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;