diff options
| author | 3gg <3gg@shellblade.net> | 2025-10-24 18:33:36 -0700 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2025-10-24 18:33:36 -0700 |
| commit | 65d448aad0e6c792b1adba1272efef73b31c4885 (patch) | |
| tree | eb63247058bcaa11c8f792b52df20e96ee92e8b5 /src/render/llr.c | |
| parent | 175c72557b21f356e295a6f8a4acd91b7e744bef (diff) | |
Consolidate renderers
Diffstat (limited to 'src/render/llr.c')
| -rw-r--r-- | src/render/llr.c | 527 |
1 files changed, 527 insertions, 0 deletions
diff --git a/src/render/llr.c b/src/render/llr.c new file mode 100644 index 0000000..a1b37be --- /dev/null +++ b/src/render/llr.c | |||
| @@ -0,0 +1,527 @@ | |||
| 1 | #include "llr_impl.h" | ||
| 2 | |||
| 3 | #include "memory.h" | ||
| 4 | #include "scene/animation_impl.h" | ||
| 5 | #include "scene/node_impl.h" | ||
| 6 | |||
| 7 | #include <gfx/core.h> | ||
| 8 | #include <gfx/util/ibl.h> | ||
| 9 | |||
| 10 | #include <cassert.h> | ||
| 11 | #include <error.h> | ||
| 12 | |||
| 13 | static const int IRRADIANCE_MAP_WIDTH = 1024; | ||
| 14 | static const int IRRADIANCE_MAP_HEIGHT = 1024; | ||
| 15 | static const int PREFILTERED_ENVIRONMENT_MAP_WIDTH = 128; | ||
| 16 | static const int PREFILTERED_ENVIRONMENT_MAP_HEIGHT = 128; | ||
| 17 | static const int BRDF_INTEGRATION_MAP_WIDTH = 512; | ||
| 18 | static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; | ||
| 19 | |||
| 20 | static void make_environment_light( | ||
| 21 | Light* light, const EnvironmentLightDesc* desc) { | ||
| 22 | assert(light); | ||
| 23 | assert(desc); | ||
| 24 | light->type = EnvironmentLightType; | ||
| 25 | light->environment.environment_map = desc->environment_map; | ||
| 26 | } | ||
| 27 | |||
| 28 | Light* gfx_make_light(const LightDesc* desc) { | ||
| 29 | assert(desc); | ||
| 30 | |||
| 31 | Light* light = mem_alloc_light(); | ||
| 32 | |||
| 33 | switch (desc->type) { | ||
| 34 | case EnvironmentLightType: | ||
| 35 | make_environment_light(light, &desc->light.environment); | ||
| 36 | break; | ||
| 37 | default: | ||
| 38 | log_error("Unhandled light type"); | ||
| 39 | gfx_destroy_light(&light); | ||
| 40 | return 0; | ||
| 41 | } | ||
| 42 | |||
| 43 | return light; | ||
| 44 | } | ||
| 45 | |||
| 46 | void gfx_destroy_light(Light** light) { | ||
| 47 | assert(light); | ||
| 48 | if (*light) { | ||
| 49 | if ((*light)->parent.val) { | ||
| 50 | gfx_del_node((*light)->parent); | ||
| 51 | } | ||
| 52 | mem_free_light(light); | ||
| 53 | } | ||
| 54 | } | ||
| 55 | |||
| 56 | static void material_make(Material* material, const MaterialDesc* desc) { | ||
| 57 | assert(material); | ||
| 58 | assert(desc); | ||
| 59 | assert(desc->num_uniforms < GFX_MAX_UNIFORMS_PER_MATERIAL); | ||
| 60 | material->num_uniforms = desc->num_uniforms; | ||
| 61 | for (int i = 0; i < desc->num_uniforms; ++i) { | ||
| 62 | material->uniforms[i] = desc->uniforms[i]; | ||
| 63 | } | ||
| 64 | } | ||
| 65 | |||
| 66 | Material* gfx_make_material(const MaterialDesc* desc) { | ||
| 67 | assert(desc); | ||
| 68 | Material* material = mem_alloc_material(); | ||
