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-rw-r--r--src/render/llr.c441
1 files changed, 441 insertions, 0 deletions
diff --git a/src/render/llr.c b/src/render/llr.c
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1#include "llr_impl.h"
2
3#include "animation_impl.h"
4#include "scene/light_impl.h"
5#include "scene/material_impl.h"
6#include "scene/mesh_impl.h"
7#include "scene/node_impl.h"
8
9#include <gfx/core.h>
10#include <gfx/util/ibl.h>
11
12#include <cassert.h>
13
14static const int IRRADIANCE_MAP_WIDTH = 1024;
15static const int IRRADIANCE_MAP_HEIGHT = 1024;
16static const int PREFILTERED_ENVIRONMENT_MAP_WIDTH = 128;
17static const int PREFILTERED_ENVIRONMENT_MAP_HEIGHT = 128;
18static const int BRDF_INTEGRATION_MAP_WIDTH = 512;
19static const int BRDF_INTEGRATION_MAP_HEIGHT = 512;
20
21/// Activate the material.
22///
23/// This configures the shader uniforms that are specific to the material.
24static void material_activate(ShaderProgram* shader, const Material* material) {
25 assert(material);
26 for (int i = 0; i < material->num_uniforms; ++i) {
27 const ShaderUniform* uniform = &material->uniforms[i];
28 gfx_set_uniform(shader, uniform);
29 }
30 if (material->alpha_mode != Opaque) {
31 gfx_set_uniform(
32 shader, &(ShaderUniform){.name = sstring_make("AlphaMode"),
33 .type = UniformInt,
34 .value.uniform_int = material->alpha_mode});
35 }
36 if (material->alpha_mode == Mask) {
37 gfx_set_uniform(
38 shader,
39 &(ShaderUniform){.name = sstring_make("AlphaCutoff"),
40 .type = UniformFloat,
41 .value.uniform_float = material->alpha_cutoff});
42 }
43}
44
45/// Initialize renderer state for IBL.
46static bool init_ibl(LLR* renderer) {
47 assert(renderer);
48 assert(!renderer->ibl);
49 assert(!renderer->brdf_integration_map);
50
51 if (!((renderer->ibl = gfx_make_ibl(renderer->gfxcore)))) {
52 return false;
53 }
54
55 if (!((renderer->brdf_integration_map = gfx_make_brdf_integration_map(
56 renderer->ibl, renderer->gfxcore, BRDF_INTEGRATION_MAP_WIDTH,
57 BRDF_INTEGRATION_MAP_HEIGHT)))) {
58 return false;
59 }
60
61 return true;
62}
63
64/// Compute irradiance and prefiltered environment maps for the light if they
65/// have not been already computed.
66///
67/// This is done lazily here, and not when the light is created, because we
68/// need an IBL instance to do this and it is more convenient for the public
69/// API to create lights without worrying about those details. It also makes the
70/// public API cheaper, since the maps are only computed when they are actually
71/// needed.
72static bool set_up_environment_light(LLR* renderer, EnvironmentLight* light) {
73 assert(renderer);
74 assert(light);
75 assert(renderer->ibl);
76 assert(renderer->brdf_integration_map);
77
78 if (light->irradiance_map) {
79 assert(light->prefiltered_environment_map);
80 return true;
81 }
82
83 // For convenience.
84 GfxCore* gfxcore = renderer->gfxcore;
85
86 Texture* irradiance_map = 0;
87 Texture* prefiltered_environment_map = 0;
88
89 if (!((irradiance_map = gfx_make_irradiance_map(
90 renderer->ibl, gfxcore, light->environment_map,
91 IRRADIANCE_MAP_WIDTH, IRRADIANCE_MAP_HEIGHT)))) {
92 goto cleanup;
93 }
94
95 int max_mip_level = 0;
96 if (!((prefiltered_environment_map = gfx_make_prefiltered_environment_map(
97 renderer->ibl, gfxcore, light->environment_map,
98 PREFILTERED_ENVIRONMENT_MAP_WIDTH,
99 PREFILTERED_ENVIRONMENT_MAP_HEIGHT, &max_mip_level)))) {
100 goto cleanup;
101 }
102
103 light->irradiance_map = irradiance_map;
104 light->prefiltered_environment_map = prefiltered_environment_map;
105 light->max_reflection_lod = max_mip_level;
106
107 return true;
108
109cleanup:
110 if (irradiance_map) {
111 gfx_destroy_texture(gfxcore, &irradiance_map);
112 }
113 if (prefiltered_environment_map) {
114 gfx_destroy_texture(gfxcore, &prefiltered_environment_map);
115 }
116 return false;
117}
118
119static void configure_light(LLR* renderer, Light* light) {
120 assert(renderer);
121 assert(light);
122
123 // For convenience.
