diff options
Diffstat (limited to 'src/renderer/renderer.c')
-rw-r--r-- | src/renderer/renderer.c | 255 |
1 files changed, 53 insertions, 202 deletions
diff --git a/src/renderer/renderer.c b/src/renderer/renderer.c index c2a7dda..29a1813 100644 --- a/src/renderer/renderer.c +++ b/src/renderer/renderer.c | |||
@@ -1,10 +1,9 @@ | |||
1 | #include "renderer_impl.h" | 1 | #include "renderer_impl.h" |
2 | 2 | ||
3 | #include "llr/light_impl.h" | ||
4 | #include "llr/mesh_impl.h" | ||
3 | #include "scene/animation_impl.h" | 5 | #include "scene/animation_impl.h" |
4 | #include "scene/camera_impl.h" | 6 | #include "scene/camera_impl.h" |
5 | #include "scene/light_impl.h" | ||
6 | #include "scene/material_impl.h" | ||
7 | #include "scene/mesh_impl.h" | ||
8 | #include "scene/model_impl.h" | 7 | #include "scene/model_impl.h" |
9 | #include "scene/node_impl.h" | 8 | #include "scene/node_impl.h" |
10 | #include "scene/object_impl.h" | 9 | #include "scene/object_impl.h" |
@@ -12,41 +11,30 @@ | |||
12 | #include "scene/scene_memory.h" | 11 | #include "scene/scene_memory.h" |
13 | 12 | ||
14 | #include <gfx/core.h> | 13 | #include <gfx/core.h> |
15 | #include <gfx/util/ibl.h> | 14 | #include <gfx/llr/llr.h> |
16 | #include <gfx/util/shader.h> | 15 | #include <gfx/util/shader.h> |
17 | 16 | ||
18 | #include <log/log.h> | ||
19 | #include <math/mat4.h> | 17 | #include <math/mat4.h> |
20 | #include <math/spatial3.h> | ||
21 | 18 | ||
22 | #include <assert.h> | 19 | #include <assert.h> |
23 | 20 | ||
24 | // TODO: Move to a header like "constants.h". | 21 | bool gfx_renderer_make(Renderer* renderer, LLR* llr, GfxCore* gfxcore) { |
25 | static const int IRRADIANCE_MAP_WIDTH = 1024; | ||
26 | static const int IRRADIANCE_MAP_HEIGHT = 1024; | ||
27 | static const int PREFILTERED_ENVIRONMENT_MAP_WIDTH = 128; | ||
28 | static const int PREFILTERED_ENVIRONMENT_MAP_HEIGHT = 128; | ||
29 | static const int BRDF_INTEGRATION_MAP_WIDTH = 512; | ||
30 | static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; | ||
31 | |||
32 | bool renderer_make(Renderer* renderer, GfxCore* gfxcore) { | ||
33 | assert(renderer); | 22 | assert(renderer); |
23 | assert(llr); | ||
34 | assert(gfxcore); | 24 | assert(gfxcore); |
35 | 25 | ||
36 | renderer->gfxcore = gfxcore; | 26 | renderer->gfxcore = gfxcore; |
27 | renderer->llr = llr; | ||
37 | 28 | ||
38 | return true; | 29 | return true; |
39 | } | 30 | } |
40 | 31 | ||
41 | void renderer_destroy(Renderer* renderer) { | 32 | void gfx_renderer_destroy(Renderer* renderer) { |
42 | if (!renderer) { | 33 | if (!renderer) { |
43 | return; | 34 | return; |
44 | } | 35 | } |
45 | assert(renderer->gfxcore); | 36 | assert(renderer->gfxcore); |
46 | GfxCore* gfxcore = renderer->gfxcore; | 37 | GfxCore* gfxcore = renderer->gfxcore; |
47 | if (renderer->ibl) { | ||
48 | gfx_destroy_ibl(gfxcore, &renderer->ibl); | ||
49 | } | ||
50 | if (renderer->shaders.debug) { | 38 | if (renderer->shaders.debug) { |
51 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.debug); | 39 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.debug); |
52 | } | 40 | } |
@@ -62,24 +50,6 @@ void renderer_destroy(Renderer* renderer) { | |||
62 | } | 50 | } |
63 | } | 51 | } |
64 | 52 | ||
65 | /// Initialize renderer state for IBL if not already initialized. | ||
66 | static bool init_ibl(Renderer* renderer) { | ||
67 | assert(renderer); | ||
68 | |||
69 | if (!renderer->ibl && !(renderer->ibl = gfx_make_ibl(renderer->gfxcore))) { | ||
70 | return false; | ||
71 | } | ||
72 | |||
73 | if (!renderer->brdf_integration_map && | ||
74 | !(renderer->brdf_integration_map = gfx_make_brdf_integration_map( | ||
75 | renderer->ibl, renderer->gfxcore, BRDF_INTEGRATION_MAP_WIDTH, | ||
76 | BRDF_INTEGRATION_MAP_HEIGHT))) { | ||
77 | return false; | ||
78 | } | ||
79 | |||
80 | return true; | ||
81 | } | ||
82 | |||
83 | static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) { | 53 | static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) { |
