diff options
Diffstat (limited to 'src/llr/llr.c')
-rw-r--r-- | src/llr/llr.c | 381 |
1 files changed, 381 insertions, 0 deletions
diff --git a/src/llr/llr.c b/src/llr/llr.c new file mode 100644 index 0000000..74cfaed --- /dev/null +++ b/src/llr/llr.c | |||
@@ -0,0 +1,381 @@ | |||
1 | #include "light_impl.h" | ||
2 | #include "llr_impl.h" | ||
3 | #include "mesh_impl.h" | ||
4 | |||
5 | #include "llr/material_impl.h" | ||
6 | #include "scene/animation_impl.h" | ||
7 | |||
8 | #include <gfx/core.h> | ||
9 | #include <gfx/util/ibl.h> | ||
10 | |||
11 | #include <cassert.h> | ||
12 | |||
13 | static const int IRRADIANCE_MAP_WIDTH = 1024; | ||
14 | static const int IRRADIANCE_MAP_HEIGHT = 1024; | ||
15 | static const int PREFILTERED_ENVIRONMENT_MAP_WIDTH = 128; | ||
16 | static const int PREFILTERED_ENVIRONMENT_MAP_HEIGHT = 128; | ||
17 | static const int BRDF_INTEGRATION_MAP_WIDTH = 512; | ||
18 | static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; | ||
19 | |||
20 | /// Initialize renderer state for IBL. | ||
21 | static bool init_ibl(LLR* renderer) { | ||
22 | assert(renderer); | ||
23 | assert(!renderer->ibl); | ||
24 | assert(!renderer->brdf_integration_map); | ||
25 | |||
26 | if (!((renderer->ibl = gfx_make_ibl(renderer->gfxcore)))) { | ||
27 | return false; | ||
28 | } | ||
29 | |||
30 | if (!((renderer->brdf_integration_map = gfx_make_brdf_integration_map( | ||
31 | renderer->ibl, renderer->gfxcore, BRDF_INTEGRATION_MAP_WIDTH, | ||
32 | BRDF_INTEGRATION_MAP_HEIGHT)))) { | ||
33 | return false; | ||
34 | } | ||
35 | |||
36 | return true; | ||
37 | } | ||
38 | |||
39 | // TODO: Why is this done lazily here? Do it when the environment light is | ||
40 | // created. | ||
41 | // | ||
42 | /// Compute irradiance and prefiltered environment maps for the light if they | ||
43 | /// have not been already computed. | ||
44 | static bool set_up_environment_light(LLR* renderer, EnvironmentLight* light) { | ||
45 | assert(renderer); | ||
46 | assert(light); | ||
47 | assert(renderer->ibl); | ||
48 | assert(renderer->brdf_integration_map); | ||
49 | |||
50 | if (light->irradiance_map) { | ||
51 | assert(light->prefiltered_environment_map); | ||
52 | return true; | ||
53 | } | ||
54 | |||
55 | // For convenience. | ||
56 | GfxCore* gfxcore = renderer->gfxcore; | ||
57 | |||
58 | Texture* irradiance_map = 0; | ||
59 | Texture* prefiltered_environment_map = 0; | ||
60 | |||
61 | if (!((irradiance_map = gfx_make_irradiance_map( | ||
62 | renderer->ibl, gfxcore, light->environment_map, | ||
63 | IRRADIANCE_MAP_WIDTH, IRRADIANCE_MAP_HEIGHT)))) { | ||
64 | goto cleanup; | ||
65 | } | ||
66 | |||
67 | int max_mip_level = 0; | ||
68 | if (!((prefiltered_environment_map = gfx_make_prefiltered_environment_map( | ||
69 | renderer->ibl, gfxcore, light->environment_map, | ||
70 | PREFILTERED_ENVIRONMENT_MAP_WIDTH, | ||
71 | PREFILTERED_ENVIRONMENT_MAP_HEIGHT, &max_mip_level)))) { | ||
72 | goto cleanup; | ||
73 | } | ||
74 | |||
75 | light->irradiance_map = irradiance_map; | ||
76 | light->prefiltered_environment_map = prefiltered_environment_map; | ||
77 | light->max_reflection_lod = max_mip_level; | ||
78 | |||
79 | return true; | ||
80 | |||
81 | cleanup: | ||
82 | if (irradiance_map) { | ||
83 | gfx_destroy_texture(gfxcore, &irradiance_map); | ||
84 | } | ||
85 | if (prefiltered_environment_map) { | ||
86 | gfx_destroy_texture(gfxcore, &prefiltered_environment_map); | ||
87 | } | ||
88 | return false; | ||
