diff options
-rw-r--r-- | CMakeLists.txt | 7 | ||||
-rw-r--r-- | README.md | 44 | ||||
-rw-r--r-- | include/gfx/gfx.h | 6 | ||||
-rw-r--r-- | include/gfx/llr/llr.h | 110 | ||||
-rw-r--r-- | include/gfx/renderer.h | 77 | ||||
-rw-r--r-- | include/gfx/renderer/imm_renderer.h | 55 | ||||
-rw-r--r-- | include/gfx/scene.h | 7 | ||||
-rw-r--r-- | include/gfx/sizes.h | 16 | ||||
-rw-r--r-- | src/asset/model.c | 5 | ||||
-rw-r--r-- | src/core/core.c | 4 | ||||
-rw-r--r-- | src/gfx.c | 24 | ||||
-rw-r--r-- | src/llr/light.c | 2 | ||||
-rw-r--r-- | src/llr/llr.c | 337 | ||||
-rw-r--r-- | src/llr/llr_impl.h | 70 | ||||
-rw-r--r-- | src/llr/material.c | 2 | ||||
-rw-r--r-- | src/llr/material_impl.h | 5 | ||||
-rw-r--r-- | src/llr/mesh.c | 2 | ||||
-rw-r--r-- | src/renderer/imm_renderer.c | 192 | ||||
-rw-r--r-- | src/renderer/imm_renderer_impl.h | 43 | ||||
-rw-r--r-- | src/renderer/renderer.c | 255 | ||||
-rw-r--r-- | src/renderer/renderer_impl.h | 10 | ||||
-rw-r--r-- | src/scene/node.c | 2 | ||||
-rw-r--r-- | src/scene/object.c | 2 | ||||
-rw-r--r-- | src/scene/object_impl.h | 2 | ||||
-rw-r--r-- | src/scene/scene_memory.c | 6 | ||||
-rw-r--r-- | src/util/skyquad.c | 17 |
26 files changed, 576 insertions, 726 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt index 4b1ba6a..c480daf 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt | |||
@@ -49,13 +49,14 @@ add_library(gfx SHARED | |||
49 | src/core/shader_program.c | 49 | src/core/shader_program.c |
50 | src/core/shader.c | 50 | src/core/shader.c |
51 | src/core/texture.c | 51 | src/core/texture.c |
52 | src/llr/llr.c | ||
53 | src/llr/light.c | ||
54 | src/llr/material.c | ||
55 | src/llr/mesh.c | ||
52 | src/renderer/imm_renderer.c | 56 | src/renderer/imm_renderer.c |
53 | src/renderer/renderer.c | 57 | src/renderer/renderer.c |
54 | src/scene/animation.c | 58 | src/scene/animation.c |
55 | src/scene/camera.c | 59 | src/scene/camera.c |
56 | src/scene/light.c | ||
57 | src/scene/material.c | ||
58 | src/scene/mesh.c | ||
59 | src/scene/model.c | 60 | src/scene/model.c |
60 | src/scene/node.c | 61 | src/scene/node.c |
61 | src/scene/object.c | 62 | src/scene/object.c |
@@ -20,32 +20,35 @@ educational purposes. | |||
20 | ### Gfx | 20 | ### Gfx |
21 | 21 | ||
22 | The `Gfx` object represents the graphics subsystem and is at the center of the | 22 | The `Gfx` object represents the graphics subsystem and is at the center of the |
23 | library's high-level API. The `Gfx` object exposes a `Render` backend and a | 23 | library's high-level API. The `Gfx` object exposes a render backend (`GfxCore`) |
24 | `Renderer` and allows the caller to create `Scene`s. | 24 | and a `Renderer`, and allows the caller to create `Scene`s. |
25 | 25 | ||
26 | ### Render Backend | 26 | ### Render Backend |
27 | 27 | ||
28 | The `Render` backend is a thin abstraction layer over low-level graphics APIs | 28 | The render backend (`GfxCore`) is a thin abstraction layer over low-level |
29 | like OpenGL or Vulkan. It holds GPU resources such as geometry, textures, | 29 | graphics APIs like OpenGL or Vulkan. It holds GPU resources such as geometry, |
30 | shaders, etc, and exposes functions to manipulate them. | 30 | textures, shaders, etc, and exposes functions to manipulate them. |
31 | 31 | ||
32 | Currently there is only one implementation of the `Render` backend based on | 32 | Currently, there is only one implementation of the render backend based on |
33 | OpenGL. | 33 | OpenGL. |
34 | 34 | ||
35 | #### Ownership | 35 | #### Ownership |
36 | 36 | ||
37 | The `Render` backend owns all rendering resources: buffers, geometries, | 37 | The render backend owns all rendering resources: buffers, geometries, textures, |
38 | textures, shaders, etc. Even resources that point to other resources do not own | 38 | shaders, etc. Even resources that point to other resources do not own those |
39 | those other resources (geometries pointing to buffers). | 39 | other resources (geometries pointing to buffers). |
40 | 40 | ||
41 | There is no ownership tracking in the render backend. It is up to the client to | 41 | There is no lifetime tracking in the render backend. It is up to the client to |
42 | manage resource lifetime. | 42 | manage resource lifetime. |
43 | 43 | ||
44 | ### Low-level Renderer | ||
45 | |||
46 | `ImmRenderer` is a low-level, immediate mode renderer. | ||
47 | |||
44 | ### Scene | 48 | ### Scene |
45 | 49 | ||
46 | A `Scene` encapsulates a scene graph. A scene graph contains the elements that | 50 | A `Scene` graph contains the elements that make up a scene. The current scene |
47 | make up a scene: nodes, cameras, lights, objects, etc. The current scene graph | 51 | graph implementation includes: |
48 | implementation includes: | ||
49 | 52 | ||
50 | - Camera | 53 | - Camera |
51 | - Light | 54 | - Light |
@@ -64,7 +67,8 @@ functions to set the parent node of an object/camera/light. If we exposed the | |||
64 | former, the API could create the illusion that the hierarchy can be a DAG. | 67 | former, the API could create the illusion that the hierarchy can be a DAG. |
65 | 68 | ||
66 | The strict tree hierarchy should not be that restrictive in practice. Even the | 69 | The strict tree hierarchy should not be that restrictive in practice. Even the |
67 | glTF 2.0 spec [enforces this](https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#nodes-and-hierarchy): | 70 | glTF 2.0 |
71 | spec [enforces this](https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#nodes-and-hierarchy): | ||
68 | 72 | ||
69 | > *For Version 2.0 conformance, the glTF node hierarchy is not a directed | 73 | > *For Version 2.0 conformance, the glTF node hierarchy is not a directed |
70 | > acyclic graph (DAG) or scene graph, but a disjoint union of strict trees. That | 74 | > acyclic graph (DAG) or scene graph, but a disjoint union of strict trees. That |
@@ -76,9 +80,9 @@ glTF 2.0 spec [enforces this](https://github.com/KhronosGroup/glTF/blob/master/s | |||
76 | Two use cases for instancing seem to be: | 80 | Two use cases for instancing seem to be: |
77 | 81 | ||
78 | 1. Creating N identical clones, but each with a unique transform. (Ex: N | 82 | 1. Creating N identical clones, but each with a unique transform. (Ex: N |
79 | animated characters animated in unison but located in different locations.) | 83 | animated characters animated in unison but located in different locations.) |
80 | 2. Creating N copies of a sub-tree, each now being their own unique tree. (Ex: | 84 | 2. Creating N copies of a sub-tree, each now being their own unique tree. (Ex: |
81 | The same N animated characters, but each of them now being animated separately.) | 85 | The same N animated characters, but each of them now being animated separately.) |
82 | 86 | ||
83 | Some scene graphs | 87 | Some scene graphs |
84 | ([Panda3D](https://docs.panda3d.org/1.10/python/programming/scene-graph/instancing)) | 88 | ([Panda3D](https://docs.panda3d.org/1.10/python/programming/scene-graph/instancing)) |
@@ -87,10 +91,10 @@ to have multiple parents. This turns the scene graph into a DAG and adds a | |||
87 | number of complications for us: | 91 | number of complications for us: |
88 | 92 | ||
89 | 1. Shared ownership of children. We would now need some sort of ref counting or | 93 | 1. Shared ownership of children. We would now need some sort of ref counting or |
90 | deferred GC to delete nodes and their subtrees. | 94 | deferred GC to delete nodes and their subtrees. |
91 | 2. Nodes no longer have a unique parent. | 95 | 2. Nodes no longer have a unique parent. |
92 | 3. Given a node, we can no longer determine its location (which parent link do | 96 | 3. Given a node, we can no longer determine its location (which parent link do |
93 | you follow?), or any attribute that is derived from its parent(s). | 97 | you follow?), or any attribute that is derived from its parent(s). |
94 | 98 | ||
95 | In our case, we stick to strict tree hierarchies. | 99 | In our case, we stick to strict tree hierarchies. |
96 | 100 | ||
@@ -131,6 +135,10 @@ Code under `util/` provides functionality that need not be in the core part | |||
131 | of the library (Gfx, render backend, scene or renderer). This includes functions | 135 | of the library (Gfx, render backend, scene or renderer). This includes functions |
132 | to compute irradiance maps, create procedural geometry, etc. | 136 | to compute irradiance maps, create procedural geometry, etc. |
133 | 137 | ||
138 | ### Memory management | ||
139 | |||
140 | TODO | ||
141 | |||
134 | ## Ideas for Future Work | 142 | ## Ideas for Future Work |
135 | 143 | ||
136 | - Render graphs to allow for custom multi-pass rendering algorithms. | 144 | - Render graphs to allow for custom multi-pass rendering algorithms. |
diff --git a/include/gfx/gfx.h b/include/gfx/gfx.h index 7c670a5..d5c25b6 100644 --- a/include/gfx/gfx.h +++ b/include/gfx/gfx.h | |||
@@ -3,6 +3,7 @@ | |||
3 | typedef struct AssetCache AssetCache; | 3 | typedef struct AssetCache AssetCache; |
4 | typedef struct GfxCore GfxCore; | 4 | typedef struct GfxCore GfxCore; |
5 | typedef struct ImmRenderer ImmRenderer; | 5 | typedef struct ImmRenderer ImmRenderer; |
6 | typedef struct LLR LLR; | ||
6 | typedef struct Renderer Renderer; | 7 | typedef struct Renderer Renderer; |
7 | 8 | ||
8 | typedef struct Gfx Gfx; | 9 | typedef struct Gfx Gfx; |
@@ -16,12 +17,15 @@ void gfx_destroy(Gfx**); | |||
16 | /// Get the render backend. | 17 | /// Get the render backend. |
