diff options
| -rw-r--r-- | CMakeLists.txt | 1 | ||||
| -rw-r--r-- | include/gfx/core.h | 24 | ||||
| -rw-r--r-- | include/gfx/render/llr.h | 11 | ||||
| -rw-r--r-- | include/gfx/render/renderer.h | 13 | ||||
| -rw-r--r-- | include/gfx/scene.h | 1 | ||||
| -rw-r--r-- | shaders/cook_torrance.frag | 89 | ||||
| -rw-r--r-- | shaders/cook_torrance.vert | 24 | ||||
| -rw-r--r-- | src/asset/model.c | 75 | ||||
| -rw-r--r-- | src/core/core.c | 36 | ||||
| -rw-r--r-- | src/core/core_impl.h | 8 | ||||
| -rw-r--r-- | src/core/shader_program.c | 119 | ||||
| -rw-r--r-- | src/render/llr.c | 36 | ||||
| -rw-r--r-- | src/render/llr_impl.h | 6 | ||||
| -rw-r--r-- | src/render/renderer.c | 46 | ||||
| -rw-r--r-- | src/scene/camera.c | 3 |
15 files changed, 320 insertions, 172 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt index 44f679a..d028b70 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt | |||
| @@ -75,6 +75,7 @@ target_compile_options(gfx PRIVATE -std=gnu11 -Wall -Wextra -Wpedantic) | |||
| 75 | 75 | ||
| 76 | target_link_libraries(gfx PUBLIC | 76 | target_link_libraries(gfx PUBLIC |
| 77 | cstring | 77 | cstring |
| 78 | hash | ||
| 78 | math) | 79 | math) |
| 79 | 80 | ||
| 80 | target_link_libraries(gfx PRIVATE | 81 | target_link_libraries(gfx PRIVATE |
diff --git a/include/gfx/core.h b/include/gfx/core.h index dc0b015..5a05cda 100644 --- a/include/gfx/core.h +++ b/include/gfx/core.h | |||
| @@ -183,11 +183,12 @@ typedef struct ShaderProgramDesc { | |||
| 183 | 183 | ||
| 184 | /// Shader uniform type. | 184 | /// Shader uniform type. |
| 185 | typedef enum { | 185 | typedef enum { |
| 186 | UniformInt, | ||
| 186 | UniformFloat, | 187 | UniformFloat, |
| 187 | UniformMat4, | 188 | UniformMat4, |
| 188 | UniformTexture, | ||
| 189 | UniformVec3, | 189 | UniformVec3, |
| 190 | UniformVec4, | 190 | UniformVec4, |
| 191 | UniformTexture, | ||
| 191 | UniformMat4Array | 192 | UniformMat4Array |
| 192 | } UniformType; | 193 | } UniformType; |
| 193 | 194 | ||
| @@ -200,10 +201,11 @@ typedef struct ShaderUniform { | |||
| 200 | UniformType type; | 201 | UniformType type; |
| 201 | union { | 202 | union { |
| 202 | const Texture* texture; | 203 | const Texture* texture; |
| 203 | mat4 mat4; | 204 | int uniform_int; |
| 204 | vec3 vec3; | 205 | float uniform_float; |
| 205 | vec4 vec4; | 206 | mat4 uniform_mat4; |
| 206 | float scalar; | 207 | vec3 uniform_vec3; |
| 208 | vec4 uniform_vec4; | ||
| 207 | struct { | 209 | struct { |
| 208 | size_t count; | 210 | size_t count; |
| 209 | union { | 211 | union { |
| @@ -479,9 +481,13 @@ void gfx_deactivate_shader_program(const ShaderProgram*); | |||
| 479 | /// gfx_activate_shader_program(). | 481 | /// gfx_activate_shader_program(). |
| 480 | void gfx_apply_uniforms(const ShaderProgram*); | 482 | void gfx_apply_uniforms(const ShaderProgram*); |
| 481 | 483 | ||
| 482 | /// Set the texture uniform. | 484 | /// Set the int uniform. |
| 483 | /// Has no effect if the shader does not contain the given uniform. | 485 | /// Has no effect if the shader does not contain the given uniform. |
| 484 | void gfx_set_texture_uniform(ShaderProgram*, const char* name, const Texture*); | 486 | void gfx_set_int_uniform(ShaderProgram*, const char* name, int value); |
| 487 | |||
| 488 | /// Set the float uniform. | ||
| 489 | /// Has no effect if the shader does not contain the given uniform. | ||
| 490 | void gfx_set_float_uniform(ShaderProgram*, const char* name, float value); | ||
| 485 | 491 | ||
| 486 | /// Set the matrix uniform. | 492 | /// Set the matrix uniform. |
| 487 | /// Has no effect if the shader does not contain the given uniform. | 493 | /// Has no effect if the shader does not contain the given uniform. |
| @@ -495,9 +501,9 @@ void gfx_set_vec3_uniform(ShaderProgram*, const char* name, vec3); | |||
| 495 | /// Has no effect if the shader does not contain the given uniform. | 501 | /// Has no effect if the shader does not contain the given uniform. |
| 496 | void gfx_set_vec4_uniform(ShaderProgram*, const char* name, vec4); | 502 | void gfx_set_vec4_uniform(ShaderProgram*, const char* name, vec4); |
| 497 | 503 | ||
| 498 | /// Set the float uniform. | 504 | /// Set the texture uniform. |
| 499 | /// Has no effect if the shader does not contain the given uniform. | 505 | /// Has no effect if the shader does not contain the given uniform. |
| 500 | void gfx_set_float_uniform(ShaderProgram*, const char* name, float value); | 506 | void gfx_set_texture_uniform(ShaderProgram*, const char* name, const Texture*); |
| 501 | 507 | ||
| 502 | /// Set the matrix array uniform. | 508 | /// Set the matrix array uniform. |
| 503 | /// Has no effect if the shader does not contain the given uniform. | 509 | /// Has no effect if the shader does not contain the given uniform. |
diff --git a/include/gfx/render/llr.h b/include/gfx/render/llr.h index 785f9cd..b30b11e 100644 --- a/include/gfx/render/llr.h +++ b/include/gfx/render/llr.h | |||
| @@ -18,8 +18,10 @@ typedef struct Texture Texture; | |||
| 18 | 18 | ||
| 19 | typedef struct LLR LLR; | 19 | typedef struct LLR LLR; |
| 20 | 20 | ||
| 21 | // TODO: Move data structures to scene.h? | ||
| 21 | // ----------------------------------------------------------------------------- | 22 | // ----------------------------------------------------------------------------- |
| 22 | // Data structures. | 23 | // Data structures. |
| 24 | // ----------------------------------------------------------------------------- | ||
| 23 | 25 | ||
| 24 | /// Light type. | 26 | /// Light type. |
| 25 | typedef enum LightType { EnvironmentLightType } LightType; | 27 | typedef enum LightType { EnvironmentLightType } LightType; |
| @@ -37,6 +39,9 @@ typedef struct LightDesc { | |||
| 37 | } light; | 39 | } light; |
| 38 | } LightDesc; | 40 | } LightDesc; |
| 39 | 41 | ||
| 42 | /// Alpha mode. | ||
| 43 | typedef enum AlphaMode { Opaque = 0, Mask = 1, Blend = 2 } AlphaMode; | ||
| 44 | |||
| 40 | /// Describes a material. | 45 | /// Describes a material. |
| 41 | /// | 46 | /// |
| 42 | /// TODO: It doesn't hold the shader program anymore...It's in the Mesh. | 47 | /// TODO: It doesn't hold the shader program anymore...It's in the Mesh. |
| @@ -44,8 +49,10 @@ typedef struct LightDesc { | |||
| 44 | /// variables. Two materials can share the same shader, but shader parameters | 49 | /// variables. Two materials can share the same shader, but shader parameters |
| 45 | /// generally give two materials a different appearance. | 50 | /// generally give two materials a different appearance. |
| 46 | typedef struct MaterialDesc { | 51 | typedef struct MaterialDesc { |
| 47 | ShaderUniform uniforms[GFX_MAX_UNIFORMS_PER_MATERIAL]; | 52 | AlphaMode alpha_mode; |
| 53 | float alpha_cutoff; | ||
| 48 | int num_uniforms; | 54 | int num_uniforms; |
| 55 | ShaderUniform uniforms[GFX_MAX_UNIFORMS_PER_MATERIAL]; | ||
| 49 | } MaterialDesc; | 56 | } MaterialDesc; |
| 50 | 57 | ||
| 51 | /// Describes a mesh. | 58 | /// Describes a mesh. |
| @@ -85,6 +92,7 @@ void gfx_destroy_mesh(Mesh**); | |||
| 85 | 92 | ||
| 86 | // ----------------------------------------------------------------------------- | 93 | // ----------------------------------------------------------------------------- |
| 87 | // Low-level rendering. | 94 | // Low-level rendering. |
| 95 | // ----------------------------------------------------------------------------- | ||
| 88 | 96 | ||