89 | } | ||
90 | |||
91 | static void configure_light(LLR* renderer, Light* light) { | ||
92 | assert(renderer); | ||
93 | assert(light); | ||
94 | |||
95 | // For convenience. | ||
96 | ShaderProgram* const shader = renderer->shader; | ||
97 | |||
98 | switch (light->type) { | ||
99 | case EnvironmentLightType: { | ||
100 | EnvironmentLight* env = &light->environment; | ||
101 | |||
102 | const bool initialized = set_up_environment_light(renderer, env); | ||
103 | ASSERT(initialized); | ||
104 | assert(env->environment_map); | ||
105 | assert(env->irradiance_map); | ||
106 | assert(env->prefiltered_environment_map); | ||
107 | assert(renderer->brdf_integration_map); | ||
108 | |||
109 | gfx_set_texture_uniform( | ||
110 | shader, "BRDFIntegrationMap", renderer->brdf_integration_map); | ||
111 | gfx_set_texture_uniform(shader, "Sky", env->environment_map); | ||
112 | gfx_set_texture_uniform(shader, "IrradianceMap", env->irradiance_map); | ||
113 | gfx_set_texture_uniform( | ||
114 | shader, "PrefilteredEnvironmentMap", env->prefiltered_environment_map); | ||
115 | gfx_set_float_uniform( | ||
116 | shader, "MaxReflectionLOD", (float)env->max_reflection_lod); | ||
117 | |||
118 | break; | ||
119 | } | ||
120 | default: | ||
121 | assert(false); // TODO: Implement other light types. | ||
122 | break; | ||
123 | } | ||
124 | } | ||
125 | |||
126 | static void configure_state(LLR* renderer) { | ||
127 | assert(renderer); | ||
128 | |||
129 | // Check if anything changed first so that we don't call gfx_apply_uniforms() | ||
130 | // unnecessarily. | ||
131 | const bool nothing_changed = (renderer->changed_flags == 0); | ||
132 | if (nothing_changed) { | ||
133 | return; | ||
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; | ||
140 | } | ||
141 | |||
142 | // For convenience. | ||
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 | } | ||
155 | |||
156 | // TODO: camera_changed is not set anywhere. Need to think how imm primitive | ||
157 | // rendering and imm mesh rendering work together. We could treat imm | ||
158 | // primitive calls like setting a new shader. | ||
159 | if (renderer->camera_changed || renderer->shader_changed) { | ||
160 | renderer->camera_changed = false; | ||
161 | |||
162 | // Set all supported camera-related uniforms. Shaders can choose which ones | ||
163 | // to use. | ||
164 | const mat4 modelview = mat4_mul(renderer->view, *model); | ||
165 | const mat4 view_proj = mat4_mul(renderer->projection, renderer->view); | ||
166 | const mat4 mvp = mat4_mul(renderer->projection, modelview); | ||
167 | |||
168 | gfx_set_mat4_uniform(shader, "Modelview", &modelview); | ||
169 | gfx_set_mat4_uniform(shader, "View", &renderer->view); | ||
170 | gfx_set_mat4_uniform(shader, "Projection", &renderer->projection); | ||
171 | gfx_set_mat4_uniform(shader, "ViewProjection", &view_proj); | ||
172 | gfx_set_mat4_uniform(shader, "MVP", &mvp); | ||
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); | ||
177 | } | ||
178 | |||
179 | if (renderer->lights_changed || renderer->shader_changed) { | ||
180 | renderer->lights_changed = false; | ||
181 | |||
182 | // TODO: Could do better by only setting the lights that have actually | ||
183 | // changed. | ||
184 | // TODO: Will also need to pass the number of lights to the shader once the | ||
185 | // other light types are implemented. | ||
186 | for (int i = 0; i < renderer->num_lights; ++i) { | ||
