
||||||
|
int i;
|
||||||
|
for (i = 0; i < MAX_MARCH_STEPS && totaldist < MAX_DEPTH; i += 1) {
|
||||||
|
float h = sdf(point);
|
||||||
|
point += h * ray;
|
||||||
|
if (h < EPS_DIST) {
|
||||||
|
return vec4(point, totaldist + h);
|
||||||
|
}
|
||||||
|
|
||||||
|
totaldist += h;
|
||||||
|
}
|
||||||
|
|
||||||
|
return vec4(-1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 camray() {
|
||||||
|
vec2 ndc = uv * 2.0 - 1.0;
|
||||||
|
ndc.y = -ndc.y;
|
||||||
|
vec4 clip = vec4(ndc, 1.0, 1.0);
|
||||||
|
vec4 view_pos = inverse(projection) * clip;
|
||||||
|
view_pos /= view_pos.w;
|
||||||
|
|
||||||
|
vec3 ray_dir_view = normalize(view_pos.xyz);
|
||||||
|
|
||||||
|
vec3 ray_dir_world = normalize((inverse(view) * vec4(ray_dir_view, 0.0)).xyz);
|
||||||
|
|
||||||
|
return ray_dir_world;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 camorigin() { return (inverse(view) * vec4(0, 0, 0, 1)).xyz; }
|
||||||
|
|
||||||
|
vec4 kernel() {
|
||||||
|
vec3 cam_pos = camorigin();
|
||||||
|
vec3 cam_ray = camray();
|
||||||
|
|
||||||
|
return march(cam_pos, cam_ray);
|
||||||
|
}
|
||||||
|
|
||||||
|
float t(float x, float y) { return length(texture(screen, vec2(x, y)).xyz); }
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
vec2 bg = (projection * view * vec4(uv, 1.0, 1.0)).xy;
|
||||||
|
vec3 b = backup(bg);
|
||||||
|
vec4 hit = kernel();
|
||||||
|
if (hit.w > 0.0 && ((t(uv.x, uv.y) < 0.01) || (hit.w < (texture(screen, uv).w * 1000.0)))) {
|
||||||
|
out_color = vec4(getnormal(hit.xyz), 1.0);
|
||||||
|
} else {
|
||||||
|
out_color = texture(screen, uv);
|
||||||
|
}
|
||||||
|
}
|
||||||
11
shaders/blit.vert
Normal file
11
shaders/blit.vert
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
#version 450
|
||||||
|
|
||||||
|
layout(location = 0) out vec2 uv;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
float x = float((gl_VertexIndex << 1) & 2);
|
||||||
|
float y = float(gl_VertexIndex & 2);
|
||||||
|
uv = vec2(x, y);
|
||||||
|
gl_Position = vec4(uv * 2.0 - 1.0, 0.0, 1.0);
|
||||||
|
gl_Position.y *= -1.0;
|
||||||
|
}
|
||||||
46
shaders/post.frag
Normal file
46
shaders/post.frag
Normal file
@ -0,0 +1,46 @@
|
|||||||
|
#version 450
|
||||||
|
|
||||||
|
layout(location = 0) in vec2 uv;
|
||||||
|
layout(location = 0) out vec4 out_color;
|
||||||
|
layout(set = 2, binding = 0) uniform sampler2D screen;
|
||||||
|
|
||||||
|
layout(std140, set = 3, binding = 0) uniform UniformBlock {
|
||||||
|
mat4 model;
|
||||||
|
mat4 view;
|
||||||
|
mat4 projection;
|
||||||
|
float time;
|
||||||
|
};
|
||||||
|
|
||||||
|
float t(float x, float y) { return length(texture(screen, vec2(x, y)).xyz); }
|
||||||
|
|
||||||
|
mat3 neighborhood() {
|
||||||
|
vec2 d = 1.0 / vec2(textureSize(screen, 0));
|
||||||
|
return mat3(t(uv.x - d.x, uv.y - d.y), t(uv.x + 0.0, uv.y - d.y),
|
||||||
|
t(uv.x + d.x, uv.y - d.y), t(uv.x - d.x, uv.y - 0.0),
|
||||||
|
t(uv.x + 0.0, uv.y + 0.0), t(uv.x + d.x, uv.y - 0.0),
|
||||||
|
t(uv.x - d.x, uv.y + d.y), t(uv.x + 0.0, uv.y + d.y),
|
||||||
|
t(uv.x + d.x, uv.y + d.y));
|
||||||
|
}
|
||||||
|
|
||||||
|
float sum3(mat3 m) {
|
||||||
|
float s = 0.0;
|
||||||
|
for (int c = 0; c < 3; ++c) {
|
||||||
|
vec3 col = m[c];
|
||||||
|
s += col.x + col.y + col.z;
|
||||||
|
}
|
||||||
|
return s;
|
||||||
|
}
|
||||||
|
|
||||||
|
float f(mat3 kernel) {
|
||||||
|
return abs(sum3(matrixCompMult(kernel, neighborhood())));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
const mat3 sobelx = mat3(-1.0, -2.0, -1.0, 0.0, 0.0, 0.0, 1.0, 2.0, 1.0);
|
||||||
|
|
||||||
|
const mat3 sobely = mat3(-1.0, 0.0, 1.0, -2.0, 0.0, 2.0, -1.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
out_color = texture(screen, uv) + ((t(uv.x, uv.y) > 0.01)?