| 69 | material_make(material, desc); | ||
| 70 | return material; | ||
| 71 | } | ||
| 72 | |||
| 73 | void gfx_destroy_material(Material** material) { mem_free_material(material); } | ||
| 74 | |||
| 75 | static void set_uniform(ShaderProgram* prog, const ShaderUniform* uniform) { | ||
| 76 | switch (uniform->type) { | ||
| 77 | case UniformTexture: | ||
| 78 | gfx_set_texture_uniform(prog, uniform->name.str, uniform->value.texture); | ||
| 79 | break; | ||
| 80 | case UniformMat4: | ||
| 81 | gfx_set_mat4_uniform(prog, uniform->name.str, &uniform->value.mat4); | ||
| 82 | break; | ||
| 83 | case UniformVec3: | ||
| 84 | gfx_set_vec3_uniform(prog, uniform->name.str, uniform->value.vec3); | ||
| 85 | break; | ||
| 86 | case UniformVec4: | ||
| 87 | gfx_set_vec4_uniform(prog, uniform->name.str, uniform->value.vec4); | ||
| 88 | break; | ||
| 89 | case UniformFloat: | ||
| 90 | gfx_set_float_uniform(prog, uniform->name.str, uniform->value.scalar); | ||
| 91 | break; | ||
| 92 | case UniformMat4Array: | ||
| 93 | gfx_set_mat4_array_uniform( | ||
| 94 | prog, uniform->name.str, uniform->value.array.values, | ||
| 95 | uniform->value.array.count); | ||
| 96 | break; | ||
| 97 | } | ||
| 98 | } | ||
| 99 | |||
| 100 | /// Activate the material. | ||
| 101 | /// | ||
| 102 | /// This configures the shader uniforms that are specific to the material. | ||
| 103 | static void gfx_material_activate( | ||
| 104 | ShaderProgram* shader, const Material* material) { | ||
| 105 | assert(material); | ||
| 106 | for (int i = 0; i < material->num_uniforms; ++i) { | ||
| 107 | const ShaderUniform* uniform = &material->uniforms[i]; | ||
| 108 | set_uniform(shader, uniform); | ||
| 109 | } | ||
| 110 | } | ||
| 111 | |||
| 112 | static void mesh_make(Mesh* mesh, const MeshDesc* desc) { | ||
| 113 | assert(mesh); | ||
| 114 | assert(desc); | ||
| 115 | assert(desc->geometry); | ||
| 116 | assert(desc->material); | ||
| 117 | assert(desc->shader); | ||
| 118 | mesh->geometry = desc->geometry; | ||
| 119 | mesh->material = desc->material; | ||
| 120 | mesh->shader = desc->shader; | ||
| 121 | } | ||
| 122 | |||
| 123 | Mesh* gfx_make_mesh(const MeshDesc* desc) { | ||
| 124 | Mesh* mesh = mem_alloc_mesh(); | ||
| 125 | mesh_make(mesh, desc); | ||
| 126 | return mesh; | ||
| 127 | } | ||
| 128 | |||
| 129 | void gfx_destroy_mesh(Mesh** mesh) { mem_free_mesh(mesh); } | ||
| 130 | |||
| 131 | /// Initialize renderer state for IBL. | ||
| 132 | static bool init_ibl(LLR* renderer) { | ||
| 133 | assert(renderer); | ||
| 134 | assert(!renderer->ibl); | ||
| 135 | assert(!renderer->brdf_integration_map); | ||
| 136 | |||
| 137 | if (!((renderer->ibl = gfx_make_ibl(renderer->gfxcore)))) { | ||
| 138 | return false; | ||
| 139 | } | ||
| 140 | |||
| 141 | if (!((renderer->brdf_integration_map = gfx_make_brdf_integration_map( | ||
| 142 | renderer->ibl, renderer->gfxcore, BRDF_INTEGRATION_MAP_WIDTH, | ||
| 143 | BRDF_INTEGRATION_MAP_HEIGHT)))) { | ||
| 144 | return false; | ||
| 145 | } | ||
| 146 | |||
| 147 | return true; | ||
| 148 | } | ||
| 149 | |||
