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-rw-r--r--src/render/renderer.c282
1 files changed, 282 insertions, 0 deletions
diff --git a/src/render/renderer.c b/src/render/renderer.c
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+++ b/src/render/renderer.c
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1#include "renderer_impl.h"
2
3#include "animation_impl.h"
4#include "llr_impl.h"
5#include "memory.h"
6#include "scene/material_impl.h"
7#include "scene/mesh_impl.h"
8#include "scene/model_impl.h"
9#include "scene/node_impl.h"
10#include "scene/object_impl.h"
11
12#include <gfx/core.h>
13#include <gfx/render/llr.h>
14#include <gfx/util/shader.h>
15
16#include <math/mat4.h>
17
18#include <assert.h>
19
20bool gfx_renderer_make(Renderer* renderer, LLR* llr, GfxCore* gfxcore) {
21 assert(renderer);
22 assert(llr);
23 assert(gfxcore);
24
25 renderer->gfxcore = gfxcore;
26 renderer->llr = llr;
27
28 return true;
29}
30
31void gfx_renderer_destroy(Renderer* renderer) {
32 if (!renderer) {
33 return;
34 }
35 assert(renderer->gfxcore);
36 GfxCore* gfxcore = renderer->gfxcore;
37 if (renderer->shaders.debug) {
38 gfx_destroy_shader_program(gfxcore, &renderer->shaders.debug);
39 }
40 if (renderer->shaders.normals) {
41 gfx_destroy_shader_program(gfxcore, &renderer->shaders.normals);
42 }
43 if (renderer->shaders.normal_mapped_normals) {
44 gfx_destroy_shader_program(
45 gfxcore, &renderer->shaders.normal_mapped_normals);
46 }
47 if (renderer->shaders.tangents) {
48 gfx_destroy_shader_program(gfxcore, &renderer->shaders.tangents);
49 }
50}
51
52static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) {
53 assert(renderer);
54
55#define LOAD_AND_RETURN(pShader, constructor) \
56 { \
57 if (!pShader) { \
58 pShader = constructor(renderer->gfxcore); \
59 } \
60 assert(pShader); \
61 return pShader; \
62 }
63
64 switch (mode) {
65 case RenderDefault:
66 return 0;
67 case RenderDebug:
68 LOAD_AND_RETURN(renderer->shaders.debug, gfx_make_debug3d_shader);
69 case RenderNormals:
70 LOAD_AND_RETURN(renderer->shaders.normals, gfx_make_view_normals_shader);
71 case RenderNormalMappedNormals:
72 LOAD_AND_RETURN(
73 renderer->shaders.normal_mapped_normals,
74 gfx_make_view_normal_mapped_normals_shader);
75 case RenderTangents:
76 LOAD_AND_RETURN(renderer->shaders.tangents, gfx_make_view_tangents_shader);
77 }
78 assert(false);
79 return 0;
80}
81
82// static void log_matrix(const mat4* m) {
83// for (int row = 0; row < 4; ++row) {
84// LOGI("[ %5.2f, %5.2f, %5.2f, %5.2f ]", m->val[0][row], m->val[1][row],
85// m->val[2][row], m->val[3][row]);
86// }
87// }
88
89typedef struct RenderState {
90 GfxCore* gfxcore;
91 LLR* llr;
92 Renderer* renderer;
93 ShaderProgram* shader; // Null to use scene shaders.
94 const Scene* scene;
95 const Anima* anima;
96 RenderSceneFilter filter;
97} RenderState;
98
99static void draw_children(
100 RenderState* state, const mat4* node_transform, const SceneNode* node);
101
102/// Draw the scene recursively.
103static void draw_recursively(
104 RenderState* state, mat4 parent_transform, const SceneNode* node) {
105 assert(state);
106 const mat4 node_transform = mat4_mul(parent_transform, node->transform);
107
108 // Anima.
109 if (node->type == AnimaNode) {
110 // Save the anima so that we can animate objects.
111 state->anima = gfx_get_node_anima(node);
112
113 draw_children(state, &node_transform, node);
114 }
115 // Activate light.
116 else if (node->type == LightNode) {
117 Light* light = mem_get_light(node->light);
118 assert(light);
119 gfx_llr_push_light(state->llr, light);
120 {
121 draw_children(state, &node_transform, node);
122 }
123 gfx_llr_pop_light(state->llr);
124 }
125 // Model.
126 else if (node->type == ModelNode) {
127 const Model* model = gfx_get_node_model(node);
128 const SceneNode* root = mem_get_node(model->root);
129 draw_recursively(state, parent_transform, root);
130 draw_children(state, &node_transform, node);
131 }
132 // Render object.
133 else if (node->type == ObjectNode) {
134 const SceneObject* object = mem_get_object(node->object);
135 assert(object);
136
137 // TODO: Here we would frustum-cull the object.
138
139 // A model/anima can have many skeletons. We need to animate the given
140 // object using its skeleton, not just any skeleton of the anima.
