Spheres/primitive built-in meshes, cull-modes, vec4 uniforms
This commit is contained in:
@@ -1,7 +1,8 @@
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package renderer
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import "core:math/rand"
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Color :: union {
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Color :: union #no_nil {
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RGB_Color,
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RGBA_Color,
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}
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196
mesh.odin
196
mesh.odin
@@ -1,5 +1,7 @@
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package renderer
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import "core:math"
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import "core:log"
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Mesh :: struct {
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amount_of_indices: u32,
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backend: Mesh_Backend,
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@@ -14,7 +16,12 @@ Mesh_Layout :: struct {
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type_size: u32,
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}
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create_mesh :: proc(renderer: ^Renderer, layout: []Mesh_Layout, vertices: []f32, indices: []u32) -> (Mesh, bool) { // TODO: SS - Should probably return a Mesh_Handle.
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create_mesh :: proc {
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create_mesh_layout_vertices_indices,
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create_mesh_from_primitive,
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}
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create_mesh_layout_vertices_indices :: proc(renderer: ^Renderer, layout: []Mesh_Layout, vertices: []f32, indices: []u32) -> (Mesh, bool) { // TODO: SS - Should probably return a Mesh_Handle.
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mesh: Mesh
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if len(vertices) == 0 {
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@@ -39,4 +46,191 @@ create_mesh :: proc(renderer: ^Renderer, layout: []Mesh_Layout, vertices: []f32,
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}
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return m, true
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}
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Primitive_Mesh_Type :: enum {
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Cube,
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Quad,
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Sphere,
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}
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create_mesh_from_primitive :: proc(renderer: ^Renderer, primitive_mesh_type: Primitive_Mesh_Type) -> (Mesh, bool) {
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switch primitive_mesh_type {
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case .Cube: {
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m, ok := create_mesh(
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renderer = renderer,
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layout = {
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{ "position", 3, size_of(f32), },
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{ "normal", 3, size_of(f32), },
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{ "texture_coords", 2, size_of(f32), },
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{ "tangent", 3, size_of(f32), },
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},
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vertices = []f32{
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// Positions // Normals // UV // Tangent
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// Back face
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-0.5, -0.5, -0.5, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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0.5, -0.5, -0.5, 0.0, 0.0, -1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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0.5, 0.5, -0.5, 0.0, 0.0, -1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-0.5, 0.5, -0.5, 0.0, 0.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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// Front face
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-0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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// Left face
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-0.5, 0.5, 0.5, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0,
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-0.5, 0.5, -0.5, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
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-0.5, -0.5, -0.5, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
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-0.5, -0.5, 0.5, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0,
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// Right face
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0.5, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, -1.0,
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0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0,
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0.5, -0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, -1.0,
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0.5, 0.5, -0.5, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, -1.0,
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// Bottom face
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-0.5, -0.5, -0.5, 0.0,-1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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0.5, -0.5, -0.5, 0.0,-1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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0.5, -0.5, 0.5, 0.0,-1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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-0.5, -0.5, 0.5, 0.0,-1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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// Top face
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-0.5, 0.5, -0.5, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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0.5, 0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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0.5, 0.5, 0.5, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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-0.5, 0.5, 0.5, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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},
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indices = []u32 {
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// Back face
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0, 3, 1,
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1, 3, 2,
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// Front face
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4, 5, 7,
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5, 6, 7,
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// Left face
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8, 9, 11,
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9, 10, 11,
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// Right face
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12, 13, 15,
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13, 14, 15,
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// Bottom face
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16, 17, 18,
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16, 18, 19,
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// Top face
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20, 22, 21,
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20, 23, 22
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}
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)
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return m, ok
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}
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case .Quad: {
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m, ok := create_mesh(
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renderer = renderer,
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layout = {
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{ "position", 3, size_of(f32), },
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{ "normal", 3, size_of(f32), },
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{ "texture_coords", 2, size_of(f32), },
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{ "tangent", 3, size_of(f32), },
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},
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vertices = []f32 {
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// Positions. // Normals // Texture Coordinates. // Tangent.
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0.5, 0.5, 0.0, 0, 0, 0, 1.0, 1.0, 1, 0, 0, // Top right.
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0.5, -0.5, 0.0, 0, 0, 0, 1.0, 0.0, 1, 0, 0, // Bottom right.
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-0.5, -0.5, 0.0, 0, 0, 0, 0.0, 0.0, 1, 0, 0, // Bottom left.
