diff options
author | 3gg <3gg@shellblade.net> | 2025-07-04 10:37:01 -0700 |
---|---|---|
committer | 3gg <3gg@shellblade.net> | 2025-07-04 10:37:01 -0700 |
commit | b37b5398a6afa940acd1138bde922a70838f33af (patch) | |
tree | 9ff988e0412d4210362b52f82fbe723e734b6228 /src/llr/llr.c | |
parent | 1ec46bead3cf87971a2329f9ef4ddde5a0c48325 (diff) |
Add the new low-level renderer, shared between the imm and scene graph renderer. LLR integration with the scene graph renderer not yet done.
Diffstat (limited to 'src/llr/llr.c')
-rw-r--r-- | src/llr/llr.c | 329 |
1 files changed, 74 insertions, 255 deletions
diff --git a/src/llr/llr.c b/src/llr/llr.c index 62a7c30..746f4b3 100644 --- a/src/llr/llr.c +++ b/src/llr/llr.c | |||
@@ -1,17 +1,14 @@ | |||
1 | #include "imm_renderer_impl.h" | ||
2 | #include "light_impl.h" | 1 | #include "light_impl.h" |
2 | #include "llr_impl.h" | ||
3 | #include "mesh_impl.h" | 3 | #include "mesh_impl.h" |
4 | 4 | ||
5 | #include "llr/material_impl.h" | ||
5 | #include "scene/animation_impl.h" | 6 | #include "scene/animation_impl.h" |
6 | 7 | ||
7 | #include <gfx/core.h> | 8 | #include <gfx/core.h> |
8 | #include <gfx/util/ibl.h> | 9 | #include <gfx/util/ibl.h> |
9 | #include <gfx/util/shader.h> | ||
10 | |||
11 | #include <math/aabb3.h> | ||
12 | 10 | ||
13 | #include <cassert.h> | 11 | #include <cassert.h> |
14 | #include <string.h> // memcpy | ||
15 | 12 | ||
16 | static const int IRRADIANCE_MAP_WIDTH = 1024; | 13 | static const int IRRADIANCE_MAP_WIDTH = 1024; |
17 | static const int IRRADIANCE_MAP_HEIGHT = 1024; | 14 | static const int IRRADIANCE_MAP_HEIGHT = 1024; |
@@ -21,7 +18,7 @@ static const int BRDF_INTEGRATION_MAP_WIDTH = 512; | |||
21 | static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; | 18 | static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; |
22 | 19 | ||
23 | /// Initialize renderer state for IBL. | 20 | /// Initialize renderer state for IBL. |
24 | static bool init_ibl(ImmRenderer* renderer) { | 21 | static bool init_ibl(LLR* renderer) { |
25 | assert(renderer); | 22 | assert(renderer); |
26 | assert(!renderer->ibl); | 23 | assert(!renderer->ibl); |
27 | assert(!renderer->brdf_integration_map); | 24 | assert(!renderer->brdf_integration_map); |
@@ -44,8 +41,7 @@ static bool init_ibl(ImmRenderer* renderer) { | |||
44 | // | 41 | // |
45 | /// Compute irradiance and prefiltered environment maps for the light if they | 42 | /// Compute irradiance and prefiltered environment maps for the light if they |
46 | /// have not been already computed. | 43 | /// have not been already computed. |
47 | static bool set_up_environment_light( | 44 | static bool set_up_environment_light(LLR* renderer, EnvironmentLight* light) { |
48 | ImmRenderer* renderer, EnvironmentLight* light) { | ||
49 | assert(renderer); | 45 | assert(renderer); |
50 | assert(light); | 46 | assert(light); |
51 | assert(renderer->ibl); | 47 | assert(renderer->ibl); |
@@ -92,7 +88,7 @@ cleanup: | |||
92 | return false; | 88 | return false; |
93 | } | 89 | } |
94 | 90 | ||
95 | static void configure_light(ImmRenderer* renderer, Light* light) { | 91 | static void configure_light(LLR* renderer, Light* light) { |
96 | assert(renderer); | 92 | assert(renderer); |
97 | assert(light); | 93 | assert(light); |
98 | 94 | ||
@@ -127,20 +123,35 @@ static void configure_light(ImmRenderer* renderer, Light* light) { | |||
127 | } | 123 | } |
128 | } | 124 | } |
129 | 125 | ||
