UI quad and Vector2 uniform.
This commit is contained in:
27
mesh.odin
27
mesh.odin
@@ -50,7 +50,7 @@ create_mesh_layout_vertices_indices :: proc(renderer: ^Renderer, layout: []Mesh_
|
||||
|
||||
Primitive_Mesh_Type :: enum {
|
||||
Cube,
|
||||
Quad,
|
||||
UI_Quad, World_Quad, // NOTE: SS - Not sure I like two quads but it's probably alright.
|
||||
Sphere,
|
||||
}
|
||||
|
||||
@@ -132,7 +132,7 @@ create_mesh_from_primitive :: proc(renderer: ^Renderer, primitive_mesh_type: Pri
|
||||
|
||||
return m, ok
|
||||
}
|
||||
case .Quad: {
|
||||
case .World_Quad: {
|
||||
m, ok := create_mesh(
|
||||
renderer = renderer,
|
||||
layout = {
|
||||
@@ -142,7 +142,7 @@ create_mesh_from_primitive :: proc(renderer: ^Renderer, primitive_mesh_type: Pri
|
||||
{ "tangent", 3, size_of(f32), },
|
||||
},
|
||||
vertices = []f32 {
|
||||
// Positions. // Normals // Texture Coordinates. // Tangent.
|
||||
// Positions. // Normals. // Texture Coordinates. // Tangent.
|
||||
0.5, 0.5, 0.0, 0, 0, 0, 1.0, 1.0, 1, 0, 0, // Top right.
|
||||
0.5, -0.5, 0.0, 0, 0, 0, 1.0, 0.0, 1, 0, 0, // Bottom right.
|
||||
-0.5, -0.5, 0.0, 0, 0, 0, 0.0, 0.0, 1, 0, 0, // Bottom left.
|
||||
@@ -155,6 +155,27 @@ create_mesh_from_primitive :: proc(renderer: ^Renderer, primitive_mesh_type: Pri
|
||||
)
|
||||
return m, ok
|
||||
}
|
||||
case .UI_Quad: {
|
||||
m, ok := create_mesh(
|
||||
renderer = renderer,
|
||||
layout = {
|
||||
{ "position", 3, size_of(f32), },
|
||||
{ "texture_coords", 2, size_of(f32), },
|
||||
},
|
||||
vertices = []f32 {
|
||||
// Positions. // UV.
|
||||
0.0, 0.0, 0.0, 0.0, 1.0,
|
||||
1.0, 0.0, 0.0, 1.0, 1.0,
|
||||
1.0, 1.0, 0.0, 1.0, 0.0,
|
||||
0.0, 1.0, 0.0, 0.0, 0.0,
|
||||
},
|
||||
indices = []u32 {
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
}
|
||||
)
|
||||
return m, ok
|
||||
}
|
||||
case .Sphere: {
|
||||
X_SEGMENTS :: 64
|
||||
Y_SEGMENTS :: 32
|
||||
|
||||
22
pass.odin
22
pass.odin
@@ -40,9 +40,10 @@ Uniform :: union {
|
||||
Uniform_Matrix4f32,
|
||||
Uniform_Matrix4f32_Pointer,
|
||||
|
||||
Uniform_Vector2,
|
||||
Uniform_Vector2_Pointer,
|
||||
Uniform_Vector3,
|
||||
Uniform_Vector3_Pointer,
|
||||
|
||||
Uniform_Vector4,
|
||||
Uniform_Vector4_Pointer,
|
||||
|
||||
@@ -73,6 +74,15 @@ Uniform_Matrix4f32_Pointer :: struct {
|
||||
value: ^linalg.Matrix4f32,
|
||||
}
|
||||
|
||||
Uniform_Vector2 :: struct {
|
||||
name: string,
|
||||
value: [2]f32,
|
||||
}
|
||||
Uniform_Vector2_Pointer :: struct {
|
||||
name: string,
|
||||
value: ^[2]f32,
|
||||
}
|
||||
|
||||
Uniform_Vector3 :: struct {
|
||||
name: string,
|
||||
value: [3]f32,
|
||||
@@ -278,13 +288,15 @@ add_command_to_pass :: proc(renderer: ^Renderer, pass: ^Pass, command: Draw_Comm
|
||||
}
|
||||
|
||||
execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_matrix: linalg.Matrix4x4f32) { // TODO: SS - Move to 'pass.odin'.
