diff --git a/src/editor/textureDebugger.jai b/src/editor/textureDebugger.jai index e28a7ba..795d810 100644 --- a/src/editor/textureDebugger.jai +++ b/src/editor/textureDebugger.jai @@ -7,7 +7,7 @@ theme_ptr : GR.Overall_Theme; current_pipeline : s32 = 0; current_slot : s32 = 0; -pipeline_names : []string = .["shadowmap", "reflection", "main"]; +pipeline_names : []string = .["shadowmap", "reflection", "main", "position", "normal"]; draw_subwindow_texture_debug :: (state: *GR.Subwindow_State, r: GR.Rect, data: *void) { r2 := r; @@ -27,6 +27,8 @@ draw_subwindow_texture_debug :: (state: *GR.Subwindow_State, r: GR.Rect, data: * case 0; image = g_shadowmap_img; case 1; image = gPipelines.plane.bind.images[0]; case 2; image = g_rendertex; + case 3; image = g_gbuf_position; + case 4; image = g_gbuf_normal; } uiTex.tex = image; diff --git a/src/rendering/backend.jai b/src/rendering/backend.jai index 5b7cd44..08ab13a 100644 --- a/src/rendering/backend.jai +++ b/src/rendering/backend.jai @@ -5,6 +5,7 @@ Render_Command_Buckets :: struct { shadow : [..]*Render_Command; reflection : [..]*Render_Command; main : [..]*Render_Command; + gbuffer : [..]*Render_Command; ui : [..]*Render_Command; } diff --git a/src/rendering/backend_sokol.jai b/src/rendering/backend_sokol.jai index 10cf94e..5e62cae 100644 --- a/src/rendering/backend_sokol.jai +++ b/src/rendering/backend_sokol.jai @@ -8,6 +8,7 @@ current_trile_offset_index : s32 = 0; current_world_config : *World_Config = null; in_shadowmap_pass : bool = false; in_reflection_pass : bool = false; +in_gbuffer_pass : bool = false; shadow_mvp : Matrix4; backend_handle_command :: (cmd: *Render_Command) { @@ -98,6 +99,42 @@ backend_add_trile_positions :: (positions : []Vector4) { } backend_draw_trile_positions :: (trile : string, amount : s32, worldConf: *World_Config) { + if in_gbuffer_pass { + backend_draw_trile_positions_gbuffer(trile, amount, worldConf); + } else { + backend_draw_trile_positions_main(trile, amount, worldConf); + } +} + +backend_draw_trile_positions_gbuffer :: (trile : string, amount : s32, worldConf: *World_Config) { + mvp := create_viewproj(*camera); + view := create_lookat(*camera); + vs_params : Gbuffer_Vs_Params; + vs_params.mvp = mvp.floats; + vs_params.view_matrix = view.floats; + sg_apply_pipeline(gPipelines.gbuffer.pipeline); + world_conf : Trile_World_Config; + world_config_to_shader_type(worldConf, *world_conf); + + offset := trile_offsets[current_trile_offset_index]; + current_trile_offset_index += 1; + + trilegfx := get_trile_gfx(trile); + bindings : sg_bindings; + bindings.vertex_buffers[0] = trilegfx.vertex_buffer; + bindings.vertex_buffers[1] = trilegfx.normal_buffer; + bindings.vertex_buffers[2] = trilegfx.centre_buffer; + bindings.vertex_buffers[3] = gPipelines.trile.bind.vertex_buffers[3]; + bindings.vertex_buffer_offsets[3] = offset; + bindings.samplers[0] = gPipelines.trile.bind.samplers[0]; + bindings.images[0] = trilegfx.trixel_colors; + + sg_apply_bindings(*bindings); + sg_apply_uniforms(UB_gbuffer_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params))})); + sg_draw(0, cast(s32) trilegfx.vertex_count, amount); +} + +backend_draw_trile_positions_main :: (trile : string, amount : s32, worldConf: *World_Config) { mvp : Matrix4; if !in_shadowmap_pass { mvp = create_viewproj(*camera); @@ -108,7 +145,7 @@ backend_draw_trile_positions :: (trile : string, amount : s32, worldConf: *World vs_params : Trile_Vs_Params; vs_params.mvp = mvp.floats; vs_params.camera = camera.position.component; - sg_apply_pipeline(gPipelines.trile.pipeline); + sg_apply_pipeline(gPipelines.trile.pipeline); world_conf : Trile_World_Config; world_config_to_shader_type(worldConf, *world_conf); @@ -128,15 +165,12 @@ backend_draw_trile_positions :: (trile : string, amount : s32, worldConf: *World fs_params : Trile_Fs_Params; fs_params.mvp_shadow = shadow_mvp.floats; fs_params.is_reflection = ifx in_reflection_pass then cast(s32)1 else cast(s32)0; - sg_apply_bindings(*bindings); sg_apply_uniforms(UB_trile_fs_params, *(sg_range.