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

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@@ -1,16 +1,41 @@
package renderer package renderer
import "core:log"
import "core:fmt"
MATERIAL_MAX_TEXTURES :: 32
Material :: struct { Material :: struct {
// 'Name'? // TODO: SS - 'Name'?
shader_program: ^Shader_Program, shader_program: ^Shader_Program,
texture: ^Texture, // Diffuse, normal etc later.
// uniforms, textures, etc. textures: [MATERIAL_MAX_TEXTURES]^Texture,
texture_count: u8,
} }
create_material :: proc(program: ^Shader_Program, texture0: ^Texture) -> (Material, bool) { create_material :: proc(program: ^Shader_Program, textures: []^Texture) -> (Material, bool) {
m: Material m: Material
m.shader_program = program m.shader_program = program
m.texture = texture0
for t, i in textures {
if t == nil {
log.warnf("Found nil texture at index %v in when creating material.", i)
continue
}
if m.texture_count >= MATERIAL_MAX_TEXTURES {
log.warnf("Too many textures passed when creating material. Max is %v.", MATERIAL_MAX_TEXTURES)
break
}
m.textures[m.texture_count] = t
m.texture_count += 1
}
if m.texture_count == 0 {
log.warn("No textures passed when creating material.")
// TODO: SS - Should we return false here?
}
return m, true return m, true
} }

126
pass.odin
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@@ -3,32 +3,36 @@ package renderer
import "core:fmt" import "core:fmt"
MAX_DRAW_COMMANDS_CAPACITY :: 4096 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 { Scene_Pass :: struct {
name: string, blend_mode: Blend_Mode,
sort_mode: Sort_Mode,
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'. draw_commands: [dynamic]Draw_Command, // Capacity is 'MAX_DRAW_COMMANDS_CAPACITY'.
clear_color: Maybe(RGB_Color), output_rt: ^Render_Target, // Commands draw to this render-target.
blend_mode: Blend_Mode,
sort_mode: Sort_Mode,
} }
Post_Processing_Pass :: struct { Post_Processing_Pass :: struct {
name: string, post_processing_nodes: [dynamic]Post_Processing_Node, // These nodes are executed after all commands have been drawn onto the render-target.
}
input_texture: ^Texture, // TODO: SS - Make this an array of texture-pointers, or maybe a map. Post_Processing_Node :: struct {
input_depth_texture: ^Texture, input: []^Texture,
output_rt: ^Render_Target, output: ^Render_Target,
shader_program: Shader_Program, program: ^Shader_Program,
} }
Draw_Command :: struct { Draw_Command :: struct {
@@ -81,76 +85,82 @@ Sort_Mode :: enum {
create_scene_pass :: proc( create_scene_pass :: proc(
name: string, name: string,
input_textures: []^Texture,
output_rt: ^Render_Target,
clear_color: Maybe(RGB_Color),
blend_mode: Blend_Mode, blend_mode: Blend_Mode,
sort_mode: Sort_Mode, sort_mode: Sort_Mode,
) -> Scene_Pass output_rt: ^Render_Target,
) -> Pass
{ {
// if input_depth_texture == nil { assert(len(name) > 0)
// if test_depth || clear_depth || write_depth {
// assert(false)
// }
// }
p := Scene_Pass { p: Pass
name = name, p.name = name
p.type = Scene_Pass {
output_rt = output_rt, blend_mode = blend_mode,
sort_mode = sort_mode,
draw_commands = make([dynamic]Draw_Command, 0, MAX_DRAW_COMMANDS_CAPACITY), draw_commands = make([dynamic]Draw_Command, 0, MAX_DRAW_COMMANDS_CAPACITY),
clear_color = clear_color, output_rt = output_rt,
blend_mode = blend_mode,
sort_mode = sort_mode,
}
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 return p
} }
create_post_processing_pass :: proc( create_post_processing_pass :: proc(name: string, post_processing_nodes: []Post_Processing_Node) -> Pass {
name: string, assert(len(name) > 0)
input_texture, input_depth_texture: ^Texture,
output_rt: ^Render_Target, p: Pass
shader_program: Shader_Program, p.name = name
) -> Post_Processing_Pass
{ ppp := Post_Processing_Pass {
return { post_processing_nodes = make([dynamic]Post_Processing_Node, 0, MAX_POST_PROCESS_NODES_PER_PASS)
name = name,
input_texture = input_texture,
input_depth_texture = input_depth_texture,
output_rt = output_rt,
shader_program = shader_program,
} }
append(&ppp.post_processing_nodes, ..post_processing_nodes)
