get instancing somewhat working
This commit is contained in:
parent
5f0af59c18
commit
613c87dd1b
@ -104,6 +104,8 @@ debug_arb_flush : bool : false;
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layer : s32 = 0;
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flush_arb_commands :: () {
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sfons_flush(state.fons); // All the text has been drawn, now flush it to the atlas.
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layer = 0;
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if debug_arb_flush then print(" --- !BEGIN FLUSH! ---- \n");
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for arbTriState.command_list {
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44
src/camera.jai
Normal file
44
src/camera.jai
Normal file
@ -0,0 +1,44 @@
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Camera :: struct {
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fov: float = 75.0 * 3.141 / 180.0;
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near: float = 1.0;
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far: float = 20.0;
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position: Vector3 = .{3, 3, 3};
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target: Vector3 = .{0, 0, 0};
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}
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create_perspective :: (camera: *Camera) -> Matrix4 {
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w, h: s32 = get_window_size();
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num : float = 1.0 / tan(camera.fov * 0.5);
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aspect := w / cast(float)h;
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return .{
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num / aspect, 0, 0, 0,
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0, num, 0, 0,
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0, 0, camera.far / (camera.near - camera.far), -1,
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0, 0, (camera.near * camera.far) / (camera.near - camera.far), 0
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};
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}
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create_lookat :: (camera: *Camera) -> Matrix4 {
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up: Vector3 = .{0, 1, 0};
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targetToPos := camera.position - camera.target;
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A := normalize(targetToPos);
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B := normalize(cross(up, A));
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C := cross(A, B);
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return .{
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B.x, C.x, A.x, 0,
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B.y, C.y, A.y, 0,
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B.z, C.z, A.z, 0,
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-dot(B, camera.position), -dot(C, camera.position), -dot(A, camera.position), 1
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};
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}
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// TODO: maybe later don't pass in the whole context, but only the width and height.
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create_viewproj :: (camera: *Camera) -> Matrix4 {
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return create_lookat(camera) * create_perspective(camera);
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}
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@ -78,6 +78,7 @@ draw_console :: (theme: *GR.Overall_Theme) {
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if a & .ENTERED {
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array_add(*console_report, copy_string(tprint("> %", new)));
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state.text = console_input_start;
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array_add(*console_report, "Unknown command.");
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}
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for < console_report {
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34
src/main.jai
34
src/main.jai
@ -10,12 +10,11 @@ stbi :: #import "stb_image";
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#load "arbtri.jai";
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#load "events.jai";
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#load "load.jai";
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#load "./shaders/jai/shader_triangle.jai";
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#load "camera.jai";
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last_frame_time : float64;
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delta\ _time : float64;
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V_MAJOR :: 0;
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V_MINOR :: 2;
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@ -80,6 +79,8 @@ init_after_mandatory_loads :: () {
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init_ui();
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}
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cam : Camera;
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frame :: () {
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delta_time = get_time() - last_frame_time;
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@ -107,14 +108,35 @@ frame :: () {
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sgl_ortho(0.0, sapp_widthf(), sapp_heightf(), 0.0, -1.0, +1.0);
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tick_ui();
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render_ui();
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// UI Pass:
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mvp := create_viewproj(*cam);
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vs_params : Vs_Params;
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vs_params.mvp = mvp.floats;
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test : [2]Trixel_Instance;
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test[0].pos[0] = 0.0;
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test[0].pos[1] = 0.0;
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test[0].pos[2] = 0.0;
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test[0].pos[3] = 1.0;
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test[1].pos[0] = 1.0;
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test[1].pos[1] = 0.0;
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test[1].pos[2] = 0.0;
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test[1].pos[3] = 1.0;
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sg_update_buffer(gPipelines.trixel.bind.storage_buffers[0], *(sg_range.{
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ptr = test.data,
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size = size_of(type_of(test)),
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}));
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, swapchain = cast,force(sg_swapchain) sglue_swapchain() }));
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arb_tri_flush();
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sg_apply_pipeline(gPipelines.trixel.pipeline);
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sg_apply_bindings(*gPipelines.trixel.bind);
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sg_apply_uniforms(UB_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params)) }));
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sg_draw(0, 36, 2);
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sg_end_pass();
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sg_commit();
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ui_pass();
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input_per_frame_event_and_flag_update();
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reset_temporary_storage();
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}
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@ -1,18 +1,104 @@
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#load "./shaders/jai/shader_triangle.jai";
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#load "./shaders/jai/shader_trixel.jai";
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Pipeline_Binding :: struct {
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pipeline: sg_pipeline;
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bind: sg_bindings;
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pipeline : sg_pipeline;
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bind : sg_bindings;
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}
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gPipelines : struct {
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arbtri: Pipeline_Binding;
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// Arbitrary triangle rendering for rendering 2D things on the screen.
