diff options
author | 3gg <3gg@shellblade.net> | 2025-06-27 10:18:39 -0700 |
---|---|---|
committer | 3gg <3gg@shellblade.net> | 2025-06-27 10:18:39 -0700 |
commit | bd57f345ed9dbed1d81683e48199626de2ea9044 (patch) | |
tree | 4221f2f2a7ad2244d2e93052bd68187ec91b8ea9 /src/renderer | |
parent | 9a82ce0083437a4f9f58108b2c23b957d2249ad8 (diff) |
Diffstat (limited to 'src/renderer')
-rw-r--r-- | src/renderer/imm_renderer.c | 260 | ||||
-rw-r--r-- | src/renderer/imm_renderer_impl.h | 44 | ||||
-rw-r--r-- | src/renderer/renderer.c | 396 | ||||
-rw-r--r-- | src/renderer/renderer_impl.h | 27 |
4 files changed, 727 insertions, 0 deletions
diff --git a/src/renderer/imm_renderer.c b/src/renderer/imm_renderer.c new file mode 100644 index 0000000..8cf3a10 --- /dev/null +++ b/src/renderer/imm_renderer.c | |||
@@ -0,0 +1,260 @@ | |||
1 | #include "imm_renderer_impl.h" | ||
2 | |||
3 | #include <gfx/core.h> | ||
4 | #include <gfx/util/shader.h> | ||
5 | |||
6 | #include <math/aabb3.h> | ||
7 | |||
8 | #include <assert.h> | ||
9 | #include <string.h> // memcpy | ||
10 | |||
11 | bool imm_renderer_make(ImmRenderer* renderer, GfxCore* gfxcore) { | ||
12 | assert(renderer); | ||
13 | assert(gfxcore); | ||
14 | |||
15 | const size_t num_triangle_verts = IMM_MAX_NUM_TRIANGLES * 3; | ||
16 | |||
17 | renderer->gfxcore = gfxcore; | ||
18 | |||
19 | renderer->triangles = gfx_make_geometry( | ||
20 | gfxcore, &(GeometryDesc){ | ||
21 | .type = Triangles, | ||
22 | .buffer_usage = BufferDynamic, | ||
23 | .num_verts = num_triangle_verts, | ||
24 | .positions3d = (BufferView3d){ | ||
25 | .size_bytes = num_triangle_verts * sizeof(vec3)}}); | ||
26 | if (!renderer->triangles) { | ||
27 | goto cleanup; | ||
28 | } | ||
29 | |||
30 | renderer->shader = gfx_make_immediate_mode_shader(gfxcore); | ||
31 | if (!renderer->shader) { | ||
32 | goto cleanup; | ||
33 | } | ||
34 | |||
35 | renderer->matrix_stack[0] = mat4_id(); | ||
36 | renderer->stack_pointer = 0; | ||
37 | |||
38 | gfx_imm_set_colour(renderer, vec4_make(0.0, 0.0, 0.0, 1.0)); | ||
39 | |||
40 | return true; | ||
41 | |||
42 | cleanup: | ||
43 | imm_renderer_destroy(renderer); | ||
44 | return false; | ||
45 | } | ||
46 | |||
47 | void imm_renderer_destroy(ImmRenderer* renderer) { | ||
48 | assert(renderer); | ||
49 | assert(renderer->gfxcore); | ||
50 | |||
51 | if (renderer->triangles) { | ||
52 | gfx_destroy_geometry(renderer->gfxcore, &renderer->triangles); | ||
53 | // TODO: Could also destroy the geometry's buffers here. | ||
54 | } | ||
55 | |||
56 | if (renderer->shader) { | ||
57 | gfx_destroy_shader_program(renderer->gfxcore, &renderer->shader); | ||
58 | } | ||
59 | } | ||
60 | |||
61 | void imm_renderer_flush(ImmRenderer* renderer) { | ||
62 | assert(renderer); | ||
63 | |||
64 | if (renderer->num_triangle_verts > 0) { | ||
65 | gfx_update_geometry( | ||
66 | renderer->triangles, | ||
67 | &(GeometryDesc){ | ||
68 | .num_verts = renderer->num_triangle_verts, | ||
69 | .positions3d = (BufferView3d){ | ||
70 | .data = renderer->triangle_verts, | ||
71 | .size_bytes = renderer->num_triangle_verts * sizeof(vec3)} | ||
72 | }); | ||
73 | |||
74 | gfx_apply_uniforms(renderer->shader); | ||
75 | gfx_render_geometry(renderer->triangles); | ||
76 | |||
77 | renderer->num_triangle_verts = 0; | ||
78 | } | ||
79 | } | ||
80 | |||
81 | void gfx_imm_start(ImmRenderer* renderer) { | ||
82 | assert(renderer); | ||
83 | // Shader uniforms are applied lazily. | ||
84 | // TODO: In the event that gfx_activate_shader_program() activates uniforms | ||
