93 lines
4.0 KiB
Plaintext
93 lines
4.0 KiB
Plaintext
#load "line_rendering.jai";
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TRIGGER_VERTEX_SHADER :: #string END
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cbuffer CameraData : register(b0)
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{
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float4x4 projection;
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float4x4 view;
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float4 camera_position;
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};
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struct PS_INPUT
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{
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float4 position : SV_POSITION;
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float4 color : COLOR;
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};
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PS_INPUT main_vs(float3 pos : POSITION, float4 color : COLOR)
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{
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PS_INPUT output;
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output.position = float4(pos.x, pos.y, pos.z, 1.0);
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output.position = mul(output.position, view);
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output.position = mul(output.position, projection);
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output.color = color;
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return output;
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}
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END
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TRIGGER_PIXEL_SHADER :: #string END
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struct PS_INPUT
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{
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float4 position : SV_POSITION;
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float4 color : COLOR0;
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};
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float4 main_ps(PS_INPUT input) : SV_Target
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{
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return input.color;
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}
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END
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MAX_TRIGGER_LINES :: 1024;
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trigger_line_buffer : Buffer_Handle;
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trigger_pipeline : Pipeline_State_Handle;
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Trigger_Line_Vertex :: struct {
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position: Vector3;
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color: Vector4;
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}
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init_trigger_line_rendering :: () {
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trigger_line_buffer = create_vertex_buffer(engine.renderer, null, size_of(Trigger_Line_Vertex) * MAX_TRIGGER_LINES * 2, stride=size_of(Trigger_Line_Vertex), mappable=true);
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{
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vs := create_vertex_shader_from_source(engine.renderer, "trigger_vertex_shader", TRIGGER_VERTEX_SHADER, "main_vs", mesh_data_types = .[.POSITION, .NORMAL, .TEXCOORD, .BONE_INDICES, .BONE_WEIGHTS], defines = string.["SKINNING"]);
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ps := create_pixel_shader_from_source(engine.renderer, "trigger_pixel_shader", TRIGGER_PIXEL_SHADER, "main_ps");
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trigger_pipeline = create_pipeline_state(engine.renderer, vs, ps, blend_type=.TRANSPARENT);
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}
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}
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render_trigger_lines :: () {
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#if PHYSICS {
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for e: engine.current_scene.entities {
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if e.physics.type == .BOX {
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if !e.physics.render_collider continue;
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color := Color.{0,0,1,1};//e.collider.aabb_color;
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aabb := AABB.{-e.physics.box.half_extent, e.physics.box.half_extent};
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min := aabb.min;
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max := aabb.max;
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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}
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}
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render_lines();
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}
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}
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