trueno/src/rendering/backend_sokol.jai
2026-03-04 16:33:17 +02:00

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camera: Camera;
trixel_count : s32 = 0;
trixel_view_mode : s32 = 0;
bypass_postprocess : bool = false;
trile_offsets : [..]s32;
current_trile_offset_index : s32 = 0;
current_world_config : *World_Config = null;
in_shadowmap_pass : bool = false;
in_reflection_pass : bool = false;
in_gbuffer_pass : bool = false;
shadow_mvp : Matrix4;
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, draw_command.chunk_key);
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 .DRAW_GROUND;
ground_command := cast(*Render_Command_Draw_Ground)cmd;
if in_gbuffer_pass {
backend_draw_ground_gbuf(ground_command.worldConfig);
} else {
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;
case .DRAW_BILLBOARD;
command := cast(*Render_Command_Draw_Billboard)cmd;
if !in_gbuffer_pass {
backend_draw_billboard(command.position, command.animation, command.frame, command.flipX);
} else {
backend_gbuffer_draw_billboard(command.position, command.animation, command.frame, command.flipX);
}
}
}
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;
cm := (cmd.colMultipliers.*)[x][y][z];
// Encode highlight state in inst.w: non-identity colorMul means highlighted.
// 0=normal, 1=hovered, (future: 2=selected, 3=in-brush).
trixels[trixel_count].pos.w = ifx (cm.x == 1.0 && cm.y == 1.0 && cm.z == 1.0) then 0.0 else 1.0;
trixel_color := cmd.trile.trixels[x][y][z].material.color * cm;
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);
fs_params : Trixel_Fs_Params;
fs_params.view_mode = trixel_view_mode;
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_apply_uniforms(UB_trixel_fs_params, *(sg_range.{ ptr = *fs_params, size = size_of(type_of(fs_params)) }));
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, chunk_key: Chunk_Key) {
if in_gbuffer_pass {
backend_draw_trile_positions_gbuffer(trile, amount, worldConf);
} else {
backend_draw_trile_positions_main(trile, amount, worldConf, chunk_key);
}
}
backend_draw_trile_positions_gbuffer :: (trile : string, amount : s32, worldConf: *World_Config) {
mvp := create_viewproj(*camera);
view := create_lookat(*camera);
vs_params : Gbuffer_Vs_Params;
vs_params.mvp = mvp.floats;
vs_params.view_matrix = view.floats;
sg_apply_pipeline(gPipelines.gbuffer.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_gbuffer_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params))}));
sg_draw(0, cast(s32) trilegfx.vertex_count, amount);
}
backend_draw_trile_positions_main :: (trile : string, amount : s32, worldConf: *World_Config, chunk_key: Chunk_Key) {
start_frame_profiling_group("Draw trile positions");
mvp : Matrix4;
if !in_shadowmap_pass {
mvp = create_viewproj(*camera);
} else {
mvp = shadow_mvp;
}
vs_params : Trile_Vs_Params;
vs_params.mvp = mvp.floats;
vs_params.mvp_shadow = shadow_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);
world_conf.planeHeight = effective_plane_height(worldConf);
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;
bindings.images[1] = g_ssaobuf;
bindings.samplers[2] = g_shadowmap_sampler;
if !in_shadowmap_pass {
bindings.images[2] = g_shadowmap;
} else {
// Just put something in this slot instead of the shadowmap
// so we don't have a circular shadowmap drawing situation.
// The texture is not used in shadowmap pass.
bindings.images[2] = g_rendertex_depth;
}
// Bind RDM textures for this chunk. Fall back to a 1x1 black image when
// no baked data is available so sokol doesn't drop the draw call.
// The shader gates all RDM sampling on atlas_rect.z > 0, which the
// fallback texture returns as 0, so the ambient fallback path is taken.
