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13 Commits

12 changed files with 540 additions and 166 deletions

View File

@@ -41,6 +41,8 @@ Renderable :: struct {
visible: bool = true;
type : Renderable_Type; @DontSerialize
use_default_pipeline: bool = true;
model: Model_Handle; @DontSerialize
nodes: [MAX_NODES] Node_Render_Data; @DontSerialize
num_nodes: s64; @DontSerialize
@@ -55,6 +57,9 @@ MAX_CHILDREN :: 16;
SPHERE;
BOX;
CAPSULE;
TRIANGLE_MESH;
CONVEX_MESH;
CHARACTER;
}
Physics_Lock :: enum_flags u8 {
@@ -76,6 +81,7 @@ MAX_CHILDREN :: 16;
dynamic_friction: float;
restitution: float;
render_collider: bool;
collider_color: Color;
lock: Physics_Lock;
@@ -93,6 +99,10 @@ MAX_CHILDREN :: 16;
radius: float;
half_height: float;
}
character : struct {
radius: float;
height: float;
}
}
physx_handle: PhysX_Handle;

View File

@@ -42,13 +42,6 @@ Vector3i :: struct {
z: int;
}
Color :: #type,isa Vector4;
Colored_Vert :: struct {
position: Vector2;
color : Color;
}
AABB :: struct {
min: Vector3 = .{FLOAT32_INFINITY, FLOAT32_INFINITY, FLOAT32_INFINITY};
max: Vector3 = .{-FLOAT32_INFINITY, -FLOAT32_INFINITY, -FLOAT32_INFINITY};
@@ -423,6 +416,60 @@ ease_in_out_sine :: (x: float) -> float {
return -(cos(PI * x) - 1.0) * 0.5;
}
// Color
Color :: #type,isa Vector4;
Colored_Vert :: struct {
position: Vector2;
color : Color;
}
linear_to_srgb :: (c: float) -> float {
if (c <= 0.0031308)
return 12.92 * c;
else
return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
}
linear_to_srgb :: (c: Vector3) -> Vector3 {
return Vector3.{
linear_to_srgb(c.x),
linear_to_srgb(c.y),
linear_to_srgb(c.z)
};
}
linear_to_srgb :: (c: $T) -> T {
srgb_color := c;
srgb_color.x = linear_to_srgb(c.x);
srgb_color.y = linear_to_srgb(c.y);
srgb_color.z = linear_to_srgb(c.z);
return srgb_color;
}
srgb_to_linear :: (c: float) -> float {
if c <= 0.04045
return c / 12.92;
else
return pow((c + 0.055) / 1.055, 2.4);
}
srgb_to_linear :: (c: Vector3) -> Vector3 {
return float3(
srgbToLinear(c.r),
srgbToLinear(c.g),
srgbToLinear(c.b)
);
}
srgb_to_linear :: (c: $T) -> T {
linear_color := c;
linear_color.x = srgb_to_linear(c.x);
linear_color.y = srgb_to_linear(c.y);
linear_color.z = srgb_to_linear(c.z);
return linear_color;
}
#import "PCG";
#import "Math";
#load "frustum.jai";

View File

@@ -9,9 +9,11 @@ Mesh_Entity :: struct {
init_entity :: (e: *Mesh_Entity) {
if e.model_path.count > 0 {
load_model_into_entity(e, get_or_load_model(e.model_path));
#if PHYSICS {
e.flags |= .PHYSICS;
e.physics.type = .BOX;
e.physics.box.half_extent = .{0.5,0.5,0.5};
e.physics.type = .TRIANGLE_MESH;
}
//e.physics.box.half_extent = .{0.5,0.5,0.5};
}
}

View File

@@ -144,7 +144,9 @@ unload_scene :: (scene: *Scene) {
destroy_entity(e);
}
#if PHYSICS {
deinit_physx_scene(scene);
}
free(scene.name);
fini(*scene.pool);
@@ -163,7 +165,7 @@ reload_scene :: (scene: *Scene) {
load_scene(name);
}
create_scene :: (name: string = "", max_entities: s64 = 256) -> *Scene {
create_scene :: (name: string = "", max_entities: s64 = 256, trigger_callbacks := false) -> *Scene {
scene := New(Scene);
new_name := name;
@@ -195,7 +197,9 @@ create_scene :: (name: string = "", max_entities: s64 = 256) -> *Scene {
array_reserve(*scene.entities, max_entities);
#if PHYSICS {
init_physx_scene(scene);
}
scene.directional_light.color_and_intensity = .{1,1,1,2};
scene.directional_light.direction = to_v4(normalize(Vector3.{0.4, -0.7, 0.4}));
@@ -205,6 +209,12 @@ create_scene :: (name: string = "", max_entities: s64 = 256) -> *Scene {
dir_light_data.direction = scene.directional_light.direction;
upload_data_to_buffer(engine.renderer, engine.directional_light_buffer, *dir_light_data, size_of(Directional_Light_Buffer_Data));
if trigger_callbacks {
if engine.procs.on_scene_loaded != null {
engine.procs.on_scene_loaded(scene, engine.mode);
}
}
return scene;
}