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-0.5, 0.5, 0.0, 0, 0, 0, 0.0, 1.0, 1, 0, 0, // Top left.
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},
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indices = []u32 {
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0, 1, 3,
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1, 2, 3,
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}
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)
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return m, ok
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}
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case .Sphere: {
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X_SEGMENTS :: 64
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Y_SEGMENTS :: 32
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vertices := make([dynamic]f32, 0)
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indices := make([dynamic]u32, 0)
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for y in 0..=Y_SEGMENTS {
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y_segment := f32(y) / f32(Y_SEGMENTS)
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phi := y_segment * math.PI
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for x in 0..=X_SEGMENTS {
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x_segment := f32(x) / f32(X_SEGMENTS)
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theta := x_segment * math.TAU
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px := math.cos(theta) * math.sin(phi)
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py := math.cos(phi)
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pz := math.sin(theta) * math.sin(phi)
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// Position.
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append(&vertices, px * 0.5)
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append(&vertices, py * 0.5)
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append(&vertices, pz * 0.5)
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// Normal.
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append(&vertices, px)
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append(&vertices, py)
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append(&vertices, pz)
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// UV.
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append(&vertices, x_segment)
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append(&vertices, 1.0 - y_segment)
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// Tangent.
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tx := -math.sin(theta)
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ty := f32(0.0)
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tz := math.cos(theta)
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append(&vertices, tx)
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append(&vertices, ty)
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append(&vertices, tz)
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}
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}
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for y in 0..<Y_SEGMENTS {
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for x in 0..<X_SEGMENTS {
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i0 := u32(y * (X_SEGMENTS + 1) + x)
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i1 := u32((y + 1) * (X_SEGMENTS + 1) + x)
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i2 := u32((y + 1) * (X_SEGMENTS + 1) + x + 1)
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i3 := u32(y * (X_SEGMENTS + 1) + x + 1)
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append(&indices, i0)
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append(&indices, i3)
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append(&indices, i1)
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append(&indices, i1)
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append(&indices, i3)
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append(&indices, i2)
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}
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}
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m, ok := create_mesh(
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renderer = renderer,
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layout = {
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{ "position", 3, size_of(f32), },
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{ "normal", 3, size_of(f32), },
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{ "texture_coords", 2, size_of(f32), },
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{ "tangent", 3, size_of(f32), },
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},
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vertices = vertices[:],
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indices = indices[:],
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)
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return m, ok
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}
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}
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return {}, false
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}
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155
pass.odin
155
pass.odin
@@ -2,6 +2,7 @@ package renderer
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import "core:math/linalg"
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import "core:fmt"
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import "core:log"
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MAX_DRAW_COMMANDS_CAPACITY :: 4096
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MAX_POST_PROCESS_NODES_PER_PASS :: 8
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@@ -19,6 +20,7 @@ Pass_Type :: union {
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Scene_Pass :: struct {
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blend_mode: Blend_Mode,
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sort_mode: Sort_Mode,
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cull_mode: Cull_Mode,
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draw_commands: [dynamic]Draw_Command, // Capacity is 'MAX_DRAW_COMMANDS_CAPACITY'.
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@@ -31,10 +33,21 @@ Post_Processing_Pass :: struct {
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Uniform :: union {
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Uniform_Texture,
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Uniform_Float,
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Uniform_Float_Pointer,
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Uniform_Matrix4f32,
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Uniform_Matrix4f32_Pointer,
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Uniform_Vector3,
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Uniform_Vector3_Pointer,
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Uniform_Vector4,
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Uniform_Vector4_Pointer,
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Uniform_Color,
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Uniform_Color_Pointer,
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}
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Uniform_Texture :: struct {
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@@ -43,21 +56,46 @@ Uniform_Texture :: struct {
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}
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Uniform_Float :: struct {
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name: string,
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value: f32,
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}
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Uniform_Float_Pointer :: struct {
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name: string,
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value: ^f32,
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}
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Uniform_Matrix4f32 :: struct {
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name: string,
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value: linalg.Matrix4f32,
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}
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Uniform_Matrix4f32_Pointer :: struct {
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name: string,
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value: ^linalg.Matrix4f32,
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}
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Uniform_Vector3 :: struct {
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name: string,
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value: [3]f32,
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}
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Uniform_Vector3_Pointer :: struct {
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name: string,
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value: ^[3]f32,
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}
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Uniform_Vector4 :: struct {
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name: string,
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value: [4]f32,
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}
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Uniform_Vector4_Pointer :: struct {
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name: string,
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value: ^[4]f32,
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}
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Uniform_Color :: struct {
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name: string,
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value: Color,
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}
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Uniform_Color_Pointer :: struct {
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name: string,
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value: ^Color,
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}
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@@ -69,16 +107,46 @@ Post_Processing_Node :: struct {
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program: ^Shader_Program,
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}
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// TODO: SS - Create a pool of 'Draw_Command's and reuse them.