85 | // automatically for convenience, call an overload here that doesn't do so. | ||
86 | ShaderProgram* shader = renderer->shader; | ||
87 | gfx_activate_shader_program(shader); | ||
88 | } | ||
89 | |||
90 | void gfx_imm_end(ImmRenderer* renderer) { | ||
91 | assert(renderer); | ||
92 | imm_renderer_flush(renderer); | ||
93 | gfx_deactivate_shader_program(renderer->shader); | ||
94 | } | ||
95 | |||
96 | void gfx_imm_draw_triangles( | ||
97 | ImmRenderer* renderer, const vec3 verts[], size_t num_triangles) { | ||
98 | assert(renderer); | ||
99 | assert(verts); | ||
100 | const size_t new_verts = num_triangles * 3; | ||
101 | assert( | ||
102 | renderer->num_triangle_verts + new_verts < (IMM_MAX_NUM_TRIANGLES * 3)); | ||
103 | |||
104 | memcpy( | ||
105 | renderer->triangle_verts + renderer->num_triangle_verts, verts, | ||
106 | new_verts * sizeof(vec3)); | ||
107 | |||
108 | renderer->num_triangle_verts += new_verts; | ||
109 | } | ||
110 | |||
111 | void gfx_imm_draw_triangle(ImmRenderer* renderer, const vec3 verts[3]) { | ||
112 | gfx_imm_draw_triangles(renderer, verts, 1); | ||
113 | } | ||
114 | |||
115 | void gfx_imm_draw_aabb2(ImmRenderer* renderer, aabb2 box) { | ||
116 | assert(renderer); | ||
117 | |||
118 | // clang-format off | ||
119 | const vec3 verts[4] = { | ||
120 | vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 | ||
121 | vec3_make(box.max.x, box.min.y, 0), // | | | ||
122 | vec3_make(box.max.x, box.max.y, 0), // | | | ||
123 | vec3_make(box.min.x, box.max.y, 0)}; // 0 ---- 1 | ||
124 | // clang-format on | ||
125 | |||
126 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] | ||
127 | const vec3 tris[6] = {tri(0, 1, 2), tri(0, 2, 3)}; | ||
128 | #undef tri | ||
129 | |||
130 | gfx_imm_draw_triangles(renderer, tris, 2); | ||
131 | } | ||
132 | |||
133 | void gfx_imm_draw_aabb3(ImmRenderer* renderer, aabb3 box) { | ||
134 | assert(renderer); | ||
135 | |||
136 | // clang-format off | ||
137 | const vec3 vertices[8] = { | ||
138 | vec3_make(box.min.x, box.min.y, box.max.z), // 7 ----- 6 | ||
139 | vec3_make(box.max.x, box.min.y, box.max.z), // / /| | ||
140 | vec3_make(box.max.x, box.max.y, box.max.z), // 3 ----- 2 | | ||
141 | vec3_make(box.min.x, box.max.y, box.max.z), // | | | | ||
142 | vec3_make(box.min.x, box.min.y, box.min.z), // | 4 ----- 5 | ||
143 | vec3_make(box.max.x, box.min.y, box.min.z), // |/ |/ | ||
144 | vec3_make(box.max.x, box.max.y, box.min.z), // 0 ----- 1 | ||
145 | vec3_make(box.min.x, box.max.y, box.min.z)}; | ||
146 | // clang-format on | ||
147 | |||
148 | gfx_imm_draw_box3(renderer, vertices); | ||
149 | } | ||
150 | |||
151 | void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]) { | ||
152 | assert(renderer); | ||
153 | assert(vertices); | ||
154 | |||
155 | // 7 ----- 6 | ||
156 | // / /| | ||
157 | // 3 ----- 2 | | ||
158 | // | | | | ||
159 | // | 4 ----- 5 | ||
160 | // |/ |/ | ||
161 | // 0 ----- 1 | ||
162 | |||
163 | #define tri(i0, i1, i2) vertices[i0], vertices[i1], vertices[i2] | ||
164 | const vec3 tris[36] = {// Front. | ||
165 | tri(0, 1, 2), tri(0, 2, 3), | ||
166 | // Right. | ||
167 | tri(1, 5, 6), tri(1, 6, 2), | ||
168 | // Back. | ||
169 | tri(5, 4, 7), tri(5, 7, 6), | ||
170 | // Left. | ||
171 | tri(4, 0, 03), tri(4, 3, 7), | ||
172 | // Top. | ||
173 | tri(3, 2, 6), tri(3, 6, 7), | ||
174 | // Bottom. | ||
175 | tri(0, 4, 5), tri(0, 5, 1)}; | ||
176 | |||
177 | gfx_imm_draw_triangles(renderer, tris, 12); | ||
178 | } | ||
179 | |||
180 | // Load the top of the matrix stack into the shader. | ||
