add billboard rendering to gbuffer pass
This commit is contained in:
parent
0bb4cffbd6
commit
3ce3f93e3d
@ -133,7 +133,7 @@ init_after_asset_pack :: () {
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// We want to do this last.
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game_init();
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#if UNCAPPED_FRAMES then sapp_glx_swapinterval(0);
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// #if UNCAPPED_FRAMES then sapp_glx_swapinterval(0);
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}
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is_in_reflection_pass : bool = false;
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@ -168,7 +168,6 @@ frame :: () {
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while delta_time_accumulator > (1.0/60.0) {
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game_tick(1.0/60.0);
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delta_time_accumulator -= (1.0/60.0);
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input_per_frame_event_and_flag_update();
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}
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}
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fonsClearState(state.fons);
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@ -196,6 +195,7 @@ frame :: () {
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reset_temporary_storage();
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frame_end_time := get_time();
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latest_frametime = frame_end_time - frame_start_time;
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input_per_frame_event_and_flag_update();
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}
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cleanup :: () {
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@ -38,7 +38,6 @@ sapp_init :: () {
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window_title = wi.title,
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// icon = .{ sokol_default = true },
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logger = .{ func = slog_func },
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swap_interval = 0,
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sample_count = 1, // I think I'll end up pixelifying the whole thing, so I don't think we need MSAA.
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}));
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}
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@ -42,7 +42,11 @@ backend_handle_command :: (cmd: *Render_Command) {
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current_world_config = set_light_command.worldConfig;
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case .DRAW_BILLBOARD;
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command := cast(*Render_Command_Draw_Billboard)cmd;
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if !in_gbuffer_pass {
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backend_draw_billboard(command.position, command.animation, command.frame, command.flipX);
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} else {
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backend_gbuffer_draw_billboard(command.position, command.animation, command.frame, command.flipX);
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}
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}
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}
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@ -265,6 +269,38 @@ backend_draw_billboard :: (position: Vector3, anim: *Animation, frame_idx: s32,
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sg_draw(0, 6, 1);
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}
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backend_gbuffer_draw_billboard :: (position: Vector3, anim: *Animation, frame_idx: s32, flipX: bool) {
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if !anim then return;
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mvp := create_viewproj(*camera);
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view := create_lookat(*camera);
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vs_params : Gbuffer_Billboard_Vs_Params;
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vs_params.view_matrix = view.floats;
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gPipelines.gbuffer_billboard.bind.images[0] = anim.sheet;
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frame := anim.frames[frame_idx];
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vs_params.uvs = Vector4.{
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cast(float) frame.x / cast(float)anim.sheet_w,
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cast(float) frame.y / cast(float)anim.sheet_h,
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cast(float) frame.w / cast(float)anim.sheet_w,
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cast(float) frame.h / cast(float)anim.sheet_h,
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}.component;
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if flipX {
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vs_params.uvs[0] += vs_params.uvs[2];
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vs_params.uvs[2] *= -1.0;
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}
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vs_params.size = Vector2.{cast(float)(frame.w / 16), cast(float)(frame.h / 16)}.component;
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vs_params.cam = camera.position.component;
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if !in_shadowmap_pass {
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vs_params.mvp = mvp.floats;
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} else {
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vs_params.mvp = shadow_mvp.floats;
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}
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vs_params.offset = position.component;
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sg_apply_pipeline(gPipelines.gbuffer_billboard.pipeline);
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sg_apply_bindings(*gPipelines.gbuffer_billboard.bind);
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sg_apply_uniforms(UB_gbuffer_billboard_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params)) }));
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sg_draw(0, 6, 1);
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}
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backend_draw_ground_gbuf :: (wc: *World_Config) {
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mvp := create_viewproj(*camera);
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view := create_lookat(*camera);
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@ -316,14 +352,14 @@ backend_process_command_buckets :: () {
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current_trile_offset_index = 0; // This is not optimal, but it is nice and simple.
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// 4. G-Buffer pass
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// in_gbuffer_pass = true;
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// sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear_gbuf, attachments = g_gbuf_attachments}));
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// for render_command_buckets.gbuffer {
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// backend_handle_command(it);
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// }
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// sg_end_pass();
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// in_gbuffer_pass = false;
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// current_trile_offset_index = 0; // This is not optimal, but it is nice and simple.