| 150 | /// Compute irradiance and prefiltered environment maps for the light if they | ||
| 151 | /// have not been already computed. | ||
| 152 | /// | ||
| 153 | /// This is done lazily here, and not when the light is created, because we | ||
| 154 | /// need an IBL instance to do this and it is more convenient for the public | ||
| 155 | /// API to create lights without worrying about those details. It also makes the | ||
| 156 | /// public API cheaper, since the maps are only computed when they are actually | ||
| 157 | /// needed. | ||
| 158 | static bool set_up_environment_light(LLR* renderer, EnvironmentLight* light) { | ||
| 159 | assert(renderer); | ||
| 160 | assert(light); | ||
| 161 | assert(renderer->ibl); | ||
| 162 | assert(renderer->brdf_integration_map); | ||
| 163 | |||
| 164 | if (light->irradiance_map) { | ||
| 165 | assert(light->prefiltered_environment_map); | ||
| 166 | return true; | ||
| 167 | } | ||
| 168 | |||
| 169 | // For convenience. | ||
| 170 | GfxCore* gfxcore = renderer->gfxcore; | ||
| 171 | |||
| 172 | Texture* irradiance_map = 0; | ||
| 173 | Texture* prefiltered_environment_map = 0; | ||
| 174 | |||
| 175 | if (!((irradiance_map = gfx_make_irradiance_map( | ||
| 176 | renderer->ibl, gfxcore, light->environment_map, | ||
| 177 | IRRADIANCE_MAP_WIDTH, IRRADIANCE_MAP_HEIGHT)))) { | ||
| 178 | goto cleanup; | ||
| 179 | } | ||
| 180 | |||
| 181 | int max_mip_level = 0; | ||
| 182 | if (!((prefiltered_environment_map = gfx_make_prefiltered_environment_map( | ||
| 183 | renderer->ibl, gfxcore, light->environment_map, | ||
| 184 | PREFILTERED_ENVIRONMENT_MAP_WIDTH, | ||
| 185 | PREFILTERED_ENVIRONMENT_MAP_HEIGHT, &max_mip_level)))) { | ||
| 186 | goto cleanup; | ||
| 187 | } | ||
| 188 | |||
| 189 | light->irradiance_map = irradiance_map; | ||
| 190 | light->prefiltered_environment_map = prefiltered_environment_map; | ||
| 191 | light->max_reflection_lod = max_mip_level; | ||
| 192 | |||
| 193 | return true; | ||
| 194 | |||
| 195 | cleanup: | ||
| 196 | if (irradiance_map) { | ||
| 197 | gfx_destroy_texture(gfxcore, &irradiance_map); | ||
| 198 | } | ||
| 199 | if (prefiltered_environment_map) { | ||
| 200 | gfx_destroy_texture(gfxcore, &prefiltered_environment_map); | ||
| 201 | } | ||
| 202 | return false; | ||
| 203 | } | ||
| 204 | |||
| 205 | static void configure_light(LLR* renderer, Light* light) { | ||
| 206 | assert(renderer); | ||
| 207 | assert(light); | ||
| 208 | |||
| 209 | // For convenience. | ||
| 210 | ShaderProgram* const shader = renderer->shader; | ||
| 211 | |||
| 212 | switch (light->type) { | ||
| 213 | case EnvironmentLightType: { | ||
| 214 | EnvironmentLight* env = &light->environment; | ||
| 215 | |||
| 216 | const bool initialized = set_up_environment_light(renderer, env); | ||
| 217 | ASSERT(initialized); | ||
| 218 | assert(env->environment_map); | ||
| 219 | assert(env->irradiance_map); | ||
| 220 | assert(env->prefiltered_environment_map); | ||
| 221 | assert(renderer->brdf_integration_map); | ||
| 222 | |||
| 223 | gfx_set_texture_uniform( | ||
| 224 | shader, "BRDFIntegrationMap", renderer->brdf_integration_map); | ||
