Restructured passes
This commit is contained in:
@@ -1,16 +1,41 @@
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package renderer
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import "core:log"
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import "core:fmt"
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MATERIAL_MAX_TEXTURES :: 32
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Material :: struct {
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// 'Name'?
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// TODO: SS - 'Name'?
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shader_program: ^Shader_Program,
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texture: ^Texture, // Diffuse, normal etc later.
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// uniforms, textures, etc.
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textures: [MATERIAL_MAX_TEXTURES]^Texture,
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texture_count: u8,
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}
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create_material :: proc(program: ^Shader_Program, texture0: ^Texture) -> (Material, bool) {
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create_material :: proc(program: ^Shader_Program, textures: []^Texture) -> (Material, bool) {
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m: Material
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m.shader_program = program
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m.texture = texture0
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for t, i in textures {
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if t == nil {
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log.warnf("Found nil texture at index %v in when creating material.", i)
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continue
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}
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if m.texture_count >= MATERIAL_MAX_TEXTURES {
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log.warnf("Too many textures passed when creating material. Max is %v.", MATERIAL_MAX_TEXTURES)
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break
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}
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m.textures[m.texture_count] = t
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m.texture_count += 1
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}
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if m.texture_count == 0 {
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log.warn("No textures passed when creating material.")
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// TODO: SS - Should we return false here?
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}
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return m, true
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}
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126
pass.odin
126
pass.odin
@@ -3,32 +3,36 @@ package renderer
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import "core:fmt"
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MAX_DRAW_COMMANDS_CAPACITY :: 4096
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MAX_POST_PROCESS_NODES_PER_PASS :: 8
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PASS_MAX_INPUT_TEXTURES :: 8
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Pass :: struct {
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name: string,
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type: Pass_Type,
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}
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Pass_Type :: union {
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Scene_Pass,
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Post_Processing_Pass,
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}
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Scene_Pass :: struct {
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name: string,
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input_textures: [PASS_MAX_INPUT_TEXTURES]^Texture, // TODO: SS - Make this a map?
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input_texture_count: u8,
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output_rt: ^Render_Target,
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blend_mode: Blend_Mode,
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sort_mode: Sort_Mode,
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draw_commands: [dynamic]Draw_Command, // Capacity is 'MAX_DRAW_COMMANDS_CAPACITY'.
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clear_color: Maybe(RGB_Color),
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blend_mode: Blend_Mode,
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sort_mode: Sort_Mode,
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output_rt: ^Render_Target, // Commands draw to this render-target.
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}
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Post_Processing_Pass :: struct {
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name: string,
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post_processing_nodes: [dynamic]Post_Processing_Node, // These nodes are executed after all commands have been drawn onto the render-target.
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}
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input_texture: ^Texture, // TODO: SS - Make this an array of texture-pointers, or maybe a map.
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input_depth_texture: ^Texture,
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output_rt: ^Render_Target,
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Post_Processing_Node :: struct {
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input: []^Texture,
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output: ^Render_Target,
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shader_program: Shader_Program,
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program: ^Shader_Program,
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}
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Draw_Command :: struct {
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@@ -81,76 +85,82 @@ Sort_Mode :: enum {
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create_scene_pass :: proc(
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name: string,
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input_textures: []^Texture,
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output_rt: ^Render_Target,
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clear_color: Maybe(RGB_Color),
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blend_mode: Blend_Mode,
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sort_mode: Sort_Mode,
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) -> Scene_Pass
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output_rt: ^Render_Target,
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) -> Pass
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{
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// if input_depth_texture == nil {
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// if test_depth || clear_depth || write_depth {
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// assert(false)
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// }
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// }
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assert(len(name) > 0)
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p := Scene_Pass {
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name = name,
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output_rt = output_rt,
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p: Pass
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p.name = name
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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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draw_commands = make([dynamic]Draw_Command, 0, MAX_DRAW_COMMANDS_CAPACITY),
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clear_color = clear_color,
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blend_mode = blend_mode,
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sort_mode = sort_mode,
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}
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for texture, i in input_textures {
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if p.input_texture_count >= PASS_MAX_INPUT_TEXTURES {
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fmt.printfln("Hit max capacity of textures per pass.")