17 | GfxCore* gfx_get_core(Gfx*); | 18 | GfxCore* gfx_get_core(Gfx*); |
18 | 19 | ||
19 | /// Get the renderer. | 20 | /// Get the scene renderer. |
20 | Renderer* gfx_get_renderer(Gfx*); | 21 | Renderer* gfx_get_renderer(Gfx*); |
21 | 22 | ||
22 | /// Get the immediate mode renderer. | 23 | /// Get the immediate mode renderer. |
23 | ImmRenderer* gfx_get_imm_renderer(Gfx*); | 24 | ImmRenderer* gfx_get_imm_renderer(Gfx*); |
24 | 25 | ||
26 | /// Get the low-level renderer. | ||
27 | LLR* gfx_get_llr(Gfx*); | ||
28 | |||
25 | /// Get the asset cache. | 29 | /// Get the asset cache. |
26 | AssetCache* gfx_get_asset_cache(Gfx*); | 30 | AssetCache* gfx_get_asset_cache(Gfx*); |
27 | 31 | ||
diff --git a/include/gfx/llr/llr.h b/include/gfx/llr/llr.h index 49b7706..77df33f 100644 --- a/include/gfx/llr/llr.h +++ b/include/gfx/llr/llr.h | |||
@@ -1,117 +1,67 @@ | |||
1 | #pragma once | 1 | #pragma once |
2 | 2 | ||
3 | #include <math/aabb2.h> | ||
4 | #include <math/aabb3.h> | ||
5 | #include <math/camera.h> | 3 | #include <math/camera.h> |
6 | #include <math/mat4.h> | 4 | #include <math/mat4.h> |
7 | #include <math/vec3.h> | 5 | #include <math/vec3.h> |
8 | #include <math/vec4.h> | ||
9 | 6 | ||
10 | typedef struct Anima Anima; | 7 | typedef struct Anima Anima; |
11 | typedef struct Light Light; | 8 | typedef struct Geometry Geometry; |
12 | typedef struct Mesh Mesh; | 9 | typedef struct Light Light; |
13 | typedef struct Skeleton Skeleton; | 10 | typedef struct Mesh Mesh; |
11 | typedef struct ShaderProgram ShaderProgram; | ||
12 | typedef struct Skeleton Skeleton; | ||
14 | 13 | ||
15 | typedef struct ImmRenderer ImmRenderer; | 14 | typedef struct LLR LLR; |
16 | 15 | ||
17 | /// Prepare the graphics systems for immediate-mode rendering. | 16 | /// Set the shader to be used for subsequent draw calls. |
18 | /// | 17 | /// The shader is not yet activated at this point. |
19 | /// Call this before issuing any immediate-mode rendering draws. | 18 | void gfx_llr_set_shader(LLR*, ShaderProgram*); |
20 | void gfx_imm_start(ImmRenderer*); | ||
21 | |||
22 | /// End immediate mode rendering. | ||
23 | /// | ||
24 | /// Call this after issuing immediate-mode rendering draws and before swapping | ||
25 | /// buffers. | ||
26 | void gfx_imm_end(ImmRenderer*); | ||
27 | |||
28 | // ----------------------------------------------------------------------------- | ||
29 | // Immediate-mode rendering of scene elements. | ||
30 | // | ||
31 | // This renders models and meshes under lighting. It is up to the client to | ||
32 | // determine visibility, sort the calls optimally, etc. | ||
33 | 19 | ||
34 | /// Push a light into the lights stack. | 20 | /// Push a light into the lights stack. |
35 | void gfx_imm_push_light(ImmRenderer*, Light*); | 21 | void gfx_llr_push_light(LLR*, Light*); |
36 | 22 | ||
37 | /// Pop the last light from the lights stack. | 23 | /// Pop the last light from the lights stack. |
38 | void gfx_imm_pop_light(ImmRenderer*); | 24 | void gfx_llr_pop_light(LLR*); |
39 | 25 | ||
40 | /// Load a skeleton. | 26 | /// Load a skeleton. |
41 | /// | 27 | /// |
42 | /// If a skeleton is loaded, subsequent meshes are rendered with joint data | 28 | /// If a skeleton is loaded, subsequent meshes are rendered with joint data |
43 | /// passed to the shader. This has a cost, so if subsequent meshes are not | 29 | /// passed to the shader. This has a cost, so if subsequent meshes are not |
44 | /// animated, unload the skeleton prior to rendering them. | 30 | /// animated, unload the skeleton prior to rendering them. |
45 | void gfx_imm_set_skeleton(ImmRenderer*, const Anima*, const Skeleton*); | 31 | void gfx_llr_set_skeleton(LLR*, const Anima*, const Skeleton*); |
46 | 32 | ||
47 | /// Unload the loaded skeleton. | 33 | /// Clear the loaded skeleton. |
48 | void gfx_imm_unset_skeleton(ImmRenderer*); | 34 | void gfx_llr_clear_skeleton(LLR*); |
49 | 35 | ||
50 | /// Render the mesh. | 36 | /// Set the camera. |
51 | void gfx_imm_render_mesh(ImmRenderer*, const Mesh*); | 37 | void gfx_llr_set_camera(LLR*, const Camera*); |
52 | |||
53 | // ----------------------------------------------------------------------------- | ||
54 | // Immediate-mode rendering of primitives. | ||
55 | // | ||
56 | // This is rather inefficient and should be reserved for debug rendering. It | ||
57 | // also does not support lighting; the primitives are rendered with a constant | ||
58 | // colour. | ||
59 | |||
60 | /// Draw a set of triangles. | ||
61 | void gfx_imm_draw_triangles(ImmRenderer*, const vec3[], size_t num_triangles); | ||
62 | 38 | ||
63 | /// Draw a triangle. | 39 | /// Set the view-projection matrix. |
64 | void gfx_imm_draw_triangle(ImmRenderer*, const vec3[3]); | 40 | // void gfx_llr_set_view_projection_matrix(LLR*, const mat4*); |
65 | 41 | ||
66 | /// Draw a bounding box. | 42 | /// Set the aspect ratio. |
67 | void gfx_imm_draw_aabb2(ImmRenderer*, aabb2); | 43 | void gfx_llr_set_aspect(LLR*, float aspect); |
68 | 44 | ||
69 | /// Draw a bounding box. | 45 | /// Render the geometry. |
70 | void gfx_imm_draw_aabb3(ImmRenderer*, aabb3); | 46 | void gfx_llr_render_geometry(LLR*, const Geometry*); |
71 | 47 | ||
72 | /// Draw a box. | 48 | /// Render the mesh. |
73 | /// | 49 | void gfx_llr_render_mesh(LLR*, const Mesh*); |
74 | /// The vertices must be given in the following order: | ||
75 | /// | ||
76 | /// 7 ----- 6 | ||
77 | /// / /| | ||
78 | /// 3 ----- 2 | | ||
79 | /// | | | | ||
80 | /// | 4 ----- 5 | ||
81 | /// |/ |/ | ||
82 | /// 0 ----- 1 | ||
83 | void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]); | ||
84 | |||
85 | /// Set the render colour. | ||
86 | void gfx_imm_set_colour(ImmRenderer*, vec4 colour); | ||
87 | 50 | ||
88 | // ----------------------------------------------------------------------------- | 51 | // ----------------------------------------------------------------------------- |
89 | // Matrix stack manipulation. | 52 | // Matrix stack manipulation. |
90 | // | ||
91 | // Common to both scene and and primitive rendering. | ||
92 | 53 | ||
93 | /// Load an identity model matrix. Clears the matrix stack. | 54 | /// Load an identity model matrix. Clears the matrix stack. |
94 | void gfx_imm_load_identity(ImmRenderer* renderer); | 55 | void gfx_llr_load_identity(LLR* renderer); |
95 | 56 | ||
96 | /// Push the given matrix to the matrix stack. | 57 | /// Push the given matrix to the matrix stack. |
97 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix); | 58 | void gfx_llr_push_matrix(LLR* renderer, const mat4* matrix); |
98 | 59 | ||
99 | /// Pop the top of the matrix stack. | 60 | /// Pop the top of the matrix stack. |
100 | void gfx_imm_pop_matrix(ImmRenderer* renderer); | 61 | void gfx_llr_pop_matrix(LLR* renderer); |
101 | 62 | ||
102 | /// Push a translation matrix to the matrix stack. | 63 | /// Push a translation matrix to the matrix stack. |
103 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset); | 64 | void gfx_llr_translate(LLR* renderer, vec3 offset); |
104 | 65 | ||
105 | /// Set the model matrix. Clears the matrix stack. | 66 | /// Set the model matrix. Clears the matrix stack. |
106 | void gfx_imm_set_model_matrix(ImmRenderer*, const mat4*); | 67 | void gfx_llr_set_model_matrix(LLR*, const mat4*); |
107 | |||
108 | // ----------------------------------------------------------------------------- | ||
109 | // Camera | ||
110 | // | ||
111 | // Common to both scene and and primitive rendering. | ||
112 | |||
113 | /// Set the camera. | ||
114 | void gfx_imm_set_camera(ImmRenderer*, const Camera*); | ||
115 | |||
116 | /// Set the view-projection matrix. | ||
117 | // void gfx_imm_set_view_projection_matrix(ImmRenderer*, const mat4*); | ||
diff --git a/include/gfx/renderer.h b/include/gfx/renderer.h index 2a4ada1..1da74eb 100644 --- a/include/gfx/renderer.h +++ b/include/gfx/renderer.h | |||
@@ -1,23 +1,12 @@ | |||
1 | #pragma once | 1 | #pragma once |
2 | 2 | ||
3 | #include <math/aabb2.h> | ||
4 | #include <math/aabb3.h> | ||
5 | #include <math/camera.h> | ||
6 | #include <math/defs.h> | 3 | #include <math/defs.h> |
7 | #include <math/mat4.h> | ||
8 | #include <math/vec3.h> | ||
9 | #include <math/vec4.h> | ||
10 | 4 | ||
11 | typedef struct GfxCore GfxCore; | 5 | typedef struct GfxCore GfxCore; |
12 | typedef struct Scene Scene; | 6 | typedef struct Scene Scene; |
13 | typedef struct SceneCamera SceneCamera; | 7 | typedef struct SceneCamera SceneCamera; |
14 | 8 | ||
15 | typedef struct ImmRenderer ImmRenderer; | 9 | typedef struct Renderer Renderer; |
16 | typedef struct Renderer Renderer; | ||
17 | |||
18 | // ----------------------------------------------------------------------------- | ||
19 | // Main Renderer. | ||
20 | // ----------------------------------------------------------------------------- | ||
21 | 10 | ||
22 | typedef enum RenderSceneMode { | 11 | typedef enum RenderSceneMode { |
23 | RenderDefault, | 12 | RenderDefault, |
@@ -38,67 +27,3 @@ void gfx_render_scene(Renderer*, const RenderSceneParams*); | |||
38 | 27 | ||
39 | /// Update the scene. | 28 | /// Update the scene. |
40 | void gfx_update(Scene*, const SceneCamera*, R t); | 29 | void gfx_update(Scene*, const SceneCamera*, R t); |
41 | |||
42 | // ----------------------------------------------------------------------------- | ||
43 | // Immediate Mode Renderer. | ||
44 | // ----------------------------------------------------------------------------- | ||
45 | |||