187 | configure_light(renderer, renderer->lights[i]); | ||
188 | } | ||
189 | } | ||
190 | |||
191 | if (renderer->skeleton_changed || renderer->shader_changed) { | ||
192 | renderer->skeleton_changed = false; | ||
193 | |||
194 | if (renderer->num_joints > 0) { | ||
195 | gfx_set_mat4_array_uniform( | ||
196 | shader, "JointMatrices", renderer->joint_matrices, | ||
197 | renderer->num_joints); | ||
198 | } | ||
199 | } | ||
200 | |||
201 | if (renderer->shader_changed) { | ||
202 | renderer->shader_changed = false; | ||
203 | gfx_activate_shader_program(renderer->shader); | ||
204 | } | ||
205 | |||
206 | // Must be called after activating the program. | ||
207 | gfx_apply_uniforms(renderer->shader); | ||
208 | } | ||
209 | |||
210 | bool gfx_llr_make(LLR* renderer, GfxCore* gfxcore) { | ||
211 | assert(renderer); | ||
212 | assert(gfxcore); | ||
213 | |||
214 | renderer->gfxcore = gfxcore; | ||
215 | if (!init_ibl(renderer)) { | ||
216 | goto cleanup; | ||
217 | } | ||
218 | gfx_llr_load_identity(renderer); | ||
219 | renderer->view = mat4_id(); | ||
220 | renderer->projection = mat4_id(); | ||
221 | renderer->camera_rotation = mat4_id(); | ||
222 | return true; | ||
223 | |||
224 | cleanup: | ||
225 | gfx_llr_destroy(renderer); | ||
226 | return false; | ||
227 | } | ||
228 | |||
229 | void gfx_llr_destroy(LLR* renderer) { | ||
230 | assert(renderer); | ||
231 | assert(renderer->gfxcore); | ||
232 | |||
233 | if (renderer->brdf_integration_map) { | ||
234 | gfx_destroy_texture(renderer->gfxcore, &renderer->brdf_integration_map); | ||
235 | } | ||
236 | |||
237 | // TODO: Do this once the IBL from the scene renderer is gone. | ||
238 | if (renderer->ibl) { | ||
239 | // gfx_destroy_ibl(renderer->gfxcore, &renderer->ibl); | ||
240 | } | ||
241 | } | ||
242 | |||
243 | void gfx_llr_set_shader(LLR* renderer, ShaderProgram* shader) { | ||
244 | assert(renderer); | ||
245 | // null shader is allowed, so do not assert it. | ||
246 | |||
247 | // It's important to not set shader_changed unnecessarily, since that would | ||
248 | // re-trigger the setting of uniforms. | ||
249 | if (renderer->shader != shader) { | ||
250 | renderer->shader = shader; | ||
251 | renderer->shader_changed = true; | ||
252 | } | ||
253 | } | ||
254 | |||
255 | void gfx_llr_push_light(LLR* renderer, Light* light) { | ||
256 | assert(renderer); | ||
257 | assert(light); | ||
258 | assert(renderer->num_lights >= 0); | ||
259 | ASSERT(renderer->num_lights < GFX_LLR_MAX_NUM_LIGHTS); | ||
260 | |||
261 | renderer->lights[renderer->num_lights++] = light; | ||
262 | renderer->lights_changed = true; | ||
263 | } | ||
264 | |||
265 | void gfx_llr_pop_light(LLR* renderer) { | ||
266 | assert(renderer); | ||
267 | ASSERT(renderer->num_lights > 0); | ||
268 | |||
269 | renderer->lights[--renderer->num_lights] = 0; | ||
270 | renderer->lights_changed = true; | ||
271 | } | ||
272 | |||
273 | void gfx_llr_set_skeleton( | ||
274 | LLR* renderer, const Anima* anima, const Skeleton* skeleton) { | ||
275 | assert(renderer); | ||
276 | assert(anima); | ||
277 | assert(skeleton); | ||
278 | assert(skeleton->num_joints <= GFX_MAX_NUM_JOINTS); | ||
279 | |||
280 | for (size_t i = 0; i < skeleton->num_joints; ++i) { | ||
281 | const joint_idx joint_index = skeleton->joints[i]; | ||
282 | const Joint* joint = &anima->joints[joint_index]; | ||
283 | renderer->joint_matrices[i] = joint->joint_matrix; | ||
284 | } | ||
285 | renderer->num_joints = skeleton->num_joints; | ||
