Work on resolving which trixel are we in the mesh

This commit is contained in:
Tuomas Katajisto 2025-07-15 15:17:58 +03:00
parent 94c991bc4a
commit e33abb6b9c
6 changed files with 405 additions and 92 deletions

View File

@ -155,6 +155,7 @@ draw_level_editor :: () {
bindings : sg_bindings; bindings : sg_bindings;
bindings.vertex_buffers[0] = trilegfx.vertex_buffer; bindings.vertex_buffers[0] = trilegfx.vertex_buffer;
bindings.vertex_buffers[1] = trilegfx.normal_buffer; bindings.vertex_buffers[1] = trilegfx.normal_buffer;
bindings.vertex_buffers[2] = trilegfx.centre_buffer;
bindings.samplers[0] = gPipelines.trile.bind.samplers[0]; bindings.samplers[0] = gPipelines.trile.bind.samplers[0];
bindings.images[0] = trilegfx.trixel_colors; bindings.images[0] = trilegfx.trixel_colors;

View File

@ -411,10 +411,10 @@ generate_optimized_quad_mesh :: (trilept: *Trile, vecs: *[..]float, normals: *[.
} }
Pool :: #import "Pool"; Pool :: #import "Pool";
meshgenpool : Pool.Pool;
generate_trile_gfx_matias :: (trileptr : *Trile) -> Trile_GFX { generate_trile_gfx_matias :: (trileptr : *Trile) -> Trile_GFX {
meshgenpool : Pool.Pool; Pool.set_allocators(*meshgenpool); // @ToDo: Only do this if we haven't yet done it.
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};
push_context new_context { push_context new_context {
@ -433,10 +433,38 @@ generate_trile_gfx_matias :: (trileptr : *Trile) -> Trile_GFX {
trile_normal_buffer_info := sg_buffer_desc.{ data = .{ ptr = triangleNorms.data, size = xx (triangleNorms.count * 4) } }; 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); trile_normal_buffer := sg_make_buffer(*trile_normal_buffer_info);
Pool.reset(*meshgenpool);
print("Successfully generated mesh for trile with % triangles.\n", triangleVecs.count / 3 / 3); print("Successfully generated mesh for trile with % triangles.\n", triangleVecs.count / 3 / 3);
centres : [..]float;
// Generate triangle centers.
for 0..(triangleVecs.count/3/3)-1 {
x1 := triangleVecs[it * 9 + 0];
x2 := triangleVecs[it * 9 + 3];
x3 := triangleVecs[it * 9 + 6];
xr := (x1+x2+x3) / 3.0;
y1 := triangleVecs[it * 9 + 1];
y2 := triangleVecs[it * 9 + 4];
y3 := triangleVecs[it * 9 + 7];
yr := (y1+y2+y3) / 3.0;
z1 := triangleVecs[it * 9 + 2];
z2 := triangleVecs[it * 9 + 5];
z3 := triangleVecs[it * 9 + 8];
zr := (z1+z2+z3) / 3.0;
for 0..2 {
array_add(*centres, xr);
array_add(*centres, yr);
array_add(*centres, zr);
}
}
trile_centre_buffer_info := sg_buffer_desc.{ data = .{ ptr = centres.data, size = xx (centres.count * 4) } };
trile_centre_buffer := sg_make_buffer(*trile_centre_buffer_info);
Pool.reset(*meshgenpool);
// Create the texture for the trile, from which it gets it's colors for trixels. // Create the texture for the trile, from which it gets it's colors for trixels.
materialdata : [16*16*16*4]u8; materialdata : [16*16*16*4]u8;
@ -481,6 +509,6 @@ generate_trile_gfx_matias :: (trileptr : *Trile) -> Trile_GFX {
state := sg_query_image_state(img); state := sg_query_image_state(img);
print("IMG: %\n", state); print("IMG: %\n", state);
return .{ img, trile_vert_buffer, trile_normal_buffer, triangleVecs.count / 3 }; return .{ img, trile_vert_buffer, trile_normal_buffer, trile_centre_buffer, triangleVecs.count / 3 };
} }
} }

View File

@ -163,9 +163,11 @@ create_trile_pipeline :: () {
pipeline.shader = sg_make_shader(*shader_desc); pipeline.shader = sg_make_shader(*shader_desc);
pipeline.layout.buffers[0].stride = 4*3; pipeline.layout.buffers[0].stride = 4*3;
pipeline.layout.buffers[1].stride = 4*3; pipeline.layout.buffers[1].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_position] = .{ format = .FLOAT3, buffer_index = 0 };
pipeline.layout.attrs[ATTR_trile_normal] = .{ format = .FLOAT3, buffer_index = 1 }; pipeline.layout.attrs[ATTR_trile_normal] = .{ format = .FLOAT3, buffer_index = 1 };
pipeline.layout.attrs[ATTR_trile_centre] = .{ format = .FLOAT3, buffer_index = 2 };
pipeline.depth = .{ pipeline.depth = .{
write_enabled = true, write_enabled = true,
compare = .LESS_EQUAL, compare = .LESS_EQUAL,