p.type = ppp
return p
} }
delete_pass :: proc { delete_pass :: proc(pass: ^Pass) {
delete_scene_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) { @(private) delete_scene_pass :: proc(pass: ^Scene_Pass) {
delete(pass.draw_commands) 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(renderer != nil)
assert(pass != nil) assert(pass != nil)
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 := command
cmd.renderer = renderer cmd.renderer = renderer
n, err := append(&pass.draw_commands, cmd) n, err := append(&t.draw_commands, cmd)
assert(err == .None) assert(err == .None)
}
}
return true return true
} }

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@@ -2,93 +2,51 @@ package renderer
import "core:mem" import "core:mem"
import "core:log" import "core:log"
import "core:fmt"
PIPELINE_MAX_SCENE_PASSES :: 8 PIPELINE_MAX_PASSES :: 8
PIPELINE_MAX_POST_PROCESSING_PASSES :: 8
Pipeline :: struct { Pipeline :: struct {
scene_passes: [PIPELINE_MAX_SCENE_PASSES]^Scene_Pass, passes: [PIPELINE_MAX_PASSES]^Pass,
amount_of_scene_passes: u8, amount_of_passes: u8,
post_processing_passes: [PIPELINE_MAX_POST_PROCESSING_PASSES]^Post_Processing_Pass,
amount_of_post_processing_passes: u8,
fullscreen_material: ^Material,
fullscreen_mesh: ^Mesh,
} }
clear_pipeline :: proc(renderer: ^Renderer) { clear_pipeline :: proc(renderer: ^Renderer) {
assert(renderer != nil) assert(renderer != nil)
p := &renderer.pipeline p := &renderer.pipeline
p.amount_of_scene_passes = 0; p.amount_of_passes = 0;
mem.set(&p.scene_passes[0], 0, PIPELINE_MAX_SCENE_PASSES * size_of(^Scene_Pass)) mem.set(&p.passes[0], 0, PIPELINE_MAX_PASSES * size_of(^Scene_Pass))
p.amount_of_post_processing_passes = 0;
mem.set(&p.post_processing_passes[0], 0, PIPELINE_MAX_POST_PROCESSING_PASSES * size_of(^Post_Processing_Pass))
} }
set_pipeline :: proc( set_pipeline :: proc(
renderer: ^Renderer, renderer: ^Renderer,
fullscreen_material: ^Material, fullscreen_mesh: ^Mesh, passes: []^Pass,
scene_passes: []^Scene_Pass,
post_processing_passes: []^Post_Processing_Pass,
){ ){
assert(renderer != nil) assert(renderer != nil)
clear_pipeline(renderer) clear_pipeline(renderer)
renderer.pipeline.fullscreen_material = fullscreen_material for p in passes {
renderer.pipeline.fullscreen_mesh = fullscreen_mesh
for p in scene_passes {
if !add_pass_to_pipeline(renderer, p) {
break
}
}
for p in post_processing_passes {
if !add_pass_to_pipeline(renderer, p) { if !add_pass_to_pipeline(renderer, p) {
break break
} }
} }
} }
add_pass_to_pipeline :: proc { add_pass_to_pipeline :: proc(renderer: ^Renderer, pass: ^Pass) -> bool {
add_scene_pass_to_pipeline,
add_post_processing_pass_to_pipeline,
}
@(private="file") add_scene_pass_to_pipeline :: proc(renderer: ^Renderer, scene_pass: ^Scene_Pass) -> bool {
assert(renderer != nil) assert(renderer != nil)
assert(scene_pass != nil) assert(pass != nil)
pipeline := &renderer.pipeline pipeline := &renderer.pipeline
if pipeline.amount_of_scene_passes == PIPELINE_MAX_SCENE_PASSES { if pipeline.amount_of_passes == PIPELINE_MAX_PASSES {
log.warnf("Failed to add scene-pass '%v' to renderer's pipeline; hit max capacity (%v).", scene_pass.name, PIPELINE_MAX_SCENE_PASSES) log.warnf("Failed to add scene-pass '%v' to renderer's pipeline; hit max capacity (%v).", pass.name, PIPELINE_MAX_PASSES)
return false return false
} }
pipeline.scene_passes[pipeline.amount_of_scene_passes] = scene_pass pipeline.passes[pipeline.amount_of_passes] = pass
pipeline.amount_of_scene_passes += 1 pipeline.amount_of_passes += 1
return true
}
@(private="file") add_post_processing_pass_to_pipeline :: proc(renderer: ^Renderer, post_processing_pass: ^Post_Processing_Pass) -> bool {
assert(renderer != nil)
assert(post_processing_pass != nil)
pipeline := &renderer.pipeline
if pipeline.amount_of_post_processing_passes == PIPELINE_MAX_POST_PROCESSING_PASSES {
log.warnf("Failed to add post-processing pass '%v' to renderer's pipeline; hit max capacity (%v).", post_processing_pass.name, PIPELINE_MAX_POST_PROCESSING_PASSES)
return false
}