181 | static void update_shader_model_matrix(ImmRenderer* renderer) { | ||
182 | assert(renderer); | ||
183 | imm_renderer_flush(renderer); | ||
184 | gfx_set_mat4_uniform( | ||
185 | renderer->shader, "Model", | ||
186 | &renderer->matrix_stack[renderer->stack_pointer]); | ||
187 | } | ||
188 | |||
189 | void gfx_imm_load_identity(ImmRenderer* renderer) { | ||
190 | assert(renderer); | ||
191 | renderer->matrix_stack[0] = mat4_id(); | ||
192 | renderer->stack_pointer = 0; | ||
193 | update_shader_model_matrix(renderer); | ||
194 | } | ||
195 | |||
196 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix) { | ||
197 | assert(renderer); | ||
198 | assert(matrix); | ||
199 | assert(renderer->stack_pointer >= 0); | ||
200 | assert(renderer->stack_pointer < IMM_MAX_NUM_MATRICES); // TODO: hard assert. | ||
201 | |||
202 | renderer->matrix_stack[renderer->stack_pointer + 1] = | ||
203 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer]); | ||
204 | renderer->stack_pointer += 1; | ||
205 | |||
206 | update_shader_model_matrix(renderer); | ||
207 | } | ||
208 | |||
209 | void gfx_imm_pop_matrix(ImmRenderer* renderer) { | ||
210 | assert(renderer); | ||
211 | assert(renderer->stack_pointer > 0); // TODO: hard assert. | ||
212 | |||
213 | // For debugging, zero out the matrix stack as matrices are popped out. | ||
214 | memset( | ||
215 | &renderer->matrix_stack[renderer->stack_pointer], 0, | ||
216 | sizeof(renderer->matrix_stack[0])); | ||
217 | |||
218 | renderer->stack_pointer -= 1; | ||
219 | |||
220 | update_shader_model_matrix(renderer); | ||
221 | } | ||
222 | |||
223 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset) { | ||
224 | assert(renderer); | ||
225 | const mat4 mat = mat4_translate(offset); | ||
226 | gfx_imm_push_matrix(renderer, &mat); | ||
227 | } | ||
228 | |||
229 | void gfx_imm_set_camera(ImmRenderer* renderer, const Camera* camera) { | ||
230 | assert(renderer); | ||
231 | assert(renderer->shader); | ||
232 | imm_renderer_flush(renderer); | ||
233 | const mat4 view = spatial3_inverse_transform(&camera->spatial); | ||
234 | const mat4 view_proj = mat4_mul(camera->projection, view); | ||
235 | gfx_imm_set_view_projection_matrix(renderer, &view_proj); | ||
236 | } | ||
237 | |||
238 | void gfx_imm_set_model_matrix(ImmRenderer* renderer, const mat4* model) { | ||
239 | assert(renderer); | ||
240 | assert(model); | ||
241 | imm_renderer_flush(renderer); | ||
242 | renderer->matrix_stack[0] = *model; | ||
243 | renderer->stack_pointer = 0; | ||
244 | update_shader_model_matrix(renderer); | ||
245 | } | ||
246 | |||
247 | void gfx_imm_set_view_projection_matrix( | ||
248 | ImmRenderer* renderer, const mat4* view_proj) { | ||
249 | assert(renderer); | ||
250 | assert(renderer->shader); | ||
251 | imm_renderer_flush(renderer); | ||
252 | gfx_set_mat4_uniform(renderer->shader, "ViewProjection", view_proj); | ||
253 | } | ||
254 | |||
255 | void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { | ||
256 | assert(renderer); | ||
257 | assert(renderer->shader); | ||
258 | imm_renderer_flush(renderer); | ||
259 | gfx_set_vec4_uniform(renderer->shader, "Colour", colour); | ||
260 | } | ||
diff --git a/src/renderer/imm_renderer_impl.h b/src/renderer/imm_renderer_impl.h new file mode 100644 index 0000000..5ece354 --- /dev/null +++ b/src/renderer/imm_renderer_impl.h | |||
@@ -0,0 +1,44 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include <gfx/renderer.h> | ||
4 | #include <gfx/sizes.h> | ||
5 | |||