| 89 | /// Set the shader to be used for subsequent draw calls. | 97 | /// Set the shader to be used for subsequent draw calls. |
| 90 | /// The shader is not yet activated at this point. | 98 | /// The shader is not yet activated at this point. |
| @@ -130,6 +138,7 @@ void gfx_llr_render_mesh(LLR*, const Mesh*); | |||
| 130 | 138 | ||
| 131 | // ----------------------------------------------------------------------------- | 139 | // ----------------------------------------------------------------------------- |
| 132 | // Matrix stack manipulation. | 140 | // Matrix stack manipulation. |
| 141 | // ----------------------------------------------------------------------------- | ||
| 133 | 142 | ||
| 134 | /// Load an identity model matrix. Clears the matrix stack. | 143 | /// Load an identity model matrix. Clears the matrix stack. |
| 135 | void gfx_llr_load_identity(LLR* renderer); | 144 | void gfx_llr_load_identity(LLR* renderer); |
diff --git a/include/gfx/render/renderer.h b/include/gfx/render/renderer.h index 6cebe50..9f3231b 100644 --- a/include/gfx/render/renderer.h +++ b/include/gfx/render/renderer.h | |||
| @@ -8,6 +8,7 @@ typedef struct Scene Scene; | |||
| 8 | 8 | ||
| 9 | typedef struct Renderer Renderer; | 9 | typedef struct Renderer Renderer; |
| 10 | 10 | ||
| 11 | // TODO: Add RenderDepth. | ||
| 11 | typedef enum RenderSceneMode { | 12 | typedef enum RenderSceneMode { |
| 12 | RenderDefault, | 13 | RenderDefault, |
| 13 | RenderDebug, | 14 | RenderDebug, |
| @@ -16,10 +17,16 @@ typedef enum RenderSceneMode { | |||
| 16 | RenderTangents | 17 | RenderTangents |
| 17 | } RenderSceneMode; | 18 | } RenderSceneMode; |
| 18 | 19 | ||
| 20 | typedef enum RenderSceneFilter { | ||
| 21 | RenderOpaqueAndAlphaMasked, | ||
| 22 | RenderTransparent | ||
| 23 | } RenderSceneFilter; | ||
| 24 | |||
| 19 | typedef struct RenderSceneParams { | 25 | typedef struct RenderSceneParams { |
| 20 | RenderSceneMode mode; | 26 | RenderSceneMode mode; |
| 21 | const Scene* scene; | 27 | RenderSceneFilter filter; |
| 22 | const Camera* camera; | 28 | const Scene* scene; |
| 29 | const Camera* camera; | ||
| 23 | } RenderSceneParams; | 30 | } RenderSceneParams; |
| 24 | 31 | ||
| 25 | /// Render the scene. | 32 | /// Render the scene. |
diff --git a/include/gfx/scene.h b/include/gfx/scene.h index 740a948..9747da7 100644 --- a/include/gfx/scene.h +++ b/include/gfx/scene.h | |||
| @@ -82,6 +82,7 @@ const Skeleton* gfx_get_object_skeleton(const SceneObject*); | |||
| 82 | /// The object's bounding box is the bounding box of its mesh geometries. | 82 | /// The object's bounding box is the bounding box of its mesh geometries. |
| 83 | aabb3 gfx_get_object_aabb(const SceneObject*); | 83 | aabb3 gfx_get_object_aabb(const SceneObject*); |
| 84 | 84 | ||
| 85 | // TODO: Remove the scene object? It only contains the root node. | ||
| 85 | // ----------------------------------------------------------------------------- | 86 | // ----------------------------------------------------------------------------- |
| 86 | // Scene. | 87 | // Scene. |
| 87 | // ----------------------------------------------------------------------------- | 88 | // ----------------------------------------------------------------------------- |
diff --git a/shaders/cook_torrance.frag b/shaders/cook_torrance.frag index 9ff5a8d..c0c666c 100644 --- a/shaders/cook_torrance.frag +++ b/shaders/cook_torrance.frag | |||
| @@ -10,19 +10,26 @@ uniform float MetallicFactor; | |||
| 10 | uniform float RoughnessFactor; | 10 | uniform float RoughnessFactor; |
| 11 | uniform vec3 EmissiveFactor; | 11 | uniform vec3 EmissiveFactor; |
| 12 | 12 | ||
| 13 | #ifdef HAS_ALBEDO_MAP | 13 | #if HAS_TRANSPARENCY |
| 14 | #define ALPHA_MODE_MASK 1 | ||
| 15 | #define ALPHA_MODE_BLEND 2 | ||
| 16 | uniform int AlphaMode; | ||
| 17 | uniform float AlphaCutoff; | ||
| 18 | #endif | ||
| 19 | |||
| 20 | #if HAS_ALBEDO_MAP | ||
| 14 | uniform sampler2D BaseColorTexture; | 21 | uniform sampler2D BaseColorTexture; |
| 15 | #endif | 22 | #endif |
| 16 | #ifdef HAS_METALLIC_ROUGHNESS_MAP | 23 | #if HAS_METALLIC_ROUGHNESS_MAP |
| 17 | uniform sampler2D MetallicRoughnessTexture; | 24 | uniform sampler2D MetallicRoughnessTexture; |
| 18 | #endif | 25 | #endif |
| 19 | #ifdef HAS_EMISSIVE_MAP | 26 | #if HAS_EMISSIVE_MAP |
| 20 | uniform sampler2D EmissiveTexture; | 27 | uniform sampler2D EmissiveTexture; |
| 21 | #endif | 28 | #endif |
| 22 | #ifdef HAS_OCCLUSION_MAP | 29 | #if HAS_OCCLUSION_MAP |
| 23 | uniform sampler2D AmbientOcclusionTexture; | 30 | uniform sampler2D AmbientOcclusionTexture; |
| 24 | #endif | 31 | #endif |
| 25 | #ifdef HAS_NORMAL_MAP | 32 | #if HAS_NORMAL_MAP |
| 26 | uniform sampler2D NormalMap; | 33 | uniform sampler2D NormalMap; |
| 27 | #endif | 34 | #endif |
| 28 | 35 | ||
| @@ -37,13 +44,13 @@ uniform vec3 CameraPosition; // World space. | |||
| 37 | 44 | ||
| 38 | // World-space position, normal and tangent. | 45 | // World-space position, normal and tangent. |
| 39 | in vec3 Position; | 46 | in vec3 Position; |
| 40 | #ifdef HAS_NORMALS | 47 | #if HAS_NORMALS |
| 41 | in vec3 Normal; | 48 | in vec3 Normal; |
| 42 | #endif | 49 | #endif |
| 43 | #ifdef HAS_TANGENTS | 50 | #if HAS_TANGENTS |
| 44 | in vec4 Tangent; | 51 | in vec4 Tangent; |
| 45 | #endif | 52 | #endif |
| 46 | #ifdef HAS_TEXCOORDS | 53 | #if HAS_TEXCOORDS |
| 47 | in vec2 Texcoord; | 54 | in vec2 Texcoord; |
| 48 | #endif | 55 | #endif |
| 49 | 56 | ||
| @@ -61,7 +68,7 @@ layout (location = 0) out vec4 Colour; | |||
| 61 | #if defined(HAS_NORMAL_MAP) && (defined(HAS_TANGENTS) || defined(HAS_TEXCOORDS)) | 68 | #if defined(HAS_NORMAL_MAP) && (defined(HAS_TANGENTS) || defined(HAS_TEXCOORDS)) |
| 62 | vec3 get_ws_normal(vec3 normalWs, vec3 normalMapSample) { | 69 | vec3 get_ws_normal(vec3 normalWs, vec3 normalMapSample) { |
| 63 | vec3 N = normalize(Normal); | 70 | vec3 N = normalize(Normal); |
| 64 | #ifdef HAS_TANGENTS | 71 | #if HAS_TANGENTS |
| 65 | //vec3 T = normalize(tangent.xyz - dot(tangent.xyz, N) * N); | 72 | //vec3 T = normalize(tangent.xyz - dot(tangent.xyz, N) * N); |
| 66 | vec3 T = Tangent.xyz; | 73 | vec3 T = Tangent.xyz; |
| 67 | vec3 B = Tangent.w * cross(N, T); | 74 | vec3 B = Tangent.w * cross(N, T); |
| @@ -159,36 +166,19 @@ vec3 cook_torrance_IBL( | |||
| 159 | 166 | ||
| 160 | void main() | 167 | void main() |
| 161 | { | 168 | { |
| 162 | // TODO: Also use the specular F0 map from the model, and emissive. Make sure | ||
| 163 | // to use all maps. | ||
| 164 | // https://sketchfab.com/models/b81008d513954189a063ff901f7abfe4 | ||
| 165 | #ifdef HAS_NORMAL_MAP | ||
| 166 | vec3 normalMapSample = texture(NormalMap, Texcoord).xyz * 2.0 - 1.0; | ||
| 167 | vec3 N = get_ws_normal(Normal, normalMapSample); | ||
| 168 | #elif HAS_NORMALS | ||
| 169 | vec3 N = normalize(Normal); | ||
| 170 | #endif | ||
| 171 | vec3 V = normalize(CameraPosition - Position); | ||
| 172 | vec3 R = reflect(-V, N); | ||
| 173 | // Not needed for IBL. | ||
| 174 | //vec3 L = N; | ||
| 175 | //vec3 H = normalize(L + V); | ||
| 176 | |||
| 177 | float NdotV = max(0.0, dot(N, V)); | ||
| 178 | // Not needed for IBL. | ||
| 179 | //float NdotL = max(0.0, dot(N,L)); | ||
| 180 | //float NdotH = max(0.0, dot(N,H)); | ||
| 181 | //float HdotV = clamp(dot(H,V), 0.0, 1.0); // Clamp to prevent black spots. | ||
| 182 | |||
| 183 | // TODO: BaseColorFactor and BaseColorTexture are vec4/rgba quantities | ||
| 184 | // respectively. Handle the alpha channel. | ||
| 185 | // TODO: Other factors. | 169 | // TODO: Other factors. |