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in_gbuffer_pass = true;
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear_gbuf, attachments = g_gbuf_attachments}));
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for render_command_buckets.gbuffer {
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backend_handle_command(it);
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}
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sg_end_pass();
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in_gbuffer_pass = false;
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current_trile_offset_index = 0; // This is not optimal, but it is nice and simple.
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_postprocess_attach_a }));
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sg_apply_pipeline(gPipelines.ssao.pipeline);
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@ -77,8 +77,8 @@ get_low_res :: (width: s32, height: s32, max_dimension: s32 = 720) -> (s32, s32)
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get_render_size :: () -> (s32, s32) {
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w,h := get_window_size();
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// wl, hl := get_low_res(w,h, 360);
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return w, h;
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wl, hl := get_low_res(w,h, 800);
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return wl, hl;
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}
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flip_y_if_plat :: inline (v: Vector2) -> Vector2 {
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@ -66,6 +66,8 @@ gPipelines : struct {
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billboard : Pipeline_Binding;
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gbuffer_billboard : Pipeline_Binding;
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// Renders the SSAO texture using things from the gbuffer pass.
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ssao: Pipeline_Binding;
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}
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@ -74,6 +76,7 @@ create_final_image :: () {
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// @ToDo: Some smarter logic for this.
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w,h := get_render_size();
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if g_rendertex.id != INVALID_ID then sg_destroy_image(g_rendertex);
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if g_rendertex_depth.id != INVALID_ID then sg_destroy_image(g_rendertex);
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@ -142,6 +145,7 @@ create_pipelines :: () {
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create_op_pipeline();
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create_mix_pipeline();
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create_billboard_pipeline();
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create_gbuffer_billboard_pipeline();
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create_shadowmap_image();
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create_final_image();
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@ -812,6 +816,64 @@ create_billboard_pipeline :: () {
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}));
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}
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create_gbuffer_billboard_pipeline :: () {
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pipeline: sg_pipeline_desc;
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shader_desc := gbuffer_billboard_shader_desc(sg_query_backend());
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pipeline.shader = sg_make_shader(*shader_desc);
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pipeline.layout.buffers[0].stride = 4*3;
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pipeline.layout.attrs[ATTR_billboard_position] = .{ format = .FLOAT3, buffer_index = 0 };
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pipeline.index_type = .UINT16;
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pipeline.depth = .{
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write_enabled = true,
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compare = .LESS_EQUAL,
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pixel_format = .DEPTH
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};
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color_state_pos := sg_color_target_state.{
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pixel_format = .RGBA16F,
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};
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color_state_normal := sg_color_target_state.{
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pixel_format = .RGBA16F,
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};
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pipeline.color_count = 2;
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pipeline.colors[0] = color_state_pos;
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pipeline.colors[1] = color_state_normal;
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vertices: [4]Vector3 = .[
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.{ 0.0, 0.0, 0.0},
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.{ 1.0, 0.0, 0.0},
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.{ 1.0, 1.0, 0.0},
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.{ 0.0, 1.0, 0.0},
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];
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indices: [6]u16 = .[
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0, 1, 2,
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0, 2, 3,
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];
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pipeline.color_count = 2;
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pipeline.colors[0] = color_state_pos;
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pipeline.colors[1] = color_state_normal;
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gPipelines.gbuffer_billboard.pipeline = sg_make_pipeline(*pipeline);
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ibuffer := sg_buffer_desc.{ type = .INDEXBUFFER, data = .{ ptr = indices.data, size = 6 * 2 } };
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vbuffer := sg_buffer_desc.{ data = .{ ptr = vertices.data, size = 4 * 3 * 4 } };
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gPipelines.gbuffer_billboard.bind.index_buffer = sg_make_buffer(*ibuffer);
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gPipelines.gbuffer_billboard.bind.vertex_buffers[0] = sg_make_buffer(*vbuffer);
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gPipelines.gbuffer_billboard.bind.samplers[0] = sg_make_sampler(*(sg_sampler_desc.{
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wrap_u = .CLAMP_TO_EDGE,
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wrap_v = .CLAMP_TO_EDGE,
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min_filter = .NEAREST,
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mag_filter = .NEAREST,
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}));
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}
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// Takes in 2-3 textures, and mixes them.