130 | static void configure_state(ImmRenderer* renderer) { | 126 | static void configure_state(LLR* renderer) { |
131 | assert(renderer); | 127 | assert(renderer); |
132 | 128 | ||
133 | // Check if anything changed first so that we don't call gfx_apply_uniforms() | 129 | // Check if anything changed first so that we don't call gfx_apply_uniforms() |
134 | // unnecessarily. | 130 | // unnecessarily. |
135 | const bool anything_changed = | 131 | const bool nothing_changed = (renderer->changed_flags == 0); |
136 | renderer->camera_changed || renderer->lights_changed || | 132 | if (nothing_changed) { |
137 | renderer->skeleton_changed || renderer->shader_changed; | 133 | return; |
138 | if (!anything_changed) { | 134 | } |
135 | // Setting a null shader is also allowed, in which case there is nothing to | ||
136 | // configure. | ||
137 | if (renderer->shader == 0) { | ||
138 | renderer->shader_changed = false; | ||
139 | return; | 139 | return; |
140 | } | 140 | } |
141 | 141 | ||
142 | // For convenience. | 142 | // For convenience. |
143 | ShaderProgram* const shader = renderer->shader; | 143 | ShaderProgram* const shader = renderer->shader; |
144 | const mat4* const model = &renderer->matrix_stack[renderer->stack_pointer]; | ||
145 | |||
146 | // TODO: Check to see which ones the shader actually uses and avoid | ||
147 | // computing the unnecessary matrices. | ||
148 | |||
149 | if (renderer->matrix_changed || renderer->shader_changed) { | ||
150 | renderer->matrix_changed = false; | ||
151 | |||
152 | gfx_set_mat4_uniform(shader, "Model", model); | ||
153 | gfx_set_mat4_uniform(shader, "ModelMatrix", model); | ||
154 | } | ||
144 | 155 | ||
145 | // TODO: camera_changed is not set anywhere. Need to think how imm primitive | 156 | // TODO: camera_changed is not set anywhere. Need to think how imm primitive |
146 | // rendering and imm mesh rendering work together. We could treat imm | 157 | // rendering and imm mesh rendering work together. We could treat imm |
@@ -150,14 +161,10 @@ static void configure_state(ImmRenderer* renderer) { | |||
150 | 161 | ||
151 | // Set all supported camera-related uniforms. Shaders can choose which ones | 162 | // Set all supported camera-related uniforms. Shaders can choose which ones |
152 | // to use. | 163 | // to use. |
153 | // TODO: Check to see which ones the shader actually uses and avoid | 164 | const mat4 modelview = mat4_mul(renderer->view, *model); |
154 | // computing the unnecessary matrices. | ||
155 | const mat4* const model = &renderer->matrix_stack[renderer->stack_pointer]; | ||
156 | const mat4 modelview = mat4_mul(renderer->view, *model); | ||
157 | const mat4 view_proj = mat4_mul(renderer->projection, renderer->view); | 165 | const mat4 view_proj = mat4_mul(renderer->projection, renderer->view); |
158 | const mat4 mvp = mat4_mul(renderer->projection, modelview); | 166 | const mat4 mvp = mat4_mul(renderer->projection, modelview); |
159 | 167 | ||
160 | gfx_set_mat4_uniform(shader, "ModelMatrix", model); | ||
161 | gfx_set_mat4_uniform(shader, "Modelview", &modelview); | 168 | gfx_set_mat4_uniform(shader, "Modelview", &modelview); |
162 | gfx_set_mat4_uniform(shader, "View", &renderer->view); | 169 | gfx_set_mat4_uniform(shader, "View", &renderer->view); |
163 | gfx_set_mat4_uniform(shader, "Projection", &renderer->projection); | 170 | gfx_set_mat4_uniform(shader, "Projection", &renderer->projection); |
@@ -195,58 +202,26 @@ static void configure_state(ImmRenderer* renderer) { | |||