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MAX_UNIFORMS_PER_DRAW_COMMAND :: 8
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Draw_Command :: struct {
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renderer: ^Renderer, // Needed for sorting.
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mesh: Mesh,
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material: Material,
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uniforms: [MAX_UNIFORMS_PER_DRAW_COMMAND]Uniform,
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uniform_count: u8,
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position: [3]f32,
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rotation: [3]f32,
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scale: [3]f32,
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}
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create_draw_command :: proc(renderer: ^Renderer, mesh: Mesh, material: Material, uniforms: []Uniform, position, rotation, scale: [3]f32, loc := #caller_location) -> Draw_Command {
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dc: Draw_Command
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dc.renderer = renderer
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dc.mesh = mesh
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dc.material = material
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dc.position = position
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dc.rotation = rotation
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dc.scale = scale
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for u in uniforms {
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if dc.uniform_count >= MAX_UNIFORMS_PER_DRAW_COMMAND {
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log.warnf("Hit max capacity (%v) of uniforms per draw command! %v", MAX_UNIFORMS_PER_DRAW_COMMAND, loc)
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break
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}
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dc.uniforms[dc.uniform_count] = u
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dc.uniform_count += 1
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}
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return dc
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}
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Blend_Mode :: enum {
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None,
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Alpha,
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@@ -117,10 +185,18 @@ Sort_Mode :: enum {
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Front_To_Back, // Sorts the commands in the 'draw_commmands' array (from front to back) before drawing them.
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}
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Cull_Mode :: enum {
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None,
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Back,
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Front,
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Front_Back,
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}
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create_scene_pass :: proc(
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name: string,
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blend_mode: Blend_Mode,
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sort_mode: Sort_Mode,
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cull_mode: Cull_Mode,
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output_rt: ^Render_Target,
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) -> Pass
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{
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@@ -131,6 +207,7 @@ create_scene_pass :: proc(
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p.type = Scene_Pass {
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blend_mode = blend_mode,
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sort_mode = sort_mode,
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cull_mode = cull_mode,
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draw_commands = make([dynamic]Draw_Command, 0, MAX_DRAW_COMMANDS_CAPACITY),
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@@ -194,7 +271,83 @@ add_command_to_pass :: proc(renderer: ^Renderer, pass: ^Pass, command: Draw_Comm
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assert(err == .None)
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}
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}
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return true
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}
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execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_matrix: linalg.Matrix4x4f32) { // TODO: SS - Move to 'pass.odin'.
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// fmt.printfln("Executing pass '%v'.", pass.name)
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assert(renderer != nil)
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assert(pass != nil)
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switch &t in &pass.type {
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case Scene_Pass: {
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apply_polygon_mode(renderer, renderer.polygon_mode)
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assert(t.output_rt != nil)
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bind_render_target(renderer, t.output_rt)
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defer bind_render_target(renderer, nil)
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should_write_depth := t.output_rt.depth_texture != nil
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should_test_depth := should_write_depth
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should_clear_depth := should_write_depth
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should_clear_color := true
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set_clear_color(renderer, RGBA_Color { 0, 0, 0, 0 })
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clear_screen(renderer, should_clear_color, should_clear_depth)
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apply_depth(renderer, should_test_depth, should_write_depth)
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apply_blend_mode(renderer, t.blend_mode)
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defer apply_blend_mode(renderer, .None)
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apply_cull_mode(renderer, t.cull_mode)
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defer apply_cull_mode(renderer, .None)
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sort_draw_commands(renderer, &t)
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for &dc in &t.draw_commands { // TODO: SS - Don't think we need the address of the draw-commands.
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model_matrix := linalg.identity(linalg.Matrix4x4f32)
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// Translate.
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translation := linalg.matrix4_translate(dc.position)
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// Rotate.