| 186 | #ifdef HAS_ALBEDO_MAP | 170 | #if HAS_ALBEDO_MAP |
| 187 | vec3 albedo = vec3(BaseColorFactor) * texture(BaseColorTexture, Texcoord).rgb; | 171 | vec4 base_colour = vec4(BaseColorFactor) * texture(BaseColorTexture, Texcoord); |
| 188 | #else | 172 | #else |
| 189 | vec3 albedo = vec3(BaseColorFactor); | 173 | vec4 base_colour = vec4(BaseColorFactor); |
| 190 | #endif | 174 | #endif |
| 191 | #ifdef HAS_METALLIC_ROUGHNESS_MAP | 175 | vec3 albedo = base_colour.rgb; |
| 176 | #if HAS_TRANSPARENCY | ||
| 177 | if ((AlphaMode == ALPHA_MODE_MASK) && (base_colour.a < AlphaCutoff)) { | ||
| 178 | discard; | ||
| 179 | } | ||
| 180 | #endif | ||
| 181 | #if HAS_METALLIC_ROUGHNESS_MAP | ||
| 192 | // Spec: "Its green channel contains roughness values and its blue channel | 182 | // Spec: "Its green channel contains roughness values and its blue channel |
| 193 | // contains metalness values." | 183 | // contains metalness values." |
| 194 | vec2 metal_roughness | 184 | vec2 metal_roughness |
| @@ -197,12 +187,12 @@ void main() | |||
| 197 | #else | 187 | #else |
| 198 | vec2 metal_roughness = vec2(MetallicFactor, RoughnessFactor); | 188 | vec2 metal_roughness = vec2(MetallicFactor, RoughnessFactor); |
| 199 | #endif | 189 | #endif |
| 200 | #ifdef HAS_EMISSIVE_MAP | 190 | #if HAS_EMISSIVE_MAP |
| 201 | vec3 emissive = EmissiveFactor * texture(EmissiveTexture, Texcoord).rgb; | 191 | vec3 emissive = EmissiveFactor * texture(EmissiveTexture, Texcoord).rgb; |
| 202 | #else | 192 | #else |
| 203 | vec3 emissive = EmissiveFactor; | 193 | vec3 emissive = EmissiveFactor; |
| 204 | #endif | 194 | #endif |
| 205 | #ifdef HAS_OCCLUSION_MAP | 195 | #if HAS_OCCLUSION_MAP |
| 206 | float occlusion = texture(AmbientOcclusionTexture, Texcoord).r; | 196 | float occlusion = texture(AmbientOcclusionTexture, Texcoord).r; |
| 207 | #else | 197 | #else |
| 208 | float occlusion = 1.0; | 198 | float occlusion = 1.0; |
| @@ -210,6 +200,27 @@ void main() | |||
| 210 | float metallic = metal_roughness.x; | 200 | float metallic = metal_roughness.x; |
| 211 | float roughness = metal_roughness.y; | 201 | float roughness = metal_roughness.y; |
| 212 | 202 | ||
| 203 | // TODO: Also use the specular F0 map from the model, and emissive. Make sure | ||
| 204 | // to use all maps. | ||
| 205 | // https://sketchfab.com/models/b81008d513954189a063ff901f7abfe4 | ||
| 206 | #if HAS_NORMAL_MAP | ||
| 207 | vec3 normalMapSample = texture(NormalMap, Texcoord).xyz * 2.0 - 1.0; | ||
| 208 | vec3 N = get_ws_normal(Normal, normalMapSample); | ||
| 209 | #elif HAS_NORMALS | ||
| 210 | vec3 N = normalize(Normal); | ||
| 211 | #endif | ||
| 212 | vec3 V = normalize(CameraPosition - Position); | ||
| 213 | vec3 R = reflect(-V, N); | ||
| 214 | // Not needed for IBL. | ||
| 215 | //vec3 L = N; | ||
| 216 | //vec3 H = normalize(L + V); | ||
| 217 | |||
| 218 | float NdotV = max(0.0, dot(N, V)); | ||
| 219 | // Not needed for IBL. | ||
| 220 | //float NdotL = max(0.0, dot(N,L)); | ||
| 221 | //float NdotH = max(0.0, dot(N,H)); | ||
| 222 | //float HdotV = clamp(dot(H,V), 0.0, 1.0); // Clamp to prevent black spots. | ||
| 223 | |||
| 213 | // For a single light direction: | 224 | // For a single light direction: |
| 214 | // vec3 brdf = cook_torrance(albedo, metallic, roughness, NdotL, NdotV, NdotH, HdotV); | 225 | // vec3 brdf = cook_torrance(albedo, metallic, roughness, NdotL, NdotV, NdotH, HdotV); |
| 215 | // vec3 Li = texture(Sky, N).rgb; | 226 | // vec3 Li = texture(Sky, N).rgb; |
| @@ -268,5 +279,5 @@ void main() | |||
| 268 | // //colour = B * 0.5 + 0.5; | 279 | // //colour = B * 0.5 + 0.5; |
| 269 | // } | 280 | // } |
| 270 | 281 | ||
| 271 | Colour = vec4(colour, 1.0); | 282 | Colour = vec4(colour, base_colour.a); |
| 272 | } | 283 | } |
diff --git a/shaders/cook_torrance.vert b/shaders/cook_torrance.vert index 5f126c0..17fe1f7 100644 --- a/shaders/cook_torrance.vert +++ b/shaders/cook_torrance.vert | |||
| @@ -5,7 +5,7 @@ uniform mat4 ModelMatrix; | |||
| 5 | uniform mat4 View; | 5 | uniform mat4 View; |
| 6 | uniform mat4 Projection; | 6 | uniform mat4 Projection; |
| 7 | //uniform mat4 MVP; | 7 | //uniform mat4 MVP; |
| 8 | #ifdef HAS_JOINTS | 8 | #if HAS_JOINTS |
| 9 | // The client should pass in an appropriate value for MAX_JOINTS. | 9 | // The client should pass in an appropriate value for MAX_JOINTS. |
| 10 | // #define MAX_JOINTS 96 | 10 | // #define MAX_JOINTS 96 |
| 11 | // | 11 | // |
| @@ -21,35 +21,35 @@ uniform mat4 JointMatrices[MAX_JOINTS]; // Use 4x4 for now to keep it simple. | |||
| 21 | #endif | 21 | #endif |
| 22 | 22 | ||
| 23 | layout (location = 0) in vec3 vPosition; | 23 | layout (location = 0) in vec3 vPosition; |
| 24 | #ifdef HAS_NORMALS | 24 | #if HAS_NORMALS |
| 25 | layout (location = 1) in vec3 vNormal; | 25 | layout (location = 1) in vec3 vNormal; |
| 26 | #endif | 26 | #endif |
| 27 | #ifdef HAS_TANGENTS | 27 | #if HAS_TANGENTS |
| 28 | layout (location = 2) in vec4 vTangent; | 28 | layout (location = 2) in vec4 vTangent; |
| 29 | #endif | 29 | #endif |
| 30 | #ifdef HAS_TEXCOORDS | 30 | #if HAS_TEXCOORDS |
| 31 | layout (location = 3) in vec2 vTexcoord; | 31 | layout (location = 3) in vec2 vTexcoord; |
| 32 | #endif | 32 | #endif |
| 33 | #ifdef HAS_JOINTS | 33 | #if HAS_JOINTS |
| 34 | layout (location = 4) in uvec4 vJoint; | 34 | layout (location = 4) in uvec4 vJoint; |
| 35 | layout (location = 5) in vec4 vWeight; | 35 | layout (location = 5) in vec4 vWeight; |
| 36 | #endif | 36 | #endif |
| 37 | 37 | ||
| 38 | // World-space position, normal and tangent. | 38 | // World-space position, normal and tangent. |
| 39 | out vec3 Position; | 39 | out vec3 Position; |
| 40 | #ifdef HAS_NORMALS | 40 | #if HAS_NORMALS |
| 41 | out vec3 Normal; | 41 | out vec3 Normal; |
| 42 | #endif | 42 | #endif |
| 43 | #ifdef HAS_TANGENTS | 43 | #if HAS_TANGENTS |
| 44 | out vec4 Tangent; | 44 | out vec4 Tangent; |
| 45 | #endif | 45 | #endif |
| 46 | #ifdef HAS_TEXCOORDS | 46 | #if HAS_TEXCOORDS |
| 47 | out vec2 Texcoord; | 47 | out vec2 Texcoord; |
| 48 | #endif | 48 | #endif |
| 49 | 49 | ||
| 50 | void main() | 50 | void main() |
| 51 | { | 51 | { |
| 52 | #ifdef HAS_JOINTS | 52 | #if HAS_JOINTS |
| 53 | mat4 skinMatrix = | 53 | mat4 skinMatrix = |
| 54 | vWeight.x * JointMatrices[vJoint.x] + | 54 | vWeight.x * JointMatrices[vJoint.x] + |
| 55 | vWeight.y * JointMatrices[vJoint.y] + | 55 | vWeight.y * JointMatrices[vJoint.y] + |
| @@ -59,14 +59,14 @@ void main() | |||
| 59 | #else | 59 | #else |
| 60 | Position = vec3(ModelMatrix * vec4(vPosition, 1.0)); | 60 | Position = vec3(ModelMatrix * vec4(vPosition, 1.0)); |
| 61 | #endif | 61 | #endif |
| 62 | #ifdef HAS_NORMALS | 62 | #if HAS_NORMALS |
| 63 | Normal = mat3(ModelMatrix) * vNormal; | 63 | Normal = mat3(ModelMatrix) * vNormal; |
| 64 | //Normal = normalize(ModelMatrix * vec4(vNormal, 0.0)).xyz; | 64 | //Normal = normalize(ModelMatrix * vec4(vNormal, 0.0)).xyz; |
| 65 | #endif | 65 | #endif |
| 66 | #ifdef HAS_TANGENTS | 66 | #if HAS_TANGENTS |
| 67 | Tangent = vec4(mat3(ModelMatrix) * vTangent.xyz, vTangent.w); | 67 | Tangent = vec4(mat3(ModelMatrix) * vTangent.xyz, vTangent.w); |
| 68 | #endif | 68 | #endif |
| 69 | #ifdef HAS_TEXCOORDS | 69 | #if HAS_TEXCOORDS |
| 70 | Texcoord = vTexcoord; | 70 | Texcoord = vTexcoord; |
| 71 | #endif | 71 | #endif |
| 72 | gl_Position = Projection * View * vec4(Position, 1.0); | 72 | gl_Position = Projection * View * vec4(Position, 1.0); |