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break
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}
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p.input_textures[p.input_texture_count] = texture
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p.input_texture_count += 1
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output_rt = output_rt,
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}
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return p
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}
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create_post_processing_pass :: proc(
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name: string,
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input_texture, input_depth_texture: ^Texture,
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output_rt: ^Render_Target,
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shader_program: Shader_Program,
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) -> Post_Processing_Pass
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{
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return {
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name = name,
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input_texture = input_texture,
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input_depth_texture = input_depth_texture,
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output_rt = output_rt,
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shader_program = shader_program,
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create_post_processing_pass :: proc(name: string, post_processing_nodes: []Post_Processing_Node) -> Pass {
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assert(len(name) > 0)
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p: Pass
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p.name = name
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ppp := Post_Processing_Pass {
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post_processing_nodes = make([dynamic]Post_Processing_Node, 0, MAX_POST_PROCESS_NODES_PER_PASS)
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}
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append(&ppp.post_processing_nodes, ..post_processing_nodes)
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p.type = ppp
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return p
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}
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delete_pass :: proc {
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delete_scene_pass,
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delete_pass :: proc(pass: ^Pass) {
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assert(pass != nil)
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switch &t in &pass.type {
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case Scene_Pass: delete_scene_pass(&t)
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case Post_Processing_Pass: delete_post_processing_pass(&t)
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}
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}
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@(private) delete_scene_pass :: proc(pass: ^Scene_Pass) {
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delete(pass.draw_commands)
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}
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add_command_to_pass :: proc(renderer: ^Renderer, pass: ^Scene_Pass, command: Draw_Command) -> bool {
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@(private) delete_post_processing_pass :: proc(pass: ^Post_Processing_Pass) {
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delete(pass.post_processing_nodes)
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}
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add_command_to_pass :: proc(renderer: ^Renderer, pass: ^Pass, command: Draw_Command) -> bool {
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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 Post_Processing_Pass: {
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fmt.printfln("Can't add commands to a post-processing pass.")
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return false
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}
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case Scene_Pass: {
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if t.output_rt == nil {
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fmt.printfln("Pass '%v' does not have a output render-target so you're not allowed to add commands to it.", pass.name)
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return false
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}
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cmd := command
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cmd.renderer = renderer
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n, err := append(&pass.draw_commands, cmd)
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n, err := append(&t.draw_commands, cmd)
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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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@@ -2,93 +2,51 @@ package renderer
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import "core:mem"
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import "core:log"
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import "core:fmt"
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PIPELINE_MAX_SCENE_PASSES :: 8
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PIPELINE_MAX_POST_PROCESSING_PASSES :: 8
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PIPELINE_MAX_PASSES :: 8
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Pipeline :: struct {
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scene_passes: [PIPELINE_MAX_SCENE_PASSES]^Scene_Pass,
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amount_of_scene_passes: u8,
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post_processing_passes: [PIPELINE_MAX_POST_PROCESSING_PASSES]^Post_Processing_Pass,
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amount_of_post_processing_passes: u8,
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fullscreen_material: ^Material,
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fullscreen_mesh: ^Mesh,
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passes: [PIPELINE_MAX_PASSES]^Pass,
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amount_of_passes: u8,
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}
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clear_pipeline :: proc(renderer: ^Renderer) {
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assert(renderer != nil)
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p := &renderer.pipeline
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p.amount_of_scene_passes = 0;
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mem.set(&p.scene_passes[0], 0, PIPELINE_MAX_SCENE_PASSES * size_of(^Scene_Pass))
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p.amount_of_post_processing_passes = 0;