46 | /// Prepare the graphics systems for immediate-mode rendering. | ||
47 | /// | ||
48 | /// Call this before issuing any immediate-mode rendering draws. | ||
49 | void gfx_imm_start(ImmRenderer*); | ||
50 | |||
51 | /// End immediate mode rendering. | ||
52 | /// | ||
53 | /// Call this after issuing immediate-mode rendering draws and before swapping | ||
54 | /// buffers. | ||
55 | void gfx_imm_end(ImmRenderer*); | ||
56 | |||
57 | /// Draw a set of triangles. | ||
58 | void gfx_imm_draw_triangles(ImmRenderer*, const vec3[], size_t num_triangles); | ||
59 | |||
60 | /// Draw a triangle. | ||
61 | void gfx_imm_draw_triangle(ImmRenderer*, const vec3[3]); | ||
62 | |||
63 | /// Draw a bounding box. | ||
64 | void gfx_imm_draw_aabb2(ImmRenderer*, aabb2); | ||
65 | |||
66 | /// Draw a bounding box. | ||
67 | void gfx_imm_draw_aabb3(ImmRenderer*, aabb3); | ||
68 | |||
69 | /// Draw a box. | ||
70 | /// | ||
71 | /// The vertices must be given in the following order: | ||
72 | /// | ||
73 | /// 7 ----- 6 | ||
74 | /// / /| | ||
75 | /// 3 ----- 2 | | ||
76 | /// | | | | ||
77 | /// | 4 ----- 5 | ||
78 | /// |/ |/ | ||
79 | /// 0 ----- 1 | ||
80 | void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]); | ||
81 | |||
82 | /// Set the camera. | ||
83 | void gfx_imm_set_camera(ImmRenderer*, const Camera*); | ||
84 | |||
85 | /// Load an identity model matrix. Clears the matrix stack. | ||
86 | void gfx_imm_load_identity(ImmRenderer* renderer); | ||
87 | |||
88 | /// Push the given matrix to the matrix stack. | ||
89 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix); | ||
90 | |||
91 | /// Pop the top of the matrix stack. | ||
92 | void gfx_imm_pop_matrix(ImmRenderer* renderer); | ||
93 | |||
94 | /// Push a translation matrix to the matrix stack. | ||
95 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset); | ||
96 | |||
97 | /// Set the model matrix. Clears the matrix stack. | ||
98 | void gfx_imm_set_model_matrix(ImmRenderer*, const mat4*); | ||
99 | |||
100 | /// Set the view-projection matrix. | ||
101 | void gfx_imm_set_view_projection_matrix(ImmRenderer*, const mat4*); | ||
102 | |||
103 | /// Set the render colour. | ||
104 | void gfx_imm_set_colour(ImmRenderer*, vec4 colour); | ||
diff --git a/include/gfx/renderer/imm_renderer.h b/include/gfx/renderer/imm_renderer.h new file mode 100644 index 0000000..db4d290 --- /dev/null +++ b/include/gfx/renderer/imm_renderer.h | |||
@@ -0,0 +1,55 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include <math/aabb2.h> | ||
4 | #include <math/aabb3.h> | ||
5 | #include <math/camera.h> | ||
6 | #include <math/mat4.h> | ||
7 | #include <math/vec3.h> | ||
8 | #include <math/vec4.h> | ||
9 | |||
10 | typedef struct ImmRenderer ImmRenderer; | ||
11 | |||
12 | /// Prepare the graphics systems for immediate-mode rendering. | ||
13 | /// | ||
14 | /// Call this before issuing any immediate-mode rendering draws. | ||
15 | void gfx_imm_start(ImmRenderer*); | ||
16 | |||
17 | /// End immediate mode rendering. | ||
18 | /// | ||
19 | /// Call this after issuing immediate-mode rendering draws and before swapping | ||
20 | /// buffers. | ||
21 | void gfx_imm_end(ImmRenderer*); | ||
22 | |||
23 | /// Flush draw commands. | ||
24 | /// | ||
25 | /// This should be done when changing any state that may affect the rendering of | ||
26 | /// primitives; for example, LLR matrix stack changes. | ||
27 | void gfx_imm_flush(ImmRenderer*); | ||
28 | |||
29 | /// Draw a set of triangles. | ||
30 | void gfx_imm_draw_triangles(ImmRenderer*, const vec3[], size_t num_triangles); | ||
31 | |||
32 | /// Draw a triangle. | ||
33 | void gfx_imm_draw_triangle(ImmRenderer*, const vec3[3]); | ||
34 | |||
35 | /// Draw a bounding box. | ||
36 | void gfx_imm_draw_aabb2(ImmRenderer*, aabb2); | ||
37 | |||
38 | /// Draw a bounding box. | ||
39 | void gfx_imm_draw_aabb3(ImmRenderer*, aabb3); | ||
40 | |||
41 | /// Draw a box. | ||
42 | /// | ||
43 | /// The vertices must be given in the following order: | ||
44 | /// | ||
45 | /// 7 ----- 6 | ||
46 | /// / /| | ||
47 | /// 3 ----- 2 | | ||
48 | /// | | | | ||
49 | /// | 4 ----- 5 | ||
50 | /// |/ |/ | ||
51 | /// 0 ----- 1 | ||
52 | void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]); | ||
53 | |||
54 | /// Set the render colour. | ||
55 | void gfx_imm_set_colour(ImmRenderer*, vec4 colour); | ||
diff --git a/include/gfx/scene.h b/include/gfx/scene.h index abcaa70..37a7e0b 100644 --- a/include/gfx/scene.h +++ b/include/gfx/scene.h | |||
@@ -1,10 +1,11 @@ | |||
1 | #pragma once | 1 | #pragma once |
2 | 2 | ||
3 | // TODO: Remove references to gfx/llr once the transition is complete. | ||
4 | #include <gfx/llr/light.h> | ||
5 | #include <gfx/llr/material.h> | ||
6 | #include <gfx/llr/mesh.h> | ||
3 | #include <gfx/scene/animation.h> | 7 | #include <gfx/scene/animation.h> |
4 | #include <gfx/scene/camera.h> | 8 | #include <gfx/scene/camera.h> |
5 | #include <gfx/scene/light.h> | ||
6 | #include <gfx/scene/material.h> | ||
7 | #include <gfx/scene/mesh.h> | ||
8 | #include <gfx/scene/model.h> | 9 | #include <gfx/scene/model.h> |
9 | #include <gfx/scene/node.h> | 10 | #include <gfx/scene/node.h> |
10 | #include <gfx/scene/object.h> | 11 | #include <gfx/scene/object.h> |
diff --git a/include/gfx/sizes.h b/include/gfx/sizes.h index 14f72bc..3eb7481 100644 --- a/include/gfx/sizes.h +++ b/include/gfx/sizes.h | |||
@@ -77,14 +77,20 @@ | |||
77 | /// Maximum number of compiler defines in a Shader. | 77 | /// Maximum number of compiler defines in a Shader. |
78 | #define GFX_MAX_SHADER_COMPILER_DEFINES 16 | 78 | #define GFX_MAX_SHADER_COMPILER_DEFINES 16 |
79 | 79 | ||
80 | // Renderer. | 80 | // Low-level renderer. |
81 | |||
82 | /// Maximum number of lights that the low-level renderer can enable per rendered | ||
83 | /// mesh. | ||
84 | #define GFX_LLR_MAX_NUM_LIGHTS 8 | ||
85 | |||
86 | /// Maximum number of matrices in the low-level renderer's matrix stack. | ||
87 | #define GFX_LLR_MAX_NUM_MATRICES 32 | ||
88 | |||
89 | // Immediate-mode Renderer. | ||
81 | 90 | ||
82 | /// Maximum number of triangles that the immediate-mode renderer can draw in a | 91 | /// Maximum number of triangles that the immediate-mode renderer can draw in a |
83 | /// frame. | 92 | /// frame. |
84 | #define IMM_MAX_NUM_TRIANGLES 1024 | 93 | #define GFX_IMM_MAX_NUM_TRIANGLES 1024 |
85 | |||
86 | /// Maximum number of matrices in the immediate-mode renderer's matrix stack. | ||
87 | #define IMM_MAX_NUM_MATRICES 32 | ||
88 | 94 | ||
89 | // Asset Cache. | 95 | // Asset Cache. |
90 | 96 | ||
diff --git a/src/asset/model.c b/src/asset/model.c index 402b2e1..0c57470 100644 --- a/src/asset/model.c +++ b/src/asset/model.c | |||
@@ -84,13 +84,12 @@ | |||
84 | #include "asset/texture.h" | 84 | #include "asset/texture.h" |
85 | #include "gfx/core.h" | 85 | #include "gfx/core.h" |
86 | #include "gfx/gfx.h" | 86 | #include "gfx/gfx.h" |
87 | #include "gfx/llr/material.h" | ||
88 | #include "gfx/llr/mesh.h" | ||
87 | #include "gfx/scene/animation.h" | 89 | #include "gfx/scene/animation.h" |
88 | #include "gfx/scene/camera.h" | 90 | #include "gfx/scene/camera.h" |
89 | #include "gfx/scene/material.h" | ||
90 | #include "gfx/scene/mesh.h" | ||
91 | #include "gfx/scene/node.h" | 91 | #include "gfx/scene/node.h" |
92 | #include "gfx/scene/object.h" | 92 | #include "gfx/scene/object.h" |
93 | #include "gfx/scene/scene.h" | ||
94 | #include "gfx/sizes.h" | 93 | #include "gfx/sizes.h" |
95 | #include "gfx/util/shader.h" | 94 | #include "gfx/util/shader.h" |
96 | 95 | ||
diff --git a/src/core/core.c b/src/core/core.c index 90038c6..e1671ea 100644 --- a/src/core/core.c +++ b/src/core/core.c | |||
@@ -420,6 +420,10 @@ void gfx_destroy_shader_program(GfxCore* gfxcore, ShaderProgram** prog) { | |||
420 | // Remove the shader program from the cache. | 420 | // Remove the shader program from the cache. |
421 | ProgramCache* cache = &gfxcore->program_cache; | 421 | ProgramCache* cache = &gfxcore->program_cache; |
422 | ShaderProgramCacheEntry* entry = find_program_cache_entry(cache, *prog); | 422 | ShaderProgramCacheEntry* entry = find_program_cache_entry(cache, *prog); |
423 | // TODO: The following assertion is too restrictive. Clients can end up | ||
424 | // re-using the same shader by virtue of the cache. The assertion assumes | ||
425 | // that no two "different" clients use the same set of shaders. This can | ||
426 | // be relaxed by reference-counting the shaders in the cache. | ||
423 | assert(entry); // Must be there, shaders can't go untracked. | 427 | assert(entry); // Must be there, shaders can't go untracked. |
424 | mempool_free(cache, &entry); | 428 | mempool_free(cache, &entry); |
425 | 429 | ||
@@ -2,20 +2,20 @@ | |||
2 | 2 | ||
3 | #include "asset/asset_cache.h" | 3 | #include "asset/asset_cache.h" |
4 | #include "core/core_impl.h" | 4 | #include "core/core_impl.h" |
5 | #include "llr/llr_impl.h" | ||
5 | #include "renderer/imm_renderer_impl.h" | 6 | #include "renderer/imm_renderer_impl.h" |
6 | #include "renderer/renderer_impl.h" | 7 | #include "renderer/renderer_impl.h" |
7 | #include "scene/scene_memory.h" | 8 | #include "scene/scene_memory.h" |
8 | 9 | ||
9 | #include <log/log.h> | ||
10 | |||
11 | #include <assert.h> | 10 | #include <assert.h> |
12 | #include <stdlib.h> | 11 | #include <stdlib.h> |
13 | 12 | ||
14 | typedef struct Gfx { | 13 | typedef struct Gfx { |
15 | AssetCache asset_cache; | 14 | AssetCache asset_cache; |
16 | GfxCore gfxcore; | 15 | GfxCore gfxcore; |
