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

@@ -11,6 +11,8 @@ Material :: struct {
textures: [MATERIAL_MAX_TEXTURES]^Texture, textures: [MATERIAL_MAX_TEXTURES]^Texture,
texture_count: u8, texture_count: u8,
uv_scale: [2]f32, // TODO: SS - Move?
} }
create_material :: proc(program: ^Shader_Program, textures: []^Texture) -> (Material, bool) { create_material :: proc(program: ^Shader_Program, textures: []^Texture) -> (Material, bool) {
@@ -37,5 +39,7 @@ create_material :: proc(program: ^Shader_Program, textures: []^Texture) -> (Mate
// TODO: SS - Should we return false here? // TODO: SS - Should we return false here?
} }
m.uv_scale = { 2.0, 2.0 } // NOTE: SS - Hardcoded.
return m, true return m, true
} }

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@@ -1,5 +1,6 @@
package renderer package renderer
import "core:math/linalg"
import "core:fmt" import "core:fmt"
MAX_DRAW_COMMANDS_CAPACITY :: 4096 MAX_DRAW_COMMANDS_CAPACITY :: 4096
@@ -28,8 +29,35 @@ Post_Processing_Pass :: struct {
post_processing_nodes: [dynamic]Post_Processing_Node, // These nodes are executed after all commands have been drawn onto the render-target. post_processing_nodes: [dynamic]Post_Processing_Node, // These nodes are executed after all commands have been drawn onto the render-target.
} }
Uniform :: union {
Uniform_Texture,
Uniform_Float,
Uniform_Matrix4f32,
Uniform_Vector3,
}
Uniform_Texture :: struct {
index: u8,
value: ^Texture,
}
Uniform_Float :: struct {
name: string,
value: ^f32,
}
Uniform_Matrix4f32 :: struct {
name: string,
value: ^linalg.Matrix4f32,
}
Uniform_Vector3 :: struct {
name: string,
value: ^[3]f32,
}
Post_Processing_Node :: struct { Post_Processing_Node :: struct {
input: []^Texture, uniforms: []Uniform,
output: ^Render_Target, output: ^Render_Target,
program: ^Shader_Program, program: ^Shader_Program,