286 | renderer->skeleton_changed = true; | ||
287 | } | ||
288 | |||
289 | void gfx_llr_clear_skeleton(LLR* renderer) { | ||
290 | assert(renderer); | ||
291 | |||
292 | renderer->num_joints = 0; | ||
293 | renderer->skeleton_changed = true; | ||
294 | } | ||
295 | |||
296 | void gfx_llr_set_camera(LLR* renderer, const Camera* camera) { | ||
297 | assert(renderer); | ||
298 | |||
299 | renderer->camera_position = camera->spatial.p; | ||
300 | renderer->camera_rotation = | ||
301 | mat4_rotation(spatial3_transform(&camera->spatial)); | ||
302 | renderer->view = spatial3_inverse_transform(&camera->spatial); | ||
303 | renderer->projection = camera->projection; | ||
304 | // Assuming a perspective matrix. | ||
305 | renderer->fovy = (R)atan(1.0 / (mat4_at(camera->projection, 1, 1))) * 2; | ||
306 | renderer->camera_changed = true; | ||
307 | } | ||
308 | |||
309 | void gfx_llr_set_aspect(LLR* renderer, float aspect) { | ||
310 | assert(renderer); | ||
311 | |||
312 | renderer->aspect = aspect; | ||
313 | renderer->camera_changed = true; | ||
314 | } | ||
315 | |||
316 | void gfx_llr_render_geometry(LLR* renderer, const Geometry* geometry) { | ||
317 | assert(renderer); | ||
318 | assert(geometry); | ||
319 | |||
320 | configure_state(renderer); | ||
321 | gfx_render_geometry(geometry); | ||
322 | } | ||
323 | |||
324 | void gfx_llr_render_mesh(LLR* renderer, const Mesh* mesh) { | ||
325 | assert(renderer); | ||
326 | assert(renderer->shader); | ||
327 | assert(mesh); | ||
328 | assert(mesh->geometry); | ||
329 | assert(mesh->material); | ||
330 | |||
331 | gfx_material_activate(renderer->shader, mesh->material); | ||
332 | gfx_llr_render_geometry(renderer, mesh->geometry); | ||
333 | } | ||
334 | |||
335 | void gfx_llr_load_identity(LLR* renderer) { | ||
336 | assert(renderer); | ||
337 | |||
338 | renderer->matrix_stack[0] = mat4_id(); | ||
339 | renderer->stack_pointer = 0; | ||
340 | renderer->matrix_changed = true; | ||
341 | } | ||
342 | |||
343 | void gfx_llr_push_matrix(LLR* renderer, const mat4* matrix) { | ||
344 | assert(renderer); | ||
345 | assert(matrix); | ||
346 | assert(renderer->stack_pointer >= 0); | ||
347 | ASSERT(renderer->stack_pointer < GFX_LLR_MAX_NUM_MATRICES); | ||
348 | |||
349 | renderer->stack_pointer += 1; | ||
350 | renderer->matrix_stack[renderer->stack_pointer] = | ||
351 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer - 1]); | ||
352 | renderer->matrix_changed = true; | ||
353 | } | ||
354 | |||
355 | void gfx_llr_pop_matrix(LLR* renderer) { | ||
356 | assert(renderer); | ||
357 | ASSERT(renderer->stack_pointer > 0); | ||
358 | |||
359 | // For debugging, zero out the matrix stack as matrices are popped out. | ||
360 | memset( | ||
361 | &renderer->matrix_stack[renderer->stack_pointer], 0, | ||
362 | sizeof(renderer->matrix_stack[0])); | ||
363 | renderer->stack_pointer -= 1; | ||
364 | renderer->matrix_changed = true; | ||
365 | } | ||
366 | |||
367 | void gfx_llr_translate(LLR* renderer, vec3 offset) { | ||
368 | assert(renderer); | ||
369 | |||
370 | const mat4 mat = mat4_translate(offset); | ||
371 | gfx_llr_push_matrix(renderer, &mat); | ||
372 | } | ||
373 | |||
374 | void gfx_llr_set_model_matrix(LLR* renderer, const mat4* model) { | ||
375 | assert(renderer); | ||
376 | assert(model); | ||
377 | |||
378 | renderer->matrix_stack[0] = *model; | ||
379 | renderer->stack_pointer = 0; | ||
380 | renderer->matrix_changed = true; | ||
381 | } | ||