{ ptr = *fs_params, size = size_of(type_of(fs_params)) })); sg_apply_uniforms(UB_trile_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params))})); sg_apply_uniforms(UB_trile_world_config, *(sg_range.{ptr = *world_conf, size = size_of(type_of(world_conf))})); sg_draw(0, cast(s32) trilegfx.vertex_count, amount); - } - backend_draw_sky :: (wc: *World_Config) { mvp := create_viewproj(*camera); vs_params : Sky_Vs_Params; @@ -211,6 +245,7 @@ backend_process_command_buckets :: () { sg_end_pass(); current_trile_offset_index = 0; // This is not optimal, but it is nice and simple. + // 3. Main pass sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_rendertex_attachments})); for render_command_buckets.main { @@ -218,6 +253,16 @@ backend_process_command_buckets :: () { } sg_end_pass(); current_trile_offset_index = 0; // This is not optimal, but it is nice and simple. + + // 3. G-Buffer pass + in_gbuffer_pass = true; + sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_gbuf_attachments})); + for render_command_buckets.gbuffer { + backend_handle_command(it); + } + sg_end_pass(); + in_gbuffer_pass = false; + current_trile_offset_index = 0; // This is not optimal, but it is nice and simple. // Begin main pass sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, swapchain = cast,force(sg_swapchain) sglue_swapchain() })); @@ -246,6 +291,7 @@ backend_process_command_buckets :: () { array_reset_keeping_memory(*render_command_buckets.shadow); array_reset_keeping_memory(*render_command_buckets.reflection); array_reset_keeping_memory(*render_command_buckets.main); + array_reset_keeping_memory(*render_command_buckets.gbuffer); array_reset_keeping_memory(*render_command_buckets.ui); array_reset_keeping_memory(*trile_offsets); current_world_config = null; diff --git a/src/rendering/pipelines.jai b/src/rendering/pipelines.jai index abcedc8..b153cdc 100644 --- a/src/rendering/pipelines.jai +++ b/src/rendering/pipelines.jai @@ -18,7 +18,14 @@ g_rendertex : sg_image; g_rendertex_depth : sg_image; g_rendertex_attachments : sg_attachments; +g_gbuf_position : sg_image; +g_gbuf_normal : sg_image; +g_gbuf_depth : sg_image; +g_gbuf_attachments : sg_attachments; + gPipelines : struct { + // G-Buffer generation for SSAO and other effects + gbuffer: Pipeline_Binding; // Arbitrary triangle rendering for rendering 2D things on the screen. // Used for UI rendering. @@ -100,6 +107,8 @@ create_shadowmap_image :: () { } create_pipelines :: () { + create_gbuffer_images(); + create_gbuffer_pipeline(); create_arbtri_pipeline(); create_trixel_pipeline(); create_trile_pipeline(); @@ -111,6 +120,40 @@ create_pipelines :: () { create_final_image(); } +create_gbuffer_images :: () { + w,h := get_render_size(); + + if g_gbuf_position.id != INVALID_ID then sg_destroy_image(g_gbuf_position); + if g_gbuf_normal.id != INVALID_ID then sg_destroy_image(g_gbuf_normal); + if g_gbuf_depth.id != INVALID_ID then sg_destroy_image(g_gbuf_depth); + + img_desc := sg_image_desc.{ + width = w, + height = h, + pixel_format = .RGBA16F, + render_target = true, + }; + depth_desc := sg_image_desc.