diff --git a/src/asset/model.c b/src/asset/model.c index 2ee3cd1..a97d20e 100644 --- a/src/asset/model.c +++ b/src/asset/model.c | |||
| @@ -138,6 +138,7 @@ | |||
| 138 | #define DEFINE_HAS_NORMAL_MAP "HAS_NORMAL_MAP" | 138 | #define DEFINE_HAS_NORMAL_MAP "HAS_NORMAL_MAP" |
| 139 | #define DEFINE_HAS_OCCLUSION_MAP "HAS_OCCLUSION_MAP" | 139 | #define DEFINE_HAS_OCCLUSION_MAP "HAS_OCCLUSION_MAP" |
| 140 | #define DEFINE_HAS_EMISSIVE_MAP "HAS_EMISSIVE_MAP" | 140 | #define DEFINE_HAS_EMISSIVE_MAP "HAS_EMISSIVE_MAP" |
| 141 | #define DEFINE_HAS_TRANSPARENCY "HAS_TRANSPARENCY" | ||
| 141 | #define DEFINE_HAS_JOINTS "HAS_JOINTS" | 142 | #define DEFINE_HAS_JOINTS "HAS_JOINTS" |
| 142 | #define DEFINE_MAX_JOINTS "MAX_JOINTS" | 143 | #define DEFINE_MAX_JOINTS "MAX_JOINTS" |
| 143 | 144 | ||
| @@ -166,6 +167,8 @@ typedef struct MeshPermutation { | |||
| 166 | bool has_normal_map : 1; | 167 | bool has_normal_map : 1; |
| 167 | bool has_occlusion_map : 1; | 168 | bool has_occlusion_map : 1; |
| 168 | bool has_emissive_map : 1; | 169 | bool has_emissive_map : 1; |
| 170 | // Material. | ||
| 171 | bool has_transparency : 1; | ||
| 169 | }; | 172 | }; |
| 170 | int32_t all; | 173 | int32_t all; |
| 171 | }; | 174 | }; |
| @@ -192,6 +195,7 @@ static size_t make_defines( | |||
| 192 | check(has_normal_map, DEFINE_HAS_NORMAL_MAP); | 195 | check(has_normal_map, DEFINE_HAS_NORMAL_MAP); |
| 193 | check(has_occlusion_map, DEFINE_HAS_OCCLUSION_MAP); | 196 | check(has_occlusion_map, DEFINE_HAS_OCCLUSION_MAP); |
| 194 | check(has_emissive_map, DEFINE_HAS_EMISSIVE_MAP); | 197 | check(has_emissive_map, DEFINE_HAS_EMISSIVE_MAP); |
| 198 | check(has_transparency, DEFINE_HAS_TRANSPARENCY); | ||
| 195 | 199 | ||
| 196 | if (perm.has_joints) { | 200 | if (perm.has_joints) { |
| 197 | defines[next].name = sstring_make(DEFINE_MAX_JOINTS); | 201 | defines[next].name = sstring_make(DEFINE_MAX_JOINTS); |
| @@ -208,12 +212,12 @@ static ShaderProgram* make_shader_permutation( | |||
| 208 | LOGD( | 212 | LOGD( |
| 209 | "Compiling Cook-Torrance shader permutation: texcoords: %d, normals: " | 213 | "Compiling Cook-Torrance shader permutation: texcoords: %d, normals: " |
| 210 | "%d, tangents: %d, joints: %d, weights: %d, albedo map: %d, " | 214 | "%d, tangents: %d, joints: %d, weights: %d, albedo map: %d, " |
| 211 | "metallic-roughness map: " | 215 | "metallic-roughness map: %d, normal map: %d, AO map: %d, emissive map: " |
| 212 | "%d, normal " | 216 | "%d, has transparency: %d", |
| 213 | "map: %d, AO map: %d, emissive map: %d", | ||
| 214 | perm.has_texcoords, perm.has_normals, perm.has_tangents, perm.has_joints, | 217 | perm.has_texcoords, perm.has_normals, perm.has_tangents, perm.has_joints, |
| 215 | perm.has_weights, perm.has_albedo_map, perm.has_metallic_roughness_map, | 218 | perm.has_weights, perm.has_albedo_map, perm.has_metallic_roughness_map, |
| 216 | perm.has_normal_map, perm.has_occlusion_map, perm.has_emissive_map); | 219 | perm.has_normal_map, perm.has_occlusion_map, perm.has_emissive_map, |
| 220 | perm.has_transparency); | ||
| 217 | 221 | ||
| 218 | ShaderCompilerDefine defines[GFX_MAX_SHADER_COMPILER_DEFINES]; | 222 | ShaderCompilerDefine defines[GFX_MAX_SHADER_COMPILER_DEFINES]; |
| 219 | const size_t num_defines = make_defines(perm, defines); | 223 | const size_t num_defines = make_defines(perm, defines); |
| @@ -742,6 +746,19 @@ static bool load_texture_and_uniform( | |||
| 742 | return true; | 746 | return true; |
| 743 | } | 747 | } |
| 744 | 748 | ||
| 749 | static AlphaMode to_gfx_alpha_mode(cgltf_alpha_mode mode) { | ||
| 750 | switch (mode) { | ||
| 751 | case cgltf_alpha_mode_opaque: | ||
| 752 | return Opaque; | ||
| 753 | case cgltf_alpha_mode_mask: | ||
| 754 | return Mask; | ||
| 755 | case cgltf_alpha_mode_blend: | ||
| 756 | return Blend; | ||
| 757 | } | ||
| 758 | FAIL("unhandled alpha mode"); | ||
| 759 | return Opaque; | ||
| 760 | } | ||
| 761 | |||
| 745 | /// Load all materials from the glTF scene. | 762 | /// Load all materials from the glTF scene. |
| 746 | /// | 763 | /// |
| 747 | /// Return an array of Materials such that the index of each descriptor matches | 764 | /// Return an array of Materials such that the index of each descriptor matches |
| @@ -770,27 +787,27 @@ static bool load_materials( | |||
| 770 | 787 | ||
| 771 | assert(next_uniform < GFX_MAX_UNIFORMS_PER_MATERIAL); | 788 | assert(next_uniform < GFX_MAX_UNIFORMS_PER_MATERIAL); |
| 772 | desc.uniforms[next_uniform++] = (ShaderUniform){ | 789 | desc.uniforms[next_uniform++] = (ShaderUniform){ |
| 773 | .name = sstring_make(UNIFORM_BASE_COLOR_FACTOR), | 790 | .name = sstring_make(UNIFORM_BASE_COLOR_FACTOR), |
| 774 | .type = UniformVec4, | 791 | .type = UniformVec4, |
| 775 | .value.vec4 = vec4_from_array(pbr->base_color_factor)}; | 792 | .value.uniform_vec4 = vec4_from_array(pbr->base_color_factor)}; |
| 776 | 793 | ||
| 777 | assert(next_uniform < GFX_MAX_UNIFORMS_PER_MATERIAL); | 794 | assert(next_uniform < GFX_MAX_UNIFORMS_PER_MATERIAL); |
| 778 | desc.uniforms[next_uniform++] = | 795 | desc.uniforms[next_uniform++] = |
| 779 | (ShaderUniform){.name = sstring_make(UNIFORM_METALLIC_FACTOR), | 796 | (ShaderUniform){.name = sstring_make(UNIFORM_METALLIC_FACTOR), |
| 780 | .type = UniformFloat, | 797 | .type = UniformFloat, |
| 781 | .value.scalar = pbr->metallic_factor}; | 798 | .value.uniform_float = pbr->metallic_factor}; |
| 782 | 799 | ||
| 783 | assert(next_uniform < GFX_MAX_UNIFORMS_PER_MATERIAL); | 800 | assert(next_uniform < GFX_MAX_UNIFORMS_PER_MATERIAL); |
| 784 | desc.uniforms[next_uniform++] = | 801 | desc.uniforms[next_uniform++] = |
| 785 | (ShaderUniform){.name = sstring_make(UNIFORM_ROUGHNESS_FACTOR), | 802 | (ShaderUniform){.name = sstring_make(UNIFORM_ROUGHNESS_FACTOR), |
| 786 | .type = UniformFloat, | 803 | .type = UniformFloat, |
| 787 | .value.scalar = pbr->roughness_factor}; | 804 | .value.uniform_float = pbr->roughness_factor}; |
| 788 | 805 | ||
| 789 | assert(next_uniform < GFX_MAX_UNIFORMS_PER_MATERIAL); | 806 | assert(next_uniform < GFX_MAX_UNIFORMS_PER_MATERIAL); |
| 790 | desc.uniforms[next_uniform++] = | 807 | desc.uniforms[next_uniform++] = (ShaderUniform){ |
| 791 | (ShaderUniform){.name = sstring_make(UNIFORM_EMISSIVE_FACTOR), | 808 | .name = sstring_make(UNIFORM_EMISSIVE_FACTOR), |
| 792 | .type = UniformVec3, | 809 | .type = UniformVec3, |
| 793 | .value.vec3 = vec3_from_array(mat->emissive_factor)}; | 810 | .value.uniform_vec3 = vec3_from_array(mat->emissive_factor)}; |
| 794 | 811 | ||
| 795 | if (pbr->base_color_texture.texture) { | 812 | if (pbr->base_color_texture.texture) { |
| 796 | if (!load_texture_and_uniform( | 813 | if (!load_texture_and_uniform( |
| @@ -837,6 +854,9 @@ static bool load_materials( | |||
| 837 | assert(next_uniform < GFX_MAX_UNIFORMS_PER_MATERIAL); | 854 | assert(next_uniform < GFX_MAX_UNIFORMS_PER_MATERIAL); |
| 838 | desc.num_uniforms = next_uniform; | 855 | desc.num_uniforms = next_uniform; |
| 839 | 856 | ||
| 857 | desc.alpha_mode = to_gfx_alpha_mode(mat->alpha_mode); | ||
| 858 | desc.alpha_cutoff = mat->alpha_cutoff; | ||
| 859 | |||
| 840 | materials[i] = gfx_make_material(&desc); | 860 | materials[i] = gfx_make_material(&desc); |
| 841 | if (!materials[i]) { | 861 | if (!materials[i]) { |
| 842 | return false; | 862 | return false; |
| @@ -852,27 +872,27 @@ static Material* make_default_material() { | |||
| 852 | 872 | ||
| 853 | assert(desc.num_uniforms < GFX_MAX_UNIFORMS_PER_MATERIAL); | 873 | assert(desc.num_uniforms < GFX_MAX_UNIFORMS_PER_MATERIAL); |
