Added width to trigger line rendering, abstracted PhysX away a bit
This commit is contained in:
@@ -1,20 +1,17 @@
|
|||||||
Entity_Id :: #type, isa s64;
|
Entity_Id :: #type, isa s64;
|
||||||
|
|
||||||
Entity_Flags :: enum_flags u16 {
|
Entity_Flags :: enum_flags u16 {
|
||||||
NONE;
|
NONE :: 0;
|
||||||
RENDERABLE;
|
RENDERABLE :: 1;
|
||||||
COLLISION;
|
PHYSICS :: 2;
|
||||||
PHYSICS;
|
|
||||||
STATIC;
|
|
||||||
TRIGGER;
|
|
||||||
|
|
||||||
ANIMATED;
|
ANIMATED :: 4;
|
||||||
|
|
||||||
SNAP_TO_GRID;
|
SNAP_TO_GRID :: 8;
|
||||||
UNIFORM_SCALE;
|
UNIFORM_SCALE :: 16;
|
||||||
|
|
||||||
DONT_SAVE;
|
DONT_SAVE :: 32;
|
||||||
DELETED;
|
DELETED :: 64;
|
||||||
}
|
}
|
||||||
|
|
||||||
Renderable_Type :: enum {
|
Renderable_Type :: enum {
|
||||||
@@ -53,6 +50,52 @@ Renderable :: struct {
|
|||||||
|
|
||||||
MAX_CHILDREN :: 16;
|
MAX_CHILDREN :: 16;
|
||||||
|
|
||||||
|
#if PHYSICS {
|
||||||
|
Collider_Type :: enum {
|
||||||
|
SPHERE;
|
||||||
|
BOX;
|
||||||
|
CAPSULE;
|
||||||
|
}
|
||||||
|
|
||||||
|
Physics_Lock :: enum_flags u8 {
|
||||||
|
LINEAR_X;
|
||||||
|
LINEAR_Y;
|
||||||
|
LINEAR_Z;
|
||||||
|
ANGULAR_X;
|
||||||
|
ANGULAR_Y;
|
||||||
|
ANGULAR_Z;
|
||||||
|
}
|
||||||
|
|
||||||
|
Physics_Body :: struct {
|
||||||
|
enabled: bool;
|
||||||
|
trigger: bool;
|
||||||
|
dynamic: bool;
|
||||||
|
velocity: Vector3;
|
||||||
|
|
||||||
|
static_friction: float;
|
||||||
|
dynamic_friction: float;
|
||||||
|
restitution: float;
|
||||||
|
|
||||||
|
lock: Physics_Lock;
|
||||||
|
|
||||||
|
type: Collider_Type;
|
||||||
|
union {
|
||||||
|
sphere : struct {
|
||||||
|
radius: float;
|
||||||
|
}
|
||||||
|
box : struct {
|
||||||
|
half_extent: Vector3;
|
||||||
|
}
|
||||||
|
capsule : struct {
|
||||||
|
radius: float;
|
||||||
|
half_height: float;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
physx_handle: PhysX_Handle;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
Entity :: struct {
|
Entity :: struct {
|
||||||
name: string;
|
name: string;
|
||||||
|
|
||||||
@@ -79,10 +122,7 @@ Entity :: struct {
|
|||||||
animator: Animator; @DontSerialize
|
animator: Animator; @DontSerialize
|
||||||
|
|
||||||
#if PHYSICS {
|
#if PHYSICS {
|
||||||
// Physics
|
physics: Physics_Body; @DontSerialize
|
||||||
physx_handle: PhysX_Handle;
|
|
||||||
velocity: Vector3;
|
|
||||||
// End physics
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#if NETWORKING {
|
#if NETWORKING {
|
||||||
|
|||||||
@@ -83,6 +83,7 @@ coven_init :: (window_title: string, window_width: u32, window_height: u32, full
|
|||||||
init_input();
|
init_input();
|
||||||
init_audio_system();
|
init_audio_system();
|
||||||
init_console();
|
init_console();
|
||||||
|
init_line_rendering();
|
||||||
|
|
||||||
#if PHYSICS {
|
#if PHYSICS {
|
||||||
init_physx();
|
init_physx();
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