141 if (object->skeleton.val) {
142 const Skeleton* skeleton = mem_get_skeleton(object->skeleton);
143 gfx_llr_set_skeleton(state->llr, state->anima, skeleton);
144 }
145
146 const mat4 model_matrix = node_transform;
147
148 for (mesh_link_idx mesh_link_index = object->mesh_link;
149 mesh_link_index.val;) {
150 const MeshLink* mesh_link = mem_get_mesh_link(mesh_link_index);
151 mesh_link_index = mesh_link->next;
152
153 const Mesh* mesh = mem_get_mesh(mesh_link->mesh);
154 if (!mesh) {
155 continue;
156 }
157
158 // Filter out by material.
159 const Material* material = mesh->material;
160 if (material) {
161 const AlphaMode mode = material->alpha_mode;
162 switch (state->filter) {
163 case RenderOpaqueAndAlphaMasked:
164 if (mode == Blend) {
165 continue;
166 }
167 break;
168 case RenderTransparent:
169 if (mode != Blend) {
170 continue;
171 }
172 break;
173 }
174 }
175
176 // TODO: Here we would frustum-cull the mesh. The AABB would have to be
177 // transformed by the model matrix. Rotation would make the AABB
178 // relatively large, but still, the culling would be conservative.
179
180 ShaderProgram* shader = state->shader ? state->shader : mesh->shader;
181 gfx_llr_set_shader(state->llr, shader);
182 gfx_llr_set_model_matrix(state->llr, &model_matrix);
183 gfx_llr_render_mesh(state->llr, mesh);
184 }
185
186 if (object->skeleton.val) {
187 gfx_llr_clear_skeleton(state->llr);
188 }
189
190 draw_children(state, &node_transform, node);
191 } else {
192 draw_children(state, &node_transform, node);
193 }
194}
195
196/// Draw the node's children.
197static void draw_children(
198 RenderState* state, const mat4* node_transform, const SceneNode* node) {
199 // Render children recursively.
200 for (node_idx child_index = node->child; child_index.val;) {
201 const SceneNode* child = mem_get_node(child_index);
202 draw_recursively(state, *node_transform, child);
203 child_index = child->next;
204 }
205}
206
207void gfx_render_scene(Renderer* renderer, const RenderSceneParams* params) {
208 assert(renderer);
209 assert(params);
210 assert(params->scene);
211
212 ShaderProgram* const shader = load_shader(renderer, params->mode);
213
214 const Scene* scene = params->scene;
215 const Camera* camera = params->camera;
216 GfxCore* const gfxcore = renderer->gfxcore;
217
218 int x, y, width, height;
219 gfx_get_viewport(gfxcore, &x, &y, &width, &height);
220 const R aspect = (R)width / (R)height;
221
222 RenderState state = {
223 .gfxcore = gfxcore,
224 .llr = renderer->llr,
225 .renderer = renderer,
226 .shader = shader,
227 .scene = scene};
228
229 gfx_llr_set_camera(renderer->llr, camera);
230 gfx_llr_set_aspect(renderer->llr, aspect);
231 // TODO: Render Opaque and Mask alpha-mode materials first, then Blend ones.
232 // TODO: I'm not sure if this belongs to the scene renderer per se, or if it
233 // is something that should be driven from the outside. Specifically, the
234 // caller could pass in a filter that determines what objects to render. The
235 // filter could include alpha mode.
236 // This caller would be some component that understands render passes and
237 // potentially renders the scene multiple times as needed. For example, a
238 // depth-prepass, followed by G-buffer, followed by some post-processing,
239 // etc. Rename this renderer to scene_renderer?
240 // TODO: When rendering transparent geometry, we need to turn off depth
241 // writes.
242 // Opaque.
243 state.filter = RenderOpaqueAndAlphaMasked;
244 draw_recursively(&state, mat4_id(), gfx_get_scene_root(scene));
245 // Transparent.
246 state.filter = RenderTransparent;
247 draw_recursively(&state, mat4_id(), gfx_get_scene_root(scene));
248}
249
250static void update_rec(SceneNode* node, const Camera* camera, R t) {
251 assert(node);
252 assert(camera);
253
254 const NodeType node_type = gfx_get_node_type(node);
255
256 // TODO: Models do not need to be animated if they are not visible to the
257 // camera.
258 if (node_type == AnimaNode) {
259 Anima* anima = gfx_get_node_anima_mut(node);
260 gfx_update_animation(anima, (R)t);
261 } else if (node_type == ModelNode) {
262 Model* model = gfx_get_node_model_mut(node);
263 SceneNode* root = gfx_get_model_root_mut(model);
264 update_rec(root, camera, t);
265 }
266
267 // Children.
268 SceneNode* child = gfx_get_node_child_mut(node);
269 while (child) {
270 update_rec(child, camera, t);
271 child = gfx_get_node_sibling_mut(child);
272 }
273}
274
275// TODO: Move this outside the renderer.
276void gfx_update(Scene* scene, const Camera* camera, R t) {
277 assert(scene);
278 assert(camera);
279
280 SceneNode* node = gfx_get_scene_root_mut(scene);
281 update_rec(node, camera, t);
282}