diff options
Diffstat (limited to 'src/render')
| -rw-r--r-- | src/render/imm.c | 194 | ||||
| -rw-r--r-- | src/render/imm_impl.h | 43 | ||||
| -rw-r--r-- | src/render/llr.c | 441 | ||||
| -rw-r--r-- | src/render/llr_impl.h | 85 | ||||
| -rw-r--r-- | src/render/renderer.c | 282 | ||||
| -rw-r--r-- | src/render/renderer_impl.h | 25 |
6 files changed, 1070 insertions, 0 deletions
diff --git a/src/render/imm.c b/src/render/imm.c new file mode 100644 index 0000000..7ab8d62 --- /dev/null +++ b/src/render/imm.c | |||
| @@ -0,0 +1,194 @@ | |||
| 1 | #include "imm_impl.h" | ||
| 2 | |||
| 3 | #include <gfx/core.h> | ||
| 4 | #include <gfx/render/imm.h> | ||
| 5 | #include <gfx/render/llr.h> | ||
| 6 | #include <gfx/util/shader.h> | ||
| 7 | |||
| 8 | #include <math/aabb3.h> | ||
| 9 | |||
| 10 | #include <assert.h> | ||
| 11 | #include <string.h> // memcpy | ||
| 12 | |||
| 13 | bool gfx_imm_make(Imm* renderer, GfxCore* gfxcore, LLR* llr) { | ||
| 14 | assert(renderer); | ||
| 15 | assert(gfxcore); | ||
| 16 | assert(llr); | ||
| 17 | |||
| 18 | const size_t num_triangle_verts = GFX_IMM_MAX_NUM_TRIANGLES * 3; | ||
| 19 | |||
| 20 | renderer->gfxcore = gfxcore; | ||
| 21 | renderer->llr = llr; | ||
| 22 | |||
| 23 | renderer->triangles = gfx_make_geometry( | ||
| 24 | gfxcore, &(GeometryDesc){ | ||
| 25 | .type = Triangles, | ||
| 26 | .buffer_usage = BufferDynamic, | ||
| 27 | .num_verts = num_triangle_verts, | ||
| 28 | .positions3d = (BufferView3d){ | ||
| 29 | .size_bytes = num_triangle_verts * sizeof(vec3), | ||
| 30 | .count = num_triangle_verts} | ||
| 31 | }); | ||
| 32 | if (!renderer->triangles) { | ||
| 33 | goto cleanup; | ||
| 34 | } | ||
| 35 | |||
| 36 | renderer->shader = gfx_make_immediate_mode_shader(gfxcore); | ||
| 37 | if (!renderer->shader) { | ||
| 38 | goto cleanup; | ||
| 39 | } | ||
| 40 | |||
| 41 | gfx_imm_set_colour(renderer, vec4_make(0.0f, 0.0f, 0.0f, 1.0f)); | ||
| 42 | |||
| 43 | return true; | ||
| 44 | |||
| 45 | cleanup: | ||
| 46 | gfx_imm_destroy(renderer); | ||
| 47 | return false; | ||
| 48 | } | ||
| 49 | |||
| 50 | void gfx_imm_destroy(Imm* renderer) { | ||
| 51 | assert(renderer); | ||
| 52 | assert(renderer->gfxcore); | ||
| 53 | |||
| 54 | if (renderer->triangles) { | ||
| 55 | gfx_destroy_geometry(renderer->gfxcore, &renderer->triangles); | ||
| 56 | // TODO: Could also destroy the geometry's buffers here. | ||
| 57 | } | ||
| 58 | |||
| 59 | if (renderer->shader) { | ||
| 60 | gfx_destroy_shader_program(renderer->gfxcore, &renderer->shader); | ||
| 61 | } | ||
| 62 | } | ||
| 63 | |||
| 64 | void gfx_imm_flush(Imm* renderer) { | ||
| 65 | assert(renderer); | ||
| 66 | |||
| 67 | if (renderer->num_triangle_verts > 0) { | ||
| 68 | gfx_update_geometry( | ||
| 69 | renderer->triangles, | ||
| 70 | &(GeometryDesc){ | ||
| 71 | .num_verts = renderer->num_triangle_verts, | ||
| 72 | .positions3d = (BufferView3d){ | ||
