UI quad and Vector2 uniform.

This commit is contained in:
2026-02-10 10:37:33 +01:00
parent cb19295575
commit c1002d5db2
5 changed files with 90 additions and 12 deletions

View File

@@ -50,7 +50,7 @@ create_mesh_layout_vertices_indices :: proc(renderer: ^Renderer, layout: []Mesh_
Primitive_Mesh_Type :: enum { Primitive_Mesh_Type :: enum {
Cube, Cube,
Quad, UI_Quad, World_Quad, // NOTE: SS - Not sure I like two quads but it's probably alright.
Sphere, Sphere,
} }
@@ -132,7 +132,7 @@ create_mesh_from_primitive :: proc(renderer: ^Renderer, primitive_mesh_type: Pri
return m, ok return m, ok
} }
case .Quad: { case .World_Quad: {
m, ok := create_mesh( m, ok := create_mesh(
renderer = renderer, renderer = renderer,
layout = { layout = {
@@ -142,7 +142,7 @@ create_mesh_from_primitive :: proc(renderer: ^Renderer, primitive_mesh_type: Pri
{ "tangent", 3, size_of(f32), }, { "tangent", 3, size_of(f32), },
}, },
vertices = []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, 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, 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. -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 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: { case .Sphere: {
X_SEGMENTS :: 64 X_SEGMENTS :: 64
Y_SEGMENTS :: 32 Y_SEGMENTS :: 32

View File

@@ -40,9 +40,10 @@ Uniform :: union {
Uniform_Matrix4f32, Uniform_Matrix4f32,
Uniform_Matrix4f32_Pointer, Uniform_Matrix4f32_Pointer,
Uniform_Vector2,
Uniform_Vector2_Pointer,
Uniform_Vector3, Uniform_Vector3,
Uniform_Vector3_Pointer, Uniform_Vector3_Pointer,
Uniform_Vector4, Uniform_Vector4,
Uniform_Vector4_Pointer, Uniform_Vector4_Pointer,
@@ -73,6 +74,15 @@ Uniform_Matrix4f32_Pointer :: struct {
value: ^linalg.Matrix4f32, value: ^linalg.Matrix4f32,
} }
Uniform_Vector2 :: struct {
name: string,
value: [2]f32,
}
Uniform_Vector2_Pointer :: struct {
name: string,
value: ^[2]f32,
}
Uniform_Vector3 :: struct { Uniform_Vector3 :: struct {
name: string, name: string,
value: [3]f32, 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'. 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(renderer != nil)
assert(pass != nil) assert(pass != nil)
switch &t in &pass.type { switch &t in &pass.type {
case Scene_Pass: { case Scene_Pass: {
// temp_draw_count := 0
apply_polygon_mode(renderer, renderer.polygon_mode) apply_polygon_mode(renderer, renderer.polygon_mode)
assert(t.output_rt != nil) 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) 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. 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)
@@ -335,6 +349,8 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
// Draw the mesh. // Draw the mesh.
draw_mesh(&dc.mesh) draw_mesh(&dc.mesh)
// temp_draw_count += 1
} }
// Clear the pass' draw-commands. // 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? // TODO: SS - "Deactivate" the pass?
apply_polygon_mode(renderer, .Fill) apply_polygon_mode(renderer, .Fill)
// log.infof(" Done! Drew %v meshes.", temp_draw_count)
} }
case Post_Processing_Pass: { case Post_Processing_Pass: {
// Execute the post-processing nodes. // Execute the post-processing nodes.

View File

@@ -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(?). active_camera: ^Camera, // NOTE: SS - Hardcoded to 1 active camera. Split-screen is likely not possible due to this. Fix(?).
// Primitive meshes. // 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_vertex_shader, fullscreen_fragment_shader: Shader,
fullscreen_shader_program: Shader_Program, fullscreen_shader_program: Shader_Program,
@@ -97,13 +97,16 @@ create :: proc(render_resolution: Resolution, surface_ptr: rawptr) -> (^Renderer
set_vsync(renderer, true) set_vsync(renderer, true)
{ // Create the default mesh-primitives. { // 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 { if m, ok := create_mesh(renderer, .Cube); ok {
renderer.default_cube_mesh = m renderer.default_cube_mesh = m
} }
if m, ok := create_mesh(renderer, .Quad); ok { if m, ok := create_mesh(renderer, .World_Quad); ok {
renderer.default_quad_mesh = m 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 { if m, ok := create_mesh(renderer, .Sphere); ok {
renderer.default_sphere_mesh = m renderer.default_sphere_mesh = m
@@ -321,7 +324,7 @@ execute_post_processing_node :: proc(renderer: ^Renderer, node: ^Post_Processing
destroy :: proc(renderer: ^Renderer) { destroy :: proc(renderer: ^Renderer) {
delete_mesh(renderer, &renderer.default_cube_mesh) 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) delete_mesh(renderer, &renderer.default_sphere_mesh)
when RENDER_BACKEND_OPENGL { when RENDER_BACKEND_OPENGL {

View File

@@ -696,6 +696,21 @@ when RENDER_BACKEND_OPENGL {
return true 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_set_shader_uniform_vector3 :: proc(program: ^Shader_Program, uniform: Uniform_Vector3) -> bool {
opengl_activate_shader_program(program) opengl_activate_shader_program(program)

View File

@@ -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_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: { 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_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: { 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_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) }} 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_float_pointer,
set_shader_uniform_matrix4f32, set_shader_uniform_matrix4f32,
set_shader_uniform_matrix4f32_pointer, set_shader_uniform_matrix4f32_pointer,
set_shader_uniform_vector2,
set_shader_uniform_vector2_pointer,
set_shader_uniform_vector3, set_shader_uniform_vector3,
set_shader_uniform_vector3_pointer, set_shader_uniform_vector3_pointer,
set_shader_uniform_vector4, set_shader_uniform_vector4,
@@ -208,13 +212,31 @@ set_shader_uniform_matrix4f32 :: proc(program: ^Shader_Program, uniform: Uniform
return false 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 { set_shader_uniform_vector3_pointer :: proc(program: ^Shader_Program, uniform: Uniform_Vector3_Pointer) -> bool {
if uniform.value == nil { if uniform.value == nil {
return false return false
} }
return set_shader_uniform(program, Uniform_Vector3 { uniform.name, uniform.value^ }) return set_shader_uniform(program, Uniform_Vector3 { uniform.name, uniform.value^ })
} }
set_shader_uniform_vector3 :: proc(program: ^Shader_Program, uniform: Uniform_Vector3) -> bool { set_shader_uniform_vector3 :: proc(program: ^Shader_Program, uniform: Uniform_Vector3) -> bool {
assert(program != nil) assert(program != nil)
assert(len(uniform.name) > 0) 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^ }) return set_shader_uniform(program, Uniform_Vector4 { uniform.name, uniform.value^ })
} }
set_shader_uniform_vector4 :: proc(program: ^Shader_Program, uniform: Uniform_Vector4) -> bool { set_shader_uniform_vector4 :: proc(program: ^Shader_Program, uniform: Uniform_Vector4) -> bool {
assert(program != nil) assert(program != nil)
assert(len(uniform.name) > 0) assert(len(uniform.name) > 0)