| 225 | gfx_set_texture_uniform(shader, "Sky", env->environment_map); | ||
| 226 | gfx_set_texture_uniform(shader, "IrradianceMap", env->irradiance_map); | ||
| 227 | gfx_set_texture_uniform( | ||
| 228 | shader, "PrefilteredEnvironmentMap", env->prefiltered_environment_map); | ||
| 229 | gfx_set_float_uniform( | ||
| 230 | shader, "MaxReflectionLOD", (float)env->max_reflection_lod); | ||
| 231 | |||
| 232 | break; | ||
| 233 | } | ||
| 234 | default: | ||
| 235 | assert(false); // TODO: Implement other light types. | ||
| 236 | break; | ||
| 237 | } | ||
| 238 | } | ||
| 239 | |||
| 240 | static void configure_state(LLR* renderer) { | ||
| 241 | assert(renderer); | ||
| 242 | |||
| 243 | // Check if anything changed first so that we don't call gfx_apply_uniforms() | ||
| 244 | // unnecessarily. | ||
| 245 | const bool nothing_changed = (renderer->changed_flags == 0); | ||
| 246 | if (nothing_changed) { | ||
| 247 | return; | ||
| 248 | } | ||
| 249 | // Setting a null shader is also allowed, in which case there is nothing to | ||
| 250 | // configure. | ||
| 251 | if (renderer->shader == 0) { | ||
| 252 | renderer->shader_changed = false; | ||
| 253 | return; | ||
| 254 | } | ||
| 255 | |||
| 256 | // For convenience. | ||
| 257 | ShaderProgram* const shader = renderer->shader; | ||
| 258 | const mat4* const model = &renderer->matrix_stack[renderer->stack_pointer]; | ||
| 259 | |||
| 260 | // TODO: Check to see which ones the shader actually uses and avoid | ||
| 261 | // computing the unnecessary matrices. | ||
| 262 | |||
| 263 | if (renderer->matrix_changed || renderer->shader_changed) { | ||
| 264 | renderer->matrix_changed = false; | ||
| 265 | |||
| 266 | gfx_set_mat4_uniform(shader, "Model", model); | ||
| 267 | gfx_set_mat4_uniform(shader, "ModelMatrix", model); | ||
| 268 | } | ||
| 269 | |||
| 270 | // TODO: camera_changed is not set anywhere. Need to think how imm primitive | ||
| 271 | // rendering and imm mesh rendering work together. We could treat imm | ||
| 272 | // primitive calls like setting a new shader. | ||
| 273 | if (renderer->camera_changed || renderer->shader_changed) { | ||
| 274 | renderer->camera_changed = false; | ||
| 275 | |||
| 276 | // Set all supported camera-related uniforms. Shaders can choose which ones | ||
| 277 | // to use. | ||
| 278 | const mat4 modelview = mat4_mul(renderer->view, *model); | ||
| 279 | const mat4 view_proj = mat4_mul(renderer->projection, renderer->view); | ||
| 280 | const mat4 mvp = mat4_mul(renderer->projection, modelview); | ||
| 281 | |||
| 282 | gfx_set_mat4_uniform(shader, "Modelview", &modelview); | ||
| 283 | gfx_set_mat4_uniform(shader, "View", &renderer->view); | ||
| 284 | gfx_set_mat4_uniform(shader, "Projection", &renderer->projection); | ||
| 285 | gfx_set_mat4_uniform(shader, "ViewProjection", &view_proj); | ||
| 286 | gfx_set_mat4_uniform(shader, "MVP", &mvp); | ||
| 287 | gfx_set_vec3_uniform(shader, "CameraPosition", renderer->camera_position); | ||
| 288 | gfx_set_mat4_uniform(shader, "CameraRotation", &renderer->camera_rotation); | ||