View File

@@ -114,6 +114,7 @@ Editor :: struct {
camera: Camera;
transform_gizmo: Transform_Gizmo;
selected_entities: [..] *Entity;
selected_entity_transforms : Table(*Entity, Transform);
mouse_viewport_state: Interaction_State;
last_right_mouse_click_time: float;
@@ -171,10 +172,12 @@ init_transform_gizmo :: () {
}
update_transform_gizmo :: (ray: Ray, mouse_position: Vector2) -> bool {
if engine.editor.selected_entities.count != 1 return false;
selected_entity := engine.editor.selected_entities[0];
if engine.editor.selected_entities.count != 1 {
// Hardcode to world + translation when selecting multiple entities
// We currently don't need to do anything but translate in world space, when having multiple entities selected
engine.editor.transform_gizmo.space = .WORLD;
engine.editor.transform_gizmo.transform_type = .TRANSLATION;
} else {
if key_down(.TAB) {
if engine.editor.transform_gizmo.space == {
case .WORLD;
@@ -183,6 +186,16 @@ update_transform_gizmo :: (ray: Ray, mouse_position: Vector2) -> bool {
engine.editor.transform_gizmo.space = .WORLD;
}
}
}
position : Vector3;
for e: engine.editor.selected_entities {
position += e.transform.position;
}
position /= cast(float)engine.editor.selected_entities.count;
selected_entity := engine.editor.selected_entities[0];
if engine.editor.transform_gizmo.space == {
case .WORLD;
@@ -191,17 +204,28 @@ update_transform_gizmo :: (ray: Ray, mouse_position: Vector2) -> bool {
set_rotation(*engine.editor.transform_gizmo.transform, selected_entity.transform.orientation);
}
engine.editor.transform_gizmo.actual_entity_position = position;
if engine.editor.transform_gizmo.transform_type == {
case .TRANSLATION;
if !key_pressed(.MOUSE_LEFT) {
if key_pressed(.CTRL) {
engine.editor.transform_gizmo.selected_axis = .NONE;
table_reset(*engine.editor.selected_entity_transforms);
} else {
selected_axis, t := intersect_translation_gizmo(ray);
engine.editor.transform_gizmo.selected_axis = selected_axis;
table_reset(*engine.editor.selected_entity_transforms);
}
} else if engine.editor.transform_gizmo.can_use && engine.editor.transform_gizmo.selected_axis != .NONE {
first_update := key_down(.MOUSE_LEFT);
if first_update {
engine.editor.transform_gizmo.actual_entity_position = selected_entity.transform.position;
push_transform_undo(engine.editor.selected_entities[0]);
for engine.editor.selected_entities {
push_transform_undo(it);
table_add(*engine.editor.selected_entity_transforms, it, it.transform);
}
}
// Move the currently selected entity along the selected axis
@@ -231,7 +255,7 @@ update_transform_gizmo :: (ray: Ray, mouse_position: Vector2) -> bool {
}
r1 : Ray;
r1.origin = selected_entity.transform.position;
r1.origin = position;
r1.direction = axis_vec;
r2 := normalized_screen_to_ray(*engine.editor.camera, mouse_position);
@@ -246,21 +270,28 @@ update_transform_gizmo :: (ray: Ray, mouse_position: Vector2) -> bool {
position_change := new_position - engine.editor.transform_gizmo.first_hit_position;
entity_position := engine.editor.transform_gizmo.actual_entity_position + position_change;
for e: engine.editor.selected_entities {
found, transform := table_find_new(*engine.editor.selected_entity_transforms, e);
assert(found);
entity_position := transform.position + position_change;
if engine.editor.transform_gizmo.snap_to_grid {
snap_interval := Vector3.{1,1,1};
entity_position.x -= fmod_cycling(entity_position.x - selected_entity.snap_offset.x, snap_interval.x);// + selected_entity.snap_offset.x;
entity_position.y -= fmod_cycling(entity_position.y - selected_entity.snap_offset.y, snap_interval.y);// + selected_entity.snap_offset.y;
entity_position.z -= fmod_cycling(entity_position.z - selected_entity.snap_offset.z, snap_interval.z);// + selected_entity.snap_offset.z;
entity_position.x -= fmod_cycling(entity_position.x - e.snap_offset.x, snap_interval.x);// + selected_entity.snap_offset.x;
entity_position.y -= fmod_cycling(entity_position.y - e.snap_offset.y, snap_interval.y);// + selected_entity.snap_offset.y;
entity_position.z -= fmod_cycling(entity_position.z - e.snap_offset.z, snap_interval.z);// + selected_entity.snap_offset.z;
} else if selected_entity.flags & Entity_Flags.SNAP_TO_GRID {
entity_position.x -= fmod_cycling(entity_position.x - selected_entity.snap_offset.x, selected_entity.snap_intervals.x);// + selected_entity.snap_offset.x;
entity_position.y -= fmod_cycling(entity_position.y - selected_entity.snap_offset.y, selected_entity.snap_intervals.y);// + selected_entity.snap_offset.y;
entity_position.z -= fmod_cycling(entity_position.z - selected_entity.snap_offset.z, selected_entity.snap_intervals.z);// + selected_entity.snap_offset.z;
entity_position.x -= fmod_cycling(entity_position.x - e.snap_offset.x, e.snap_intervals.x);// + selected_entity.snap_offset.x;
entity_position.y -= fmod_cycling(entity_position.y - e.snap_offset.y, e.snap_intervals.y);// + selected_entity.snap_offset.y;
entity_position.z -= fmod_cycling(entity_position.z - e.snap_offset.z, e.snap_intervals.z);// + selected_entity.snap_offset.z;
}
selected_entity.transform.position = entity_position;
selected_entity.transform.dirty = true;
e.transform.position = entity_position;
e.transform.dirty = true;
}
entity_position := engine.editor.transform_gizmo.actual_entity_position + position_change;
engine.editor.transform_gizmo.actual_entity_position = entity_position;
set_position(*engine.editor.transform_gizmo.transform, entity_position);
}
@@ -670,8 +701,16 @@ intersect_rotation_gizmo :: (ray: Ray) -> Transform_Axis, Vector3 {
}
update_gizmo_buffers :: () {
position : Vector3;
for e: engine.editor.selected_entities {
position += e.transform.position;
}
position /= cast(float)engine.editor.selected_entities.count;
entity := engine.editor.selected_entities[0];
engine.editor.transform_gizmo.transform.position = entity.transform.position;
engine.editor.transform_gizmo.transform.position = position;
engine.editor.transform_gizmo.transform.orientation = ifx engine.editor.transform_gizmo.space == .LOCAL then entity.transform.orientation else .{0,0,0,1};
update_matrix(*engine.editor.transform_gizmo.transform);
@@ -689,7 +728,7 @@ update_gizmo_buffers :: () {
}
render_transform_gizmo :: () {
if engine.editor.selected_entities.count == 1 {
if engine.editor.selected_entities.count > 0 {
update_gizmo_buffers();
renderer := engine.renderer;
push_cmd_set_draw_mode(renderer, .FILL);