PHYSX_DEFAULT_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.SimulationShape);
|
PHYSX_DEFAULT_SIMULATION_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.SimulationShape);
|
||||||
|
PHYSX_DEFAULT_TRIGGER_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.TriggerShape);
|
||||||
|
|
||||||
PhysX_Handle :: #type, distinct u32;
|
PhysX_Handle :: #type, distinct u32;
|
||||||
|
|
||||||
@@ -44,6 +45,33 @@ init_physx :: () {
|
|||||||
|
|
||||||
dispatcher = PhysX.PxDefaultCpuDispatcherCreate(2);
|
dispatcher = PhysX.PxDefaultCpuDispatcherCreate(2);
|
||||||
material = PhysX.PxPhysics_createMaterial(physics, 0.0, 0.0, 0.6);
|
material = PhysX.PxPhysics_createMaterial(physics, 0.0, 0.0, 0.6);
|
||||||
|
|
||||||
|
// Callbacks
|
||||||
|
info : PhysX.SimulationEventCallbackInfo;
|
||||||
|
info.triggerCallback = on_physx_trigger;
|
||||||
|
event_callback = PhysX.create_simulation_event_callbacks(*info);
|
||||||
|
}
|
||||||
|
|
||||||
|
internal_on_trigger_enter :: (trigger: *Entity, other: *Entity) {
|
||||||
|
print("% entered by %\n", trigger.type, other.type);
|
||||||
|
}
|
||||||
|
|
||||||
|
internal_on_trigger_exit :: (trigger: *Entity, other: *Entity) {
|
||||||
|
print("% exited by %\n", trigger.type, other.type);
|
||||||
|
}
|
||||||
|
|
||||||
|
on_physx_trigger :: (_u: *void, pair: *PhysX.PxTriggerPair, count: u32) #c_call {
|
||||||
|
push_context {
|
||||||
|
trigger := cast(*Entity)pair.triggerActor.userData;
|
||||||
|
other := cast(*Entity)pair.otherActor.userData;
|
||||||
|
|
||||||
|
status := cast(PhysX.PxPairFlags)pair.status;
|
||||||
|
if status & .NotifyTouchFound {
|
||||||
|
internal_on_trigger_enter(trigger, other);
|
||||||
|
} else if status & .NotifyTouchLost {
|
||||||
|
internal_on_trigger_exit(trigger, other);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
tick_physx :: (scene: *PhysX_Scene, dt: float) {
|
tick_physx :: (scene: *PhysX_Scene, dt: float) {
|
||||||
@@ -60,6 +88,7 @@ init_physx_scene :: (game_scene: *Scene) {
|
|||||||
scene_desc.gravity.y = -9.81;
|
scene_desc.gravity.y = -9.81;
|
||||||
|
|
||||||
scene_desc.cpuDispatcher = xx dispatcher;
|
scene_desc.cpuDispatcher = xx dispatcher;
|
||||||
|
scene_desc.simulationEventCallback = event_callback;
|
||||||
PhysX.set_default_filter_shader(*scene_desc);
|
PhysX.set_default_filter_shader(*scene_desc);
|
||||||
|
|
||||||
scene := PhysX.PxPhysics_createScene(physics, *scene_desc);
|
scene := PhysX.PxPhysics_createScene(physics, *scene_desc);
|
||||||
@@ -86,11 +115,15 @@ deinit_physx_scene :: (game_scene: *Scene) {
|
|||||||
|
|
||||||
pre_physx_sync :: (game_scene: *Scene) {
|
pre_physx_sync :: (game_scene: *Scene) {
|
||||||
for game_scene.entities {
|
for game_scene.entities {
|
||||||
if it.physx_handle != 0 {
|
if it.flags & .PHYSICS {
|
||||||
|
if it.physics.physx_handle != 0 {
|
||||||
// @Incomplete: Update the transform!
|
// @Incomplete: Update the transform!