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@@ -135,6 +135,9 @@ render_frame :: proc(renderer: ^Renderer, texture_to_present: ^Texture, clear_co
view_matrix, _ := get_camera_view_matrix(renderer.active_camera) view_matrix, _ := get_camera_view_matrix(renderer.active_camera)
projection_matrix, _ := get_camera_projection_matrix(renderer, 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 { for i in 0 ..< renderer.pipeline.amount_of_passes {
execute_pass(renderer, renderer.pipeline.passes[i], view_matrix, projection_matrix) 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 // Clear
set_clear_color(renderer, clear_color) set_clear_color(renderer, clear_color)
clear_screen(renderer, true, true) clear_screen(renderer, true, true)
// Create a temporary Material. // Create a temporary Material.
mat := Material { mat := Material {
shader_program = &renderer.fullscreen_shader_program, shader_program = &renderer.fullscreen_shader_program,
@@ -159,12 +162,16 @@ render_frame :: proc(renderer: ^Renderer, texture_to_present: ^Texture, clear_co
texture_count = 1, texture_count = 1,
} }
apply_blend_mode(renderer, .Alpha)
// Activate. // Activate.
activate_fullscreen_material(renderer, &mat) activate_fullscreen_material(renderer, &mat)
defer deactivate_fullscreen_material(renderer) defer deactivate_fullscreen_material(renderer)
// Draw. // Draw.
draw_mesh(&renderer.fullscreen_mesh) draw_mesh(&renderer.fullscreen_mesh)
apply_blend_mode(renderer, .None)
} }
when RENDER_BACKEND_OPENGL { when RENDER_BACKEND_OPENGL {
@@ -182,6 +189,7 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
case Scene_Pass: { case Scene_Pass: {
assert(t.output_rt != nil) assert(t.output_rt != nil)
bind_render_target(renderer, t.output_rt) bind_render_target(renderer, t.output_rt)
defer bind_render_target(renderer, nil)
should_write_depth := t.output_rt.depth_texture != nil should_write_depth := t.output_rt.depth_texture != nil
should_test_depth := should_write_depth 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_depth(renderer, should_test_depth, should_write_depth)
apply_blend_mode(renderer, t.blend_mode) apply_blend_mode(renderer, t.blend_mode)
defer apply_blend_mode(renderer, .None)
sort_draw_commands(renderer, &t) sort_draw_commands(renderer, &t)
@@ -223,6 +232,7 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
clear(&t.draw_commands) clear(&t.draw_commands)
// TODO: SS - "Deactivate" the pass? // TODO: SS - "Deactivate" the pass?
} }
case Post_Processing_Pass: { case Post_Processing_Pass: {
// Execute the post-processing nodes. // Execute the post-processing nodes.
@@ -243,47 +253,57 @@ execute_post_processing_node :: proc(renderer: ^Renderer, node: ^Post_Processing
assert(node.output != nil) assert(node.output != nil)
bind_render_target(renderer, node.output) bind_render_target(renderer, node.output)
defer bind_render_target(renderer, nil)
apply_depth(renderer, false, false) apply_depth(renderer, false, false)
set_clear_color(renderer, RGBA_Color { 0, 0, 0, 0 })
clear_screen(renderer, true, false) 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) // 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 mat: Material
t_count := u8(0) mat.shader_program = node.program
for input_texture, i in node.input {
if i > MATERIAL_MAX_TEXTURES { fs_path := node.program.fragment_shader != nil ? node.program.fragment_shader.path : "nil"
break 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) activate_fullscreen_material(renderer, &mat)
draw_mesh(&renderer.fullscreen_mesh) 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) { destroy :: proc(renderer: ^Renderer) {
when RENDER_BACKEND_OPENGL { when RENDER_BACKEND_OPENGL {
opengl_destroy(renderer) opengl_destroy(renderer)
@@ -293,7 +313,7 @@ destroy :: proc(renderer: ^Renderer) {
free(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) assert(material != nil)
when RENDER_BACKEND_OPENGL { when RENDER_BACKEND_OPENGL {

