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coven/renderer/trigger_rendering.jai

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#load "line_rendering.jai";
TRIGGER_VERTEX_SHADER :: #string END
cbuffer CameraData : register(b0)
{
float4x4 projection;
float4x4 view;
float4 camera_position;
};
struct PS_INPUT
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
PS_INPUT main_vs(float3 pos : POSITION, float4 color : COLOR)
{
PS_INPUT output;
output.position = float4(pos.x, pos.y, pos.z, 1.0);
output.position = mul(output.position, view);
output.position = mul(output.position, projection);
output.color = color;
return output;
}
END
TRIGGER_PIXEL_SHADER :: #string END
struct PS_INPUT
{
float4 position : SV_POSITION;
float4 color : COLOR0;
};
float4 main_ps(PS_INPUT input) : SV_Target
{
return input.color;
}
END
MAX_TRIGGER_LINES :: 1024;
trigger_line_buffer : Buffer_Handle;
trigger_pipeline : Pipeline_State_Handle;
Trigger_Line_Vertex :: struct {
position: Vector3;
color: Vector4;
}
init_trigger_line_rendering :: () {
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);
{
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"]);
ps := create_pixel_shader_from_source(engine.renderer, "trigger_pixel_shader", TRIGGER_PIXEL_SHADER, "main_ps");
trigger_pipeline = create_pipeline_state(engine.renderer, vs, ps, blend_type=.TRANSPARENT);
}
}
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};
min := aabb.min;
max := aabb.max;
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);
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);
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);
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);
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);
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);
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);
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);
}
}
render_lines();
}
}