| 854 | desc.uniforms[desc.num_uniforms++] = | 874 | desc.uniforms[desc.num_uniforms++] = |
| 855 | (ShaderUniform){.name = sstring_make(UNIFORM_BASE_COLOR_FACTOR), | 875 | (ShaderUniform){.name = sstring_make(UNIFORM_BASE_COLOR_FACTOR), |
| 856 | .type = UniformVec4, | 876 | .type = UniformVec4, |
| 857 | .value.vec4 = vec4_make(1, 1, 1, 1)}; | 877 | .value.uniform_vec4 = vec4_make(1, 1, 1, 1)}; |
| 858 | 878 | ||
| 859 | assert(desc.num_uniforms < GFX_MAX_UNIFORMS_PER_MATERIAL); | 879 | assert(desc.num_uniforms < GFX_MAX_UNIFORMS_PER_MATERIAL); |
| 860 | desc.uniforms[desc.num_uniforms++] = | 880 | desc.uniforms[desc.num_uniforms++] = |
| 861 | (ShaderUniform){.name = sstring_make(UNIFORM_METALLIC_FACTOR), | 881 | (ShaderUniform){.name = sstring_make(UNIFORM_METALLIC_FACTOR), |
| 862 | .type = UniformFloat, | 882 | .type = UniformFloat, |
| 863 | .value.scalar = 0}; | 883 | .value.uniform_float = 0}; |
| 864 | 884 | ||
| 865 | assert(desc.num_uniforms < GFX_MAX_UNIFORMS_PER_MATERIAL); | 885 | assert(desc.num_uniforms < GFX_MAX_UNIFORMS_PER_MATERIAL); |
| 866 | desc.uniforms[desc.num_uniforms++] = | 886 | desc.uniforms[desc.num_uniforms++] = |
| 867 | (ShaderUniform){.name = sstring_make(UNIFORM_ROUGHNESS_FACTOR), | 887 | (ShaderUniform){.name = sstring_make(UNIFORM_ROUGHNESS_FACTOR), |
| 868 | .type = UniformFloat, | 888 | .type = UniformFloat, |
| 869 | .value.scalar = 1}; | 889 | .value.uniform_float = 1}; |
| 870 | 890 | ||
| 871 | assert(desc.num_uniforms < GFX_MAX_UNIFORMS_PER_MATERIAL); | 891 | assert(desc.num_uniforms < GFX_MAX_UNIFORMS_PER_MATERIAL); |
| 872 | desc.uniforms[desc.num_uniforms++] = | 892 | desc.uniforms[desc.num_uniforms++] = |
| 873 | (ShaderUniform){.name = sstring_make(UNIFORM_EMISSIVE_FACTOR), | 893 | (ShaderUniform){.name = sstring_make(UNIFORM_EMISSIVE_FACTOR), |
| 874 | .type = UniformVec3, | 894 | .type = UniformVec3, |
| 875 | .value.vec3 = vec3_make(0, 0, 0)}; | 895 | .value.uniform_vec3 = vec3_make(0, 0, 0)}; |
| 876 | 896 | ||
| 877 | return gfx_make_material(&desc); | 897 | return gfx_make_material(&desc); |
| 878 | } | 898 | } |
| @@ -950,6 +970,7 @@ static bool load_meshes( | |||
| 950 | perm.has_normal_map = mat->normal_texture.texture != 0; | 970 | perm.has_normal_map = mat->normal_texture.texture != 0; |
| 951 | perm.has_occlusion_map = mat->occlusion_texture.texture != 0; | 971 | perm.has_occlusion_map = mat->occlusion_texture.texture != 0; |
| 952 | perm.has_emissive_map = mat->emissive_texture.texture != 0; | 972 | perm.has_emissive_map = mat->emissive_texture.texture != 0; |
| 973 | perm.has_transparency = mat->alpha_mode != cgltf_alpha_mode_opaque; | ||
| 953 | 974 | ||
| 954 | if (mat->has_pbr_metallic_roughness) { | 975 | if (mat->has_pbr_metallic_roughness) { |
| 955 | const cgltf_pbr_metallic_roughness* pbr = | 976 | const cgltf_pbr_metallic_roughness* pbr = |
diff --git a/src/core/core.c b/src/core/core.c index e1671ea..9c04cc7 100644 --- a/src/core/core.c +++ b/src/core/core.c | |||
| @@ -3,6 +3,7 @@ | |||
| 3 | #include "gl_util.h" | 3 | #include "gl_util.h" |
| 4 | 4 | ||
| 5 | // #include <log/log.h> | 5 | // #include <log/log.h> |
| 6 | #include <fnv1a.h> | ||
| 6 | 7 | ||
| 7 | #include <assert.h> | 8 | #include <assert.h> |
| 8 | 9 | ||
| @@ -282,26 +283,29 @@ void gfx_destroy_framebuffer(GfxCore* gfxcore, FrameBuffer** framebuffer) { | |||
| 282 | // Shaders. | 283 | // Shaders. |
| 283 | // ----------------------------------------------------------------------------- | 284 | // ----------------------------------------------------------------------------- |
| 284 | 285 | ||
| 285 | static uint64_t hash_shader_desc(const ShaderDesc* desc) { | 286 | static hash_t hash_shader_desc(const ShaderDesc* desc) { |
| 286 | assert(desc); | 287 | assert(desc); |
| 287 | // Note that defines may affect shader permutations, so we need to hash those | 288 | // Defines may affect shader permutations, so we need to hash those as well. |
| 288 | // as well. | 289 | hash_t hash = fnv1a32_begin(); |
| 289 | uint64_t hash = 0; | 290 | hash = fnv1a32_update(hash, desc->code, strlen(desc->code)); |
| 290 | for (size_t i = 0; i < desc->num_defines; ++i) { | 291 | for (size_t i = 0; i < desc->num_defines; ++i) { |
| 291 | const ShaderCompilerDefine* define = &desc->defines[i]; | 292 | const ShaderCompilerDefine* define = &desc->defines[i]; |
| 292 | hash = (((hash << 13) + sstring_hash(define->name)) << 7) + | 293 | |
| 293 | sstring_hash(define->value); | 294 | hash = fnv1a32_update( |
| 295 | hash, sstring_cstr(&define->name), sstring_length(&define->name)); | ||
| 296 | hash = fnv1a32_update( | ||
| 297 | hash, sstring_cstr(&define->value), sstring_length(&define->value)); | ||
| 294 | } | 298 | } |
| 295 | return (hash << 17) + cstring_hash(desc->code); | 299 | return hash; |
| 296 | } | 300 | } |
| 297 | 301 | ||
| 298 | static uint64_t hash_program_desc(const ShaderProgramDesc* desc) { | 302 | static hash_t hash_program_desc(const ShaderProgramDesc* desc) { |
| 299 | assert(desc); | 303 | assert(desc); |
| 300 | return ((uint64_t)desc->vertex_shader->id << 32) | | 304 | return ((hash_t)desc->vertex_shader->id << 16) | |
| 301 | (uint64_t)desc->fragment_shader->id; | 305 | (hash_t)desc->fragment_shader->id; |
| 302 | } | 306 | } |
| 303 | 307 | ||
| 304 | static Shader* find_cached_shader(ShaderCache* cache, uint64_t hash) { | 308 | static Shader* find_cached_shader(ShaderCache* cache, hash_t hash) { |
| 305 | assert(cache); | 309 | assert(cache); |
| 306 | mempool_foreach(cache, entry, { | 310 | mempool_foreach(cache, entry, { |
| 307 | if (entry->hash == hash) { | 311 | if (entry->hash == hash) { |
| @@ -311,7 +315,7 @@ static Shader* find_cached_shader(ShaderCache* cache, uint64_t hash) { | |||
| 311 | return 0; | 315 | return 0; |
| 312 | } | 316 | } |
| 313 | 317 | ||
| 314 | static ShaderProgram* find_cached_program(ProgramCache* cache, uint64_t hash) { | 318 | static ShaderProgram* find_cached_program(ProgramCache* cache, hash_t hash) { |
| 315 | assert(cache); | 319 | assert(cache); |
| 316 | mempool_foreach(cache, entry, { | 320 | mempool_foreach(cache, entry, { |
| 317 | if (entry->hash == hash) { | 321 | if (entry->hash == hash) { |
| @@ -350,9 +354,9 @@ Shader* gfx_make_shader(GfxCore* gfxcore, const ShaderDesc* desc) { | |||
| 350 | assert(desc); | 354 | assert(desc); |
| 351 | 355 | ||
| 352 | // Check the shader cache first. | 356 | // Check the shader cache first. |
| 353 | ShaderCache* cache = &gfxcore->shader_cache; | 357 | ShaderCache* cache = &gfxcore->shader_cache; |
| 354 | const uint64_t hash = hash_shader_desc(desc); | 358 | const hash_t hash = hash_shader_desc(desc); |
| 355 | Shader* shader = find_cached_shader(cache, hash); | 359 | Shader* shader = find_cached_shader(cache, hash); |
| 356 | if (shader) { | 360 | if (shader) { |
| 357 | // LOGD("Found cached shader with hash [%lx]", hash); | 361 | // LOGD("Found cached shader with hash [%lx]", hash); |
| 358 | return shader; | 362 | return shader; |
| @@ -395,7 +399,7 @@ ShaderProgram* gfx_make_shader_program( | |||
| 395 | 399 | ||
| 396 | // Check the shader program cache first. | 400 | // Check the shader program cache first. |
| 397 | ProgramCache* cache = &gfxcore->program_cache; | 401 | ProgramCache* cache = &gfxcore->program_cache; |
| 398 | const uint64_t hash = hash_program_desc(desc); | 402 | const hash_t hash = hash_program_desc(desc); |
| 399 | ShaderProgram* prog = find_cached_program(cache, hash); | 403 | ShaderProgram* prog = find_cached_program(cache, hash); |
