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depth_test.cpp
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depth_test.cpp
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#include "console.h"
#include "file_system.h"
#include "memory.h"
#include "os.h"
#include "pen.h"
#include "pen_string.h"
#include "renderer.h"
#include "threads.h"
#include "timer.h"
using namespace pen;
namespace
{
void* user_setup(void* params);
loop_t user_update();
void user_shutdown();
} // namespace
namespace pen
{
pen_creation_params pen_entry(int argc, char** argv)
{
pen::pen_creation_params p;
p.window_width = 1280;
p.window_height = 720;
p.window_title = "depth_test";
p.window_sample_count = 4;
p.user_thread_function = user_setup;
p.flags = pen::e_pen_create_flags::renderer;
return p;
}
} // namespace pen
namespace
{
struct vertex
{
f32 x, y, z, w;
f32 r, g, b, a;
};
const u32 k_stride = sizeof(vertex);
job_thread_params* s_job_params = nullptr;
job* s_thread_info = nullptr;
u32 s_clear_state = 0;
u32 s_raster_state = 0;
u32 s_vertex_shader = 0;
u32 s_pixel_shader = 0;
u32 s_vertex_buffer_gold = 0;
u32 s_vertex_buffer_teal = 0;
u32 s_depth_stencil_state = 0;
u32 s_input_layout = 0;
void* user_setup(void* params)
{
// unpack the params passed to the thread and signal to the engine it ok to proceed
s_job_params = (pen::job_thread_params*)params;
s_thread_info = s_job_params->job_info;
pen::semaphore_post(s_thread_info->p_sem_continue, 1);
// create clear state
static pen::clear_state cs = {
214.0f / 255.0f,
219.0f / 255.0f,
178.0f / 255.0f,
1.0f,
1.0f,
0x00,
PEN_CLEAR_COLOUR_BUFFER | PEN_CLEAR_DEPTH_BUFFER,
};
s_clear_state = pen::renderer_create_clear_state(cs);
// create raster state
pen::raster_state_creation_params rcp;
pen::memory_zero(&rcp, sizeof(raster_state_creation_params));
rcp.fill_mode = PEN_FILL_SOLID;
rcp.cull_mode = PEN_CULL_NONE;
rcp.depth_bias_clamp = 0.0f;
rcp.sloped_scale_depth_bias = 0.0f;
s_raster_state = pen::renderer_create_raster_state(rcp);
// create shaders
pen::shader_load_params vs_slp;
vs_slp.type = PEN_SHADER_TYPE_VS;
pen::shader_load_params ps_slp;
ps_slp.type = PEN_SHADER_TYPE_PS;
c8 shader_file_buf[256];
pen::string_format(shader_file_buf, 256, "data/pmfx/%s/%s/%s", pen::renderer_get_shader_platform(), "vertex_colour",
"default.vsc");
pen_error err = pen::filesystem_read_file_to_buffer(shader_file_buf, &vs_slp.byte_code, vs_slp.byte_code_size);
PEN_ASSERT(!err);
pen::string_format(shader_file_buf, 256, "data/pmfx/%s/%s/%s", pen::renderer_get_shader_platform(), "vertex_colour",
"default.psc");
err = pen::filesystem_read_file_to_buffer(shader_file_buf, &ps_slp.byte_code, ps_slp.byte_code_size);
PEN_ASSERT(!err);
s_vertex_shader = pen::renderer_load_shader(vs_slp);
s_pixel_shader = pen::renderer_load_shader(ps_slp);
// create input layout
pen::input_layout_creation_params ilp;
ilp.vs_byte_code = vs_slp.byte_code;
ilp.vs_byte_code_size = vs_slp.byte_code_size;
ilp.num_elements = 2;
ilp.input_layout = (pen::input_layout_desc*)pen::memory_alloc(sizeof(pen::input_layout_desc) * ilp.num_elements);
ilp.input_layout[0].semantic_name = "POSITION";
ilp.input_layout[0].semantic_index = 0;
ilp.input_layout[0].format = PEN_VERTEX_FORMAT_FLOAT4;
ilp.input_layout[0].input_slot = 0;
ilp.input_layout[0].aligned_byte_offset = 0;
ilp.input_layout[0].input_slot_class = PEN_INPUT_PER_VERTEX;
ilp.input_layout[0].instance_data_step_rate = 0;
ilp.input_layout[1].semantic_name = "TEXCOORD";
ilp.input_layout[1].semantic_index = 0;
ilp.input_layout[1].format = PEN_VERTEX_FORMAT_FLOAT4;