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// Used for UI rendering.
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arbtri : Pipeline_Binding;
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// Trixel rendering. Used for Trile editor rendering, in-game triles are rendered from
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// generated meshes.
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trixel : Pipeline_Binding;
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}
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create_pipelines :: () {
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create_arbtri_pipeline();
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create_trixel_pipeline();
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}
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TRIXEL_SIZE_HALF : float : 1.0/2.0;
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gArbtriMem : [100000*3*9]float;
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create_trixel_pipeline :: () {
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pipeline: sg_pipeline_desc;
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shader_desc := trixel_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_trixel_position] = .{ format = .FLOAT3 };
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pipeline.index_type = .UINT16;
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color_state := sg_color_target_state.{
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pixel_format = .RGBA8,
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blend = .{
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enabled = true,
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src_factor_rgb = .SRC_ALPHA,
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dst_factor_rgb = .ONE_MINUS_SRC_ALPHA
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}
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};
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verts : [24] Vector3;
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verts[0] = .{ -TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF };
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verts[1] = .{ TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF };
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verts[2] = .{ TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF };
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verts[3] = .{ -TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF };
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verts[4] = .{ -TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF };
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verts[5] = .{ TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF };
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verts[6] = .{ TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF };
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verts[7] = .{ -TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF };
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verts[8] = .{ -TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF };
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verts[9] = .{ -TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF };
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verts[10] = .{ -TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF };
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verts[11] = .{ -TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF };
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verts[12] = .{ TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF };
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verts[13] = .{ TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF };
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verts[14] = .{ TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF };
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verts[15] = .{ TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF };
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verts[16] = .{ -TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF };
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verts[17] = .{ -TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF };
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verts[18] = .{ TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF };
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verts[19] = .{ TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF };
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verts[20] = .{ -TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF };
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verts[21] = .{ -TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF };
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verts[22] = .{ TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF };
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verts[23] = .{ TRIXEL_SIZE_HALF, TRIXEL_SIZE_HALF, -TRIXEL_SIZE_HALF };
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indices: [] u16 = .[
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0, 1, 2, 0, 2, 3,
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4, 5, 6, 4, 6, 7,
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8, 9, 10, 8, 10, 11,
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12, 13, 14, 12, 14, 15,
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16, 17, 18, 16, 18, 19,
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20, 21, 22, 20, 22, 23
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];
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pipeline.color_count = 1;
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pipeline.colors[0] = color_state;
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gPipelines.trixel.pipeline = sg_make_pipeline(*pipeline);
