camera: Camera; trixel_count : s32 = 0; trile_offsets : [..]s32; current_trile_offset_index : s32 = 0; current_world_config : *World_Config = null; in_shadowmap_pass : bool = false; backend_handle_command :: (cmd: *Render_Command) { if cmd.type == { case .ADD_TRILE_POSITIONS; add_command := cast(*Render_Command_Add_Trile_Positions)cmd; backend_add_trile_positions(add_command.positions); case .DRAW_TRILE_POSITIONS; draw_command := cast(*Render_Command_Draw_Trile_Positions)cmd; backend_draw_trile_positions(draw_command.trile, draw_command.amount, draw_command.conf); case .DRAW_SKY; sky_command := cast(*Render_Command_Sky)cmd; backend_draw_sky(sky_command.worldConfig); case .SET_CAMERA; camera_command := cast(*Render_Command_Set_Camera)cmd; camera = camera_command.camera; case .GENERATE_GROUND; gen_command := cast(*Render_Command_Generate_Ground_Texture)cmd; update_image_from_ground(gen_command.world, *gPipelines.plane.bind.images[1]); case .DRAW_GROUND; ground_command := cast(*Render_Command_Draw_Ground)cmd; backend_draw_ground(ground_command.worldConfig); case .UPDATE_TRIXELS; trixel_update_command := cast(*Render_Command_Update_Trixels)cmd; backend_update_trixels(trixel_update_command); case .DRAW_TRIXELS; backend_draw_trixels(); case .SET_LIGHT; set_light_command := cast(*Render_Command_Set_Light)cmd; current_world_config = set_light_command.worldConfig; } } backend_update_trixels :: (cmd: Render_Command_Update_Trixels) { if cmd.trile == null then return; trixels : [4096]Position_Color; trixel_count = 0; for x: 0..15 { for y: 0..15 { for z: 0..15 { if cmd.trile.trixels[x][y][z].empty then continue; trixels[trixel_count].pos.x = x * (1.0 / 16.0) + TRIXEL_SIZE_HALF; trixels[trixel_count].pos.y = y * (1.0 / 16.0) + TRIXEL_SIZE_HALF; trixels[trixel_count].pos.z = z * (1.0 / 16.0) + TRIXEL_SIZE_HALF; trixels[trixel_count].pos.w = 1.0; trixel_color := cmd.trile.trixels[x][y][z].material.color * (cmd.colMultipliers.*)[x][y][z]; trixels[trixel_count].col = .{trixel_color.x, trixel_color.y, trixel_color.z, material_encode_to_float(cmd.trile.trixels[x][y][z].material)}; trixel_count += 1; } } } sg_update_buffer(gPipelines.trixel.bind.vertex_buffers[2], *(sg_range.{ ptr = trixels.data, size = size_of(type_of(trixels)), })); } backend_draw_trixels :: () { if trixel_count == 0 then return; mvp := create_viewproj(*camera); vs_params : Vs_Params; vs_params.mvp = mvp.floats; vs_params.camera = camera.position.component; world_conf : Trixel_World_Config; wc : *World_Config = *(World_Config.{}); world_config_to_shader_type(wc, *world_conf); sg_apply_pipeline(gPipelines.trixel.pipeline); sg_apply_bindings(*gPipelines.trixel.bind); sg_apply_uniforms(UB_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params)) })); sg_apply_uniforms(UB_trixel_world_config, *(sg_range.{ptr = *world_conf, size = size_of(type_of(world_conf))})); sg_draw(0, 36, trixel_count); } backend_add_trile_positions :: (positions : []Vector4) { offset := sg_append_buffer(gPipelines.trile.bind.vertex_buffers[3], *(sg_range.{ ptr = positions.data, size = size_of(Vector4) * cast(u64)positions.count, })); array_add(*trile_offsets, offset); } backend_draw_trile_positions :: (trile : string, amount : s32, worldConf: *World_Config) { mvp : Matrix4; if !in_shadowmap_pass { mvp = create_viewproj(*camera); } else { mvp = create_shadow_viewproj(*camera, worldConf); } vs_params : Trile_Vs_Params; vs_params.mvp = mvp.floats; vs_params.camera = camera.position.component; sg_apply_pipeline(gPipelines.trile.pipeline); world_conf : Trile_World_Config; world_config_to_shader_type(worldConf, *world_conf); offset := trile_offsets[current_trile_offset_index]; current_trile_offset_index += 1; trilegfx := get_trile_gfx(trile); bindings : sg_bindings; bindings.vertex_buffers[0] = trilegfx.vertex_buffer; bindings.vertex_buffers[1] = trilegfx.normal_buffer; bindings.vertex_buffers[2] = trilegfx.centre_buffer; bindings.vertex_buffers[3] = gPipelines.trile.bind.vertex_buffers[3]; bindings.vertex_buffer_offsets[3] = offset; bindings.samplers[0] = gPipelines.trile.bind.samplers[0]; bindings.images[0] = trilegfx.trixel_colors; sg_apply_bindings(*bindings); sg_apply_uniforms(UB_trile_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params))})); sg_apply_uniforms(UB_trile_world_config, *(sg_range.