diff --git a/src/renderer_sokol/shaders/jai/shaders.jai b/src/renderer_sokol/shaders/jai/shaders.jai index c9cd4b4..23c83fc 100644 --- a/src/renderer_sokol/shaders/jai/shaders.jai +++ b/src/renderer_sokol/shaders/jai/shaders.jai @@ -4,7 +4,7 @@ Generated by sokol-shdc (https://github.com/floooh/sokol-tools) Cmdline: - sokol-shdc -i shaders.glsl -o jai/shaders.jai -l glsl430:glsl300es:metal_macos -f sokol_jai + sokol-shdc -i src/renderer_sokol/shaders/shaders.glsl -o src/renderer_sokol/shaders/jai/shaders.jai -l glsl430:glsl300es:metal_macos -f sokol_jai Overview: ========= @@ -29,8 +29,9 @@ Attributes: ATTR_trile_position => 0 ATTR_trile_swatch => 1 - ATTR_trile_instance => 2 - ATTR_trile_tint => 3 + ATTR_trile_ao => 2 + ATTR_trile_instance => 3 + ATTR_trile_tint => 4 Shader program: 'ui': Get shader desc: ui_shader_desc(sg_query_backend()) Vertex Shader: vs_ui @@ -118,8 +119,9 @@ ATTR_billboard_uv_rect :: 2; ATTR_billboard_face :: 3; ATTR_trile_position :: 0; ATTR_trile_swatch :: 1; -ATTR_trile_instance :: 2; -ATTR_trile_tint :: 3; +ATTR_trile_ao :: 2; +ATTR_trile_instance :: 3; +ATTR_trile_tint :: 4; ATTR_ui_position :: 0; ATTR_ui_uv :: 1; ATTR_ui_color0 :: 2; @@ -323,13 +325,15 @@ fs_composite_source_glsl430 := u8.[ uniform vec4 trile_params[72]; uniform vec4 view_params[6]; - layout(location = 2) in vec4 instance; + layout(location = 3) in vec4 instance; layout(location = 0) in vec3 position; layout(location = 0) out float v_clip; layout(location = 1) out float v_swatch; layout(location = 1) in float swatch; - layout(location = 2) out float v_tint; - layout(location = 3) in float tint; + layout(location = 2) out float v_ao; + layout(location = 2) in float ao; + layout(location = 3) out float v_tint; + layout(location = 4) in float tint; void main() { @@ -339,6 +343,7 @@ fs_composite_source_glsl430 := u8.[ gl_Position = mat4(view_params[0], view_params[1], view_params[2], view_params[3]) * _84; v_clip = dot(_84, view_params[5]); v_swatch = swatch; + v_ao = ao; v_tint = tint; } @@ -349,7 +354,7 @@ vs_trile_source_glsl430 := u8.[ 0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x5b,0x37,0x32,0x5d,0x3b,0x0a,0x75,0x6e,0x69, 0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x69,0x65,0x77,0x5f,0x70, 0x61,0x72,0x61,0x6d,0x73,0x5b,0x36,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74, - 0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x32,0x29,0x20,0x69, + 0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x33,0x29,0x20,0x69, 0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x69,0x6e,0x73,0x74,0x61,0x6e,0x63,0x65,0x3b, 0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e, 0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x33,0x20,0x70,0x6f, @@ -362,39 +367,45 @@ vs_trile_source_glsl430 := u8.