17 | Renderer renderer; | 16 | LLR llr; |
18 | ImmRenderer imm_renderer; | 17 | ImmRenderer imm_renderer; |
18 | Renderer renderer; | ||
19 | } Gfx; | 19 | } Gfx; |
20 | 20 | ||
21 | Gfx* gfx_init(void) { | 21 | Gfx* gfx_init(void) { |
@@ -24,16 +24,20 @@ Gfx* gfx_init(void) { | |||
24 | return 0; | 24 | return 0; |
25 | } | 25 | } |
26 | gfx_init_gfxcore(&gfx->gfxcore); | 26 | gfx_init_gfxcore(&gfx->gfxcore); |
27 | if (!renderer_make(&gfx->renderer, &gfx->gfxcore)) { | 27 | if (!gfx_llr_make(&gfx->llr, &gfx->gfxcore)) { |
28 | gfx_destroy(&gfx); | 28 | gfx_destroy(&gfx); |
29 | return 0; | 29 | return 0; |
30 | } | 30 | } |
31 | if (!imm_renderer_make(&gfx->imm_renderer, &gfx->gfxcore)) { | 31 | if (!gfx_imm_make(&gfx->imm_renderer, &gfx->gfxcore, &gfx->llr)) { |
32 | // TODO: Add error logs to the initialization failure cases here and inside | 32 | // TODO: Add error logs to the initialization failure cases here and inside |
33 | // the renderers. | 33 | // the renderers. |
34 | gfx_destroy(&gfx); | 34 | gfx_destroy(&gfx); |
35 | return 0; | 35 | return 0; |
36 | } | 36 | } |
37 | if (!gfx_renderer_make(&gfx->renderer, &gfx->llr, &gfx->gfxcore)) { | ||
38 | gfx_destroy(&gfx); | ||
39 | return 0; | ||
40 | } | ||
37 | gfx_init_asset_cache(&gfx->asset_cache); | 41 | gfx_init_asset_cache(&gfx->asset_cache); |
38 | scene_mem_init(); | 42 | scene_mem_init(); |
39 | return gfx; | 43 | return gfx; |
@@ -45,8 +49,9 @@ void gfx_destroy(Gfx** gfx) { | |||
45 | } | 49 | } |
46 | scene_mem_destroy(); | 50 | scene_mem_destroy(); |
47 | gfx_destroy_asset_cache(&(*gfx)->asset_cache); | 51 | gfx_destroy_asset_cache(&(*gfx)->asset_cache); |
48 | renderer_destroy(&(*gfx)->renderer); | 52 | gfx_renderer_destroy(&(*gfx)->renderer); |
49 | imm_renderer_destroy(&(*gfx)->imm_renderer); | 53 | gfx_imm_destroy(&(*gfx)->imm_renderer); |
54 | gfx_llr_destroy(&(*gfx)->llr); | ||
50 | gfx_del_gfxcore(&(*gfx)->gfxcore); | 55 | gfx_del_gfxcore(&(*gfx)->gfxcore); |
51 | free(*gfx); | 56 | free(*gfx); |
52 | *gfx = 0; | 57 | *gfx = 0; |
@@ -67,6 +72,11 @@ ImmRenderer* gfx_get_imm_renderer(Gfx* gfx) { | |||
67 | return &gfx->imm_renderer; | 72 | return &gfx->imm_renderer; |
68 | } | 73 | } |
69 | 74 | ||
75 | LLR* gfx_get_llr(Gfx* gfx) { | ||
76 | assert(gfx); | ||
77 | return &gfx->llr; | ||
78 | } | ||
79 | |||
70 | AssetCache* gfx_get_asset_cache(Gfx* gfx) { | 80 | AssetCache* gfx_get_asset_cache(Gfx* gfx) { |
71 | assert(gfx); | 81 | assert(gfx); |
72 | return &gfx->asset_cache; | 82 | return &gfx->asset_cache; |
diff --git a/src/llr/light.c b/src/llr/light.c index 168f16a..1d1c40d 100644 --- a/src/llr/light.c +++ b/src/llr/light.c | |||
@@ -1,4 +1,4 @@ | |||
1 | #include "../scene/light_impl.h" | 1 | #include "light_impl.h" |
2 | 2 | ||
3 | #include "../scene/node_impl.h" | 3 | #include "../scene/node_impl.h" |
4 | #include "../scene/scene_memory.h" | 4 | #include "../scene/scene_memory.h" |
diff --git a/src/llr/llr.c b/src/llr/llr.c index 62a7c30..74cfaed 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 |
@@ -150,20 +161,19 @@ 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); |
164 | gfx_set_mat4_uniform(shader, "ViewProjection", &view_proj); | 171 | gfx_set_mat4_uniform(shader, "ViewProjection", &view_proj); |
165 | gfx_set_mat4_uniform(shader, "MVP", &mvp); | 172 | gfx_set_mat4_uniform(shader, "MVP", &mvp); |
166 | gfx_set_vec3_uniform(shader, "CameraPosition", renderer->camera_position); | 173 | gfx_set_vec3_uniform(shader, "CameraPosition", renderer->camera_position); |
174 | gfx_set_mat4_uniform(shader, "CameraRotation", &renderer->camera_rotation); | ||
175 | gfx_set_float_uniform(shader, "Fovy", renderer->fovy); | ||
176 | gfx_set_float_uniform(shader, "Aspect", renderer->aspect); | ||
167 | } | 177 | } |
168 | 178 | ||
169 | if (renderer->lights_changed || renderer->shader_changed) { | 179 | if (renderer->lights_changed || renderer->shader_changed) { |
@@ -181,9 +191,11 @@ static void configure_state(ImmRenderer* renderer) { | |||
181 | if (renderer->skeleton_changed || renderer->shader_changed) { | 191 | if (renderer->skeleton_changed || renderer->shader_changed) { |
182 | renderer->skeleton_changed = false; | 192 | renderer->skeleton_changed = false; |
183 | 193 | ||
184 | gfx_set_mat4_array_uniform( | 194 | if (renderer->num_joints > 0) { |
185 | shader, "JointMatrices", renderer->joint_matrices, | 195 | gfx_set_mat4_array_uniform( |
186 | renderer->num_joints); | 196 | shader, "JointMatrices", renderer->joint_matrices, |
197 | renderer->num_joints); | ||
198 | } | ||
187 | } | 199 | } |
188 | 200 | ||
189 | if (renderer->shader_changed) { | 201 | if (renderer->shader_changed) { |
@@ -195,58 +207,29 @@ static void configure_state(ImmRenderer* renderer) { | |||
195 | gfx_apply_uniforms(renderer->shader); | 207 | gfx_apply_uniforms(renderer->shader); |
196 | } | 208 | } |
197 | 209 | ||
198 | bool gfx_imm_make(ImmRenderer* renderer, GfxCore* gfxcore) { | 210 | bool gfx_llr_make(LLR* renderer, GfxCore* gfxcore) { |
199 | assert(renderer); | 211 | assert(renderer); |
200 | assert(gfxcore); | 212 | assert(gfxcore); |
201 | 213 | ||
202 | const size_t num_triangle_verts = IMM_MAX_NUM_TRIANGLES * 3; | ||
203 | |||
204 | renderer->gfxcore = gfxcore; | 214 | 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)) { | 215 | if (!init_ibl(renderer)) { |
224 | goto cleanup; | 216 | goto cleanup; |
225 | } | 217 | } |
226 | 218 | gfx_llr_load_identity(renderer); | |
227 | gfx_imm_load_identity(renderer); | 219 | renderer->view = mat4_id(); |
228 | gfx_imm_set_colour(renderer, vec4_make(0.0f, 0.0f, 0.0f, 1.0f)); | 220 | renderer->projection = mat4_id(); |
229 | 221 | renderer->camera_rotation = mat4_id(); | |
230 | return true; | 222 | return true; |
231 | 223 | ||
232 | cleanup: | 224 | cleanup: |
233 | gfx_imm_destroy(renderer); | 225 | gfx_llr_destroy(renderer); |
234 | return false; | 226 | return false; |
235 | } | 227 | } |
236 | 228 | ||
237 | void gfx_imm_destroy(ImmRenderer* renderer) { | 229 | void gfx_llr_destroy(LLR* renderer) { |
238 | assert(renderer); | 230 | assert(renderer); |
239 | assert(renderer->gfxcore); | 231 | assert(renderer->gfxcore); |
240 | 232 | ||
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) { | 233 | if (renderer->brdf_integration_map) { |
251 | gfx_destroy_texture(renderer->gfxcore, &renderer->brdf_integration_map); | 234 | gfx_destroy_texture(renderer->gfxcore, &renderer->brdf_integration_map); |
252 | } | 235 | } |
@@ -257,43 +240,9 @@ void gfx_imm_destroy(ImmRenderer* renderer) { | |||
257 | } | 240 | } |
258 | } | 241 | } |
259 | 242 | ||
260 | void gfx_imm_flush(ImmRenderer* renderer) { | 243 | 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); | 244 | assert(renderer); |
284 | assert(shader); | 245 | // 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 | 246 | ||
298 | // It's important to not set shader_changed unnecessarily, since that would | 247 | // It's important to not set shader_changed unnecessarily, since that would |
299 | // re-trigger the setting of uniforms. | 248 | // re-trigger the setting of uniforms. |
@@ -303,36 +252,17 @@ void gfx_imm_set_shader(ImmRenderer* renderer, ShaderProgram* shader) { | |||
303 | } | 252 | } |
304 | } | 253 | } |
305 | 254 | ||
306 | void gfx_imm_start(ImmRenderer* renderer) { | 255 | 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); | 256 | assert(renderer); |
327 | assert(light); | 257 | assert(light); |
328 | assert(renderer->num_lights >= 0); | 258 | assert(renderer->num_lights >= 0); |
329 | ASSERT(renderer->num_lights < IMM_MAX_NUM_LIGHTS); | 259 | ASSERT(renderer->num_lights < GFX_LLR_MAX_NUM_LIGHTS); |
330 | 260 | ||
331 | renderer->lights[renderer->num_lights++] = light; | 261 | renderer->lights[renderer->num_lights++] = light; |
332 | renderer->lights_changed = true; | 262 | renderer->lights_changed = true; |
333 | } | 263 | } |
334 | 264 | ||
335 | void gfx_imm_pop_light(ImmRenderer* renderer) { | 265 | void gfx_llr_pop_light(LLR* renderer) { |
336 | assert(renderer); | 266 | assert(renderer); |
337 | ASSERT(renderer->num_lights > 0); | 267 | ASSERT(renderer->num_lights > 0); |
338 | 268 | ||
@@ -340,8 +270,8 @@ void gfx_imm_pop_light(ImmRenderer* renderer) { | |||
340 | renderer->lights_changed = true; | 270 | renderer->lights_changed = true; |
341 | } | 271 | } |
342 | 272 | ||
343 | void gfx_imm_set_skeleton( | 273 | void gfx_llr_set_skeleton( |
344 | ImmRenderer* renderer, const Anima* anima, const Skeleton* skeleton) { | 274 | LLR* renderer, const Anima* anima, const Skeleton* skeleton) { |
345 | assert(renderer); | 275 | assert(renderer); |
346 | assert(anima); | 276 | assert(anima); |
347 | assert(skeleton); | 277 | assert(skeleton); |
@@ -356,150 +286,73 @@ void gfx_imm_set_skeleton( | |||
356 | renderer->skeleton_changed = true; | 286 | renderer->skeleton_changed = true; |
357 | } | 287 | } |
358 | 288 | ||
359 | void gfx_imm_unset_skeleton(ImmRenderer* renderer) { | 289 | void gfx_llr_clear_skeleton(LLR* renderer) { |
360 | assert(renderer); | 290 | assert(renderer); |
361 | 291 | ||
362 | renderer->num_joints = 0; | 292 | renderer->num_joints = 0; |
363 | renderer->skeleton_changed = true; | 293 | renderer->skeleton_changed = true; |
364 | } | 294 | } |
365 | 295 | ||
366 | void gfx_imm_render_mesh(ImmRenderer* renderer, const Mesh* mesh) { | 296 | void gfx_llr_set_camera(LLR* renderer, const Camera* camera) { |
367 | assert(renderer); | 297 | assert(renderer); |
368 | assert(mesh); | ||