84 | assert(renderer); | 54 | assert(renderer); |
85 | 55 | ||
@@ -117,89 +87,17 @@ static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) { | |||
117 | // } | 87 | // } |
118 | // } | 88 | // } |
119 | 89 | ||
120 | /// Computes irradiance and prefiltered environment maps for the light if they | ||
121 | /// have not been already computed. | ||
122 | static bool setup_environment_light( | ||
123 | Renderer* renderer, GfxCore* gfxcore, EnvironmentLight* light) { | ||
124 | assert(renderer); | ||
125 | assert(light); | ||
126 | |||
127 | if (!init_ibl(renderer)) { | ||
128 | return false; | ||
129 | } | ||
130 | |||
131 | if (light->irradiance_map) { | ||
132 | assert(light->prefiltered_environment_map); | ||
133 | return true; | ||
134 | } | ||
135 | |||
136 | Texture* irradiance_map = 0; | ||
137 | Texture* prefiltered_environment_map = 0; | ||
138 | |||
139 | if (!(irradiance_map = gfx_make_irradiance_map( | ||
140 | renderer->ibl, gfxcore, light->environment_map, | ||
141 | IRRADIANCE_MAP_WIDTH, IRRADIANCE_MAP_HEIGHT))) { | ||
142 | goto cleanup; | ||
143 | } | ||
144 | |||
145 | int max_mip_level = 0; | ||
146 | if (!(prefiltered_environment_map = gfx_make_prefiltered_environment_map( | ||
147 | renderer->ibl, gfxcore, light->environment_map, | ||
148 | PREFILTERED_ENVIRONMENT_MAP_WIDTH, | ||
149 | PREFILTERED_ENVIRONMENT_MAP_HEIGHT, &max_mip_level))) { | ||
150 | goto cleanup; | ||
151 | } | ||
152 | |||
153 | light->irradiance_map = irradiance_map; | ||
154 | light->prefiltered_environment_map = prefiltered_environment_map; | ||
155 | light->max_reflection_lod = max_mip_level; | ||
156 | |||
157 | return true; | ||
158 | |||
159 | cleanup: | ||
160 | if (irradiance_map) { | ||
161 | gfx_destroy_texture(gfxcore, &irradiance_map); | ||
162 | } | ||
163 | if (prefiltered_environment_map) { | ||
164 | gfx_destroy_texture(gfxcore, &prefiltered_environment_map); | ||
165 | } | ||
166 | return false; | ||
167 | } | ||
168 | |||
169 | typedef struct RenderState { | 90 | typedef struct RenderState { |
170 | GfxCore* gfxcore; | 91 | GfxCore* gfxcore; |
92 | LLR* llr; | ||
171 | Renderer* renderer; | 93 | Renderer* renderer; |
172 | ShaderProgram* shader; // Null to use scene shaders. | 94 | ShaderProgram* shader; // Null to use scene shaders. |
173 | const Scene* scene; | 95 | const Scene* scene; |
174 | const Camera* camera; | ||
175 | const mat4* camera_rotation; // From camera to world space, rotation only. | ||
176 | const mat4* view_matrix; | ||
177 | const mat4* projection; | ||
178 | const float fovy; | ||
179 | const float aspect; | ||
180 | Light* environment_light; | ||
181 | const Anima* anima; | 96 | const Anima* anima; |
182 | size_t num_joints; | ||
183 | mat4 joint_matrices[GFX_MAX_NUM_JOINTS]; | ||
184 | } RenderState; | 97 | } RenderState; |
185 | 98 | ||
186 | /// Load joint matrices into the render state. | 99 | static void draw_children( |
187 | static void load_skeleton(RenderState* state, skeleton_idx skeleton_index) { | 100 | RenderState* state, const mat4* node_transform, const SceneNode* node); |
188 | assert(state); | ||
189 | assert(skeleton_index.val != 0); | ||
190 | |||
191 | const Skeleton* skeleton = mem_get_skeleton(skeleton_index); | ||
192 | assert(skeleton); | ||
193 | assert(skeleton->num_joints <= GFX_MAX_NUM_JOINTS); | ||
194 | |||
195 | state->num_joints = skeleton->num_joints; | ||
196 | |||
197 | for (size_t i = 0; i < skeleton->num_joints; ++i) { | ||
198 | const joint_idx joint_index = skeleton->joints[i]; | ||
199 | const Joint* joint = &state->anima->joints[joint_index]; | ||
200 | state->joint_matrices[i] = joint->joint_matrix; | ||
201 | } | ||
202 | } | ||
203 | 101 | ||
204 | /// Draw the scene recursively. | 102 | /// Draw the scene recursively. |
205 | static void draw_recursively( | 103 | static void draw_recursively( |