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create_mix_pipeline :: () {
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platconf := get_plat_conf();
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@ -133,6 +133,7 @@ tasks_to_commands :: () {
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commandDrawBillboard.flipX = billboardTask.flipX;
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commandDrawBillboard.flipY = billboardTask.flipY;
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commandDrawBillboard.animation = billboardTask.animation;
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array_add(*render_command_buckets.gbuffer, commandDrawBillboard);
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array_add(*render_command_buckets.main, commandDrawBillboard);
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array_add(*render_command_buckets.shadow, commandDrawBillboard);
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array_add(*render_command_buckets.reflection, commandDrawBillboard);
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646
src/shaders/jai/shader_gbuffer_billboard.jai
Normal file
646
src/shaders/jai/shader_gbuffer_billboard.jai
Normal file
@ -0,0 +1,646 @@
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/*
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#version:1# (machine generated, don't edit!)
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Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
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Cmdline:
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sokol-shdc -i shader_gbuffer_billboard.glsl -o ./jai/shader_gbuffer_billboard.jai -l glsl430:glsl300es:metal_macos -f sokol_jai
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Overview:
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=========
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Shader program: 'gbuffer_billboard':
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Get shader desc: gbuffer_billboard_shader_desc(sg_query_backend())
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Vertex Shader: vs_gbuffer_billboard
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Fragment Shader: fs_gbuffer_billboard
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Attributes:
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ATTR_gbuffer_billboard_position => 0
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Bindings:
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Uniform block 'gbuffer_billboard_vs_params':
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Jai struct: Gbuffer_Billboard_Vs_Params
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Bind slot: UB_gbuffer_billboard_vs_params => 0
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Image 'gsprite':
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Image type: ._2D
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Sample type: .FLOAT
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Multisampled: false
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Bind slot: IMG_gsprite => 0
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Sampler 'gspritesmp':
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Type: .FILTERING
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Bind slot: SMP_gspritesmp => 0
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*/
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ATTR_gbuffer_billboard_position :: 0;
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UB_gbuffer_billboard_vs_params :: 0;
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IMG_gsprite :: 0;
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SMP_gspritesmp :: 0;
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Gbuffer_Billboard_Vs_Params :: struct {
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mvp: [16]float;
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uvs: [4]float;
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offset: [3]float;
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_: [4]u8;
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size: [2]float;
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_: [8]u8;
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cam: [3]float;
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_: [4]u8;
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view_matrix: [16]float;