369 | assert(mesh->geometry); | ||
370 | assert(mesh->material); | ||
371 | 298 | ||
372 | configure_state(renderer); | 299 | renderer->camera_position = camera->spatial.p; |
373 | gfx_render_geometry(mesh->geometry); | 300 | renderer->camera_rotation = |
374 | } | 301 | mat4_rotation(spatial3_transform(&camera->spatial)); |
375 | 302 | renderer->view = spatial3_inverse_transform(&camera->spatial); | |
376 | void gfx_imm_draw_triangles( | 303 | renderer->projection = camera->projection; |
377 | ImmRenderer* renderer, const vec3 verts[], size_t num_triangles) { | 304 | // Assuming a perspective matrix. |
378 | assert(renderer); | 305 | renderer->fovy = (R)atan(1.0 / (mat4_at(camera->projection, 1, 1))) * 2; |
379 | assert(verts); | 306 | renderer->camera_changed = true; |
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 | |||
388 | renderer->num_triangle_verts += new_verts; | ||
389 | } | ||
390 | |||
391 | void gfx_imm_draw_triangle(ImmRenderer* renderer, const vec3 verts[3]) { | ||
392 | gfx_imm_draw_triangles(renderer, verts, 1); | ||
393 | } | 307 | } |
394 | 308 | ||
395 | void gfx_imm_draw_aabb2(ImmRenderer* renderer, aabb2 box) { | 309 | void gfx_llr_set_aspect(LLR* renderer, float aspect) { |
396 | assert(renderer); | 310 | assert(renderer); |
397 | 311 | ||
398 | // clang-format off | 312 | renderer->aspect = aspect; |
399 | const vec3 verts[4] = { | 313 | renderer->camera_changed = true; |
400 | vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 | ||
401 | vec3_make(box.max.x, box.min.y, 0), // | | | ||
402 | vec3_make(box.max.x, box.max.y, 0), // | | | ||
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 | } | 314 | } |
412 | 315 | ||
413 | void gfx_imm_draw_aabb3(ImmRenderer* renderer, aabb3 box) { | 316 | void gfx_llr_render_geometry(LLR* renderer, const Geometry* geometry) { |
414 | assert(renderer); | 317 | assert(renderer); |
318 | assert(geometry); | ||
415 | 319 | ||
416 | // clang-format off | 320 | configure_state(renderer); |
417 | const vec3 vertices[8] = { | 321 | 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 | } | 322 | } |
460 | 323 | ||
461 | void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { | 324 | void gfx_llr_render_mesh(LLR* renderer, const Mesh* mesh) { |
462 | assert(renderer); | 325 | assert(renderer); |
463 | assert(renderer->shader); | 326 | assert(renderer->shader); |
327 | assert(mesh); | ||
328 | assert(mesh->geometry); | ||
329 | assert(mesh->material); | ||
464 | 330 | ||
465 | gfx_imm_flush(renderer); | 331 | gfx_material_activate(renderer->shader, mesh->material); |
466 | 332 | 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 | } | 333 | } |
480 | 334 | ||
481 | void gfx_imm_load_identity(ImmRenderer* renderer) { | 335 | void gfx_llr_load_identity(LLR* renderer) { |
482 | assert(renderer); | 336 | assert(renderer); |
483 | 337 | ||
484 | renderer->matrix_stack[0] = mat4_id(); | 338 | renderer->matrix_stack[0] = mat4_id(); |
485 | renderer->stack_pointer = 0; | 339 | renderer->stack_pointer = 0; |
486 | update_shader_model_matrix(renderer); | 340 | renderer->matrix_changed = true; |
487 | } | 341 | } |
488 | 342 | ||
489 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix) { | 343 | void gfx_llr_push_matrix(LLR* renderer, const mat4* matrix) { |
490 | assert(renderer); | 344 | assert(renderer); |
491 | assert(matrix); | 345 | assert(matrix); |
492 | assert(renderer->stack_pointer >= 0); | 346 | assert(renderer->stack_pointer >= 0); |
493 | ASSERT(renderer->stack_pointer < IMM_MAX_NUM_MATRICES); | 347 | ASSERT(renderer->stack_pointer < GFX_LLR_MAX_NUM_MATRICES); |
494 | 348 | ||
495 | renderer->stack_pointer += 1; | 349 | renderer->stack_pointer += 1; |
496 | renderer->matrix_stack[renderer->stack_pointer] = | 350 | renderer->matrix_stack[renderer->stack_pointer] = |
497 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer - 1]); | 351 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer - 1]); |
498 | 352 | renderer->matrix_changed = true; | |
499 | update_shader_model_matrix(renderer); | ||
500 | } | 353 | } |
501 | 354 | ||
502 | void gfx_imm_pop_matrix(ImmRenderer* renderer) { | 355 | void gfx_llr_pop_matrix(LLR* renderer) { |
503 | assert(renderer); | 356 | assert(renderer); |
504 | ASSERT(renderer->stack_pointer > 0); | 357 | ASSERT(renderer->stack_pointer > 0); |
505 | 358 | ||
@@ -508,47 +361,21 @@ void gfx_imm_pop_matrix(ImmRenderer* renderer) { | |||
508 | &renderer->matrix_stack[renderer->stack_pointer], 0, | 361 | &renderer->matrix_stack[renderer->stack_pointer], 0, |
509 | sizeof(renderer->matrix_stack[0])); | 362 | sizeof(renderer->matrix_stack[0])); |
510 | renderer->stack_pointer -= 1; | 363 | renderer->stack_pointer -= 1; |
511 | 364 | renderer->matrix_changed = true; | |
512 | update_shader_model_matrix(renderer); | ||
513 | } | 365 | } |
514 | 366 | ||
515 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset) { | 367 | void gfx_llr_translate(LLR* renderer, vec3 offset) { |
516 | assert(renderer); | 368 | assert(renderer); |
517 | 369 | ||
518 | const mat4 mat = mat4_translate(offset); | 370 | const mat4 mat = mat4_translate(offset); |
519 | gfx_imm_push_matrix(renderer, &mat); | 371 | gfx_llr_push_matrix(renderer, &mat); |
520 | } | 372 | } |
521 | 373 | ||
522 | void gfx_imm_set_model_matrix(ImmRenderer* renderer, const mat4* model) { | 374 | void gfx_llr_set_model_matrix(LLR* renderer, const mat4* model) { |
523 | assert(renderer); | 375 | assert(renderer); |
524 | assert(model); | 376 | assert(model); |
525 | 377 | ||
526 | gfx_imm_flush(renderer); | ||
527 | |||
528 | renderer->matrix_stack[0] = *model; | 378 | renderer->matrix_stack[0] = *model; |
529 | renderer->stack_pointer = 0; | 379 | renderer->stack_pointer = 0; |
530 | update_shader_model_matrix(renderer); | 380 | renderer->matrix_changed = true; |
531 | } | ||
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 | } | 381 | } |
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 | // } | ||
diff --git a/src/llr/llr_impl.h b/src/llr/llr_impl.h index 5ccabd1..ada2d79 100644 --- a/src/llr/llr_impl.h +++ b/src/llr/llr_impl.h | |||
@@ -8,6 +8,7 @@ | |||
8 | 8 | ||
9 | #include <stdbool.h> | 9 | #include <stdbool.h> |
10 | #include <stddef.h> | 10 | #include <stddef.h> |
11 | #include <stdint.h> | ||
11 | 12 | ||
12 | typedef struct Geometry Geometry; | 13 | typedef struct Geometry Geometry; |
13 | typedef struct GfxCore GfxCore; | 14 | typedef struct GfxCore GfxCore; |
@@ -33,67 +34,50 @@ typedef struct Texture Texture; | |||
33 | /// Note that the shader program API has its own level of caching as well, so | 34 | /// Note that the shader program API has its own level of caching as well, so |
34 | /// reconfiguration at the level of the renderer does not result in the | 35 | /// reconfiguration at the level of the renderer does not result in the |
35 | /// worst-case set of graphics API calls. | 36 | /// worst-case set of graphics API calls. |
36 | /// | 37 | typedef struct LLR { |
37 | /// Currently, the immediate mode renderer can only draw up to a maximum number | ||
38 | /// of primitives per frame. It does not adjust this number dynamically. Keeps | ||
39 | /// things simple while the extra complexity is not needed. | ||
40 | /// TODO: Flush the buffer when it reaches its maximum size to remove this | ||
41 | /// constraint. | ||
42 | typedef struct ImmRenderer { | ||
43 | GfxCore* gfxcore; | 38 | GfxCore* gfxcore; |
44 | 39 | ||
45 | vec3 camera_position; | 40 | union { |
46 | mat4 view; // Camera view matrix. | 41 | struct { |
47 | mat4 projection; // Camera projection matrix. | 42 | bool shader_changed : 1; // Whether the shader has changed. |
48 | bool camera_changed; // Whether the camera parameters have changed. | 43 | bool camera_changed : 1; // Whether the camera parameters have changed. |
49 | 44 | bool lights_changed : 1; // Whether the lights have changed. | |
50 | // ------------------------------------------- | 45 | bool skeleton_changed : 1; // Whether the skeleton has changed. |
51 | // Immediate-mode rendering of scene elements. | 46 | bool matrix_changed : 1; // Whether the matrix stack has changed. |
47 | }; | ||
48 | uint8_t changed_flags; | ||
49 | }; | ||
52 | 50 | ||
53 | IBL* ibl; | 51 | IBL* ibl; |
54 | Texture* brdf_integration_map; | 52 | Texture* brdf_integration_map; |
55 | 53 | ||
56 | ShaderProgram* shader; // Active shader. Not owned. | 54 | ShaderProgram* shader; // Active shader. Not owned. |
57 | bool shader_changed; // Whether the shader has changed. | 55 | |
56 | vec3 camera_position; | ||
57 | mat4 camera_rotation; | ||
58 | mat4 view; // Camera view matrix. | ||
59 | mat4 projection; // Camera projection matrix. | ||
60 | R fovy; // Camera vertical field of view. | ||
61 | R aspect; // Aspect ratio. | ||
58 | 62 | ||
59 | // Lights are not const because environment lights store lazily-computed | 63 | // Lights are not const because environment lights store lazily-computed |
60 | // irradiance maps. | 64 | // irradiance maps. |
61 | Light* lights[IMM_MAX_NUM_LIGHTS]; // Lights stack. | 65 | Light* lights[GFX_LLR_MAX_NUM_LIGHTS]; // Lights stack. |
62 | int num_lights; // Number of lights enabled at a given point in time. It | 66 | int num_lights; // Number of lights enabled at a given point in time. It |
63 | // points to one past the top of the stack. | 67 | // points to one past the top of the stack. |
64 | bool lights_changed; // Whether the lights have changed. | ||
65 | 68 | ||
66 | bool skeleton_changed; | ||