| 289 | gfx_set_float_uniform(shader, "Fovy", renderer->fovy); | ||
| 290 | gfx_set_float_uniform(shader, "Aspect", renderer->aspect); | ||
| 291 | } | ||
| 292 | |||
| 293 | if (renderer->lights_changed || renderer->shader_changed) { | ||
| 294 | renderer->lights_changed = false; | ||
| 295 | |||
| 296 | // TODO: Could do better by only setting the lights that have actually | ||
| 297 | // changed. | ||
| 298 | // TODO: Will also need to pass the number of lights to the shader once the | ||
| 299 | // other light types are implemented. | ||
| 300 | for (int i = 0; i < renderer->num_lights; ++i) { | ||
| 301 | configure_light(renderer, renderer->lights[i]); | ||
| 302 | } | ||
| 303 | } | ||
| 304 | |||
| 305 | if (renderer->skeleton_changed || renderer->shader_changed) { | ||
| 306 | renderer->skeleton_changed = false; | ||
| 307 | |||
| 308 | if (renderer->num_joints > 0) { | ||
| 309 | gfx_set_mat4_array_uniform( | ||
| 310 | shader, "JointMatrices", renderer->joint_matrices, | ||
| 311 | renderer->num_joints); | ||
| 312 | } | ||
| 313 | } | ||
| 314 | |||
| 315 | if (renderer->material_changed || renderer->shader_changed) { | ||
| 316 | renderer->material_changed = false; | ||
| 317 | |||
| 318 | // Geometry may be rendered without a material. | ||
| 319 | if (renderer->material) { | ||
| 320 | gfx_material_activate(renderer->shader, renderer->material); | ||
| 321 | } | ||
| 322 | } | ||
| 323 | |||
| 324 | if (renderer->shader_changed) { | ||
| 325 | renderer->shader_changed = false; | ||
| 326 | gfx_activate_shader_program(renderer->shader); | ||
| 327 | } | ||
| 328 | |||
| 329 | // TODO: At present, this results in many redundant calls to | ||
| 330 | // glGetUniformLocation() and glUniformXyz(). Look at the trace. | ||
| 331 | // | ||
| 332 | // TODO: Could add to qapitrace functionality to detect redundant calls and | ||
| 333 | // other inefficiencies. Maybe ask in the Github first if there would be | ||
| 334 | // interest in this. | ||
| 335 | // | ||
| 336 | // Must be called after activating the program. | ||
| 337 | gfx_apply_uniforms(renderer->shader); | ||
| 338 | } | ||
| 339 | |||
| 340 | bool gfx_llr_make(LLR* renderer, GfxCore* gfxcore) { | ||
| 341 | assert(renderer); | ||
| 342 | assert(gfxcore); | ||
| 343 | |||
| 344 | renderer->gfxcore = gfxcore; | ||
| 345 | if (!init_ibl(renderer)) { | ||
| 346 | goto cleanup; | ||
| 347 | } | ||
| 348 | gfx_llr_load_identity(renderer); | ||
| 349 | renderer->view = mat4_id(); | ||
| 350 | renderer->projection = mat4_id(); | ||
| 351 | renderer->camera_rotation = mat4_id(); | ||
| 352 | return true; | ||
| 353 | |||
| 354 | cleanup: | ||
| 355 | gfx_llr_destroy(renderer); | ||
| 356 | return false; | ||
| 357 | } | ||
| 358 | |||
| 359 | void gfx_llr_destroy(LLR* renderer) { | ||
| 360 | assert(renderer); | ||
| 361 | assert(renderer->gfxcore); | ||
| 362 | |||
| 363 | if (renderer->brdf_integration_map) { | ||
| 364 | gfx_destroy_texture(renderer->gfxcore, &renderer->brdf_integration_map); | ||
| 365 | } | ||
| 366 | |||