195 | gfx_apply_uniforms(renderer->shader); | 202 | gfx_apply_uniforms(renderer->shader); |
196 | } | 203 | } |
197 | 204 | ||
198 | bool gfx_imm_make(ImmRenderer* renderer, GfxCore* gfxcore) { | 205 | bool gfx_llr_make(LLR* renderer, GfxCore* gfxcore) { |
199 | assert(renderer); | 206 | assert(renderer); |
200 | assert(gfxcore); | 207 | assert(gfxcore); |
201 | 208 | ||
202 | const size_t num_triangle_verts = IMM_MAX_NUM_TRIANGLES * 3; | ||
203 | |||
204 | renderer->gfxcore = gfxcore; | 209 | renderer->gfxcore = gfxcore; |
205 | |||
206 | renderer->triangles = gfx_make_geometry( | ||
207 | gfxcore, | ||
208 | &(GeometryDesc){.type = Triangles, | ||
209 | .buffer_usage = BufferDynamic, | ||
210 | .num_verts = num_triangle_verts, | ||
211 | .positions3d = (BufferView3d){ | ||
212 | .size_bytes = num_triangle_verts * sizeof(vec3)}}); | ||
213 | if (!renderer->triangles) { | ||
214 | goto cleanup; | ||
215 | } | ||
216 | |||
217 | renderer->imm_shader = gfx_make_immediate_mode_shader(gfxcore); | ||
218 | if (!renderer->imm_shader) { | ||
219 | goto cleanup; | ||
220 | } | ||
221 | renderer->shader = renderer->imm_shader; | ||
222 | |||
223 | if (!init_ibl(renderer)) { | 210 | if (!init_ibl(renderer)) { |
224 | goto cleanup; | 211 | goto cleanup; |
225 | } | 212 | } |
226 | 213 | gfx_llr_load_identity(renderer); | |
227 | gfx_imm_load_identity(renderer); | ||
228 | gfx_imm_set_colour(renderer, vec4_make(0.0f, 0.0f, 0.0f, 1.0f)); | ||
229 | |||
230 | return true; | 214 | return true; |
231 | 215 | ||
232 | cleanup: | 216 | cleanup: |
233 | gfx_imm_destroy(renderer); | 217 | gfx_llr_destroy(renderer); |
234 | return false; | 218 | return false; |
235 | } | 219 | } |
236 | 220 | ||
237 | void gfx_imm_destroy(ImmRenderer* renderer) { | 221 | void gfx_llr_destroy(LLR* renderer) { |
238 | assert(renderer); | 222 | assert(renderer); |
239 | assert(renderer->gfxcore); | 223 | assert(renderer->gfxcore); |
240 | 224 | ||
241 | if (renderer->triangles) { | ||
242 | gfx_destroy_geometry(renderer->gfxcore, &renderer->triangles); | ||
243 | // TODO: Could also destroy the geometry's buffers here. | ||
244 | } | ||
245 | |||
246 | if (renderer->imm_shader) { | ||
247 | gfx_destroy_shader_program(renderer->gfxcore, &renderer->imm_shader); | ||
248 | } | ||
249 | |||
250 | if (renderer->brdf_integration_map) { | 225 | if (renderer->brdf_integration_map) { |
251 | gfx_destroy_texture(renderer->gfxcore, &renderer->brdf_integration_map); | 226 | gfx_destroy_texture(renderer->gfxcore, &renderer->brdf_integration_map); |
252 | } | 227 | } |
@@ -257,43 +232,9 @@ void gfx_imm_destroy(ImmRenderer* renderer) { | |||
257 | } | 232 | } |
258 | } | 233 | } |
259 | 234 | ||
260 | void gfx_imm_flush(ImmRenderer* renderer) { | 235 | void gfx_llr_set_shader(LLR* renderer, ShaderProgram* shader) { |
261 | assert(renderer); | ||
262 | |||
263 | if (renderer->num_triangle_verts > 0) { | ||
264 | configure_state(renderer); | ||
265 | |||
266 | gfx_update_geometry( | ||
267 | renderer->triangles, | ||
268 | &(GeometryDesc){ | ||
269 | .num_verts = renderer->num_triangle_verts, | ||
270 | .positions3d = (BufferView3d){ | ||
271 | .data = renderer->triangle_verts, | ||
272 | .size_bytes = renderer->num_triangle_verts * sizeof(vec3)} | ||
273 | }); | ||
274 | |||
275 | gfx_apply_uniforms(renderer->shader); | ||
276 | gfx_render_geometry(renderer->triangles); | ||
277 | |||
278 | renderer->num_triangle_verts = 0; | ||