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mem.set(&p.post_processing_passes[0], 0, PIPELINE_MAX_POST_PROCESSING_PASSES * size_of(^Post_Processing_Pass))
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p.amount_of_passes = 0;
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mem.set(&p.passes[0], 0, PIPELINE_MAX_PASSES * size_of(^Scene_Pass))
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}
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set_pipeline :: proc(
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renderer: ^Renderer,
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fullscreen_material: ^Material, fullscreen_mesh: ^Mesh,
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scene_passes: []^Scene_Pass,
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post_processing_passes: []^Post_Processing_Pass,
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passes: []^Pass,
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){
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assert(renderer != nil)
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clear_pipeline(renderer)
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renderer.pipeline.fullscreen_material = fullscreen_material
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renderer.pipeline.fullscreen_mesh = fullscreen_mesh
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for p in scene_passes {
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if !add_pass_to_pipeline(renderer, p) {
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break
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}
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}
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for p in post_processing_passes {
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for p in passes {
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if !add_pass_to_pipeline(renderer, p) {
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break
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}
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}
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}
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add_pass_to_pipeline :: proc {
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add_scene_pass_to_pipeline,
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add_post_processing_pass_to_pipeline,
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}
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@(private="file") add_scene_pass_to_pipeline :: proc(renderer: ^Renderer, scene_pass: ^Scene_Pass) -> bool {
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add_pass_to_pipeline :: proc(renderer: ^Renderer, pass: ^Pass) -> bool {
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assert(renderer != nil)
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assert(scene_pass != nil)
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assert(pass != nil)
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pipeline := &renderer.pipeline
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if pipeline.amount_of_scene_passes == PIPELINE_MAX_SCENE_PASSES {
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log.warnf("Failed to add scene-pass '%v' to renderer's pipeline; hit max capacity (%v).", scene_pass.name, PIPELINE_MAX_SCENE_PASSES)
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if pipeline.amount_of_passes == PIPELINE_MAX_PASSES {
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log.warnf("Failed to add scene-pass '%v' to renderer's pipeline; hit max capacity (%v).", pass.name, PIPELINE_MAX_PASSES)
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return false
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}
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pipeline.scene_passes[pipeline.amount_of_scene_passes] = scene_pass
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pipeline.amount_of_scene_passes += 1
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return true
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}
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@(private="file") add_post_processing_pass_to_pipeline :: proc(renderer: ^Renderer, post_processing_pass: ^Post_Processing_Pass) -> bool {
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assert(renderer != nil)
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assert(post_processing_pass != nil)
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pipeline := &renderer.pipeline
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if pipeline.amount_of_post_processing_passes == PIPELINE_MAX_POST_PROCESSING_PASSES {
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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)
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return false
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}
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pipeline.post_processing_passes[pipeline.amount_of_post_processing_passes] = post_processing_pass
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pipeline.amount_of_post_processing_passes += 1
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pipeline.passes[pipeline.amount_of_passes] = pass
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pipeline.amount_of_passes += 1
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return true
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}
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240
renderer.odin
240
renderer.odin
@@ -18,7 +18,11 @@ Renderer :: struct {
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pipeline: Pipeline,
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active_camera: ^Camera,
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active_camera: ^Camera, // NOTE: SS - Hardcoded to 1 active camera. Split-screen is likely not possible due to this. Fix(?).
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fullscreen_vertex_shader, fullscreen_fragment_shader: Shader,
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fullscreen_shader_program: Shader_Program,
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fullscreen_mesh: Mesh,
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}
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Viewport :: struct {
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@@ -32,6 +36,11 @@ get_aspect_ratio :: proc(renderer: ^Renderer) -> f32 {
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return f32(viewport.width) / f32(viewport.height)
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}
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Color :: union {
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RGB_Color,
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RGBA_Color,
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}
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RGB_Color :: [3]u8
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RGBA_Color :: [4]u8
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@@ -53,6 +62,40 @@ create :: proc(surface_ptr: rawptr) -> (^Renderer, bool) {
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return nil, false
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}
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{ // Create the fullscreen shaders, material and mesh.