|
||||||
|
vec4(abs(f(sobelx) + f(sobely)), 0.0, 0.0, 1.0) : vec4(0.0));
|
||||||
|
}
|
||||||
16
shaders/scene.frag
Normal file
16
shaders/scene.frag
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
#version 460
|
||||||
|
layout(location = 0) in vec4 v_color;
|
||||||
|
layout(location = 1) in float depth;
|
||||||
|
layout(location = 2) in vec3 v_normal_vs;
|
||||||
|
|
||||||
|
layout(location = 0) out vec4 out_color;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec3 light_dir = normalize(vec3(0.5, 1.0, 0.8));
|
||||||
|
|
||||||
|
float ambient = 0.2;
|
||||||
|
float diffuse = max(dot(v_normal_vs, light_dir), 0.0);
|
||||||
|
float lighting = ambient + (1.0 - ambient) * diffuse;
|
||||||
|
|
||||||
|
out_color = vec4(v_color.rgb * lighting, v_color.a);
|
||||||
|
}
|
||||||
26
shaders/scene.vert
Normal file
26
shaders/scene.vert
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
#version 460
|
||||||
|
layout(location = 0) in vec3 a_pos;
|
||||||
|
layout(location = 1) in vec4 a_color;
|
||||||
|
layout(location = 2) in vec3 a_normal;
|
||||||
|
|
||||||
|
layout(location = 0) out vec4 v_color;
|
||||||
|
layout(location = 1) out float depth;
|
||||||
|
layout(location = 2) out vec3 v_normal_vs; // view-space normal
|
||||||
|
|
||||||
|
layout(std140, set = 1, binding = 0) uniform UniformBlock {
|
||||||
|
mat4 model;
|
||||||
|
mat4 view;
|
||||||
|
mat4 projection;
|
||||||
|
float time;
|
||||||
|
};
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 view_pos = view * model * vec4(a_pos, 1.0);
|
||||||
|
depth = -view_pos.z / 1000.0;
|
||||||
|
gl_Position = projection * view_pos;
|
||||||
|
v_color = a_color;
|
||||||
|
|
||||||
|
// For uniform scale this shortcut is fine:
|
||||||
|
mat3 normal_mat = mat3(transpose(inverse(view * model)));
|
||||||
|
v_normal_vs = normalize(normal_mat * a_normal);
|
||||||
|
}
|
||||||
65
src/camera.cpp
Normal file
65
src/camera.cpp
Normal file
@ -0,0 +1,65 @@
|
|||||||
|
#include "camera.h"
|
||||||
|
|
||||||
|
vec3 Camera::dir() const {
|
||||||
|
return normalize(vec3(
|
||||||
|
cos(radians(yaw)) * cos(radians(pitch)),
|
||||||
|
sin(radians(pitch)),
|
||||||
|
sin(radians(yaw)) * cos(radians(pitch))
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
void Camera::update() {
|
||||||
|
if (look_up) pitch += look_speed;
|
||||||
|
if (look_down) pitch -= look_speed;
|
||||||
|
if (look_left) yaw -= look_speed;
|
||||||
|
if (look_right) yaw += look_speed;
|
||||||
|
pitch = clamp(pitch, -89.0f, 89.0f);
|
||||||
|
|
||||||
|
vec3 d = dir();
|
||||||
|
vec3 right = normalize(cross(d, up));
|
||||||
|
target = pos + d;
|
||||||
|
float shift_speed = shifted? 10.0 : 1.0;
|
||||||
|
float speed = move_speed * shift_speed;
|
||||||
|
|
||||||
|
if (move_forward) { pos += d * speed; target += d * speed; }
|
||||||
|
if (move_backward) { pos -= d * speed; target -= d * speed; }
|
||||||
|
if (move_left) { pos -= right * speed; target -= right * speed; }
|
||||||
|
if (move_right) { pos += right * speed; target += right * speed; }
|
||||||
|
if (move_up) { pos += up * speed; target += up * speed; }
|
||||||
|
if (move_down) { pos -= up * speed; target -= up * speed; }
|
||||||
|
}
|
||||||
|
|
||||||
|
void Camera::on_key(SDL_Scancode scancode, bool pressed) {
|
||||||
|
switch (scancode) {
|
||||||
|
case SDL_SCANCODE_W: move_forward = pressed; break;
|
||||||
|
case SDL_SCANCODE_S: move_backward = pressed; break;
|
||||||
|
case SDL_SCANCODE_A: move_left = pressed; break;
|
||||||
|
case SDL_SCANCODE_D: move_right = pressed; break;
|
||||||
|
case SDL_SCANCODE_SPACE: move_up = pressed; break;
|
||||||
|
case SDL_SCANCODE_LCTRL: move_down = pressed; break;
|
||||||
|
case SDL_SCANCODE_UP: look_up = pressed; break;
|
||||||
|
case SDL_SCANCODE_DOWN: look_down = pressed; break;
|
||||||
|
case SDL_SCANCODE_LEFT: look_left = pressed; break;
|
||||||
|
case SDL_SCANCODE_RIGHT: look_right = pressed; break;
|
||||||
|
case SDL_SCANCODE_LSHIFT:
|
||||||
|
case SDL_SCANCODE_RSHIFT:
|
||||||
|
shifted |= pressed;
|
||||||
|
break;
|
||||||
|