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ibuffer := sg_buffer_desc.{ type = .INDEXBUFFER, data = .{ ptr = indices.data, size = 36 * 2 } };
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vbuffer := sg_buffer_desc.{ data = .{ ptr = verts.data, size = 24 * 3 * 4 } };
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instance_buffer := sg_buffer_desc.{ type = .STORAGEBUFFER, size = 4096 * size_of(Vector4)};
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gPipelines.trixel.bind.index_buffer = sg_make_buffer(*ibuffer);
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gPipelines.trixel.bind.vertex_buffers[0] = sg_make_buffer(*vbuffer);
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gPipelines.trixel.bind.storage_buffers[0] = sg_make_buffer(*instance_buffer);
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}
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create_arbtri_pipeline :: () {
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pipeline: sg_pipeline_desc;
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shader_desc := triangle_shader_desc(sg_query_backend());
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@ -36,6 +36,7 @@ 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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sample_count = 4,
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}));
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}
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@ -1,3 +1,5 @@
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rm -rf .jai
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for filename in *.glsl; do
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if [ -f "$filename" ]; then
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./sokol-shdc -i "$filename" -o "./jai/${filename/.glsl/.jai}" -l glsl430:glsl300es -f sokol_jai
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233
src/shaders/jai/shader_trixel.jai
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233
src/shaders/jai/shader_trixel.jai
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@ -0,0 +1,233 @@
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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_trixel.glsl -o ./jai/shader_trixel.jai -l glsl430:glsl300es -f sokol_jai
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Overview:
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=========
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Shader program: 'trixel':
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Get shader desc: trixel_shader_desc(sg_query_backend())
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Vertex Shader: vs_trixel
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Fragment Shader: fs_trixel
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Attributes:
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ATTR_trixel_position => 0
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Bindings:
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Uniform block 'vs_params':
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Jai struct: Vs_Params
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Bind slot: UB_vs_params => 0
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Storage buffer 'instances':
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Jai struct: Trixel_Instance
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Bind slot: SBUF_instances => 0
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Readonly: true
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*/
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ATTR_trixel_position :: 0;
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UB_vs_params :: 0;
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SBUF_instances :: 0;
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Vs_Params :: struct {
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mvp: [16]float;
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};
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Trixel_Instance :: struct {
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pos: [4]float;
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}
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/*
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#version 430
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struct trixel_instance
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{
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vec4 pos;
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};
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layout(binding = 0, std430) readonly buffer instances
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{
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trixel_instance inst[];
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} _15;
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uniform vec4 vs_params[4];
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layout(location = 0) in vec4 position;
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layout(location = 0) out vec4 color;
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void main()
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{
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gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * vec4(position.xyz + _15.inst[gl_InstanceID].pos.xyz, 1.0);
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color = vec4(_15.inst[gl_InstanceID].pos.xyz, 1.0);
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}
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*/
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vs_trixel_source_glsl430 := u8.[
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|
||||
0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x63,0x6f,0x6c,0x6f,0x72,