| 400 | if (prog) { | 404 | if (prog) { |
| 401 | // LOGD("Found cached shader program with hash [%lx]", hash); | 405 | // LOGD("Found cached shader program with hash [%lx]", hash); |
diff --git a/src/core/core_impl.h b/src/core/core_impl.h index eefdfbe..320532d 100644 --- a/src/core/core_impl.h +++ b/src/core/core_impl.h | |||
| @@ -15,16 +15,18 @@ | |||
| 15 | 15 | ||
| 16 | #include <stdint.h> | 16 | #include <stdint.h> |
| 17 | 17 | ||
| 18 | typedef uint32_t hash_t; | ||
| 19 | |||
| 18 | // TODO: Make a generic (hash, void*) structure and define functions over it. | 20 | // TODO: Make a generic (hash, void*) structure and define functions over it. |
| 19 | // Then define a macro that defines type-safe macros given the type of the | 21 | // Then define a macro that defines type-safe macros given the type of the |
| 20 | // entry. | 22 | // entry. |
| 21 | typedef struct ShaderCacheEntry { | 23 | typedef struct ShaderCacheEntry { |
| 22 | uint64_t hash; | 24 | hash_t hash; |
| 23 | Shader* shader; | 25 | Shader* shader; |
| 24 | } ShaderCacheEntry; | 26 | } ShaderCacheEntry; |
| 25 | 27 | ||
| 26 | typedef struct ShaderProgramCacheEntry { | 28 | typedef struct ShaderProgramCacheEntry { |
| 27 | uint64_t hash; | 29 | hash_t hash; |
| 28 | ShaderProgram* program; | 30 | ShaderProgram* program; |
| 29 | } ShaderProgramCacheEntry; | 31 | } ShaderProgramCacheEntry; |
| 30 | 32 | ||
diff --git a/src/core/shader_program.c b/src/core/shader_program.c index 3cbe48d..eeb46f8 100644 --- a/src/core/shader_program.c +++ b/src/core/shader_program.c | |||
| @@ -72,17 +72,23 @@ void gfx_deactivate_shader_program(const ShaderProgram* prog) { | |||
| 72 | ASSERT_GL; | 72 | ASSERT_GL; |
| 73 | } | 73 | } |
| 74 | 74 | ||
| 75 | static void set_texture_uniform( | 75 | static void set_int_uniform(GLuint prog, const char* name, int value) { |
| 76 | GLuint prog, const char* name, int texture_unit, const Texture* texture) { | ||
| 77 | assert(prog != 0); | 76 | assert(prog != 0); |
| 78 | assert(name); | 77 | assert(name); |
| 79 | assert(texture); | ||
| 80 | 78 | ||
| 81 | const GLint location = glGetUniformLocation(prog, name); | 79 | const GLint location = glGetUniformLocation(prog, name); |
| 82 | if (location >= 0) { | 80 | if (location >= 0) { |
| 83 | glActiveTexture(GL_TEXTURE0 + texture_unit); | 81 | glUniform1i(location, value); |
| 84 | glBindTexture(texture->target, texture->id); | 82 | } |
| 85 | glUniform1i(location, texture_unit); | 83 | } |
| 84 | |||
| 85 | static void set_float_uniform(GLuint prog, const char* name, float value) { | ||
| 86 | assert(prog != 0); | ||
| 87 | assert(name); | ||
| 88 | |||
| 89 | const GLint location = glGetUniformLocation(prog, name); | ||
| 90 | if (location >= 0) { | ||
| 91 | glUniform1f(location, value); | ||
| 86 | } | 92 | } |
| 87 | } | 93 | } |
| 88 | 94 | ||
| @@ -118,13 +124,17 @@ static void set_vec4_uniform(GLuint prog, const char* name, vec4 value) { | |||
| 118 | } | 124 | } |
| 119 | } | 125 | } |
| 120 | 126 | ||
| 121 | static void set_float_uniform(GLuint prog, const char* name, float value) { | 127 | static void set_texture_uniform( |
| 128 | GLuint prog, const char* name, int texture_unit, const Texture* texture) { | ||
| 122 | assert(prog != 0); | 129 | assert(prog != 0); |
| 123 | assert(name); | 130 | assert(name); |
| 131 | assert(texture); | ||
| 124 | 132 | ||
| 125 | const GLint location = glGetUniformLocation(prog, name); | 133 | const GLint location = glGetUniformLocation(prog, name); |
| 126 | if (location >= 0) { | 134 | if (location >= 0) { |
| 127 | glUniform1f(location, value); | 135 | glActiveTexture(GL_TEXTURE0 + texture_unit); |
| 136 | glBindTexture(texture->target, texture->id); | ||
| 137 | glUniform1i(location, texture_unit); | ||
| 128 | } | 138 | } |
| 129 | } | 139 | } |
| 130 | 140 | ||
| @@ -135,23 +145,30 @@ void gfx_apply_uniforms(const ShaderProgram* prog) { | |||
| 135 | for (int i = 0; i < prog->num_uniforms; ++i) { | 145 | for (int i = 0; i < prog->num_uniforms; ++i) { |
| 136 | const ShaderUniform* uniform = &prog->uniforms[i]; | 146 | const ShaderUniform* uniform = &prog->uniforms[i]; |
| 137 | switch (uniform->type) { | 147 | switch (uniform->type) { |
| 138 | case UniformTexture: | 148 | case UniformInt: |
| 139 | set_texture_uniform( | 149 | set_int_uniform(prog->id, uniform->name.str, uniform->value.uniform_int); |
| 140 | prog->id, uniform->name.str, next_texture_unit, | 150 | break; |
| 141 | uniform->value.texture); | 151 | case UniformFloat: |
| 142 | next_texture_unit++; | 152 | set_float_uniform( |
| 153 | prog->id, uniform->name.str, uniform->value.uniform_float); | ||
| 143 | break; | 154 | break; |
| 144 | case UniformMat4: | 155 | case UniformMat4: |
| 145 | set_mat4_uniform(prog->id, uniform->name.str, &uniform->value.mat4, 1); | 156 | set_mat4_uniform( |
| 157 | prog->id, uniform->name.str, &uniform->value.uniform_mat4, 1); | ||
| 146 | break; | 158 | break; |
| 147 | case UniformVec3: | 159 | case UniformVec3: |
| 148 | set_vec3_uniform(prog->id, uniform->name.str, uniform->value.vec3); | 160 | set_vec3_uniform( |
| 161 | prog->id, uniform->name.str, uniform->value.uniform_vec3); | ||
| 149 | break; | 162 | break; |
| 150 | case UniformVec4: | 163 | case UniformVec4: |
| 151 | set_vec4_uniform(prog->id, uniform->name.str, uniform->value.vec4); | 164 | set_vec4_uniform( |
| 165 | prog->id, uniform->name.str, uniform->value.uniform_vec4); | ||
| 152 | break; | 166 | break; |
| 153 | case UniformFloat: | 167 | case UniformTexture: |
| 154 | set_float_uniform(prog->id, uniform->name.str, uniform->value.scalar); | 168 | set_texture_uniform( |
| 169 | prog->id, uniform->name.str, next_texture_unit, | ||
| 170 | uniform->value.texture); | ||
| 171 | next_texture_unit++; | ||
| 155 | break; | 172 | break; |
| 156 | case UniformMat4Array: | 173 | case UniformMat4Array: |
| 157 | set_mat4_uniform( | 174 | set_mat4_uniform( |
| @@ -179,8 +196,9 @@ static ShaderUniform* get_or_allocate_uniform( | |||
| 179 | 196 | ||
| 180 | // Create the uniform if it does not exist. | 197 | // Create the uniform if it does not exist. |
| 181 | if (prog->num_uniforms == GFX_MAX_UNIFORMS_PER_SHADER) { | 198 | if (prog->num_uniforms == GFX_MAX_UNIFORMS_PER_SHADER) { |
| 182 | FAIL("Exceeded the maximum number of uniforms per shader. Please increase " | 199 | FAIL( |
| 183 | "this value."); | 200 | "Exceeded the maximum number of uniforms per shader. Please increase " |
| 201 | "this value."); | ||
| 184 | return 0; | 202 | return 0; |
| 185 | } | 203 | } |
| 186 | ShaderUniform* uniform = &prog->uniforms[prog->num_uniforms]; | 204 | ShaderUniform* uniform = &prog->uniforms[prog->num_uniforms]; |
| @@ -191,21 +209,38 @@ static ShaderUniform* get_or_allocate_uniform( | |||
| 191 | // The functions below save the value of a uniform in the shader program. If the | 209 | // The functions below save the value of a uniform in the shader program. If the |
| 192 | // uniform does not even exist, then there is no need to store the value. | 210 | // uniform does not even exist, then there is no need to store the value. |
| 193 | 211 | ||
| 194 | void gfx_set_texture_uniform( | 212 | void gfx_set_int_uniform(ShaderProgram* prog, const char* name, int value) { |
| 195 | ShaderProgram* prog, const char* name, const Texture* texture) { | ||
| 196 | assert(prog); | 213 | assert(prog); |
| 197 | assert(name); | 214 | assert(name); |