pipeline.post_processing_passes[pipeline.amount_of_post_processing_passes] = post_processing_pass
pipeline.amount_of_post_processing_passes += 1
return true return true
} }

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@@ -18,7 +18,11 @@ Renderer :: struct {
pipeline: Pipeline, 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 { Viewport :: struct {
@@ -32,6 +36,11 @@ get_aspect_ratio :: proc(renderer: ^Renderer) -> f32 {
return f32(viewport.width) / f32(viewport.height) return f32(viewport.width) / f32(viewport.height)
} }
Color :: union {
RGB_Color,
RGBA_Color,
}
RGB_Color :: [3]u8 RGB_Color :: [3]u8
RGBA_Color :: [4]u8 RGBA_Color :: [4]u8
@@ -53,6 +62,40 @@ create :: proc(surface_ptr: rawptr) -> (^Renderer, bool) {
return nil, false 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 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 { when RENDER_BACKEND_OPENGL {
opengl_set_clear_color(renderer, color) 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 { if renderer.active_camera == nil {
fmt.printfln("No active camera!") fmt.printfln("No active camera!")
return return
@@ -92,37 +135,36 @@ render_frame :: proc(renderer: ^Renderer) {
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)
pipeline := &renderer.pipeline for i in 0 ..< renderer.pipeline.amount_of_passes {
execute_pass(renderer, renderer.pipeline.passes[i], view_matrix, projection_matrix)
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 ..< pipeline.amount_of_post_processing_passes { if texture_to_present != nil { // Present.
execute_post_processing_pass(renderer, pipeline.post_processing_passes[i], view_matrix, projection_matrix) // Bind to the screen.
bind_render_target(renderer, nil)
// Disable depth
apply_depth(renderer, false, false)
// 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,
} }
bind_render_target(renderer, nil) // Det görs ju här.. // Activate.
activate_fullscreen_material(renderer, &mat)
defer deactivate_fullscreen_material(renderer)
if pipeline.fullscreen_material != nil { // Draw.
if pipeline.fullscreen_material.texture != nil { draw_mesh(&renderer.fullscreen_mesh)
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)
}
else {
log.warn("Fullscreen-material does not have a texture.")
}
}
else {
log.warn("Renderer is missing a fullscreen-material.")
} }
when RENDER_BACKEND_OPENGL { when RENDER_BACKEND_OPENGL {
@@ -130,33 +172,32 @@ render_frame :: proc(renderer: ^Renderer) {
} }
} }
execute_scene_pass :: proc(renderer: ^Renderer, pass: ^Scene_Pass, view_matrix, projection_matrix: linalg.Matrix4x4f32) { execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
// fmt.printfln("Rendering pass '%v' to output_rt %v.", pass.name, pass.output_rt) // fmt.printfln("Executing pass '%v'.", pass.name)
// TODO: SS - Use 'pass.input_textures' assert(renderer != nil)
assert(pass != nil)
assert(pass.output_rt != nil) switch &t in &pass.type {
bind_render_target(renderer, pass.output_rt) case Scene_Pass: {
assert(t.output_rt != nil)
bind_render_target(renderer, t.output_rt)
should_write_depth := pass.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
should_clear_depth := should_write_depth should_clear_depth := should_write_depth
cc, has_clear_color := pass.clear_color.? should_clear_color := true
if has_clear_color { set_clear_color(renderer, RGBA_Color { 0, 0, 0, 0 })
set_clear_color(renderer, cc)
}
should_clear_color := has_clear_color && pass.output_rt.color_texture != nil
clear_screen(renderer, should_clear_color, should_clear_depth) clear_screen(renderer, should_clear_color, should_clear_depth)
apply_depth(renderer, should_test_depth, should_write_depth) apply_depth(renderer, should_test_depth, should_write_depth)
apply_blend_mode(renderer, pass.blend_mode) apply_blend_mode(renderer, t.blend_mode)
sort_draw_commands(renderer, pass) sort_draw_commands(renderer, &t)
for &dc in &pass.draw_commands { // TODO: SS - Don't think we need the address of the draw-commands. 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) model_matrix := linalg.identity(linalg.Matrix4x4f32)
// Translate. // Translate.