default: break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Camera::on_mouse_motion(float dx, float dy) {
|
||||||
|
yaw += dx * look_speed * 0.1f;
|
||||||
|
pitch -= dy * look_speed * 0.1f;
|
||||||
|
pitch = clamp(pitch, -89.0f, 89.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
CameraUBO Camera::ubo(float aspect) const {
|
||||||
|
return CameraUBO {
|
||||||
|
.model = mat4(1.0f),
|
||||||
|
.view = lookAt(pos, target, up),
|
||||||
|
.proj = perspective(radians(fov), aspect, 0.01f, 1000.0f),
|
||||||
|
.time = (float)SDL_GetTicks() / 1000.0f,
|
||||||
|
};
|
||||||
|
}
|
||||||
35
src/camera.h
Normal file
35
src/camera.h
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "types.h"
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
struct Camera {
|
||||||
|
vec3 pos = vec3(0.0f, 0.0f, 2.0f);
|
||||||
|
vec3 target = vec3(0.0f, 0.0f, 0.0f);
|
||||||
|
vec3 up = vec3(0.0f, 1.0f, 0.0f);
|
||||||
|
float fov = 60.0f;
|
||||||
|
float move_speed = 0.05f;
|
||||||
|
float look_speed = 1.0f;
|
||||||
|
float pitch = 0.0f;
|
||||||
|
float yaw = -90.0f;
|
||||||
|
|
||||||
|
bool move_forward = false;
|
||||||
|
bool move_backward = false;
|
||||||
|
bool move_left = false;
|
||||||
|
bool move_right = false;
|
||||||
|
bool move_up = false;
|
||||||
|
bool move_down = false;
|
||||||
|
bool look_up = false;
|
||||||
|
bool look_down = false;
|
||||||
|
bool look_left = false;
|
||||||
|
bool look_right = false;
|
||||||
|
bool shifted = false;
|
||||||
|
|
||||||
|
void update();
|
||||||
|
void on_key(SDL_Scancode scancode, bool pressed);
|
||||||
|
void on_mouse_motion(float dx, float dy);
|
||||||
|
CameraUBO ubo(float aspect) const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
vec3 dir() const;
|
||||||
|
};
|
||||||
80
src/gpu.cpp
Normal file
80
src/gpu.cpp
Normal file
@ -0,0 +1,80 @@
|
|||||||
|
#include "gpu.h"
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
SDL_GPUShader* load_shader(SDL_GPUDevice* dev, const char* path, SDL_GPUShaderStage stage,
|
||||||
|
uint32_t num_samplers, uint32_t num_uniform_buffers) {
|
||||||
|
size_t code_size;
|
||||||
|
void* code = SDL_LoadFile(path, &code_size);
|
||||||
|
if (!code) {
|
||||||
|
std::cerr << "Failed to load " << path << ": " << SDL_GetError() << std::endl;
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_GPUShaderCreateInfo info {
|
||||||
|
.code_size = code_size,
|
||||||
|
.code = (uint8_t*)code,
|
||||||
|
.entrypoint = "main",
|
||||||
|
.format = SDL_GPU_SHADERFORMAT_SPIRV,
|
||||||
|
.stage = stage,
|
||||||
|
.num_samplers = num_samplers,
|
||||||
|
.num_uniform_buffers = num_uniform_buffers,
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPUShader* shader = SDL_CreateGPUShader(dev, &info);
|
||||||
|
if (!shader)
|
||||||
|
std::cerr << "Shader creation failed (" << path << "): " << SDL_GetError() << std::endl;
|
||||||
|
SDL_free(code);
|
||||||
|
return shader;
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_GPUTexture* create_render_texture(SDL_GPUDevice* dev, SDL_Window* win,
|
||||||
|
uint32_t w, uint32_t h) {
|
||||||
|
SDL_GPUTextureCreateInfo info {
|
||||||
|
.type = SDL_GPU_TEXTURETYPE_2D,
|
||||||
|
.format = SDL_GetGPUSwapchainTextureFormat(dev, win),
|
||||||
|
.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER | SDL_GPU_TEXTUREUSAGE_COLOR_TARGET,
|
||||||
|
.width = w,
|
||||||
|
.height = h,
|
||||||
|
.layer_count_or_depth = 1,
|
||||||
|
.num_levels = 1,
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPUTexture* tex = SDL_CreateGPUTexture(dev, &info);
|
||||||
|
if (!tex)
|
||||||
|
std::cerr << "Render texture creation failed: " << SDL_GetError() << std::endl;
|
||||||
|
return tex;
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_GPUSampler* create_linear_sampler(SDL_GPUDevice* dev) {
|
||||||
|
SDL_GPUSamplerCreateInfo info {
|
||||||
|
.min_filter = SDL_GPU_FILTER_LINEAR,
|
||||||
|
.mag_filter = SDL_GPU_FILTER_LINEAR,
|
||||||
|
.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
|
||||||
|
.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
|
||||||
|
};
|
||||||
|
return SDL_CreateGPUSampler(dev, &info);
|
||||||
|
}
|
||||||