| 198 | assert(texture); | ||
| 199 | 215 | ||
| 216 | // No need to store the uniform on our side if it does not exist in the | ||
| 217 | // program. | ||
| 200 | const GLint location = glGetUniformLocation(prog->id, name); | 218 | const GLint location = glGetUniformLocation(prog->id, name); |
| 201 | if (location < 0) { | 219 | if (location < 0) { |
| 202 | return; | 220 | return; |
| 203 | } | 221 | } |
| 204 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); | 222 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); |
| 205 | assert(uniform); | 223 | assert(uniform); |
| 206 | uniform->name = sstring_make(name); | 224 | uniform->name = sstring_make(name); |
| 207 | uniform->type = UniformTexture; | 225 | uniform->type = UniformInt; |
| 208 | uniform->value.texture = texture; | 226 | uniform->value.uniform_int = value; |
| 227 | } | ||
| 228 | |||
| 229 | void gfx_set_float_uniform(ShaderProgram* prog, const char* name, float value) { | ||
| 230 | assert(prog); | ||
| 231 | assert(name); | ||
| 232 | |||
| 233 | // No need to store the uniform on our side if it does not exist in the | ||
| 234 | // program. | ||
| 235 | const GLint location = glGetUniformLocation(prog->id, name); | ||
| 236 | if (location < 0) { | ||
| 237 | return; | ||
| 238 | } | ||
| 239 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); | ||
| 240 | assert(uniform); | ||
| 241 | uniform->name = sstring_make(name); | ||
| 242 | uniform->type = UniformFloat; | ||
| 243 | uniform->value.uniform_float = value; | ||
| 209 | } | 244 | } |
| 210 | 245 | ||
| 211 | void gfx_set_mat4_uniform( | 246 | void gfx_set_mat4_uniform( |
| @@ -220,9 +255,9 @@ void gfx_set_mat4_uniform( | |||
| 220 | } | 255 | } |
| 221 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); | 256 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); |
| 222 | assert(uniform); | 257 | assert(uniform); |
| 223 | uniform->name = sstring_make(name); | 258 | uniform->name = sstring_make(name); |
| 224 | uniform->type = UniformMat4; | 259 | uniform->type = UniformMat4; |
| 225 | uniform->value.mat4 = *mat; | 260 | uniform->value.uniform_mat4 = *mat; |
| 226 | } | 261 | } |
| 227 | 262 | ||
| 228 | void gfx_set_vec3_uniform(ShaderProgram* prog, const char* name, vec3 value) { | 263 | void gfx_set_vec3_uniform(ShaderProgram* prog, const char* name, vec3 value) { |
| @@ -235,9 +270,9 @@ void gfx_set_vec3_uniform(ShaderProgram* prog, const char* name, vec3 value) { | |||
| 235 | } | 270 | } |
| 236 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); | 271 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); |
| 237 | assert(uniform); | 272 | assert(uniform); |
| 238 | uniform->name = sstring_make(name); | 273 | uniform->name = sstring_make(name); |
| 239 | uniform->type = UniformVec3; | 274 | uniform->type = UniformVec3; |
| 240 | uniform->value.vec3 = value; | 275 | uniform->value.uniform_vec3 = value; |
| 241 | } | 276 | } |
| 242 | 277 | ||
| 243 | void gfx_set_vec4_uniform(ShaderProgram* prog, const char* name, vec4 value) { | 278 | void gfx_set_vec4_uniform(ShaderProgram* prog, const char* name, vec4 value) { |
| @@ -250,26 +285,26 @@ void gfx_set_vec4_uniform(ShaderProgram* prog, const char* name, vec4 value) { | |||
| 250 | } | 285 | } |
| 251 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); | 286 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); |
| 252 | assert(uniform); | 287 | assert(uniform); |
| 253 | uniform->name = sstring_make(name); | 288 | uniform->name = sstring_make(name); |
| 254 | uniform->type = UniformVec4; | 289 | uniform->type = UniformVec4; |
| 255 | uniform->value.vec4 = value; | 290 | uniform->value.uniform_vec4 = value; |
| 256 | } | 291 | } |
| 257 | 292 | ||
| 258 | void gfx_set_float_uniform(ShaderProgram* prog, const char* name, float value) { | 293 | void gfx_set_texture_uniform( |
| 294 | ShaderProgram* prog, const char* name, const Texture* texture) { | ||
| 259 | assert(prog); | 295 | assert(prog); |
| 260 | assert(name); | 296 | assert(name); |
| 297 | assert(texture); | ||
| 261 | 298 | ||
| 262 | // No need to store the uniform on our side if it does not exist in the | ||
| 263 | // program. | ||
| 264 | const GLint location = glGetUniformLocation(prog->id, name); | 299 | const GLint location = glGetUniformLocation(prog->id, name); |
| 265 | if (location < 0) { | 300 | if (location < 0) { |
| 266 | return; | 301 | return; |
| 267 | } | 302 | } |
| 268 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); | 303 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); |
| 269 | assert(uniform); | 304 | assert(uniform); |
| 270 | uniform->name = sstring_make(name); | 305 | uniform->name = sstring_make(name); |
| 271 | uniform->type = UniformFloat; | 306 | uniform->type = UniformTexture; |
| 272 | uniform->value.scalar = value; | 307 | uniform->value.texture = texture; |
| 273 | } | 308 | } |
| 274 | 309 | ||
| 275 | void gfx_set_mat4_array_uniform( | 310 | void gfx_set_mat4_array_uniform( |
| @@ -277,7 +312,7 @@ void gfx_set_mat4_array_uniform( | |||
| 277 | assert(prog); | 312 | assert(prog); |
| 278 | assert(name); | 313 | assert(name); |
| 279 | assert(mats); | 314 | assert(mats); |
| 280 | 315 | ||
| 281 | const GLint location = glGetUniformLocation(prog->id, name); | 316 | const GLint location = glGetUniformLocation(prog->id, name); |
| 282 | if (location < 0) { | 317 | if (location < 0) { |
| 283 | return; | 318 | return; |
diff --git a/src/render/llr.c b/src/render/llr.c index 76935f9..c9c6d34 100644 --- a/src/render/llr.c +++ b/src/render/llr.c | |||
| @@ -54,7 +54,9 @@ static void material_make(Material* material, const MaterialDesc* desc) { | |||
| 54 | assert(material); | 54 | assert(material); |
| 55 | assert(desc); | 55 | assert(desc); |
| 56 | assert(desc->num_uniforms < GFX_MAX_UNIFORMS_PER_MATERIAL); | 56 | assert(desc->num_uniforms < GFX_MAX_UNIFORMS_PER_MATERIAL); |
| 57 | material->num_uniforms = desc->num_uniforms; | 57 | material->alpha_mode = desc->alpha_mode; |
| 58 | material->alpha_cutoff = desc->alpha_cutoff; | ||
| 59 | material->num_uniforms = (int8_t)desc->num_uniforms; | ||
| 58 | for (int i = 0; i < desc->num_uniforms; ++i) { | 60 | for (int i = 0; i < desc->num_uniforms; ++i) { |
| 59 | material->uniforms[i] = desc->uniforms[i]; | 61 | material->uniforms[i] = desc->uniforms[i]; |
| 60 | } | 62 | } |
| @@ -69,22 +71,27 @@ Material* gfx_make_material(const MaterialDesc* desc) { | |||
| 69 | 71 | ||
| 70 | void gfx_destroy_material(Material** material) { mem_free_material(material); } | 72 | void gfx_destroy_material(Material** material) { mem_free_material(material); } |
| 71 | 73 | ||
| 74 | // TODO: Move this to core/shader_program. | ||
| 72 | static void set_uniform(ShaderProgram* prog, const ShaderUniform* uniform) { | 75 | static void set_uniform(ShaderProgram* prog, const ShaderUniform* uniform) { |
| 73 | switch (uniform->type) { | 76 | switch (uniform->type) { |
| 74 | case UniformTexture: | 77 | case UniformInt: |
| 75 | gfx_set_texture_uniform(prog, uniform->name.str, uniform->value.texture); | 78 | gfx_set_int_uniform(prog, uniform->name.str, uniform->value.uniform_int); |
| 79 | break; | ||
| 80 | case UniformFloat: | ||
| 81 | gfx_set_float_uniform( | ||
| 82 | prog, uniform->name.str, uniform->value.uniform_float); | ||
| 76 | break; | 83 | break; |
| 77 | case UniformMat4: | 84 | case UniformMat4: |
| 78 | gfx_set_mat4_uniform(prog, uniform->name.str, &uniform->value.mat4); | 85 | gfx_set_mat4_uniform(prog, uniform->name.str, &uniform->value.uniform_mat4); |