| 73 | .data = renderer->triangle_verts, | ||
| 74 | .size_bytes = renderer->num_triangle_verts * sizeof(vec3)} | ||
| 75 | }); | ||
| 76 | |||
| 77 | gfx_llr_render_geometry(renderer->llr, renderer->triangles); | ||
| 78 | |||
| 79 | renderer->num_triangle_verts = 0; | ||
| 80 | } | ||
| 81 | } | ||
| 82 | |||
| 83 | void gfx_imm_start(Imm* renderer) { | ||
| 84 | assert(renderer); | ||
| 85 | |||
| 86 | // Shader uniforms are applied lazily. | ||
| 87 | // TODO: In the event that gfx_activate_shader_program() activates uniforms | ||
| 88 | // automatically for convenience, call an overload here that doesn't do so. | ||
| 89 | // gfx_activate_shader_program(renderer->shader); | ||
| 90 | gfx_llr_set_shader(renderer->llr, renderer->shader); | ||
| 91 | } | ||
| 92 | |||
| 93 | void gfx_imm_end(Imm* renderer) { | ||
| 94 | assert(renderer); | ||
| 95 | |||
| 96 | gfx_imm_flush(renderer); | ||
| 97 | // gfx_deactivate_shader_program(renderer->shader); | ||
| 98 | gfx_llr_set_shader(renderer->llr, 0); | ||
| 99 | } | ||
| 100 | |||
| 101 | void gfx_imm_draw_triangles( | ||
| 102 | Imm* renderer, const vec3 verts[], size_t num_triangles) { | ||
| 103 | assert(renderer); | ||
| 104 | assert(verts); | ||
| 105 | const size_t new_verts = num_triangles * 3; | ||
| 106 | assert( | ||
| 107 | renderer->num_triangle_verts + new_verts < | ||
| 108 | (GFX_IMM_MAX_NUM_TRIANGLES * 3)); | ||
| 109 | |||
| 110 | memcpy( | ||
| 111 | renderer->triangle_verts + renderer->num_triangle_verts, verts, | ||
| 112 | new_verts * sizeof(vec3)); | ||
| 113 | |||
| 114 | renderer->num_triangle_verts += new_verts; | ||
| 115 | } | ||
| 116 | |||
| 117 | void gfx_imm_draw_triangle(Imm* renderer, const vec3 verts[3]) { | ||
| 118 | gfx_imm_draw_triangles(renderer, verts, 1); | ||
| 119 | } | ||
| 120 | |||
| 121 | void gfx_imm_draw_aabb2(Imm* renderer, aabb2 box) { | ||
| 122 | assert(renderer); | ||
| 123 | |||
| 124 | // clang-format off | ||
| 125 | const vec3 verts[4] = { | ||
| 126 | vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 | ||
| 127 | vec3_make(box.max.x, box.min.y, 0), // | | | ||
| 128 | vec3_make(box.max.x, box.max.y, 0), // | | | ||
| 129 | vec3_make(box.min.x, box.max.y, 0)}; // 0 ---- 1 | ||
| 130 | // clang-format on | ||
| 131 | |||
| 132 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] | ||
| 133 | const vec3 tris[6] = {tri(0, 1, 2), tri(0, 2, 3)}; | ||
| 134 | #undef tri | ||
| 135 | |||
| 136 | gfx_imm_draw_triangles(renderer, tris, 2); | ||
| 137 | } | ||
| 138 | |||
| 139 | void gfx_imm_draw_aabb3(Imm* renderer, aabb3 box) { | ||
| 140 | assert(renderer); | ||
| 141 | |||
| 142 | // clang-format off | ||
| 143 | const vec3 vertices[8] = { | ||
| 144 | vec3_make(box.min.x, box.min.y, box.max.z), // 7 ----- 6 | ||
| 145 | vec3_make(box.max.x, box.min.y, box.max.z), // / /| | ||
| 146 | vec3_make(box.max.x, box.max.y, box.max.z), // 3 ----- 2 | | ||