[ 0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x69,0x6e,0x20, 0x66,0x6c,0x6f,0x61,0x74,0x20,0x73,0x77,0x61,0x74,0x63,0x68,0x3b,0x0a,0x6c,0x61, 0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20, - 0x32,0x29,0x20,0x6f,0x75,0x74,0x20,0x66,0x6c,0x6f,0x61,0x74,0x20,0x76,0x5f,0x74, - 0x69,0x6e,0x74,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61, - 0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x33,0x29,0x20,0x69,0x6e,0x20,0x66,0x6c,0x6f, - 0x61,0x74,0x20,0x74,0x69,0x6e,0x74,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d, - 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layout(location = 2) in float v_tint; + layout(location = 2) in float v_ao; + layout(location = 3) in float v_tint; layout(location = 0) out vec4 frag_color; void main() @@ -412,7 +424,7 @@ vs_trile_source_glsl430 := u8.[ { discard; } - vec3 albedo = texelFetch(palette_palette_smp, ivec2(int(v_swatch + 0.5), 0), 0).xyz; + vec3 albedo = texelFetch(palette_palette_smp, ivec2(int(v_swatch + 0.5), 0), 0).xyz * mix(0.4000000059604644775390625, 1.0, v_ao); if (v_tint > 1.5) { albedo = mix(albedo, vec3(1.0, 0.20000000298023223876953125, 0.20000000298023223876953125), vec3(0.5)); @@ -440,43 +452,48 @@ fs_trile_source_glsl430 := u8.[ 0x20,0x3d,0x20,0x31,0x29,0x20,0x69,0x6e,0x20,0x66,0x6c,0x6f,0x61,0x74,0x20,0x76, 0x5f,0x73,0x77,0x61,0x74,0x63,0x68,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, 0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x32,0x29,0x20,0x69,0x6e, - 0x20,0x66,0x6c,0x6f,0x61,0x74,0x20,0x76,0x5f,0x74,0x69,0x6e,0x74,0x3b,0x0a,0x6c, - 0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d, - 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layout(location = 2) in vec4 instance; + layout(location = 3) in vec4 instance; layout(location = 0) in vec3 position; out float v_clip; out float v_swatch; layout(location = 1) in float swatch; + out float v_ao; + layout(location = 2) in float ao; out float v_tint; - layout(location = 3) in float tint; + layout(location = 4) in float tint; void main() { @@ -1012,6 +1031,7 @@ fs_composite_source_glsl300es := u8.[ gl_Position = mat4(view_params[0], view_params[1], view_params[2], view_params[3]) * _84; v_clip = dot(_84, view_params[5]); v_swatch = swatch; + v_ao = ao; v_tint = tint; } @@ -1022,7 +1042,7 @@ vs_trile_source_glsl300es := u8.[ 0x69,0x6c,0x65,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x5b,0x37,0x32,0x5d,0x3b,0x0a, 0x75,0x6e,0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x69,0x65, 0x77,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x5b,0x36,0x5d,0x3b,0x0a,0x6c,0x61,0x79, - 0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x32, + 0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x33, 0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x69,0x6e,0x73,0x74,0x61,0x6e, 0x63,0x65,0x3b,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, @@ -1032,39 +1052,43 @@ vs_trile_source_glsl300es := u8.[ 0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e, 0x20,0x3d,0x20,0x31,0x29,0x20,0x69,0x6e,0x20,0x66,0x6c,0x6f,0x61,0x74,0x20,0x73, 0x77,0x61,0x74,0x63,0x68,0x3b,0x0a,0x6f,0x75,0x74,0x20,0x66,0x6c,0x6f,0x61,0x74, - 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highp vec3 albedo = texelFetch(palette_palette_smp, ivec2(int(v_swatch + 0.5), 0), 0).xyz; + highp vec3 albedo = texelFetch(palette_palette_smp, ivec2(int(v_swatch + 0.5), 0), 0).xyz * mix(0.4000000059604644775390625, 1.0, v_ao); if (v_tint > 1.5) { albedo = mix(albedo, vec3(1.0, 0.20000000298023223876953125, 0.20000000298023223876953125), vec3(0.5)); @@ -1111,44 +1136,48 @@ fs_trile_source_glsl300es := u8.