| 79 | break; | 86 | break; |
| 80 | case UniformVec3: | 87 | case UniformVec3: |
| 81 | gfx_set_vec3_uniform(prog, uniform->name.str, uniform->value.vec3); | 88 | gfx_set_vec3_uniform(prog, uniform->name.str, uniform->value.uniform_vec3); |
| 82 | break; | 89 | break; |
| 83 | case UniformVec4: | 90 | case UniformVec4: |
| 84 | gfx_set_vec4_uniform(prog, uniform->name.str, uniform->value.vec4); | 91 | gfx_set_vec4_uniform(prog, uniform->name.str, uniform->value.uniform_vec4); |
| 85 | break; | 92 | break; |
| 86 | case UniformFloat: | 93 | case UniformTexture: |
| 87 | gfx_set_float_uniform(prog, uniform->name.str, uniform->value.scalar); | 94 | gfx_set_texture_uniform(prog, uniform->name.str, uniform->value.texture); |
| 88 | break; | 95 | break; |
| 89 | case UniformMat4Array: | 96 | case UniformMat4Array: |
| 90 | gfx_set_mat4_array_uniform( | 97 | gfx_set_mat4_array_uniform( |
| @@ -104,6 +111,19 @@ static void gfx_material_activate( | |||
| 104 | const ShaderUniform* uniform = &material->uniforms[i]; | 111 | const ShaderUniform* uniform = &material->uniforms[i]; |
| 105 | set_uniform(shader, uniform); | 112 | set_uniform(shader, uniform); |
| 106 | } | 113 | } |
| 114 | if (material->alpha_mode != Opaque) { | ||
| 115 | set_uniform( | ||
| 116 | shader, &(ShaderUniform){.name = sstring_make("AlphaMode"), | ||
| 117 | .type = UniformInt, | ||
| 118 | .value.uniform_int = material->alpha_mode}); | ||
| 119 | } | ||
| 120 | if (material->alpha_mode == Mask) { | ||
| 121 | set_uniform( | ||
| 122 | shader, | ||
| 123 | &(ShaderUniform){.name = sstring_make("AlphaCutoff"), | ||
| 124 | .type = UniformFloat, | ||
| 125 | .value.uniform_float = material->alpha_cutoff}); | ||
| 126 | } | ||
| 107 | } | 127 | } |
| 108 | 128 | ||
| 109 | static void mesh_make(Mesh* mesh, const MeshDesc* desc) { | 129 | static void mesh_make(Mesh* mesh, const MeshDesc* desc) { |
diff --git a/src/render/llr_impl.h b/src/render/llr_impl.h index c85ad15..3a5455a 100644 --- a/src/render/llr_impl.h +++ b/src/render/llr_impl.h | |||
| @@ -3,8 +3,6 @@ | |||
| 3 | #include <gfx/render/llr.h> | 3 | #include <gfx/render/llr.h> |
| 4 | #include <gfx/sizes.h> | 4 | #include <gfx/sizes.h> |
| 5 | 5 | ||
| 6 | #include "../types.h" | ||
| 7 | |||
| 8 | #include <math/mat4.h> | 6 | #include <math/mat4.h> |
| 9 | #include <math/vec3.h> | 7 | #include <math/vec3.h> |
| 10 | 8 | ||
| @@ -37,8 +35,10 @@ typedef struct Light { | |||
| 37 | } Light; | 35 | } Light; |
| 38 | 36 | ||
| 39 | typedef struct Material { | 37 | typedef struct Material { |
| 38 | AlphaMode alpha_mode; | ||
| 39 | float alpha_cutoff; | ||
| 40 | int8_t num_uniforms; | ||
| 40 | ShaderUniform uniforms[GFX_MAX_UNIFORMS_PER_MATERIAL]; | 41 | ShaderUniform uniforms[GFX_MAX_UNIFORMS_PER_MATERIAL]; |
| 41 | int num_uniforms; | ||
| 42 | } Material; | 42 | } Material; |
| 43 | 43 | ||
| 44 | typedef struct Mesh { | 44 | typedef struct Mesh { |
diff --git a/src/render/renderer.c b/src/render/renderer.c index b513ed4..26b63bc 100644 --- a/src/render/renderer.c +++ b/src/render/renderer.c | |||
| @@ -86,12 +86,13 @@ static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) { | |||
| 86 | // } | 86 | // } |
| 87 | 87 | ||
| 88 | typedef struct RenderState { | 88 | typedef struct RenderState { |
| 89 | GfxCore* gfxcore; | 89 | GfxCore* gfxcore; |
| 90 | LLR* llr; | 90 | LLR* llr; |
| 91 | Renderer* renderer; | 91 | Renderer* renderer; |
| 92 | ShaderProgram* shader; // Null to use scene shaders. | 92 | ShaderProgram* shader; // Null to use scene shaders. |
| 93 | const Scene* scene; | 93 | const Scene* scene; |
| 94 | const Anima* anima; | 94 | const Anima* anima; |
| 95 | RenderSceneFilter filter; | ||
| 95 | } RenderState; | 96 | } RenderState; |
| 96 | 97 | ||
| 97 | static void draw_children( | 98 | static void draw_children( |
| @@ -153,6 +154,24 @@ static void draw_recursively( | |||
| 153 | continue; | 154 | continue; |
| 154 | } | 155 | } |
| 155 | 156 | ||
| 157 | // Filter out by material. | ||
| 158 | const Material* material = mesh->material; | ||
| 159 | if (material) { | ||
| 160 | const AlphaMode mode = material->alpha_mode; | ||
| 161 | switch (state->filter) { | ||
| 162 | case RenderOpaqueAndAlphaMasked: | ||
| 163 | if (mode == Blend) { | ||
| 164 | continue; | ||
| 165 | } | ||
| 166 | break; | ||
| 167 | case RenderTransparent: | ||
| 168 | if (mode != Blend) { | ||
| 169 | continue; | ||
| 170 | } | ||
| 171 | break; | ||
| 172 | } | ||
| 173 | } | ||
| 174 | |||
| 156 | // TODO: Here we would frustum-cull the mesh. The AABB would have to be | 175 | // TODO: Here we would frustum-cull the mesh. The AABB would have to be |
| 157 | // transformed by the model matrix. Rotation would make the AABB | 176 | // transformed by the model matrix. Rotation would make the AABB |
| 158 | // relatively large, but still, the culling would be conservative. | 177 | // relatively large, but still, the culling would be conservative. |
| @@ -208,6 +227,20 @@ void gfx_render_scene(Renderer* renderer, const RenderSceneParams* params) { | |||
| 208 | 227 | ||
| 209 | gfx_llr_set_camera(renderer->llr, camera); | 228 | gfx_llr_set_camera(renderer->llr, camera); |
| 210 | gfx_llr_set_aspect(renderer->llr, aspect); | 229 | gfx_llr_set_aspect(renderer->llr, aspect); |
| 230 | // TODO: Render Opaque and Mask alpha-mode materials first, then Blend ones. | ||
| 231 | // TODO: I'm not sure if this belongs to the scene renderer per se, or if it | ||
| 232 | // is something that should be driven from the outside. Specifically, the | ||
| 233 | // caller could pass in a filter that determines what objects to render. The | ||
| 234 | // filter could include alpha mode. | ||
| 235 | // This caller would be some component that understands render passes and | ||
| 236 | // potentially renders the scene multiple times as needed. For example, a | ||
| 237 | // depth-prepass, followed by G-buffer, followed by some post-processing, | ||
| 238 | // etc. Rename this renderer to scene_renderer? | ||
| 239 | // Opaque. | ||
| 240 | state.filter = RenderOpaqueAndAlphaMasked; | ||
| 241 | draw_recursively(&state, mat4_id(), gfx_get_scene_root(scene)); | ||
| 242 | // Transparent. | ||
| 243 | state.filter = RenderTransparent; | ||
| 211 | draw_recursively(&state, mat4_id(), gfx_get_scene_root(scene)); | 244 | draw_recursively(&state, mat4_id(), gfx_get_scene_root(scene)); |
| 212 | } | 245 | } |
| 213 | 246 | ||
| @@ -236,6 +269,7 @@ static void update_rec(SceneNode* node, const Camera* camera, R t) { | |||
| 236 | } | 269 | } |
| 237 | } | 270 | } |
| 238 | 271 | ||
| 272 | // TODO: Move this outside the renderer. | ||
| 239 | void gfx_update(Scene* scene, const Camera* camera, R t) { | 273 | void gfx_update(Scene* scene, const Camera* camera, R t) { |
| 240 | assert(scene); | 274 | assert(scene); |
| 241 | assert(camera); | 275 | assert(camera); |
diff --git a/src/scene/camera.c b/src/scene/camera.c index eeb5f7e..fcfc496 100644 --- a/src/scene/camera.c +++ b/src/scene/camera.c | |||
| @@ -7,9 +7,6 @@ | |||
| 7 | 7 | ||
| 8 | Camera* gfx_make_camera(void) { | 8 | Camera* gfx_make_camera(void) { |
| 9 | Camera* camera = mem_alloc_camera(); | 9 | Camera* camera = mem_alloc_camera(); |
| 10 | *camera = camera_perspective( | ||
| 11 | /*fovy=*/90.0 * TO_RAD, /*aspect=*/16.0 / 9.0, | ||
| 12 | /*near=*/0.1, /*far=*/1000); | ||
| 13 | return camera; | 10 | return camera; |
| 14 | } | 11 | } |
| 15 | 12 | ||