View File

@@ -24,6 +24,8 @@ pick_scene_view_at :: (camera: Camera, coordinates: Vector2) {
engine.editor.selected_entities.count = 0;
}
array_add(*engine.editor.selected_entities, hit_entity);
} else {
array_unordered_remove_by_value(*engine.editor.selected_entities, hit_entity);
}
} else {
engine.editor.selected_entities.count = 0;
@@ -174,7 +176,7 @@ base_editor_update :: () {
if engine.editor.focused_widget == null && engine.mode == .EDITING {
engine.editor.should_check_entities = true;
if engine.editor.selected_entities.count == 1 {
if engine.editor.selected_entities.count > 0 {
entity := engine.editor.selected_entities[0];
gizmo_scale := distance(entity.transform.position, engine.editor.camera.position) * 0.1 * 0.5;
engine.editor.transform_gizmo.uniform_gizmo_scale = gizmo_scale;

View File

@@ -228,7 +228,9 @@ generate_member_ui_imgui :: (type: *Type_Info_Struct, builder: *String_Builder,
} else if info_struct.name == "Vector3" {
print_to_builder(builder, "\tImGui.DragFloat3(tprint_c(\"%\"), *e.%.component);\n", new_path, new_path);
} else if info_struct.name == "Color" || info_struct.name == "Vector4" {
print_to_builder(builder, "\tImGui.ColorEdit4(tprint_c(\"%\"), *e.%.component);\n", new_path, new_path);
print_to_builder(builder, "\tsrgb_color := linear_to_srgb(e.%);\n", new_path);
print_to_builder(builder, "\tImGui.ColorEdit4(tprint_c(\"%\"), *srgb_color.component);\n", new_path);
print_to_builder(builder, "\te.% = srgb_to_linear(srgb_color);\n", new_path);
} else {
generate_member_ui_imgui(info_struct, builder, new_path);
}

View File

@@ -46,9 +46,12 @@ Engine_Core :: struct {
on_scene_loaded: (*Scene, Engine_Mode);
on_pre_scene_loaded: (*Scene, Engine_Mode);
on_pre_scene_unloaded: (*Scene);
#if PHYSICS {
on_trigger_enter: (*Entity, *Entity);
on_trigger_exit: (*Entity, *Entity);
}
}
paused: bool;
@@ -104,6 +107,7 @@ coven_init :: (window_title: string, window_width: u32, window_height: u32, full
}
coven_run :: (game_update_proc: (float), game_editor_update_proc: (float), game_update_post_physics_proc: (float)) {
#if EDITOR {
if engine.current_scene == null && engine.automatically_load_last_opened_scene {
last_opened_scene := get_last_opened_scene_file();
if last_opened_scene.count > 0 {
@@ -111,6 +115,7 @@ coven_run :: (game_update_proc: (float), game_editor_update_proc: (float), game_
free(last_opened_scene);
}
}
}
sdl_window := cast(*SDL_Window_Type)engine.window;