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rot_x := linalg.matrix4_rotate(linalg.to_radians(dc.rotation.x), [3]f32 { 1, 0, 0 })
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rot_y := linalg.matrix4_rotate(linalg.to_radians(dc.rotation.y), [3]f32 { 0, 1, 0 })
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rot_z := linalg.matrix4_rotate(linalg.to_radians(dc.rotation.z), [3]f32 { 0, 0, 1 })
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rotation := rot_z * rot_y * rot_x
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// Scale.
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scale := linalg.matrix4_scale(dc.scale)
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model_matrix *= translation * rotation * scale
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// Apply uniforms.
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activate_material(&dc.material, model_matrix, view_matrix, projection_matrix)
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if dc.uniform_count > 0 {
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set_shader_uniforms(dc.material.shader_program, dc.uniforms[:dc.uniform_count])
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}
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// Draw the mesh.
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draw_mesh(&dc.mesh)
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}
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|
||||
// Clear the pass' draw-commands.
|
||||
clear(&t.draw_commands)
|
||||
|
||||
// TODO: SS - "Deactivate" the pass?
|
||||
|
||||
apply_polygon_mode(renderer, .Fill)
|
||||
}
|
||||
case Post_Processing_Pass: {
|
||||
// Execute the post-processing nodes.
|
||||
for &pp in &t.post_processing_nodes {
|
||||
execute_post_processing_node(renderer, &pp, view_matrix, projection_matrix)
|
||||
}
|
||||
|
||||
// TODO: SS - "Deactivate" the pass?
|
||||
}
|
||||
}
|
||||
}
|
||||
177
renderer.odin
177
renderer.odin
@@ -23,6 +23,9 @@ Renderer :: struct {
|
||||
|
||||
active_camera: ^Camera, // NOTE: SS - Hardcoded to 1 active camera. Split-screen is likely not possible due to this. Fix(?).
|
||||
|
||||
// Primitive meshes.
|
||||
default_cube_mesh, default_quad_mesh, default_sphere_mesh: Mesh,
|
||||
|
||||
fullscreen_vertex_shader, fullscreen_fragment_shader: Shader,
|
||||
fullscreen_shader_program: Shader_Program,
|
||||
fullscreen_mesh: Mesh,
|
||||
@@ -65,6 +68,20 @@ create :: proc(surface_ptr: rawptr) -> (^Renderer, bool) {
|
||||
|
||||
set_vsync(renderer, true)
|
||||
|
||||
{ // Create the default mesh-primitives.
|
||||
// default_cube_mesh, default_quad_mesh, default_sphere_mesh: Mesh,
|
||||
|
||||
if m, ok := create_mesh(renderer, .Cube); ok {
|
||||
renderer.default_cube_mesh = m
|
||||
}
|
||||
if m, ok := create_mesh(renderer, .Quad); ok {
|
||||
renderer.default_quad_mesh = m
|
||||
}
|
||||
if m, ok := create_mesh(renderer, .Sphere); ok {
|
||||
renderer.default_sphere_mesh = m
|
||||
}
|
||||
}
|
||||
|
||||
{ // Create the fullscreen shaders, material and mesh.
|
||||
fs_vertex_shader, fs_vertex_shader_ok := create_shader(renderer, .Vertex, "fs_vertex.glsl")
|
||||
assert(fs_vertex_shader_ok)
|
||||
@@ -135,13 +152,13 @@ set_vsync :: proc(renderer: ^Renderer, on: bool) {
|
||||
}
|
||||
}
|
||||
|
||||
@(private="file") set_clear_color :: proc(renderer: ^Renderer, color: Color) {
|
||||
@(private) set_clear_color :: proc(renderer: ^Renderer, color: Color) {
|
||||
when RENDER_BACKEND_OPENGL {
|
||||
opengl_set_clear_color(renderer, color)
|
||||
}
|
||||
}
|
||||
|
||||
@(private="file") clear_screen :: proc(renderer: ^Renderer, clear_color: bool, clear_depth: bool) {
|
||||
@(private) clear_screen :: proc(renderer: ^Renderer, clear_color: bool, clear_depth: bool) {
|
||||
when RENDER_BACKEND_OPENGL {
|
||||
opengl_clear_screen(renderer, clear_color, clear_depth)
|
||||
}
|
||||
@@ -202,75 +219,6 @@ render_frame :: proc(renderer: ^Renderer, texture_to_present: ^Texture, clear_co
|
||||
}
|
||||
}
|
||||
|
||||
execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_matrix: linalg.Matrix4x4f32) { // TODO: SS - Move to 'pass.odin'.