|
||||||
physx_actor := parray_get(*game_scene.physx_scene.actors, it.physx_handle);
|
physx_actor := parray_get(*game_scene.physx_scene.actors, it.physics.physx_handle);
|
||||||
if physx_actor.type == .DYNAMIC {
|
if physx_actor.type == .DYNAMIC {
|
||||||
PhysX.PxRigidDynamic_setLinearVelocity(physx_actor.dynamic, *it.velocity, true);
|
PhysX.PxRigidDynamic_setLinearVelocity(physx_actor.dynamic, *it.physics.velocity, true);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
create_physx_actor(it);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -98,11 +131,12 @@ pre_physx_sync :: (game_scene: *Scene) {
|
|||||||
|
|
||||||
post_physx_sync :: (game_scene: *Scene) {
|
post_physx_sync :: (game_scene: *Scene) {
|
||||||
for game_scene.entities {
|
for game_scene.entities {
|
||||||
if it.physx_handle != 0 {
|
if it.flags & .PHYSICS {
|
||||||
physx_actor := parray_get(*game_scene.physx_scene.actors, it.physx_handle);
|
if it.physics.physx_handle != 0 {
|
||||||
|
physx_actor := parray_get(*game_scene.physx_scene.actors, it.physics.physx_handle);
|
||||||
if physx_actor.type == .DYNAMIC {
|
if physx_actor.type == .DYNAMIC {
|
||||||
vel := PhysX.PxRigidDynamic_getLinearVelocity(physx_actor.dynamic);
|
vel := PhysX.PxRigidDynamic_getLinearVelocity(physx_actor.dynamic);
|
||||||
it.velocity = vel;
|
it.physics.velocity = vel;
|
||||||
|
|
||||||
transform := PhysX.PxRigidActor_getGlobalPose(physx_actor.dynamic);
|
transform := PhysX.PxRigidActor_getGlobalPose(physx_actor.dynamic);
|
||||||
|
|
||||||
@@ -115,16 +149,88 @@ post_physx_sync :: (game_scene: *Scene) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
create_physx_actor :: (e: *Entity) {
|
||||||
|
actor : *PhysX.PxRigidActor;
|
||||||
|
transform : PhysX.PxTransform;
|
||||||
|
|
||||||
|
if e.physics.type == .CAPSULE {
|
||||||
|
angle := PI * 0.5;
|
||||||
|
half_angle := angle * 0.5;
|
||||||
|
|
||||||
|
sin_half := sin(half_angle);
|
||||||
|
cos_half := cos(half_angle);
|
||||||
|
|
||||||
|
rotation := Quaternion.{0, 0, sin(-PI * 0.25), cos(-PI * 0.25)};
|
||||||
|
transform = PhysX.PxTransform_new(*e.transform.position, *rotation);
|
||||||
|
} else {
|
||||||
|
transform = PhysX.PxTransform_new(*e.transform.position, *e.transform.orientation);
|
||||||
|
}
|
||||||
|
|
||||||
|
if e.physics.dynamic {
|
||||||
|
dynamic := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
|
||||||
|
actor = dynamic;
|
||||||
|
|
||||||
|
if e.physics.lock & .ANGULAR_X {
|
||||||
|
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularX, true);
|
||||||
|
}
|
||||||
|
if e.physics.lock & .ANGULAR_Y {
|
||||||
|
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularY, true);
|
||||||
|
}
|
||||||
|
if e.physics.lock & .ANGULAR_Z {
|
||||||
|
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularZ, true);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
actor = PhysX.PxPhysics_createRigidStatic(physics, *transform);
|
||||||
|
}
|
||||||
|
|
||||||
|
material := PhysX.PxPhysics_createMaterial(physics, e.physics.static_friction, e.physics.dynamic_friction, e.physics.restitution);
|
||||||
|
geo : *PhysX.PxGeometry;
|
||||||
|
|
||||||
|
actor.userData = e;
|
||||||
|
|
||||||
|
if e.physics.type == {
|
||||||
|
case .SPHERE; {
|
||||||
|
geo = PhysX.PxSphereGeometry_new(e.physics.sphere.radius);
|
||||||
|
}
|
||||||
|
case .BOX; {
|
||||||
|
geo = PhysX.PxBoxGeometry_new(e.physics.box.half_extent*e.transform.scale);
|
||||||
|
}
|
||||||
|
case .CAPSULE; {
|
||||||
|
geo = PhysX.PxCapsuleGeometry_new(e.physics.capsule.radius, e.physics.capsule.half_height-e.physics.capsule.radius);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
