create billboard rendering pipeline

This commit is contained in:
Tuomas Katajisto 2025-10-30 23:12:16 +02:00
parent b68a134904
commit cff9194721
8 changed files with 662 additions and 2 deletions

View File

@ -11,6 +11,7 @@ MEM_DEBUG :: false;
#import "Hash";
#import "Simple_Package_Reader";
String :: #import "String";
Jaison :: #import "Jaison";
stbi :: #import "stb_image";

View File

@ -21,6 +21,7 @@ Render_Command_Type :: enum {
UPDATE_TRIXELS;
DRAW_TRIXELS;
SET_LIGHT;
DRAW_BILLBOARD;
}
Render_Command :: struct {
@ -60,6 +61,11 @@ Render_Command_Update_Trixels :: struct {
colMultipliers : *[16][16][16]Vector3;
}
Render_Command_Draw_Billboard :: struct {
#as using c : Render_Command;
c.type = .DRAW_BILLBOARD;
}
Render_Command_Draw_Trixels :: struct {
#as using c : Render_Command;
c.type = .DRAW_TRIXELS;

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@ -40,6 +40,8 @@ backend_handle_command :: (cmd: *Render_Command) {
case .SET_LIGHT;
set_light_command := cast(*Render_Command_Set_Light)cmd;
current_world_config = set_light_command.worldConfig;
case .DRAW_BILLBOARD;
backend_draw_billboard();
}
}
@ -223,6 +225,31 @@ backend_draw_ground :: (wc: *World_Config) {
sg_draw(0, 6, 2);
}
backend_draw_billboard :: () {
mvp := create_viewproj(*camera);
vs_params : Billboard_Vs_Params;
anim := table_find_pointer(*g_animations, "player_idle");
if anim {
gPipelines.billboard.bind.images[0] = anim.sheet;
num := cast(s32)(get_time() / 0.1) % anim.frames.count;
frame := anim.frames[num];
vs_params.uvs = Vector4.{
cast(float) frame.x / cast(float)anim.sheet_w,
cast(float) frame.y / cast(float)anim.sheet_h,
cast(float) frame.w / cast(float)anim.sheet_w,
cast(float) frame.h / cast(float)anim.sheet_h,
}.component;
vs_params.size = Vector2.{cast(float)(frame.w / 16), cast(float)(frame.h / 16)}.component;
vs_params.cam = camera.position.component;
}
vs_params.mvp = mvp.floats;
vs_params.offset = Vector3.{10, 1, 5.5}.component;
sg_apply_pipeline(gPipelines.billboard.pipeline);
sg_apply_bindings(*gPipelines.billboard.bind);
sg_apply_uniforms(UB_billboard_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params)) }));
sg_draw(0, 6, 1);
}
backend_draw_ground_gbuf :: (wc: *World_Config) {
mvp := create_viewproj(*camera);
view := create_lookat(*camera);

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@ -15,6 +15,7 @@ fill_uniform_with_engine_data :: (uniform: *$A, enginedata: *$B) {
create_world_rendering_tasks :: (world: *World) {
create_sky_rendering_task(*world.conf);
create_set_light_rendering_task(*world.conf);
create_billboard_rendering_task();
for world.positions {
if it.positions.count < 1 then continue;
triletask := Rendering_Task_Trile.{};
@ -47,6 +48,11 @@ create_ground_rendering_task :: (world: *World) {
add_rendering_task(groundtask);
}
create_billboard_rendering_task :: () {
billboardtask := Rendering_Task_Billboard.{type = .BILLBOARD };
add_rendering_task(billboardtask);
}
create_set_cam_rendering_task :: (cam: Camera, planeHeight: float) {
camtask := Rendering_Task_Set_Camera.{type = .SET_CAMERA, camera = cam, planeHeight = planeHeight};
add_rendering_task(camtask);