|
||||
// fmt.printfln("Executing pass '%v'.", pass.name)
|
||||
|
||||
assert(renderer != nil)
|
||||
assert(pass != nil)
|
||||
|
||||
switch &t in &pass.type {
|
||||
case Scene_Pass: {
|
||||
apply_polygon_mode(renderer, renderer.polygon_mode)
|
||||
|
||||
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
|
||||
should_clear_depth := should_write_depth
|
||||
|
||||
should_clear_color := true
|
||||
set_clear_color(renderer, RGBA_Color { 0, 0, 0, 0 })
|
||||
|
||||
clear_screen(renderer, should_clear_color, should_clear_depth)
|
||||
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)
|
||||
|
||||
for &dc in &t.draw_commands { // TODO: SS - Don't think we need the address of the draw-commands.
|
||||
model_matrix := linalg.identity(linalg.Matrix4x4f32)
|
||||
|
||||
// Translate.
|
||||
translation := linalg.matrix4_translate(dc.position)
|
||||
|
||||
// Rotate.
|
||||
rot_x := linalg.matrix4_rotate(linalg.to_radians(dc.rotation.x), [3]f32 { 1, 0, 0 })
|
||||
rot_y := linalg.matrix4_rotate(linalg.to_radians(dc.rotation.y), [3]f32 { 0, 1, 0 })
|
||||
rot_z := linalg.matrix4_rotate(linalg.to_radians(dc.rotation.z), [3]f32 { 0, 0, 1 })
|
||||
rotation := rot_z * rot_y * rot_x
|
||||
|
||||
// Scale.
|
||||
scale := linalg.matrix4_scale(dc.scale)
|
||||
|
||||
model_matrix *= translation * rotation * scale
|
||||
|
||||
activate_material(&dc.material, model_matrix, view_matrix, projection_matrix)
|
||||
|
||||
draw_mesh(&dc.mesh)
|
||||
}
|
||||
|
||||
// Clear the pass' draw-commands.
|
||||
clear(&t.draw_commands)
|
||||
|
||||
// TODO: SS - "Deactivate" the pass?
|
||||
|
||||
apply_polygon_mode(renderer, .Fill)
|
||||
}
|
||||
case Post_Processing_Pass: {
|
||||
// Execute the post-processing nodes.
|
||||
for &pp in &t.post_processing_nodes {
|
||||
execute_post_processing_node(renderer, &pp, view_matrix, projection_matrix)
|
||||
}
|
||||
|
||||
// TODO: SS - "Deactivate" the pass?
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
execute_post_processing_node :: proc(renderer: ^Renderer, node: ^Post_Processing_Node, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
|
||||
assert(renderer != nil)
|
||||
assert(node != nil)
|
||||
@@ -286,46 +234,16 @@ execute_post_processing_node :: proc(renderer: ^Renderer, node: ^Post_Processing
|
||||
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)
|
||||
|
||||
set_shader_uniforms(node.program, node.uniforms)
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
mat.textures[mat.texture_count] = t.value
|
||||
mat.texture_count += 1
|
||||
if !set_shader_uniform(node.program, t) {
|
||||
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)
|
||||
}
|
||||
}
|
||||
case Uniform_Color: {
|
||||
if !set_shader_uniform(node.program, t) {
|
||||
fmt.printfln("Failed to set uniform-color '%s' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path)
|
||||
}
|
||||
}
|
||||
for u in node.uniforms {
|
||||
if t, is_texture := u.(Uniform_Texture); is_texture {
|
||||
mat.textures[mat.texture_count] = t.value
|
||||
mat.texture_count += 1
|
||||
}
|
||||
}
|
||||
|
||||
@@ -337,6 +255,10 @@ destroy :: proc(renderer: ^Renderer) {
|
||||
when RENDER_BACKEND_OPENGL {
|
||||
opengl_destroy(renderer)
|
||||
}
|
||||
|
||||
// TODO: SS - Destroy 'default_cube_mesh'
|
||||
// TODO: SS - Destroy 'default_quad_mesh'
|
||||
// TODO: SS - Destroy 'default_sphere_mesh'
|
||||
|
||||
assert(renderer != nil)
|
||||
free(renderer)
|
||||
@@ -354,40 +276,8 @@ destroy :: proc(renderer: ^Renderer) {
|
||||
p := material.shader_program
|
||||
|
||||
activate_shader_program(p)
|
||||
|
||||
fs_path := p.fragment_shader != nil ? p.fragment_shader.path : "nil"
|
||||
vs_path := p.vertex_shader != nil ? p.vertex_shader.path : "nil"
|
||||
set_shader_uniforms(material.shader_program, material.uniforms)