|
|
||||||
|
void upload_buffer(SDL_GPUDevice* dev, SDL_GPUBuffer* dst, const void* data, uint32_t size) {
|
||||||
|
SDL_GPUTransferBufferCreateInfo trans_info {
|
||||||
|
.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
|
||||||
|
.size = size,
|
||||||
|
};
|
||||||
|
SDL_GPUTransferBuffer* trans = SDL_CreateGPUTransferBuffer(dev, &trans_info);
|
||||||
|
|
||||||
|
void* mapped = SDL_MapGPUTransferBuffer(dev, trans, false);
|
||||||
|
memcpy(mapped, data, size);
|
||||||
|
SDL_UnmapGPUTransferBuffer(dev, trans);
|
||||||
|
|
||||||
|
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(dev);
|
||||||
|
SDL_GPUCopyPass* copy = SDL_BeginGPUCopyPass(cmd);
|
||||||
|
|
||||||
|
SDL_GPUTransferBufferLocation src { .transfer_buffer = trans, .offset = 0 };
|
||||||
|
SDL_GPUBufferRegion reg { .buffer = dst, .offset = 0, .size = size };
|
||||||
|
SDL_UploadToGPUBuffer(copy, &src, ®, true);
|
||||||
|
|
||||||
|
SDL_EndGPUCopyPass(copy);
|
||||||
|
SDL_ReleaseGPUTransferBuffer(dev, trans);
|
||||||
|
SDL_SubmitGPUCommandBuffer(cmd);
|
||||||
|
}
|
||||||
13
src/gpu.h
Normal file
13
src/gpu.h
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <SDL3/SDL_gpu.h>
|
||||||
|
#include <cstdint>
|
||||||
|
|
||||||
|
SDL_GPUShader* load_shader(SDL_GPUDevice* dev, const char* path, SDL_GPUShaderStage stage,
|
||||||
|
uint32_t num_samplers, uint32_t num_uniform_buffers);
|
||||||
|
|
||||||
|
SDL_GPUTexture* create_render_texture(SDL_GPUDevice* dev, SDL_Window* win,
|
||||||
|
uint32_t w, uint32_t h);
|
||||||
|
|
||||||
|
SDL_GPUSampler* create_linear_sampler(SDL_GPUDevice* dev);
|
||||||
|
|
||||||
|
void upload_buffer(SDL_GPUDevice* dev, SDL_GPUBuffer* dst, const void* data, uint32_t size);
|
||||||
64
src/main.cpp
Normal file
64
src/main.cpp
Normal file
@ -0,0 +1,64 @@
|
|||||||
|
#include <SDL3/SDL_init.h>
|
||||||
|
#include <SDL3/SDL_scancode.h>
|
||||||
|
#define SDL_MAIN_USE_CALLBACKS
|
||||||
|
#include <SDL3/SDL_main.h>
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
#include "camera.h"
|
||||||
|
#include "renderer.h"
|
||||||
|
|
||||||
|
static Camera camera;
|
||||||
|
static Renderer renderer;
|
||||||
|
|
||||||
|
SDL_AppResult SDL_AppInit(void** appstate, int argc, char** argv) {
|
||||||
|
(void)appstate;
|
||||||
|
(void)argc;
|
||||||
|
(void)argv;
|
||||||
|
SDL_Window* win = SDL_CreateWindow("Kale", 960, 540, SDL_WINDOW_RESIZABLE);
|
||||||
|
SDL_SetWindowRelativeMouseMode(win, true);
|
||||||
|
|
||||||
|
if (!renderer.init(win))
|
||||||
|
return SDL_APP_FAILURE;
|
||||||
|
|
||||||
|
return SDL_APP_CONTINUE;
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_AppResult SDL_AppIterate(void* appstate) {
|
||||||
|
(void)appstate;
|
||||||
|
camera.update();
|
||||||
|
|
||||||
|
uint32_t sw_w = renderer.render_w;
|
||||||
|
uint32_t sw_h = renderer.render_h;
|
||||||
|
CameraUBO ubo = camera.ubo((float)sw_w / (float)(sw_h ? sw_h : 1));
|
||||||
|
|
||||||
|
renderer.draw(ubo);
|
||||||
|
|
||||||
|
return SDL_APP_CONTINUE;
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event) {
|
||||||
|
(void)appstate;
|
||||||
|
switch (event->type) {
|
||||||
|
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
|
||||||
|
case SDL_EVENT_QUIT:
|
||||||
|
return SDL_APP_SUCCESS;
|
||||||
|
|
||||||
|
case SDL_EVENT_KEY_DOWN:
|
||||||
|
case SDL_EVENT_KEY_UP:
|
||||||
|
if(event->key.scancode == SDL_SCANCODE_ESCAPE)
|
||||||
|
return SDL_APP_SUCCESS;
|
||||||
|
camera.on_key(event->key.scancode, event->type == SDL_EVENT_KEY_DOWN);
|
||||||
|
break;
|
||||||
|
case SDL_EVENT_MOUSE_MOTION:
|
||||||
|
camera.on_mouse_motion(event->motion.xrel, event->motion.yrel);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
return SDL_APP_CONTINUE;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SDL_AppQuit(void* appstate, SDL_AppResult result) {
|
||||||
|
(void)appstate;
|
||||||
|
(void)result;
|
||||||
|
renderer.destroy();
|
||||||
|
SDL_DestroyWindow(renderer.win);
|
||||||
|
}
|
||||||
146
src/pipelines.cpp
Normal file
146
src/pipelines.cpp
Normal file
@ -0,0 +1,146 @@
|
|||||||
|
#include "pipelines.h"
|
||||||
|