View File

@@ -1,11 +1,14 @@
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_GRAVITY :: Vector3.{0, -9.81, 0};
PhysX_Handle :: #type, distinct u32;
PhysX_Actor_Type :: enum {
STATIC;
DYNAMIC;
CHARACTER;
}
PhysX_Actor :: struct {
@@ -16,12 +19,15 @@ PhysX_Actor :: struct {
union {
static: *PhysX.PxRigidStatic;
dynamic: *PhysX.PxRigidDynamic;
controller: *PhysX.PxController;
}
}
PhysX_Scene :: struct {
scene: *PhysX.PxScene;
actors : PArray(PhysX_Actor, PhysX_Handle);
controller_manager: *PhysX.PxControllerManager;
}
init_physx :: () {
@@ -43,6 +49,8 @@ init_physx :: () {
tolerance_scale.speed = 10;
physics = PhysX.PxCreatePhysics(PhysX.PX_PHYSICS_VERSION, foundation, *tolerance_scale, true, pvd, null);
cooking_params = PhysX.PxCookingParams_new(*tolerance_scale);
dispatcher = PhysX.PxDefaultCpuDispatcherCreate(2);
material = PhysX.PxPhysics_createMaterial(physics, 0.0, 0.0, 0.6);
@@ -75,10 +83,46 @@ on_physx_trigger :: (_u: *void, pair: *PhysX.PxTriggerPair, count: u32) #c_call
}
tick_physx :: (scene: *PhysX_Scene, dt: float) {
// Move all character controllers first
filter_data := PhysX.PxFilterData_new();
filter := PhysX.PxControllerFilters_new(*filter_data, null, null);
for e: engine.current_scene.entities {
if e.flags & .PHYSICS {
if e.physics.physx_handle != 0 {
physx_actor := parray_get(*engine.current_scene.physx_scene.actors, e.physics.physx_handle);
if physx_actor {
if physx_actor.type == .CHARACTER {
vel := e.physics.velocity + PHYSX_GRAVITY * dt;;
movement := vel * dt;
print("Velocity %\n", movement);
flags := PhysX.PxController_move(physx_actor.controller, *movement, 0.0, dt, *filter, null);
new_position := PhysX.PxController_getPosition(physx_actor.controller);
position := Vector3.{xx new_position.x, xx new_position.y, xx new_position.z};
e.physics.velocity = (position - e.transform.position) / dt;
set_position(e, position);
}
}
}
}
}
// Simulate
PhysX.PxScene_simulate(scene.scene, dt, null, null, 0, true);
// Sync results back
PhysX.PxScene_fetchResults(scene.scene, true, null);
}
//custom_filter_shader :: (attributes0: u32, filterData0: PhysX.PxFilterData, attributes1: u32, filterData1: PhysX.PxFilterData, pairFlags: *PhysX.PxPairFlags, constantBlock: *void, constantBlockSize: u32) -> PhysX.PxFilterFlags #c_call {
// pairFlags.* = PhysX.PxPairFlags.ContactDefault;
// return PhysX.PxFilterFlags.Default;
//}
custom_filter_shader :: (attributes0: *u32, filterData0: *PhysX.PxFilterData, attributes1: *u32, filterData1: *PhysX.PxFilterData, pairFlags: *PhysX.PxPairFlags) -> u16 #c_call {
pairFlags.* = PhysX.PxPairFlags.ContactDefault;
return xx PhysX.PxFilterFlags.Default;
}
init_physx_scene :: (game_scene: *Scene) {
tolerance_scale : PhysX.PxTolerancesScale;
tolerance_scale.length = 1;
@@ -89,7 +133,10 @@ init_physx_scene :: (game_scene: *Scene) {
scene_desc.cpuDispatcher = xx dispatcher;
scene_desc.simulationEventCallback = event_callback;
PhysX.set_default_filter_shader(*scene_desc);
PhysX.set_custom_filter_shader(*scene_desc, PhysX.create_custom_filter_shader(custom_filter_shader));
//scene_desc.filterShader = custom_filter_shader;//
//scene_desc.filterShaderData = null;
//scene_desc.filterShaderDataSize = 0;
scene := PhysX.PxPhysics_createScene(physics, *scene_desc);
