Allowed setting uniforms in shader

This commit is contained in:
2026-02-03 09:37:56 +01:00
parent 991d394098
commit 32a6d498b9
6 changed files with 267 additions and 48 deletions

View File

@@ -135,6 +135,9 @@ render_frame :: proc(renderer: ^Renderer, texture_to_present: ^Texture, clear_co
view_matrix, _ := get_camera_view_matrix(renderer.active_camera)
projection_matrix, _ := get_camera_projection_matrix(renderer, renderer.active_camera)
set_clear_color(renderer, clear_color)
clear_screen(renderer, true, true)
for i in 0 ..< renderer.pipeline.amount_of_passes {
execute_pass(renderer, renderer.pipeline.passes[i], view_matrix, projection_matrix)
}
@@ -149,7 +152,7 @@ render_frame :: proc(renderer: ^Renderer, texture_to_present: ^Texture, clear_co
// Clear
set_clear_color(renderer, clear_color)
clear_screen(renderer, true, true)
// Create a temporary Material.
mat := Material {
shader_program = &renderer.fullscreen_shader_program,
@@ -159,12 +162,16 @@ render_frame :: proc(renderer: ^Renderer, texture_to_present: ^Texture, clear_co
texture_count = 1,
}
apply_blend_mode(renderer, .Alpha)
// Activate.
activate_fullscreen_material(renderer, &mat)
defer deactivate_fullscreen_material(renderer)
// Draw.
draw_mesh(&renderer.fullscreen_mesh)
apply_blend_mode(renderer, .None)
}
when RENDER_BACKEND_OPENGL {
@@ -182,6 +189,7 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
case Scene_Pass: {
assert(t.output_rt != nil)
bind_render_target(renderer, t.output_rt)
defer bind_render_target(renderer, nil)
should_write_depth := t.output_rt.depth_texture != nil
should_test_depth := should_write_depth
@@ -194,6 +202,7 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
apply_depth(renderer, should_test_depth, should_write_depth)
apply_blend_mode(renderer, t.blend_mode)
defer apply_blend_mode(renderer, .None)
sort_draw_commands(renderer, &t)
@@ -223,6 +232,7 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
clear(&t.draw_commands)
// TODO: SS - "Deactivate" the pass?
}
case Post_Processing_Pass: {
// Execute the post-processing nodes.
@@ -243,47 +253,57 @@ execute_post_processing_node :: proc(renderer: ^Renderer, node: ^Post_Processing
assert(node.output != nil)
bind_render_target(renderer, node.output)
defer bind_render_target(renderer, nil)
apply_depth(renderer, false, false)
set_clear_color(renderer, RGBA_Color { 0, 0, 0, 0 })
clear_screen(renderer, true, false)
// fmt.printfln("TODO: SS - Execute post-processing node '%v' (VS: '%v', FS: '%v').", "NAME", node.program.vertex_shader.path, node.program.fragment_shader.path)
t: [MATERIAL_MAX_TEXTURES]^Texture
t_count := u8(0)
for input_texture, i in node.input {
if i > MATERIAL_MAX_TEXTURES {
break
mat: Material
mat.shader_program = node.program
fs_path := node.program.fragment_shader != nil ? node.program.fragment_shader.path : "nil"
vs_path := node.program.vertex_shader != nil ? node.program.vertex_shader.path : "nil"
for u, i in node.uniforms {
switch &t in u {
case Uniform_Texture: {
if mat.texture_count > MATERIAL_MAX_TEXTURES {
continue
}
if set_shader_uniform(node.program, t) {
mat.textures[mat.texture_count] = t.value
mat.texture_count += 1
}
else {
fmt.printfln("Failed to set uniform-texture %v in program (vs: '%s', fs: '%s').", t.index, vs_path, fs_path)
}
}
case Uniform_Float: {
if !set_shader_uniform(node.program, t) {
fmt.printfln("Failed to set uniform-float '%s' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path)
}
}
case Uniform_Matrix4f32: {
if !set_shader_uniform(node.program, t) {
fmt.printfln("Failed to set uniform-matrix4f32 '%s' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path)
}
}
case Uniform_Vector3: {
if !set_shader_uniform(node.program, t) {
fmt.printfln("Failed to set uniform-vector3 '%s' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path)
}
}
}
set_shader_value(node.program, input_texture, u8(i))
t[i] = input_texture
t_count += 1
}
mat := Material {
shader_program = node.program,
textures = t,
texture_count = t_count,
}
activate_fullscreen_material(renderer, &mat)
draw_mesh(&renderer.fullscreen_mesh)
}
set_shader_value :: proc {
set_shader_value_texture,
}
set_shader_value_texture :: proc(program: ^Shader_Program, value: ^Texture, index: u8) {
assert(program != nil)
assert(value != nil)
when RENDER_BACKEND_OPENGL {
opengl_set_shader_value_texture(program, value, index)
}
}
destroy :: proc(renderer: ^Renderer) {
when RENDER_BACKEND_OPENGL {
opengl_destroy(renderer)
@@ -293,7 +313,7 @@ destroy :: proc(renderer: ^Renderer) {
free(renderer)
}
@(private) activate_material :: proc(material: ^Material, model_matrix, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
@(private) activate_material :: proc(material: ^Material, model_matrix, view_matrix, projection_matrix: linalg.Matrix4x4f32, uv_scale: [2]f32 = { 1.0, 1.0 }) {
assert(material != nil)
when RENDER_BACKEND_OPENGL {