279 | } | ||
280 | } | ||
281 | |||
282 | void gfx_imm_set_shader(ImmRenderer* renderer, ShaderProgram* shader) { | ||
283 | assert(renderer); | 236 | assert(renderer); |
284 | assert(shader); | 237 | // null shader is allowed, so do not assert it. |
285 | |||
286 | // TODO: It would probably be best to make the imm renderer work in terms of a | ||
287 | // new LLR renderer. Otherwise we need to constantly flush stuff everywhere | ||
288 | // "just in case". This would still allow the imm to render meshes with | ||
289 | // lighting etc. We just need to create an actual Mesh out of the 'triangles' | ||
290 | // Geometry that imm currently has. The change would greatly simplify the | ||
291 | // implementation of this otherwise coupled LLR-IMM renderer. | ||
292 | // Need to decide where to put the matrix stack manipulation. Might be good | ||
293 | // to move to the LLR. (Currently, manipulating the stack causes an imm | ||
294 | // flush, but that's because we have coupled imm with stack manipulation, | ||
295 | // which the new design seems like would address.) | ||
296 | gfx_imm_flush(renderer); | ||
297 | 238 | ||
298 | // It's important to not set shader_changed unnecessarily, since that would | 239 | // It's important to not set shader_changed unnecessarily, since that would |
299 | // re-trigger the setting of uniforms. | 240 | // re-trigger the setting of uniforms. |
@@ -303,36 +244,17 @@ void gfx_imm_set_shader(ImmRenderer* renderer, ShaderProgram* shader) { | |||
303 | } | 244 | } |
304 | } | 245 | } |
305 | 246 | ||
306 | void gfx_imm_start(ImmRenderer* renderer) { | 247 | void gfx_llr_push_light(LLR* renderer, Light* light) { |
307 | assert(renderer); | ||
308 | |||
309 | // Shader uniforms are applied lazily. | ||
310 | // TODO: In the event that gfx_activate_shader_program() activates uniforms | ||
311 | // automatically for convenience, call an overload here that doesn't do so. | ||
312 | gfx_activate_shader_program(renderer->shader); | ||
313 | } | ||
314 | |||
315 | void gfx_imm_end(ImmRenderer* renderer) { | ||
316 | assert(renderer); | ||
317 | |||
318 | gfx_imm_flush(renderer); | ||
319 | gfx_deactivate_shader_program(renderer->shader); | ||
320 | |||
321 | // TODO: Should we clear all of the render state here as well? At least set | ||
322 | // the 'changed' variables to false, for example. | ||
323 | } | ||
324 | |||
325 | void gfx_imm_push_light(ImmRenderer* renderer, Light* light) { | ||
326 | assert(renderer); | 248 | assert(renderer); |
327 | assert(light); | 249 | assert(light); |
328 | assert(renderer->num_lights >= 0); | 250 | assert(renderer->num_lights >= 0); |
329 | ASSERT(renderer->num_lights < IMM_MAX_NUM_LIGHTS); | 251 | ASSERT(renderer->num_lights < GFX_LLR_MAX_NUM_LIGHTS); |
330 | 252 | ||
331 | renderer->lights[renderer->num_lights++] = light; | 253 | renderer->lights[renderer->num_lights++] = light; |
332 | renderer->lights_changed = true; | 254 | renderer->lights_changed = true; |
333 | } | 255 | } |
334 | 256 | ||
335 | void gfx_imm_pop_light(ImmRenderer* renderer) { | 257 | void gfx_llr_pop_light(LLR* renderer) { |
336 | assert(renderer); | 258 | assert(renderer); |
337 | ASSERT(renderer->num_lights > 0); | 259 | ASSERT(renderer->num_lights > 0); |
338 | 260 | ||
@@ -340,8 +262,8 @@ void gfx_imm_pop_light(ImmRenderer* renderer) { | |||
340 | renderer->lights_changed = true; | 262 | renderer->lights_changed = true; |
341 | } | 263 | } |
342 | 264 | ||