|
||||
// fmt.printfln("Executing pass '%v'.", pass.name)
|
||||
// log.infof("Executing pass '%v'.", pass.name)
|
||||
|
||||
assert(renderer != nil)
|
||||
assert(pass != nil)
|
||||
|
||||
switch &t in &pass.type {
|
||||
case Scene_Pass: {
|
||||
// temp_draw_count := 0
|
||||
|
||||
apply_polygon_mode(renderer, renderer.polygon_mode)
|
||||
|
||||
assert(t.output_rt != nil)
|
||||
@@ -310,6 +322,8 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
|
||||
|
||||
sort_draw_commands(renderer, &t)
|
||||
|
||||
// TODO: SS - Frustum-culling.
|
||||
|
||||
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)
|
||||
|
||||
@@ -335,6 +349,8 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
|
||||
|
||||
// Draw the mesh.
|
||||
draw_mesh(&dc.mesh)
|
||||
|
||||
// temp_draw_count += 1
|
||||
}
|
||||
|
||||
// Clear the pass' draw-commands.
|
||||
@@ -343,6 +359,8 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
|
||||
// TODO: SS - "Deactivate" the pass?
|
||||
|
||||
apply_polygon_mode(renderer, .Fill)
|
||||
|
||||
// log.infof(" Done! Drew %v meshes.", temp_draw_count)
|
||||
}
|
||||
case Post_Processing_Pass: {
|
||||
// Execute the post-processing nodes.
|
||||
|
||||
@@ -27,7 +27,7 @@ Renderer :: struct {
|
||||
active_camera: ^Camera, // NOTE: SS - Hardcoded to 1 active camera. Split-screen is likely not possible due to this. Fix(?).
|
||||
|
||||
// Primitive meshes.
|
||||
default_cube_mesh, default_quad_mesh, default_sphere_mesh: Mesh,
|
||||
default_cube_mesh, default_quad_world_mesh, default_quad_ui_mesh, default_sphere_mesh: Mesh,
|
||||
|
||||
fullscreen_vertex_shader, fullscreen_fragment_shader: Shader,
|
||||
fullscreen_shader_program: Shader_Program,
|
||||
@@ -97,13 +97,16 @@ create :: proc(render_resolution: Resolution, surface_ptr: rawptr) -> (^Renderer
|
||||
set_vsync(renderer, true)
|
||||
|
||||
{ // Create the default mesh-primitives.
|
||||
// default_cube_mesh, default_quad_mesh, default_sphere_mesh: Mesh,
|
||||
// default_cube_mesh, default_quad_world_mesh, default_sphere_mesh: Mesh,
|
||||
|
||||
if m, ok := create_mesh(renderer, .Cube); ok {
|
||||
renderer.default_cube_mesh = m
|
||||
}
|
||||
if m, ok := create_mesh(renderer, .Quad); ok {
|
||||
renderer.default_quad_mesh = m
|
||||
if m, ok := create_mesh(renderer, .World_Quad); ok {
|
||||
renderer.default_quad_world_mesh = m
|
||||
}
|
||||
if m, ok := create_mesh(renderer, .UI_Quad); ok {
|
||||
renderer.default_quad_ui_mesh = m
|
||||
}
|
||||
if m, ok := create_mesh(renderer, .Sphere); ok {
|
||||
renderer.default_sphere_mesh = m
|
||||
@@ -321,7 +324,7 @@ execute_post_processing_node :: proc(renderer: ^Renderer, node: ^Post_Processing
|
||||
|
||||
destroy :: proc(renderer: ^Renderer) {
|
||||
delete_mesh(renderer, &renderer.default_cube_mesh)
|
||||
delete_mesh(renderer, &renderer.default_quad_mesh)
|
||||
delete_mesh(renderer, &renderer.default_quad_world_mesh)
|
||||
delete_mesh(renderer, &renderer.default_sphere_mesh)
|
||||
|
||||
when RENDER_BACKEND_OPENGL {
|
||||
|
||||
@@ -696,6 +696,21 @@ when RENDER_BACKEND_OPENGL {
|
||||
return true
|
||||
}
|
||||
|
||||
opengl_set_shader_uniform_vector2 :: proc(program: ^Shader_Program, uniform: Uniform_Vector2) -> bool {
|
||||
opengl_activate_shader_program(program)
|
||||
|
||||
loc := gl.GetUniformLocation(program.backend.handle, fmt.ctprintf("%v", uniform.name))
|
||||
if loc < 0 {
|
||||
fmt.printfln("vector2 Loc: %v", loc)
|
||||
return false
|
||||
}
|
||||
|
||||
v := transmute([2]f32)uniform.value
|
||||
gl.Uniform2fv(loc, 1, &v[0])
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
