Restructured passes

This commit is contained in:
2026-01-31 02:31:19 +01:00
parent bd4b81d434
commit b6a32ebe7f
6 changed files with 356 additions and 248 deletions

138
pass.odin
View File

@@ -3,32 +3,36 @@ package renderer
import "core:fmt"
MAX_DRAW_COMMANDS_CAPACITY :: 4096
MAX_POST_PROCESS_NODES_PER_PASS :: 8
PASS_MAX_INPUT_TEXTURES :: 8
Pass :: struct {
name: string,
type: Pass_Type,
}
Pass_Type :: union {
Scene_Pass,
Post_Processing_Pass,
}
Scene_Pass :: struct {
name: string,
input_textures: [PASS_MAX_INPUT_TEXTURES]^Texture, // TODO: SS - Make this a map?
input_texture_count: u8,
output_rt: ^Render_Target,
draw_commands: [dynamic]Draw_Command, // Capacity is 'MAX_DRAW_COMMANDS_CAPACITY'.
clear_color: Maybe(RGB_Color),
blend_mode: Blend_Mode,
sort_mode: Sort_Mode,
draw_commands: [dynamic]Draw_Command, // Capacity is 'MAX_DRAW_COMMANDS_CAPACITY'.
output_rt: ^Render_Target, // Commands draw to this render-target.
}
Post_Processing_Pass :: struct {
name: string,
input_texture: ^Texture, // TODO: SS - Make this an array of texture-pointers, or maybe a map.
input_depth_texture: ^Texture,
output_rt: ^Render_Target,
post_processing_nodes: [dynamic]Post_Processing_Node, // These nodes are executed after all commands have been drawn onto the render-target.
}
shader_program: Shader_Program,
Post_Processing_Node :: struct {
input: []^Texture,
output: ^Render_Target,
program: ^Shader_Program,
}
Draw_Command :: struct {
@@ -81,76 +85,82 @@ Sort_Mode :: enum {
create_scene_pass :: proc(
name: string,
input_textures: []^Texture,
output_rt: ^Render_Target,
clear_color: Maybe(RGB_Color),
blend_mode: Blend_Mode,
sort_mode: Sort_Mode,
) -> Scene_Pass
output_rt: ^Render_Target,
) -> Pass
{
// if input_depth_texture == nil {
// if test_depth || clear_depth || write_depth {
// assert(false)
// }
// }
assert(len(name) > 0)
p := Scene_Pass {
name = name,
output_rt = output_rt,
draw_commands = make([dynamic]Draw_Command, 0, MAX_DRAW_COMMANDS_CAPACITY),
clear_color = clear_color,
p: Pass
p.name = name
p.type = Scene_Pass {
blend_mode = blend_mode,
sort_mode = sort_mode,
draw_commands = make([dynamic]Draw_Command, 0, MAX_DRAW_COMMANDS_CAPACITY),
output_rt = output_rt,
}
for texture, i in input_textures {
if p.input_texture_count >= PASS_MAX_INPUT_TEXTURES {
fmt.printfln("Hit max capacity of textures per pass.")
break
}
p.input_textures[p.input_texture_count] = texture
p.input_texture_count += 1
}
return p
}
create_post_processing_pass :: proc(
name: string,
input_texture, input_depth_texture: ^Texture,
output_rt: ^Render_Target,
shader_program: Shader_Program,
) -> Post_Processing_Pass
{
return {
name = name,
input_texture = input_texture,
input_depth_texture = input_depth_texture,
output_rt = output_rt,
shader_program = shader_program,
create_post_processing_pass :: proc(name: string, post_processing_nodes: []Post_Processing_Node) -> Pass {
assert(len(name) > 0)
p: Pass
p.name = name
ppp := Post_Processing_Pass {
post_processing_nodes = make([dynamic]Post_Processing_Node, 0, MAX_POST_PROCESS_NODES_PER_PASS)
}
append(&ppp.post_processing_nodes, ..post_processing_nodes)
p.type = ppp
return p
}
delete_pass :: proc {
delete_scene_pass,
delete_pass :: proc(pass: ^Pass) {
assert(pass != nil)
switch &t in &pass.type {
case Scene_Pass: delete_scene_pass(&t)
case Post_Processing_Pass: delete_post_processing_pass(&t)
}
}
@(private) delete_scene_pass :: proc(pass: ^Scene_Pass) {
delete(pass.draw_commands)
}
add_command_to_pass :: proc(renderer: ^Renderer, pass: ^Scene_Pass, command: Draw_Command) -> bool {
@(private) delete_post_processing_pass :: proc(pass: ^Post_Processing_Pass) {
delete(pass.post_processing_nodes)
}
add_command_to_pass :: proc(renderer: ^Renderer, pass: ^Pass, command: Draw_Command) -> bool {
assert(renderer != nil)
assert(pass != nil)
cmd := command
cmd.renderer = renderer
n, err := append(&pass.draw_commands, cmd)
assert(err == .None)
switch &t in &pass.type {
case Post_Processing_Pass: {
fmt.printfln("Can't add commands to a post-processing pass.")
return false
}
case Scene_Pass: {
if t.output_rt == nil {
fmt.printfln("Pass '%v' does not have a output render-target so you're not allowed to add commands to it.", pass.name)
return false
}
cmd := command
cmd.renderer = renderer
n, err := append(&t.draw_commands, cmd)
assert(err == .None)
}
}
return true
}