@@ -178,14 +219,69 @@ execute_scene_pass :: proc(renderer: ^Renderer, pass: ^Scene_Pass, view_matrix,
draw_mesh(&dc.mesh) draw_mesh(&dc.mesh)
} }
// TODO: SS - "Deactivate" the pass.
// Clear the pass' draw-commands. // Clear the pass' draw-commands.
clear(&pass.draw_commands) clear(&t.draw_commands)
// 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)
}
// TODO: SS - "Deactivate" the pass?
}
}
} }
execute_post_processing_pass :: proc(renderer: ^Renderer, pass: ^Post_Processing_Pass, view_matrix, projection_matrix: linalg.Matrix4x4f32) { execute_post_processing_node :: proc(renderer: ^Renderer, node: ^Post_Processing_Node, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
fmt.printfln("TODO: SS - Execute post-processing pass '%v'.", pass.name) 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) { 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) { @(private) draw_mesh :: proc(mesh: ^Mesh) {
assert(mesh != nil) assert(mesh != nil)
@@ -293,24 +374,23 @@ distance_to_camera :: proc(camera: ^Camera, position: [3]f32) -> f32 {
return linalg.distance(camera.position, position) 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) { @(private) bind_render_target :: proc(renderer: ^Renderer, rt: ^Render_Target) {
when RENDER_BACKEND_OPENGL { when RENDER_BACKEND_OPENGL {
opengl_bind_render_target(renderer, rt) 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()
}
}

View File

@@ -85,19 +85,24 @@ when RENDER_BACKEND_OPENGL {
opengl_viewport_changed :: proc(renderer: ^Renderer) { opengl_viewport_changed :: proc(renderer: ^Renderer) {
gl.Viewport( gl.Viewport(
i32(renderer.viewport.x), i32(renderer.viewport.x), i32(renderer.viewport.y),
i32(renderer.viewport.y), i32(renderer.viewport.width), i32(renderer.viewport.height)
i32(renderer.viewport.width),
i32(renderer.viewport.height)
) )
} }
opengl_set_clear_color :: proc(renderer: ^Renderer, color: RGB_Color) { opengl_set_clear_color :: proc(renderer: ^Renderer, color: Color) {
r, g, b, a: u8 = max(u8), max(u8), max(u8), max(u8)
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)
}
gl.ClearColor( gl.ClearColor(
f32(color.r) / f32(max(u8)), f32(r) / f32(max(u8)),
f32(color.g) / f32(max(u8)), f32(g) / f32(max(u8)),
f32(color.b) / f32(max(u8)), f32(b) / f32(max(u8)),
1.0 f32(a) / f32(max(u8)),
) )
} }
@@ -253,33 +258,50 @@ when RENDER_BACKEND_OPENGL {
gl.DeleteProgram(shader_program.backend.handle) gl.DeleteProgram(shader_program.backend.handle)
} }
opengl_activate_bind_textures_in_material :: proc(material: ^Material) {
assert(material != nil)
for t, i in material.textures[:material.texture_count] {
assert(t != nil)
gl.ActiveTexture(gl.TEXTURE0 + u32(i))
gl.BindTexture(gl.TEXTURE_2D, t.backend.handle)
loc := gl.GetUniformLocation(material.shader_program.backend.handle, fmt.ctprintf("texture%d", i))
gl.Uniform1i(loc, i32(i))
}
}
opengl_activate_material :: proc(material: ^Material, model_matrix, view_matrix, projection_matrix: linalg.Matrix4x4f32) { opengl_activate_material :: proc(material: ^Material, model_matrix, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
gl.UseProgram(material.shader_program.backend.handle) gl.UseProgram(material.shader_program.backend.handle)
gl.ActiveTexture(gl.TEXTURE0) opengl_activate_bind_textures_in_material(material)
gl.BindTexture(gl.TEXTURE_2D, material.texture.backend.handle)
model_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_model_matrix") model_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_model_matrix")
