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

@@ -14,10 +14,11 @@ Material :: struct {
uniforms: []Uniform, uniforms: []Uniform,
casts_shadow: bool,
uv_scale: [2]f32, // TODO: SS - Move? uv_scale: [2]f32, // TODO: SS - Move?
} }
create_material :: proc(program: ^Shader_Program, textures: []^Texture, uniforms: []Uniform) -> (Material, bool) { create_material :: proc(program: ^Shader_Program, textures: []^Texture, uniforms: []Uniform, casts_shadow: bool) -> (Material, bool) {
m: Material m: Material
m.shader_program = program m.shader_program = program
@@ -43,6 +44,7 @@ create_material :: proc(program: ^Shader_Program, textures: []^Texture, uniforms
m.uniforms = uniforms m.uniforms = uniforms
m.casts_shadow = casts_shadow
m.uv_scale = { 1.0, 1.0 } // NOTE: SS - Hardcoded. m.uv_scale = { 1.0, 1.0 } // NOTE: SS - Hardcoded.
return m, true return m, true

View File

@@ -17,6 +17,8 @@ Renderer :: struct {
vsync: bool, vsync: bool,
backend: rawptr, backend: rawptr,
polygon_mode: Polygon_Mode,
pipeline: Pipeline, pipeline: Pipeline,
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(?).
@@ -26,6 +28,12 @@ Renderer :: struct {
fullscreen_mesh: Mesh, fullscreen_mesh: Mesh,
} }
Polygon_Mode :: enum {
Fill,
Line,
Point,
}
Viewport :: struct { Viewport :: struct {
x, y, width, height: u16, 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) execute_pass(renderer, renderer.pipeline.passes[i], camera_view_matrix, camera_projection_matrix)
} }
apply_polygon_mode(renderer, .Fill)
if texture_to_present != nil { // Present. if texture_to_present != nil { // Present.
// Bind to the screen. // Bind to the screen.
bind_render_target(renderer, nil) 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) // fmt.printfln("Executing pass '%v'.", pass.name)
assert(renderer != nil) assert(renderer != nil)
@@ -200,6 +210,8 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
switch &t in &pass.type { switch &t in &pass.type {
case Scene_Pass: { case Scene_Pass: {
apply_polygon_mode(renderer, renderer.polygon_mode)
assert(t.output_rt != nil) assert(t.output_rt != nil)
bind_render_target(renderer, t.output_rt) bind_render_target(renderer, t.output_rt)
defer bind_render_target(renderer, nil) 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? // TODO: SS - "Deactivate" the pass?
apply_polygon_mode(renderer, .Fill)
} }
case Post_Processing_Pass: { case Post_Processing_Pass: {
// Execute the post-processing nodes. // Execute the post-processing nodes.
@@ -478,3 +491,11 @@ distance_to_camera :: proc(camera: ^Camera, position: [3]f32) -> f32 {
opengl_deactivate_fullscreen_material() 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)
}
}

View File

@@ -1,6 +1,7 @@
#+private #+private
package renderer package renderer
import "core:log"
import "core:math/linalg" import "core:math/linalg"
import "core:bytes" import "core:bytes"
import "core:slice" import "core:slice"
@@ -207,7 +208,7 @@ when RENDER_BACKEND_OPENGL {
return m, true return m, true
} }
opengl_create_shader :: proc(renderer: ^Renderer, type: Shader_Type, data: []u8) -> (Shader_OpenGL, bool) { opengl_create_shader :: proc(renderer: ^Renderer, type: Shader_Type, path: string, data: []u8) -> (Shader_OpenGL, bool) {
handle: u32 handle: u32
switch type { switch type {
@@ -232,7 +233,10 @@ when RENDER_BACKEND_OPENGL {
gl.GetShaderiv(handle, gl.COMPILE_STATUS, &success) gl.GetShaderiv(handle, gl.COMPILE_STATUS, &success)
if success != 1 { if success != 1 {
gl.GetShaderInfoLog(handle, 512, nil, raw_data(&info_log)) gl.GetShaderInfoLog(handle, 512, nil, raw_data(&info_log))
fmt.printfln("OPENGL: Failed to compile shader of type %v. Log: '%v'.", type, info_log) str := string(transmute(cstring)(&info_log))
b := transmute([]u8)str
b = b[:len(b) - 1]
log.errorf("OPENGL: Failed to compile shader '%v' of type %v. Log: '%v'.", path, type, string(b))
return {}, false return {}, false
} }
@@ -258,7 +262,10 @@ when RENDER_BACKEND_OPENGL {
gl.GetProgramiv(handle, gl.LINK_STATUS, &success) gl.GetProgramiv(handle, gl.LINK_STATUS, &success)
if success != 1 { if success != 1 {
gl.GetProgramInfoLog(handle, 512, nil, raw_data(&info_log)) gl.GetProgramInfoLog(handle, 512, nil, raw_data(&info_log))
fmt.printfln("OPENGL: Failed to create shader-program. Log: '%v'.", info_log) str := string(transmute(cstring)(&info_log))
b := transmute([]u8)str
b = b[:len(b) - 1]
log.errorf("OPENGL: Failed to create shader-program. Log: '%v'.", string(b))
return {}, false return {}, false
} }
@@ -656,5 +663,17 @@ when RENDER_BACKEND_OPENGL {
return true return true
} }
opengl_apply_polygon_mode :: proc(renderer: ^Renderer, mode: Polygon_Mode) {
assert(renderer != nil)
m: u32 = gl.FILL
switch mode {
case .Fill: m = gl.FILL
case .Line: m = gl.LINE
case .Point: m = gl.POINT
} }
gl.PolygonMode(gl.FRONT_AND_BACK, m)
}
}

View File

@@ -33,7 +33,7 @@ create_shader :: proc(renderer: ^Renderer, type: Shader_Type, path: string) -> (
s.path = path s.path = path
when RENDER_BACKEND_OPENGL { when RENDER_BACKEND_OPENGL {
shader_opengl, ok := opengl_create_shader(renderer, type, bytes) shader_opengl, ok := opengl_create_shader(renderer, type, path, bytes)
if !ok { if !ok {
return {}, false return {}, false
} }