View File

@@ -293,6 +293,11 @@ when RENDER_BACKEND_OPENGL {
projection_matrix_as_f32_array := transmute([16]f32)(projection_matrix) projection_matrix_as_f32_array := transmute([16]f32)(projection_matrix)
gl.UniformMatrix4fv(projection_matrix_loc, 1, false, &projection_matrix_as_f32_array[0]) gl.UniformMatrix4fv(projection_matrix_loc, 1, false, &projection_matrix_as_f32_array[0])
} }
uv_scale_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_uv_scale")
if uv_scale_loc >= 0 {
gl.Uniform2fv(uv_scale_loc, 1, &material.uv_scale[0])
}
} }
opengl_activate_fullscreen_material :: proc(material: ^Material) { // TODO: SS - Maybe remove. opengl_activate_fullscreen_material :: proc(material: ^Material) { // TODO: SS - Maybe remove.
@@ -514,11 +519,13 @@ when RENDER_BACKEND_OPENGL {
status := gl.CheckFramebufferStatus(gl.FRAMEBUFFER) status := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
assert(status == gl.FRAMEBUFFER_COMPLETE) assert(status == gl.FRAMEBUFFER_COMPLETE)
assert(len(rt.color_textures) > 0)
gl.Viewport( gl.Viewport(
0, 0,
0, 0,
i32(rt.color_texture.width), i32(rt.color_textures[0].width),
i32(rt.color_texture.height), i32(rt.color_textures[0].height),
) )
} }
@@ -527,13 +534,24 @@ when RENDER_BACKEND_OPENGL {
gl.GenFramebuffers(1, &fb) gl.GenFramebuffers(1, &fb)
gl.BindFramebuffer(gl.FRAMEBUFFER, fb) gl.BindFramebuffer(gl.FRAMEBUFFER, fb)
gl.FramebufferTexture2D( for texture, i in rt.color_textures {
gl.FRAMEBUFFER, gl.FramebufferTexture2D(
gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER,
gl.TEXTURE_2D, gl.COLOR_ATTACHMENT0 + u32(i),
rt.color_texture.backend.handle, gl.TEXTURE_2D,
0 texture.backend.handle,
) 0
)
}
attachments: [MAX_COLOR_TEXTURES_IN_RENDER_TARGET]u32
attachment_count := i32(0)
for i in 0..<len(rt.color_textures) {
attachments[i] = gl.COLOR_ATTACHMENT0 + u32(i)
attachment_count += 1
}
gl.DrawBuffers(attachment_count, &attachments[0])
if rt.depth_texture != nil { if rt.depth_texture != nil {
gl.FramebufferTexture2D( gl.FramebufferTexture2D(
@@ -556,13 +574,71 @@ when RENDER_BACKEND_OPENGL {
return true return true
} }
opengl_set_shader_value_texture :: proc(program: ^Shader_Program, value: ^Texture, index: u8) { opengl_destroy_render_target :: proc(renderer: ^Renderer, render_target: ^Render_Target) {
gl.DeleteFramebuffers(1, &render_target.backend.handle)
}
opengl_set_shader_uniform_texture :: proc(program: ^Shader_Program, uniform: Uniform_Texture) -> bool {
gl.UseProgram(program.backend.handle) gl.UseProgram(program.backend.handle)
gl.ActiveTexture(gl.TEXTURE0 + u32(index)) i := uniform.index
gl.BindTexture(gl.TEXTURE_2D, value.backend.handle)
loc := gl.GetUniformLocation(program.backend.handle, fmt.ctprintf("texture%v", index)) gl.ActiveTexture(gl.TEXTURE0 + u32(i))
gl.Uniform1i(loc, i32(index)) gl.BindTexture(gl.TEXTURE_2D, uniform.value.backend.handle)
loc := gl.GetUniformLocation(program.backend.handle, fmt.ctprintf("texture%d", i))
if loc < 0 {
fmt.printfln("texture Loc: %v", loc)
return false
}
gl.Uniform1i(loc, i32(i))
return true
}
opengl_set_shader_uniform_float :: proc(program: ^Shader_Program, uniform: Uniform_Float) -> bool {
gl.UseProgram(program.backend.handle)
loc := gl.GetUniformLocation(program.backend.handle, fmt.ctprintf("%v", uniform.name))
if loc < 0 {
fmt.printfln("float Loc: %v", loc)
return false
}
gl.Uniform1f(loc, uniform.value^)
return true
}
// TODO: SS - This procedure and _float ^^ are very similar and will do pretty much the same thing but with calls to different gl.Uniform-- procedures. Make it generic instead then switch on the type?
opengl_set_shader_uniform_matrix4f32 :: proc(program: ^Shader_Program, uniform: Uniform_Matrix4f32) -> bool {
gl.UseProgram(program.backend.handle)
loc := gl.GetUniformLocation(program.backend.handle, fmt.ctprintf("%v", uniform.name))
if loc < 0 {
fmt.printfln("matrixf32 loc: %v", loc)
return false
}
data := transmute([16]f32)(uniform.value^)
gl.UniformMatrix4fv(loc, 1, gl.FALSE, &data[0])
return true
}
opengl_set_shader_uniform_vector3 :: proc(program: ^Shader_Program, uniform: Uniform_Vector3) -> bool {
gl.UseProgram(program.backend.handle)
loc := gl.GetUniformLocation(program.backend.handle, fmt.ctprintf("%v", uniform.name))
if loc < 0 {
fmt.printfln("vector3 Loc: %v", loc)
return false
}
gl.Uniform3fv(loc, 1, &uniform.value[0])
return true
} }
} }

