Work on level editor and trile rendering in level editor

This commit is contained in:
Tuomas Katajisto 2025-07-10 23:57:14 +03:00
parent da6ea393f9
commit 5d017f0a2b
11 changed files with 522 additions and 20 deletions

View File

@ -1,6 +1,18 @@
#load "console.jai"; #load "console.jai";
#load "trile_editor.jai"; #load "trile_editor.jai";
#load "level_editor.jai";
#scope_file
Editor_View :: enum {
Closed_Editor;
Trile_Editor;
Level_Editor;
};
current_editor_view : Editor_View = .Trile_Editor;
#scope_export
draw_editor_ui :: (theme: *GR.Overall_Theme) { draw_editor_ui :: (theme: *GR.Overall_Theme) {
r := GR.get_rect(0,0,0,0); r := GR.get_rect(0,0,0,0);
@ -10,11 +22,40 @@ draw_editor_ui :: (theme: *GR.Overall_Theme) {
r.w = 15*vw; r.w = 15*vw;
GR.label(r, tprint("Trueno v%.%", V_MAJOR, V_MINOR), *t_label_left(theme)); GR.label(r, tprint("Trueno v%.%", V_MAJOR, V_MINOR), *t_label_left(theme));
r.x = 100*vw - r.w;
if GR.button(r, "Level editor", *t_button_selectable(theme, current_editor_view == .Level_Editor))
then current_editor_view = .Level_Editor;
r.x -= r.w;
if GR.button(r, "Trile editor", *t_button_selectable(theme, current_editor_view == .Trile_Editor))
then current_editor_view = .Trile_Editor;
if current_editor_view == {
case .Trile_Editor;
draw_trile_editor_ui(theme); draw_trile_editor_ui(theme);
case .Level_Editor;
draw_level_editor_ui(theme);
}
draw_console(theme); draw_console(theme);
} }
draw_editor :: () {
if current_editor_view == {
case .Trile_Editor;
draw_trile_editor();
case .Level_Editor;
draw_level_editor();
}
}
tick_editor_ui :: () { tick_editor_ui :: () {
if current_editor_view == {
case .Trile_Editor;
tick_trile_editor(); tick_trile_editor();
case .Level_Editor;
tick_level_editor();
}
tick_console(); tick_console();
} }

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@ -0,0 +1,45 @@
#scope_file
get_level_editor_camera :: () -> Camera {
camera: Camera;
camera.near = 0.1;
camera.far = 100;
camera.position = .{5,5,5};
camera.target = .{0,0,0};
return camera;
}
#scope_export
tick_level_editor :: () {
}
draw_level_editor :: () {
draw_sky(*get_level_editor_camera());
cam := get_level_editor_camera();
mvp := create_viewproj(*cam);
vs_params : Trile_Vs_Params;
vs_params.mvp = mvp.floats;
mesh := get_trile("test");
sg_apply_pipeline(gPipelines.trile.pipeline);
bindings : sg_bindings;
bindings.vertex_buffers[0] = mesh.vertex_buffer;
bindings.vertex_buffers[1] = mesh.normal_buffer;
sg_apply_bindings(*bindings);
sg_apply_uniforms(UB_trile_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params))}));
sg_draw(0, cast(s32) mesh.vertex_count, 1);
}
draw_level_editor_ui :: (theme: *GR.Overall_Theme) {
}

