diff options
author | 3gg <3gg@shellblade.net> | 2024-02-08 07:57:14 -0800 |
---|---|---|
committer | 3gg <3gg@shellblade.net> | 2024-02-08 07:57:14 -0800 |
commit | dda4b3e598c7c955a44e3874bf2c57bd16b1c3ea (patch) | |
tree | 5594286527fd83a480421f1aac339f50a77eefca | |
parent | 32897d35fa724e46e4195927d385da4e35ac7c76 (diff) |
Add AABB2 and matrix stack to immediate-mode renderer.
-rw-r--r-- | gfx/include/gfx/renderer.h | 23 | ||||
-rw-r--r-- | gfx/include/gfx/sizes.h | 3 | ||||
-rw-r--r-- | gfx/src/renderer/imm_renderer.c | 120 | ||||
-rw-r--r-- | gfx/src/renderer/imm_renderer_impl.h | 6 |
4 files changed, 131 insertions, 21 deletions
diff --git a/gfx/include/gfx/renderer.h b/gfx/include/gfx/renderer.h index 13e6c2c..c420889 100644 --- a/gfx/include/gfx/renderer.h +++ b/gfx/include/gfx/renderer.h | |||
@@ -1,5 +1,6 @@ | |||
1 | #pragma once | 1 | #pragma once |
2 | 2 | ||
3 | #include <math/aabb2.h> | ||
3 | #include <math/aabb3.h> | 4 | #include <math/aabb3.h> |
4 | #include <math/camera.h> | 5 | #include <math/camera.h> |
5 | #include <math/mat4.h> | 6 | #include <math/mat4.h> |
@@ -56,13 +57,31 @@ void gfx_imm_draw_triangles(ImmRenderer*, const vec3[], size_t num_triangles); | |||
56 | void gfx_imm_draw_triangle(ImmRenderer*, const vec3[3]); | 57 | void gfx_imm_draw_triangle(ImmRenderer*, const vec3[3]); |
57 | 58 | ||
58 | /// Draw a bounding box. | 59 | /// Draw a bounding box. |
59 | void gfx_imm_draw_aabb(ImmRenderer*, aabb3); | 60 | void gfx_imm_draw_aabb2(ImmRenderer*, aabb2); |
61 | |||
62 | /// Draw a bounding box. | ||
63 | void gfx_imm_draw_aabb3(ImmRenderer*, aabb3); | ||
60 | 64 | ||
61 | /// Set the camera. | 65 | /// Set the camera. |
62 | void gfx_imm_set_camera(ImmRenderer*, const Camera*); | 66 | void gfx_imm_set_camera(ImmRenderer*, const Camera*); |
63 | 67 | ||
64 | /// Set the model matrix. | 68 | /// Load an identity model matrix. Clears the matrix stack. |
69 | void gfx_imm_load_identity(ImmRenderer* renderer); | ||
70 | |||
71 | /// Push the given matrix to the matrix stack. | ||
72 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix); | ||
73 | |||
74 | /// Pop the top of the matrix stack. | ||
75 | void gfx_imm_pop_matrix(ImmRenderer* renderer); | ||
76 | |||
77 | /// Push a translation matrix to the matrix stack. | ||
78 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset); | ||
79 | |||
80 | /// Set the model matrix. Clears the matrix stack. | ||
65 | void gfx_imm_set_model_matrix(ImmRenderer*, const mat4*); | 81 | void gfx_imm_set_model_matrix(ImmRenderer*, const mat4*); |
66 | 82 | ||
83 | /// Set the view-projection matrix. | ||
84 | void gfx_imm_set_view_projection_matrix(ImmRenderer*, const mat4*); | ||
85 | |||
67 | /// Set the render colour. | 86 | /// Set the render colour. |
68 | void gfx_imm_set_colour(ImmRenderer*, vec4 colour); | 87 | void gfx_imm_set_colour(ImmRenderer*, vec4 colour); |
diff --git a/gfx/include/gfx/sizes.h b/gfx/include/gfx/sizes.h index 9f13e30..f2ace8a 100644 --- a/gfx/include/gfx/sizes.h +++ b/gfx/include/gfx/sizes.h | |||
@@ -80,6 +80,9 @@ | |||
80 | /// frame. | 80 | /// frame. |
81 | #define IMM_MAX_NUM_TRIANGLES 1024 | 81 | #define IMM_MAX_NUM_TRIANGLES 1024 |
82 | 82 | ||
83 | /// Maximum number of matrices in the immediate-mode renderer's matrix stack. | ||
84 | #define IMM_MAX_NUM_MATRICES 32 | ||
85 | |||
83 | // Gfx. | 86 | // Gfx. |
84 | 87 | ||
85 | #define GFX_MAX_NUM_SCENES 4 | 88 | #define GFX_MAX_NUM_SCENES 4 |
