trueno/src/rendering/helpers.jai
2026-04-30 22:45:04 +03:00

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fill_uniform_with_engine_data :: (uniform: *$A, enginedata: *$B) {
generate_copy_code :: () -> string {
builder : String_Builder;
ti := type_info(A);
for ti.members {
if it.name == "_" then continue; // skip padding
if it.type == type_info(Vector3) then print_to_builder(*builder, "uniform.% = enginedata.%.component;\n", it.name, it.name);
else print_to_builder(*builder, "uniform.% = enginedata.%;\n", it.name, it.name);
}
return builder_to_string(*builder);
}
#insert #run,stallable generate_copy_code();
}
Gathered_Positions :: struct {
name: string;
chunk_key: Chunk_Key;
positions: [..]Vector4;
}
Gathered_Rdm_Position :: struct {
name: string;
position: Vector4;
}
extract_frustum_planes :: (mvp: Matrix4) -> [6]Vector4 {
planes : [6]Vector4;
m := mvp;
planes[0] = .{m._14+m._11, m._24+m._21, m._34+m._31, m._44+m._41}; // left
planes[1] = .{m._14-m._11, m._24-m._21, m._34-m._31, m._44-m._41}; // right
planes[2] = .{m._14+m._12, m._24+m._22, m._34+m._32, m._44+m._42}; // bottom
planes[3] = .{m._14-m._12, m._24-m._22, m._34-m._32, m._44-m._42}; // top
planes[4] = .{m._14+m._13, m._24+m._23, m._34+m._33, m._44+m._43}; // near
planes[5] = .{m._14-m._13, m._24-m._23, m._34-m._33, m._44-m._43}; // far
return planes;
}
aabb_in_frustum :: (planes: [6]Vector4, bmin: Vector3, bmax: Vector3) -> bool {
for plane: planes {
px := ifx plane.x >= 0 then bmax.x else bmin.x;
py := ifx plane.y >= 0 then bmax.y else bmin.y;
pz := ifx plane.z >= 0 then bmax.z else bmin.z;
if plane.x*px + plane.y*py + plane.z*pz + plane.w < 0 return false;
}
return true;
}
LOD_NEAR_DIST :: 40.0;
LOD_FAR_DIST :: 80.0;
// 3-band LOD selection: instances closer than LOD_DISTANCES[i] use LOD level i.
// i = 0 → full detail
// i = 1 → 4^3 cube grid
// i = 2 → 2^3 cube grid
// beyond LOD_DISTANCES[2] → culled.
LOD_DISTANCES :: float.[50.0, 100.0, 200.0];
FOG_START :: 60.0;
FOG_END :: 195.0;
create_world_rendering_tasks :: (world: *World, camera: Camera, plane_height: float = 0) {
create_sky_rendering_task(*world.conf);
create_set_light_rendering_task(*world.conf);
cam_mvp := create_viewproj(*camera);
shadow_mvp := create_shadow_viewproj(*camera, *world.conf);
cam_planes := extract_frustum_planes(cam_mvp);
shadow_planes := extract_frustum_planes(shadow_mvp);
reflect_cam := camera;
reflect_cam.position *= .{1, -1, 1};
reflect_cam.position.y += plane_height * 2;
reflect_cam.target *= .{1, -1, 1};
reflect_cam.target.y += plane_height * 2;
reflect_mvp := create_viewproj(*reflect_cam);
reflect_planes := extract_frustum_planes(reflect_mvp);
// Gather positions for camera-visible instances (all passes) and
// shadow-only instances (chunks visible from sun but not camera).
gathered_per_lod : [3][..]Gathered_Positions;
for i: 0..2 gathered_per_lod[i].allocator = temp;
shad_gathered : [..]Gathered_Positions;
shad_gathered.allocator = temp;
rdm_extra : [..]Gathered_Positions; // RDM-flagged instances visible to camera; shadow/gbuffer/reflection use base pipeline
rdm_extra.allocator = temp;
rdm_main : [..]Gathered_Rdm_Position; // one entry per RDM-flagged instance for the main pass
rdm_main.allocator = temp;
find_or_create :: (list: *[..]Gathered_Positions, name: string, chunk_key: Chunk_Key) -> *Gathered_Positions {
for *g: list.* {
if g.name == name && g.chunk_key == chunk_key return g;
}
array_add(list, .{name = name, chunk_key = chunk_key});
g := *list.*[list.count - 1];
g.positions.allocator = temp;
return g;
}
for chunk: world.chunks {
bmin := Vector3.{chunk.coord.x * 32.0, chunk.coord.y * 32.0, chunk.coord.z * 32.0};
bmax := bmin + .{32, 32, 32};
in_cam := aabb_in_frustum(cam_planes, bmin, bmax);
in_reflect := aabb_in_frustum(reflect_planes, bmin, bmax);
in_shad := aabb_in_frustum(shadow_planes, bmin, bmax);
if !in_cam && !in_reflect && !in_shad continue;
for group: chunk.groups {
for inst, idx: group.instances {
if idx < group.is_buried.count && group.is_buried[idx] continue;
wx, wy, wz := chunk_local_to_world(chunk.coord, inst.x, inst.y, inst.z);
imin := Vector3.{cast(float)wx, cast(float)wy, cast(float)wz};
imax := imin + .{1, 1, 1};
inst_cam := in_cam && aabb_in_frustum(cam_planes, imin, imax);
inst_reflect := in_reflect && aabb_in_frustum(reflect_planes, imin, imax);
inst_shad := in_shad && aabb_in_frustum(shadow_planes, imin, imax);