6 | #include <math/mat4.h> | ||
7 | #include <math/vec3.h> | ||
8 | |||
9 | #include <stdbool.h> | ||
10 | #include <stddef.h> | ||
11 | |||
12 | typedef struct Geometry Geometry; | ||
13 | typedef struct ShaderProgram ShaderProgram; | ||
14 | |||
15 | /// Immediate mode renderer. | ||
16 | /// | ||
17 | /// Currently, the immediate mode renderer can only draw up to a maximum number | ||
18 | /// of primitives per frame. It does not adjust this number dynamically. Keeps | ||
19 | /// things simple while the extra complexity is not needed. | ||
20 | typedef struct ImmRenderer { | ||
21 | GfxCore* gfxcore; | ||
22 | ShaderProgram* shader; | ||
23 | Geometry* triangles; | ||
24 | size_t num_triangle_verts; // Number of triangle verts this frame. | ||
25 | // TODO: wireframe rendering. | ||
26 | struct { | ||
27 | bool wireframe : 1; | ||
28 | } flags; | ||
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; | ||
35 | } ImmRenderer; | ||
36 | |||
37 | /// Create a new immediate mode renderer. | ||
38 | bool imm_renderer_make(ImmRenderer*, GfxCore*); | ||
39 | |||
40 | /// Destroy the immediate mode renderer. | ||
41 | void imm_renderer_destroy(ImmRenderer*); | ||
42 | |||
43 | /// Flush draw commands. | ||
44 | void imm_renderer_flush(ImmRenderer*); | ||
diff --git a/src/renderer/renderer.c b/src/renderer/renderer.c new file mode 100644 index 0000000..c2a7dda --- /dev/null +++ b/src/renderer/renderer.c | |||
@@ -0,0 +1,396 @@ | |||
1 | #include "renderer_impl.h" | ||
2 | |||
3 | #include "scene/animation_impl.h" | ||
4 | #include "scene/camera_impl.h" | ||
5 | #include "scene/light_impl.h" | ||
6 | #include "scene/material_impl.h" | ||
7 | #include "scene/mesh_impl.h" | ||
8 | #include "scene/model_impl.h" | ||
9 | #include "scene/node_impl.h" | ||
10 | #include "scene/object_impl.h" | ||
11 | #include "scene/scene_impl.h" | ||
12 | #include "scene/scene_memory.h" | ||
13 | |||
14 | #include <gfx/core.h> | ||
15 | #include <gfx/util/ibl.h> | ||
16 | #include <gfx/util/shader.h> | ||
17 | |||
18 | #include <log/log.h> | ||
19 | #include <math/mat4.h> | ||
20 | #include <math/spatial3.h> | ||
21 | |||
22 | #include <assert.h> | ||
23 | |||
24 | // TODO: Move to a header like "constants.h". | ||
25 | static const int IRRADIANCE_MAP_WIDTH = 1024; | ||
26 | static const int IRRADIANCE_MAP_HEIGHT = 1024; | ||
27 | static const int PREFILTERED_ENVIRONMENT_MAP_WIDTH = 128; | ||
28 | static const int PREFILTERED_ENVIRONMENT_MAP_HEIGHT = 128; | ||
29 | static const int BRDF_INTEGRATION_MAP_WIDTH = 512; | ||
30 | static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; | ||
31 | |||
32 | bool renderer_make(Renderer* renderer, GfxCore* gfxcore) { | ||
33 | assert(renderer); | ||
34 | assert(gfxcore); | ||
35 | |||
36 | renderer->gfxcore = gfxcore; | ||
37 | |||
38 | return true; | ||
39 | } | ||
40 | |||
41 | void renderer_destroy(Renderer* renderer) { | ||
42 | if (!renderer) { | ||
43 | return; | ||
44 | } | ||
45 | assert(renderer->gfxcore); | ||
46 | GfxCore* gfxcore = renderer->gfxcore; | ||
47 | if (renderer->ibl) { | ||
48 | gfx_destroy_ibl(gfxcore, &renderer->ibl); | ||
49 | } | ||
50 | if (renderer->shaders.debug) { | ||
51 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.debug); | ||
52 | } | ||
53 | if (renderer->shaders.normals) { | ||
54 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.normals); | ||
55 | } | ||
56 | if (renderer->shaders.normal_mapped_normals) { | ||
57 | gfx_destroy_shader_program( | ||
58 | gfxcore, &renderer->shaders.normal_mapped_normals); | ||