diff --git a/gfx/src/renderer/imm_renderer.c b/gfx/src/renderer/imm_renderer.c index 12b642c..492c7af 100644 --- a/gfx/src/renderer/imm_renderer.c +++ b/gfx/src/renderer/imm_renderer.c | |||
@@ -33,6 +33,9 @@ bool imm_renderer_make(ImmRenderer* renderer, RenderBackend* render_backend) { | |||
33 | goto cleanup; | 33 | goto cleanup; |
34 | } | 34 | } |
35 | 35 | ||
36 | renderer->matrix_stack[0] = mat4_id(); | ||
37 | renderer->stack_pointer = 0; | ||
38 | |||
36 | gfx_imm_set_colour(renderer, vec4_make(0.0, 0.0, 0.0, 1.0)); | 39 | gfx_imm_set_colour(renderer, vec4_make(0.0, 0.0, 0.0, 1.0)); |
37 | 40 | ||
38 | return true; | 41 | return true; |
@@ -79,17 +82,16 @@ void imm_renderer_flush(ImmRenderer* renderer) { | |||
79 | void gfx_imm_start(ImmRenderer* renderer) { | 82 | void gfx_imm_start(ImmRenderer* renderer) { |
80 | assert(renderer); | 83 | assert(renderer); |
81 | 84 | ||
85 | // Shader uniforms are applied lazily. | ||
86 | // TODO: In the event that gfx_activate_shader_program() activates uniforms | ||
87 | // automatically for convenience, call an overload here that doesn't do so. | ||
82 | ShaderProgram* shader = renderer->shader; | 88 | ShaderProgram* shader = renderer->shader; |
83 | gfx_activate_shader_program(shader); | 89 | gfx_activate_shader_program(shader); |
84 | // TODO: Having to apply manually is annoying. Maybe just apply implicitly | 90 | |
85 | // when the program is activated? | 91 | // TODO: Move this to the gltf_view program. |
86 | // Note that then we'll need to be able to just gfx_apply_uniforms() in | 92 | // gfx_set_blending(renderer->render_backend, true); |
87 | // flush(). | 93 | // gfx_set_depth_mask(renderer->render_backend, false); |
88 | // gfx_set_culling(renderer->render_backend, false); | 94 | // gfx_set_polygon_offset(renderer->render_backend, 0.5f, 0.5f); |
89 | gfx_apply_uniforms(shader); | ||
90 | gfx_set_blending(renderer->render_backend, true); | ||
91 | gfx_set_depth_mask(renderer->render_backend, false); | ||
92 | gfx_set_polygon_offset(renderer->render_backend, 0.5f, 0.5f); | ||
93 | } | 95 | } |
94 | 96 | ||
95 | void gfx_imm_end(ImmRenderer* renderer) { | 97 | void gfx_imm_end(ImmRenderer* renderer) { |
@@ -97,10 +99,11 @@ void gfx_imm_end(ImmRenderer* renderer) { | |||
97 | 99 | ||
98 | imm_renderer_flush(renderer); | 100 | imm_renderer_flush(renderer); |
99 | 101 | ||
100 | gfx_set_polygon_offset(renderer->render_backend, 0.0f, 0.0f); | 102 | // TODO: Move this to the gltf_view program. |
101 | gfx_set_depth_mask(renderer->render_backend, true); | 103 | // gfx_set_polygon_offset(renderer->render_backend, 0.0f, 0.0f); |
102 | gfx_set_blending(renderer->render_backend, false); | 104 | // gfx_set_depth_mask(renderer->render_backend, true); |
103 | // gfx_set_culling(renderer->render_backend, true); | 105 | // gfx_set_blending(renderer->render_backend, false); |
106 | |||
104 | gfx_deactivate_shader_program(renderer->shader); | 107 | gfx_deactivate_shader_program(renderer->shader); |
105 | } | 108 | } |
106 | 109 | ||
@@ -123,9 +126,28 @@ void gfx_imm_draw_triangle(ImmRenderer* renderer, const vec3 verts[3]) { | |||
123 | gfx_imm_draw_triangles(renderer, verts, 1); | 126 | gfx_imm_draw_triangles(renderer, verts, 1); |
124 | } | 127 | } |
125 | 128 | ||
126 | void gfx_imm_draw_aabb(ImmRenderer* renderer, aabb3 box) { | 129 | void gfx_imm_draw_aabb2(ImmRenderer* renderer, aabb2 box) { |
130 | assert(renderer); | ||
131 | |||
132 | // clang-format off | ||
133 | const vec3 verts[4] = { | ||
134 | vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 | ||