| 147 | vec3_make(box.min.x, box.max.y, box.max.z), // | | | | ||
| 148 | vec3_make(box.min.x, box.min.y, box.min.z), // | 4 ----- 5 | ||
| 149 | vec3_make(box.max.x, box.min.y, box.min.z), // |/ |/ | ||
| 150 | vec3_make(box.max.x, box.max.y, box.min.z), // 0 ----- 1 | ||
| 151 | vec3_make(box.min.x, box.max.y, box.min.z)}; | ||
| 152 | // clang-format on | ||
| 153 | |||
| 154 | gfx_imm_draw_box3(renderer, vertices); | ||
| 155 | } | ||
| 156 | |||
| 157 | void gfx_imm_draw_box3(Imm* renderer, const vec3 vertices[8]) { | ||
| 158 | assert(renderer); | ||
| 159 | assert(vertices); | ||
| 160 | |||
| 161 | // 7 ----- 6 | ||
| 162 | // / /| | ||
| 163 | // 3 ----- 2 | | ||
| 164 | // | | | | ||
| 165 | // | 4 ----- 5 | ||
| 166 | // |/ |/ | ||
| 167 | // 0 ----- 1 | ||
| 168 | |||
| 169 | #define tri(i0, i1, i2) vertices[i0], vertices[i1], vertices[i2] | ||
| 170 | const vec3 tris[36] = { | ||
| 171 | // Front. | ||
| 172 | tri(0, 1, 2), tri(0, 2, 3), | ||
| 173 | // Right. | ||
| 174 | tri(1, 5, 6), tri(1, 6, 2), | ||
| 175 | // Back. | ||
| 176 | tri(5, 4, 7), tri(5, 7, 6), | ||
| 177 | // Left. | ||
| 178 | tri(4, 0, 03), tri(4, 3, 7), | ||
| 179 | // Top. | ||
| 180 | tri(3, 2, 6), tri(3, 6, 7), | ||
| 181 | // Bottom. | ||
| 182 | tri(0, 4, 5), tri(0, 5, 1)}; | ||
| 183 | |||
| 184 | gfx_imm_draw_triangles(renderer, tris, 12); | ||
| 185 | } | ||
| 186 | |||
| 187 | void gfx_imm_set_colour(Imm* renderer, vec4 colour) { | ||
| 188 | assert(renderer); | ||
| 189 | assert(renderer->shader); | ||
| 190 | |||
| 191 | gfx_imm_flush(renderer); | ||
| 192 | |||
| 193 | gfx_set_vec4_uniform(renderer->shader, "Colour", colour); | ||
| 194 | } | ||
diff --git a/src/render/imm_impl.h b/src/render/imm_impl.h new file mode 100644 index 0000000..d87b910 --- /dev/null +++ b/src/render/imm_impl.h | |||
| @@ -0,0 +1,43 @@ | |||
| 1 | #pragma once | ||
| 2 | |||
| 3 | #include <gfx/sizes.h> | ||
| 4 | |||
| 5 | #include <math/vec3.h> | ||
| 6 | |||
| 7 | #include <stdbool.h> | ||
| 8 | #include <stddef.h> | ||
| 9 | |||
| 10 | typedef struct Geometry Geometry; | ||
| 11 | typedef struct GfxCore GfxCore; | ||
| 12 | typedef struct IBL IBL; | ||
| 13 | typedef struct LLR LLR; | ||
| 14 | typedef struct Material Material; | ||
| 15 | typedef struct ShaderProgram ShaderProgram; | ||
| 16 | typedef struct Texture Texture; | ||
| 17 | |||
| 18 | /// Immediate mode renderer. | ||
| 19 | /// | ||
| 20 | /// Currently, the immediate mode renderer can only draw up to a maximum number | ||
| 21 | /// of primitives per frame. It does not adjust this number dynamically. Keeps | ||
| 22 | /// things simple while the extra complexity is not needed. | ||
| 23 | /// TODO: Flush the buffer when it reaches its maximum size to remove this | ||
| 24 | /// constraint. | ||
| 25 | typedef struct Imm { | ||
| 26 | GfxCore* gfxcore; | ||