#include "gpu.h"
|
||||||
|
#include "types.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void ScenePipeline::create(SDL_GPUDevice* dev, SDL_Window* win) {
|
||||||
|
vert = load_shader(dev, "shaders/scene.vert.spv", SDL_GPU_SHADERSTAGE_VERTEX, 0, 1);
|
||||||
|
frag = load_shader(dev, "shaders/scene.frag.spv", SDL_GPU_SHADERSTAGE_FRAGMENT, 0, 0);
|
||||||
|
|
||||||
|
SDL_GPUVertexBufferDescription vert_buf {
|
||||||
|
.slot = 0,
|
||||||
|
.pitch = sizeof(Vertex),
|
||||||
|
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
|
||||||
|
.instance_step_rate = 0,
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPUVertexAttribute attrs[3] = {
|
||||||
|
{ .location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, .offset = 0 },
|
||||||
|
{ .location = 1, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4, .offset = (uint32_t)offsetof(Vertex, color) },
|
||||||
|
{ .location = 2, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, .offset = (uint32_t)offsetof(Vertex, normal) },
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPUColorTargetDescription color_tgt {
|
||||||
|
.format = SDL_GetGPUSwapchainTextureFormat(dev, win),
|
||||||
|
.blend_state = {
|
||||||
|
.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
|
||||||
|
.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
|
||||||
|
.color_blend_op = SDL_GPU_BLENDOP_ADD,
|
||||||
|
.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
|
||||||
|
.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
|
||||||
|
.alpha_blend_op = SDL_GPU_BLENDOP_ADD,
|
||||||
|
.enable_blend = false,
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPUGraphicsPipelineCreateInfo info {
|
||||||
|
.vertex_shader = vert,
|
||||||
|
.fragment_shader = frag,
|
||||||
|
.vertex_input_state = {
|
||||||
|
.vertex_buffer_descriptions = &vert_buf,
|
||||||
|
.num_vertex_buffers = 1,
|
||||||
|
.vertex_attributes = attrs,
|
||||||
|
.num_vertex_attributes = sizeof(attrs)/sizeof(attrs[0]),
|
||||||
|
},
|
||||||
|
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
|
||||||
|
.rasterizer_state = {
|
||||||
|
.fill_mode = SDL_GPU_FILLMODE_FILL,
|
||||||
|
.cull_mode = SDL_GPU_CULLMODE_NONE,
|
||||||
|
.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE,
|
||||||
|
},
|
||||||
|
.target_info = {
|
||||||
|
.color_target_descriptions = &color_tgt,
|
||||||
|
.num_color_targets = 1,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
pipeline = SDL_CreateGPUGraphicsPipeline(dev, &info);
|
||||||
|
if (!pipeline)
|
||||||
|
std::cerr << "Scene pipeline failed: " << SDL_GetError() << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScenePipeline::destroy(SDL_GPUDevice* dev) {
|
||||||
|
if (pipeline) SDL_ReleaseGPUGraphicsPipeline(dev, pipeline);
|
||||||
|
if (vert) SDL_ReleaseGPUShader(dev, vert);
|
||||||
|
if (frag) SDL_ReleaseGPUShader(dev, frag);
|
||||||
|
}
|
||||||
|
|
||||||
|
void BlitPipeline::create(SDL_GPUDevice* dev, SDL_Window* win) {
|
||||||
|
vert = load_shader(dev, "shaders/blit.vert.spv", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
|
||||||
|
frag = load_shader(dev, "shaders/blit.frag.spv", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
|
||||||
|
|
||||||
|
SDL_GPUColorTargetDescription color_tgt {
|
||||||
|
.format = SDL_GetGPUSwapchainTextureFormat(dev, win),
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPUGraphicsPipelineCreateInfo info {
|
||||||
|
.vertex_shader = vert,
|
||||||
|
.fragment_shader = frag,
|
||||||
|
.vertex_input_state = {
|
||||||
|
.vertex_buffer_descriptions = nullptr,
|
||||||
|
.num_vertex_buffers = 0,
|
||||||
|
.vertex_attributes = nullptr,
|
||||||
|
.num_vertex_attributes = 0,
|
||||||
|
},
|
||||||
|
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
|
||||||
|
.rasterizer_state = {
|
||||||
|
.fill_mode = SDL_GPU_FILLMODE_FILL,
|
||||||
|
.cull_mode = SDL_GPU_CULLMODE_NONE,
|
||||||
|
.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE,
|
||||||
|
},
|
||||||
|
.target_info = {
|
||||||
|
.color_target_descriptions = &color_tgt,
|
||||||
|
.num_color_targets = 1,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