View File

@ -15,6 +15,7 @@
Attributes: Attributes:
ATTR_trile_position => 0 ATTR_trile_position => 0
ATTR_trile_normal => 1 ATTR_trile_normal => 1
ATTR_trile_centre => 2
Bindings: Bindings:
Uniform block 'trile_vs_params': Uniform block 'trile_vs_params':
Jai struct: Trile_Vs_Params Jai struct: Trile_Vs_Params
@ -30,6 +31,7 @@
*/ */
ATTR_trile_position :: 0; ATTR_trile_position :: 0;
ATTR_trile_normal :: 1; ATTR_trile_normal :: 1;
ATTR_trile_centre :: 2;
UB_trile_vs_params :: 0; UB_trile_vs_params :: 0;
IMG_triletex :: 0; IMG_triletex :: 0;
SMP_trilesmp :: 0; SMP_trilesmp :: 0;
@ -41,13 +43,18 @@ Trile_Vs_Params :: struct {
uniform vec4 trile_vs_params[4]; uniform vec4 trile_vs_params[4];
layout(location = 0) in vec4 position; layout(location = 0) in vec4 position;
layout(location = 0) out vec4 fnormal; layout(location = 2) out vec4 fnormal;
layout(location = 1) in vec4 normal; layout(location = 1) in vec4 normal;
layout(location = 0) out vec3 to_center;
layout(location = 2) in vec4 centre;
layout(location = 1) out vec3 vpos;
void main() 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); 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; fnormal = normal;
to_center = centre.xyz - position.xyz;
vpos = position.xyz;
} }
*/ */
@ -58,33 +65,51 @@ vs_trile_source_glsl430 := u8.[
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/* /*
#version 430 #version 430
layout(binding = 16) uniform sampler2D triletex_trilesmp; layout(binding = 16) uniform sampler2D triletex_trilesmp;
layout(location = 1) in vec3 vpos;
layout(location = 2) in vec4 fnormal;
layout(location = 0) in vec3 to_center;
layout(location = 0) out vec4 frag_color; layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec4 fnormal;
void main() void main()
{ {
frag_color = texture(triletex_trilesmp, vec2(0.0)); vec3 _20 = vpos - (fnormal.xyz * 0.00999999977648258209228515625);
vec3 _23 = normalize(to_center);
vec3 _25 = _20 + (_23 * 0.00999999977648258209228515625);
vec3 _36 = _20 + (_23 * 0.100000001490116119384765625);
frag_color = vec4(max(texelFetch(triletex_trilesmp, ivec2(int(clamp(_25.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(clamp(_25.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(clamp(_25.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16)), 0).xyz, texelFetch(triletex_trilesmp, ivec2(int(clamp(_36.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(clamp(_36.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(clamp(_36.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16)), 0).xyz), 1.0);
} }
*/ */
@ -94,15 +119,73 @@ fs_trile_source_glsl430 := u8.[
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]; ];
/* /*
@ -112,11 +195,16 @@ fs_trile_source_glsl430 := u8.[
layout(location = 0) in vec4 position; layout(location = 0) in vec4 position;
out vec4 fnormal; out vec4 fnormal;
layout(location = 1) in vec4 normal; layout(location = 1) in vec4 normal;
out vec3 to_center;
layout(location = 2) in vec4 centre;
out vec3 vpos;
void main() 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); 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; fnormal = normal;
to_center = centre.xyz - position.xyz;
vpos = position.xyz;
} }
*/ */
@ -130,17 +218,26 @@ vs_trile_source_glsl300es := u8.[
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]; ];
/* /*
#version 300 es #version 300 es
@ -149,12 +246,18 @@ vs_trile_source_glsl300es := u8.[
uniform highp sampler2D triletex_trilesmp; uniform highp sampler2D triletex_trilesmp;
layout(location = 0) out highp vec4 frag_color; in highp vec3 vpos;
in highp vec4 fnormal; in highp vec4 fnormal;
in highp vec3 to_center;
layout(location = 0) out highp vec4 frag_color;
void main() void main()
{ {
frag_color = texture(triletex_trilesmp, vec2(0.0)); highp vec3 _20 = vpos - (fnormal.xyz * 0.00999999977648258209228515625);
highp vec3 _23 = normalize(to_center);
highp vec3 _25 = _20 + (_23 * 0.00999999977648258209228515625);
highp vec3 _36 = _20 + (_23 * 0.100000001490116119384765625);
frag_color = vec4(max(texelFetch(triletex_trilesmp, ivec2(int(clamp(_25.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(clamp(_25.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(clamp(_25.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16)), 0).xyz, texelFetch(triletex_trilesmp, ivec2(int(clamp(_36.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(clamp(_36.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(clamp(_36.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16)), 0).xyz), 1.0);
} }
*/ */
@ -165,16 +268,74 @@ fs_trile_source_glsl300es := u8.[
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]; ];