| 27 | LLR* llr; | ||
| 28 | |||
| 29 | ShaderProgram* shader; // Immediate-mode shader program for primitives. | ||
| 30 | Geometry* triangles; | ||
| 31 | size_t num_triangle_verts; // Number of triangle verts this frame. | ||
| 32 | // TODO: wireframe rendering. | ||
| 33 | struct { | ||
| 34 | bool wireframe : 1; | ||
| 35 | } flags; | ||
| 36 | vec3 triangle_verts[GFX_IMM_MAX_NUM_TRIANGLES * 3]; | ||
| 37 | } Imm; | ||
| 38 | |||
| 39 | /// Create a new immediate mode renderer. | ||
| 40 | bool gfx_imm_make(Imm*, GfxCore*, LLR*); | ||
| 41 | |||
| 42 | /// Destroy the immediate mode renderer. | ||
| 43 | void gfx_imm_destroy(Imm*); | ||
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 | } | ||
diff --git a/src/render/llr_impl.h b/src/render/llr_impl.h new file mode 100644 index 0000000..9d70843 --- /dev/null +++ b/src/render/llr_impl.h | |||
| @@ -0,0 +1,85 @@ | |||
| 1 | #pragma once | ||
| 2 | |||
| 3 | #include <gfx/render/llr.h> | ||
| 4 | #include <gfx/sizes.h> | ||
| 5 | |||
| 6 | #include <math/mat4.h> | ||
| 7 | #include <math/vec3.h> | ||
| 8 | |||
| 9 | #include <stdbool.h> | ||
| 10 | #include <stddef.h> | ||
| 11 | #include <stdint.h> | ||
| 12 | |||
| 13 | typedef struct GfxCore GfxCore; | ||
| 14 | typedef struct IBL IBL; | ||
| 15 | typedef struct Material Material; | ||
| 16 | typedef struct ShaderProgram ShaderProgram; | ||
| 17 | typedef struct Texture Texture; | ||
| 18 | |||
| 19 | /// Immediate mode renderer. | ||
| 20 | /// | ||
| 21 | /// The renderer caches state changes in memory and only programs the underlying | ||
| 22 | /// shader program when a draw call is issued and if anything has changed. This | ||
| 23 | /// keeps the number of graphics API calls to a minimum, but requires tracking | ||
| 24 | /// state changes. The 'changed' booleans below fulfill this purpose, and | ||
| 25 | /// indicate whether a given state has changed since the last draw call. | ||
| 26 | /// | ||
| 27 | /// The renderer must combine state changes accordingly. For example, if only | ||
| 28 | /// the lights have changed, then it is sufficient to update light uniforms in | ||
| 29 | /// the current shader program. On the other hand, if the shader program has | ||
| 30 | /// changed, then the renderer must reconfigure it from scratch and set light | ||
| 31 | /// uniforms, camera uniforms, etc. | ||
| 32 | /// | ||
| 33 | /// Note that the shader program API has its own level of caching as well, so | ||
| 34 | /// reconfiguration at the level of the renderer does not result in the | ||
| 35 | /// worst-case set of graphics API calls. | ||
| 36 | typedef struct LLR { | ||
| 37 | GfxCore* gfxcore; | ||
| 38 | |||
| 39 | union { | ||
| 40 | struct { | ||
| 41 | bool shader_changed : 1; // Whether the shader has changed. | ||
| 42 | bool camera_changed : 1; // Whether the camera parameters have changed. | ||