View File

@ -45,7 +45,7 @@ current_trile : Trile;
apply_tool_to_trixel :: (x: s64, y: s64, z: s64) { apply_tool_to_trixel :: (x: s64, y: s64, z: s64) {
//temptest: //temptest:
print("Testing meshgen!\n"); print("Testing meshgen!\n");
generate_mesh_matias(*current_trile); set_trile("test", generate_mesh_matias(*current_trile));
if current_tool == .PAINT { if current_tool == .PAINT {
current_trile.trixels[x][y][z].material.color = current_color; current_trile.trixels[x][y][z].material.color = current_color;
@ -222,21 +222,9 @@ draw_material_tab :: (theme: *GR.Overall_Theme, area: GR.Rect) {
} }
draw_sky :: () {
cam := get_trile_editor_camera();
mvp := create_viewproj(*cam);
vs_params : Sky_Vs_Params;
vs_params.mvp = mvp.floats;
sg_apply_pipeline(gPipelines.sky.pipeline);
sg_apply_bindings(*gPipelines.sky.bind);
sg_apply_uniforms(UB_sky_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params)) }));
sg_draw(0, 36, 1);
}
draw_trile_editor :: () { draw_trile_editor :: () {
draw_sky(); draw_sky(*get_trile_editor_camera());
draw_trile(); draw_trile();
} }

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@ -6,6 +6,7 @@
stbi :: #import "stb_image"; stbi :: #import "stb_image";
#load "trile.jai"; #load "trile.jai";
#load "rendering/rendering.jai";
#load "ui/ui.jai"; #load "ui/ui.jai";
#load "editor/editor.jai"; #load "editor/editor.jai";
#load "pipelines.jai"; #load "pipelines.jai";
@ -114,7 +115,7 @@ frame :: () {
sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, swapchain = cast,force(sg_swapchain) sglue_swapchain() })); sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, swapchain = cast,force(sg_swapchain) sglue_swapchain() }));
tick_ui(); tick_ui();
draw_trile_editor(); draw_editor();
ui_pass(); ui_pass();
sg_end_pass(); sg_end_pass();
sg_commit(); sg_commit();

View File

@ -394,9 +394,9 @@ generate_optimized_quad_mesh :: (trilept: *Trile, vecs: *[..]float, normals: *[.
} }
Pool :: #import "Pool"; Pool :: #import "Pool";
meshgenpool : Pool.Pool;
generate_mesh_matias :: (trileptr : *Trile) { generate_mesh_matias :: (trileptr : *Trile) -> Mesh {
meshgenpool : Pool.Pool;
Pool.set_allocators(*meshgenpool); Pool.set_allocators(*meshgenpool);
new_context := context; new_context := context;
new_context.allocator = .{Pool.pool_allocator_proc, *meshgenpool}; new_context.allocator = .{Pool.pool_allocator_proc, *meshgenpool};
@ -411,9 +411,17 @@ generate_mesh_matias :: (trileptr : *Trile) {
quads_to_triangles(*quadVecs, *triangleVecs,*quadNorms, *triangleNorms); quads_to_triangles(*quadVecs, *triangleVecs,*quadNorms, *triangleNorms);
trile_vert_buffer_info := sg_buffer_desc.{ data = .{ ptr = triangleVecs.data, size = xx (triangleVecs.count * 4) } };
trile_vert_buffer := sg_make_buffer(*trile_vert_buffer_info);
trile_normal_buffer_info := sg_buffer_desc.{ data = .{ ptr = triangleNorms.data, size = xx (triangleNorms.count * 4) } };
trile_normal_buffer := sg_make_buffer(*trile_normal_buffer_info);
print("Triangle vecs size: %\n", triangleVecs.count); print("Triangle vecs size: %\n", triangleVecs.count);
}
Pool.reset(*meshgenpool); Pool.reset(*meshgenpool);
return .{ trile_vert_buffer, trile_normal_buffer, triangleVecs.count / 3 };
}
} }
/* /*