[ 0x68,0x69,0x67,0x68,0x70,0x20,0x66,0x6c,0x6f,0x61,0x74,0x20,0x76,0x5f,0x63,0x6c, 0x69,0x70,0x3b,0x0a,0x69,0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x66,0x6c,0x6f, 0x61,0x74,0x20,0x76,0x5f,0x73,0x77,0x61,0x74,0x63,0x68,0x3b,0x0a,0x69,0x6e,0x20, - 0x68,0x69,0x67,0x68,0x70,0x20,0x66,0x6c,0x6f,0x61,0x74,0x20,0x76,0x5f,0x74,0x69, - 0x6e,0x74,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74, - 0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x68,0x69,0x67, - 0x68,0x70,0x20,0x76,0x65,0x63,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c, - 0x6f,0x72,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29, - 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float v_tint [[user(locn2)]]; + float v_ao [[user(locn2)]]; + float v_tint [[user(locn3)]]; float4 gl_Position [[position]]; }; @@ -1802,8 +1832,9 @@ fs_composite_source_metal_macos := u8.[ { float3 position [[attribute(0)]]; float swatch [[attribute(1)]]; - float4 instance [[attribute(2)]]; - float tint [[attribute(3)]]; + float ao [[attribute(2)]]; + float4 instance [[attribute(3)]]; + float tint [[attribute(4)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant trile_params& _36 [[buffer(0)]], constant view_params& _75 [[buffer(1)]]) @@ -1815,6 +1846,7 @@ fs_composite_source_metal_macos := u8.[ out.gl_Position = _75.view_proj * _84; out.v_clip = dot(_84, _75.clip); out.v_swatch = in.swatch; + out.v_ao = in.ao; out.v_tint = in.tint; return out; } @@ -1840,8 +1872,10 @@ vs_trile_source_metal_macos := u8.[ 0x6f,0x63,0x6e,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f, 0x61,0x74,0x20,0x76,0x5f,0x73,0x77,0x61,0x74,0x63,0x68,0x20,0x5b,0x5b,0x75,0x73, 0x65,0x72,0x28,0x6c,0x6f,0x63,0x6e,0x31,0x29,0x5d,0x5d,0x3b,0x0a,0x20,0x20,0x20, + 0x20,0x66,0x6c,0x6f,0x61,0x74,0x20,0x76,0x5f,0x61,0x6f,0x20,0x5b,0x5b,0x75,0x73, + 0x65,0x72,0x28,0x6c,0x6f,0x63,0x6e,0x32,0x29,0x5d,0x5d,0x3b,0x0a,0x20,0x20,0x20, 0x20,0x66,0x6c,0x6f,0x61,0x74,0x20,0x76,0x5f,0x74,0x69,0x6e,0x74,0x20,0x5b,0x5b, - 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float v_tint [[user(locn2)]]; + float v_ao [[user(locn2)]]; + float v_tint [[user(locn3)]]; }; fragment main0_out main0(main0_in in [[stage_in]], texture2d palette [[texture(0)]], sampler palette_smp [[sampler(0)]]) @@ -1918,7 +1957,7 @@ vs_trile_source_metal_macos := u8.[ { discard_fragment(); } - float3 albedo = palette.read(uint2(int2(int(in.v_swatch + 0.5), 0)), 0).xyz; + float3 albedo = palette.read(uint2(int2(int(in.v_swatch + 0.5), 0)), 0).xyz * mix(0.4000000059604644775390625, 1.0, in.v_ao); if (in.v_tint > 1.5) { albedo = mix(albedo, float3(1.0, 0.20000000298023223876953125, 0.20000000298023223876953125), float3(0.5)); @@ -1950,8 +1989,10 @@ fs_trile_source_metal_macos := u8.