| 43 | bool lights_changed : 1; // Whether the lights have changed. | ||
| 44 | bool skeleton_changed : 1; // Whether the skeleton has changed. | ||
| 45 | bool material_changed : 1; // Whether the material has changed. | ||
| 46 | bool matrix_changed : 1; // Whether the matrix stack has changed. | ||
| 47 | }; | ||
| 48 | uint8_t changed_flags; | ||
| 49 | }; | ||
| 50 | |||
| 51 | IBL* ibl; | ||
| 52 | Texture* brdf_integration_map; | ||
| 53 | |||
| 54 | ShaderProgram* shader; // Active shader. Not owned. | ||
| 55 | |||
| 56 | const Material* material; // Active material. Not owned. | ||
| 57 | |||
| 58 | vec3 camera_position; | ||
| 59 | mat4 camera_rotation; | ||
| 60 | mat4 view; // Camera view matrix. | ||
| 61 | mat4 projection; // Camera projection matrix. | ||
| 62 | R fovy; // Camera vertical field of view. | ||
| 63 | R aspect; // Aspect ratio. | ||
| 64 | |||
| 65 | // Lights are not const because environment lights store lazily-computed | ||
| 66 | // irradiance maps. | ||
| 67 | Light* lights[GFX_LLR_MAX_NUM_LIGHTS]; // Lights stack. | ||
| 68 | int num_lights; // Number of lights enabled at a given point in time. It | ||
| 69 | // points to one past the top of the stack. | ||
| 70 | |||
| 71 | size_t num_joints; | ||
| 72 | mat4 joint_matrices[GFX_MAX_NUM_JOINTS]; | ||
| 73 | |||
| 74 | // The matrix stack contains pre-multiplied matrices. | ||
| 75 | // It is also never empty. The top of the stack is an identity matrix when the | ||
| 76 | // stack is "empty" from the user's perspective. | ||
| 77 | mat4 matrix_stack[GFX_LLR_MAX_NUM_MATRICES]; | ||
| 78 | int stack_pointer; // Points to the top of the stack. | ||
| 79 | } LLR; | ||
| 80 | |||
| 81 | /// Create a new immediate mode renderer. | ||
| 82 | bool gfx_llr_make(LLR*, GfxCore*); | ||
| 83 | |||
| 84 | /// Destroy the immediate mode renderer. | ||
| 85 | void gfx_llr_destroy(LLR*); | ||
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 | } | ||
diff --git a/src/render/renderer_impl.h b/src/render/renderer_impl.h new file mode 100644 index 0000000..160ff52 --- /dev/null +++ b/src/render/renderer_impl.h | |||
| @@ -0,0 +1,25 @@ | |||
| 1 | #pragma once | ||
| 2 | |||
| 3 | #include <gfx/render/renderer.h> | ||
| 4 | |||
| 5 | #include <stdbool.h> | ||
| 6 | |||
| 7 | typedef struct LLR LLR; | ||
| 8 | typedef struct ShaderProgram ShaderProgram; | ||
| 9 | |||
| 10 | typedef struct Renderer { | ||
| 11 | GfxCore* gfxcore; | ||
| 12 | LLR* llr; | ||
| 13 | struct { | ||
| 14 | ShaderProgram* debug; | ||
| 15 | ShaderProgram* normals; | ||
| 16 | ShaderProgram* normal_mapped_normals; | ||
| 17 | ShaderProgram* tangents; | ||
| 18 | } shaders; | ||
| 19 | } Renderer; | ||
| 20 | |||
| 21 | /// Create a new renderer. | ||
| 22 | bool gfx_renderer_make(Renderer*, LLR*, GfxCore*); | ||
| 23 | |||
| 24 | /// Destroy the renderer. | ||
| 25 | void gfx_renderer_destroy(Renderer*); | ||