343 | void gfx_imm_set_skeleton( | 265 | void gfx_llr_set_skeleton( |
344 | ImmRenderer* renderer, const Anima* anima, const Skeleton* skeleton) { | 266 | LLR* renderer, const Anima* anima, const Skeleton* skeleton) { |
345 | assert(renderer); | 267 | assert(renderer); |
346 | assert(anima); | 268 | assert(anima); |
347 | assert(skeleton); | 269 | assert(skeleton); |
@@ -356,150 +278,73 @@ void gfx_imm_set_skeleton( | |||
356 | renderer->skeleton_changed = true; | 278 | renderer->skeleton_changed = true; |
357 | } | 279 | } |
358 | 280 | ||
359 | void gfx_imm_unset_skeleton(ImmRenderer* renderer) { | 281 | void gfx_llr_unset_skeleton(LLR* renderer) { |
360 | assert(renderer); | 282 | assert(renderer); |
361 | 283 | ||
362 | renderer->num_joints = 0; | 284 | renderer->num_joints = 0; |
363 | renderer->skeleton_changed = true; | 285 | renderer->skeleton_changed = true; |
364 | } | 286 | } |
365 | 287 | ||
366 | void gfx_imm_render_mesh(ImmRenderer* renderer, const Mesh* mesh) { | 288 | void gfx_llr_set_camera(LLR* renderer, const Camera* camera) { |
367 | assert(renderer); | ||
368 | assert(mesh); | ||
369 | assert(mesh->geometry); | ||
370 | assert(mesh->material); | ||
371 | |||
372 | configure_state(renderer); | ||
373 | gfx_render_geometry(mesh->geometry); | ||
374 | } | ||
375 | |||
376 | void gfx_imm_draw_triangles( | ||
377 | ImmRenderer* renderer, const vec3 verts[], size_t num_triangles) { | ||
378 | assert(renderer); | 289 | assert(renderer); |
379 | assert(verts); | ||
380 | const size_t new_verts = num_triangles * 3; | ||
381 | assert( | ||
382 | renderer->num_triangle_verts + new_verts < (IMM_MAX_NUM_TRIANGLES * 3)); | ||
383 | |||
384 | memcpy( | ||
385 | renderer->triangle_verts + renderer->num_triangle_verts, verts, | ||
386 | new_verts * sizeof(vec3)); | ||
387 | 290 | ||
388 | renderer->num_triangle_verts += new_verts; | 291 | const mat4 view = spatial3_inverse_transform(&camera->spatial); |
389 | } | 292 | // const mat4 view_proj = mat4_mul(camera->projection, view); |
390 | 293 | // gfx_llr_set_view_projection_matrix(renderer, &view_proj); | |
391 | void gfx_imm_draw_triangle(ImmRenderer* renderer, const vec3 verts[3]) { | 294 | renderer->view = view; |
392 | gfx_imm_draw_triangles(renderer, verts, 1); | 295 | renderer->projection = camera->projection; |
296 | renderer->camera_changed = true; | ||
393 | } | 297 | } |
394 | 298 | ||
395 | void gfx_imm_draw_aabb2(ImmRenderer* renderer, aabb2 box) { | 299 | // void gfx_llr_set_view_projection_matrix( |
396 | assert(renderer); | 300 | // LLR* renderer, const mat4* view_proj) { |
397 | 301 | // assert(renderer); | |
398 | // clang-format off | 302 | // assert(renderer->shader); |
399 | const vec3 verts[4] = { | 303 | // |
400 | vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 | 304 | // gfx_llr_flush(renderer); |
401 | vec3_make(box.max.x, box.min.y, 0), // | | | 305 | // gfx_set_mat4_uniform(renderer->shader, "ViewProjection", view_proj); |
402 | vec3_make(box.max.x, box.max.y, 0), // | | | 306 | // } |
403 | vec3_make(box.min.x, box.max.y, 0)}; // 0 ---- 1 | ||
404 | // clang-format on | ||
405 | |||
406 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] | ||
407 | const vec3 tris[6] = {tri(0, 1, 2), tri(0, 2, 3)}; | ||
408 | #undef tri | ||
409 | |||
410 | gfx_imm_draw_triangles(renderer, tris, 2); | ||
411 | } | ||
412 | 307 | ||
413 | void gfx_imm_draw_aabb3(ImmRenderer* renderer, aabb3 box) { | 308 | void gfx_llr_render_geometry(LLR* renderer, const Geometry* geometry) { |