/* /*
#include <metal_stdlib> #include <metal_stdlib>
@ -189,7 +350,9 @@ fs_trile_source_glsl300es := u8.[
struct main0_out struct main0_out
{ {
float4 fnormal [[user(locn0)]]; float3 to_center [[user(locn0)]];
float3 vpos [[user(locn1)]];
float4 fnormal [[user(locn2)]];
float4 gl_Position [[position]]; float4 gl_Position [[position]];
}; };
@ -197,6 +360,7 @@ fs_trile_source_glsl300es := u8.[
{ {
float4 position [[attribute(0)]]; float4 position [[attribute(0)]];
float4 normal [[attribute(1)]]; float4 normal [[attribute(1)]];
float4 centre [[attribute(2)]];
}; };
vertex main0_out main0(main0_in in [[stage_in]], constant trile_vs_params& _19 [[buffer(0)]]) vertex main0_out main0(main0_in in [[stage_in]], constant trile_vs_params& _19 [[buffer(0)]])
@ -204,6 +368,8 @@ fs_trile_source_glsl300es := u8.[
main0_out out = {}; main0_out out = {};
out.gl_Position = _19.mvp * float4(in.position.xyz, 1.0); out.gl_Position = _19.mvp * float4(in.position.xyz, 1.0);
out.fnormal = in.normal; out.fnormal = in.normal;
out.to_center = in.centre.xyz - in.position.xyz;
out.vpos = in.position.xyz;
return out; return out;
} }
@ -218,30 +384,42 @@ vs_trile_source_metal_macos := u8.[
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]; ];
/* /*
@ -255,10 +433,21 @@ vs_trile_source_metal_macos := u8.[
float4 frag_color [[color(0)]]; float4 frag_color [[color(0)]];
}; };
fragment main0_out main0(texture2d<float> triletex [[texture(0)]], sampler trilesmp [[sampler(0)]]) struct main0_in
{
float3 to_center [[user(locn0)]];
float3 vpos [[user(locn1)]];
float4 fnormal [[user(locn2)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> triletex [[texture(0)]], sampler trilesmp [[sampler(0)]])
{ {
main0_out out = {}; main0_out out = {};
out.frag_color = triletex.sample(trilesmp, float2(0.0)); float3 _20 = in.vpos - (in.fnormal.xyz * 0.00999999977648258209228515625);
float3 _23 = fast::normalize(in.to_center);
float3 _25 = _20 + (_23 * 0.00999999977648258209228515625);
float3 _36 = _20 + (_23 * 0.100000001490116119384765625);
out.frag_color = float4(fast::max(triletex.read(uint2(int2(int(fast::clamp(_25.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(fast::clamp(_25.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(fast::clamp(_25.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16))), 0).xyz, triletex.read(uint2(int2(int(fast::clamp(_36.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(fast::clamp(_36.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(fast::clamp(_36.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16))), 0).xyz), 1.0);
return out; return out;
} }
@ -272,20 +461,86 @@ fs_trile_source_metal_macos := u8.[
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]; ];
trile_shader_desc :: (backend: sg_backend) -> sg_shader_desc { trile_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc: sg_shader_desc; desc: sg_shader_desc;
@ -300,6 +555,8 @@ trile_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc.attrs[0].glsl_name = "position"; desc.attrs[0].glsl_name = "position";
desc.attrs[1].base_type = .FLOAT; desc.attrs[1].base_type = .FLOAT;
desc.attrs[1].glsl_name = "normal"; desc.attrs[1].glsl_name = "normal";
desc.attrs[2].base_type = .FLOAT;
desc.attrs[2].glsl_name = "centre";
desc.uniform_blocks[0].stage = .VERTEX; desc.uniform_blocks[0].stage = .VERTEX;
desc.uniform_blocks[0].layout = .STD140; desc.uniform_blocks[0].layout = .STD140;
desc.uniform_blocks[0].size = 64; desc.uniform_blocks[0].size = 64;
@ -325,6 +582,8 @@ trile_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc.attrs[0].glsl_name = "position"; desc.attrs[0].glsl_name = "position";
desc.attrs[1].base_type = .FLOAT; desc.attrs[1].base_type = .FLOAT;
desc.attrs[1].glsl_name = "normal"; desc.attrs[1].glsl_name = "normal";
desc.attrs[2].base_type = .FLOAT;
desc.attrs[2].glsl_name = "centre";
desc.uniform_blocks[0].stage = .VERTEX; desc.uniform_blocks[0].stage = .VERTEX;
desc.uniform_blocks[0].layout = .STD140; desc.uniform_blocks[0].layout = .STD140;
desc.uniform_blocks[0].size = 64; desc.uniform_blocks[0].size = 64;
@ -348,6 +607,7 @@ trile_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc.fragment_func.entry = "main0"; desc.fragment_func.entry = "main0";
desc.attrs[0].base_type = .FLOAT; desc.attrs[0].base_type = .FLOAT;
desc.attrs[1].base_type = .FLOAT; desc.attrs[1].base_type = .FLOAT;
desc.attrs[2].base_type = .FLOAT;
desc.uniform_blocks[0].stage = .VERTEX; desc.uniform_blocks[0].stage = .VERTEX;
desc.uniform_blocks[0].layout = .STD140; desc.uniform_blocks[0].layout = .STD140;
desc.uniform_blocks[0].size = 64; desc.uniform_blocks[0].size = 64;

