diff options
Diffstat (limited to 'src/render/llr.c')
| -rw-r--r-- | src/render/llr.c | 441 |
1 files changed, 441 insertions, 0 deletions
diff --git a/src/render/llr.c b/src/render/llr.c new file mode 100644 index 0000000..752b65b --- /dev/null +++ b/src/render/llr.c | |||
| @@ -0,0 +1,441 @@ | |||
| 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 | |||
| 14 | static const int IRRADIANCE_MAP_WIDTH = 1024; | ||
| 15 | static const int IRRADIANCE_MAP_HEIGHT = 1024; | ||
| 16 | static const int PREFILTERED_ENVIRONMENT_MAP_WIDTH = 128; | ||
| 17 | static const int PREFILTERED_ENVIRONMENT_MAP_HEIGHT = 128; | ||
| 18 | static const int BRDF_INTEGRATION_MAP_WIDTH = 512; | ||
| 19 | static 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. | ||
| 24 | static 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. | ||
| 46 | static 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. | ||
| 72 | static 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 | |||
| 109 | cleanup: | ||
| 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 | |||
| 119 | static 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 | |||
| 154 | static 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 | |||
| 254 | bool 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 | |||
| 268 | cleanup: | ||
| 269 | gfx_llr_destroy(renderer); | ||
| 270 | return false; | ||
| 271 | } | ||
| 272 | |||
| 273 | void 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 | |||
| 287 | void 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 | |||
| 299 | void 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 | |||
| 309 | void 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 | |||
| 317 | void 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 | |||
| 333 | void gfx_llr_clear_skeleton(LLR* renderer) { | ||
| 334 | assert(renderer); | ||
| 335 | |||
| 336 | renderer->num_joints = 0; | ||
| 337 | renderer->skeleton_changed = true; | ||
| 338 | } | ||
| 339 | |||
| 340 | void 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 | |||
| 348 | void 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 | |||
| 361 | void 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 | |||
| 368 | void gfx_llr_set_aspect(LLR* renderer, float aspect) { | ||
| 369 | assert(renderer); | ||
| 370 | |||
| 371 | renderer->aspect = aspect; | ||
| 372 | renderer->camera_changed = true; | ||
| 373 | } | ||
| 374 | |||
| 375 | void 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 | |||
| 383 | void 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 | |||
| 395 | void 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 | |||
| 403 | void 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 | |||
| 415 | void 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 | |||
| 427 | void 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 | |||
| 434 | void 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 | } | ||