pipeline = SDL_CreateGPUGraphicsPipeline(dev, &info);
|
||||||
|
if (!pipeline)
|
||||||
|
std::cerr << "Blit pipeline failed: " << SDL_GetError() << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
void BlitPipeline::destroy(SDL_GPUDevice* dev) {
|
||||||
|
if (pipeline) SDL_ReleaseGPUGraphicsPipeline(dev, pipeline);
|
||||||
|
if (vert) SDL_ReleaseGPUShader(dev, vert);
|
||||||
|
if (frag) SDL_ReleaseGPUShader(dev, frag);
|
||||||
|
}
|
||||||
|
|
||||||
|
void PostPipeline::create(SDL_GPUDevice* dev, SDL_Window* win) {
|
||||||
|
vert = load_shader(dev, "shaders/blit.vert.spv", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
|
||||||
|
frag = load_shader(dev, "shaders/post.frag.spv", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
|
||||||
|
|
||||||
|
SDL_GPUColorTargetDescription color_tgt {
|
||||||
|
.format = SDL_GetGPUSwapchainTextureFormat(dev, win),
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPUGraphicsPipelineCreateInfo info {
|
||||||
|
.vertex_shader = vert,
|
||||||
|
.fragment_shader = frag,
|
||||||
|
.vertex_input_state = {
|
||||||
|
.vertex_buffer_descriptions = nullptr,
|
||||||
|
.num_vertex_buffers = 0,
|
||||||
|
.vertex_attributes = nullptr,
|
||||||
|
.num_vertex_attributes = 0,
|
||||||
|
},
|
||||||
|
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
|
||||||
|
.rasterizer_state = {
|
||||||
|
.fill_mode = SDL_GPU_FILLMODE_FILL,
|
||||||
|
.cull_mode = SDL_GPU_CULLMODE_NONE,
|
||||||
|
.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE,
|
||||||
|
},
|
||||||
|
.target_info = {
|
||||||
|
.color_target_descriptions = &color_tgt,
|
||||||
|
.num_color_targets = 1,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
pipeline = SDL_CreateGPUGraphicsPipeline(dev, &info);
|
||||||
|
if (!pipeline)
|
||||||
|
std::cerr << "Post pipeline failed: " << SDL_GetError() << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
void PostPipeline::destroy(SDL_GPUDevice* dev) {
|
||||||
|
if (pipeline) SDL_ReleaseGPUGraphicsPipeline(dev, pipeline);
|
||||||
|
if (vert) SDL_ReleaseGPUShader(dev, vert);
|
||||||
|
if (frag) SDL_ReleaseGPUShader(dev, frag);
|
||||||
|
}
|
||||||
29
src/pipelines.h
Normal file
29
src/pipelines.h
Normal file
@ -0,0 +1,29 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <SDL3/SDL_gpu.h>
|
||||||
|
|
||||||
|
struct ScenePipeline {
|
||||||
|
SDL_GPUGraphicsPipeline* pipeline = nullptr;
|
||||||
|
SDL_GPUShader* vert = nullptr;
|
||||||
|
SDL_GPUShader* frag = nullptr;
|
||||||
|
|
||||||
|
void create(SDL_GPUDevice* dev, SDL_Window* win);
|
||||||
|
void destroy(SDL_GPUDevice* dev);
|
||||||
|
};
|
||||||
|
|
||||||
|
struct BlitPipeline {
|
||||||
|
SDL_GPUGraphicsPipeline* pipeline = nullptr;
|
||||||
|
SDL_GPUShader* vert = nullptr;
|
||||||
|
SDL_GPUShader* frag = nullptr;
|
||||||
|
|
||||||
|
void create(SDL_GPUDevice* dev, SDL_Window* win);
|
||||||
|
void destroy(SDL_GPUDevice* dev);
|
||||||
|
};
|
||||||
|
|
||||||
|
struct PostPipeline {
|
||||||
|
SDL_GPUGraphicsPipeline* pipeline = nullptr;
|
||||||
|
SDL_GPUShader* vert = nullptr;
|
||||||
|
SDL_GPUShader* frag = nullptr;
|
||||||
|
|
||||||
|
void create(SDL_GPUDevice* dev, SDL_Window* win);
|
||||||
|
void destroy(SDL_GPUDevice* dev);
|
||||||
|
};
|
||||||
183
src/renderer.cpp
Normal file
183
src/renderer.cpp
Normal file
@ -0,0 +1,183 @@
|
|||||||
|
#include "renderer.h"
|
||||||
|
#include "gpu.h"
|
||||||
|
#include <iostream>
|
||||||
|
#define TINYOBJLOADER_IMPLEMENTATION
|
||||||
|
#include "tiny_obj_loader.h"
|
||||||
|
|
||||||
|
|
||||||
|
bool Renderer::init(SDL_Window* w) {
|
||||||
|
win = w;
|
||||||
|
dev = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, true, NULL);
|
||||||
|
if (!dev) { std::cerr << "GPU device failed: " << SDL_GetError() << std::endl; return false; }
|
||||||
|
|
||||||
|
SDL_ClaimWindowForGPUDevice(dev, win);
|
||||||
|
|
||||||
|
load_obj();
|
||||||
|
|
||||||
|
render_sampler = create_linear_sampler(dev);
|
||||||
|
resize_render_texture(960, 540);
|
||||||
|
|
||||||
|
scene.create(dev, win);
|
||||||
|
blit.create(dev, win);