shape := PhysX.PxPhysics_createShape(physics, geo, material, false, ifx e.physics.trigger then PHYSX_DEFAULT_TRIGGER_SHAPE_FLAGS else PHYSX_DEFAULT_SIMULATION_SHAPE_FLAGS);
|
||||||
|
|
||||||
|
PhysX.PxRigidActor_attachShape(actor, shape);
|
||||||
|
|
||||||
|
PhysX.PxScene_addActor(e.scene.physx_scene.scene, actor, null);
|
||||||
|
|
||||||
|
PhysX.PxShape_release(shape);
|
||||||
|
PhysX.PxBase_release(material);
|
||||||
|
|
||||||
|
physics_actor : PhysX_Actor;
|
||||||
|
physics_actor.type = ifx e.physics.dynamic then .DYNAMIC else .STATIC;
|
||||||
|
physics_actor.sync_rotation_from_physx = e.physics.type != .CAPSULE; // @Incomplete
|
||||||
|
|
||||||
|
if physics_actor.type == .DYNAMIC {
|
||||||
|
physics_actor.dynamic = xx actor;
|
||||||
|
} else {
|
||||||
|
physics_actor.static = xx actor;
|
||||||
|
}
|
||||||
|
|
||||||
|
e.physics.physx_handle = parray_add(*e.scene.physx_scene.actors, physics_actor);
|
||||||
|
e.physics.enabled = true;
|
||||||
|
}
|
||||||
|
|
||||||
add_physx_sphere :: (entity: *Entity, radius: float) -> PhysX_Handle {
|
add_physx_sphere :: (entity: *Entity, radius: float) -> PhysX_Handle {
|
||||||
geo := PhysX.PxSphereGeometry_new(radius);
|
geo := PhysX.PxSphereGeometry_new(radius);
|
||||||
|
|
||||||
transform := PhysX.PxTransform_new(*entity.transform.position);
|
transform := PhysX.PxTransform_new(*entity.transform.position);
|
||||||
actor := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
|
actor := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
|
||||||
//PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularX, true);
|
actor.userData = entity;
|
||||||
//PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularY, true);
|
|
||||||
//PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularZ, true);
|
|
||||||
|
|
||||||
material := PhysX.PxPhysics_createMaterial(physics, 0.1, 0.1, 0.5);
|
material := PhysX.PxPhysics_createMaterial(physics, 0.1, 0.1, 0.5);
|
||||||
|
|
||||||
@@ -160,7 +266,10 @@ add_physx_capsule :: (entity: *Entity, half_height: float, radius: float) -> Phy
|
|||||||
rotation := Quaternion.{0, 0, sin(-PI * 0.25), cos(-PI * 0.25)};
|
rotation := Quaternion.{0, 0, sin(-PI * 0.25), cos(-PI * 0.25)};
|
||||||
|
|
||||||
transform := PhysX.PxTransform_new(*entity.transform.position, *rotation);
|
transform := PhysX.PxTransform_new(*entity.transform.position, *rotation);
|
||||||
|
|
||||||
actor := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
|
actor := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
|
||||||
|
actor.userData = entity;
|
||||||
|
|
||||||
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularX, true);
|
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularX, true);
|
||||||
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularY, true);
|
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularY, true);
|
||||||
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularZ, true);
|
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularZ, true);
|
||||||
@@ -184,7 +293,7 @@ add_physx_capsule :: (entity: *Entity, half_height: float, radius: float) -> Phy
|
|||||||
physics_actor.dynamic = actor;
|
physics_actor.dynamic = actor;
|
||||||
|
|
||||||
entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor);
|
entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor);
|
||||||
return entity.physx_handle;
|
return entity.physics.physx_handle;
|
||||||
}
|
}
|
||||||
|
|
||||||
add_physx_box :: (entity: *Entity, half_extent: Vector3, offset: Vector3 = .{}) -> PhysX_Handle {