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@ -1,6 +1,7 @@
#load "./shaders/jai/shader_triangle.jai"; #load "./shaders/jai/shader_triangle.jai";
#load "./shaders/jai/shader_trixel.jai"; #load "./shaders/jai/shader_trixel.jai";
#load "./shaders/jai/shader_sky.jai"; #load "./shaders/jai/shader_sky.jai";
#load "./shaders/jai/shader_trile.jai";
Pipeline_Binding :: struct { Pipeline_Binding :: struct {
pipeline : sg_pipeline; pipeline : sg_pipeline;
@ -20,11 +21,14 @@ gPipelines : struct {
// Sky rendering. // Sky rendering.
sky : Pipeline_Binding; sky : Pipeline_Binding;
trile : Pipeline_Binding;
} }
create_pipelines :: () { create_pipelines :: () {
create_arbtri_pipeline(); create_arbtri_pipeline();
create_trixel_pipeline(); create_trixel_pipeline();
create_trile_pipeline();
create_sky_pipeline(); create_sky_pipeline();
} }
@ -153,6 +157,36 @@ create_trixel_pipeline :: () {
gPipelines.trixel.bind.vertex_buffers[2] = sg_make_buffer(*instance_buffer); gPipelines.trixel.bind.vertex_buffers[2] = sg_make_buffer(*instance_buffer);
} }
create_trile_pipeline :: () {
pipeline: sg_pipeline_desc;
shader_desc := trixel_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.attrs[ATTR_trile_position] = .{ format = .FLOAT3, buffer_index = 0 };
pipeline.layout.attrs[ATTR_trile_normal] = .{ format = .FLOAT3, buffer_index = 1 };
pipeline.depth = .{
write_enabled = true,
compare = .LESS_EQUAL,
};
color_state := sg_color_target_state.{
pixel_format = .RGBA8,
blend = .{
enabled = true,
src_factor_rgb = .SRC_ALPHA,
dst_factor_rgb = .ONE_MINUS_SRC_ALPHA
}
};
pipeline.color_count = 1;
pipeline.colors[0] = color_state;
gPipelines.trile.pipeline = sg_make_pipeline(*pipeline);
}
create_sky_pipeline :: () { create_sky_pipeline :: () {
pipeline: sg_pipeline_desc; pipeline: sg_pipeline_desc;
shader_desc := sky_shader_desc(sg_query_backend()); shader_desc := sky_shader_desc(sg_query_backend());

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@ -0,0 +1 @@
#load "sky.jai";

9
src/rendering/sky.jai Normal file
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@ -0,0 +1,9 @@
draw_sky :: (cam: *Camera) {
mvp := create_viewproj(cam);
vs_params : Sky_Vs_Params;
vs_params.mvp = mvp.floats;
sg_apply_pipeline(gPipelines.sky.pipeline);
sg_apply_bindings(*gPipelines.sky.bind);
sg_apply_uniforms(UB_sky_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params)) }));
sg_draw(0, 36, 1);
}