67 | size_t num_joints; | 69 | size_t num_joints; |
68 | mat4 joint_matrices[GFX_MAX_NUM_JOINTS]; | 70 | mat4 joint_matrices[GFX_MAX_NUM_JOINTS]; |
69 | 71 | ||
70 | // --------------------------------------- | ||
71 | // Immediate-mode rendering of primitives. | ||
72 | |||
73 | ShaderProgram* imm_shader; // Immediate-mode shader program for primitives. | ||
74 | Geometry* triangles; | ||
75 | size_t num_triangle_verts; // Number of triangle verts this frame. | ||
76 | // TODO: wireframe rendering. | ||
77 | struct { | ||
78 | bool wireframe : 1; | ||
79 | } flags; | ||
80 | vec3 triangle_verts[IMM_MAX_NUM_TRIANGLES * 3]; | ||
81 | |||
82 | // ------------- | ||
83 | // Matrix stack. | ||
84 | |||
85 | // The matrix stack contains pre-multiplied matrices. | 72 | // The matrix stack contains pre-multiplied matrices. |
86 | // It is also never empty. The top of the stack is an identity matrix when the | 73 | // It is also never empty. The top of the stack is an identity matrix when the |
87 | // stack is "empty" from the user's perspective. | 74 | // stack is "empty" from the user's perspective. |
88 | mat4 matrix_stack[IMM_MAX_NUM_MATRICES]; | 75 | mat4 matrix_stack[GFX_LLR_MAX_NUM_MATRICES]; |
89 | int stack_pointer; // Points to the top of the stack. | 76 | int stack_pointer; // Points to the top of the stack. |
90 | } ImmRenderer; | 77 | } LLR; |
91 | 78 | ||
92 | /// Create a new immediate mode renderer. | 79 | /// Create a new immediate mode renderer. |
93 | bool gfx_imm_make(ImmRenderer*, GfxCore*); | 80 | bool gfx_llr_make(LLR*, GfxCore*); |
94 | 81 | ||
95 | /// Destroy the immediate mode renderer. | 82 | /// Destroy the immediate mode renderer. |
96 | void gfx_imm_destroy(ImmRenderer*); | 83 | void gfx_llr_destroy(LLR*); |
97 | |||
98 | /// Flush draw commands. | ||
99 | void gfx_imm_flush(ImmRenderer*); | ||
diff --git a/src/llr/material.c b/src/llr/material.c index 47cb45f..4014482 100644 --- a/src/llr/material.c +++ b/src/llr/material.c | |||
@@ -48,7 +48,7 @@ static void set_uniform(ShaderProgram* prog, const ShaderUniform* uniform) { | |||
48 | } | 48 | } |
49 | } | 49 | } |
50 | 50 | ||
51 | void material_activate(ShaderProgram* shader, const Material* material) { | 51 | void gfx_material_activate(ShaderProgram* shader, const Material* material) { |
52 | assert(material); | 52 | assert(material); |
53 | for (int i = 0; i < material->num_uniforms; ++i) { | 53 | for (int i = 0; i < material->num_uniforms; ++i) { |
54 | const ShaderUniform* uniform = &material->uniforms[i]; | 54 | const ShaderUniform* uniform = &material->uniforms[i]; |
diff --git a/src/llr/material_impl.h b/src/llr/material_impl.h index f27bf4d..138497f 100644 --- a/src/llr/material_impl.h +++ b/src/llr/material_impl.h | |||
@@ -11,6 +11,5 @@ typedef struct Material { | |||
11 | 11 | ||
12 | /// Activate the material. | 12 | /// Activate the material. |
13 | /// | 13 | /// |
14 | /// This activates the material's shader and configures the shader uniforms that | 14 | /// This configures the shader uniforms that are specific to the material. |
15 | /// are specific to the material. | 15 | void gfx_material_activate(ShaderProgram* shader, const Material* material); |
16 | void material_activate(ShaderProgram* shader, const Material* material); | ||
diff --git a/src/llr/mesh.c b/src/llr/mesh.c index ae75d8c..3aebb04 100644 --- a/src/llr/mesh.c +++ b/src/llr/mesh.c | |||
@@ -1,4 +1,4 @@ | |||
1 | #include "../scene/mesh_impl.h" | 1 | #include "mesh_impl.h" |
2 | 2 | ||
3 | #include "../scene/scene_memory.h" | 3 | #include "../scene/scene_memory.h" |
4 | 4 | ||
diff --git a/src/renderer/imm_renderer.c b/src/renderer/imm_renderer.c new file mode 100644 index 0000000..01cc5bb --- /dev/null +++ b/src/renderer/imm_renderer.c | |||
@@ -0,0 +1,192 @@ | |||
1 | #include "imm_renderer_impl.h" | ||
2 | |||
3 | #include <gfx/core.h> | ||
4 | #include <gfx/llr/llr.h> | ||
5 | #include <gfx/renderer/imm_renderer.h> | ||
6 | #include <gfx/util/shader.h> | ||
7 | |||
8 | #include <math/aabb3.h> | ||
9 | |||
10 | #include <assert.h> | ||
11 | #include <string.h> // memcpy | ||
12 | |||
13 | bool gfx_imm_make(ImmRenderer* renderer, GfxCore* gfxcore, LLR* llr) { | ||
14 | assert(renderer); | ||
15 | assert(gfxcore); | ||
16 | assert(llr); | ||
17 | |||
18 | const size_t num_triangle_verts = GFX_IMM_MAX_NUM_TRIANGLES * 3; | ||
19 | |||
20 | renderer->gfxcore = gfxcore; | ||
21 | renderer->llr = llr; | ||
22 | |||
23 | renderer->triangles = gfx_make_geometry( | ||
24 | gfxcore, | ||
25 | &(GeometryDesc){.type = Triangles, | ||
26 | .buffer_usage = BufferDynamic, | ||
27 | .num_verts = num_triangle_verts, | ||
28 | .positions3d = (BufferView3d){ | ||
29 | .size_bytes = num_triangle_verts * sizeof(vec3)}}); | ||
30 | if (!renderer->triangles) { | ||
31 | goto cleanup; | ||
32 | } | ||
33 | |||
34 | renderer->shader = gfx_make_immediate_mode_shader(gfxcore); | ||
35 | if (!renderer->shader) { | ||
36 | goto cleanup; | ||
37 | } | ||
38 | |||
39 | gfx_imm_set_colour(renderer, vec4_make(0.0f, 0.0f, 0.0f, 1.0f)); | ||
40 | |||
41 | return true; | ||
42 | |||
43 | cleanup: | ||
44 | gfx_imm_destroy(renderer); | ||
45 | return false; | ||
46 | } | ||
47 | |||
48 | void gfx_imm_destroy(ImmRenderer* renderer) { | ||
49 | assert(renderer); | ||
50 | assert(renderer->gfxcore); | ||
51 | |||
52 | if (renderer->triangles) { | ||
53 | gfx_destroy_geometry(renderer->gfxcore, &renderer->triangles); | ||
54 | // TODO: Could also destroy the geometry's buffers here. | ||
55 | } | ||
56 | |||
57 | if (renderer->shader) { | ||
58 | gfx_destroy_shader_program(renderer->gfxcore, &renderer->shader); | ||
59 | } | ||
60 | } | ||
61 | |||
62 | void gfx_imm_flush(ImmRenderer* renderer) { | ||
63 | assert(renderer); | ||
64 | |||
65 | if (renderer->num_triangle_verts > 0) { | ||
66 | gfx_update_geometry( | ||
67 | renderer->triangles, | ||
68 | &(GeometryDesc){ | ||
69 | .num_verts = renderer->num_triangle_verts, | ||
70 | .positions3d = (BufferView3d){ | ||
71 | .data = renderer->triangle_verts, | ||
72 | .size_bytes = renderer->num_triangle_verts * sizeof(vec3)} | ||
73 | }); | ||
74 | |||
75 | gfx_llr_render_geometry(renderer->llr, renderer->triangles); | ||
76 | |||
77 | renderer->num_triangle_verts = 0; | ||
78 | } | ||
79 | } | ||
80 | |||
81 | void gfx_imm_start(ImmRenderer* renderer) { | ||
82 | assert(renderer); | ||
83 | |||
84 | // Shader uniforms are applied lazily. | ||
85 | // TODO: In the event that gfx_activate_shader_program() activates uniforms | ||
86 | // automatically for convenience, call an overload here that doesn't do so. | ||
87 | // gfx_activate_shader_program(renderer->shader); | ||
88 | gfx_llr_set_shader(renderer->llr, renderer->shader); | ||
89 | } | ||
90 | |||
91 | void gfx_imm_end(ImmRenderer* renderer) { | ||
92 | assert(renderer); | ||
93 | |||
94 | gfx_imm_flush(renderer); | ||
95 | // gfx_deactivate_shader_program(renderer->shader); | ||
96 | gfx_llr_set_shader(renderer->llr, 0); | ||
97 | } | ||
98 | |||
99 | void gfx_imm_draw_triangles( | ||
100 | ImmRenderer* renderer, const vec3 verts[], size_t num_triangles) { | ||
101 | assert(renderer); | ||
102 | assert(verts); | ||
103 | const size_t new_verts = num_triangles * 3; | ||
104 | assert( | ||
105 | renderer->num_triangle_verts + new_verts < | ||
106 | (GFX_IMM_MAX_NUM_TRIANGLES * 3)); | ||
107 | |||
108 | memcpy( | ||
109 | renderer->triangle_verts + renderer->num_triangle_verts, verts, | ||
110 | new_verts * sizeof(vec3)); | ||
111 | |||
112 | renderer->num_triangle_verts += new_verts; | ||
113 | } | ||
114 | |||
115 | void gfx_imm_draw_triangle(ImmRenderer* renderer, const vec3 verts[3]) { | ||
116 | gfx_imm_draw_triangles(renderer, verts, 1); | ||
117 | } | ||
118 | |||
119 | void gfx_imm_draw_aabb2(ImmRenderer* renderer, aabb2 box) { | ||
120 | assert(renderer); | ||
121 | |||
122 | // clang-format off | ||
123 | const vec3 verts[4] = { | ||
124 | vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 | ||
125 | vec3_make(box.max.x, box.min.y, 0), // | | | ||
126 | vec3_make(box.max.x, box.max.y, 0), // | | | ||
127 | vec3_make(box.min.x, box.max.y, 0)}; // 0 ---- 1 | ||
128 | // clang-format on | ||
129 | |||
130 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] | ||
131 | const vec3 tris[6] = {tri(0, 1, 2), tri(0, 2, 3)}; | ||
132 | #undef tri | ||
133 | |||
134 | gfx_imm_draw_triangles(renderer, tris, 2); | ||
135 | } | ||
136 | |||
137 | void gfx_imm_draw_aabb3(ImmRenderer* renderer, aabb3 box) { | ||
138 | assert(renderer); | ||
139 | |||
140 | // clang-format off | ||
141 | const vec3 vertices[8] = { | ||
142 | vec3_make(box.min.x, box.min.y, box.max.z), // 7 ----- 6 | ||
143 | vec3_make(box.max.x, box.min.y, box.max.z), // / /| | ||
144 | vec3_make(box.max.x, box.max.y, box.max.z), // 3 ----- 2 | | ||
145 | vec3_make(box.min.x, box.max.y, box.max.z), // | | | | ||
146 | vec3_make(box.min.x, box.min.y, box.min.z), // | 4 ----- 5 | ||
147 | vec3_make(box.max.x, box.min.y, box.min.z), // |/ |/ | ||
148 | vec3_make(box.max.x, box.max.y, box.min.z), // 0 ----- 1 | ||
149 | vec3_make(box.min.x, box.max.y, box.min.z)}; | ||
150 | // clang-format on | ||
151 | |||
152 | gfx_imm_draw_box3(renderer, vertices); | ||
153 | } | ||
154 | |||
155 | void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]) { | ||
156 | assert(renderer); | ||
157 | assert(vertices); | ||
158 | |||
159 | // 7 ----- 6 | ||
160 | // / /| | ||
161 | // 3 ----- 2 | | ||
162 | // | | | | ||
163 | // | 4 ----- 5 | ||