|
add_physx_box :: (entity: *Entity, half_extent: Vector3, offset: Vector3 = .{}) -> PhysX_Handle {
|
||||||
@@ -193,6 +302,7 @@ add_physx_box :: (entity: *Entity, half_extent: Vector3, offset: Vector3 = .{})
|
|||||||
t := PhysX.PxTransform_new(*pos, *entity.transform.orientation);
|
t := PhysX.PxTransform_new(*pos, *entity.transform.orientation);
|
||||||
|
|
||||||
body := PhysX.PxPhysics_createRigidStatic(physics, *t);
|
body := PhysX.PxPhysics_createRigidStatic(physics, *t);
|
||||||
|
body.userData = entity;
|
||||||
PhysX.PxRigidActor_attachShape(body, shape);
|
PhysX.PxRigidActor_attachShape(body, shape);
|
||||||
PhysX.PxScene_addActor(entity.scene.physx_scene.scene, body, null);
|
PhysX.PxScene_addActor(entity.scene.physx_scene.scene, body, null);
|
||||||
|
|
||||||
@@ -203,7 +313,7 @@ add_physx_box :: (entity: *Entity, half_extent: Vector3, offset: Vector3 = .{})
|
|||||||
physics_actor.static = body;
|
physics_actor.static = body;
|
||||||
|
|
||||||
entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor);
|
entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor);
|
||||||
return entity.physx_handle;
|
return entity.physics.physx_handle;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -254,4 +364,5 @@ default_allocator : PhysX.PxAllocatorCallback;
|
|||||||
default_error_callback : PhysX.PxErrorCallback;
|
default_error_callback : PhysX.PxErrorCallback;
|
||||||
default_filter_shader : PhysX.SimulationFilterShader;
|
default_filter_shader : PhysX.SimulationFilterShader;
|
||||||
dispatcher : *PhysX.PxDefaultCpuDispatcher;
|
dispatcher : *PhysX.PxDefaultCpuDispatcher;
|
||||||
|
event_callback : *PhysX.PxSimulationEventCallback;
|
||||||
|
|
||||||
|
|||||||
89
renderer/line_rendering.jai
Normal file
89
renderer/line_rendering.jai
Normal file
@@ -0,0 +1,89 @@
|
|||||||
|
MAX_LINES :: 4096;
|
||||||
|
line_pipeline: Pipeline_State_Handle;
|
||||||
|
|
||||||
|
Line_Point :: struct {
|
||||||
|
position: Vector3;
|
||||||
|
width: float;
|
||||||
|
}
|
||||||
|
|
||||||
|
Line :: struct {
|
||||||
|
points: Static_Array(Line_Point, 1024);
|
||||||
|
color: Color;
|
||||||
|
}
|
||||||
|
|
||||||
|
lines: [..] Line;
|
||||||
|
|
||||||
|
init_line_rendering :: () {
|
||||||
|
line_vertex_buffer = create_vertex_buffer(engine.renderer, null, size_of(Line_Vertex) * MAX_LINES * 6, stride=size_of(Line_Vertex), mappable=true);
|
||||||
|
|
||||||
|
{
|
||||||
|
vs := create_vertex_shader(engine.renderer, "../assets/shaders/line.hlsl", "VS", mesh_data_types = .[.POSITION, .COLOR]);
|
||||||
|
ps := create_pixel_shader(engine.renderer, "../assets/shaders/line.hlsl", "PS");
|
||||||
|
|
||||||
|
line_pipeline = create_pipeline_state(engine.renderer, vs, ps, blend_type=.TRANSPARENT);
|
||||||
|
}
|
||||||
|
|
||||||
|
array_reserve(*lines, 4096);
|
||||||
|
}
|
||||||
|
|
||||||
|
begin_line :: (color: Color) {
|
||||||
|
current_line = .{};
|
||||||
|
current_line.color = color;
|
||||||
|
}
|
||||||
|
|
||||||
|
end_line :: () {
|
||||||
|
array_add(*lines, current_line);
|
||||||
|
}
|
||||||
|
|
||||||
|
add_line_point :: (position: Vector3, width: float) {
|
||||||
|
array_add(*current_line.points, .{position, width});
|
||||||
|
}
|
||||||
|
|
||||||
|
add_line :: (from: Vector3, to: Vector3, color: Color = .{1,1,1,1}, line_width: float = 0.1) {
|
||||||
|
hw := line_width*0.5; // @Incomplete
|
||||||
|
|
||||||
|
up := -engine.current_scene.camera.forward;
|
||||||
|
forward := normalize(to - from);
|
||||||
|
right := cross(up, forward);
|
||||||
|
|
||||||
|
line_dir := normalize(to - from);