@@ -105,6 +152,7 @@ init_physx_scene :: (game_scene: *Scene) {
physx_scene.scene = scene;
physx_scene.actors.data.allocator = game_scene.allocator;
physx_scene.actors.indices.allocator = game_scene.allocator;
physx_scene.controller_manager = PhysX.PxCreateControllerManager(scene, false);
game_scene.physx_scene = physx_scene;
}
@@ -119,9 +167,19 @@ pre_physx_sync :: (game_scene: *Scene) {
if it.physics.physx_handle != 0 {
// @Incomplete: Update the transform!
physx_actor := parray_get(*game_scene.physx_scene.actors, it.physics.physx_handle);
if physx_actor.type == .DYNAMIC {
if physx_actor.type == {
case .DYNAMIC; {
pose := PhysX.PxTransform_new(*it.transform.position, *it.transform.orientation);
PhysX.PxRigidActor_setGlobalPose(physx_actor.dynamic, *pose, true);
// @Incomplete: Might wanna do this differently or at least not every frame?
// We could potentially cache the last saved position and not update the pose, if PhysX is synced up
PhysX.PxRigidDynamic_setLinearVelocity(physx_actor.dynamic, *it.physics.velocity, true);
}
case .STATIC; {
pose := PhysX.PxTransform_new(*it.transform.position, *it.transform.orientation);
PhysX.PxRigidActor_setGlobalPose(physx_actor.static, *pose, true);
}
}
} else {
create_physx_actor(it);
}
@@ -152,6 +210,33 @@ post_physx_sync :: (game_scene: *Scene) {
}
create_physx_actor :: (e: *Entity) {
if e.physics.type == .CHARACTER {
material := PhysX.PxPhysics_createMaterial(physics, e.physics.static_friction, e.physics.dynamic_friction, e.physics.restitution);
desc := PhysX.PxCapsuleControllerDesc_new_alloc();
desc.height = e.physics.character.height;
desc.radius = e.physics.character.radius;
desc.stepOffset = 0.2;
desc.slopeLimit = cos(PI * 0.25);
desc.contactOffset = desc.stepOffset * 0.1;
desc.material = material;
desc.position = .{xx e.transform.position.x, xx e.transform.position.y, xx e.transform.position.z};
desc.density = 40.0;
desc.userData = null;
scene := engine.current_scene.physx_scene;
controller := PhysX.PxControllerManager_createController(scene.controller_manager, desc);
PhysX.PxCapsuleControllerDesc_delete(desc);
physics_actor : PhysX_Actor;
physics_actor.type = .CHARACTER;
physics_actor.sync_rotation_from_physx = false;//e.physics.type != .CAPSULE; // @Incomplete
physics_actor.controller = controller;
e.physics.physx_handle = parray_add(*e.scene.physx_scene.actors, physics_actor);
e.physics.enabled = true;
} else {
actor : *PhysX.PxRigidActor;
transform : PhysX.PxTransform;
position := e.transform.position + e.physics.offset;
@@ -201,10 +286,121 @@ create_physx_actor :: (e: *Entity) {
case .CAPSULE; {
geo = PhysX.PxCapsuleGeometry_new(e.physics.capsule.radius, e.physics.capsule.half_height-e.physics.capsule.radius);
}
case .CONVEX_MESH; {
if e.flags & .RENDERABLE {
points : [..] Vector3;
points.allocator = temp;
indices : [..] u32;
indices.allocator = temp;
model := get_model_by_handle(e.renderable.model);
for node, node_index: model.nodes {
render_data := e.renderable.nodes[node_index];
success, inv_matrix := inverse(e.transform.model_matrix);
// We need to undo the local to world part of every world matrix
matrix := inv_matrix * render_data.transform.world_matrix;
if node.meshes.count > 0 {
for m, mi: node.meshes {
index_start : u32 = xx indices.count;
