Polygon-mode, better shader-compile-error log, material variable 'casts_shadow'
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@@ -14,10 +14,11 @@ Material :: struct {
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uniforms: []Uniform,
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casts_shadow: bool,
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uv_scale: [2]f32, // TODO: SS - Move?
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}
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create_material :: proc(program: ^Shader_Program, textures: []^Texture, uniforms: []Uniform) -> (Material, bool) {
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create_material :: proc(program: ^Shader_Program, textures: []^Texture, uniforms: []Uniform, casts_shadow: bool) -> (Material, bool) {
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m: Material
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m.shader_program = program
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@@ -43,6 +44,7 @@ create_material :: proc(program: ^Shader_Program, textures: []^Texture, uniforms
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m.uniforms = uniforms
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m.casts_shadow = casts_shadow
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m.uv_scale = { 1.0, 1.0 } // NOTE: SS - Hardcoded.
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return m, true
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@@ -17,6 +17,8 @@ Renderer :: struct {
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vsync: bool,
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backend: rawptr,
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polygon_mode: Polygon_Mode,
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pipeline: Pipeline,
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active_camera: ^Camera, // NOTE: SS - Hardcoded to 1 active camera. Split-screen is likely not possible due to this. Fix(?).
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@@ -26,6 +28,12 @@ Renderer :: struct {
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fullscreen_mesh: Mesh,
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}
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Polygon_Mode :: enum {
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Fill,
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Line,
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Point,
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}
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Viewport :: struct {
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x, y, width, height: u16,
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}
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@@ -155,6 +163,8 @@ render_frame :: proc(renderer: ^Renderer, texture_to_present: ^Texture, clear_co
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execute_pass(renderer, renderer.pipeline.passes[i], camera_view_matrix, camera_projection_matrix)
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}
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apply_polygon_mode(renderer, .Fill)
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if texture_to_present != nil { // Present.
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// Bind to the screen.
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bind_render_target(renderer, nil)
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@@ -192,7 +202,7 @@ render_frame :: proc(renderer: ^Renderer, texture_to_present: ^Texture, clear_co
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}
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}
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execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
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execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_matrix: linalg.Matrix4x4f32) { // TODO: SS - Move to 'pass.odin'.
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// fmt.printfln("Executing pass '%v'.", pass.name)
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assert(renderer != nil)
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@@ -200,6 +210,8 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
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switch &t in &pass.type {
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case Scene_Pass: {
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apply_polygon_mode(renderer, renderer.polygon_mode)
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assert(t.output_rt != nil)
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bind_render_target(renderer, t.output_rt)
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defer bind_render_target(renderer, nil)
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@@ -246,6 +258,7 @@ execute_pass :: proc(renderer: ^Renderer, pass: ^Pass, view_matrix, projection_m
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// TODO: SS - "Deactivate" the pass?
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apply_polygon_mode(renderer, .Fill)
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}
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case Post_Processing_Pass: {
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// Execute the post-processing nodes.
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@@ -478,3 +491,11 @@ distance_to_camera :: proc(camera: ^Camera, position: [3]f32) -> f32 {
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opengl_deactivate_fullscreen_material()
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}
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}
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@(private) apply_polygon_mode :: proc(renderer: ^Renderer, mode: Polygon_Mode) {
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assert(renderer != nil)
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when RENDER_BACKEND_OPENGL {
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opengl_apply_polygon_mode(renderer, mode)
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}
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}
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@@ -1,6 +1,7 @@
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#+private
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package renderer
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import "core:log"
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import "core:math/linalg"
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import "core:bytes"
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import "core:slice"
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@@ -207,7 +208,7 @@ when RENDER_BACKEND_OPENGL {
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return m, true
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}
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opengl_create_shader :: proc(renderer: ^Renderer, type: Shader_Type, data: []u8) -> (Shader_OpenGL, bool) {
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opengl_create_shader :: proc(renderer: ^Renderer, type: Shader_Type, path: string, data: []u8) -> (Shader_OpenGL, bool) {
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handle: u32
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switch type {
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@@ -232,7 +233,10 @@ when RENDER_BACKEND_OPENGL {
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gl.GetShaderiv(handle, gl.COMPILE_STATUS, &success)
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if success != 1 {
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gl.GetShaderInfoLog(handle, 512, nil, raw_data(&info_log))
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fmt.printfln("OPENGL: Failed to compile shader of type %v. Log: '%v'.", type, info_log)
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str := string(transmute(cstring)(&info_log))
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b := transmute([]u8)str
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b = b[:len(b) - 1]
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log.errorf("OPENGL: Failed to compile shader '%v' of type %v. Log: '%v'.", path, type, string(b))
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return {}, false
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}
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@@ -258,7 +262,10 @@ when RENDER_BACKEND_OPENGL {
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gl.GetProgramiv(handle, gl.LINK_STATUS, &success)
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if success != 1 {
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gl.GetProgramInfoLog(handle, 512, nil, raw_data(&info_log))
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fmt.printfln("OPENGL: Failed to create shader-program. Log: '%v'.", info_log)
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str := string(transmute(cstring)(&info_log))
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b := transmute([]u8)str
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b = b[:len(b) - 1]
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log.errorf("OPENGL: Failed to create shader-program. Log: '%v'.", string(b))
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return {}, false
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}
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@@ -656,5 +663,17 @@ when RENDER_BACKEND_OPENGL {
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return true
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}
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}
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opengl_apply_polygon_mode :: proc(renderer: ^Renderer, mode: Polygon_Mode) {
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assert(renderer != nil)
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m: u32 = gl.FILL
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switch mode {
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case .Fill: m = gl.FILL
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case .Line: m = gl.LINE
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case .Point: m = gl.POINT
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}
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gl.PolygonMode(gl.FRONT_AND_BACK, m)
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}
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}
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@@ -33,7 +33,7 @@ create_shader :: proc(renderer: ^Renderer, type: Shader_Type, path: string) -> (
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s.path = path
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when RENDER_BACKEND_OPENGL {
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shader_opengl, ok := opengl_create_shader(renderer, type, bytes)
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shader_opengl, ok := opengl_create_shader(renderer, type, path, bytes)
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if !ok {
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return {}, false
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}
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