Polygon-mode, better shader-compile-error log, material variable 'casts_shadow'

This commit is contained in:
2026-02-04 10:43:22 +01:00
parent 4394179a71
commit efa2c274f3
4 changed files with 49 additions and 7 deletions

View File

@@ -17,6 +17,8 @@ Renderer :: struct {
vsync: bool,
backend: rawptr,
polygon_mode: Polygon_Mode,
pipeline: Pipeline,
active_camera: ^Camera, // NOTE: SS - Hardcoded to 1 active camera. Split-screen is likely not possible due to this. Fix(?).
@@ -26,6 +28,12 @@ Renderer :: struct {
fullscreen_mesh: Mesh,
}
Polygon_Mode :: enum {
Fill,
Line,
Point,
}
Viewport :: struct {
x, y, width, height: u16,
}
@@ -155,6 +163,8 @@ render_frame :: proc(renderer: ^Renderer, texture_to_present: ^Texture, clear_co
execute_pass(renderer, renderer.pipeline.passes[i], camera_view_matrix, camera_projection_matrix)
}
apply_polygon_mode(renderer, .Fill)
if texture_to_present != nil { // Present.
// Bind to the screen.
bind_render_target(renderer, nil)
@@ -192,7 +202,7 @@ render_frame :: proc(renderer: ^Renderer, texture_to_present: ^Texture, clear_co
}
}
execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
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)
assert(renderer != nil)
@@ -200,6 +210,8 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
switch &t in &pass.type {
case Scene_Pass: {
apply_polygon_mode(renderer, renderer.polygon_mode)
assert(t.output_rt != nil)
bind_render_target(renderer, t.output_rt)
defer bind_render_target(renderer, nil)
@@ -246,6 +258,7 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
// TODO: SS - "Deactivate" the pass?
apply_polygon_mode(renderer, .Fill)
}
case Post_Processing_Pass: {
// Execute the post-processing nodes.
@@ -477,4 +490,12 @@ distance_to_camera :: proc(camera: ^Camera, position: [3]f32) -> f32 {
when RENDER_BACKEND_OPENGL {
opengl_deactivate_fullscreen_material()
}
}
@(private) apply_polygon_mode :: proc(renderer: ^Renderer, mode: Polygon_Mode) {
assert(renderer != nil)
when RENDER_BACKEND_OPENGL {
opengl_apply_polygon_mode(renderer, mode)
}
}