Work on passes/pipeline, render targets
This commit is contained in:
146
pass.odin
146
pass.odin
@@ -2,35 +2,155 @@ package renderer
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import "core:fmt"
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MAX_DRAW_COMMANDS_PER_PASS :: 1024
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MAX_DRAW_COMMANDS_CAPACITY :: 4096
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Pass :: struct {
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PASS_MAX_INPUT_TEXTURES :: 8
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Scene_Pass :: struct {
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name: string,
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clear_color: RGB_Color,
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should_test_depth: bool,
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should_clear_depth: bool,
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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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draw_commands: [MAX_DRAW_COMMANDS_PER_PASS]Draw_Command,
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draw_command_count: u32,
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output_rt: ^Render_Target,
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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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}
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Post_Processing_Pass :: struct {
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name: string,
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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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shader_program: Shader_Program,
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}
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Draw_Command :: struct {
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renderer: ^Renderer, // Needed for sorting.
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mesh: Mesh,
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material: Material,
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position: [3]f32,
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rotation: [3]f32,
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scale: [3]f32,
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// TODO: SS - Add rotation.
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}
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add_command_to_pass :: proc(pass: ^Pass, command: Draw_Command) -> bool {
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if pass.draw_command_count >= len(pass.draw_commands) {
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return false
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Blend_Mode :: enum {
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None,
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Alpha,
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Additive,
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Multiply,
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}
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Blend_Factor :: enum {
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Zero,
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One,
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Src_Color,
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One_Minus_Src_Color,
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Dst_Color,
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One_Minus_Dst_Color,
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Src_Alpha,
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One_Minus_Src_Alpha,
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Dst_Alpha,
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One_Minus_Dst_Alpha,
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// ..
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}
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Blend_Factors :: struct {
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source, destination: Blend_Factor
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}
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@(private) BLEND_FACTOR_TABLE :: [Blend_Mode]Blend_Factors {
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.None = { .One, .Zero },
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.Alpha = { .Src_Alpha, .One_Minus_Src_Alpha },
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.Additive = { .Src_Alpha, .One },
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.Multiply = { .Dst_Color, .Zero },
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}
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Sort_Mode :: enum {
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None, // Draws the commands in the order they're placed in the 'draw_commmands' array.
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Back_To_Front, // Sorts the commands in the 'draw_commmands' array (from back to front) before drawing them.
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Front_To_Back, // Sorts the commands in the 'draw_commmands' array (from front to back) before drawing them.
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}
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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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{
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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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p := Scene_Pass {
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name = name,
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output_rt = output_rt,
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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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}
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pass.draw_commands[pass.draw_command_count] = command
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pass.draw_command_count += 1
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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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}
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}
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delete_pass :: proc {
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delete_scene_pass,
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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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assert(renderer != nil)
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assert(pass != nil)
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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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assert(err == .None)
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return true
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}
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