Files
renderer/renderer.odin
2025-11-26 11:32:12 +01:00

140 lines
3.5 KiB
Odin

package renderer
import "core:math/linalg"
import "core:fmt"
import "core:log"
RENDER_BACKEND_OPENGL :: #config(RENDER_BACKEND_OPENGL, false)
RENDER_BACKEND_VULKAN :: #config(RENDER_BACKEND_VULKAN, false)
RENDER_BACKEND_DIRECTX11 :: #config(RENDER_BACKEND_DIRECTX11, false)
RENDER_BACKEND_METAL :: #config(RENDER_BACKEND_METAL, false)
Renderer :: struct {
viewport: Viewport,
surface_ptr: rawptr,
backend: rawptr,
pipeline: Pipeline,
}
Viewport :: struct {
x, y, width, height: u16,
}
RGB_Color :: [3]u8
RGBA_Color :: [4]u8
create :: proc(surface_ptr: rawptr) -> (^Renderer, bool) {
renderer := new(Renderer)
renderer.surface_ptr = surface_ptr
when RENDER_BACKEND_OPENGL {
if !opengl_init(renderer) {
fmt.printfln("Failed to initialize OpenGL.")
destroy(renderer)
return nil, false
}
}
else {
destroy(renderer)
fmt.printfln("Unhandled backend or no backend selected.")
return nil, false
}
return renderer, true
}
set_viewport :: proc(renderer: ^Renderer, x, y, width, height: u16) {
fmt.printfln("Setting viewport to %v:%v, %vx%v.", x, y, width, height)
renderer.viewport = {
x = x,
y = y,
width = width,
height = height,
}
when RENDER_BACKEND_OPENGL {
opengl_viewport_changed(renderer)
}
}
@(private="file") set_clear_color :: proc(renderer: ^Renderer, color: RGB_Color) {
when RENDER_BACKEND_OPENGL {
opengl_set_clear_color(renderer, color)
}
}
@(private="file") clear_screen :: proc(renderer: ^Renderer) { // TODO: SS - Add options here to say if you want to clear depth or not, for example.
when RENDER_BACKEND_OPENGL {
opengl_clear_screen(renderer)
}
}
render_frame :: proc(renderer: ^Renderer) {
pipeline := &renderer.pipeline
for i in 0 ..< pipeline.amount_of_passes {
pass := pipeline.passes[i]
set_clear_color(renderer, pass.clear_color)
clear_screen(renderer)
for i in 0..<pass.draw_command_count {
command := &pass.draw_commands[i]
transform := linalg.identity(linalg.Matrix4x4f32)
scale := linalg.matrix4_scale(command.scale)
rotation := linalg.matrix4_rotate(0, [3]f32 { 0, 0, 1 })
translation := linalg.matrix4_translate(command.position)
// Scale.
transform *= scale
// Rotate.
transform *= rotation
// Translate.
transform *= translation
activate_material(&command.material, transform)
draw_mesh(&command.mesh)
}
// TODO: SS - "Deactivate" the pass.
// Clear the pass' draw-commands.
pass.draw_command_count = 0
}
when RENDER_BACKEND_OPENGL {
opengl_swap_buffers(renderer)
}
}
destroy :: proc(renderer: ^Renderer) {
when RENDER_BACKEND_OPENGL {
opengl_destroy(renderer)
}
assert(renderer != nil)
free(renderer)
}
@(private) activate_material :: proc(material: ^Material, transform: linalg.Matrix4x4f32) {
assert(material != nil)
when RENDER_BACKEND_OPENGL {
opengl_activate_material(material, transform)
}
}
@(private) draw_mesh :: proc(mesh: ^Mesh) {
assert(mesh != nil)
when RENDER_BACKEND_OPENGL {
opengl_draw_mesh(mesh)
}
}