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};
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/*
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#version 430
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uniform vec4 gbuffer_billboard_vs_params[12];
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layout(location = 0) in vec3 position;
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layout(location = 1) out vec3 view_space_pos;
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layout(location = 2) out vec3 view_space_normal;
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layout(location = 0) out vec2 uv_in;
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void main()
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{
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vec3 _53 = gbuffer_billboard_vs_params[5].xyz - gbuffer_billboard_vs_params[7].xyz;
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_53.y = 0.0;
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vec4 _88 = vec4((gbuffer_billboard_vs_params[5].xyz + (normalize(cross(vec3(0.0, 1.0, 0.0), normalize(_53))) * ((position.x - 0.5) * gbuffer_billboard_vs_params[6].x))) + (vec3(0.0, 1.0, 0.0) * (position.y * gbuffer_billboard_vs_params[6].y)), 1.0);
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gl_Position = mat4(gbuffer_billboard_vs_params[0], gbuffer_billboard_vs_params[1], gbuffer_billboard_vs_params[2], gbuffer_billboard_vs_params[3]) * _88;
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mat4 _96 = mat4(gbuffer_billboard_vs_params[8], gbuffer_billboard_vs_params[9], gbuffer_billboard_vs_params[10], gbuffer_billboard_vs_params[11]);
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view_space_pos = (_96 * _88).xyz;
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view_space_normal = mat3(_96[0].xyz, _96[1].xyz, _96[2].xyz) * vec3(0.0, 1.0, 0.0);
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uv_in = vec2(gbuffer_billboard_vs_params[4].x + (position.x * gbuffer_billboard_vs_params[4].z), gbuffer_billboard_vs_params[4].y + (position.y * gbuffer_billboard_vs_params[4].w));
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}
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*/
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vs_gbuffer_billboard_source_glsl430 := u8.[
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|
||||
];
|
||||
/*
|
||||
#version 430
|
||||
|
||||
layout(binding = 16) uniform sampler2D gsprite_gspritesmp;
|
||||
|
||||
layout(location = 0) in vec2 uv_in;
|
||||
layout(location = 0) out vec4 out_position;
|
||||
layout(location = 1) in vec3 view_space_pos;
|
||||
layout(location = 1) out vec4 out_normal;
|
||||
layout(location = 2) in vec3 view_space_normal;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 _12 = uv_in;
|
||||
_12.y = 1.0 - _12.y;
|
||||
if (texture(gsprite_gspritesmp, _12).w < 0.00999999977648258209228515625)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
out_position = vec4(view_space_pos, 1.0);
|
||||
out_normal = vec4(normalize(view_space_normal), 1.0);
|
||||
}
|
||||
|
||||
*/
|
||||
fs_gbuffer_billboard_source_glsl430 := u8.[
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
0x63,0x65,0x5f,0x6e,0x6f,0x72,0x6d,0x61,0x6c,0x29,0x2c,0x20,0x31,0x2e,0x30,0x29,
|
||||
0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
|
||||
uniform vec4 gbuffer_billboard_vs_params[12];
|
||||
layout(location = 0) in vec3 position;
|
||||
out vec3 view_space_pos;
|
||||
out vec3 view_space_normal;
|
||||
out vec2 uv_in;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 _53 = gbuffer_billboard_vs_params[5].xyz - gbuffer_billboard_vs_params[7].xyz;
|
||||
_53.y = 0.0;
|
||||
vec4 _88 = vec4((gbuffer_billboard_vs_params[5].xyz + (normalize(cross(vec3(0.0, 1.0, 0.0), normalize(_53))) * ((position.x - 0.5) * gbuffer_billboard_vs_params[6].x))) + (vec3(0.0, 1.0, 0.0) * (position.y * gbuffer_billboard_vs_params[6].y)), 1.0);
|
||||
gl_Position = mat4(gbuffer_billboard_vs_params[0], gbuffer_billboard_vs_params[1], gbuffer_billboard_vs_params[2], gbuffer_billboard_vs_params[3]) * _88;
|
||||
mat4 _96 = mat4(gbuffer_billboard_vs_params[8], gbuffer_billboard_vs_params[9], gbuffer_billboard_vs_params[10], gbuffer_billboard_vs_params[11]);
|
||||
view_space_pos = (_96 * _88).xyz;
|
||||
view_space_normal = mat3(_96[0].xyz, _96[1].xyz, _96[2].xyz) * vec3(0.0, 1.0, 0.0);
|
||||
