Files
coven/renderer/trigger_rendering.jai
2025-06-21 16:48:25 +02:00

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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 :: () {
vertices: [..] Trigger_Line_Vertex;
vertices.allocator = temp;
for e: engine.current_scene.entities {
if e.collider.render_aabb {
color := e.collider.aabb_color;
scale := e.transform.scale;
aabb := e.collider.aabb;
min := transform_position(aabb.min, e.transform.model_matrix);
max := transform_position(aabb.max, e.transform.model_matrix);
array_add(*vertices, .{.{min.x, min.y, min.z}, color});
array_add(*vertices, .{.{min.x, min.y, max.z}, color});
array_add(*vertices, .{.{max.x, min.y, min.z}, color});
array_add(*vertices, .{.{max.x, min.y, max.z}, color});
array_add(*vertices, .{.{min.x, max.y, min.z}, color});
array_add(*vertices, .{.{min.x, max.y, max.z}, color});
array_add(*vertices, .{.{max.x, max.y, min.z}, color});
array_add(*vertices, .{.{max.x, max.y, max.z}, color});
array_add(*vertices, .{.{min.x, min.y, min.z}, color});
array_add(*vertices, .{.{min.x, max.y, min.z}, color});
array_add(*vertices, .{.{max.x, min.y, min.z}, color});
array_add(*vertices, .{.{max.x, max.y, min.z}, color});
array_add(*vertices, .{.{max.x, min.y, max.z}, color});
array_add(*vertices, .{.{max.x, max.y, max.z}, color});
array_add(*vertices, .{.{min.x, min.y, max.z}, color});
array_add(*vertices, .{.{min.x, max.y, max.z}, color});
array_add(*vertices, .{.{min.x, min.y, min.z}, color});
array_add(*vertices, .{.{max.x, min.y, min.z}, color});
array_add(*vertices, .{.{min.x, max.y, min.z}, color});
array_add(*vertices, .{.{max.x, max.y, min.z}, color});
array_add(*vertices, .{.{min.x, min.y, max.z}, color});
array_add(*vertices, .{.{max.x, min.y, max.z}, color});
array_add(*vertices, .{.{min.x, max.y, max.z}, color});
array_add(*vertices, .{.{max.x, max.y, max.z}, color});
}
}
upload_data_to_buffer(engine.renderer, trigger_line_buffer, vertices.data, vertices.count * size_of(Trigger_Line_Vertex));
push_cmd_set_draw_mode(engine.renderer, .WIREFRAME);
push_cmd_set_depth_write(engine.renderer, true);
push_cmd_set_cull_face(engine.renderer, .NONE);
push_cmd_set_pipeline_state(engine.renderer, trigger_pipeline);
push_cmd_set_constant_buffer(engine.renderer, 0, engine.camera_buffer, .VERTEX);
push_cmd_set_vertex_buffer(engine.renderer, trigger_line_buffer);
push_cmd_draw(engine.renderer, xx vertices.count, 0, topology=.LINE_LIST);
}