164 | // |/ |/ | ||
165 | // 0 ----- 1 | ||
166 | |||
167 | #define tri(i0, i1, i2) vertices[i0], vertices[i1], vertices[i2] | ||
168 | const vec3 tris[36] = { | ||
169 | // Front. | ||
170 | tri(0, 1, 2), tri(0, 2, 3), | ||
171 | // Right. | ||
172 | tri(1, 5, 6), tri(1, 6, 2), | ||
173 | // Back. | ||
174 | tri(5, 4, 7), tri(5, 7, 6), | ||
175 | // Left. | ||
176 | tri(4, 0, 03), tri(4, 3, 7), | ||
177 | // Top. | ||
178 | tri(3, 2, 6), tri(3, 6, 7), | ||
179 | // Bottom. | ||
180 | tri(0, 4, 5), tri(0, 5, 1)}; | ||
181 | |||
182 | gfx_imm_draw_triangles(renderer, tris, 12); | ||
183 | } | ||
184 | |||
185 | void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { | ||
186 | assert(renderer); | ||
187 | assert(renderer->shader); | ||
188 | |||
189 | gfx_imm_flush(renderer); | ||
190 | |||
191 | gfx_set_vec4_uniform(renderer->shader, "Colour", colour); | ||
192 | } | ||
diff --git a/src/renderer/imm_renderer_impl.h b/src/renderer/imm_renderer_impl.h new file mode 100644 index 0000000..61b49a7 --- /dev/null +++ b/src/renderer/imm_renderer_impl.h | |||
@@ -0,0 +1,43 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include <gfx/sizes.h> | ||
4 | |||
5 | #include <math/vec3.h> | ||
6 | |||
7 | #include <stdbool.h> | ||
8 | #include <stddef.h> | ||
9 | |||
10 | typedef struct Geometry Geometry; | ||
11 | typedef struct GfxCore GfxCore; | ||
12 | typedef struct IBL IBL; | ||
13 | typedef struct LLR LLR; | ||
14 | typedef struct Material Material; | ||
15 | typedef struct ShaderProgram ShaderProgram; | ||
16 | typedef struct Texture Texture; | ||
17 | |||
18 | /// Immediate mode renderer. | ||
19 | /// | ||
20 | /// Currently, the immediate mode renderer can only draw up to a maximum number | ||
21 | /// of primitives per frame. It does not adjust this number dynamically. Keeps | ||
22 | /// things simple while the extra complexity is not needed. | ||
23 | /// TODO: Flush the buffer when it reaches its maximum size to remove this | ||
24 | /// constraint. | ||
25 | typedef struct ImmRenderer { | ||
26 | GfxCore* gfxcore; | ||
27 | LLR* llr; | ||
28 | |||
29 | ShaderProgram* shader; // Immediate-mode shader program for primitives. | ||
30 | Geometry* triangles; | ||
31 | size_t num_triangle_verts; // Number of triangle verts this frame. | ||
32 | // TODO: wireframe rendering. | ||
33 | struct { | ||
34 | bool wireframe : 1; | ||
35 | } flags; | ||
36 | vec3 triangle_verts[GFX_IMM_MAX_NUM_TRIANGLES * 3]; | ||
37 | } ImmRenderer; | ||
38 | |||
39 | /// Create a new immediate mode renderer. | ||
40 | bool gfx_imm_make(ImmRenderer*, GfxCore*, LLR*); | ||
41 | |||
42 | /// Destroy the immediate mode renderer. | ||
43 | void gfx_imm_destroy(ImmRenderer*); | ||
diff --git a/src/renderer/renderer.c b/src/renderer/renderer.c index c2a7dda..29a1813 100644 --- a/src/renderer/renderer.c +++ b/src/renderer/renderer.c | |||
@@ -1,10 +1,9 @@ | |||
1 | #include "renderer_impl.h" | 1 | #include "renderer_impl.h" |
2 | 2 | ||
3 | #include "llr/light_impl.h" | ||
4 | #include "llr/mesh_impl.h" | ||
3 | #include "scene/animation_impl.h" | 5 | #include "scene/animation_impl.h" |
4 | #include "scene/camera_impl.h" | 6 | #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" | 7 | #include "scene/model_impl.h" |
9 | #include "scene/node_impl.h" | 8 | #include "scene/node_impl.h" |
10 | #include "scene/object_impl.h" | 9 | #include "scene/object_impl.h" |
@@ -12,41 +11,30 @@ | |||
12 | #include "scene/scene_memory.h" | 11 | #include "scene/scene_memory.h" |
13 | 12 | ||
14 | #include <gfx/core.h> | 13 | #include <gfx/core.h> |
15 | #include <gfx/util/ibl.h> | 14 | #include <gfx/llr/llr.h> |
16 | #include <gfx/util/shader.h> | 15 | #include <gfx/util/shader.h> |
17 | 16 | ||
18 | #include <log/log.h> | ||
19 | #include <math/mat4.h> | 17 | #include <math/mat4.h> |
20 | #include <math/spatial3.h> | ||
21 | 18 | ||
22 | #include <assert.h> | 19 | #include <assert.h> |
23 | 20 | ||
24 | // TODO: Move to a header like "constants.h". | 21 | bool gfx_renderer_make(Renderer* renderer, LLR* llr, GfxCore* gfxcore) { |
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); | 22 | assert(renderer); |
23 | assert(llr); | ||
34 | assert(gfxcore); | 24 | assert(gfxcore); |
35 | 25 | ||
36 | renderer->gfxcore = gfxcore; | 26 | renderer->gfxcore = gfxcore; |
27 | renderer->llr = llr; | ||
37 | 28 | ||
38 | return true; | 29 | return true; |
39 | } | 30 | } |
40 | 31 | ||
41 | void renderer_destroy(Renderer* renderer) { | 32 | void gfx_renderer_destroy(Renderer* renderer) { |
42 | if (!renderer) { | 33 | if (!renderer) { |
43 | return; | 34 | return; |
44 | } | 35 | } |
45 | assert(renderer->gfxcore); | 36 | assert(renderer->gfxcore); |
46 | GfxCore* gfxcore = renderer->gfxcore; | 37 | GfxCore* gfxcore = renderer->gfxcore; |
47 | if (renderer->ibl) { | ||
48 | gfx_destroy_ibl(gfxcore, &renderer->ibl); | ||
49 | } | ||
50 | if (renderer->shaders.debug) { | 38 | if (renderer->shaders.debug) { |
51 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.debug); | 39 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.debug); |
52 | } | 40 | } |
@@ -62,24 +50,6 @@ void renderer_destroy(Renderer* renderer) { | |||
62 | } | 50 | } |
63 | } | 51 | } |
64 | 52 | ||
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) { | 53 | static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) { |
84 | assert(renderer); | 54 | assert(renderer); |
85 | 55 | ||
@@ -117,89 +87,17 @@ static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) { | |||
117 | // } | 87 | // } |
118 | // } | 88 | // } |
119 | 89 | ||
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 { | 90 | typedef struct RenderState { |
170 | GfxCore* gfxcore; | 91 | GfxCore* gfxcore; |
92 | LLR* llr; | ||
171 | Renderer* renderer; | 93 | Renderer* renderer; |
172 | ShaderProgram* shader; // Null to use scene shaders. | 94 | ShaderProgram* shader; // Null to use scene shaders. |
173 | const Scene* scene; | 95 | 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; | 96 | const Anima* anima; |
182 | size_t num_joints; | ||
183 | mat4 joint_matrices[GFX_MAX_NUM_JOINTS]; | ||
184 | } RenderState; | 97 | } RenderState; |
185 | 98 | ||
186 | /// Load joint matrices into the render state. | 99 | static void draw_children( |
187 | static void load_skeleton(RenderState* state, skeleton_idx skeleton_index) { | 100 | RenderState* state, const mat4* node_transform, const SceneNode* node); |
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 | 101 | ||
204 | /// Draw the scene recursively. | 102 | /// Draw the scene recursively. |
205 | static void draw_recursively( | 103 | static void draw_recursively( |
@@ -209,26 +107,27 @@ static void draw_recursively( | |||
209 | 107 | ||
210 | // Anima. | 108 | // Anima. |
211 | if (node->type == AnimaNode) { | 109 | if (node->type == AnimaNode) { |
110 | // Save the anima so that we can animate objects. | ||
212 | state->anima = gfx_get_node_anima(node); | 111 | state->anima = gfx_get_node_anima(node); |
112 | |||
113 | draw_children(state, &node_transform, node); | ||
213 | } | 114 | } |
214 | // Activate light. | 115 | // Activate light. |
215 | else if (node->type == LightNode) { | 116 | else if (node->type == LightNode) { |
216 | Light* light = mem_get_light(node->light); | 117 | Light* light = mem_get_light(node->light); |
217 | assert(light); | 118 | assert(light); |
218 | 119 | gfx_llr_push_light(state->llr, light); | |
219 | if (light->type == EnvironmentLightType) { | 120 | { |
220 | bool result = setup_environment_light( | 121 | draw_children(state, &node_transform, node); |
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 | } | 122 | } |
123 | gfx_llr_pop_light(state->llr); | ||
226 | } | 124 | } |
227 | // Model. | 125 | // Model. |
228 | else if (node->type == ModelNode) { | 126 | else if (node->type == ModelNode) { |
229 | const Model* model = gfx_get_node_model(node); | 127 | const Model* model = gfx_get_node_model(node); |
230 | const SceneNode* root = mem_get_node(model->root); | 128 | const SceneNode* root = mem_get_node(model->root); |
231 | draw_recursively(state, parent_transform, root); | 129 | draw_recursively(state, parent_transform, root); |
130 | draw_children(state, &node_transform, node); | ||
232 | } | 131 | } |
233 | // Render object. | 132 | // Render object. |
234 | else if (node->type == ObjectNode) { | 133 | else if (node->type == ObjectNode) { |
@@ -237,16 +136,15 @@ static void draw_recursively( | |||
237 | 136 | ||
238 | // TODO: Here we would frustum-cull the object. | 137 | // TODO: Here we would frustum-cull the object. |
239 | 138 | ||
240 | // TODO: Avoid computing matrices like Modelview or MVP if the shader does | 139 | // A model/anima can have many skeletons. We need to animate the given |
241 | // not use them. | 140 | // object using its skeleton, not just any skeleton of the anima. |
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) { | 141 | if (object->skeleton.val) { |
247 | load_skeleton(state, object->skeleton); | 142 | const Skeleton* skeleton = mem_get_skeleton(object->skeleton); |
143 | gfx_llr_set_skeleton(state->llr, state->anima, skeleton); | ||
248 | } | 144 | } |
249 | 145 | ||
146 | const mat4 model_matrix = node_transform; | ||
147 | |||
250 | for (mesh_link_idx mesh_link_index = object->mesh_link; | 148 | for (mesh_link_idx mesh_link_index = object->mesh_link; |
251 | mesh_link_index.val;) { | 149 | mesh_link_index.val;) { |