|
||||||
|
view_dir := normalize(engine.current_scene.camera.position - (from + to) * 0.5);
|
||||||
|
offset_dir := normalize(cross(line_dir, view_dir)) * hw;
|
||||||
|
|
||||||
|
array_add(*line_vertices, .{from + offset_dir, color});
|
||||||
|
array_add(*line_vertices, .{to + offset_dir, color});
|
||||||
|
array_add(*line_vertices, .{from - offset_dir, color});
|
||||||
|
|
||||||
|
array_add(*line_vertices, .{to + offset_dir, color});
|
||||||
|
array_add(*line_vertices, .{to - offset_dir, color});
|
||||||
|
array_add(*line_vertices, .{from - offset_dir, color});
|
||||||
|
}
|
||||||
|
|
||||||
|
render_lines :: () {
|
||||||
|
if line_vertices.count > 0 {
|
||||||
|
upload_data_to_buffer(engine.renderer, line_vertex_buffer, line_vertices.data, size_of(Line_Vertex) * line_vertices.count);
|
||||||
|
|
||||||
|
push_cmd_set_draw_mode(engine.renderer, .FILL);
|
||||||
|
push_cmd_set_depth_write(engine.renderer, true);
|
||||||
|
push_cmd_set_cull_face(engine.renderer, .NONE);
|
||||||
|
push_cmd_set_pipeline_state(engine.renderer, line_pipeline);
|
||||||
|
|
||||||
|
push_cmd_set_constant_buffer(engine.renderer, 0, engine.camera_buffer, .VERTEX);
|
||||||
|
|
||||||
|
push_cmd_set_vertex_buffer(engine.renderer, line_vertex_buffer);
|
||||||
|
|
||||||
|
push_cmd_draw(engine.renderer, xx line_vertices.count);
|
||||||
|
}
|
||||||
|
|
||||||
|
line_vertices.count = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
#scope_file
|
||||||
|
|
||||||
|
Line_Vertex :: struct {
|
||||||
|
position: Vector3;
|
||||||
|
color: Color;
|
||||||
|
}
|
||||||
|
|
||||||
|
line_vertex_buffer: Buffer_Handle;
|
||||||
|
line_vertices: [..] Line_Vertex;
|
||||||
@@ -1,3 +1,5 @@
|
|||||||
|
#load "line_rendering.jai";
|
||||||
|
|
||||||
TRIGGER_VERTEX_SHADER :: #string END
|
TRIGGER_VERTEX_SHADER :: #string END
|
||||||
cbuffer CameraData : register(b0)
|
cbuffer CameraData : register(b0)
|
||||||
{
|
{
|
||||||
@@ -59,65 +61,28 @@ init_trigger_line_rendering :: () {
|
|||||||
}
|
}
|
||||||
|
|
||||||
render_trigger_lines :: () {
|
render_trigger_lines :: () {
|
||||||
vertices: [..] Trigger_Line_Vertex;
|
|
||||||
vertices.allocator = temp;
|
|
||||||
|
|
||||||
for e: engine.current_scene.entities {
|
for e: engine.current_scene.entities {
|
||||||
if e.collider.render_aabb {
|
if e.physics.type == .BOX {
|
||||||
color := e.collider.aabb_color;
|
color := Color.{0,0,1,1};//e.collider.aabb_color;
|
||||||
scale := e.transform.scale;
|
aabb := AABB.{-e.physics.box.half_extent, e.physics.box.half_extent};
|
||||||
aabb := e.collider.aabb;
|
|
||||||
|
|
||||||
min := transform_position(aabb.min, e.transform.model_matrix);
|
min := aabb.min;
|
||||||
max := transform_position(aabb.max, e.transform.model_matrix);
|
max := aabb.max;
|
||||||
|
|
||||||
array_add(*vertices, .{.{min.x, min.y, min.z}, color});
|
add_line(transform_position(.{min.x, min.y, min.z}, e.transform.model_matrix), transform_position(.{min.x, min.y, max.z}, e.transform.model_matrix), color);
|
||||||
array_add(*vertices, .{.{min.x, min.y, max.z}, color});
|
add_line(transform_position(.{max.x, min.y, min.z}, e.transform.model_matrix), transform_position(.{max.x, min.y, max.z}, e.transform.model_matrix), color);
|
||||||
|
add_line(transform_position(.{min.x, max.y, min.z}, e.transform.model_matrix), transform_position(.{min.x, max.y, max.z}, e.transform.model_matrix), color);
|
||||||
array_add(*vertices, .{.{max.x, min.y, min.z}, color});
|
add_line(transform_position(.{max.x, max.y, min.z}, e.transform.model_matrix), transform_position(.{max.x, max.y, max.z}, e.transform.model_matrix), color);