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fs_vertex_shader, fs_vertex_shader_ok := create_shader(renderer, .Vertex, "fs_vertex.glsl")
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assert(fs_vertex_shader_ok)
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fs_frag_shader, fs_frag_shader_ok := create_shader(renderer, .Fragment, "fs_frag.glsl")
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assert(fs_frag_shader_ok)
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fs_program, fs_program_ok := create_shader_program(renderer, &fs_vertex_shader, &fs_frag_shader)
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assert(fs_program_ok)
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fs_quad_mesh, fs_quad_mesh_created := create_mesh(
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renderer = renderer,
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layout = {
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{ "position", 2, size_of(f32), },
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},
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vertices = []f32 {
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-1, -1,
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1, -1,
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1, 1,
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-1, 1,
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},
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indices = []u32 {
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0, 1, 2,
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0, 2, 3,
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}
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)
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assert(fs_quad_mesh_created)
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renderer.fullscreen_vertex_shader = fs_vertex_shader
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renderer.fullscreen_fragment_shader = fs_frag_shader
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renderer.fullscreen_shader_program = fs_program
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renderer.fullscreen_mesh = fs_quad_mesh
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}
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return renderer, true
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}
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@@ -71,7 +114,7 @@ set_viewport :: proc(renderer: ^Renderer, x, y, width, height: u16) {
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}
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}
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@(private="file") set_clear_color :: proc(renderer: ^Renderer, color: RGB_Color) {
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@(private="file") set_clear_color :: proc(renderer: ^Renderer, color: Color) {
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when RENDER_BACKEND_OPENGL {
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opengl_set_clear_color(renderer, color)
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}
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@@ -83,7 +126,7 @@ set_viewport :: proc(renderer: ^Renderer, x, y, width, height: u16) {
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}
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}
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render_frame :: proc(renderer: ^Renderer) {
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render_frame :: proc(renderer: ^Renderer, texture_to_present: ^Texture, clear_color: Color) {
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if renderer.active_camera == nil {
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fmt.printfln("No active camera!")
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return
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@@ -92,37 +135,36 @@ render_frame :: proc(renderer: ^Renderer) {
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view_matrix, _ := get_camera_view_matrix(renderer.active_camera)
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projection_matrix, _ := get_camera_projection_matrix(renderer, renderer.active_camera)
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pipeline := &renderer.pipeline
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for i in 0 ..< pipeline.amount_of_scene_passes {
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execute_scene_pass(renderer, pipeline.scene_passes[i], view_matrix, projection_matrix)
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for i in 0 ..< renderer.pipeline.amount_of_passes {
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execute_pass(renderer, renderer.pipeline.passes[i], view_matrix, projection_matrix)
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}
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for i in 0 ..< pipeline.amount_of_post_processing_passes {
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execute_post_processing_pass(renderer, pipeline.post_processing_passes[i], view_matrix, projection_matrix)
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if texture_to_present != nil { // Present.
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// Bind to the screen.
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bind_render_target(renderer, nil)
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// Disable depth
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apply_depth(renderer, false, false)
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// Clear
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set_clear_color(renderer, clear_color)
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clear_screen(renderer, true, true)
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// Create a temporary Material.
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mat := Material {
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shader_program = &renderer.fullscreen_shader_program,
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textures = {
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0 = texture_to_present,
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},
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texture_count = 1,
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}
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bind_render_target(renderer, nil) // Det görs ju här..
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// Activate.
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activate_fullscreen_material(renderer, &mat)
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defer deactivate_fullscreen_material(renderer)
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if pipeline.fullscreen_material != nil {
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if pipeline.fullscreen_material.texture != nil {
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activate_fullscreen_material(renderer)
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if pipeline.fullscreen_mesh != nil {
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draw_mesh(pipeline.fullscreen_mesh)
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}
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else {
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log.warn("Renderer is missing a fullscreen-mesh.")
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}
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deactivate_fullscreen_material(renderer)
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}
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else {
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log.warn("Fullscreen-material does not have a texture.")
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}
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}
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else {
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log.warn("Renderer is missing a fullscreen-material.")
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// Draw.