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@@ -122,3 +122,73 @@ reload_shader_program :: proc(renderer: ^Renderer, p: ^Shader_Program) -> bool {
return true return true
} }
set_shader_uniform :: proc { // TODO: SS - Improve setting shader uniforms. A bit bug-prone and annoying to explicitly add code-paths for every 'Uniform' type needed.
set_shader_uniform_texture,
set_shader_uniform_float,
set_shader_uniform_matrix4f32,
set_shader_uniform_vector3,
}
set_shader_uniform_texture :: proc(program: ^Shader_Program, uniform: Uniform_Texture) -> bool {
assert(program != nil)
assert(uniform.index < MATERIAL_MAX_TEXTURES)
assert(uniform.value != nil)
when RENDER_BACKEND_OPENGL {
return opengl_set_shader_uniform_texture(program, uniform)
}
return false
}
set_shader_uniform_float :: proc(program: ^Shader_Program, uniform: Uniform_Float) -> bool {
assert(program != nil)
assert(len(uniform.name) > 0)
if uniform.value == nil {
return false
}
// TODO: SS - Somehow verify that 'uniform.name' exists in the shader(s)?
when RENDER_BACKEND_OPENGL {
return opengl_set_shader_uniform_float(program, uniform)
}
return false
}
set_shader_uniform_matrix4f32 :: proc(program: ^Shader_Program, uniform: Uniform_Matrix4f32) -> bool {
assert(program != nil)
assert(len(uniform.name) > 0)
if uniform.value == nil {
return false
}
// TODO: SS - Somehow verify that 'uniform.name' exists in the shader(s)?
when RENDER_BACKEND_OPENGL {
return opengl_set_shader_uniform_matrix4f32(program, uniform)
}
return false
}
set_shader_uniform_vector3 :: proc(program: ^Shader_Program, uniform: Uniform_Vector3) -> bool {
assert(program != nil)
assert(len(uniform.name) > 0)
if uniform.value == nil {
return false
}
// TODO: SS - Somehow verify that 'uniform.name' exists in the shader(s)?
when RENDER_BACKEND_OPENGL {
return opengl_set_shader_uniform_vector3(program, uniform)
}
return false
}

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@@ -32,8 +32,12 @@ Texture_Format :: enum {
Depth32F_Stencil8, Depth32F_Stencil8,
} }
MAX_COLOR_TEXTURES_IN_RENDER_TARGET :: 32
Render_Target :: struct { Render_Target :: struct {
color_texture, depth_texture: ^Texture, color_textures: [dynamic]^Texture,
depth_texture: ^Texture,
backend: Render_Target_Backend, backend: Render_Target_Backend,
} }
@@ -119,11 +123,16 @@ create_texture_raw :: proc(renderer: ^Renderer, width, height: u16, format: Text
return t, true return t, true
} }
create_render_target :: proc(renderer: ^Renderer, color_texture, depth_texture: ^Texture) -> (Render_Target, bool) { create_render_target :: proc(renderer: ^Renderer, color_textures: []^Texture, depth_texture: ^Texture) -> (Render_Target, bool) {
rt: Render_Target rt: Render_Target
rt.color_texture = color_texture
rt.depth_texture = depth_texture rt.depth_texture = depth_texture
rt.color_textures = make([dynamic]^Texture, 0, MAX_COLOR_TEXTURES_IN_RENDER_TARGET)
_, err := append(&rt.color_textures, ..color_textures)
if err != .None {
return {}, false
}
when RENDER_BACKEND_OPENGL { when RENDER_BACKEND_OPENGL {
if !opengl_create_render_target(renderer, &rt) { if !opengl_create_render_target(renderer, &rt) {
return {}, false return {}, false
@@ -133,6 +142,18 @@ create_render_target :: proc(renderer: ^Renderer, color_texture, depth_texture:
return rt, true return rt, true
} }
destroy_render_target :: proc(renderer: ^Renderer, render_target: ^Render_Target) {
assert(renderer != nil)
assert(render_target != nil)
assert(render_target.color_textures != nil)
delete(render_target.color_textures)
when RENDER_BACKEND_OPENGL {
opengl_destroy_render_target(renderer, render_target)
}
}
delete_texture :: proc(renderer: ^Renderer, texture: ^Texture) { delete_texture :: proc(renderer: ^Renderer, texture: ^Texture) {
when RENDER_BACKEND_OPENGL { when RENDER_BACKEND_OPENGL {