diff options
Diffstat (limited to 'src/render/renderer.c')
| -rw-r--r-- | src/render/renderer.c | 282 |
1 files changed, 282 insertions, 0 deletions
diff --git a/src/render/renderer.c b/src/render/renderer.c new file mode 100644 index 0000000..a9d9bef --- /dev/null +++ b/src/render/renderer.c | |||
| @@ -0,0 +1,282 @@ | |||
| 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 | |||
| 20 | bool 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 | |||
| 31 | void 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 | |||
| 52 | static 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 | |||
| 89 | typedef 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 | |||
| 99 | static void draw_children( | ||
| 100 | RenderState* state, const mat4* node_transform, const SceneNode* node); | ||
| 101 | |||
| 102 | /// Draw the scene recursively. | ||
| 103 | static 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. | ||
| 197 | static 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 | |||
| 207 | void 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 | |||
| 250 | static 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. | ||
| 276 | void 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 | } | ||