opengl_set_shader_uniform_vector3 :: proc(program: ^Shader_Program, uniform: Uniform_Vector3) -> bool {
|
||||
opengl_activate_shader_program(program)
|
||||
|
||||
|
||||
25
shader.odin
25
shader.odin
@@ -134,6 +134,8 @@ set_shader_uniforms :: proc(program: ^Shader_Program, uniforms: []Uniform) {
|
||||
case Uniform_Float_Pointer: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (float pointer) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Matrix4f32: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (matrix4f32) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Matrix4f32_Pointer: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (matrix4f32 pointer) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Vector2: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (vector2) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Vector2_Pointer: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (vector2 pointer) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Vector3: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (vector3) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Vector3_Pointer: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (vector3 pointer) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
case Uniform_Vector4: { if !set_shader_uniform(program, t) { fmt.printfln("Failed to set uniform (vector4) '%v' in program (vs: '%s', fs: '%s').", t.name, vs_path, fs_path) }}
|
||||
@@ -150,6 +152,8 @@ set_shader_uniform :: proc { // TODO: SS - Improve setting shader uniforms. A bi
|
||||
set_shader_uniform_float_pointer,
|
||||
set_shader_uniform_matrix4f32,
|
||||
set_shader_uniform_matrix4f32_pointer,
|
||||
set_shader_uniform_vector2,
|
||||
set_shader_uniform_vector2_pointer,
|
||||
set_shader_uniform_vector3,
|
||||
set_shader_uniform_vector3_pointer,
|
||||
set_shader_uniform_vector4,
|
||||
@@ -208,13 +212,31 @@ set_shader_uniform_matrix4f32 :: proc(program: ^Shader_Program, uniform: Uniform
|
||||
return false
|
||||
}
|
||||
|
||||
set_shader_uniform_vector2_pointer :: proc(program: ^Shader_Program, uniform: Uniform_Vector2_Pointer) -> bool {
|
||||
if uniform.value == nil {
|
||||
return false
|
||||
}
|
||||
return set_shader_uniform(program, Uniform_Vector2 { uniform.name, uniform.value^ })
|
||||
}
|
||||
set_shader_uniform_vector2 :: proc(program: ^Shader_Program, uniform: Uniform_Vector2) -> bool {
|
||||
assert(program != nil)
|
||||
assert(len(uniform.name) > 0)
|
||||
|
||||
// TODO: SS - Somehow verify that 'uniform.name' exists in the shader(s)?
|
||||
|
||||
when RENDER_BACKEND_OPENGL {
|
||||
return opengl_set_shader_uniform_vector2(program, uniform)
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
set_shader_uniform_vector3_pointer :: proc(program: ^Shader_Program, uniform: Uniform_Vector3_Pointer) -> bool {
|
||||
if uniform.value == nil {
|
||||
return false
|
||||
}
|
||||
return set_shader_uniform(program, Uniform_Vector3 { uniform.name, uniform.value^ })
|
||||
}
|
||||
|
||||
set_shader_uniform_vector3 :: proc(program: ^Shader_Program, uniform: Uniform_Vector3) -> bool {
|
||||
assert(program != nil)
|
||||
assert(len(uniform.name) > 0)
|
||||
@@ -234,7 +256,6 @@ set_shader_uniform_vector4_pointer :: proc(program: ^Shader_Program, uniform: Un
|
||||
}
|
||||
return set_shader_uniform(program, Uniform_Vector4 { uniform.name, uniform.value^ })
|
||||
}
|
||||
|
||||
set_shader_uniform_vector4 :: proc(program: ^Shader_Program, uniform: Uniform_Vector4) -> bool {
|
||||
assert(program != nil)
|
||||
assert(len(uniform.name) > 0)
|
||||
|
||||
Reference in New Issue
Block a user