assert(model_matrix_loc >= 0)
model_matrix_as_f32_array := transmute([16]f32)(model_matrix) model_matrix_as_f32_array := transmute([16]f32)(model_matrix)
gl.UniformMatrix4fv(model_matrix_loc, 1, false, &model_matrix_as_f32_array[0]) gl.UniformMatrix4fv(model_matrix_loc, 1, false, &model_matrix_as_f32_array[0])
view_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_view_matrix") view_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_view_matrix")
assert(view_matrix_loc >= 0)
view_matrix_as_f32_array := transmute([16]f32)(view_matrix) view_matrix_as_f32_array := transmute([16]f32)(view_matrix)
gl.UniformMatrix4fv(view_matrix_loc, 1, false, &view_matrix_as_f32_array[0]) gl.UniformMatrix4fv(view_matrix_loc, 1, false, &view_matrix_as_f32_array[0])
projection_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_projection_matrix") projection_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_projection_matrix")
assert(projection_matrix_loc >= 0)
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])
} }
opengl_activate_fullscreen_material :: proc(material: ^Material) { opengl_activate_fullscreen_material :: proc(material: ^Material) { // TODO: SS - Maybe remove.
assert(material != nil) assert(material != nil)
gl.UseProgram(material.shader_program.backend.handle) gl.UseProgram(material.shader_program.backend.handle)
gl.ActiveTexture(gl.TEXTURE0) assert(material.texture_count > 0)
gl.BindTexture(gl.TEXTURE_2D, material.texture.backend.handle)
loc := gl.GetUniformLocation(material.shader_program.backend.handle, "texture0") // eller "uTex" 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 { if loc != -1 {
gl.Uniform1i(loc, 0) gl.Uniform1i(loc, 0)
} }
@@ -288,7 +310,7 @@ when RENDER_BACKEND_OPENGL {
gl.DepthMask(gl.FALSE) gl.DepthMask(gl.FALSE)
} }
opengl_deactivate_fullscreen_material :: proc() { opengl_deactivate_fullscreen_material :: proc() { // TODO: SS - Maybe remove.
gl.DepthMask(gl.TRUE) gl.DepthMask(gl.TRUE)
gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.DEPTH_TEST)
} }
@@ -486,6 +508,8 @@ when RENDER_BACKEND_OPENGL {
} }
gl.BindFramebuffer(gl.FRAMEBUFFER, rt.backend.handle) gl.BindFramebuffer(gl.FRAMEBUFFER, rt.backend.handle)
status := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
assert(status == gl.FRAMEBUFFER_COMPLETE)
gl.Viewport( gl.Viewport(
0, 0,
@@ -529,4 +553,13 @@ when RENDER_BACKEND_OPENGL {
return true return true
} }
opengl_set_shader_value_texture :: proc(program: ^Shader_Program, value: ^Texture, index: u8) {
gl.UseProgram(program.backend.handle)
gl.ActiveTexture(gl.TEXTURE0 + u32(index))
gl.BindTexture(gl.TEXTURE_2D, value.backend.handle)
loc := gl.GetUniformLocation(program.backend.handle, fmt.ctprintf("texture%v", index))
gl.Uniform1i(loc, i32(index))
}
} }

View File

@@ -3,6 +3,7 @@ package renderer
import os "core:os/os2" import os "core:os/os2"
Shader :: struct { Shader :: struct {
path: string,
type: Shader_Type, type: Shader_Type,
backend: Shader_Backend, backend: Shader_Backend,
} }
@@ -27,6 +28,7 @@ create_shader :: proc(renderer: ^Renderer, type: Shader_Type, path: string) -> (
s: Shader s: Shader
s.type = type s.type = type
s.path = path
when RENDER_BACKEND_OPENGL { when RENDER_BACKEND_OPENGL {
shader_opengl, ok := opengl_create_shader(renderer, type, bytes) shader_opengl, ok := opengl_create_shader(renderer, type, bytes)