ilp.input_layout[1].input_slot = 0;
ilp.input_layout[1].aligned_byte_offset = 16;
ilp.input_layout[1].input_slot_class = PEN_INPUT_PER_VERTEX;
ilp.input_layout[1].instance_data_step_rate = 0;
s_input_layout = pen::renderer_create_input_layout(ilp);
// free byte code loaded from file
pen::memory_free(vs_slp.byte_code);
pen::memory_free(ps_slp.byte_code);
// create vertex buffers for 2 triangles
pen::buffer_creation_params bcp;
bcp.usage_flags = PEN_USAGE_DEFAULT;
bcp.bind_flags = PEN_BIND_VERTEX_BUFFER;
bcp.cpu_access_flags = 0;
// gold trialngle
vertex vertices_gold[] = {0.0f, 0.3f, 0.5f, 1.0f, 0.8f, 0.7f, 0.07f, 1.0f, 0.3f, -0.3f, 0.5f, 1.0f,
0.8f, 0.7f, 0.07f, 1.0f, -0.3f, -0.3f, 0.5f, 1.0f, 0.8f, 0.7f, 0.07f, 1.0f};
bcp.buffer_size = sizeof(vertex) * 3;
bcp.data = (void*)&vertices_gold[0];
s_vertex_buffer_gold = pen::renderer_create_buffer(bcp);
// teal triangle
vertex vertices_teal[] = {0.0f, 0.7f, 0.7f, 1.0f, 0.0f, 0.5f, 0.5f, 1.0f, 0.7f, -0.7f, 0.7f, 1.0f,
0.0f, 0.5f, 0.5f, 1.0f, -0.7f, -0.7f, 0.7f, 1.0f, 0.0f, 0.5f, 0.5f, 1.0f};
bcp.buffer_size = sizeof(vertex) * 3;
bcp.data = (void*)&vertices_teal[0];
s_vertex_buffer_teal = pen::renderer_create_buffer(bcp);
// create a depth stencil state
pen::depth_stencil_creation_params dsscp;
dsscp.depth_enable = 1;
dsscp.depth_func = PEN_COMPARISON_LESS;
dsscp.depth_write_mask = 1;
dsscp.stencil_enable = 0;
s_depth_stencil_state = pen::renderer_create_depth_stencil_state(dsscp);
pen_main_loop(user_update);
return PEN_THREAD_OK;
}
loop_t user_update()
{
pen::renderer_new_frame();
// set render targets to backbuffer
pen::renderer_set_targets(PEN_BACK_BUFFER_COLOUR, PEN_BACK_BUFFER_DEPTH);
// clear screen
pen::viewport vp = {0.0f, 0.0f, PEN_BACK_BUFFER_RATIO, 1.0f, 0.0f, 1.0f};
pen::renderer_set_viewport(vp);
pen::renderer_set_raster_state(s_raster_state);
pen::renderer_set_scissor_rect(rect{vp.x, vp.y, vp.width, vp.height});
pen::renderer_clear(s_clear_state);
// bind vertex layout
pen::renderer_set_input_layout(s_input_layout);
// bind depth stencil state
pen::renderer_set_depth_stencil_state(s_depth_stencil_state);
// bind shaders
pen::renderer_set_shader(s_vertex_shader, PEN_SHADER_TYPE_VS);
pen::renderer_set_shader(s_pixel_shader, PEN_SHADER_TYPE_PS);
// draw 2 triangles in order opposite to their depth to show depth testing is working.
// we should see a gold triangle on top of teal
// gold
pen::renderer_set_vertex_buffer(s_vertex_buffer_gold, 0, k_stride, 0);
pen::renderer_draw(3, 0, PEN_PT_TRIANGLELIST);
// teal
pen::renderer_set_vertex_buffer(s_vertex_buffer_teal, 0, k_stride, 0);
pen::renderer_draw(3, 0, PEN_PT_TRIANGLELIST);
// present
pen::renderer_present();
pen::renderer_consume_cmd_buffer();
if (pen::semaphore_try_wait(s_thread_info->p_sem_exit))
{
user_shutdown();
pen_main_loop_exit();
}
pen_main_loop_continue();
}
void user_shutdown()
{
// clean up mem
pen::renderer_new_frame();
pen::renderer_release_clear_state(s_clear_state);
pen::renderer_release_raster_state(s_raster_state);
pen::renderer_release_buffer(s_vertex_buffer_gold);
pen::renderer_release_buffer(s_vertex_buffer_teal);
pen::renderer_release_shader(s_vertex_shader, PEN_SHADER_TYPE_VS);
pen::renderer_release_shader(s_pixel_shader, PEN_SHADER_TYPE_PS);
pen::renderer_release_input_layout(s_input_layout);
pen::renderer_release_depth_stencil_state(s_depth_stencil_state);
pen::renderer_present();
pen::renderer_consume_cmd_buffer();
// signal to the engine the thread has finished
pen::semaphore_post(s_thread_info->p_sem_terminated, 1);
}
} // namespace