mesh := parray_get(*engine.renderer.meshes, m);
for v: mesh.positions {
array_add(*points, v);//transform_position(v, matrix));
}
for i: mesh.indices {
array_add(*indices, index_start + i);
}
}
}
}
mesh_desc := PhysX.PxConvexMeshDesc_new();
mesh_desc.points.count = xx points.count;
mesh_desc.points.stride = size_of(Vector3);
mesh_desc.points.data = points.data;
mesh_desc.polygons.count = cast(u32)(indices.count / 3);
mesh_desc.polygons.stride = 3 * size_of(u32);
mesh_desc.polygons.data = indices.data;
if !PhysX.PxValidateConvexMesh(*cooking_params, *mesh_desc) {
assert(false);
}
stream : PhysX.PxOutputStream;
callback := PhysX.PxGetStandaloneInsertionCallback();
//read_buffer : PhysX.PxDefaultMemoryInputData_new(;
cond : s32;
mesh := PhysX.PxCreateConvexMesh(*cooking_params, *mesh_desc, callback, null);
scale := PhysX.PxMeshScale_new(*e.transform.scale);
geo = PhysX.PxConvexMeshGeometry_new(mesh, *scale, 0);
}
}
case .TRIANGLE_MESH; {
if e.flags & .RENDERABLE {
points : [..] Vector3;
points.allocator = temp;
indices : [..] u32;
indices.allocator = temp;
model := get_model_by_handle(e.renderable.model);
for node, node_index: model.nodes {
render_data := e.renderable.nodes[node_index];
success, inv_matrix := inverse(e.transform.model_matrix);
// We need to undo the local to world part of every world matrix
matrix := inv_matrix * render_data.transform.world_matrix;
if node.meshes.count > 0 {
for m, mi: node.meshes {
index_start : u32 = xx indices.count;
mesh := parray_get(*engine.renderer.meshes, m);
for v: mesh.positions {
array_add(*points, transform_position(v, matrix));
}
for i: mesh.indices {
array_add(*indices, index_start + i);
}
}
}
}
mesh_desc : PhysX.PxTriangleMeshDesc;
mesh_desc.points.count = xx points.count;
mesh_desc.points.stride = size_of(Vector3);
mesh_desc.points.data = points.data;
mesh_desc.triangles.count = cast(u32)(indices.count / 3);
mesh_desc.triangles.stride = 3 * size_of(u32);
mesh_desc.triangles.data = indices.data;
//if !PhysX.PxValidateTriangleMesh(*cooking_params, *mesh_desc) {
// assert(false);
//}
callback := PhysX.PxGetStandaloneInsertionCallback();
mesh := PhysX.PxCreateTriangleMesh(*cooking_params, *mesh_desc, callback, null);
scale := PhysX.PxMeshScale_new(*e.transform.scale);
geo = PhysX.PxTriangleMeshGeometry_new(mesh, *scale, 0);
}
}
}
shape := PhysX.PxPhysics_createShape(physics, geo, material, false, ifx e.physics.trigger then PHYSX_DEFAULT_TRIGGER_SHAPE_FLAGS else PHYSX_DEFAULT_SIMULATION_SHAPE_FLAGS);
// Setup layers
filter_data := PhysX.PxFilterData_new();
filter_data.word0 = 1;
filter_data.word1 = 1;
filter_data.word2 = 1;
filter_data.word3 = 1;
PhysX.PxShape_setSimulationFilterData(shape, *filter_data);
PhysX.PxShape_setQueryFilterData(shape, *filter_data);
PhysX.PxRigidActor_attachShape(actor, shape);
if e.physics.dynamic {
@@ -228,6 +424,7 @@ create_physx_actor :: (e: *Entity) {
e.physics.physx_handle = parray_add(*e.scene.physx_scene.actors, physics_actor);
e.physics.enabled = true;
}
}
Hit :: struct {
@@ -246,6 +443,7 @@ PhysX :: #import "PhysX";
#scope_file
physics : *PhysX.PxPhysics;
cooking_params: PhysX.PxCookingParams;
material : *PhysX.PxMaterial;
default_allocator : PhysX.PxAllocatorCallback;
default_error_callback : PhysX.PxErrorCallback;