|
||||||
array_add(*vertices, .{.{max.x, min.y, max.z}, color});
|
add_line(transform_position(.{min.x, min.y, min.z}, e.transform.model_matrix), transform_position(.{min.x, max.y, min.z}, e.transform.model_matrix), color);
|
||||||
|
add_line(transform_position(.{max.x, min.y, min.z}, e.transform.model_matrix), transform_position(.{max.x, max.y, min.z}, e.transform.model_matrix), color);
|
||||||
array_add(*vertices, .{.{min.x, max.y, min.z}, color});
|
add_line(transform_position(.{max.x, min.y, max.z}, e.transform.model_matrix), transform_position(.{max.x, max.y, max.z}, e.transform.model_matrix), color);
|
||||||
array_add(*vertices, .{.{min.x, max.y, max.z}, color});
|
add_line(transform_position(.{min.x, min.y, max.z}, e.transform.model_matrix), transform_position(.{min.x, max.y, max.z}, e.transform.model_matrix), color);
|
||||||
|
add_line(transform_position(.{min.x, min.y, min.z}, e.transform.model_matrix), transform_position(.{max.x, min.y, min.z}, e.transform.model_matrix), color);
|
||||||
array_add(*vertices, .{.{max.x, max.y, min.z}, color});
|
add_line(transform_position(.{min.x, max.y, min.z}, e.transform.model_matrix), transform_position(.{max.x, max.y, min.z}, e.transform.model_matrix), color);
|
||||||
array_add(*vertices, .{.{max.x, max.y, max.z}, color});
|
add_line(transform_position(.{min.x, min.y, max.z}, e.transform.model_matrix), transform_position(.{max.x, min.y, max.z}, e.transform.model_matrix), color);
|
||||||
|
add_line(transform_position(.{min.x, max.y, max.z}, e.transform.model_matrix), transform_position(.{max.x, max.y, max.z}, e.transform.model_matrix), color);
|
||||||
array_add(*vertices, .{.{min.x, min.y, min.z}, color});
|
|
||||||
array_add(*vertices, .{.{min.x, max.y, min.z}, color});
|
|
||||||
|
|
||||||
array_add(*vertices, .{.{max.x, min.y, min.z}, color});
|
|
||||||
array_add(*vertices, .{.{max.x, max.y, min.z}, color});
|
|
||||||
|
|
||||||
array_add(*vertices, .{.{max.x, min.y, max.z}, color});
|
|
||||||
array_add(*vertices, .{.{max.x, max.y, max.z}, color});
|
|
||||||
|
|
||||||
array_add(*vertices, .{.{min.x, min.y, max.z}, color});
|
|
||||||
array_add(*vertices, .{.{min.x, max.y, max.z}, color});
|
|
||||||
|
|
||||||
array_add(*vertices, .{.{min.x, min.y, min.z}, color});
|
|
||||||
array_add(*vertices, .{.{max.x, min.y, min.z}, color});
|
|
||||||
array_add(*vertices, .{.{min.x, max.y, min.z}, color});
|
|
||||||
array_add(*vertices, .{.{max.x, max.y, min.z}, color});
|
|
||||||
|
|
||||||
array_add(*vertices, .{.{min.x, min.y, max.z}, color});
|
|
||||||
array_add(*vertices, .{.{max.x, min.y, max.z}, color});
|
|
||||||
|
|
||||||
array_add(*vertices, .{.{min.x, max.y, max.z}, color});
|
|
||||||
array_add(*vertices, .{.{max.x, max.y, max.z}, color});
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
upload_data_to_buffer(engine.renderer, trigger_line_buffer, vertices.data, vertices.count * size_of(Trigger_Line_Vertex));
|
render_lines();
|
||||||
|
|
||||||
push_cmd_set_draw_mode(engine.renderer, .WIREFRAME);
|
|
||||||
push_cmd_set_depth_write(engine.renderer, true);
|
|
||||||
push_cmd_set_cull_face(engine.renderer, .NONE);
|
|
||||||
push_cmd_set_pipeline_state(engine.renderer, trigger_pipeline);
|
|
||||||
|
|
||||||
push_cmd_set_constant_buffer(engine.renderer, 0, engine.camera_buffer, .VERTEX);
|
|
||||||
|
|
||||||
push_cmd_set_vertex_buffer(engine.renderer, trigger_line_buffer);
|
|
||||||
|
|
||||||
push_cmd_draw(engine.renderer, xx vertices.count, 0, topology=.LINE_LIST);
|
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user