59 | } | ||
60 | if (renderer->shaders.tangents) { | ||
61 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.tangents); | ||
62 | } | ||
63 | } | ||
64 | |||
65 | /// Initialize renderer state for IBL if not already initialized. | ||
66 | static bool init_ibl(Renderer* renderer) { | ||
67 | assert(renderer); | ||
68 | |||
69 | if (!renderer->ibl && !(renderer->ibl = gfx_make_ibl(renderer->gfxcore))) { | ||
70 | return false; | ||
71 | } | ||
72 | |||
73 | if (!renderer->brdf_integration_map && | ||
74 | !(renderer->brdf_integration_map = gfx_make_brdf_integration_map( | ||
75 | renderer->ibl, renderer->gfxcore, BRDF_INTEGRATION_MAP_WIDTH, | ||
76 | BRDF_INTEGRATION_MAP_HEIGHT))) { | ||
77 | return false; | ||
78 | } | ||
79 | |||
80 | return true; | ||
81 | } | ||
82 | |||
83 | static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) { | ||
84 | assert(renderer); | ||
85 | |||
86 | #define LOAD_AND_RETURN(pShader, constructor) \ | ||
87 | { \ | ||
88 | if (!pShader) { \ | ||
89 | pShader = constructor(renderer->gfxcore); \ | ||
90 | } \ | ||
91 | assert(pShader); \ | ||
92 | return pShader; \ | ||
93 | } | ||
94 | |||
95 | switch (mode) { | ||
96 | case RenderDefault: | ||
97 | return 0; | ||
98 | case RenderDebug: | ||
99 | LOAD_AND_RETURN(renderer->shaders.debug, gfx_make_debug3d_shader); | ||
100 | case RenderNormals: | ||
101 | LOAD_AND_RETURN(renderer->shaders.normals, gfx_make_view_normals_shader); | ||
102 | case RenderNormalMappedNormals: | ||
103 | LOAD_AND_RETURN( | ||
104 | renderer->shaders.normal_mapped_normals, | ||
105 | gfx_make_view_normal_mapped_normals_shader); | ||
106 | case RenderTangents: | ||
107 | LOAD_AND_RETURN(renderer->shaders.tangents, gfx_make_view_tangents_shader); | ||
108 | } | ||
109 | assert(false); | ||
110 | return 0; | ||
111 | } | ||
112 | |||
113 | // static void log_matrix(const mat4* m) { | ||
114 | // for (int row = 0; row < 4; ++row) { | ||
115 | // LOGI("[ %5.2f, %5.2f, %5.2f, %5.2f ]", m->val[0][row], m->val[1][row], | ||
116 | // m->val[2][row], m->val[3][row]); | ||
117 | // } | ||
118 | // } | ||
119 | |||
120 | /// Computes irradiance and prefiltered environment maps for the light if they | ||
121 | /// have not been already computed. | ||
122 | static bool setup_environment_light( | ||
123 | Renderer* renderer, GfxCore* gfxcore, EnvironmentLight* light) { | ||
124 | assert(renderer); | ||
125 | assert(light); | ||
126 | |||
127 | if (!init_ibl(renderer)) { | ||
128 | return false; | ||
129 | } | ||
130 | |||
131 | if (light->irradiance_map) { | ||
132 | assert(light->prefiltered_environment_map); | ||
133 | return true; | ||
134 | } | ||
135 | |||
136 | Texture* irradiance_map = 0; | ||
137 | Texture* prefiltered_environment_map = 0; | ||
138 | |||
139 | if (!(irradiance_map = gfx_make_irradiance_map( | ||
140 | renderer->ibl, gfxcore, light->environment_map, | ||
141 | IRRADIANCE_MAP_WIDTH, IRRADIANCE_MAP_HEIGHT))) { | ||
142 | goto cleanup; | ||
143 | } | ||
144 | |||
145 | int max_mip_level = 0; | ||
146 | if (!(prefiltered_environment_map = gfx_make_prefiltered_environment_map( | ||
147 | renderer->ibl, gfxcore, light->environment_map, | ||
148 | PREFILTERED_ENVIRONMENT_MAP_WIDTH, | ||
149 | PREFILTERED_ENVIRONMENT_MAP_HEIGHT, &max_mip_level))) { | ||
150 | goto cleanup; | ||
151 | } | ||
152 | |||
153 | light->irradiance_map = irradiance_map; | ||
154 | light->prefiltered_environment_map = prefiltered_environment_map; | ||
155 | light->max_reflection_lod = max_mip_level; | ||
156 | |||