124 ShaderProgram* const shader = renderer->shader;
125
126 switch (light->type) {
127 case EnvironmentLightType: {
128 EnvironmentLight* env = &light->environment;
129
130 const bool initialized = set_up_environment_light(renderer, env);
131 ASSERT(initialized);
132 assert(env->environment_map);
133 assert(env->irradiance_map);
134 assert(env->prefiltered_environment_map);
135 assert(renderer->brdf_integration_map);
136
137 gfx_set_texture_uniform(
138 shader, "BRDFIntegrationMap", renderer->brdf_integration_map);
139 gfx_set_texture_uniform(shader, "Sky", env->environment_map);
140 gfx_set_texture_uniform(shader, "IrradianceMap", env->irradiance_map);
141 gfx_set_texture_uniform(
142 shader, "PrefilteredEnvironmentMap", env->prefiltered_environment_map);
143 gfx_set_float_uniform(
144 shader, "MaxReflectionLOD", (float)env->max_reflection_lod);
145
146 break;
147 }
148 default:
149 assert(false); // TODO: Implement other light types.
150 break;
151 }
152}
153
154static void configure_state(LLR* renderer) {
155 assert(renderer);
156
157 // Check if anything changed first so that we don't call gfx_apply_uniforms()
158 // unnecessarily.
159 const bool nothing_changed = (renderer->changed_flags == 0);
160 if (nothing_changed) {
161 return;
162 }
163 // Setting a null shader is also allowed, in which case there is nothing to
164 // configure.
165 if (renderer->shader == 0) {
166 renderer->shader_changed = false;
167 return;
168 }
169
170 // For convenience.
171 ShaderProgram* const shader = renderer->shader;
172 const mat4* const model = &renderer->matrix_stack[renderer->stack_pointer];
173
174 // TODO: Check to see which ones the shader actually uses and avoid
175 // computing the unnecessary matrices.
176
177 if (renderer->matrix_changed || renderer->shader_changed) {
178 renderer->matrix_changed = false;
179
180 gfx_set_mat4_uniform(shader, "Model", model);
181 gfx_set_mat4_uniform(shader, "ModelMatrix", model);
182 }
183
184 // TODO: camera_changed is not set anywhere. Need to think how imm primitive
185 // rendering and imm mesh rendering work together. We could treat imm
186 // primitive calls like setting a new shader.
187 if (renderer->camera_changed || renderer->shader_changed) {
188 renderer->camera_changed = false;
189
190 // Set all supported camera-related uniforms. Shaders can choose which ones
191 // to use.
192 const mat4 modelview = mat4_mul(renderer->view, *model);
193 const mat4 view_proj = mat4_mul(renderer->projection, renderer->view);
194 const mat4 mvp = mat4_mul(renderer->projection, modelview);
195
196 gfx_set_mat4_uniform(shader, "Modelview", &modelview);
197 gfx_set_mat4_uniform(shader, "View", &renderer->view);
198 gfx_set_mat4_uniform(shader, "Projection", &renderer->projection);
199 gfx_set_mat4_uniform(shader, "ViewProjection", &view_proj);
200 gfx_set_mat4_uniform(shader, "MVP", &mvp);
201 gfx_set_vec3_uniform(shader, "CameraPosition", renderer->camera_position);
202 gfx_set_mat4_uniform(shader, "CameraRotation", &renderer->camera_rotation);
203 gfx_set_float_uniform(shader, "Fovy", renderer->fovy);
204 gfx_set_float_uniform(shader, "Aspect", renderer->aspect);
205 }
206
207 if (renderer->lights_changed || renderer->shader_changed) {
208 renderer->lights_changed = false;
209
210 // TODO: Could do better by only setting the lights that have actually
211 // changed.
