Custom entity pipeline fixes

This commit is contained in:
2025-07-26 01:39:16 +02:00
parent 9c2f32f5a3
commit f62203973f
3 changed files with 10 additions and 162 deletions

View File

@@ -730,13 +730,6 @@ init_default_pipelines :: () {
// projectile_pipeline = create_pipeline_state2(engine.renderer, vs, ps, blend_type=.OPAQUE);
//}
{
vs := create_vertex_shader_from_source(engine.renderer, "default_entity", DEFAULT_ENTITY_SHADER, "VS", mesh_data_types = .[.POSITION, .NORMAL, .TEXCOORD]);
ps := create_pixel_shader_from_source(engine.renderer, "default_entity", DEFAULT_ENTITY_SHADER, "PS");
engine.renderer.default_pipelines.entity_pipeline = create_pipeline_state(engine.renderer, vs, ps, blend_type=.OPAQUE);
}
}
init_default_meshes :: () {
@@ -871,6 +864,10 @@ deinit_renderer :: (renderer: *Renderer) {
deinit_backend(engine.renderer.backend);
}
set_default_entity_pipeline :: (pipeline: Pipeline_State_Handle) {
engine.renderer.default_pipelines.entity_pipeline = pipeline;
}
get_shader :: (handle: Shader_Handle) -> Shader {
assert(handle - 1 < xx engine.renderer.shaders.count);
return engine.renderer.shaders[handle-1];
@@ -1782,146 +1779,3 @@ float4 PS(PSInput input) : SV_Target {
return float4(1,0,1,1);
}
DONE
DEFAULT_ENTITY_SHADER :: #string DONE
cbuffer CameraData : register(b0)
{
float4x4 projection;
float4x4 view;
float4 camera_position;
};
cbuffer Directional_Light_Data : register(b1)
{
float4 color_and_intensity;
float4 direction;
float4x4 light_matrix;
};
cbuffer Transform : register(b2)
{
float4x4 model;
};
cbuffer Material : register(b3)
{
float4 base_color;
};
#ifdef SKINNING
#define MAX_BONES 128
cbuffer Bone_Matrices : register(b4)
{
float4x4 bone_matrices[MAX_BONES];
};
#endif
struct VSInput {
float3 position : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
#ifdef SKINNING
float4 bone_indices : TEXCOORD1;
float4 bone_weights : TEXCOORD2;
#endif
};
struct PSInput {
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD1;
float3 normal : NORMAL;
float2 screen_pos : TEXCOORD0;
float4 light_view_position : TEXCOORD3;
};
struct PSOutput {
float4 color : SV_Target0;
};
sampler samp : register(s0);
Texture2D shadow_map: register(t0);
PSInput VS(VSInput input) {
PSInput output;
float3 position = input.position;
#ifdef SKINNING
float4x4 m = float4x4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
for(int i = 0; i < 4; i++) {
m += bone_matrices[int(input.bone_indices[i])] * input.bone_weights[i];
}
output.position = mul(float4(position, 1.0), m);
#else
output.position = mul(float4(position, 1.0), model);
#endif
output.light_view_position = mul(output.position, light_matrix);
output.position = mul(output.position, view);
output.position = mul(output.position, projection);
output.screen_pos = output.position.xy / output.position.w;
output.screen_pos = output.screen_pos * 0.5 + 0.5;
output.normal = normalize(mul(input.normal, model));
output.texcoord = input.texcoord;
return output;
}
float calculate_shadow(float2 shadow_coord, float bias, float current_depth) {
if(current_depth > 1.0)
return 0.0;
float2 texture_size;
shadow_map.GetDimensions(texture_size.x, texture_size.y);
float2 texel_size = 1.0 / texture_size;
float shadow = 0.0;
for(int x = -1; x <= 1; ++x)
{
for(int y = -1; y <= 1; ++y)
{
float pcf_depth = shadow_map.Sample(samp, shadow_coord + float2(x, y) * texel_size).r;
shadow += current_depth - bias > pcf_depth ? 1.0 : 0.0;
}
}
shadow /= 9.0;
return 1.0 - shadow;
}
PSOutput PS(PSInput input) {
PSOutput output;
float ao = 1.0;//ssao.Sample(samp, float2(input.screen_pos.x, 1.0 - input.screen_pos.y));
//output.color = float4(ao, ao, ao, 1.0);
//return output;
float3 ambient = 0.1;
// Diffuse
float3 light_dir = normalize(-direction);
float diffuse_factor = max(0, dot(input.normal, light_dir));
float3 diffuse = 0.5 * diffuse_factor;
// Specular
float3 view_dir = normalize(-input.position.xyz);
float3 reflect_dir = reflect(-light_dir, input.normal);
float specular_factor = pow(max(dot(view_dir, reflect_dir), 0), 32.0);
float3 specular = 0.3 * specular_factor;
float2 shadow_coord;
shadow_coord.x = input.light_view_position.x / input.light_view_position.w * 0.5 + 0.5;
shadow_coord.y = -input.light_view_position.y / input.light_view_position.w * 0.5 + 0.5;
float current_depth = input.light_view_position.z / input.light_view_position.w;
float shadow_amount = calculate_shadow(shadow_coord, 0.01, current_depth);
output.color = base_color * color_and_intensity.w * float4(ao*(ambient + diffuse + specular), base_color.a);
output.color *= max(0.2, shadow_amount);
return output;
}
DONE