157 | return true; | ||
158 | |||
159 | cleanup: | ||
160 | if (irradiance_map) { | ||
161 | gfx_destroy_texture(gfxcore, &irradiance_map); | ||
162 | } | ||
163 | if (prefiltered_environment_map) { | ||
164 | gfx_destroy_texture(gfxcore, &prefiltered_environment_map); | ||
165 | } | ||
166 | return false; | ||
167 | } | ||
168 | |||
169 | typedef struct RenderState { | ||
170 | GfxCore* gfxcore; | ||
171 | Renderer* renderer; | ||
172 | ShaderProgram* shader; // Null to use scene shaders. | ||
173 | const Scene* scene; | ||
174 | const Camera* camera; | ||
175 | const mat4* camera_rotation; // From camera to world space, rotation only. | ||
176 | const mat4* view_matrix; | ||
177 | const mat4* projection; | ||
178 | const float fovy; | ||
179 | const float aspect; | ||
180 | Light* environment_light; | ||
181 | const Anima* anima; | ||
182 | size_t num_joints; | ||
183 | mat4 joint_matrices[GFX_MAX_NUM_JOINTS]; | ||
184 | } RenderState; | ||
185 | |||
186 | /// Load joint matrices into the render state. | ||
187 | static void load_skeleton(RenderState* state, skeleton_idx skeleton_index) { | ||
188 | assert(state); | ||
189 | assert(skeleton_index.val != 0); | ||
190 | |||
191 | const Skeleton* skeleton = mem_get_skeleton(skeleton_index); | ||
192 | assert(skeleton); | ||
193 | assert(skeleton->num_joints <= GFX_MAX_NUM_JOINTS); | ||
194 | |||
195 | state->num_joints = skeleton->num_joints; | ||
196 | |||
197 | for (size_t i = 0; i < skeleton->num_joints; ++i) { | ||
198 | const joint_idx joint_index = skeleton->joints[i]; | ||
199 | const Joint* joint = &state->anima->joints[joint_index]; | ||
200 | state->joint_matrices[i] = joint->joint_matrix; | ||
201 | } | ||
202 | } | ||
203 | |||
204 | /// Draw the scene recursively. | ||
205 | static void draw_recursively( | ||
206 | RenderState* state, mat4 parent_transform, const SceneNode* node) { | ||
207 | assert(state); | ||
208 | const mat4 node_transform = mat4_mul(parent_transform, node->transform); | ||
209 | |||
210 | // Anima. | ||
211 | if (node->type == AnimaNode) { | ||
212 | state->anima = gfx_get_node_anima(node); | ||
213 | } | ||
214 | // Activate light. | ||
215 | else if (node->type == LightNode) { | ||
216 | Light* light = mem_get_light(node->light); | ||
217 | assert(light); | ||
218 | |||
219 | if (light->type == EnvironmentLightType) { | ||
220 | bool result = setup_environment_light( | ||
221 | state->renderer, state->gfxcore, &light->environment); | ||
222 | // TODO: Handle the result in a better way. | ||
223 | assert(result); | ||
224 | state->environment_light = light; | ||
225 | } | ||
226 | } | ||
227 | // Model. | ||
228 | else if (node->type == ModelNode) { | ||
229 | const Model* model = gfx_get_node_model(node); | ||
230 | const SceneNode* root = mem_get_node(model->root); | ||
231 | draw_recursively(state, parent_transform, root); | ||
232 | } | ||
233 | // Render object. | ||
234 | else if (node->type == ObjectNode) { | ||
235 | const SceneObject* object = mem_get_object(node->object); | ||
236 | assert(object); | ||
237 | |||
238 | // TODO: Here we would frustum-cull the object. | ||
239 | |||
240 | // TODO: Avoid computing matrices like Modelview or MVP if the shader does | ||
241 | // not use them. | ||
242 | const mat4 model_matrix = node_transform; | ||
243 | const mat4 modelview = mat4_mul(*state->view_matrix, model_matrix); | ||
244 | const mat4 mvp = mat4_mul(*state->projection, modelview); | ||
245 | |||
246 | if (object->skeleton.val) { | ||
247 | load_skeleton(state, object->skeleton); | ||
