Files
renderer/pass.odin

353 lines
9.2 KiB
Odin

package renderer
import "core:math/linalg"
import "core:fmt"
import "core:log"
MAX_DRAW_COMMANDS_CAPACITY :: 4096
MAX_POST_PROCESS_NODES_PER_PASS :: 8
Pass :: struct {
name: string,
type: Pass_Type,
}
Pass_Type :: union {
Scene_Pass,
Post_Processing_Pass,
}
Scene_Pass :: struct {
blend_mode: Blend_Mode,
sort_mode: Sort_Mode,
cull_mode: Cull_Mode,
draw_commands: [dynamic]Draw_Command, // Capacity is 'MAX_DRAW_COMMANDS_CAPACITY'.
output_rt: ^Render_Target, // Commands draw to this render-target.
}
Post_Processing_Pass :: struct {
post_processing_nodes: [dynamic]Post_Processing_Node, // These nodes are executed after all commands have been drawn onto the render-target.
}
Uniform :: union {
Uniform_Texture,
Uniform_Float,
Uniform_Float_Pointer,
Uniform_Matrix4f32,
Uniform_Matrix4f32_Pointer,
Uniform_Vector3,
Uniform_Vector3_Pointer,
Uniform_Vector4,
Uniform_Vector4_Pointer,
Uniform_Color,
Uniform_Color_Pointer,
}
Uniform_Texture :: struct {
index: u8,
value: ^Texture,
}
Uniform_Float :: struct {
name: string,
value: f32,
}
Uniform_Float_Pointer :: struct {
name: string,
value: ^f32,
}
Uniform_Matrix4f32 :: struct {
name: string,
value: linalg.Matrix4f32,
}
Uniform_Matrix4f32_Pointer :: struct {
name: string,
value: ^linalg.Matrix4f32,
}
Uniform_Vector3 :: struct {
name: string,
value: [3]f32,
}
Uniform_Vector3_Pointer :: struct {
name: string,
value: ^[3]f32,
}
Uniform_Vector4 :: struct {
name: string,
value: [4]f32,
}
Uniform_Vector4_Pointer :: struct {
name: string,
value: ^[4]f32,
}
Uniform_Color :: struct {
name: string,
value: Color,
}
Uniform_Color_Pointer :: struct {
name: string,
value: ^Color,
}
Post_Processing_Node :: struct {
uniforms: []Uniform,
output: ^Render_Target,
program: ^Shader_Program,
}
// TODO: SS - Create a pool of 'Draw_Command's and reuse them.
MAX_UNIFORMS_PER_DRAW_COMMAND :: 8
Draw_Command :: struct {
renderer: ^Renderer, // Needed for sorting.
mesh: Mesh,
material: Material,
uniforms: [MAX_UNIFORMS_PER_DRAW_COMMAND]Uniform,
uniform_count: u8,
position: [3]f32,
rotation: [3]f32,
scale: [3]f32,
}
create_draw_command :: proc(renderer: ^Renderer, mesh: Mesh, material: Material, uniforms: []Uniform, position, rotation, scale: [3]f32, loc := #caller_location) -> Draw_Command {
dc: Draw_Command
dc.renderer = renderer
dc.mesh = mesh
dc.material = material
dc.position = position
dc.rotation = rotation
dc.scale = scale
for u in uniforms {
if dc.uniform_count >= MAX_UNIFORMS_PER_DRAW_COMMAND {
log.warnf("Hit max capacity (%v) of uniforms per draw command! %v", MAX_UNIFORMS_PER_DRAW_COMMAND, loc)
break
}
dc.uniforms[dc.uniform_count] = u
dc.uniform_count += 1
}
return dc
}
Blend_Mode :: enum {
None,
Alpha,
Additive,
Multiply,
}
Blend_Factor :: enum {
Zero,
One,
Src_Color,
One_Minus_Src_Color,
Dst_Color,
One_Minus_Dst_Color,
Src_Alpha,
One_Minus_Src_Alpha,
Dst_Alpha,
One_Minus_Dst_Alpha,
// ..
}
Blend_Factors :: struct {
source, destination: Blend_Factor
}
@(private) BLEND_FACTOR_TABLE :: [Blend_Mode]Blend_Factors {
.None = { .One, .Zero },
.Alpha = { .Src_Alpha, .One_Minus_Src_Alpha },
.Additive = { .Src_Alpha, .One },
.Multiply = { .Dst_Color, .Zero },
}
Sort_Mode :: enum {
None, // Draws the commands in the order they're placed in the 'draw_commmands' array.
