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

View File

@@ -18,7 +18,11 @@ Renderer :: struct {
pipeline: Pipeline,
active_camera: ^Camera,
active_camera: ^Camera, // NOTE: SS - Hardcoded to 1 active camera. Split-screen is likely not possible due to this. Fix(?).
fullscreen_vertex_shader, fullscreen_fragment_shader: Shader,
fullscreen_shader_program: Shader_Program,
fullscreen_mesh: Mesh,
}
Viewport :: struct {
@@ -32,6 +36,11 @@ 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
@@ -52,6 +61,40 @@ create :: proc(surface_ptr: rawptr) -> (^Renderer, bool) {
fmt.printfln("Unhandled backend or no backend selected.")
return nil, false
}
{ // 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)
fs_frag_shader, fs_frag_shader_ok := create_shader(renderer, .Fragment, "fs_frag.glsl")
assert(fs_frag_shader_ok)
fs_program, fs_program_ok := create_shader_program(renderer, &fs_vertex_shader, &fs_frag_shader)
assert(fs_program_ok)
fs_quad_mesh, fs_quad_mesh_created := create_mesh(
renderer = renderer,
layout = {
{ "position", 2, size_of(f32), },
},
vertices = []f32 {
-1, -1,
1, -1,
1, 1,
-1, 1,
},
indices = []u32 {
0, 1, 2,
0, 2, 3,
}
)
assert(fs_quad_mesh_created)
renderer.fullscreen_vertex_shader = fs_vertex_shader
renderer.fullscreen_fragment_shader = fs_frag_shader
renderer.fullscreen_shader_program = fs_program
renderer.fullscreen_mesh = fs_quad_mesh
}
return renderer, true
}
@@ -71,7 +114,7 @@ set_viewport :: proc(renderer: ^Renderer, x, y, width, height: u16) {
}
}
@(private="file") set_clear_color :: proc(renderer: ^Renderer, color: RGB_Color) {
@(private="file") set_clear_color :: proc(renderer: ^Renderer, color: Color) {
when RENDER_BACKEND_OPENGL {
opengl_set_clear_color(renderer, color)
}
@@ -83,7 +126,7 @@ set_viewport :: proc(renderer: ^Renderer, x, y, width, height: u16) {
}
}
render_frame :: proc(renderer: ^Renderer) {
render_frame :: proc(renderer: ^Renderer, texture_to_present: ^Texture, clear_color: Color) {
if renderer.active_camera == nil {
fmt.printfln("No active camera!")
return
@@ -92,100 +135,153 @@ render_frame :: proc(renderer: ^Renderer) {
view_matrix, _ := get_camera_view_matrix(renderer.active_camera)
projection_matrix, _ := get_camera_projection_matrix(renderer, renderer.active_camera)
pipeline := &renderer.pipeline
for i in 0 ..< pipeline.amount_of_scene_passes {
execute_scene_pass(renderer, pipeline.scene_passes[i], view_matrix, projection_matrix)
for i in 0 ..< renderer.pipeline.amount_of_passes {
execute_pass(renderer, renderer.pipeline.passes[i], view_matrix, projection_matrix)
}
if texture_to_present != nil { // Present.
// Bind to the screen.
bind_render_target(renderer, nil)
for i in 0 ..< pipeline.amount_of_post_processing_passes {
execute_post_processing_pass(renderer, pipeline.post_processing_passes[i], view_matrix, projection_matrix)
}
// Disable depth
apply_depth(renderer, false, false)
bind_render_target(renderer, nil) // Det görs ju här..
if pipeline.fullscreen_material != nil {
if pipeline.fullscreen_material.texture != nil {
activate_fullscreen_material(renderer)
if pipeline.fullscreen_mesh != nil {
draw_mesh(pipeline.fullscreen_mesh)
}
else {
log.warn("Renderer is missing a fullscreen-mesh.")
}
deactivate_fullscreen_material(renderer)
// Clear
set_clear_color(renderer, clear_color)
clear_screen(renderer, true, true)
// Create a temporary Material.
mat := Material {
shader_program = &renderer.fullscreen_shader_program,
textures = {
0 = texture_to_present,
},
texture_count = 1,
}
else {
log.warn("Fullscreen-material does not have a texture.")
}
}
else {
log.warn("Renderer is missing a fullscreen-material.")