|
||||||
|
post.create(dev, win);
|
||||||
|
|
||||||
|
return scene.pipeline && blit.pipeline;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::destroy() {
|
||||||
|
if (render_tex) SDL_ReleaseGPUTexture(dev, render_tex);
|
||||||
|
if (post_tex) SDL_ReleaseGPUTexture(dev, post_tex);
|
||||||
|
if (render_sampler) SDL_ReleaseGPUSampler(dev, render_sampler);
|
||||||
|
if (vert_buff) SDL_ReleaseGPUBuffer(dev, vert_buff);
|
||||||
|
scene.destroy(dev);
|
||||||
|
blit.destroy(dev);
|
||||||
|
post.destroy(dev);
|
||||||
|
SDL_DestroyGPUDevice(dev);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool Renderer::load_obj() {
|
||||||
|
const std::string& path = "assets/homer.obj";
|
||||||
|
tinyobj::attrib_t attrib;
|
||||||
|
std::vector<tinyobj::shape_t> shapes;
|
||||||
|
std::vector<tinyobj::material_t> materials;
|
||||||
|
std::string warn, err;
|
||||||
|
if(!tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, path.c_str())) {
|
||||||
|
std::cerr << "OBJ fail: " << warn << err << std::endl;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
vertices.clear();
|
||||||
|
for(const auto& shape : shapes) {
|
||||||
|
const auto& indices = shape.mesh.indices;
|
||||||
|
for(size_t i = 0; i < indices.size(); i += 3) {
|
||||||
|
// Use OBJ normals if present, otherwise compute face normal
|
||||||
|
vec3 pos[3];
|
||||||
|
vec3 nor[3];
|
||||||
|
bool has_normals = true;
|
||||||
|
|
||||||
|
for(int v = 0; v < 3; v++) {
|
||||||
|
const auto& idx = indices[i + v];
|
||||||
|
pos[v] = vec3(
|
||||||
|
attrib.vertices[3 * idx.vertex_index + 0],
|
||||||
|
attrib.vertices[3 * idx.vertex_index + 1],
|
||||||
|
attrib.vertices[3 * idx.vertex_index + 2]
|
||||||
|
);
|
||||||
|
if(idx.normal_index >= 0) {
|
||||||
|
nor[v] = vec3(
|
||||||
|
attrib.normals[3 * idx.normal_index + 0],
|
||||||
|
attrib.normals[3 * idx.normal_index + 1],
|
||||||
|
attrib.normals[3 * idx.normal_index + 2]
|
||||||
|
);
|
||||||
|
} else {
|
||||||
|
has_normals = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(!has_normals) {
|
||||||
|
vec3 face_normal = glm::normalize(glm::cross(pos[1] - pos[0], pos[2] - pos[0]));
|
||||||
|
nor[0] = nor[1] = nor[2] = face_normal;
|
||||||
|
}
|
||||||
|
|
||||||
|
for(int v = 0; v < 3; v++) {
|
||||||
|
vertices.push_back(Vertex {
|
||||||
|
.pos = pos[v],
|
||||||
|
.color = vec4(abs(sin(pos[v].x)), abs(cos(pos[v].y)), abs(sin(pos[v].z) * cos(pos[v].y)), 1.0f),
|
||||||
|
.normal = nor[v],
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_GPUBufferCreateInfo info {
|
||||||
|
.usage = SDL_GPU_BUFFERUSAGE_VERTEX,
|
||||||
|
.size = static_cast<uint32_t>(vertices.size() * sizeof(Vertex)),
|
||||||
|
};
|
||||||
|
vert_buff = SDL_CreateGPUBuffer(dev, &info);
|
||||||
|
upload_buffer(dev, vert_buff, vertices.data(), info.size);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::resize_render_texture(uint32_t w, uint32_t h) {
|
||||||
|
SDL_WaitForGPUIdle(dev);
|
||||||
|
if (render_tex) SDL_ReleaseGPUTexture(dev, render_tex);
|
||||||
|
if (post_tex) SDL_ReleaseGPUTexture(dev, post_tex);
|
||||||
|
render_tex = create_render_texture(dev, win, w, h);
|
||||||
|
post_tex = create_render_texture(dev, win, w, h);
|
||||||
|
render_w = w;
|
||||||
|
render_h = h;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Renderer::pass_scene(SDL_GPUCommandBuffer* cmd, const CameraUBO& ubo) {
|
||||||
|
SDL_PushGPUVertexUniformData(cmd, 0, &ubo, sizeof(ubo));
|
||||||
|
|
||||||
|
SDL_GPUColorTargetInfo tgt {
|
||||||
|
.texture = render_tex,
|
||||||
|
.clear_color = { 0.0, 0.0, 0.0, 1.0},
|
||||||
|
.load_op = SDL_GPU_LOADOP_CLEAR,
|
||||||
|
.store_op = SDL_GPU_STOREOP_STORE,
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &tgt, 1, NULL);
|
||||||
|
SDL_BindGPUGraphicsPipeline(pass, scene.pipeline);
|
||||||
|
SDL_GPUBufferBinding binding { .buffer = vert_buff, .offset = 0 };
|
||||||
|
SDL_BindGPUVertexBuffers(pass, 0, &binding, 1);
|
||||||
|
SDL_DrawGPUPrimitives(pass, vertices.size(), 1, 0, 0);
|
||||||
|
SDL_EndGPURenderPass(pass);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::pass_blit(SDL_GPUCommandBuffer* cmd, const CameraUBO& ubo) {