View File

@@ -1115,7 +1115,7 @@ create_backend_render_target :: (using backend: *D3D11_Backend, width: u32, heig
texture_desc.Height = height;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = .DXGI_FORMAT_R32G32B32A32_FLOAT; // @Incomplete
texture_desc.Format = .DXGI_FORMAT_R16G16B16A16_FLOAT; // @Incomplete
texture_desc.SampleDesc.Count = 1;
texture_desc.Usage = .D3D11_USAGE_DEFAULT;
texture_desc.BindFlags = D3D11_BIND_FLAG.RENDER_TARGET | D3D11_BIND_FLAG.SHADER_RESOURCE;

View File

@@ -624,6 +624,7 @@ Renderer :: struct {
default_pipelines : struct {
message_text : Pipeline_State_Handle;
entity_pipeline : Pipeline_State_Handle;
}
default_samplers : struct {
@@ -684,6 +685,7 @@ create_renderer :: (window: *Window) -> *Renderer {
init_freetype();
init_default_meshes();
init_trigger_line_rendering();
init_default_pipelines();
array_reserve(*engine.renderer.command_buffer.commands, 4096);
@@ -698,36 +700,36 @@ create_renderer :: (window: *Window) -> *Renderer {
}
init_default_pipelines :: () {
{
vs := create_vertex_shader(renderer, "../modules/Coven/shaders/font.hlsl", "VS");
ps := create_pixel_shader(renderer, "../modules/Coven/shaders/font.hlsl", "PS");
//{
// vs := create_vertex_shader(renderer, "../modules/Coven/shaders/font.hlsl", "VS");
// ps := create_pixel_shader(renderer, "../modules/Coven/shaders/font.hlsl", "PS");
layout : [3] Vertex_Data_Info;
layout[0] = .{0,.POSITION2D, 0};
layout[1] = .{0,.TEXCOORD0, 0};
layout[2] = .{0,.COLOR_WITH_ALPHA, 0};
// layout : [3] Vertex_Data_Info;
// layout[0] = .{0,.POSITION2D, 0};
// layout[1] = .{0,.TEXCOORD0, 0};
// layout[2] = .{0,.COLOR_WITH_ALPHA, 0};
params : [2] Shader_Parameter;
params[0].shader = .PIXEL;
params[0].type = .SAMPLER;
params[0].name = "ss";
params[0].slot = 0;
params[0].mapping = .CLAMP_SAMPLER;
// params : [2] Shader_Parameter;
// params[0].shader = .PIXEL;
// params[0].type = .SAMPLER;
// params[0].name = "ss";
// params[0].slot = 0;
// params[0].mapping = .CLAMP_SAMPLER;
params[1].shader = .PIXEL;
params[1].type = .TEXTURE;
params[1].name = "tex";
params[1].slot = 1;
// params[1].shader = .PIXEL;
// params[1].type = .TEXTURE;
// params[1].name = "tex";
// params[1].slot = 1;
engine.renderer.default_pipelines.message_text = create_pipeline_state(renderer, vs, ps, layout, params, blend_type=.TRANSPARENT);
}
// engine.renderer.default_pipelines.message_text = create_pipeline_state(renderer, vs, ps, layout, params, blend_type=.TRANSPARENT);
//}
{
vs := create_vertex_shader_from_source(engine.renderer, FALLBACK_SHADER, "VS", mesh_data_types = .[.POSITION]);
ps := create_pixel_shader_from_source(engine.renderer, FALLBACK_SHADER, "PS");
//{
// vs := create_vertex_shader_from_source(engine.renderer, "fallback", FALLBACK_SHADER, "VS", mesh_data_types = .[.POSITION]);
// ps := create_pixel_shader_from_source(engine.renderer, "fallback", FALLBACK_SHADER, "PS");
projectile_pipeline = create_pipeline_state2(engine.renderer, vs, ps, blend_type=.OPAQUE);
}
// projectile_pipeline = create_pipeline_state2(engine.renderer, vs, ps, blend_type=.OPAQUE);