curworld := get_current_world();
rdm_chunk := table_find_pointer(*curworld.world.chunks, chunk_key);
if rdm_chunk != null && rdm_chunk.rdm_valid {
bindings.images[3] = rdm_chunk.rdm_lookup;
bindings.images[4] = rdm_chunk.rdm_atlas;
} else {
bindings.images[3] = g_rdm_fallback;
bindings.images[4] = g_rdm_fallback;
}
bindings.images[5] = g_brdf_lut;
bindings.samplers[3] = gPipelines.trile.bind.samplers[3];
fs_params : Trile_Fs_Params;
fs_params.mvp_shadow = shadow_mvp.floats;
fs_params.is_reflection = ifx in_reflection_pass then cast(s32)1 else cast(s32)0;
w, h := get_render_size();
fs_params.screen_w = w;
fs_params.screen_h = h;
lc := *current_lighting_config;
fs_params.rdm_enabled = lc.rdm_enabled;
fs_params.ambient_intensity = lc.ambient_intensity;
fs_params.emissive_scale = lc.emissive_scale;
fs_params.rdm_diff_scale = lc.rdm_diff_scale;
fs_params.rdm_spec_scale = lc.rdm_spec_scale;
fs_params.ambient_color = lc.ambient_color.component;
fs_params.rdm_tint = lc.rdm_tint.component;
sg_apply_bindings(*bindings);
sg_apply_uniforms(UB_trile_fs_params, *(sg_range.{ ptr = *fs_params, size = size_of(type_of(fs_params)) }));
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))}));
add_frame_profiling_point("After drawing setup");
sg_draw(0, cast(s32) trilegfx.vertex_count, amount);
end_frame_profiling_group("Draw trile positions");
}
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);
vs_params : Plane_Vs_Params;
world_conf : Plane_World_Config;
plane_data : Plane_Data;
w, h := get_render_size();
plane_data.mvp_shadow = shadow_mvp.floats;
plane_data.screen_w = w;
plane_data.screen_h = h;
plane_data.cameraPosition = camera.position.component;
plane_data.reflectionDistortion = 0.1;
plane_data.shininess = 0.2;
world_config_to_shader_type(wc, *world_conf);
vs_params.mvp = mvp.floats;
vs_params.planeHeight = effective_plane_height(wc);
sg_apply_pipeline(gPipelines.plane.pipeline);
gPipelines.plane.bind.samplers[1] = g_shadowmap_sampler;
gPipelines.plane.bind.images[1] = 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, 2);
}
backend_draw_billboard :: (position: Vector3, anim: *Animation, frame_idx: s32, flipX: bool) {
if !anim then return;
mvp := create_viewproj(*camera);
vs_params : Billboard_Vs_Params;
gPipelines.billboard.bind.images[0] = anim.sheet;
frame := anim.frames[frame_idx];
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;
if flipX {
vs_params.uvs[0] += vs_params.uvs[2];
vs_params.uvs[2] *= -1.0;
}
vs_params.size = Vector2.{cast(float)(frame.w / 16), cast(float)(frame.h / 16)}.component;
vs_params.cam = camera.position.component;
if !in_shadowmap_pass {
vs_params.mvp = mvp.floats;
} else {
vs_params.mvp = shadow_mvp.floats;
}
vs_params.offset = position.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_gbuffer_draw_billboard :: (position: Vector3, anim: *Animation, frame_idx: s32, flipX: bool) {
if !anim then return;
mvp := create_viewproj(*camera);
view := create_lookat(*camera);
vs_params : Gbuffer_Billboard_Vs_Params;
vs_params.view_matrix = view.floats;
gPipelines.gbuffer_billboard.bind.images[0] = anim.sheet;
frame := anim.frames[frame_idx];
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;
if flipX {
vs_params.uvs[0] += vs_params.uvs[2];
vs_params.uvs[2] *= -1.0;
}
vs_params.size = Vector2.{cast(float)(frame.w / 16), cast(float)(frame.h / 16)}.component;
vs_params.cam = camera.position.component;
if !in_shadowmap_pass {
vs_params.mvp = mvp.floats;
} else {
vs_params.mvp = shadow_mvp.floats;
}
vs_params.offset = position.component;
sg_apply_pipeline(gPipelines.gbuffer_billboard.pipeline);
sg_apply_bindings(*gPipelines.gbuffer_billboard.bind);
sg_apply_uniforms(UB_gbuffer_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);
vs_params : Gbuffer_Vs_Params;
vs_params.mvp = mvp.floats;
vs_params.view_matrix = view.floats;
vs_params.isGround = 1;
vs_params.planeHeight = effective_plane_height(wc);
sg_apply_pipeline(gPipelines.gbuffer.pipeline);
bindings : sg_bindings;
bindings.vertex_buffers[0] = g_plane_gbuffer_vertex_buffer;
bindings.vertex_buffers[1] = g_plane_gbuffer_normal_buffer;
bindings.vertex_buffers[2] = g_plane_gbuffer_center_buffer;
bindings.vertex_buffers[3] = g_plane_gbuffer_instance_buffer;
sg_apply_bindings(*bindings);
sg_apply_uniforms(UB_gbuffer_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params))}));
sg_draw(0, 6, 1);
}
backend_process_command_buckets :: () {
// 1. Set up textures and buffers.