248 | } | ||
249 | |||
250 | for (mesh_link_idx mesh_link_index = object->mesh_link; | ||
251 | mesh_link_index.val;) { | ||
252 | const MeshLink* mesh_link = mem_get_mesh_link(mesh_link_index); | ||
253 | mesh_link_index = mesh_link->next; | ||
254 | |||
255 | const Mesh* mesh = mem_get_mesh(mesh_link->mesh); | ||
256 | if (!mesh) { | ||
257 | continue; | ||
258 | } | ||
259 | assert(mesh->geometry); | ||
260 | assert(mesh->material); | ||
261 | |||
262 | // TODO: Here we would frustum-cull the mesh. The AABB would have to be | ||
263 | // transformed by the model matrix. Rotation would make the AABB | ||
264 | // relatively large, but still, the culling would be conservative. | ||
265 | |||
266 | // Apply common shader uniforms not captured by materials. | ||
267 | ShaderProgram* shader = state->shader ? state->shader : mesh->shader; | ||
268 | gfx_set_mat4_uniform(shader, "ModelMatrix", &model_matrix); | ||
269 | gfx_set_mat4_uniform(shader, "Modelview", &modelview); | ||
270 | gfx_set_mat4_uniform(shader, "View", state->view_matrix); | ||
271 | gfx_set_mat4_uniform(shader, "Projection", state->projection); | ||
272 | gfx_set_mat4_uniform(shader, "MVP", &mvp); | ||
273 | gfx_set_mat4_uniform(shader, "CameraRotation", state->camera_rotation); | ||
274 | gfx_set_float_uniform(shader, "Fovy", state->fovy); | ||
275 | gfx_set_float_uniform(shader, "Aspect", state->aspect); | ||
276 | if (state->camera) { | ||
277 | gfx_set_vec3_uniform( | ||
278 | shader, "CameraPosition", state->camera->spatial.p); | ||
279 | } | ||
280 | if (state->num_joints > 0) { | ||
281 | gfx_set_mat4_array_uniform( | ||
282 | shader, "JointMatrices", state->joint_matrices, state->num_joints); | ||
283 | } | ||
284 | // Apply lights. | ||
285 | if (state->environment_light) { | ||
286 | const EnvironmentLight* light = &state->environment_light->environment; | ||
287 | assert(light->environment_map); | ||
288 | assert(light->irradiance_map); | ||
289 | assert(light->prefiltered_environment_map); | ||
290 | assert(state->renderer->brdf_integration_map); | ||
291 | gfx_set_texture_uniform( | ||
292 | shader, "BRDFIntegrationMap", | ||
293 | state->renderer->brdf_integration_map); | ||
294 | gfx_set_texture_uniform(shader, "Sky", light->environment_map); | ||
295 | gfx_set_texture_uniform(shader, "IrradianceMap", light->irradiance_map); | ||
296 | gfx_set_texture_uniform( | ||
297 | shader, "PrefilteredEnvironmentMap", | ||
298 | light->prefiltered_environment_map); | ||
299 | gfx_set_float_uniform( | ||
300 | shader, "MaxReflectionLOD", light->max_reflection_lod); | ||
301 | } | ||
302 | material_activate(shader, mesh->material); | ||
303 | gfx_activate_shader_program(shader); | ||
304 | gfx_apply_uniforms(shader); | ||
305 | gfx_render_geometry(mesh->geometry); | ||
306 | } | ||
307 | |||
308 | // Reset state for next object. | ||
309 | state->num_joints = 0; | ||
310 | } | ||
311 | |||
312 | // Render children recursively. | ||
313 | for (node_idx child_index = node->child; child_index.val;) { | ||
314 | const SceneNode* child = mem_get_node(child_index); | ||
315 | draw_recursively(state, node_transform, child); | ||
316 | child_index = child->next; | ||
317 | } | ||
318 | } | ||
319 | |||
320 | void gfx_render_scene(Renderer* renderer, const RenderSceneParams* params) { | ||
321 | assert(renderer); | ||
322 | assert(params); | ||
323 | assert(params->scene); | ||
324 | |||
325 | ShaderProgram* const shader = load_shader(renderer, params->mode); | ||
326 | |||