{ptr = *world_conf, size = size_of(type_of(world_conf))})); sg_draw(0, cast(s32) trilegfx.vertex_count, amount); } backend_draw_sky :: (wc: *World_Config) { mvp := create_viewproj(*camera); vs_params : Sky_Vs_Params; world_conf : Sky_World_Config; world_config_to_shader_type(wc, *world_conf); 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_apply_uniforms(UB_sky_world_config, *(sg_range.{ptr = *world_conf, size = size_of(type_of(world_conf))})); sg_draw(0, 36, 1); } backend_draw_ground :: (wc: *World_Config) { mvp := create_viewproj(*camera); mvp_shadow : Matrix4; if current_world_config != null then mvp_shadow = create_shadow_viewproj(*camera, current_world_config); vs_params : Plane_Vs_Params; world_conf : Plane_World_Config; plane_data : Plane_Data; w, h := get_render_size(); plane_data.screen_w = w; plane_data.screen_h = h; world_config_to_shader_type(wc, *world_conf); vs_params.mvp_shadow = mvp_shadow.floats; vs_params.mvp = mvp.floats; sg_apply_pipeline(gPipelines.plane.pipeline); gPipelines.plane.bind.samplers[2] = g_shadowmap_sampler; gPipelines.plane.bind.images[2] = g_shadowmap; sg_apply_bindings(*gPipelines.plane.bind); sg_apply_uniforms(UB_plane_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params)) })); sg_apply_uniforms(UB_plane_world_config, *(sg_range.{ptr = *world_conf, size = size_of(type_of(world_conf))})); sg_apply_uniforms(UB_plane_data, *(sg_range.{ptr = *plane_data, size = size_of(type_of(plane_data))})); sg_draw(0, 6, 1); } backend_process_command_buckets :: () { // 1. Set up textures and buffers. for render_command_buckets.setup { backend_handle_command(it); } // 2. Shadow pass if current_world_config != null { in_shadowmap_pass = true; sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_shadowmap_attachments})); for render_command_buckets.shadow { backend_handle_command(it); } sg_end_pass(); in_shadowmap_pass = false; } current_trile_offset_index = 0; // This is not optimal, but it is nice and simple. // 2. Reflection pass sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = gPipelines.plane.attachments})); for render_command_buckets.reflection { backend_handle_command(it); } sg_end_pass(); current_trile_offset_index = 0; // This is not optimal, but it is nice and simple. // 3. Main pass sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_rendertex_attachments})); for render_command_buckets.main { backend_handle_command(it); } sg_end_pass(); current_trile_offset_index = 0; // This is not optimal, but it is nice and simple. // Begin main pass sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, swapchain = cast,force(sg_swapchain) sglue_swapchain() })); // Draw the render texture and do post processing: sg_apply_pipeline(gPipelines.postprocess.pipeline); gPipelines.postprocess.bind.images[0] = g_rendertex; sg_apply_bindings(*gPipelines.postprocess.bind); post_process_config_uniform : Post_Process_Config; fill_uniform_with_engine_data(*post_process_config_uniform , *current_post_process); sg_apply_uniforms(UB_post_process_config, *(sg_range.{ ptr = *post_process_config_uniform, size = size_of(type_of(post_process_config_uniform)) })); sg_draw(0, 6, 1); sgl_defaults(); sgl_matrix_mode_projection(); sgl_ortho(0.0, sapp_widthf(), sapp_heightf(), 0.0, -1.0, +1.0); arb_tri_flush(); // End the main pass sg_end_pass(); sg_commit(); array_reset_keeping_memory(*render_command_buckets.setup); array_reset_keeping_memory(*render_command_buckets.shadow); array_reset_keeping_memory(*render_command_buckets.reflection); array_reset_keeping_memory(*render_command_buckets.main); array_reset_keeping_memory(*render_command_buckets.ui); array_reset_keeping_memory(*trile_offsets); current_world_config = null; }