uv_in = vec2(gbuffer_billboard_vs_params[4].x + (position.x * gbuffer_billboard_vs_params[4].z), gbuffer_billboard_vs_params[4].y + (position.y * gbuffer_billboard_vs_params[4].w));
|
||||
}
|
||||
|
||||
*/
|
||||
vs_gbuffer_billboard_source_glsl300es := u8.[
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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];
|
||||
/*
|
||||
#version 300 es
|
||||
precision mediump float;
|
||||
precision highp int;
|
||||
|
||||
uniform highp sampler2D gsprite_gspritesmp;
|
||||
|
||||
in highp vec2 uv_in;
|
||||
layout(location = 0) out highp vec4 out_position;
|
||||
in highp vec3 view_space_pos;
|
||||
layout(location = 1) out highp vec4 out_normal;
|
||||
in highp vec3 view_space_normal;
|
||||
|
||||
void main()
|
||||
{
|
||||
highp vec2 _12 = uv_in;
|
||||
_12.y = 1.0 - _12.y;
|
||||
if (texture(gsprite_gspritesmp, _12).w < 0.00999999977648258209228515625)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
out_position = vec4(view_space_pos, 1.0);
|
||||
out_normal = vec4(normalize(view_space_normal), 1.0);
|
||||
}
|
||||
|
||||
*/
|
||||
fs_gbuffer_billboard_source_glsl300es := u8.[
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|
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|
||||
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|
||||
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|
||||
];
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct gbuffer_billboard_vs_params
|
||||
{
|
||||
float4x4 mvp;
|
||||
float4 uvs;
|
||||
float3 offset;
|
||||
float2 size;
|
||||
float3 cam;
|
||||
float4x4 view_matrix;
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float2 uv_in [[user(locn0)]];
|
||||
float3 view_space_pos [[user(locn1)]];
|
||||
float3 view_space_normal [[user(locn2)]];
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float3 position [[attribute(0)]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(main0_in in [[stage_in]], constant gbuffer_billboard_vs_params& _24 [[buffer(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
float3 _53 = _24.offset - _24.cam;
|
||||
_53.y = 0.0;
|
||||
float4 _88 = float4((_24.offset + (fast::normalize(cross(float3(0.0, 1.0, 0.0), fast::normalize(_53))) * ((in.position.x - 0.5) * _24.size.x))) + (float3(0.0, 1.0, 0.0) * (in.position.y * _24.size.y)), 1.0);
|
||||
out.gl_Position = _24.mvp * _88;
|
||||
out.view_space_pos = (_24.view_matrix * _88).xyz;
|
||||
out.view_space_normal = float3x3(_24.view_matrix[0].xyz, _24.view_matrix[1].xyz, _24.view_matrix[2].xyz) * float3(0.0, 1.0, 0.0);
|
||||
out.uv_in = float2(_24.uvs.x + (in.position.x * _24.uvs.z), _24.uvs.y + (in.position.y * _24.uvs.w));
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
vs_gbuffer_billboard_source_metal_macos := u8.[
|
||||
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|
||||
0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 out_position [[color(0)]];
|
||||
float4 out_normal [[color(1)]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float2 uv_in [[user(locn0)]];
|
||||
float3 view_space_pos [[user(locn1)]];
|
||||
float3 view_space_normal [[user(locn2)]];
|
||||
};
|
||||
|
||||
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> gsprite [[texture(0)]], sampler gspritesmp [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
if (gsprite.sample(gspritesmp, in.uv_in).w < 0.00999999977648258209228515625)
|
||||
{
|
||||
discard_fragment();
|
||||
}
|
||||
out.out_position = float4(in.view_space_pos, 1.0);
|
||||
out.out_normal = float4(fast::normalize(in.view_space_normal), 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
fs_gbuffer_billboard_source_metal_macos := u8.[
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x00,
|
||||
];
|
||||
gbuffer_billboard_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
|
||||
desc: sg_shader_desc;
|
||||
desc.label = "gbuffer_billboard_shader";
|
||||
if backend == {
|
||||
case .GLCORE;
|
||||
desc.vertex_func.source = xx *vs_gbuffer_billboard_source_glsl430;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_gbuffer_billboard_source_glsl430;
|
||||
desc.fragment_func.entry = "main";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[0].glsl_name = "position";
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 192;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 12;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "gbuffer_billboard_vs_params";
|
||||
desc.images[0].stage = .FRAGMENT;
|