{ + width = w, + height = h, + pixel_format = .DEPTH, + render_target = true, + }; + + g_gbuf_position = sg_make_image(*img_desc); + g_gbuf_normal = sg_make_image(*img_desc); + g_gbuf_depth = sg_make_image(*depth_desc); + + attachmentsDesc : sg_attachments_desc; + attachmentsDesc = .{ + colors[0].image = g_gbuf_position, + colors[1].image = g_gbuf_normal, + depth_stencil.image = g_gbuf_depth, + }; + sg_destroy_attachments(g_gbuf_attachments); + g_gbuf_attachments = sg_make_attachments(*attachmentsDesc); +} + TRIXEL_SIZE_HALF : float : 1.0/32.0; TRIXEL_SIZE : float : 1.0/16.0; @@ -237,6 +280,49 @@ create_trixel_pipeline :: () { gPipelines.trixel.bind.vertex_buffers[2] = sg_make_buffer(*instance_buffer); } +create_gbuffer_pipeline :: () { + pipeline: sg_pipeline_desc; + shader_desc := gbuffer_shader_desc(sg_query_backend()); + pipeline.shader = sg_make_shader(*shader_desc); + pipeline.layout.buffers[0].stride = 4*3; + pipeline.layout.buffers[1].stride = 4*3; + + pipeline.layout.buffers[3].step_func = .PER_INSTANCE; + + instance_buffer := sg_buffer_desc.{ usage = .STREAM, size = 16 * 4096 * 4 * 4}; + + pipeline.layout.attrs[ATTR_trile_position] = .{ format = .FLOAT3, buffer_index = 0 }; + pipeline.layout.attrs[ATTR_trile_normal] = .{ format = .FLOAT3, buffer_index = 1 }; + pipeline.layout.attrs[ATTR_trile_centre] = .{ format = .FLOAT3, buffer_index = 2 }; + pipeline.layout.attrs[ATTR_trile_instance] = .{ format = .FLOAT4, buffer_index = 3 }; + pipeline.depth = .{ + write_enabled = true, + compare = .LESS_EQUAL, + pixel_format = .DEPTH, + }; + + color_state_pos := sg_color_target_state.{ + pixel_format = .RGBA16F, + }; + color_state_normal := sg_color_target_state.{ + pixel_format = .RGBA16F, + }; + + + pipeline.color_count = 2; + pipeline.colors[0] = color_state_pos; + pipeline.colors[1] = color_state_normal; + + gPipelines.gbuffer.pipeline = sg_make_pipeline(*pipeline); + gPipelines.gbuffer.bind.samplers[0] = sg_make_sampler(*(sg_sampler_desc.{ + wrap_u = .CLAMP_TO_EDGE, + wrap_v = .CLAMP_TO_EDGE, + min_filter = .NEAREST, + mag_filter = .NEAREST, + })); + gPipelines.gbuffer.bind.vertex_buffers[3] = sg_make_buffer(*instance_buffer); +} + create_trile_pipeline :: () { pipeline: sg_pipeline_desc; shader_desc := trile_shader_desc(sg_query_backend()); diff --git a/src/rendering/tasks.jai b/src/rendering/tasks.jai index 08058ef..93af1c3 100644 --- a/src/rendering/tasks.jai +++ b/src/rendering/tasks.jai @@ -103,6 +103,7 @@ tasks_to_commands :: () { drawPositionsCmd.conf = trileTask.worldConf; array_add(*render_command_buckets.reflection, drawPositionsCmd); array_add(*render_command_buckets.main, drawPositionsCmd); + array_add(*render_command_buckets.gbuffer, drawPositionsCmd); array_add(*render_command_buckets.shadow, drawPositionsCmd); case .SKY; command := New(Render_Command_Sky,, temp); diff --git a/src/shaders/jai/shader_gbuffer.jai b/src/shaders/jai/shader_gbuffer.jai new file mode 100644 index 0000000..d325169 --- /dev/null +++ b/src/shaders/jai/shader_gbuffer.jai @@ -0,0 +1,457 @@ +/* + #version:1# (machine generated, don't edit!) + + Generated by sokol-shdc (https://github.com/floooh/sokol-tools) + + Cmdline: + sokol-shdc -i shader_gbuffer.glsl -o ./jai/shader_gbuffer.jai -l glsl430:glsl300es:metal_macos -f sokol_jai + + Overview: + ========= + Shader program: 'gbuffer': + Get shader desc: gbuffer_shader_desc(sg_query_backend()) + Vertex Shader: vs_g + Fragment Shader: fs_g + Attributes: + ATTR_gbuffer_position => 0 + ATTR_gbuffer_normal => 1 + ATTR_gbuffer_centre => 2 + ATTR_gbuffer_instance => 3 + Bindings: + Uniform block 'gbuffer_vs_params': + Jai struct: Gbuffer_Vs_Params + Bind slot: UB_gbuffer_vs_params => 0 +*/ +ATTR_gbuffer_position :: 0; +ATTR_gbuffer_normal :: 1; +ATTR_gbuffer_centre :: 2; +ATTR_gbuffer_instance :: 3; +UB_gbuffer_vs_params :: 0; +Gbuffer_Vs_Params :: struct { + mvp: [16]float; + view_matrix: [16]float; +}; +/* + #version 430 + + uniform vec4 gbuffer_vs_params[8]; + layout(location = 0) in vec4 position; + layout(location = 3) in vec4 instance; + layout(location = 0) out vec3 view_space_pos; + layout(location = 1) out vec3 view_space_normal; + layout(location = 1) in vec4 normal; + layout(location = 2) in vec4 centre; + + void main() + { + vec4 _23 = vec4(position.xyz + instance.xyz, 1.0); + mat4 _33 = mat4(gbuffer_vs_params[4], gbuffer_vs_params[5], gbuffer_vs_params[6], gbuffer_vs_params[7]); + gl_Position = mat4(gbuffer_vs_params[0], gbuffer_vs_params[1], gbuffer_vs_params[2], gbuffer_vs_params[3]) * _23; + view_space_pos = (_33 * _23).xyz; + view_space_normal = mat3(_33[0].xyz, _33[1].xyz, _33[2].xyz) * normal.xyz; + } + +*/ +vs_g_source_glsl430 := u8.[ + 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out_normal = vec4(normalize(view_space_normal), 1.0); + } + +*/ +fs_g_source_glsl430 := u8.[ + 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x6c,0x61, + 0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20, + 0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x6f,0x75,0x74,0x5f, + 0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74, + 0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69, + 0x6e,0x20,0x76,0x65,0x63,0x33,0x20,0x76,0x69,0x65,0x77,0x5f,0x73,0x70,0x61,0x63, + 0x65,0x5f,0x70,0x6f,0x73,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f, + 0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x6f,0x75,0x74,0x20, + 0x76,0x65,0x63,0x34,0x20,0x6f,0x75,0x74,0x5f,0x6e,0x6f,0x72,0x6d,0x61,0x6c,0x3b, + 0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e, + 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view_space_normal; + layout(location = 1) in vec4 normal; + layout(location = 2) in vec4 centre; + + void main() + { + vec4 _23 = vec4(position.xyz + instance.xyz, 1.0); + mat4 _33 = mat4(gbuffer_vs_params[4], gbuffer_vs_params[5], gbuffer_vs_params[6], gbuffer_vs_params[7]); + gl_Position = mat4(gbuffer_vs_params[0], gbuffer_vs_params[1], gbuffer_vs_params[2], gbuffer_vs_params[3]) * _23; + view_space_pos = (_33 * _23).xyz; + view_space_normal = mat3(_33[0].xyz, _33[1].xyz, _33[2].xyz) * normal.xyz; + } + +*/ +vs_g_source_glsl300es := u8.[ + 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a, + 0x0a,0x75,0x6e,0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x67,0x62, + 0x75,0x66,0x66,0x65,0x72,0x5f,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x5b, + 0x38,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74, + 0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34, + 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0x20,0x2a,0x20,0x6e,0x6f,0x72,0x6d,0x61,0x6c,0x2e,0x78,0x79,0x7a,0x3b,0x0a,0x7d, + 0x0a,0x0a,0x00, +]; +/* + #version 300 es + precision mediump float; + precision highp int; + + 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() + { + out_position = vec4(view_space_pos, 1.0); + out_normal = vec4(normalize(view_space_normal), 1.0); + } + +*/ +fs_g_source_glsl300es := u8.