212 // TODO: Will also need to pass the number of lights to the shader once the
213 // other light types are implemented.
214 for (int i = 0; i < renderer->num_lights; ++i) {
215 configure_light(renderer, renderer->lights[i]);
216 }
217 }
218
219 if (renderer->skeleton_changed || renderer->shader_changed) {
220 renderer->skeleton_changed = false;
221
222 if (renderer->num_joints > 0) {
223 gfx_set_mat4_array_uniform(
224 shader, "JointMatrices", renderer->joint_matrices,
225 renderer->num_joints);
226 }
227 }
228
229 if (renderer->material_changed || renderer->shader_changed) {
230 renderer->material_changed = false;
231
232 // Geometry may be rendered without a material.
233 if (renderer->material) {
234 material_activate(renderer->shader, renderer->material);
235 }
236 }
237
238 if (renderer->shader_changed) {
239 renderer->shader_changed = false;
240 gfx_activate_shader_program(renderer->shader);
241 }
242
243 // TODO: At present, this results in many redundant calls to
244 // glGetUniformLocation() and glUniformXyz(). Look at the trace.
245 //
246 // TODO: Could add to qapitrace functionality to detect redundant calls and
247 // other inefficiencies. Maybe ask in the Github first if there would be
248 // interest in this.
249 //
250 // Must be called after activating the program.
251 gfx_apply_uniforms(renderer->shader);
252}
253
254bool gfx_llr_make(LLR* renderer, GfxCore* gfxcore) {
255 assert(renderer);
256 assert(gfxcore);
257
258 renderer->gfxcore = gfxcore;
259 if (!init_ibl(renderer)) {
260 goto cleanup;
261 }
262 gfx_llr_load_identity(renderer);
263 renderer->view = mat4_id();
264 renderer->projection = mat4_id();
265 renderer->camera_rotation = mat4_id();
266 return true;
267
268cleanup:
269 gfx_llr_destroy(renderer);
270 return false;
271}
272
273void gfx_llr_destroy(LLR* renderer) {
274 assert(renderer);
275 assert(renderer->gfxcore);
276
277 if (renderer->brdf_integration_map) {
278 gfx_destroy_texture(renderer->gfxcore, &renderer->brdf_integration_map);
279 }
280
281 // TODO: Do this once the IBL from the scene renderer is gone.
282 if (renderer->ibl) {
283 // gfx_destroy_ibl(renderer->gfxcore, &renderer->ibl);
284 }
285}
286
287void gfx_llr_set_shader(LLR* renderer, ShaderProgram* shader) {
288 assert(renderer);
289 // null shader is allowed, so do not assert it.
290
291 // It's important to not set shader_changed unnecessarily, since that would
292 // re-trigger the setting of uniforms.