||||
desc.images[0].multisampled = false;
|
||||
desc.images[0].image_type = ._2D;
|
||||
desc.images[0].sample_type = .FLOAT;
|
||||
desc.samplers[0].stage = .FRAGMENT;
|
||||
desc.samplers[0].sampler_type = .FILTERING;
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT;
|
||||
desc.image_sampler_pairs[0].image_slot = 0;
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0;
|
||||
desc.image_sampler_pairs[0].glsl_name = "gsprite_gspritesmp";
|
||||
case .GLES3;
|
||||
desc.vertex_func.source = xx *vs_gbuffer_billboard_source_glsl300es;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_gbuffer_billboard_source_glsl300es;
|
||||
desc.fragment_func.entry = "main";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[0].glsl_name = "position";
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 192;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 12;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "gbuffer_billboard_vs_params";
|
||||
desc.images[0].stage = .FRAGMENT;
|
||||
desc.images[0].multisampled = false;
|
||||
desc.images[0].image_type = ._2D;
|
||||
desc.images[0].sample_type = .FLOAT;
|
||||
desc.samplers[0].stage = .FRAGMENT;
|
||||
desc.samplers[0].sampler_type = .FILTERING;
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT;
|
||||
desc.image_sampler_pairs[0].image_slot = 0;
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0;
|
||||
desc.image_sampler_pairs[0].glsl_name = "gsprite_gspritesmp";
|
||||
case .METAL_MACOS;
|
||||
desc.vertex_func.source = xx *vs_gbuffer_billboard_source_metal_macos;
|
||||
desc.vertex_func.entry = "main0";
|
||||
desc.fragment_func.source = xx *fs_gbuffer_billboard_source_metal_macos;
|
||||
desc.fragment_func.entry = "main0";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 192;
|
||||
desc.uniform_blocks[0].msl_buffer_n = 0;
|
||||
desc.images[0].stage = .FRAGMENT;
|
||||
desc.images[0].multisampled = false;
|
||||
desc.images[0].image_type = ._2D;
|
||||
desc.images[0].sample_type = .FLOAT;
|
||||
desc.images[0].msl_texture_n = 0;
|
||||
desc.samplers[0].stage = .FRAGMENT;
|
||||
desc.samplers[0].sampler_type = .FILTERING;
|
||||
desc.samplers[0].msl_sampler_n = 0;
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT;
|
||||
desc.image_sampler_pairs[0].image_slot = 0;
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0;
|
||||
}
|
||||
return desc;
|
||||
}
|
||||
59
src/shaders/shader_gbuffer_billboard.glsl
Normal file
59
src/shaders/shader_gbuffer_billboard.glsl
Normal file
@ -0,0 +1,59 @@
|
||||
@vs vs_gbuffer_billboard
|
||||
|
||||
in vec3 position;
|
||||
|
||||
layout(binding=0) uniform gbuffer_billboard_vs_params {
|
||||
mat4 mvp;
|
||||
vec4 uvs;
|
||||
vec3 offset;
|
||||
vec2 size;
|
||||
vec3 cam;
|
||||
mat4 view_matrix;
|
||||
};
|
||||
|
||||
out vec2 uv_in;
|
||||
out vec3 view_space_pos;
|
||||
out vec3 view_space_normal;
|
||||
|
||||
void main() {
|
||||
vec3 local_pos = vec3((position.x - 0.5) * size.x, (position.y) * size.y, position.z);
|
||||
vec3 world_up = vec3(0.0, 1.0, 0.0);
|
||||
vec3 look_dir = offset - cam;
|
||||
look_dir.y = 0.0;
|
||||
look_dir = normalize(look_dir);
|
||||
vec3 world_right = normalize(cross(world_up, look_dir));
|
||||
vec3 world_pos = offset + (world_right * local_pos.x) + (world_up * local_pos.y);
|
||||
gl_Position = mvp * vec4(world_pos, 1.0);
|
||||
vec4 view_pos_4 = view_matrix * vec4(world_pos, 1.0);
|
||||
view_space_pos = view_pos_4.xyz;
|
||||
view_space_normal = mat3(view_matrix) * vec3(0,1,0);
|
||||
uv_in = vec2(uvs.x + position.x * uvs.z, uvs.y + position.y * uvs.w);
|
||||
}
|
||||
@end
|
||||
|
||||
@fs fs_gbuffer_billboard
|
||||
|
||||
in vec2 uv_in;
|
||||
in vec3 view_space_pos;
|
||||
in vec3 view_space_normal;
|
||||
|
||||
layout(binding = 0) uniform texture2D gsprite;
|
||||
layout(binding = 0) uniform sampler gspritesmp;
|
||||
|
||||
layout(location=0) out vec4 out_position;
|
||||
layout(location=1) out vec4 out_normal;
|
||||
|
||||
void main() {
|
||||
vec2 uv = uv_in;
|
||||
#if SOKOL_GLSL
|
||||
uv.y = 1.0 - uv.y;
|
||||
#endif
|
||||
vec4 sampled = texture(sampler2D(gsprite, gspritesmp), uv);
|
||||
if(sampled.a < 0.01) discard;
|
||||
out_position = vec4(view_space_pos, 1.0);
|
||||
out_normal = vec4(normalize(view_space_normal), 1.0);
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
@program gbuffer_billboard vs_gbuffer_billboard fs_gbuffer_billboard
|
||||
Loading…
x
Reference in New Issue
Block a user