if !inst_cam && !inst_reflect && !inst_shad continue;
dist := length(imin + .{0.5, 0.5, 0.5} - camera.position);
lod_idx : s32 = -1;
for i: 0..2 {
if dist < LOD_DISTANCES[i] {
lod_idx = cast(s32) i;
break;
}
}
if lod_idx < 0 continue; // beyond cull distance
pos := Vector4.{cast(float)wx, cast(float)wy, cast(float)wz, cast(float)inst.orientation};
is_rdm := is_rdm_instance_enabled(world, wx, wy, wz);
if inst_cam || inst_reflect {
if is_rdm {
target := find_or_create(*rdm_extra, group.trile_name, chunk.coord);
array_add(*target.positions, pos);
if inst_cam {
array_add(*rdm_main, .{name = group.trile_name, position = pos});
}
} else {
target := find_or_create(*gathered_per_lod[lod_idx], group.trile_name, chunk.coord);
array_add(*target.positions, pos);
}
} else {
target := find_or_create(*shad_gathered, group.trile_name, chunk.coord);
array_add(*target.positions, pos);
}
}
}
}
for lod_idx: 0..2 {
for g: gathered_per_lod[lod_idx] {
if g.positions.count < 1 continue;
triletask : Rendering_Task_Trile;
triletask.trile = g.name;
triletask.chunk_key = g.chunk_key;
triletask.positions = g.positions;
triletask.worldConf = *world.conf;
triletask.lod_index = cast(s32) lod_idx;
add_rendering_task(triletask);
}
}
for g: shad_gathered {
if g.positions.count < 1 continue;
triletask : Rendering_Task_Trile;
triletask.trile = g.name;
triletask.chunk_key = g.chunk_key;
triletask.positions = g.positions;
triletask.worldConf = *world.conf;
triletask.shadow_only = true;
add_rendering_task(triletask);
}
for g: rdm_extra {
if g.positions.count < 1 continue;
triletask : Rendering_Task_Trile;
triletask.trile = g.name;
triletask.chunk_key = g.chunk_key;
triletask.positions = g.positions;
triletask.worldConf = *world.conf;
triletask.skip_main = true;
add_rendering_task(triletask);
}
for r: rdm_main {
rect, found := rdm_get_atlas_rect(world, cast(s32) r.position.x, cast(s32) r.position.y, cast(s32) r.position.z);
if !found then continue;
rdmtask : Rendering_Task_Trile_RDM;
rdmtask.trile = r.name;
rdmtask.position = r.position;
rdmtask.atlas_rect = rect;
rdmtask.worldConf = *world.conf;
add_rendering_task(rdmtask);
}
create_ground_rendering_task(world);
}
create_sky_rendering_task :: (conf: *World_Config) {
skytask := Rendering_Task_Sky.{type = .SKY, worldConfig = conf};
add_rendering_task(skytask);
}
create_set_light_rendering_task :: (conf: *World_Config) {
lighttask := Rendering_Task_Set_Light.{type = .SET_LIGHT, worldConfig = conf};
add_rendering_task(lighttask);
}
TRIXEL_IDENTITY : Matrix4 : .{_11=1, _22=1, _33=1, _44=1};
create_trixel_rendering_task :: (trile: *Trile, muls: *[16][16][16]Vector3, world_offset: Vector3 = .{}, brightness: float = 1.0, tile_rotation: Matrix4 = TRIXEL_IDENTITY, is_secondary: bool = false) {
trixeltask := Rendering_Task_Trixels.{type = .TRIXELS, trile = trile, colMultipliers = muls, world_offset = world_offset, brightness = brightness, tile_rotation = tile_rotation, is_secondary = is_secondary};
add_rendering_task(trixeltask);
}
create_ground_rendering_task :: (world: *World) {
groundtask := Rendering_Task_Ground.{type = .GROUND, world = world};
add_rendering_task(groundtask);
}
create_billboard_rendering_task :: (position: Vector3, animation: *Animation, frame: s32, flipX: bool, flipY: bool, faceDir : Vector3 = .{-100, -100, -100}) {
billboardtask := Rendering_Task_Billboard.{type = .BILLBOARD, position = position, animation = animation, frame = frame, flipX = flipX, flipY = flipY, faceDir = faceDir };
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);
}
get_low_res :: (width: s32, height: s32, max_dimension: s32 = 720) -> (s32, s32) {
if width == 0 || height == 0 {
return 0, 0;
}
aspect_ratio := cast(float)width / cast(float)height;
w: s32;
h: s32;
if width > height {
w = max_dimension;
h = cast(s32)floor(cast(float)w / aspect_ratio);
} else {
h = max_dimension;
w = cast(s32)floor(cast(float)h * aspect_ratio);
}
return w, h;
}
get_render_size :: () -> (s32, s32) {
w,h := get_window_size();
// w, h = get_low_res(w,h, 480);
return w, h;
}
flip_y_if_plat :: inline (v: Vector2) -> Vector2 {
return .{v.x, flip_if_plat(v.y)};
}
// Some platforms draw UVs in weird reverse way
// so this function here does the flip on those platforms
// so we don't need to do the platform check in many places.
flip_if_plat :: inline (n: float) -> float {
#if OS == .MACOS {
return 1 - n;
} else {
return n;
}
}