135 | vec3_make(box.max.x, box.min.y, 0), // | | | ||
136 | vec3_make(box.max.x, box.max.y, 0), // | | | ||
137 | vec3_make(box.min.x, box.max.y, 0)}; // 0 ---- 1 | ||
138 | // clang-format on | ||
139 | |||
140 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] | ||
141 | const vec3 tris[6] = {tri(0, 1, 2), tri(0, 2, 3)}; | ||
142 | #undef tri | ||
143 | |||
144 | gfx_imm_draw_triangles(renderer, tris, 2); | ||
145 | } | ||
146 | |||
147 | void gfx_imm_draw_aabb3(ImmRenderer* renderer, aabb3 box) { | ||
127 | assert(renderer); | 148 | assert(renderer); |
128 | 149 | ||
150 | // clang-format off | ||
129 | const vec3 verts[8] = { | 151 | const vec3 verts[8] = { |
130 | box.min, // 2 ----- 6 | 152 | box.min, // 2 ----- 6 |
131 | vec3_make(box.min.x, box.min.y, box.max.z), // / /| | 153 | vec3_make(box.min.x, box.min.y, box.max.z), // / /| |
@@ -135,9 +157,9 @@ void gfx_imm_draw_aabb(ImmRenderer* renderer, aabb3 box) { | |||
135 | vec3_make(box.max.x, box.min.y, box.max.z), // |/ |/ | 157 | vec3_make(box.max.x, box.min.y, box.max.z), // |/ |/ |
136 | vec3_make(box.max.x, box.max.y, box.min.z), // 1 ----- 5 | 158 | vec3_make(box.max.x, box.max.y, box.min.z), // 1 ----- 5 |
137 | box.max}; | 159 | box.max}; |
160 | // clang-format on | ||
138 | 161 | ||
139 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] | 162 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] |
140 | |||
141 | // TODO: Use vertex indices in Geometry. | 163 | // TODO: Use vertex indices in Geometry. |
142 | const vec3 tris[36] = {// Front. | 164 | const vec3 tris[36] = {// Front. |
143 | tri(1, 5, 7), tri(1, 7, 3), | 165 | tri(1, 5, 7), tri(1, 7, 3), |
@@ -151,24 +173,84 @@ void gfx_imm_draw_aabb(ImmRenderer* renderer, aabb3 box) { | |||
151 | tri(3, 7, 6), tri(3, 6, 2), | 173 | tri(3, 7, 6), tri(3, 6, 2), |
152 | // Bottom. | 174 | // Bottom. |
153 | tri(0, 4, 5), tri(0, 5, 1)}; | 175 | tri(0, 4, 5), tri(0, 5, 1)}; |
176 | #undef tri | ||
154 | 177 | ||
155 | gfx_imm_draw_triangles(renderer, tris, 12); | 178 | gfx_imm_draw_triangles(renderer, tris, 12); |
156 | } | 179 | } |
157 | 180 | ||
181 | // Load the top of the matrix stack into the shader. | ||
182 | static void update_shader_model_matrix(ImmRenderer* renderer) { | ||
183 | assert(renderer); | ||
184 | imm_renderer_flush(renderer); | ||
185 | gfx_set_mat4_uniform( | ||
186 | renderer->shader, "Model", | ||
187 | &renderer->matrix_stack[renderer->stack_pointer]); | ||
188 | } | ||
189 | |||
190 | void gfx_imm_load_identity(ImmRenderer* renderer) { | ||
191 | assert(renderer); | ||
192 | renderer->matrix_stack[0] = mat4_id(); | ||
193 | renderer->stack_pointer = 0; | ||
194 | update_shader_model_matrix(renderer); | ||
195 | } | ||
196 | |||
197 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix) { | ||
198 | assert(renderer); | ||
199 | assert(matrix); | ||
200 | assert(renderer->stack_pointer >= 0); | ||
201 | assert(renderer->stack_pointer < IMM_MAX_NUM_MATRICES); // TODO: hard assert. | ||
202 | |||
203 | renderer->matrix_stack[renderer->stack_pointer + 1] = | ||
204 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer]); | ||
205 | renderer->stack_pointer += 1; | ||
206 | |||
207 | update_shader_model_matrix(renderer); | ||
208 | } | ||
209 | |||
210 | void gfx_imm_pop_matrix(ImmRenderer* renderer) { | ||
211 | assert(renderer); | ||
212 | assert(renderer->stack_pointer > 0); // TODO: hard assert. | ||
213 | |||
214 | // For debugging, zero out the matrix stack as matrices are popped out. | ||
215 | memset( | ||