start_frame_profiling_group("Setup");
for render_command_buckets.setup {
backend_handle_command(it);
}
end_frame_profiling_group("Setup");
start_frame_profiling_group("Shadow pass");
// 2. Shadow pass
if current_world_config != null {
shadow_mvp = create_shadow_viewproj(*camera, current_world_config);
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.
end_frame_profiling_group("Shadow pass");
start_frame_profiling_group("Reflection pass");
// 3. Reflection pass
sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = gPipelines.plane.attachments}));
in_reflection_pass = true;
for render_command_buckets.reflection {
backend_handle_command(it);
}
in_reflection_pass = false;
sg_end_pass();
current_trile_offset_index = 0; // This is not optimal, but it is nice and simple.
end_frame_profiling_group("Reflection pass");
// 4. G-Buffer pass
start_frame_profiling_group("G-Buffer pass");
in_gbuffer_pass = true;
sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear_gbuf, attachments = g_gbuf_attachments}));
for render_command_buckets.gbuffer {
backend_handle_command(it);
}
sg_end_pass();
in_gbuffer_pass = false;
current_trile_offset_index = 0; // This is not optimal, but it is nice and simple.
end_frame_profiling_group("G-Buffer pass");
start_frame_profiling_group("SSAO pass");
sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_postprocess_attach_a }));
sg_apply_pipeline(gPipelines.ssao.pipeline);
gPipelines.ssao.bind.images[0] = g_gbuf_position;
gPipelines.ssao.bind.images[1] = g_gbuf_normal;
gPipelines.ssao.bind.images[2] = g_ssao_noise_buf;
sg_apply_bindings(*gPipelines.ssao.bind);
ssao_fs_uniform : Ssao_Fs_Params;
mvp := create_perspective(*camera);
ssao_fs_uniform.projection = mvp.floats;
ssao_fs_uniform.samples = g_ssao_samples;
ssao_fs_uniform.ssao_power = current_post_process.ssao;
sg_apply_uniforms(UB_ssao_fs_params, *(sg_range.{ ptr = *ssao_fs_uniform, size = size_of(type_of(ssao_fs_uniform)) }));
sg_draw(0, 6, 1);
sg_end_pass();
end_frame_profiling_group("SSAO pass");
start_frame_profiling_group("SSAO blur pass");
sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_ssao_attachments }));
sg_apply_pipeline(gPipelines.op.pipeline);
op_uniform : Op_Fs_Params;
op_uniform.blur_size = current_post_process.ssao_size;
op_uniform.op = 0;
gPipelines.op.bind.images[0] = g_postprocess_a;
sg_apply_uniforms(UB_op_fs_params, *(sg_range.{ ptr = *op_uniform, size = size_of(type_of(op_uniform)) }));
sg_apply_bindings(*gPipelines.op.bind);
sg_draw(0, 6, 1);
sg_end_pass();
end_frame_profiling_group("SSAO blur pass");
// 5. Main pass
start_frame_profiling_group("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.
end_frame_profiling_group("Main pass");
start_frame_profiling_group("Postprocess pass");
if !bypass_postprocess {
bloom_process();
dof_process();
}
end_frame_profiling_group("Postprocess pass");
start_frame_profiling_group("Final pass");
// Begin drawing to swapchain
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] = ifx bypass_postprocess then g_rendertex else g_postprocess_a;
gPipelines.postprocess.bind.images[1] = LUT_list[g_current_lut_texture_index].image;
sg_apply_bindings(*gPipelines.postprocess.bind);
post_process_config_uniform : Post_Process_Config;
if bypass_postprocess {
neutral : Post_Process;
fill_uniform_with_engine_data(*post_process_config_uniform, *neutral);
} else {
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();
sg_end_pass();
end_frame_profiling_group("Final 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.gbuffer);
array_reset_keeping_memory(*render_command_buckets.ui);
array_reset_keeping_memory(*trile_offsets);
current_world_config = null;
}