Uniform colors

This commit is contained in:
2026-02-03 20:31:12 +01:00
parent b80c321e84
commit 4394179a71
6 changed files with 189 additions and 48 deletions

47
color.odin Normal file
View File

@@ -0,0 +1,47 @@
package renderer
import "core:math/rand"
Color :: union {
RGB_Color,
RGBA_Color,
}
RGB_Color :: [3]u8
RGBA_Color :: [4]u8
color_to_f32 :: proc {
rgb_color_to_f32_array,
rgba_color_to_f32_array,
}
rgb_color_to_f32_array :: proc(color: RGB_Color) -> [3]f32 {
return {
f32(color.r) / f32(max(u8)),
f32(color.g) / f32(max(u8)),
f32(color.b) / f32(max(u8)),
}
}
rgba_color_to_f32_array :: proc(color: RGBA_Color) -> [4]f32 {
return {
f32(color.r) / f32(max(u8)),
f32(color.g) / f32(max(u8)),
f32(color.b) / f32(max(u8)),
f32(color.a) / f32(max(u8)),
}
}
get_random_color_rgb :: proc() -> RGB_Color {
r := u8(rand.uint32() / u32(max(u8)))
g := u8(rand.uint32() / u32(max(u8)))
b := u8(rand.uint32() / u32(max(u8)))
return { r, g, b }
}
get_random_color_rgba :: proc() -> RGBA_Color {
c := get_random_color_rgb()
a := u8(rand.uint32() / u32(max(u8)))
return { c.r, c.g, c.b, a }
}

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@@ -12,10 +12,12 @@ Material :: struct {
textures: [MATERIAL_MAX_TEXTURES]^Texture,
texture_count: u8,
uniforms: []Uniform,
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, uniforms: []Uniform) -> (Material, bool) {
m: Material
m.shader_program = program
@@ -39,7 +41,9 @@ create_material :: proc(program: ^Shader_Program, textures: []^Texture) -> (Mate
// TODO: SS - Should we return false here?
}
m.uv_scale = { 2.0, 2.0 } // NOTE: SS - Hardcoded.
m.uniforms = uniforms
m.uv_scale = { 1.0, 1.0 } // NOTE: SS - Hardcoded.
return m, true
}

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@@ -34,6 +34,7 @@ Uniform :: union {
Uniform_Float,
Uniform_Matrix4f32,
Uniform_Vector3,
Uniform_Color,
}
Uniform_Texture :: struct {
@@ -56,6 +57,11 @@ Uniform_Vector3 :: struct {
value: ^[3]f32,
}
Uniform_Color :: struct {
name: string,
value: ^Color,
}
Post_Processing_Node :: struct {
uniforms: []Uniform,
output: ^Render_Target,

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@@ -37,14 +37,6 @@ get_aspect_ratio :: proc(renderer: ^Renderer) -> f32 {
return f32(viewport.width) / f32(viewport.height)
}
Color :: union {
RGB_Color,
RGBA_Color,
}
RGB_Color :: [3]u8
RGBA_Color :: [4]u8
create :: proc(surface_ptr: rawptr) -> (^Renderer, bool) {
renderer := new(Renderer)
renderer.surface_ptr = surface_ptr
@@ -153,14 +145,14 @@ render_frame :: proc(renderer: ^Renderer, texture_to_present: ^Texture, clear_co
return
}
view_matrix, _ := get_camera_view_matrix(renderer.active_camera)
projection_matrix, _ := get_camera_projection_matrix(renderer, renderer.active_camera)
camera_view_matrix, _ := get_camera_view_matrix(renderer.active_camera)
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)
execute_pass(renderer, renderer.pipeline.passes[i], camera_view_matrix, camera_projection_matrix)
}
if texture_to_present != nil { // Present.
@@ -295,11 +287,9 @@ execute_post_processing_node :: proc(renderer: ^Renderer, node: ^Post_Processing
continue
}
if set_shader_uniform(node.program, t) {
mat.textures[mat.texture_count] = t.value
mat.texture_count += 1
}
else {
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)
}
}
@@ -318,6 +308,11 @@ execute_post_processing_node :: proc(renderer: ^Renderer, node: ^Post_Processing
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)
}
}
}
}
@@ -334,9 +329,52 @@ destroy :: proc(renderer: ^Renderer) {
free(renderer)
}
@(private) activate_shader_program :: proc(program: ^Shader_Program) {
when RENDER_BACKEND_OPENGL {
opengl_activate_shader_program(program)
}
}
@(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)
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"
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)
}
@@ -424,6 +462,11 @@ distance_to_camera :: proc(camera: ^Camera, position: [3]f32) -> f32 {
@(private) activate_fullscreen_material :: proc(renderer: ^Renderer, material: ^Material) { // TODO: SS - Maybe remove.
assert(renderer != nil)
assert(material != nil)
assert(material.shader_program != nil)
activate_shader_program(material.shader_program)
when RENDER_BACKEND_OPENGL {
opengl_activate_fullscreen_material(material)
}