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@ -0,0 +1,320 @@
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc -i shader_trile.glsl -o ./jai/shader_trile.jai -l glsl430:glsl300es:metal_macos -f sokol_jai
Overview:
=========
Shader program: 'trile':
Get shader desc: trile_shader_desc(sg_query_backend())
Vertex Shader: vs_trile
Fragment Shader: fs_trile
Attributes:
ATTR_trile_position => 0
ATTR_trile_normal => 1
Bindings:
Uniform block 'trile_vs_params':
Jai struct: Trile_Vs_Params
Bind slot: UB_trile_vs_params => 0
*/
ATTR_trile_position :: 0;
ATTR_trile_normal :: 1;
UB_trile_vs_params :: 0;
Trile_Vs_Params :: struct {
mvp: [16]float;
};
/*
#version 430
uniform vec4 trile_vs_params[4];
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 fnormal;
layout(location = 1) in vec4 normal;
void main()
{
gl_Position = mat4(trile_vs_params[0], trile_vs_params[1], trile_vs_params[2], trile_vs_params[3]) * vec4(position.xyz, 1.0);
fnormal = normal;
}
*/
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/*
#version 430
layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec4 fnormal;
void main()
{
frag_color = vec4(fnormal.xyz, 1.0);
}
*/
fs_trile_source_glsl430 := u8.[
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];
/*
#version 300 es
uniform vec4 trile_vs_params[4];
layout(location = 0) in vec4 position;
out vec4 fnormal;
layout(location = 1) in vec4 normal;
void main()
{
gl_Position = mat4(trile_vs_params[0], trile_vs_params[1], trile_vs_params[2], trile_vs_params[3]) * vec4(position.xyz, 1.0);
fnormal = normal;
}
*/
vs_trile_source_glsl300es := u8.[
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];
/*
#version 300 es
precision mediump float;
precision highp int;
layout(location = 0) out highp vec4 frag_color;
in highp vec4 fnormal;
void main()
{
frag_color = vec4(fnormal.xyz, 1.0);
}
*/
fs_trile_source_glsl300es := u8.[
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];
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct trile_vs_params
{
float4x4 mvp;
};
struct main0_out
{
float4 fnormal [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 position [[attribute(0)]];
float4 normal [[attribute(1)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant trile_vs_params& _19 [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = _19.mvp * float4(in.position.xyz, 1.0);
out.fnormal = in.normal;
return out;
}
*/
vs_trile_source_metal_macos := u8.[
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];
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 frag_color [[color(0)]];
};
struct main0_in
{
float4 fnormal [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.frag_color = float4(in.fnormal.xyz, 1.0);
return out;
}
*/
fs_trile_source_metal_macos := u8.[
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];
trile_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc: sg_shader_desc;
desc.label = "trile_shader";
if backend == {
case .GLCORE;
desc.vertex_func.source = xx *vs_trile_source_glsl430;
desc.vertex_func.entry = "main";
desc.fragment_func.source = xx *fs_trile_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.uniform_blocks[0].stage = .VERTEX;
desc.uniform_blocks[0].layout = .STD140;
desc.uniform_blocks[0].size = 64;
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4;
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "trile_vs_params";
case .GLES3;
desc.vertex_func.source = xx *vs_trile_source_glsl300es;
desc.vertex_func.entry = "main";
desc.fragment_func.source = xx *fs_trile_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.uniform_blocks[0].stage = .VERTEX;
desc.uniform_blocks[0].layout = .STD140;
desc.uniform_blocks[0].size = 64;
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4;
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "trile_vs_params";
case .METAL_MACOS;
desc.vertex_func.source = xx *vs_trile_source_metal_macos;
desc.vertex_func.entry = "main0";
desc.fragment_func.source = xx *fs_trile_source_metal_macos;
desc.fragment_func.entry = "main0";
desc.attrs[0].base_type = .FLOAT;
desc.attrs[1].base_type = .FLOAT;
desc.uniform_blocks[0].stage = .VERTEX;
desc.uniform_blocks[0].layout = .STD140;
desc.uniform_blocks[0].size = 64;
desc.uniform_blocks[0].msl_buffer_n = 0;
}
return desc;
}

View File

@ -0,0 +1,32 @@
@module bla
@vs vs_trile
in vec4 position;
in vec4 normal;
layout(binding=0) uniform trile_vs_params {
mat4 mvp;
};
out vec4 fnormal;
void main() {
gl_Position = mvp * vec4(position.xyz, 1.0);
fnormal = normal;
}
@end
@fs fs_trile
in vec4 fnormal;
out vec4 frag_color;
void main() {
frag_color = vec4(fnormal.xyz, 1.0);
}
@end
@program trile vs_trile fs_trile

View File

@ -1,5 +1,28 @@
#load "meshgen.jai"; #load "meshgen.jai";
#scope_file
trile_table : Table(string, Mesh);
#scope_export
Mesh :: struct {
vertex_buffer : sg_buffer;
normal_buffer : sg_buffer;
vertex_count : s64;
};
get_trile :: (name: string) -> (Mesh, success: bool) {
success, value := table_find(*trile_table, name);
return success, value;
}
set_trile :: (name: string, meshptr: Mesh) {
// @ToDo: free old mesh...
// @ToDo: consider if string should be copied..
table_set(*trile_table, name, meshptr);
}
Material :: struct { Material :: struct {
roughness : float = 0.5; roughness : float = 0.5;
metallic : float = 0; metallic : float = 0;