[ + 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a, + 0x70,0x72,0x65,0x63,0x69,0x73,0x69,0x6f,0x6e,0x20,0x6d,0x65,0x64,0x69,0x75,0x6d, + 0x70,0x20,0x66,0x6c,0x6f,0x61,0x74,0x3b,0x0a,0x70,0x72,0x65,0x63,0x69,0x73,0x69, + 0x6f,0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x69,0x6e,0x74,0x3b,0x0a,0x0a,0x6c, + 0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d, + 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0x65,0x5f,0x70,0x6f,0x73,0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20, + 0x20,0x6f,0x75,0x74,0x5f,0x6e,0x6f,0x72,0x6d,0x61,0x6c,0x20,0x3d,0x20,0x76,0x65, + 0x63,0x34,0x28,0x6e,0x6f,0x72,0x6d,0x61,0x6c,0x69,0x7a,0x65,0x28,0x76,0x69,0x65, + 0x77,0x5f,0x73,0x70,0x61,0x63,0x65,0x5f,0x6e,0x6f,0x72,0x6d,0x61,0x6c,0x29,0x2c, + 0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, +]; +/* + #include + #include + + using namespace metal; + + struct gbuffer_vs_params + { + float4x4 mvp; + float4x4 view_matrix; + }; + + struct main0_out + { + float3 view_space_pos [[user(locn0)]]; + float3 view_space_normal [[user(locn1)]]; + float4 gl_Position [[position]]; + }; + + struct main0_in + { + float4 position [[attribute(0)]]; + float4 normal [[attribute(1)]]; + float4 instance [[attribute(3)]]; + }; + + vertex main0_out main0(main0_in in [[stage_in]], constant gbuffer_vs_params& _28 [[buffer(0)]]) + { + main0_out out = {}; + float4 _23 = float4(in.position.xyz + in.instance.xyz, 1.0); + out.gl_Position = _28.mvp * _23; + out.view_space_pos = (_28.view_matrix * _23).xyz; + out.view_space_normal = float3x3(_28.view_matrix[0].xyz, _28.view_matrix[1].xyz, _28.view_matrix[2].xyz) * in.normal.xyz; + return out; + } + +*/ +vs_g_source_metal_macos := u8.[ + 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, + 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, + 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, + 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, + 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x67, + 0x62,0x75,0x66,0x66,0x65,0x72,0x5f,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73, + 0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x78,0x34,0x20, + 0x6d,0x76,0x70,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x78, + 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+ float3 view_space_normal [[user(locn1)]]; + }; + + fragment main0_out main0(main0_in in [[stage_in]]) + { + main0_out out = {}; + 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_g_source_metal_macos := u8.[ + 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, + 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, + 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, + 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, + 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d, + 0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, + 0x6c,0x6f,0x61,0x74,0x34,0x20,0x6f,0x75,0x74,0x5f,0x70,0x6f,0x73,0x69,0x74,0x69, + 0x6f,0x6e,0x20,0x5b,0x5b,0x63,0x6f,0x6c,0x6f,0x72,0x28,0x30,0x29,0x5d,0x5d,0x3b, + 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sg_backend) -> sg_shader_desc { + desc: sg_shader_desc; + desc.label = "gbuffer_shader"; + if backend == { + case .GLCORE; + desc.vertex_func.source = xx *vs_g_source_glsl430; + desc.vertex_func.entry = "main"; + desc.fragment_func.source = xx *fs_g_source_glsl430; + desc.fragment_func.entry = "main"; + desc.attrs[0].base_type = .FLOAT; + desc.attrs[0].glsl_name = "position"; + desc.attrs[1].base_type = .FLOAT; + desc.attrs[1].glsl_name = "normal"; + desc.attrs[2].base_type = .FLOAT; + desc.attrs[2].glsl_name = "centre"; + desc.attrs[3].base_type = .FLOAT; + desc.attrs[3].glsl_name = "instance"; + desc.uniform_blocks[0].stage = .VERTEX; + desc.uniform_blocks[0].layout = .STD140; + desc.uniform_blocks[0].size = 128; + desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4; + desc.uniform_blocks[0].glsl_uniforms[0].array_count = 8; + desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "gbuffer_vs_params"; + case .GLES3; + desc.vertex_func.source = xx *vs_g_source_glsl300es; + desc.vertex_func.entry = "main"; + desc.fragment_func.source = xx *fs_g_source_glsl300es; + desc.fragment_func.entry = "main"; + desc.attrs[0].base_type = .FLOAT; + desc.attrs[0].glsl_name = "position"; + desc.attrs[1].base_type = .FLOAT; + desc.attrs[1].glsl_name = "normal"; + desc.attrs[2].base_type = .FLOAT; + desc.attrs[2].glsl_name = "centre"; + desc.attrs[3].base_type = .FLOAT; + desc.attrs[3].glsl_name = "instance"; + desc.uniform_blocks[0].stage = .VERTEX; + desc.uniform_blocks[0].layout = .STD140; + desc.uniform_blocks[0].size = 128; + desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4; + desc.uniform_blocks[0].glsl_uniforms[0].array_count = 8; + desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "gbuffer_vs_params"; + case .METAL_MACOS; + desc.vertex_func.source = xx *vs_g_source_metal_macos; + desc.vertex_func.entry = "main0"; + desc.fragment_func.source = xx *fs_g_source_metal_macos; + desc.fragment_func.entry = "main0"; + desc.attrs[0].base_type = .FLOAT; + desc.attrs[1].base_type = .FLOAT; + desc.attrs[2].base_type = .FLOAT; + desc.attrs[3].base_type = .FLOAT; + desc.uniform_blocks[0].stage = .VERTEX; + desc.uniform_blocks[0].layout = .STD140; + desc.uniform_blocks[0].size = 128; + desc.uniform_blocks[0].msl_buffer_n = 0; + } + return desc; +} diff --git a/src/shaders/shader_gbuffer.glsl b/src/shaders/shader_gbuffer.glsl new file mode 100644 index 0000000..de348be --- /dev/null +++ b/src/shaders/shader_gbuffer.glsl @@ -0,0 +1,39 @@ +@vs vs_g +layout(binding=0) uniform gbuffer_vs_params { + mat4 mvp; + mat4 view_matrix; +}; + +in vec4 position; +in vec4 normal; +in vec4 centre; +in vec4 instance; + +out vec3 view_space_pos; +out vec3 view_space_normal; + +void main() { + vec4 world_pos = vec4(position.xyz + instance.xyz, 1.0); + vec4 view_pos_4 = view_matrix * world_pos; + + gl_Position = mvp * world_pos; + view_space_pos = view_pos_4.xyz; + view_space_normal = mat3(view_matrix) * normal.xyz; +} +@end + +@fs fs_g + +in vec3 view_space_pos; +in vec3 view_space_normal; + +layout(location=0) out vec4 out_position; +layout(location=1) out vec4 out_normal; + +void main() { + out_position = vec4(view_space_pos, 1.0); + out_normal = vec4(normalize(view_space_normal), 1.0); +} +@end + +@program gbuffer vs_g fs_g diff --git a/trueno/trueno.xcodeproj/project.xcworkspace/xcuserdata/tuomas.katajisto.xcuserdatad/UserInterfaceState.xcuserstate b/trueno/trueno.xcodeproj/project.xcworkspace/xcuserdata/tuomas.katajisto.xcuserdatad/UserInterfaceState.xcuserstate index bc0df71..63e8759 100644 Binary files a/trueno/trueno.xcodeproj/project.xcworkspace/xcuserdata/tuomas.katajisto.xcuserdatad/UserInterfaceState.xcuserstate and b/trueno/trueno.xcodeproj/project.xcworkspace/xcuserdata/tuomas.katajisto.xcuserdatad/UserInterfaceState.xcuserstate differ diff --git a/trueno/trueno.xcodeproj/xcshareddata/xcschemes/trueno.xcscheme b/trueno/trueno.xcodeproj/xcshareddata/xcschemes/trueno.xcscheme index b9d8783..394886e 100644 --- a/trueno/trueno.xcodeproj/xcshareddata/xcschemes/trueno.xcscheme +++ b/trueno/trueno.xcodeproj/xcshareddata/xcschemes/trueno.xcscheme @@ -1,7 +1,7 @@ + version = "2.3"> + +