}
// Activate.
activate_fullscreen_material(renderer, &mat)
defer deactivate_fullscreen_material(renderer)
// Draw.
draw_mesh(&renderer.fullscreen_mesh)
}
when RENDER_BACKEND_OPENGL {
opengl_swap_buffers(renderer)
}
}
execute_scene_pass :: proc(renderer: ^Renderer, pass: ^Scene_Pass, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
// fmt.printfln("Rendering pass '%v' to output_rt %v.", pass.name, pass.output_rt)
// TODO: SS - Use 'pass.input_textures'
execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
// fmt.printfln("Executing pass '%v'.", pass.name)
assert(pass.output_rt != nil)
bind_render_target(renderer, pass.output_rt)
should_write_depth := pass.output_rt.depth_texture != nil
should_test_depth := should_write_depth
should_clear_depth := should_write_depth
cc, has_clear_color := pass.clear_color.?
if has_clear_color {
set_clear_color(renderer, cc)
}
should_clear_color := has_clear_color && pass.output_rt.color_texture != nil
assert(renderer != nil)
assert(pass != nil)
clear_screen(renderer, should_clear_color, should_clear_depth)
apply_depth(renderer, should_test_depth, should_write_depth)
switch &t in &pass.type {
case Scene_Pass: {
assert(t.output_rt != nil)
bind_render_target(renderer, t.output_rt)
apply_blend_mode(renderer, pass.blend_mode)
should_write_depth := t.output_rt.depth_texture != nil
should_test_depth := should_write_depth
should_clear_depth := should_write_depth
sort_draw_commands(renderer, pass)
should_clear_color := true
set_clear_color(renderer, RGBA_Color { 0, 0, 0, 0 })
for &dc in &pass.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)
clear_screen(renderer, should_clear_color, should_clear_depth)
apply_depth(renderer, should_test_depth, should_write_depth)
// 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
apply_blend_mode(renderer, t.blend_mode)
// Scale.
scale := linalg.matrix4_scale(dc.scale)
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)
}
model_matrix *= translation * rotation * scale
// Clear the pass' draw-commands.
clear(&t.draw_commands)
activate_material(&dc.material, model_matrix, view_matrix, projection_matrix)
// TODO: SS - "Deactivate" the pass?
}
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)
}
draw_mesh(&dc.mesh)
// TODO: SS - "Deactivate" the pass?
}
}
// TODO: SS - "Deactivate" the pass.
// Clear the pass' draw-commands.
clear(&pass.draw_commands)
}
execute_post_processing_pass :: proc(renderer: ^Renderer, pass: ^Post_Processing_Pass, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
fmt.printfln("TODO: SS - Execute post-processing pass '%v'.", pass.name)
execute_post_processing_node :: proc(renderer: ^Renderer, node: ^Post_Processing_Node, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
assert(renderer != nil)
assert(node != nil)
assert(node.program != nil)
assert(node.output != nil)
assert(node.output != nil)
bind_render_target(renderer, node.output)
apply_depth(renderer, false, 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)
t: [MATERIAL_MAX_TEXTURES]^Texture
t_count := u8(0)
for input_texture, i in node.input {
if i > MATERIAL_MAX_TEXTURES {
break
}
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) {
@@ -205,21 +301,6 @@ destroy :: proc(renderer: ^Renderer) {
}
}
@(private) activate_fullscreen_material :: proc(renderer: ^Renderer) {
assert(renderer != nil)
mat := renderer.pipeline.fullscreen_material
when RENDER_BACKEND_OPENGL {
opengl_activate_fullscreen_material(mat)
}
}
@(private) deactivate_fullscreen_material :: proc(renderer: ^Renderer) {
assert(renderer != nil)
when RENDER_BACKEND_OPENGL {
opengl_deactivate_fullscreen_material()
}
}
@(private) draw_mesh :: proc(mesh: ^Mesh) {
assert(mesh != nil)
@@ -293,24 +374,23 @@ distance_to_camera :: proc(camera: ^Camera, position: [3]f32) -> f32 {
return linalg.distance(camera.position, position)
}
@(private) bind_framebuffer :: proc(renderer: ^Renderer, rt: ^Render_Target) -> bool {
// when RENDER_BACKEND_OPENGL {
// return opengl_bind_framebuffer(renderer, rt)
// }
return false
}
@(private) bind_depth_texture :: proc(renderer: ^Renderer, rt: ^Render_Target) -> bool {
// when RENDER_BACKEND_OPENGL {
// return opengl_bind_depth_texture(renderer, rt)
// }
return false
}
@(private) bind_render_target :: proc(renderer: ^Renderer, rt: ^Render_Target) {
when RENDER_BACKEND_OPENGL {
opengl_bind_render_target(renderer, rt)
}
}
@(private) activate_fullscreen_material :: proc(renderer: ^Renderer, material: ^Material) { // TODO: SS - Maybe remove.
assert(renderer != nil)
when RENDER_BACKEND_OPENGL {
opengl_activate_fullscreen_material(material)
}
}
@(private) deactivate_fullscreen_material :: proc(renderer: ^Renderer) { // TODO: SS - Maybe remove.
assert(renderer != nil)
when RENDER_BACKEND_OPENGL {
opengl_deactivate_fullscreen_material()
}
}