[ 0x6e,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74, 0x20,0x76,0x5f,0x73,0x77,0x61,0x74,0x63,0x68,0x20,0x5b,0x5b,0x75,0x73,0x65,0x72, 0x28,0x6c,0x6f,0x63,0x6e,0x31,0x29,0x5d,0x5d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66, + 0x6c,0x6f,0x61,0x74,0x20,0x76,0x5f,0x61,0x6f,0x20,0x5b,0x5b,0x75,0x73,0x65,0x72, + 0x28,0x6c,0x6f,0x63,0x6e,0x32,0x29,0x5d,0x5d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66, 0x6c,0x6f,0x61,0x74,0x20,0x76,0x5f,0x74,0x69,0x6e,0x74,0x20,0x5b,0x5b,0x75,0x73, - 0x65,0x72,0x28,0x6c,0x6f,0x63,0x6e,0x32,0x29,0x5d,0x5d,0x3b,0x0a,0x7d,0x3b,0x0a, + 0x65,0x72,0x28,0x6c,0x6f,0x63,0x6e,0x33,0x29,0x5d,0x5d,0x3b,0x0a,0x7d,0x3b,0x0a, 0x0a,0x66,0x72,0x61,0x67,0x6d,0x65,0x6e,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f, 0x6f,0x75,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x28,0x6d,0x61,0x69,0x6e,0x30,0x5f, 0x69,0x6e,0x20,0x69,0x6e,0x20,0x5b,0x5b,0x73,0x74,0x61,0x67,0x65,0x5f,0x69,0x6e, @@ -1970,33 +2011,36 @@ fs_trile_source_metal_macos := u8.[ 0x70,0x61,0x6c,0x65,0x74,0x74,0x65,0x2e,0x72,0x65,0x61,0x64,0x28,0x75,0x69,0x6e, 0x74,0x32,0x28,0x69,0x6e,0x74,0x32,0x28,0x69,0x6e,0x74,0x28,0x69,0x6e,0x2e,0x76, 0x5f,0x73,0x77,0x61,0x74,0x63,0x68,0x20,0x2b,0x20,0x30,0x2e,0x35,0x29,0x2c,0x20, - 0x30,0x29,0x29,0x2c,0x20,0x30,0x29,0x2e,0x78,0x79,0x7a,0x3b,0x0a,0x20,0x20,0x20, - 0x20,0x69,0x66,0x20,0x28,0x69,0x6e,0x2e,0x76,0x5f,0x74,0x69,0x6e,0x74,0x20,0x3e, - 0x20,0x31,0x2e,0x35,0x29,0x0a,0x20,0x20,0x20,0x20,0x7b,0x0a,0x20,0x20,0x20,0x20, - 0x20,0x20,0x20,0x20,0x61,0x6c,0x62,0x65,0x64,0x6f,0x20,0x3d,0x20,0x6d,0x69,0x78, - 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desc.attrs[2].glsl_name = "instance"; + desc.attrs[2].glsl_name = "ao"; desc.attrs[3].base_type = .FLOAT; - desc.attrs[3].glsl_name = "tint"; + desc.attrs[3].glsl_name = "instance"; + desc.attrs[4].base_type = .FLOAT; + desc.attrs[4].glsl_name = "tint"; desc.uniform_blocks[0].stage = .VERTEX; desc.uniform_blocks[0].layout = .STD140; desc.uniform_blocks[0].size = 96; @@ -2930,9 +2976,11 @@ trile_shader_desc :: (backend: sg_backend) -> sg_shader_desc { desc.attrs[1].base_type = .FLOAT; desc.attrs[1].glsl_name = "swatch"; desc.attrs[2].base_type = .FLOAT; - desc.attrs[2].glsl_name = "instance"; + desc.attrs[2].glsl_name = "ao"; desc.attrs[3].base_type = .FLOAT; - desc.attrs[3].glsl_name = "tint"; + desc.attrs[3].glsl_name = "instance"; + desc.attrs[4].base_type = .FLOAT; + desc.attrs[4].glsl_name = "tint"; desc.uniform_blocks[0].stage = .VERTEX; desc.uniform_blocks[0].layout = .STD140; desc.uniform_blocks[0].size = 96; @@ -2964,6 +3012,7 @@ trile_shader_desc :: (backend: sg_backend) -> sg_shader_desc { desc.attrs[1].base_type = .FLOAT; desc.attrs[2].base_type = .FLOAT; desc.attrs[3].base_type = .FLOAT; + desc.attrs[4].base_type = .FLOAT; desc.uniform_blocks[0].stage = .VERTEX; desc.uniform_blocks[0].layout = .STD140; desc.uniform_blocks[0].size = 96; diff --git a/src/renderer_sokol/shaders/trile.glsl b/src/renderer_sokol/shaders/trile.glsl index 2b6f385..a9eb103 100644 --- a/src/renderer_sokol/shaders/trile.glsl +++ b/src/renderer_sokol/shaders/trile.glsl @@ -7,11 +7,13 @@ layout(binding=1) uniform trile_params { in vec3 position; in float swatch; +in float ao; in vec4 instance; // xyz = position, w = orientation in float tint; out float v_clip; out float v_swatch; +out float v_ao; out float v_tint; void main() { @@ -23,6 +25,7 @@ void main() { gl_Position = view_proj * vec4(world, 1.0); v_clip = dot(vec4(world, 1.0), clip); v_swatch = swatch; + v_ao = ao; v_tint = tint; } @end @@ -30,6 +33,7 @@ void main() { @fs fs_trile in float v_clip; in float v_swatch; +in float v_ao; in float v_tint; out vec4 frag_color; @@ -39,6 +43,7 @@ layout(binding=0) uniform sampler palette_smp; void main() { if (v_clip < 0.0) discard; vec3 albedo = texelFetch(sampler2D(palette, palette_smp), ivec2(int(v_swatch + 0.5), 0), 0).rgb; + albedo *= mix(0.4, 1.0, v_ao); if (v_tint > 1.5) albedo = mix(albedo, vec3(1.0, 0.2, 0.2), 0.5); else if (v_tint > 0.5) albedo = mix(albedo, vec3(0.2, 1.0, 0.2), 0.5); frag_color = vec4(albedo, 1.0); diff --git a/src/renderer_sokol/triles.jai b/src/renderer_sokol/triles.jai index 92f47a2..7867b74 100644 --- a/src/renderer_sokol/triles.jai +++ b/src/renderer_sokol/triles.jai @@ -3,8 +3,10 @@ triles_init :: (orientations: [ORIENTATION_COUNT]Matrix3) { desc.layout.buffers[1].step_func = .PER_INSTANCE; desc.layout.attrs[ATTR_trile_position] = .{ format = .FLOAT3 }; desc.layout.attrs[ATTR_trile_swatch] = .{ format = .FLOAT }; + desc.layout.attrs[ATTR_trile_ao] = .{ format = .FLOAT }; desc.layout.attrs[ATTR_trile_instance] = .{ format = .FLOAT4, buffer_index = 1 }; desc.layout.attrs[ATTR_trile_tint] = .{ format = .FLOAT, buffer_index = 1 }; + desc.index_type = .UINT16; desc.cull_mode = .BACK; desc.face_winding = .CCW; triles.pipeline = sg_make_pipeline(*desc); @@ -15,16 +17,16 @@ triles_init :: (orientations: [ORIENTATION_COUNT]Matrix3) { triles.palette_dirty = true; } -renderer_trile_mesh_create :: (vertices: []Trile_Vertex) -> u32 { +renderer_trile_mesh_create :: (vertices: []Trile_Vertex, indices: []u16) -> u32 { id, mesh := slot_add(*triles.meshes); - make_mesh(mesh, vertices); + make_mesh(mesh, vertices, indices); return id; } -renderer_trile_mesh_update :: (id: u32, vertices: []Trile_Vertex) { +renderer_trile_mesh_update :: (id: u32, vertices: []Trile_Vertex, indices: []u16) { mesh := slot_get(*triles.meshes, id); free_mesh(mesh); - make_mesh(mesh, vertices); + make_mesh(mesh, vertices, indices); } renderer_trile_mesh_destroy :: (id: u32) { @@ -78,24 +80,26 @@ triles_draw :: (pass: *Pass) { for triles.batches { if it.view_index != pass.view_index || (pass.reflection && it.key & PREVIEW_KEY) continue; mesh := slot_get(*triles.meshes, xx (it.key & ~PREVIEW_KEY)); - if !mesh || mesh.vertex_count == 0 continue; + if !mesh || mesh.index_count == 0 continue; bind : sg_bindings; bind.vertex_buffers[0] = mesh.vertices; + bind.index_buffer = mesh.indices; bind.vertex_buffers[1] = triles.stream.buffer; bind.vertex_buffer_offsets[1] = it.first * size_of(Instance); bind.images[IMG_palette] = triles.palette_image; bind.samplers[SMP_palette_smp] = samplers.nearest_clamp; sg_apply_bindings(*bind); - sg_draw(0, mesh.vertex_count, it.count); + sg_draw(0, mesh.index_count, it.count); } } #scope_file Mesh :: struct { - vertices : sg_buffer; - vertex_count : s32; + vertices : sg_buffer; + indices : sg_buffer; + index_count : s32; } Instance :: struct { @@ -120,14 +124,18 @@ triles : struct { stream : Stream_Buffer; } -make_mesh :: (mesh: *Mesh, vertices: []Trile_Vertex) { - mesh.vertex_count = xx vertices.count; - if vertices.count { +make_mesh :: (mesh: *Mesh, vertices: []Trile_Vertex, indices: []u16) { + mesh.index_count = xx indices.count; + if indices.count { mesh.vertices = sg_make_buffer(*(sg_buffer_desc.{ data = .{ vertices.data, xx (vertices.count * size_of(Trile_Vertex)) } })); + mesh.indices = sg_make_buffer(*(sg_buffer_desc.{ type = .INDEXBUFFER, data = .{ indices.data, xx (indices.count * size_of(u16)) } })); } } free_mesh :: (mesh: *Mesh) { - if mesh.vertex_count sg_destroy_buffer(mesh.vertices); + if mesh.index_count { + sg_destroy_buffer(mesh.vertices); + sg_destroy_buffer(mesh.indices); + } mesh.* = .{}; } diff --git a/src/rendering/scene.jai b/src/rendering/scene.jai index a000325..e892093 100644 --- a/src/rendering/scene.jai +++ b/src/rendering/scene.jai @@ -53,11 +53,13 @@ Ui_Vertex :: struct { } trile_mesh_create :: (trile: *Trile) -> Trile_Mesh { - return .{renderer_trile_mesh_create(mesh_trile(trile))}; + vertices, indices := mesh_trile(trile); + return .{renderer_trile_mesh_create(vertices, indices)}; } trile_mesh_update :: (mesh: Trile_Mesh, trile: *Trile) { - renderer_trile_mesh_update(mesh.id, mesh_trile(trile)); + vertices, indices := mesh_trile(trile); + renderer_trile_mesh_update(mesh.id, vertices, indices); } trile_mesh_destroy :: (mesh: Trile_Mesh) { @@ -192,6 +194,7 @@ Scene_Ui :: struct { Trile_Vertex :: struct { position : Vector3; swatch : float; + ao : float; // 0 = fully occluded, 1 = open } Scene :: struct { diff --git a/src/rendering/trile_mesher.jai b/src/rendering/trile_mesher.jai index 2a3e91f..6b4b702 100644 --- a/src/rendering/trile_mesher.jai +++ b/src/rendering/trile_mesher.jai @@ -1,53 +1,92 @@ -mesh_trile :: (trile: *Trile) -> []Trile_Vertex { +mesh_trile :: (trile: *Trile) -> vertices: []Trile_Vertex, indices: []u16 { vertices : [..]Trile_Vertex; + indices : [..]u16; vertices.allocator = temp; + indices.allocator = temp; for axis: 0..2 for sign: s32.[1, -1] { u_axis := (axis + 1) % 3; v_axis := (axis + 2) % 3; for depth: 0..15 { - mask : [16][16]u8; + mask : [16][16]Face; for u: 0..15 for v: 0..15 { c : [3]s32; c[axis] = xx depth; c[u_axis] = xx u; c[v_axis] = xx v; swatch := trixel(trile, c); c[axis] += sign; - if trixel(trile, c) == 0 mask[u][v] = swatch; + if !swatch || trixel(trile, c) continue; + + face := *mask[u][v]; + face.swatch = swatch; + for corner: 0..3 { + side_u := c; side_u[u_axis] += xx ifx corner == 1 || corner == 2 then 1 else -1; + side_v := c; side_v[v_axis] += xx ifx corner >= 2 then 1 else -1; + diagonal := side_u; diagonal[v_axis] = side_v[v_axis]; + a := trixel(trile, side_u) != 0; + b := trixel(trile, side_v) != 0; + d := trixel(trile, diagonal) != 0; + face.ao[corner] = xx ifx a && b then 0 else 3 - cast(int) a - cast(int) b - cast(int) d; + } } for u0: 0..15 for v0: 0..15 { - swatch := mask[u0][v0]; - if !swatch continue; - v1 := v0 + 1; - while v1 < 16 && mask[u0][v1] == swatch v1 += 1; - u1 := u0 + 1; - while u1 < 16 && row_matches(*mask, u1, v0, v1, swatch) u1 += 1; - for u: u0..u1-1 for v: v0..v1-1 mask[u][v] = 0; + face := mask[u0][v0]; + if !face.swatch continue; + // A face with an AO gradient keeps its own quad, so the gradient isn't stretched. + u1, v1 := u0 + 1, v0 + 1; + if flat(face) { + while v1 < 16 && mask[u0][v1] == face v1 += 1; + while u1 < 16 && row_matches(*mask, u1, v0, v1, face) u1 += 1; + } + for u: u0..u1-1 for v: v0..v1-1 mask[u][v] = .{}; plane := cast(float)(depth + ifx sign > 0 then 1 else 0); - corner :: (axis: int, u_axis: int, v_axis: int, plane: float, u: int, v: int) -> Vector3 #expand { + corner :: (u: int, v: int, ao: u8) -> Trile_Vertex #expand { p : Vector3; - p.component[axis] = plane * TRIXEL_SIZE; - p.component[u_axis] = u * TRIXEL_SIZE; - p.component[v_axis] = v * TRIXEL_SIZE; - return p; + p.component[`axis] = `plane * TRIXEL_SIZE; + p.component[`u_axis] = u * TRIXEL_SIZE; + p.component[`v_axis] = v * TRIXEL_SIZE; + return .{p, xx `face.swatch, ao / 3.0}; + } + q := Trile_Vertex.[ + corner(u0, v0, face.ao[0]), + corner(u1, v0, face.ao[1]), + corner(u1, v1, face.ao[2]), + corner(u0, v1, face.ao[3]), + ]; + if sign < 0 q[1], q[3] = q[3], q[1]; + // Split along the brighter diagonal so AO interpolates evenly. + base := cast(u16) vertices.count; + array_add(*vertices, ..q); + if face.ao[0] + face.ao[2] < face.ao[1] + face.ao[3] { + for u16.[1, 2, 3, 1, 3, 0] array_add(*indices, base + it); + } else { + for u16.[0, 1, 2, 0, 2, 3] array_add(*indices, base + it); } - p0 := corner(axis, u_axis, v_axis, plane, u0, v0); - p1 := corner(axis, u_axis, v_axis, plane, u1, v0); - p2 := corner(axis, u_axis, v_axis, plane, u1, v1); - p3 := corner(axis, u_axis, v_axis, plane, u0, v1); - if sign < 0 p1, p3 = p3, p1; - for Vector3.[p0, p1, p2, p0, p2, p3] array_add(*vertices, .{it, xx swatch}); } } } - return vertices; + return vertices, indices; } #scope_file -row_matches :: (mask: *[16][16]u8, u: int, v0: int, v1: int, swatch: u8) -> bool { - for v: v0..v1-1 if mask.*[u][v] != swatch return false; +// ao is per corner in the order (u0, v0), (u1, v0), (u1, v1), (u0, v1); 3 = open. +Face :: struct { + swatch : u8; + ao : [4]u8; +} + +operator == :: (a: Face, b: Face) -> bool { + return a.swatch == b.swatch && a.ao[0] == b.ao[0] && a.ao[1] == b.ao[1] && a.ao[2] == b.ao[2] && a.ao[3] == b.ao[3]; +} + +flat :: (face: Face) -> bool { + return face.ao[0] == face.ao[1] && face.ao[1] == face.ao[2] && face.ao[2] == face.ao[3]; +} + +row_matches :: (mask: *[16][16]Face, u: int, v0: int, v1: int, face: Face) -> bool { + for v: v0..v1-1 if mask.*[u][v] != face return false; return true; }