|
||||
0x20,0x3d,0x20,0x76,0x65,0x63,0x34,0x28,0x5f,0x31,0x35,0x2e,0x69,0x6e,0x73,0x74,
|
||||
0x5b,0x67,0x6c,0x5f,0x49,0x6e,0x73,0x74,0x61,0x6e,0x63,0x65,0x49,0x44,0x5d,0x2e,
|
||||
0x70,0x6f,0x73,0x2e,0x78,0x79,0x7a,0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x7d,
|
||||
0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#version 430
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
layout(location = 0) in vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
frag_color = color;
|
||||
}
|
||||
|
||||
*/
|
||||
fs_trixel_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,0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x66,0x72,0x61,0x67,
|
||||
0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,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,
|
||||
0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x0a,0x76,0x6f,0x69,
|
||||
0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,
|
||||
0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,
|
||||
0x72,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
|
||||
struct trixel_instance
|
||||
{
|
||||
vec4 pos;
|
||||
};
|
||||
|
||||
layout(std430) readonly buffer instances
|
||||
{
|
||||
trixel_instance inst[];
|
||||
} _15;
|
||||
|
||||
uniform vec4 vs_params[4];
|
||||
layout(location = 0) in vec4 position;
|
||||
out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * vec4(position.xyz + _15.inst[gl_InstanceID].pos.xyz, 1.0);
|
||||
color = vec4(_15.inst[gl_InstanceID].pos.xyz, 1.0);
|
||||
}
|
||||
|
||||
*/
|
||||
vs_trixel_source_glsl300es := u8.[
|
||||
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a,
|
||||
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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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|
||||
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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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|
||||
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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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|
||||
0x72,0x20,0x3d,0x20,0x76,0x65,0x63,0x34,0x28,0x5f,0x31,0x35,0x2e,0x69,0x6e,0x73,
|
||||
0x74,0x5b,0x67,0x6c,0x5f,0x49,0x6e,0x73,0x74,0x61,0x6e,0x63,0x65,0x49,0x44,0x5d,
|
||||
0x2e,0x70,0x6f,0x73,0x2e,0x78,0x79,0x7a,0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,
|
||||
0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
precision mediump float;
|
||||
precision highp int;
|
||||
|
||||
layout(location = 0) out highp vec4 frag_color;
|
||||
in highp vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
frag_color = color;
|
||||
}
|
||||
|
||||
*/
|
||||
fs_trixel_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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|
||||
0x63,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x69,
|
||||
0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c,
|
||||
0x6f,0x72,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,
|
||||
0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,
|
||||
0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
trixel_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
|
||||
desc: sg_shader_desc;
|
||||
desc.label = "trixel_shader";
|
||||
if backend == {
|
||||
case .GLCORE;
|
||||
desc.vertex_func.source = xx *vs_trixel_source_glsl430;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_trixel_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 = 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 = "vs_params";
|
||||
desc.storage_buffers[0].stage = .VERTEX;
|
||||
desc.storage_buffers[0].readonly = true;
|
||||
desc.storage_buffers[0].glsl_binding_n = 0;
|
||||
case .GLES3;
|
||||
desc.vertex_func.source = xx *vs_trixel_source_glsl300es;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_trixel_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 = 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 = "vs_params";
|
||||
desc.storage_buffers[0].stage = .VERTEX;
|
||||
desc.storage_buffers[0].readonly = true;
|
||||
desc.storage_buffers[0].glsl_binding_n = 0;
|
||||
}
|
||||
return desc;
|
||||
}
|
||||
37
src/shaders/shader_trixel.glsl
Normal file
37
src/shaders/shader_trixel.glsl
Normal file
@ -0,0 +1,37 @@
|
||||
@vs vs_trixel
|
||||
|
||||
in vec4 position;
|
||||
|
||||
layout(binding=0) uniform vs_params {
|
||||
mat4 mvp;
|
||||
};
|
||||
|
||||
struct trixel_instance {
|
||||
vec4 pos;
|
||||
};
|
||||
|
||||
layout(binding=0) readonly buffer instances {
|
||||
trixel_instance inst[];
|
||||
};
|
||||
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void main() {
|
||||
vec3 instancepos = inst[gl_InstanceIndex].pos.xyz;
|
||||
gl_Position = mvp * (vec4(position.xyz + instancepos, 1.0));
|
||||
color = vec4(instancepos, 1.0);
|
||||
}
|
||||
@end
|
||||
|
||||
@fs fs_trixel
|
||||
in vec4 color;
|
||||
out vec4 frag_color;
|
||||
|
||||
|
||||
void main() {
|
||||
frag_color = color;
|
||||
}
|
||||
@end
|
||||
|
||||
@program trixel vs_trixel fs_trixel
|
||||
Binary file not shown.
@ -187,7 +187,6 @@ draw_prepared_text :: (font: *Ui_Type_Indicator.Font, x: s64, y: s64, text_color
|
||||
result[gPreppedText.count] = 0;
|
||||
sgl_layer(layer);
|
||||
fonsDrawText(state.fons, xx x, xx y, result, null);
|
||||
sfons_flush(state.fons);
|
||||
fonsPushState(state.fons);
|
||||
arb_tri_command_add(.{
|
||||
type = .DRAW_TEXT,
|
||||
@ -320,4 +319,10 @@ render_ui :: () {
|
||||
r := GR.get_rect(100, 100, 200, 50);
|
||||
}
|
||||
|
||||
|
||||
ui_pass :: () {
|
||||
render_ui(); // Generates commands that are handled in arb_tri_flush
|
||||
sg_begin_pass(*(sg_pass.{ action = state.pass_action, swapchain = cast,force(sg_swapchain) sglue_swapchain() }));
|
||||
arb_tri_flush();
|
||||
sg_end_pass();
|
||||
sg_commit();
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user