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@ -63,6 +63,8 @@ gPipelines : struct {
op : Pipeline_Binding;
mix : Pipeline_Binding;
billboard : Pipeline_Binding;
// Renders the SSAO texture using things from the gbuffer pass.
ssao: Pipeline_Binding;
@ -139,6 +141,7 @@ create_pipelines :: () {
create_ssao_pipeline();
create_op_pipeline();
create_mix_pipeline();
create_billboard_pipeline();
create_shadowmap_image();
create_final_image();
@ -761,6 +764,61 @@ create_op_pipeline :: () {
}
create_billboard_pipeline :: () {
pipeline: sg_pipeline_desc;
shader_desc := billboard_shader_desc(sg_query_backend());
pipeline.shader = sg_make_shader(*shader_desc);
pipeline.layout.buffers[0].stride = 4*3;
pipeline.layout.attrs[ATTR_billboard_position] = .{ format = .FLOAT3, buffer_index = 0 };
pipeline.index_type = .UINT16;
pipeline.depth = .{
write_enabled = true,
compare = .LESS_EQUAL,
pixel_format = .DEPTH
};
color_state := sg_color_target_state.{
pixel_format = .RGBA32F,
blend = .{
enabled = true,
src_factor_rgb = .SRC_ALPHA,
dst_factor_rgb = .ONE_MINUS_SRC_ALPHA
}
};
vertices: [4]Vector3 = .[
.{ 0.0, 0.0, 0.0},
.{ 1.0, 0.0, 0.0},
.{ 1.0, 1.0, 0.0},
.{ 0.0, 1.0, 0.0},
];
indices: [6]u16 = .[
0, 1, 2,
0, 2, 3,
];
pipeline.color_count = 1;
pipeline.colors[0] = color_state;
gPipelines.billboard.pipeline = sg_make_pipeline(*pipeline);
ibuffer := sg_buffer_desc.{ type = .INDEXBUFFER, data = .{ ptr = indices.data, size = 6 * 2 } };
vbuffer := sg_buffer_desc.{ data = .{ ptr = vertices.data, size = 4 * 3 * 4 } };
gPipelines.billboard.bind.index_buffer = sg_make_buffer(*ibuffer);
gPipelines.billboard.bind.vertex_buffers[0] = sg_make_buffer(*vbuffer);
gPipelines.billboard.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,
}));
}
// Takes in 2-3 textures, and mixes them.
create_mix_pipeline :: () {
platconf := get_plat_conf();

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@ -8,8 +8,8 @@ Rendering_Task_Type :: enum {
SET_LIGHT;
TRILE; // We need to add an ability to invalidate buffer instead of updating it constantly. Also probably have a buffer for static world triles and one for moving ones.
TRIXELS;
SPRITE;
PARTICLES;
BILLBOARD;
PARTICLES;
};
Rendering_Task :: struct {
@ -39,6 +39,11 @@ Rendering_Task_Ground :: struct {
world : *World;
}
Rendering_Task_Billboard :: struct {
#as using t : Rendering_Task;
t.type = .BILLBOARD;
}
Rendering_Task_Trile :: struct {
#as using t : Rendering_Task;
t.type = .TRILE;
@ -115,6 +120,9 @@ tasks_to_commands :: () {
commandDrawGround.worldConfig = *(cast(*Rendering_Task_Ground)it).world.conf;
array_add(*render_command_buckets.main, commandDrawGround);
array_add(*render_command_buckets.gbuffer, commandDrawGround);
case .BILLBOARD;
commandDrawBillboard := New(Render_Command_Draw_Billboard,, temp);
array_add(*render_command_buckets.main, commandDrawBillboard);
case .SET_CAMERA;
task := (cast(*Rendering_Task_Set_Camera)it);
command := New(Render_Command_Set_Camera,, temp);