View File

@ -2,22 +2,30 @@
in vec4 position; in vec4 position;
in vec4 normal; in vec4 normal;
in vec4 centre;
layout(binding=0) uniform trile_vs_params { layout(binding=0) uniform trile_vs_params {
mat4 mvp; mat4 mvp;
}; };
out vec3 to_center;
out vec3 vpos;
out vec4 fnormal; out vec4 fnormal;
void main() { void main() {
gl_Position = mvp * vec4(position.xyz, 1.0); gl_Position = mvp * vec4(position.xyz, 1.0);
fnormal = normal; fnormal = normal;
to_center = centre.xyz - position.xyz;
vpos = position.xyz;
} }
@end @end
@fs fs_trile @fs fs_trile
in vec3 to_center;
in vec3 vpos;
in vec4 fnormal; in vec4 fnormal;
out vec4 frag_color; out vec4 frag_color;
@ -26,7 +34,19 @@ layout(binding = 0) uniform sampler trilesmp;
void main() { void main() {
//frag_color = vec4((fnormal.xyz + vec3(1.0, 1.0, 1.0)) * 0.5, 1.0); //frag_color = vec4((fnormal.xyz + vec3(1.0, 1.0, 1.0)) * 0.5, 1.0);
frag_color = texture(sampler2D(triletex, trilesmp), vec2(0.0)); vec3 pos_after_adjust_f = vpos - fnormal.xyz * 0.01 + normalize(to_center) * 0.01;
vec3 pos_after_adjust_b = vpos - fnormal.xyz * 0.01 + normalize(to_center) * 0.1;
int xpos_f = int(clamp(pos_after_adjust_f.z, 0.0001, 0.99999) * 16.0);
int ypos_f = int(clamp(pos_after_adjust_f.y, 0.0001, 0.99999) * 16.0);
int zpos_f = int(clamp(pos_after_adjust_f.x, 0.0001, 0.99999) * 16.0);
int xpos_b = int(clamp(pos_after_adjust_b.z, 0.0001, 0.99999) * 16.0);
int ypos_b = int(clamp(pos_after_adjust_b.y, 0.0001, 0.99999) * 16.0);
int zpos_b = int(clamp(pos_after_adjust_b.x, 0.0001, 0.99999) * 16.0);
vec4 trixel_material_b = texelFetch(sampler2D(triletex, trilesmp), ivec2(xpos_b, ypos_b + zpos_b * 16), 0);
vec4 trixel_material_f = texelFetch(sampler2D(triletex, trilesmp), ivec2(xpos_f, ypos_f + zpos_f * 16), 0);
frag_color = vec4(max(trixel_material_f.xyz, trixel_material_b.xyz), 1.0);
// frag_color = vec4(vec3(length(to_center)), 1.0);
} }
@end @end

View File

@ -11,6 +11,7 @@ Trile_GFX :: struct {
trixel_colors : sg_image; trixel_colors : sg_image;
vertex_buffer : sg_buffer; vertex_buffer : sg_buffer;
normal_buffer : sg_buffer; normal_buffer : sg_buffer;
centre_buffer : sg_buffer;
vertex_count : s64; vertex_count : s64;
}; };
@ -41,6 +42,7 @@ set_trile_gfx :: (name: string, gfx: Trile_GFX, skip_preexist_check: bool = fals
if success { if success {
sg_destroy_buffer(old_gfx.vertex_buffer); sg_destroy_buffer(old_gfx.vertex_buffer);
sg_destroy_buffer(old_gfx.normal_buffer); sg_destroy_buffer(old_gfx.normal_buffer);
sg_destroy_image(old_gfx.trixel_colors);
print("Destroyed old GFX buffers for trile: %\n", name); print("Destroyed old GFX buffers for trile: %\n", name);
} }
} }