327 | const Scene* scene = params->scene; | ||
328 | const SceneCamera* camera = params->camera; | ||
329 | |||
330 | GfxCore* gfxcore = renderer->gfxcore; | ||
331 | |||
332 | mat4 projection, camera_rotation, view_matrix; | ||
333 | if (camera) { | ||
334 | projection = camera->camera.projection; | ||
335 | camera_rotation = | ||
336 | mat4_rotation(spatial3_transform(&camera->camera.spatial)); | ||
337 | view_matrix = spatial3_inverse_transform(&camera->camera.spatial); | ||
338 | } else { | ||
339 | projection = mat4_id(); | ||
340 | camera_rotation = mat4_id(); | ||
341 | view_matrix = mat4_id(); | ||
342 | } | ||
343 | |||
344 | int x, y, width, height; | ||
345 | gfx_get_viewport(gfxcore, &x, &y, &width, &height); | ||
346 | const float aspect = (float)width / (float)height; | ||
347 | |||
348 | RenderState state = { | ||
349 | .gfxcore = gfxcore, | ||
350 | .renderer = renderer, | ||
351 | .shader = shader, | ||
352 | .scene = scene, | ||
353 | .camera = &camera->camera, | ||
354 | .camera_rotation = &camera_rotation, | ||
355 | .view_matrix = &view_matrix, | ||
356 | .projection = &projection, | ||
357 | .environment_light = 0, | ||
358 | // Assuming a perspective matrix. | ||
359 | .fovy = atan(1.0 / (mat4_at(projection, 1, 1))) * 2, | ||
360 | .aspect = aspect}; | ||
361 | |||
362 | draw_recursively(&state, mat4_id(), scene->root); | ||
363 | } | ||
364 | |||
365 | static void update_rec(SceneNode* node, const SceneCamera* camera, R t) { | ||
366 | assert(node); | ||
367 | assert(camera); | ||
368 | |||
369 | const NodeType node_type = gfx_get_node_type(node); | ||
370 | |||
371 | // TODO: Models do not need to be animated if they are not visible to the | ||
372 | // camera. | ||
373 | if (node_type == AnimaNode) { | ||
374 | Anima* anima = gfx_get_node_anima_mut(node); | ||
375 | gfx_update_animation(anima, (R)t); | ||
376 | } else if (node_type == ModelNode) { | ||
377 | Model* model = gfx_get_node_model_mut(node); | ||
378 | SceneNode* root = gfx_get_model_root_mut(model); | ||
379 | update_rec(root, camera, t); | ||
380 | } | ||
381 | |||
382 | // Children. | ||
383 | SceneNode* child = gfx_get_node_child_mut(node); | ||
384 | while (child) { | ||
385 | update_rec(child, camera, t); | ||
386 | child = gfx_get_node_sibling_mut(child); | ||
387 | } | ||
388 | } | ||
389 | |||
390 | void gfx_update(Scene* scene, const SceneCamera* camera, R t) { | ||
391 | assert(scene); | ||
392 | assert(camera); | ||
393 | |||
394 | SceneNode* node = gfx_get_scene_root(scene); | ||
395 | update_rec(node, camera, t); | ||
396 | } | ||
diff --git a/src/renderer/renderer_impl.h b/src/renderer/renderer_impl.h new file mode 100644 index 0000000..fc14dcb --- /dev/null +++ b/src/renderer/renderer_impl.h | |||
@@ -0,0 +1,27 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include <gfx/renderer.h> | ||
4 | |||
5 | #include <stdbool.h> | ||
6 | |||
7 | typedef struct IBL IBL; | ||
8 | typedef struct ShaderProgram ShaderProgram; | ||
9 | typedef struct Texture Texture; | ||
10 | |||
11 | typedef struct Renderer { | ||
12 | GfxCore* gfxcore; | ||
13 | IBL* ibl; | ||
14 | Texture* brdf_integration_map; | ||
15 | struct { | ||
16 | ShaderProgram* debug; | ||
17 | ShaderProgram* normals; | ||
18 | ShaderProgram* normal_mapped_normals; | ||
19 | ShaderProgram* tangents; | ||
20 | } shaders; | ||
21 | } Renderer; | ||
22 | |||
23 | /// Create a new renderer. | ||
24 | bool renderer_make(Renderer*, GfxCore*); | ||
25 | |||
26 | /// Destroy the renderer. | ||
27 | void renderer_destroy(Renderer*); | ||