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@@ -110,19 +110,14 @@ when RENDER_BACKEND_OPENGL {
}
opengl_set_clear_color :: proc(renderer: ^Renderer, color: Color) {
r, g, b, a: u8 = max(u8), max(u8), max(u8), max(u8)
r, g, b, a: f32 = 1.0, 1.0, 1.0, 1.0
switch &c in color {
case RGB_Color: r, g, b = expand_values(c.rgb)
case RGBA_Color: r, g, b, a = expand_values(c.rgba)
case RGB_Color: r, g, b = expand_values(color_to_f32(c))
case RGBA_Color: r, g, b, a = expand_values(color_to_f32(c))
}
gl.ClearColor(
f32(r) / f32(max(u8)),
f32(g) / f32(max(u8)),
f32(b) / f32(max(u8)),
f32(a) / f32(max(u8)),
)
gl.ClearColor(r, g, b, a)
}
opengl_clear_screen :: proc(renderer: ^Renderer, clear_color: bool, clear_depth: bool) {
@@ -290,11 +285,15 @@ when RENDER_BACKEND_OPENGL {
}
}
opengl_activate_material :: proc(material: ^Material, model_matrix, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
gl.UseProgram(material.shader_program.backend.handle)
opengl_activate_shader_program :: proc(program: ^Shader_Program) {
gl.UseProgram(program.backend.handle)
}
opengl_activate_material :: proc(material: ^Material, model_matrix, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
opengl_activate_bind_textures_in_material(material)
// TODO: SS - Move uniforms up one step to the renderer-agnostic part of the codebase.
model_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_model_matrix")
if model_matrix_loc >= 0 {
model_matrix_as_f32_array := transmute([16]f32)(model_matrix)
@@ -321,17 +320,8 @@ when RENDER_BACKEND_OPENGL {
opengl_activate_fullscreen_material :: proc(material: ^Material) { // TODO: SS - Maybe remove.
assert(material != nil)
gl.UseProgram(material.shader_program.backend.handle)
assert(material.texture_count > 0)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, material.textures[0].backend.handle)
loc := gl.GetUniformLocation(material.shader_program.backend.handle, "texture0")
if loc != -1 {
gl.Uniform1i(loc, 0)
}
opengl_activate_bind_textures_in_material(material)
gl.Disable(gl.DEPTH_TEST)
gl.DepthMask(gl.FALSE)
@@ -538,13 +528,20 @@ when RENDER_BACKEND_OPENGL {
status := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
assert(status == gl.FRAMEBUFFER_COMPLETE)
assert(len(rt.color_textures) > 0)
texture: ^Texture = nil
if len(rt.color_textures) > 0 {
texture = rt.color_textures[0]
}
else {
texture = rt.depth_texture
}
assert(texture != nil)
gl.Viewport(
0,
0,
i32(rt.color_textures[0].width),
i32(rt.color_textures[0].height),
i32(texture.width),
i32(texture.height),
)
}
@@ -599,7 +596,7 @@ when RENDER_BACKEND_OPENGL {
opengl_set_shader_uniform_texture :: proc(program: ^Shader_Program, uniform: Uniform_Texture) -> bool {
gl.UseProgram(program.backend.handle)
opengl_activate_shader_program(program)
i := uniform.index
@@ -617,7 +614,7 @@ when RENDER_BACKEND_OPENGL {
}
opengl_set_shader_uniform_float :: proc(program: ^Shader_Program, uniform: Uniform_Float) -> bool {
gl.UseProgram(program.backend.handle)
opengl_activate_shader_program(program)
loc := gl.GetUniformLocation(program.backend.handle, fmt.ctprintf("%v", uniform.name))
if loc < 0 {
@@ -632,7 +629,7 @@ when RENDER_BACKEND_OPENGL {
// 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)
opengl_activate_shader_program(program)
loc := gl.GetUniformLocation(program.backend.handle, fmt.ctprintf("%v", uniform.name))
if loc < 0 {
@@ -647,7 +644,7 @@ when RENDER_BACKEND_OPENGL {
}
opengl_set_shader_uniform_vector3 :: proc(program: ^Shader_Program, uniform: Uniform_Vector3) -> bool {
gl.UseProgram(program.backend.handle)
opengl_activate_shader_program(program)
loc := gl.GetUniformLocation(program.backend.handle, fmt.ctprintf("%v", uniform.name))
if loc < 0 {

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@@ -128,6 +128,7 @@ set_shader_uniform :: proc { // TODO: SS - Improve setting shader uniforms. A bi
set_shader_uniform_float,
set_shader_uniform_matrix4f32,
set_shader_uniform_vector3,
set_shader_uniform_color,
}
set_shader_uniform_texture :: proc(program: ^Shader_Program, uniform: Uniform_Texture) -> bool {
@@ -190,5 +191,48 @@ set_shader_uniform_vector3 :: proc(program: ^Shader_Program, uniform: Uniform_Ve
return opengl_set_shader_uniform_vector3(program, uniform)
}
return false
}
set_shader_uniform_color :: proc(program: ^Shader_Program, uniform: Uniform_Color) -> 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)?
switch &c in uniform.value {
case RGB_Color: {
rgb := color_to_f32(c)
u := Uniform_Vector3 {
name = uniform.name,
value = &rgb,
}
when RENDER_BACKEND_OPENGL {
return opengl_set_shader_uniform_vector3(program, u)
}
}
case RGBA_Color: {
rgba := color_to_f32(c)
// 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.")
}
}
return false
}