414 | assert(renderer); | 309 | assert(renderer); |
310 | assert(geometry); | ||
415 | 311 | ||
416 | // clang-format off | 312 | configure_state(renderer); |
417 | const vec3 vertices[8] = { | 313 | gfx_render_geometry(geometry); |
418 | vec3_make(box.min.x, box.min.y, box.max.z), // 7 ----- 6 | ||
419 | vec3_make(box.max.x, box.min.y, box.max.z), // / /| | ||
420 | vec3_make(box.max.x, box.max.y, box.max.z), // 3 ----- 2 | | ||
421 | vec3_make(box.min.x, box.max.y, box.max.z), // | | | | ||
422 | vec3_make(box.min.x, box.min.y, box.min.z), // | 4 ----- 5 | ||
423 | vec3_make(box.max.x, box.min.y, box.min.z), // |/ |/ | ||
424 | vec3_make(box.max.x, box.max.y, box.min.z), // 0 ----- 1 | ||
425 | vec3_make(box.min.x, box.max.y, box.min.z)}; | ||
426 | // clang-format on | ||
427 | |||
428 | gfx_imm_draw_box3(renderer, vertices); | ||
429 | } | ||
430 | |||
431 | void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]) { | ||
432 | assert(renderer); | ||
433 | assert(vertices); | ||
434 | |||
435 | // 7 ----- 6 | ||
436 | // / /| | ||
437 | // 3 ----- 2 | | ||
438 | // | | | | ||
439 | // | 4 ----- 5 | ||
440 | // |/ |/ | ||
441 | // 0 ----- 1 | ||
442 | |||
443 | #define tri(i0, i1, i2) vertices[i0], vertices[i1], vertices[i2] | ||
444 | const vec3 tris[36] = { | ||
445 | // Front. | ||
446 | tri(0, 1, 2), tri(0, 2, 3), | ||
447 | // Right. | ||
448 | tri(1, 5, 6), tri(1, 6, 2), | ||
449 | // Back. | ||
450 | tri(5, 4, 7), tri(5, 7, 6), | ||
451 | // Left. | ||
452 | tri(4, 0, 03), tri(4, 3, 7), | ||
453 | // Top. | ||
454 | tri(3, 2, 6), tri(3, 6, 7), | ||
455 | // Bottom. | ||
456 | tri(0, 4, 5), tri(0, 5, 1)}; | ||
457 | |||
458 | gfx_imm_draw_triangles(renderer, tris, 12); | ||
459 | } | 314 | } |
460 | 315 | ||
461 | void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { | 316 | void gfx_llr_render_mesh(LLR* renderer, const Mesh* mesh) { |
462 | assert(renderer); | 317 | assert(renderer); |
463 | assert(renderer->shader); | 318 | assert(renderer->shader); |
319 | assert(mesh); | ||
320 | assert(mesh->geometry); | ||
321 | assert(mesh->material); | ||
464 | 322 | ||
465 | gfx_imm_flush(renderer); | 323 | gfx_material_activate(renderer->shader, mesh->material); |
466 | 324 | gfx_llr_render_geometry(renderer, mesh->geometry); | |
467 | gfx_set_vec4_uniform(renderer->shader, "Colour", colour); | ||
468 | } | ||
469 | |||
470 | // Load the top of the matrix stack into the shader. | ||
471 | static void update_shader_model_matrix(ImmRenderer* renderer) { | ||
472 | assert(renderer); | ||
473 | |||
474 | gfx_imm_flush(renderer); | ||
475 | |||
476 | gfx_set_mat4_uniform( | ||
477 | renderer->shader, "Model", | ||
478 | &renderer->matrix_stack[renderer->stack_pointer]); | ||
479 | } | 325 | } |
480 | 326 | ||
481 | void gfx_imm_load_identity(ImmRenderer* renderer) { | 327 | void gfx_llr_load_identity(LLR* renderer) { |
482 | assert(renderer); | 328 | assert(renderer); |
483 | 329 | ||
484 | renderer->matrix_stack[0] = mat4_id(); | 330 | renderer->matrix_stack[0] = mat4_id(); |
485 | renderer->stack_pointer = 0; | 331 | renderer->stack_pointer = 0; |
486 | update_shader_model_matrix(renderer); | 332 | renderer->matrix_changed = true; |
487 | } | 333 | } |
488 | 334 | ||
489 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix) { | 335 | void gfx_llr_push_matrix(LLR* renderer, const mat4* matrix) { |
490 | assert(renderer); | 336 | assert(renderer); |