216 | &renderer->matrix_stack[renderer->stack_pointer], 0, | ||
217 | sizeof(renderer->matrix_stack[0])); | ||
218 | |||
219 | renderer->stack_pointer -= 1; | ||
220 | |||
221 | update_shader_model_matrix(renderer); | ||
222 | } | ||
223 | |||
224 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset) { | ||
225 | assert(renderer); | ||
226 | const mat4 mat = mat4_translate(offset); | ||
227 | gfx_imm_push_matrix(renderer, &mat); | ||
228 | } | ||
229 | |||
158 | void gfx_imm_set_camera(ImmRenderer* renderer, const Camera* camera) { | 230 | void gfx_imm_set_camera(ImmRenderer* renderer, const Camera* camera) { |
159 | assert(renderer); | 231 | assert(renderer); |
160 | assert(renderer->shader); | 232 | assert(renderer->shader); |
161 | imm_renderer_flush(renderer); | 233 | imm_renderer_flush(renderer); |
162 | const mat4 modelview = spatial3_inverse_transform(&camera->spatial); | 234 | const mat4 view = spatial3_inverse_transform(&camera->spatial); |
163 | const mat4 mvp = mat4_mul(camera->projection, modelview); | 235 | const mat4 view_proj = mat4_mul(camera->projection, view); |
164 | gfx_set_mat4_uniform(renderer->shader, "ViewProjection", &mvp); | 236 | gfx_imm_set_view_projection_matrix(renderer, &view_proj); |
165 | } | 237 | } |
166 | 238 | ||
167 | void gfx_imm_set_model_matrix(ImmRenderer* renderer, const mat4* model) { | 239 | void gfx_imm_set_model_matrix(ImmRenderer* renderer, const mat4* model) { |
168 | assert(renderer); | 240 | assert(renderer); |
169 | assert(model); | 241 | assert(model); |
170 | imm_renderer_flush(renderer); | 242 | imm_renderer_flush(renderer); |
171 | gfx_set_mat4_uniform(renderer->shader, "Model", model); | 243 | renderer->matrix_stack[0] = mat4_id(); |
244 | renderer->stack_pointer = 0; | ||
245 | update_shader_model_matrix(renderer); | ||
246 | } | ||
247 | |||
248 | void gfx_imm_set_view_projection_matrix( | ||
249 | ImmRenderer* renderer, const mat4* view_proj) { | ||
250 | assert(renderer); | ||
251 | assert(renderer->shader); | ||
252 | imm_renderer_flush(renderer); | ||
253 | gfx_set_mat4_uniform(renderer->shader, "ViewProjection", view_proj); | ||
172 | } | 254 | } |
173 | 255 | ||
174 | void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { | 256 | void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { |
diff --git a/gfx/src/renderer/imm_renderer_impl.h b/gfx/src/renderer/imm_renderer_impl.h index 6f4b818..7769855 100644 --- a/gfx/src/renderer/imm_renderer_impl.h +++ b/gfx/src/renderer/imm_renderer_impl.h | |||
@@ -3,6 +3,7 @@ | |||
3 | #include <gfx/renderer.h> | 3 | #include <gfx/renderer.h> |
4 | #include <gfx/sizes.h> | 4 | #include <gfx/sizes.h> |
5 | 5 | ||
6 | #include <math/mat4.h> | ||
6 | #include <math/vec3.h> | 7 | #include <math/vec3.h> |
7 | 8 | ||
8 | #include <stdbool.h> | 9 | #include <stdbool.h> |
@@ -26,6 +27,11 @@ typedef struct ImmRenderer { | |||
26 | bool wireframe : 1; | 27 | bool wireframe : 1; |
27 | } flags; | 28 | } flags; |
28 | vec3 triangle_verts[IMM_MAX_NUM_TRIANGLES * 3]; | 29 | vec3 triangle_verts[IMM_MAX_NUM_TRIANGLES * 3]; |
30 | // Matrix stack contains pre-multiplied matrices. | ||
31 | // It is also never empty. The top of the stack is an identity matrix when the | ||
32 | // stack is "empty" from the user's perspective. | ||
33 | mat4 matrix_stack[IMM_MAX_NUM_MATRICES]; | ||
34 | int stack_pointer; | ||
29 | } ImmRenderer; | 35 | } ImmRenderer; |
30 | 36 | ||
31 | /// Create a new immediate mode renderer. | 37 | /// Create a new immediate mode renderer. |