252 | const MeshLink* mesh_link = mem_get_mesh_link(mesh_link_index); | 150 | const MeshLink* mesh_link = mem_get_mesh_link(mesh_link_index); |
@@ -256,63 +154,34 @@ static void draw_recursively( | |||
256 | if (!mesh) { | 154 | if (!mesh) { |
257 | continue; | 155 | continue; |
258 | } | 156 | } |
259 | assert(mesh->geometry); | ||
260 | assert(mesh->material); | ||
261 | 157 | ||
262 | // TODO: Here we would frustum-cull the mesh. The AABB would have to be | 158 | // 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 | 159 | // transformed by the model matrix. Rotation would make the AABB |
264 | // relatively large, but still, the culling would be conservative. | 160 | // relatively large, but still, the culling would be conservative. |
265 | 161 | ||
266 | // Apply common shader uniforms not captured by materials. | ||
267 | ShaderProgram* shader = state->shader ? state->shader : mesh->shader; | 162 | ShaderProgram* shader = state->shader ? state->shader : mesh->shader; |
268 | gfx_set_mat4_uniform(shader, "ModelMatrix", &model_matrix); | 163 | gfx_llr_set_shader(state->llr, shader); |
269 | gfx_set_mat4_uniform(shader, "Modelview", &modelview); | 164 | gfx_llr_set_model_matrix(state->llr, &model_matrix); |
270 | gfx_set_mat4_uniform(shader, "View", state->view_matrix); | 165 | gfx_llr_render_mesh(state->llr, mesh); |
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 | } | 166 | } |
307 | 167 | ||
308 | // Reset state for next object. | 168 | if (object->skeleton.val) { |
309 | state->num_joints = 0; | 169 | gfx_llr_clear_skeleton(state->llr); |
170 | } | ||
171 | |||
172 | draw_children(state, &node_transform, node); | ||
173 | } else { | ||
174 | draw_children(state, &node_transform, node); | ||
310 | } | 175 | } |
176 | } | ||
311 | 177 | ||
178 | /// Draw the node's children. | ||
179 | static void draw_children( | ||
180 | RenderState* state, const mat4* node_transform, const SceneNode* node) { | ||
312 | // Render children recursively. | 181 | // Render children recursively. |
313 | for (node_idx child_index = node->child; child_index.val;) { | 182 | for (node_idx child_index = node->child; child_index.val;) { |
314 | const SceneNode* child = mem_get_node(child_index); | 183 | const SceneNode* child = mem_get_node(child_index); |
315 | draw_recursively(state, node_transform, child); | 184 | draw_recursively(state, *node_transform, child); |
316 | child_index = child->next; | 185 | child_index = child->next; |
317 | } | 186 | } |
318 | } | 187 | } |
@@ -324,41 +193,23 @@ void gfx_render_scene(Renderer* renderer, const RenderSceneParams* params) { | |||
324 | 193 | ||
325 | ShaderProgram* const shader = load_shader(renderer, params->mode); | 194 | ShaderProgram* const shader = load_shader(renderer, params->mode); |
326 | 195 | ||
327 | const Scene* scene = params->scene; | 196 | const Scene* scene = params->scene; |
328 | const SceneCamera* camera = params->camera; | 197 | const SceneCamera* camera = params->camera; |
329 | 198 | GfxCore* const gfxcore = renderer->gfxcore; | |
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 | 199 | ||
344 | int x, y, width, height; | 200 | int x, y, width, height; |
345 | gfx_get_viewport(gfxcore, &x, &y, &width, &height); | 201 | gfx_get_viewport(gfxcore, &x, &y, &width, &height); |
346 | const float aspect = (float)width / (float)height; | 202 | const R aspect = (R)width / (R)height; |
347 | 203 | ||
348 | RenderState state = { | 204 | RenderState state = { |
349 | .gfxcore = gfxcore, | 205 | .gfxcore = gfxcore, |
350 | .renderer = renderer, | 206 | .llr = renderer->llr, |
351 | .shader = shader, | 207 | .renderer = renderer, |
352 | .scene = scene, | 208 | .shader = shader, |
353 | .camera = &camera->camera, | 209 | .scene = scene}; |
354 | .camera_rotation = &camera_rotation, | 210 | |
355 | .view_matrix = &view_matrix, | 211 | gfx_llr_set_camera(renderer->llr, &camera->camera); |
356 | .projection = &projection, | 212 | gfx_llr_set_aspect(renderer->llr, aspect); |
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); | 213 | draw_recursively(&state, mat4_id(), scene->root); |
363 | } | 214 | } |
364 | 215 | ||
diff --git a/src/renderer/renderer_impl.h b/src/renderer/renderer_impl.h index fc14dcb..7395915 100644 --- a/src/renderer/renderer_impl.h +++ b/src/renderer/renderer_impl.h | |||
@@ -4,14 +4,12 @@ | |||
4 | 4 | ||
5 | #include <stdbool.h> | 5 | #include <stdbool.h> |
6 | 6 | ||
7 | typedef struct IBL IBL; | 7 | typedef struct LLR LLR; |
8 | typedef struct ShaderProgram ShaderProgram; | 8 | typedef struct ShaderProgram ShaderProgram; |
9 | typedef struct Texture Texture; | ||
10 | 9 | ||
11 | typedef struct Renderer { | 10 | typedef struct Renderer { |
12 | GfxCore* gfxcore; | 11 | GfxCore* gfxcore; |
13 | IBL* ibl; | 12 | LLR* llr; |
14 | Texture* brdf_integration_map; | ||
15 | struct { | 13 | struct { |
16 | ShaderProgram* debug; | 14 | ShaderProgram* debug; |
17 | ShaderProgram* normals; | 15 | ShaderProgram* normals; |
@@ -21,7 +19,7 @@ typedef struct Renderer { | |||
21 | } Renderer; | 19 | } Renderer; |
22 | 20 | ||
23 | /// Create a new renderer. | 21 | /// Create a new renderer. |
24 | bool renderer_make(Renderer*, GfxCore*); | 22 | bool gfx_renderer_make(Renderer*, LLR*, GfxCore*); |
25 | 23 | ||
26 | /// Destroy the renderer. | 24 | /// Destroy the renderer. |
27 | void renderer_destroy(Renderer*); | 25 | void gfx_renderer_destroy(Renderer*); |
diff --git a/src/scene/node.c b/src/scene/node.c index 67ce93c..e359f73 100644 --- a/src/scene/node.c +++ b/src/scene/node.c | |||
@@ -2,7 +2,7 @@ | |||
2 | 2 | ||
3 | #include "animation_impl.h" | 3 | #include "animation_impl.h" |
4 | #include "camera_impl.h" | 4 | #include "camera_impl.h" |
5 | #include "light_impl.h" | 5 | #include "llr/light_impl.h" |
6 | #include "model_impl.h" | 6 | #include "model_impl.h" |
7 | #include "object_impl.h" | 7 | #include "object_impl.h" |
8 | #include "scene_graph.h" | 8 | #include "scene_graph.h" |
diff --git a/src/scene/object.c b/src/scene/object.c index e8e3ee6..27ff5db 100644 --- a/src/scene/object.c +++ b/src/scene/object.c | |||
@@ -2,7 +2,7 @@ | |||
2 | 2 | ||
3 | #include <gfx/core.h> | 3 | #include <gfx/core.h> |
4 | 4 | ||
5 | #include "mesh_impl.h" | 5 | #include "llr/mesh_impl.h" |
6 | #include "node_impl.h" | 6 | #include "node_impl.h" |
7 | #include "scene_memory.h" | 7 | #include "scene_memory.h" |
8 | 8 | ||
diff --git a/src/scene/object_impl.h b/src/scene/object_impl.h index ead93f1..e864e53 100644 --- a/src/scene/object_impl.h +++ b/src/scene/object_impl.h | |||
@@ -4,8 +4,6 @@ | |||
4 | 4 | ||
5 | #include "types.h" | 5 | #include "types.h" |
6 | 6 | ||
7 | #include <math/mat4.h> | ||
8 | |||
9 | typedef struct MeshLink { | 7 | typedef struct MeshLink { |
10 | mesh_idx mesh; | 8 | mesh_idx mesh; |
11 | mesh_link_idx next; // Next MeshLink in the list. | 9 | mesh_link_idx next; // Next MeshLink in the list. |
diff --git a/src/scene/scene_memory.c b/src/scene/scene_memory.c index 91880bb..3a01325 100644 --- a/src/scene/scene_memory.c +++ b/src/scene/scene_memory.c | |||
@@ -4,9 +4,9 @@ | |||
4 | 4 | ||
5 | #include "animation_impl.h" | 5 | #include "animation_impl.h" |
6 | #include "camera_impl.h" | 6 | #include "camera_impl.h" |
7 | #include "light_impl.h" | 7 | #include "llr/light_impl.h" |
8 | #include "material_impl.h" | 8 | #include "llr/material_impl.h" |
9 | #include "mesh_impl.h" | 9 | #include "llr/mesh_impl.h" |
10 | #include "model_impl.h" | 10 | #include "model_impl.h" |
11 | #include "node_impl.h" | 11 | #include "node_impl.h" |
12 | #include "object_impl.h" | 12 | #include "object_impl.h" |
diff --git a/src/util/skyquad.c b/src/util/skyquad.c index 08fa044..094de67 100644 --- a/src/util/skyquad.c +++ b/src/util/skyquad.c | |||
@@ -1,18 +1,14 @@ | |||
1 | #include <gfx/util/skyquad.h> | 1 | #include <gfx/util/skyquad.h> |
2 | 2 | ||
3 | #include <gfx/core.h> | 3 | #include <gfx/core.h> |
4 | #include <gfx/gfx.h> | 4 | #include <gfx/llr/light.h> |
5 | #include <gfx/scene/light.h> | 5 | #include <gfx/llr/material.h> |
6 | #include <gfx/scene/material.h> | 6 | #include <gfx/llr/mesh.h> |
7 | #include <gfx/scene/mesh.h> | ||
8 | #include <gfx/scene/node.h> | 7 | #include <gfx/scene/node.h> |
9 | #include <gfx/scene/object.h> | 8 | #include <gfx/scene/object.h> |
10 | #include <gfx/scene/scene.h> | ||
11 | #include <gfx/util/geometry.h> | 9 | #include <gfx/util/geometry.h> |
12 | #include <gfx/util/shader.h> | 10 | #include <gfx/util/shader.h> |
13 | 11 | ||
14 | #include <math/vec4.h> | ||
15 | |||
16 | #include <assert.h> | 12 | #include <assert.h> |
17 | 13 | ||
18 | SceneObject* gfx_make_skyquad(GfxCore* gfxcore, const Texture* texture) { | 14 | SceneObject* gfx_make_skyquad(GfxCore* gfxcore, const Texture* texture) { |
@@ -36,10 +32,9 @@ SceneObject* gfx_make_skyquad(GfxCore* gfxcore, const Texture* texture) { | |||
36 | } | 32 | } |
37 | 33 | ||
38 | MaterialDesc material_desc = (MaterialDesc){0}; | 34 | MaterialDesc material_desc = (MaterialDesc){0}; |
39 | material_desc.uniforms[0] = (ShaderUniform){ | 35 | material_desc.uniforms[0] = (ShaderUniform){.type = UniformTexture, |
40 | .type = UniformTexture, | 36 | .value.texture = texture, |
41 | .value.texture = texture, | 37 | .name = sstring_make("Skyquad")}; |
42 | .name = sstring_make("Skyquad")}; | ||
43 | material_desc.num_uniforms = 1; | 38 | material_desc.num_uniforms = 1; |
44 | material = gfx_make_material(&material_desc); | 39 | material = gfx_make_material(&material_desc); |
45 | if (!material) { | 40 | if (!material) { |