491 | assert(matrix); | 337 | assert(matrix); |
492 | assert(renderer->stack_pointer >= 0); | 338 | assert(renderer->stack_pointer >= 0); |
493 | ASSERT(renderer->stack_pointer < IMM_MAX_NUM_MATRICES); | 339 | ASSERT(renderer->stack_pointer < GFX_LLR_MAX_NUM_MATRICES); |
494 | 340 | ||
495 | renderer->stack_pointer += 1; | 341 | renderer->stack_pointer += 1; |
496 | renderer->matrix_stack[renderer->stack_pointer] = | 342 | renderer->matrix_stack[renderer->stack_pointer] = |
497 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer - 1]); | 343 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer - 1]); |
498 | 344 | renderer->matrix_changed = true; | |
499 | update_shader_model_matrix(renderer); | ||
500 | } | 345 | } |
501 | 346 | ||
502 | void gfx_imm_pop_matrix(ImmRenderer* renderer) { | 347 | void gfx_llr_pop_matrix(LLR* renderer) { |
503 | assert(renderer); | 348 | assert(renderer); |
504 | ASSERT(renderer->stack_pointer > 0); | 349 | ASSERT(renderer->stack_pointer > 0); |
505 | 350 | ||
@@ -508,47 +353,21 @@ void gfx_imm_pop_matrix(ImmRenderer* renderer) { | |||
508 | &renderer->matrix_stack[renderer->stack_pointer], 0, | 353 | &renderer->matrix_stack[renderer->stack_pointer], 0, |
509 | sizeof(renderer->matrix_stack[0])); | 354 | sizeof(renderer->matrix_stack[0])); |
510 | renderer->stack_pointer -= 1; | 355 | renderer->stack_pointer -= 1; |
511 | 356 | renderer->matrix_changed = true; | |
512 | update_shader_model_matrix(renderer); | ||
513 | } | 357 | } |
514 | 358 | ||
515 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset) { | 359 | void gfx_llr_translate(LLR* renderer, vec3 offset) { |
516 | assert(renderer); | 360 | assert(renderer); |
517 | 361 | ||
518 | const mat4 mat = mat4_translate(offset); | 362 | const mat4 mat = mat4_translate(offset); |
519 | gfx_imm_push_matrix(renderer, &mat); | 363 | gfx_llr_push_matrix(renderer, &mat); |
520 | } | 364 | } |
521 | 365 | ||
522 | void gfx_imm_set_model_matrix(ImmRenderer* renderer, const mat4* model) { | 366 | void gfx_llr_set_model_matrix(LLR* renderer, const mat4* model) { |
523 | assert(renderer); | 367 | assert(renderer); |
524 | assert(model); | 368 | assert(model); |
525 | 369 | ||
526 | gfx_imm_flush(renderer); | ||
527 | |||
528 | renderer->matrix_stack[0] = *model; | 370 | renderer->matrix_stack[0] = *model; |
529 | renderer->stack_pointer = 0; | 371 | renderer->stack_pointer = 0; |
530 | update_shader_model_matrix(renderer); | 372 | renderer->matrix_changed = true; |
531 | } | 373 | } |
532 | |||
533 | void gfx_imm_set_camera(ImmRenderer* renderer, const Camera* camera) { | ||
534 | assert(renderer); | ||
535 | assert(renderer->shader); | ||
536 | |||
537 | gfx_imm_flush(renderer); | ||
538 | |||
539 | const mat4 view = spatial3_inverse_transform(&camera->spatial); | ||
540 | // const mat4 view_proj = mat4_mul(camera->projection, view); | ||
541 | // gfx_imm_set_view_projection_matrix(renderer, &view_proj); | ||
542 | renderer->view = view; | ||
543 | renderer->projection = camera->projection; | ||
544 | renderer->camera_changed = true; | ||
545 | } | ||
546 | |||
547 | // void gfx_imm_set_view_projection_matrix( | ||
548 | // ImmRenderer* renderer, const mat4* view_proj) { | ||
549 | // assert(renderer); | ||
550 | // assert(renderer->shader); | ||
551 | // | ||
552 | // gfx_imm_flush(renderer); | ||
553 | // gfx_set_mat4_uniform(renderer->shader, "ViewProjection", view_proj); | ||
554 | // } | ||