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@ -0,0 +1,506 @@
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc -i shader_billboard.glsl -o ./jai/shader_billboard.jai -l glsl430:glsl300es:metal_macos -f sokol_jai
Overview:
=========
Shader program: 'billboard':
Get shader desc: billboard_shader_desc(sg_query_backend())
Vertex Shader: vs_billboard
Fragment Shader: fs_billboard
Attributes:
ATTR_billboard_position => 0
Bindings:
Uniform block 'billboard_vs_params':
Jai struct: Billboard_Vs_Params
Bind slot: UB_billboard_vs_params => 0
Image 'sprite':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: IMG_sprite => 0
Sampler 'spritesmp':
Type: .FILTERING
Bind slot: SMP_spritesmp => 0
*/
ATTR_billboard_position :: 0;
UB_billboard_vs_params :: 0;
IMG_sprite :: 0;
SMP_spritesmp :: 0;
Billboard_Vs_Params :: struct {
mvp: [16]float;
uvs: [4]float;
offset: [3]float;
_: [4]u8;
size: [2]float;
_: [8]u8;
cam: [3]float;
_: [4]u8;
};
/*
#version 430
uniform vec4 billboard_vs_params[8];
layout(location = 0) in vec3 position;
layout(location = 0) out vec2 uv_in;
void main()
{
vec3 _53 = billboard_vs_params[5].xyz - billboard_vs_params[7].xyz;
_53.y = 0.0;
gl_Position = mat4(billboard_vs_params[0], billboard_vs_params[1], billboard_vs_params[2], billboard_vs_params[3]) * vec4((billboard_vs_params[5].xyz + (normalize(cross(vec3(0.0, 1.0, 0.0), normalize(_53))) * ((position.x - 0.5) * billboard_vs_params[6].x))) + (vec3(0.0, 1.0, 0.0) * (position.y * billboard_vs_params[6].y)), 1.0);
uv_in = vec2(billboard_vs_params[4].x + (position.x * billboard_vs_params[4].z), billboard_vs_params[4].y + (position.y * billboard_vs_params[4].w));
}
*/
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/*
#version 430
layout(binding = 16) uniform sampler2D sprite_spritesmp;
layout(location = 0) in vec2 uv_in;
layout(location = 0) out vec4 color;
void main()
{
vec2 _12 = uv_in;
_12.y = 1.0 - _12.y;
vec4 _35 = texture(sprite_spritesmp, _12);
if (_35.w < 0.00999999977648258209228515625)
{
discard;
}
color = vec4(_35.xyz * 0.300000011920928955078125, 1.0);
}
*/
fs_billboard_source_glsl430 := u8.[
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/*
#version 300 es
uniform vec4 billboard_vs_params[8];
layout(location = 0) in vec3 position;
out vec2 uv_in;
void main()
{
vec3 _53 = billboard_vs_params[5].xyz - billboard_vs_params[7].xyz;
_53.y = 0.0;
gl_Position = mat4(billboard_vs_params[0], billboard_vs_params[1], billboard_vs_params[2], billboard_vs_params[3]) * vec4((billboard_vs_params[5].xyz + (normalize(cross(vec3(0.0, 1.0, 0.0), normalize(_53))) * ((position.x - 0.5) * billboard_vs_params[6].x))) + (vec3(0.0, 1.0, 0.0) * (position.y * billboard_vs_params[6].y)), 1.0);
uv_in = vec2(billboard_vs_params[4].x + (position.x * billboard_vs_params[4].z), billboard_vs_params[4].y + (position.y * billboard_vs_params[4].w));
}
*/
vs_billboard_source_glsl300es := u8.[
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];
/*
#version 300 es
precision mediump float;
precision highp int;
uniform highp sampler2D sprite_spritesmp;
in highp vec2 uv_in;
layout(location = 0) out highp vec4 color;
void main()
{
highp vec2 _12 = uv_in;
_12.y = 1.0 - _12.y;
highp vec4 _35 = texture(sprite_spritesmp, _12);
if (_35.w < 0.00999999977648258209228515625)
{
discard;
}
color = vec4(_35.xyz * 0.300000011920928955078125, 1.0);
}
*/
fs_billboard_source_glsl300es := u8.[
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];
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct billboard_vs_params
{
float4x4 mvp;
float4 uvs;
float3 offset;
float2 size;
float3 cam;
};
struct main0_out
{
float2 uv_in [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 position [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant billboard_vs_params& _24 [[buffer(0)]])
{
main0_out out = {};
float3 _53 = _24.offset - _24.cam;
_53.y = 0.0;
out.gl_Position = _24.mvp * 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.uv_in = float2(_24.uvs.x + (in.position.x * _24.uvs.z), _24.uvs.y + (in.position.y * _24.uvs.w));
return out;
}
*/
vs_billboard_source_metal_macos := u8.[
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];
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 color [[color(0)]];
};
struct main0_in
{
float2 uv_in [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> sprite [[texture(0)]], sampler spritesmp [[sampler(0)]])
{
main0_out out = {};
float4 _27 = sprite.sample(spritesmp, in.uv_in);
if (_27.w < 0.00999999977648258209228515625)
{
discard_fragment();
}
out.color = float4(_27.xyz * 0.300000011920928955078125, 1.0);
return out;
}
*/
fs_billboard_source_metal_macos := u8.[
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];
billboard_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc: sg_shader_desc;
desc.label = "billboard_shader";
if backend == {
case .GLCORE;
desc.vertex_func.source = xx *vs_billboard_source_glsl430;
desc.vertex_func.entry = "main";
desc.fragment_func.source = xx *fs_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 = 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 = "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 = "sprite_spritesmp";
case .GLES3;
desc.vertex_func.source = xx *vs_billboard_source_glsl300es;
desc.vertex_func.entry = "main";
desc.fragment_func.source = xx *fs_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 = 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 = "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 = "sprite_spritesmp";
case .METAL_MACOS;
desc.vertex_func.source = xx *vs_billboard_source_metal_macos;
desc.vertex_func.entry = "main0";
desc.fragment_func.source = xx *fs_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 = 128;
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;
}

View File

@ -0,0 +1,48 @@
@vs vs_billboard
in vec3 position;
layout(binding=0) uniform billboard_vs_params {
mat4 mvp;
vec4 uvs;
vec3 offset;
vec2 size;
vec3 cam;
};
out vec2 uv_in;
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);
uv_in = vec2(uvs.x + position.x * uvs.z, uvs.y + position.y * uvs.w);
}
@end
@fs fs_billboard
in vec2 uv_in;
out vec4 color;
layout(binding = 0) uniform texture2D sprite;
layout(binding = 0) uniform sampler spritesmp;
void main() {
vec2 uv = uv_in;
#if SOKOL_GLSL
uv.y = 1.0 - uv.y;
#endif
vec4 sampled = texture(sampler2D(sprite, spritesmp), uv);
if(sampled.a < 0.01) discard;
color = vec4(sampled.rgb * 0.3, 1.0);
}
@end
@program billboard vs_billboard fs_billboard