293 if (renderer->shader != shader) {
294 renderer->shader = shader;
295 renderer->shader_changed = true;
296 }
297}
298
299void gfx_llr_push_light(LLR* renderer, Light* light) {
300 assert(renderer);
301 assert(light);
302 assert(renderer->num_lights >= 0);
303 ASSERT(renderer->num_lights < GFX_LLR_MAX_NUM_LIGHTS);
304
305 renderer->lights[renderer->num_lights++] = light;
306 renderer->lights_changed = true;
307}
308
309void gfx_llr_pop_light(LLR* renderer) {
310 assert(renderer);
311 ASSERT(renderer->num_lights > 0);
312
313 renderer->lights[--renderer->num_lights] = 0;
314 renderer->lights_changed = true;
315}
316
317void gfx_llr_set_skeleton(
318 LLR* renderer, const Anima* anima, const Skeleton* skeleton) {
319 assert(renderer);
320 assert(anima);
321 assert(skeleton);
322 assert(skeleton->num_joints <= GFX_MAX_NUM_JOINTS);
323
324 for (size_t i = 0; i < skeleton->num_joints; ++i) {
325 const joint_idx joint_index = skeleton->joints[i];
326 const Joint* joint = &anima->joints[joint_index];
327 renderer->joint_matrices[i] = joint->joint_matrix;
328 }
329 renderer->num_joints = skeleton->num_joints;
330 renderer->skeleton_changed = true;
331}
332
333void gfx_llr_clear_skeleton(LLR* renderer) {
334 assert(renderer);
335
336 renderer->num_joints = 0;
337 renderer->skeleton_changed = true;
338}
339
340void gfx_llr_set_material(LLR* renderer, const Material* material) {
341 assert(renderer);
342 assert(material);
343
344 renderer->material = material;
345 renderer->material_changed = true;
346}
347
348void gfx_llr_set_camera(LLR* renderer, const Camera* camera) {
349 assert(renderer);
350
351 renderer->camera_position = camera->spatial.p;
352 renderer->camera_rotation =
353 mat4_rotation(spatial3_transform(&camera->spatial));
354 renderer->view = spatial3_inverse_transform(&camera->spatial);
355 renderer->projection = camera->projection;
356 // Assuming a perspective matrix.
357 renderer->fovy = (R)atan(1.0 / (mat4_at(camera->projection, 1, 1))) * 2;
358 renderer->camera_changed = true;
359}
360
361void gfx_llr_set_projection_matrix(LLR* renderer, const mat4* projection) {
362 assert(renderer);
363
364 renderer->projection = *projection;
365 renderer->camera_changed = true;
366}
367
368void gfx_llr_set_aspect(LLR* renderer, float aspect) {
369 assert(renderer);
370
371 renderer->aspect = aspect;
372 renderer->camera_changed = true;
373}
374
375void gfx_llr_render_geometry(LLR* renderer, const Geometry* geometry) {
376 assert(renderer);
377 assert(geometry);
378
379 configure_state(renderer);
380 gfx_render_geometry(geometry);
381}
382
383void gfx_llr_render_mesh(LLR* renderer, const Mesh* mesh) {
384 assert(renderer);
385 assert(mesh);
386 assert(mesh->geometry);
387 assert(mesh->material);
388 assert(mesh->shader);
389
390 gfx_llr_set_material(renderer, mesh->material);
391 gfx_llr_set_shader(renderer, mesh->shader);
392 gfx_llr_render_geometry(renderer, mesh->geometry);
393}
394
395void gfx_llr_load_identity(LLR* renderer) {
396 assert(renderer);
397
398 renderer->matrix_stack[0] = mat4_id();
399 renderer->stack_pointer = 0;
400 renderer->matrix_changed = true;
401}
402
403void gfx_llr_push_matrix(LLR* renderer, const mat4* matrix) {
404 assert(renderer);
405 assert(matrix);
406 assert(renderer->stack_pointer >= 0);
407 ASSERT(renderer->stack_pointer < GFX_LLR_MAX_NUM_MATRICES);
408
409 renderer->stack_pointer += 1;
410 renderer->matrix_stack[renderer->stack_pointer] =
411 mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer - 1]);
412 renderer->matrix_changed = true;
413}
414
415void gfx_llr_pop_matrix(LLR* renderer) {
416 assert(renderer);
417 ASSERT(renderer->stack_pointer > 0);
418
419 // For debugging, zero out the matrix stack as matrices are popped out.
420 memset(
421 &renderer->matrix_stack[renderer->stack_pointer], 0,
422 sizeof(renderer->matrix_stack[0]));
423 renderer->stack_pointer -= 1;
424 renderer->matrix_changed = true;
425}
426
427void gfx_llr_translate(LLR* renderer, vec3 offset) {
428 assert(renderer);
429
430 const mat4 mat = mat4_translate(offset);
431 gfx_llr_push_matrix(renderer, &mat);
432}
433
434void gfx_llr_set_model_matrix(LLR* renderer, const mat4* model) {
435 assert(renderer);
436 assert(model);
437
438 renderer->matrix_stack[0] = *model;
439 renderer->stack_pointer = 0;
440 renderer->matrix_changed = true;
441}