| 367 | // TODO: Do this once the IBL from the scene renderer is gone. | ||
| 368 | if (renderer->ibl) { | ||
| 369 | // gfx_destroy_ibl(renderer->gfxcore, &renderer->ibl); | ||
| 370 | } | ||
| 371 | } | ||
| 372 | |||
| 373 | void gfx_llr_set_shader(LLR* renderer, ShaderProgram* shader) { | ||
| 374 | assert(renderer); | ||
| 375 | // null shader is allowed, so do not assert it. | ||
| 376 | |||
| 377 | // It's important to not set shader_changed unnecessarily, since that would | ||
| 378 | // re-trigger the setting of uniforms. | ||
| 379 | if (renderer->shader != shader) { | ||
| 380 | renderer->shader = shader; | ||
| 381 | renderer->shader_changed = true; | ||
| 382 | } | ||
| 383 | } | ||
| 384 | |||
| 385 | void gfx_llr_push_light(LLR* renderer, Light* light) { | ||
| 386 | assert(renderer); | ||
| 387 | assert(light); | ||
| 388 | assert(renderer->num_lights >= 0); | ||
| 389 | ASSERT(renderer->num_lights < GFX_LLR_MAX_NUM_LIGHTS); | ||
| 390 | |||
| 391 | renderer->lights[renderer->num_lights++] = light; | ||
| 392 | renderer->lights_changed = true; | ||
| 393 | } | ||
| 394 | |||
| 395 | void gfx_llr_pop_light(LLR* renderer) { | ||
| 396 | assert(renderer); | ||
| 397 | ASSERT(renderer->num_lights > 0); | ||
| 398 | |||
| 399 | renderer->lights[--renderer->num_lights] = 0; | ||
| 400 | renderer->lights_changed = true; | ||
| 401 | } | ||
| 402 | |||
| 403 | void gfx_llr_set_skeleton( | ||
| 404 | LLR* renderer, const Anima* anima, const Skeleton* skeleton) { | ||
| 405 | assert(renderer); | ||
| 406 | assert(anima); | ||
| 407 | assert(skeleton); | ||
| 408 | assert(skeleton->num_joints <= GFX_MAX_NUM_JOINTS); | ||
| 409 | |||
| 410 | for (size_t i = 0; i < skeleton->num_joints; ++i) { | ||
| 411 | const joint_idx joint_index = skeleton->joints[i]; | ||
| 412 | const Joint* joint = &anima->joints[joint_index]; | ||
| 413 | renderer->joint_matrices[i] = joint->joint_matrix; | ||
| 414 | } | ||
| 415 | renderer->num_joints = skeleton->num_joints; | ||
| 416 | renderer->skeleton_changed = true; | ||
| 417 | } | ||
| 418 | |||
| 419 | void gfx_llr_clear_skeleton(LLR* renderer) { | ||
| 420 | assert(renderer); | ||
| 421 | |||
| 422 | renderer->num_joints = 0; | ||
| 423 | renderer->skeleton_changed = true; | ||
| 424 | } | ||
| 425 | |||
| 426 | void gfx_llr_set_material(LLR* renderer, const Material* material) { | ||
| 427 | assert(renderer); | ||
| 428 | assert(material); | ||
| 429 | |||
| 430 | renderer->material = material; | ||
| 431 | renderer->material_changed = true; | ||
| 432 | } | ||
| 433 | |||
| 434 | void gfx_llr_set_camera(LLR* renderer, const Camera* camera) { | ||
| 435 | assert(renderer); | ||
| 436 | |||
| 437 | renderer->camera_position = camera->spatial.p; | ||
| 438 | renderer->camera_rotation = | ||
| 439 | mat4_rotation(spatial3_transform(&camera->spatial)); | ||
| 440 | renderer->view = spatial3_inverse_transform(&camera->spatial); | ||
| 441 | renderer->projection = camera->projection; | ||
| 442 | // Assuming a perspective matrix. | ||
| 443 | renderer->fovy = (R)atan(1.0 / (mat4_at(camera->projection, 1, 1))) * 2; | ||