Back_To_Front, // Sorts the commands in the 'draw_commmands' array (from back to front) before drawing them.
Front_To_Back, // Sorts the commands in the 'draw_commmands' array (from front to back) before drawing them.
}
Cull_Mode :: enum {
None,
Back,
Front,
Front_Back,
}
create_scene_pass :: proc(
name: string,
blend_mode: Blend_Mode,
sort_mode: Sort_Mode,
cull_mode: Cull_Mode,
output_rt: ^Render_Target,
) -> Pass
{
assert(len(name) > 0)
p: Pass
p.name = name
p.type = Scene_Pass {
blend_mode = blend_mode,
sort_mode = sort_mode,
cull_mode = cull_mode,
draw_commands = make([dynamic]Draw_Command, 0, MAX_DRAW_COMMANDS_CAPACITY),
output_rt = output_rt,
}
return p
}
create_post_processing_pass :: proc(name: string, post_processing_nodes: []Post_Processing_Node) -> Pass {
assert(len(name) > 0)
p: Pass
p.name = name
ppp := Post_Processing_Pass {
post_processing_nodes = make([dynamic]Post_Processing_Node, 0, MAX_POST_PROCESS_NODES_PER_PASS)
}
append(&ppp.post_processing_nodes, ..post_processing_nodes)
p.type = ppp
return p
}
delete_pass :: proc(pass: ^Pass) {
assert(pass != nil)
switch &t in &pass.type {
case Scene_Pass: delete_scene_pass(&t)
case Post_Processing_Pass: delete_post_processing_pass(&t)
}
}
@(private) delete_scene_pass :: proc(pass: ^Scene_Pass) {
delete(pass.draw_commands)
}
@(private) delete_post_processing_pass :: proc(pass: ^Post_Processing_Pass) {
delete(pass.post_processing_nodes)
}
add_command_to_pass :: proc(renderer: ^Renderer, pass: ^Pass, command: Draw_Command) -> bool {
assert(renderer != nil)
assert(pass != nil)
switch &t in &pass.type {
case Post_Processing_Pass: {
fmt.printfln("Can't add commands to a post-processing pass.")
return false
}
case Scene_Pass: {
if t.output_rt == nil {
fmt.printfln("Pass '%v' does not have a output render-target so you're not allowed to add commands to it.", pass.name)
return false
}
cmd := command
cmd.renderer = renderer
n, err := append(&t.draw_commands, cmd)
assert(err == .None)
}
}
return true
}
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)
assert(pass != nil)
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)
should_write_depth := t.output_rt.depth_texture != nil
should_test_depth := should_write_depth
should_clear_depth := should_write_depth
should_clear_color := true
set_clear_color(renderer, RGBA_Color { 0, 0, 0, 0 })
clear_screen(renderer, should_clear_color, should_clear_depth)
apply_depth(renderer, should_test_depth, should_write_depth)
apply_blend_mode(renderer, t.blend_mode)
defer apply_blend_mode(renderer, .None)
apply_cull_mode(renderer, t.cull_mode)
defer apply_cull_mode(renderer, .None)
sort_draw_commands(renderer, &t)
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)
// Translate.
translation := linalg.matrix4_translate(dc.position)
// Rotate.
rot_x := linalg.matrix4_rotate(linalg.to_radians(dc.rotation.x), [3]f32 { 1, 0, 0 })
rot_y := linalg.matrix4_rotate(linalg.to_radians(dc.rotation.y), [3]f32 { 0, 1, 0 })
rot_z := linalg.matrix4_rotate(linalg.to_radians(dc.rotation.z), [3]f32 { 0, 0, 1 })
rotation := rot_z * rot_y * rot_x
// Scale.
scale := linalg.matrix4_scale(dc.scale)
model_matrix *= translation * rotation * scale
// Apply uniforms.
activate_material(&dc.material, model_matrix, view_matrix, projection_matrix)
if dc.uniform_count > 0 {
set_shader_uniforms(dc.material.shader_program, dc.uniforms[:dc.uniform_count])
}
// Draw the mesh.
draw_mesh(&dc.mesh)
}
// Clear the pass' draw-commands.
clear(&t.draw_commands)
// TODO: SS - "Deactivate" the pass?
apply_polygon_mode(renderer, .Fill)
}
case Post_Processing_Pass: {
// Execute the post-processing nodes.
for &pp in &t.post_processing_nodes {
execute_post_processing_node(renderer, &pp, view_matrix, projection_matrix)
}
// TODO: SS - "Deactivate" the pass?
}
}
}