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draw_mesh(&renderer.fullscreen_mesh)
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}
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when RENDER_BACKEND_OPENGL {
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@@ -130,33 +172,32 @@ render_frame :: proc(renderer: ^Renderer) {
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}
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}
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|
||||
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)
|
||||
execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
|
||||
// fmt.printfln("Executing pass '%v'.", pass.name)
|
||||
|
||||
// TODO: SS - Use 'pass.input_textures'
|
||||
assert(renderer != nil)
|
||||
assert(pass != nil)
|
||||
|
||||
assert(pass.output_rt != nil)
|
||||
bind_render_target(renderer, pass.output_rt)
|
||||
switch &t in &pass.type {
|
||||
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_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
|
||||
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, 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)
|
||||
|
||||
// Translate.
|
||||
@@ -178,14 +219,69 @@ execute_scene_pass :: proc(renderer: ^Renderer, pass: ^Scene_Pass, view_matrix,
|
||||
draw_mesh(&dc.mesh)
|
||||
}
|
||||
|
||||
// TODO: SS - "Deactivate" the pass.
|
||||
|
||||
// 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) {
|
||||
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()
|
||||
}
|
||||
}
|
||||
@@ -85,19 +85,24 @@ when RENDER_BACKEND_OPENGL {
|
||||
|
||||
opengl_viewport_changed :: proc(renderer: ^Renderer) {
|
||||
gl.Viewport(
|
||||
i32(renderer.viewport.x),
|
||||
i32(renderer.viewport.y),
|
||||
i32(renderer.viewport.width),
|
||||
i32(renderer.viewport.height)
|
||||
i32(renderer.viewport.x), i32(renderer.viewport.y),
|
||||
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(
|
||||
f32(color.r) / f32(max(u8)),
|
||||
f32(color.g) / f32(max(u8)),
|
||||
f32(color.b) / f32(max(u8)),
|
||||
1.0
|
||||
f32(r) / f32(max(u8)),
|
||||
f32(g) / f32(max(u8)),
|
||||
f32(b) / f32(max(u8)),
|
||||
f32(a) / f32(max(u8)),
|
||||
)
|
||||
}
|
||||
|
||||
@@ -253,33 +258,50 @@ when RENDER_BACKEND_OPENGL {
|
||||
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) {
|
||||
gl.UseProgram(material.shader_program.backend.handle)
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, material.texture.backend.handle)
|
||||
opengl_activate_bind_textures_in_material(material)
|
||||
|
||||
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)
|
||||
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")
|
||||
assert(view_matrix_loc >= 0)
|
||||
view_matrix_as_f32_array := transmute([16]f32)(view_matrix)
|
||||
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")
|
||||
assert(projection_matrix_loc >= 0)
|
||||
projection_matrix_as_f32_array := transmute([16]f32)(projection_matrix)
|
||||
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)
|
||||
gl.UseProgram(material.shader_program.backend.handle)
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, material.texture.backend.handle)
|
||||
assert(material.texture_count > 0)
|
||||
|
||||
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 {
|
||||
gl.Uniform1i(loc, 0)
|
||||
}
|
||||
@@ -288,7 +310,7 @@ when RENDER_BACKEND_OPENGL {
|
||||
gl.DepthMask(gl.FALSE)
|
||||
}
|
||||
|
||||
opengl_deactivate_fullscreen_material :: proc() {
|
||||
opengl_deactivate_fullscreen_material :: proc() { // TODO: SS - Maybe remove.
|
||||
gl.DepthMask(gl.TRUE)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
}
|
||||
@@ -486,6 +508,8 @@ when RENDER_BACKEND_OPENGL {
|
||||
}
|
||||
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, rt.backend.handle)
|
||||
status := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
|
||||
assert(status == gl.FRAMEBUFFER_COMPLETE)
|
||||
|
||||
gl.Viewport(
|
||||
0,
|
||||
@@ -529,4 +553,13 @@ when RENDER_BACKEND_OPENGL {
|
||||
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))
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -3,6 +3,7 @@ package renderer
|
||||
import os "core:os/os2"
|
||||
|
||||
Shader :: struct {
|
||||
path: string,
|
||||
type: Shader_Type,
|
||||
backend: Shader_Backend,
|
||||
}
|
||||
@@ -27,6 +28,7 @@ create_shader :: proc(renderer: ^Renderer, type: Shader_Type, path: string) -> (
|
||||
|
||||
s: Shader
|
||||
s.type = type
|
||||
s.path = path
|
||||
|
||||
when RENDER_BACKEND_OPENGL {
|
||||
shader_opengl, ok := opengl_create_shader(renderer, type, bytes)
|
||||
|
||||
Reference in New Issue
Block a user