|
||||
|
||||
for u in material.uniforms {
|
||||
switch &t in u {
|
||||
case Uniform_Texture: {
|
||||
if !set_shader_uniform(p, t) {
|
||||
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(p, 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(p, 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(p, t) {
|
||||
fmt.printfln("Failed to set uniform-vector3 '%s' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path)
|
||||
}
|
||||
}
|
||||
case Uniform_Color: {
|
||||
if !set_shader_uniform(p, t) {
|
||||
fmt.printfln("Failed to set uniform-color '%s' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
when RENDER_BACKEND_OPENGL {
|
||||
opengl_activate_material(material, model_matrix, view_matrix, projection_matrix)
|
||||
}
|
||||
@@ -415,7 +305,14 @@ destroy :: proc(renderer: ^Renderer) {
|
||||
}
|
||||
}
|
||||
|
||||
@(private) apply_cull_mode :: proc(renderer: ^Renderer, cull_mode: Cull_Mode) {
|
||||
when RENDER_BACKEND_OPENGL {
|
||||
opengl_set_cull_mode(renderer, cull_mode)
|
||||
}
|
||||
}
|
||||
|
||||
@(private) sort_draw_commands :: proc(renderer: ^Renderer, pass: ^Scene_Pass) {
|
||||
// TODO: SS - Set the pass' 'renderer' variable here instead?
|
||||
switch pass.sort_mode {
|
||||
case .None: {}
|
||||
case .Back_To_Front: {
|
||||
|
||||
@@ -517,6 +517,29 @@ when RENDER_BACKEND_OPENGL {
|
||||
)
|
||||
}
|
||||
|
||||
opengl_set_cull_mode :: proc(renderer: ^Renderer, cull_mode: Cull_Mode) {
|
||||
switch cull_mode {
|
||||
case .None: {
|
||||
gl.Disable(gl.CULL_FACE)
|
||||
}
|
||||
case .Back: {
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.CullFace(gl.BACK)
|
||||
gl.FrontFace(gl.CCW)
|
||||
}
|
||||
case .Front: {
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.CullFace(gl.FRONT)
|
||||
gl.FrontFace(gl.CCW)
|
||||
}
|
||||
case .Front_Back: {
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.CullFace(gl.FRONT_AND_BACK)
|
||||
gl.FrontFace(gl.CCW)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
opengl_bind_render_target :: proc(renderer: ^Renderer, rt: ^Render_Target) {
|
||||
if rt == nil {
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||
@@ -629,7 +652,7 @@ when RENDER_BACKEND_OPENGL {
|
||||
return false
|
||||
}
|
||||
|
||||
gl.Uniform1f(loc, uniform.value^)
|
||||
gl.Uniform1f(loc, uniform.value)
|
||||
|
||||
return true
|
||||
}
|
||||
@@ -644,7 +667,7 @@ when RENDER_BACKEND_OPENGL {
|
||||
return false
|
||||
}
|
||||
|
||||
data := transmute([16]f32)(uniform.value^)
|
||||
data := transmute([16]f32)(uniform.value)
|
||||
gl.UniformMatrix4fv(loc, 1, gl.FALSE, &data[0])
|
||||
|
||||
return true
|
||||
@@ -659,7 +682,23 @@ when RENDER_BACKEND_OPENGL {
|
||||
return false
|
||||
}
|
||||
|
||||
gl.Uniform3fv(loc, 1, &uniform.value[0])
|
||||
v := transmute([3]f32)uniform.value
|
||||
gl.Uniform3fv(loc, 1, &v[0])
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
opengl_set_shader_uniform_vector4 :: proc(program: ^Shader_Program, uniform: Uniform_Vector4) -> bool {
|
||||
opengl_activate_shader_program(program)
|
||||
|
||||
loc := gl.GetUniformLocation(program.backend.handle, fmt.ctprintf("%v", uniform.name))
|
||||
if loc < 0 {
|
||||
fmt.printfln("vector4 Loc: %v", loc)
|
||||
return false
|
||||
}
|
||||
|
||||
v := transmute([4]f32)uniform.value
|
||||
gl.Uniform4fv(loc, 1, &v[0])
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
106
shader.odin
106
shader.odin
@@ -123,12 +123,39 @@ reload_shader_program :: proc(renderer: ^Renderer, p: ^Shader_Program) -> bool {
|
||||
return true
|
||||
}
|
||||
|
||||
set_shader_uniforms :: proc(program: ^Shader_Program, uniforms: []Uniform) {
|
||||
fs_path := program.fragment_shader != nil ? program.fragment_shader.path : "nil"
|
||||