| 444 | renderer->camera_changed = true; | ||
| 445 | } | ||
| 446 | |||
| 447 | void gfx_llr_set_projection_matrix(LLR* renderer, const mat4* projection) { | ||
| 448 | assert(renderer); | ||
| 449 | |||
| 450 | renderer->projection = *projection; | ||
| 451 | renderer->camera_changed = true; | ||
| 452 | } | ||
| 453 | |||
| 454 | void gfx_llr_set_aspect(LLR* renderer, float aspect) { | ||
| 455 | assert(renderer); | ||
| 456 | |||
| 457 | renderer->aspect = aspect; | ||
| 458 | renderer->camera_changed = true; | ||
| 459 | } | ||
| 460 | |||
| 461 | void gfx_llr_render_geometry(LLR* renderer, const Geometry* geometry) { | ||
| 462 | assert(renderer); | ||
| 463 | assert(geometry); | ||
| 464 | |||
| 465 | configure_state(renderer); | ||
| 466 | gfx_render_geometry(geometry); | ||
| 467 | } | ||
| 468 | |||
| 469 | void gfx_llr_render_mesh(LLR* renderer, const Mesh* mesh) { | ||
| 470 | assert(renderer); | ||
| 471 | assert(mesh); | ||
| 472 | assert(mesh->geometry); | ||
| 473 | assert(mesh->material); | ||
| 474 | assert(mesh->shader); | ||
| 475 | |||
| 476 | gfx_llr_set_material(renderer, mesh->material); | ||
| 477 | gfx_llr_set_shader(renderer, mesh->shader); | ||
| 478 | gfx_llr_render_geometry(renderer, mesh->geometry); | ||
| 479 | } | ||
| 480 | |||
| 481 | void gfx_llr_load_identity(LLR* renderer) { | ||
| 482 | assert(renderer); | ||
| 483 | |||
| 484 | renderer->matrix_stack[0] = mat4_id(); | ||
| 485 | renderer->stack_pointer = 0; | ||
| 486 | renderer->matrix_changed = true; | ||
| 487 | } | ||
| 488 | |||
| 489 | void gfx_llr_push_matrix(LLR* renderer, const mat4* matrix) { | ||
| 490 | assert(renderer); | ||
| 491 | assert(matrix); | ||
| 492 | assert(renderer->stack_pointer >= 0); | ||
| 493 | ASSERT(renderer->stack_pointer < GFX_LLR_MAX_NUM_MATRICES); | ||
| 494 | |||
| 495 | renderer->stack_pointer += 1; | ||
| 496 | renderer->matrix_stack[renderer->stack_pointer] = | ||
| 497 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer - 1]); | ||
| 498 | renderer->matrix_changed = true; | ||
| 499 | } | ||
| 500 | |||
| 501 | void gfx_llr_pop_matrix(LLR* renderer) { | ||
| 502 | assert(renderer); | ||
| 503 | ASSERT(renderer->stack_pointer > 0); | ||
| 504 | |||
| 505 | // For debugging, zero out the matrix stack as matrices are popped out. | ||
| 506 | memset( | ||
| 507 | &renderer->matrix_stack[renderer->stack_pointer], 0, | ||
| 508 | sizeof(renderer->matrix_stack[0])); | ||
| 509 | renderer->stack_pointer -= 1; | ||
| 510 | renderer->matrix_changed = true; | ||
| 511 | } | ||
| 512 | |||
| 513 | void gfx_llr_translate(LLR* renderer, vec3 offset) { | ||
| 514 | assert(renderer); | ||
| 515 | |||
| 516 | const mat4 mat = mat4_translate(offset); | ||
| 517 | gfx_llr_push_matrix(renderer, &mat); | ||
| 518 | } | ||
| 519 | |||
| 520 | void gfx_llr_set_model_matrix(LLR* renderer, const mat4* model) { | ||
| 521 | assert(renderer); | ||
| 522 | assert(model); | ||
| 523 | |||
| 524 | renderer->matrix_stack[0] = *model; | ||
| 525 | renderer->stack_pointer = 0; | ||
| 526 | renderer->matrix_changed = true; | ||
| 527 | } | ||