//}
}
init_default_meshes :: () {
@@ -736,20 +738,20 @@ init_default_meshes :: () {
// Since this is used for sprites, we want the origin to be in the center in x, but at the bottom in y
mesh : Mesh;
mesh.name = copy_string("Plane");
array_add(*mesh.positions, .{1, 0, 1});
array_add(*mesh.positions, .{-1, 0, -1});
array_add(*mesh.positions, .{1, 0, -1});
array_add(*mesh.positions, .{-1, 0, 1});
array_add(*mesh.positions, .{0.5, 0, 0.5});
array_add(*mesh.positions, .{-0.5, 0, -0.5});
array_add(*mesh.positions, .{0.5, 0, -0.5});
array_add(*mesh.positions, .{-0.5, 0, 0.5});
array_add(*mesh.normals, .{0, 1, 0});
array_add(*mesh.normals, .{0, 1, 0});
array_add(*mesh.normals, .{0, 1, 0});
array_add(*mesh.normals, .{0, 1, 0});
array_add(*mesh.texcoords, .{1, 0});
array_add(*mesh.texcoords, .{0, 1});
array_add(*mesh.texcoords, .{1, 1});
array_add(*mesh.texcoords, .{0, 0});
array_add(*mesh.texcoords, .{1, 0});
array_add(*mesh.texcoords, .{0, 1});
array_add(*mesh.indices, 2);
array_add(*mesh.indices, 1);
@@ -862,6 +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];
@@ -1689,6 +1695,55 @@ render :: () {
// #load "ui.jai";
//}
render_default_renderable_entities :: () {
for e: engine.current_scene.entities {
if e.enabled && e.flags & .RENDERABLE && e.renderable.use_default_pipeline {
render_entity(e, engine.renderer.default_pipelines.entity_pipeline);
}
}
}
render_entity :: (e: *Entity, pipeline: Pipeline_State_Handle) {
if e.renderable.type == {
case .MODEL; {
model := get_model_by_handle(e.renderable.model);
if model == null return;
for node, node_index: model.nodes {
render_data := e.renderable.nodes[node_index];
if !render_data.enabled continue;
if node.meshes.count > 0 {
for m, mi: node.meshes {
push_cmd_set_pipeline_state(engine.renderer, pipeline);
push_cmd_set_constant_buffer(engine.renderer, 1, engine.directional_light_buffer, .VERTEX);
push_cmd_set_constant_buffer(engine.renderer, 1, engine.directional_light_buffer, .PIXEL);
push_cmd_set_constant_buffer(engine.renderer, 2, render_data.transform_buffer, .VERTEX);
push_cmd_set_constant_buffer(engine.renderer, 3, render_data.material_buffer, .PIXEL);
if node.num_bones > 0 {
push_cmd_set_constant_buffer(engine.renderer, 4, render_data.bone_buffers[mi], .VERTEX);
}
mesh := parray_get(*engine.renderer.meshes, m);
vb := get_mesh_vb(mesh);
push_cmd_set_vertex_buffer(engine.renderer, vb);
if mesh.ib != 0 {
push_cmd_set_index_buffer(engine.renderer, mesh.ib);
push_cmd_draw_indexed(engine.renderer, mesh.indices.count);
} else {
push_cmd_draw(engine.renderer, mesh.positions.count);
}
}
}
}
}
}
}
#scope_module
#load "dx11_renderer.jai";

View File

@@ -61,8 +61,11 @@ init_trigger_line_rendering :: () {
}
render_trigger_lines :: () {
#if PHYSICS {
for e: engine.current_scene.entities {
if e.physics.type == .BOX {
if !e.physics.render_collider continue;
color := Color.{0,0,1,1};//e.collider.aabb_color;
aabb := AABB.{-e.physics.box.half_extent, e.physics.box.half_extent};
@@ -85,4 +88,5 @@ render_trigger_lines :: () {
}
render_lines();
}
}