vs_path := program.vertex_shader != nil ? program.vertex_shader.path : "nil"
|
||||
|
||||
for u in uniforms {
|
||||
switch &t in u {
|
||||
case Uniform_Texture: { if !set_shader_uniform(program, t) { 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(program, t) { fmt.printfln("Failed to set uniform (float) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Float_Pointer: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (float pointer) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Matrix4f32: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (matrix4f32) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Matrix4f32_Pointer: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (matrix4f32 pointer) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Vector3: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (vector3) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Vector3_Pointer: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (vector3 pointer) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Vector4: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (vector4) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Vector4_Pointer: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (vector4 pointer) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Color: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (color) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Color_Pointer: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (color pointer) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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_float_pointer,
|
||||
set_shader_uniform_matrix4f32,
|
||||
set_shader_uniform_matrix4f32_pointer,
|
||||
set_shader_uniform_vector3,
|
||||
set_shader_uniform_vector3_pointer,
|
||||
set_shader_uniform_vector4,
|
||||
set_shader_uniform_vector4_pointer,
|
||||
set_shader_uniform_color,
|
||||
set_shader_uniform_color_pointer,
|
||||
}
|
||||
|
||||
set_shader_uniform_texture :: proc(program: ^Shader_Program, uniform: Uniform_Texture) -> bool {
|
||||
@@ -143,13 +170,15 @@ set_shader_uniform_texture :: proc(program: ^Shader_Program, uniform: Uniform_Te
|
||||
return false
|
||||
}
|
||||
|
||||
set_shader_uniform_float :: proc(program: ^Shader_Program, uniform: Uniform_Float) -> bool {
|
||||
assert(program != nil)
|
||||
assert(len(uniform.name) > 0)
|
||||
|
||||
set_shader_uniform_float_pointer :: proc(program: ^Shader_Program, uniform: Uniform_Float_Pointer) -> bool {
|
||||
if uniform.value == nil {
|
||||
return false
|
||||
}
|
||||
return set_shader_uniform(program, Uniform_Float { uniform.name, uniform.value^ })
|
||||
}
|
||||
set_shader_uniform_float :: proc(program: ^Shader_Program, uniform: Uniform_Float) -> bool {
|
||||
assert(program != nil)
|
||||
assert(len(uniform.name) > 0)
|
||||
|
||||
// TODO: SS - Somehow verify that 'uniform.name' exists in the shader(s)?
|
||||
|
||||
@@ -160,13 +189,15 @@ set_shader_uniform_float :: proc(program: ^Shader_Program, uniform: Uniform_Floa
|
||||
return false
|
||||
}
|
||||
|
||||
set_shader_uniform_matrix4f32 :: proc(program: ^Shader_Program, uniform: Uniform_Matrix4f32) -> bool {
|
||||
assert(program != nil)
|
||||
assert(len(uniform.name) > 0)
|
||||
|
||||
set_shader_uniform_matrix4f32_pointer :: proc(program: ^Shader_Program, uniform: Uniform_Matrix4f32_Pointer) -> bool {
|
||||
if uniform.value == nil {
|
||||
return false
|
||||
}
|
||||
return set_shader_uniform(program, Uniform_Matrix4f32 { uniform.name, uniform.value^ })
|
||||
}
|
||||
set_shader_uniform_matrix4f32 :: proc(program: ^Shader_Program, uniform: Uniform_Matrix4f32) -> bool {
|
||||
assert(program != nil)
|
||||
assert(len(uniform.name) > 0)
|
||||
|
||||
// TODO: SS - Somehow verify that 'uniform.name' exists in the shader(s)?