|
||||||
|
SDL_PushGPUFragmentUniformData(cmd, 0, &ubo, sizeof(ubo));
|
||||||
|
|
||||||
|
SDL_GPUColorTargetInfo tgt {
|
||||||
|
.texture = post_tex,
|
||||||
|
.load_op = SDL_GPU_LOADOP_CLEAR,
|
||||||
|
.store_op = SDL_GPU_STOREOP_STORE,
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &tgt, 1, NULL);
|
||||||
|
SDL_BindGPUGraphicsPipeline(pass, blit.pipeline);
|
||||||
|
SDL_GPUTextureSamplerBinding tex { .texture = render_tex, .sampler = render_sampler };
|
||||||
|
SDL_BindGPUFragmentSamplers(pass, 0, &tex, 1);
|
||||||
|
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
|
||||||
|
SDL_EndGPURenderPass(pass);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::pass_post(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const CameraUBO& ubo) {
|
||||||
|
SDL_PushGPUFragmentUniformData(cmd, 0, &ubo, sizeof(ubo));
|
||||||
|
|
||||||
|
SDL_GPUColorTargetInfo tgt {
|
||||||
|
.texture = swapchain,
|
||||||
|
.load_op = SDL_GPU_LOADOP_CLEAR,
|
||||||
|
.store_op = SDL_GPU_STOREOP_STORE,
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &tgt, 1, NULL);
|
||||||
|
SDL_BindGPUGraphicsPipeline(pass, post.pipeline);
|
||||||
|
SDL_GPUTextureSamplerBinding tex { .texture = post_tex, .sampler = render_sampler };
|
||||||
|
SDL_BindGPUFragmentSamplers(pass, 0, &tex, 1);
|
||||||
|
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
|
||||||
|
SDL_EndGPURenderPass(pass);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::draw(const CameraUBO& ubo) {
|
||||||
|
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(dev);
|
||||||
|
|
||||||
|
SDL_GPUTexture* swapchain;
|
||||||
|
uint32_t sw_w, sw_h;
|
||||||
|
SDL_WaitAndAcquireGPUSwapchainTexture(cmd, win, &swapchain, &sw_w, &sw_h);
|
||||||
|
|
||||||
|
if (!swapchain) {
|
||||||
|
SDL_SubmitGPUCommandBuffer(cmd);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (sw_w != render_w || sw_h != render_h)
|
||||||
|
resize_render_texture(sw_w, sw_h);
|
||||||
|
|
||||||
|
pass_scene(cmd, ubo);
|
||||||
|
pass_blit(cmd, ubo);
|
||||||
|
pass_post(cmd, swapchain, ubo);
|
||||||
|
|
||||||
|
SDL_SubmitGPUCommandBuffer(cmd);
|
||||||
|
}
|
||||||
34
src/renderer.h
Normal file
34
src/renderer.h
Normal file
@ -0,0 +1,34 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "types.h"
|
||||||
|
#include "pipelines.h"
|
||||||
|
#include <SDL3/SDL_gpu.h>
|
||||||
|
#include <SDL3/SDL_video.h>
|
||||||
|
|
||||||
|
struct Renderer {
|
||||||
|
SDL_GPUDevice* dev = nullptr;
|
||||||
|
SDL_Window* win = nullptr;
|
||||||
|
|
||||||
|
ScenePipeline scene;
|
||||||
|
BlitPipeline blit;
|
||||||
|
PostPipeline post;
|
||||||
|
|
||||||
|
SDL_GPUBuffer* vert_buff = nullptr;
|
||||||
|
SDL_GPUTexture* render_tex = nullptr;
|
||||||
|
SDL_GPUTexture* post_tex = nullptr;
|
||||||
|
SDL_GPUSampler* render_sampler = nullptr;
|
||||||
|
uint32_t render_w = 0, render_h = 0;
|
||||||
|
|
||||||
|
std::vector<Vertex> vertices;
|
||||||
|
|
||||||
|
bool init(SDL_Window* win);
|
||||||
|
void destroy();
|
||||||
|
|
||||||
|
void draw(const CameraUBO& ubo);
|
||||||
|
|
||||||
|
private:
|
||||||
|
bool load_obj();
|
||||||
|
void resize_render_texture(uint32_t w, uint32_t h);
|
||||||
|
void pass_scene(SDL_GPUCommandBuffer* cmd, const CameraUBO& ubo);
|
||||||
|
void pass_blit(SDL_GPUCommandBuffer* cmd, const CameraUBO& ubo);
|
||||||
|
void pass_post(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const CameraUBO& ubo);
|
||||||
|
};
|
||||||
9267
src/tiny_obj_loader.h
Normal file
9267
src/tiny_obj_loader.h
Normal file
File diff suppressed because it is too large
Load Diff
17
src/types.h
Normal file
17
src/types.h
Normal file
@ -0,0 +1,17 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
|
||||||
|
using namespace glm;
|
||||||
|
|
||||||
|
struct Vertex {
|
||||||
|
vec3 pos;
|
||||||
|
vec4 color;
|
||||||
|
vec3 normal;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct CameraUBO {
|
||||||
|
mat4 model;
|
||||||
|
mat4 view;
|
||||||
|
mat4 proj;
|
||||||
|
float time;
|
||||||
|
};
|
||||||
Loading…
x
Reference in New Issue
Block a user