|
||||
|
||||
@@ -177,13 +208,16 @@ set_shader_uniform_matrix4f32 :: proc(program: ^Shader_Program, uniform: Uniform
|
||||
return false
|
||||
}
|
||||
|
||||
set_shader_uniform_vector3 :: proc(program: ^Shader_Program, uniform: Uniform_Vector3) -> bool {
|
||||
assert(program != nil)
|
||||
assert(len(uniform.name) > 0)
|
||||
|
||||
set_shader_uniform_vector3_pointer :: proc(program: ^Shader_Program, uniform: Uniform_Vector3_Pointer) -> bool {
|
||||
if uniform.value == nil {
|
||||
return false
|
||||
}
|
||||
return set_shader_uniform(program, Uniform_Vector3 { uniform.name, uniform.value^ })
|
||||
}
|
||||
|
||||
set_shader_uniform_vector3 :: proc(program: ^Shader_Program, uniform: Uniform_Vector3) -> bool {
|
||||
assert(program != nil)
|
||||
assert(len(uniform.name) > 0)
|
||||
|
||||
// TODO: SS - Somehow verify that 'uniform.name' exists in the shader(s)?
|
||||
|
||||
@@ -194,13 +228,35 @@ set_shader_uniform_vector3 :: proc(program: ^Shader_Program, uniform: Uniform_Ve
|
||||
return false
|
||||
}
|
||||
|
||||
set_shader_uniform_color :: proc(program: ^Shader_Program, uniform: Uniform_Color) -> bool {
|
||||
assert(program != nil)
|
||||
assert(len(uniform.name) > 0)
|
||||
|
||||
set_shader_uniform_vector4_pointer :: proc(program: ^Shader_Program, uniform: Uniform_Vector4_Pointer) -> bool {
|
||||
if uniform.value == nil {
|
||||
return false
|
||||
}
|
||||
return set_shader_uniform(program, Uniform_Vector4 { uniform.name, uniform.value^ })
|
||||
}
|
||||
|
||||
set_shader_uniform_vector4 :: proc(program: ^Shader_Program, uniform: Uniform_Vector4) -> bool {
|
||||
assert(program != nil)
|
||||
assert(len(uniform.name) > 0)
|
||||
|
||||
// TODO: SS - Somehow verify that 'uniform.name' exists in the shader(s)?
|
||||
|
||||
when RENDER_BACKEND_OPENGL {
|
||||
return opengl_set_shader_uniform_vector4(program, uniform)
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
set_shader_uniform_color_pointer :: proc(program: ^Shader_Program, uniform: Uniform_Color_Pointer) -> bool {
|
||||
if uniform.value == nil {
|
||||
return false
|
||||
}
|
||||
return set_shader_uniform(program, Uniform_Color { uniform.name, uniform.value^ })
|
||||
}
|
||||
set_shader_uniform_color :: proc(program: ^Shader_Program, uniform: Uniform_Color) -> bool {
|
||||
assert(program != nil)
|
||||
assert(len(uniform.name) > 0)
|
||||
|
||||
// TODO: SS - Somehow verify that 'uniform.name' exists in the shader(s)?
|
||||
|
||||
@@ -210,7 +266,7 @@ set_shader_uniform_color :: proc(program: ^Shader_Program, uniform: Uniform_Colo
|
||||
|
||||
u := Uniform_Vector3 {
|
||||
name = uniform.name,
|
||||
value = &rgb,
|
||||
value = rgb,
|
||||
}
|
||||
|
||||
when RENDER_BACKEND_OPENGL {
|
||||
@@ -220,16 +276,14 @@ set_shader_uniform_color :: proc(program: ^Shader_Program, uniform: Uniform_Colo
|
||||
case RGBA_Color: {
|
||||
rgba := color_to_f32(c)
|
||||
|
||||
// u := Uniform_Vector4 {
|
||||
// name = uniform.name,
|
||||
// value = &rgba,
|
||||
// }
|
||||
u := Uniform_Vector4 {
|
||||
name = uniform.name,
|
||||
value = rgba,
|
||||
}
|
||||
|
||||
// TODO: SS - Set vector4.
|
||||
// when RENDER_BACKEND_OPENGL {
|
||||
// return opengl_set_shader_uniform_vector4(program, uniform)
|
||||
// }
|
||||
assert(false, "TODO: SS - Allow setting rgba in uniform.")
|
||||
when RENDER_BACKEND_OPENGL {
|
||||
return opengl_set_shader_uniform_vector4(program, u)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user