@@ -209,26 +107,27 @@ static void draw_recursively( | |||
209 | 107 | ||
210 | // Anima. | 108 | // Anima. |
211 | if (node->type == AnimaNode) { | 109 | if (node->type == AnimaNode) { |
110 | // Save the anima so that we can animate objects. | ||
212 | state->anima = gfx_get_node_anima(node); | 111 | state->anima = gfx_get_node_anima(node); |
112 | |||
113 | draw_children(state, &node_transform, node); | ||
213 | } | 114 | } |
214 | // Activate light. | 115 | // Activate light. |
215 | else if (node->type == LightNode) { | 116 | else if (node->type == LightNode) { |
216 | Light* light = mem_get_light(node->light); | 117 | Light* light = mem_get_light(node->light); |
217 | assert(light); | 118 | assert(light); |
218 | 119 | gfx_llr_push_light(state->llr, light); | |
219 | if (light->type == EnvironmentLightType) { | 120 | { |
220 | bool result = setup_environment_light( | 121 | draw_children(state, &node_transform, node); |
221 | state->renderer, state->gfxcore, &light->environment); | ||
222 | // TODO: Handle the result in a better way. | ||
223 | assert(result); | ||
224 | state->environment_light = light; | ||
225 | } | 122 | } |
123 | gfx_llr_pop_light(state->llr); | ||
226 | } | 124 | } |
227 | // Model. | 125 | // Model. |
228 | else if (node->type == ModelNode) { | 126 | else if (node->type == ModelNode) { |
229 | const Model* model = gfx_get_node_model(node); | 127 | const Model* model = gfx_get_node_model(node); |
230 | const SceneNode* root = mem_get_node(model->root); | 128 | const SceneNode* root = mem_get_node(model->root); |
231 | draw_recursively(state, parent_transform, root); | 129 | draw_recursively(state, parent_transform, root); |
130 | draw_children(state, &node_transform, node); | ||
232 | } | 131 | } |
233 | // Render object. | 132 | // Render object. |
234 | else if (node->type == ObjectNode) { | 133 | else if (node->type == ObjectNode) { |
@@ -237,16 +136,15 @@ static void draw_recursively( | |||
237 | 136 | ||
238 | // TODO: Here we would frustum-cull the object. | 137 | // TODO: Here we would frustum-cull the object. |
239 | 138 | ||
240 | // TODO: Avoid computing matrices like Modelview or MVP if the shader does | 139 | // A model/anima can have many skeletons. We need to animate the given |
241 | // not use them. | 140 | // object using its skeleton, not just any skeleton of the anima. |
242 | const mat4 model_matrix = node_transform; | ||
243 | const mat4 modelview = mat4_mul(*state->view_matrix, model_matrix); | ||
244 | const mat4 mvp = mat4_mul(*state->projection, modelview); | ||
245 | |||
246 | if (object->skeleton.val) { | 141 | if (object->skeleton.val) { |
247 | load_skeleton(state, object->skeleton); | 142 | const Skeleton* skeleton = mem_get_skeleton(object->skeleton); |
143 | gfx_llr_set_skeleton(state->llr, state->anima, skeleton); | ||
248 | } | 144 | } |
249 | 145 | ||
146 | const mat4 model_matrix = node_transform; | ||
147 | |||
250 | for (mesh_link_idx mesh_link_index = object->mesh_link; | 148 | for (mesh_link_idx mesh_link_index = object->mesh_link; |
251 | mesh_link_index.val;) { | 149 | mesh_link_index.val;) { |
252 | const MeshLink* mesh_link = mem_get_mesh_link(mesh_link_index); | 150 | const MeshLink* mesh_link = mem_get_mesh_link(mesh_link_index); |
@@ -256,63 +154,34 @@ static void draw_recursively( | |||
256 | if (!mesh) { | 154 | if (!mesh) { |
257 | continue; | 155 | continue; |
258 | } | 156 | } |
259 | assert(mesh->geometry); | ||
260 | assert(mesh->material); | ||
261 | 157 | ||
262 | // TODO: Here we would frustum-cull the mesh. The AABB would have to be | 158 | // TODO: Here we would frustum-cull the mesh. The AABB would have to be |
263 | // transformed by the model matrix. Rotation would make the AABB | 159 | // transformed by the model matrix. Rotation would make the AABB |
264 | // relatively large, but still, the culling would be conservative. | 160 | // relatively large, but still, the culling would be conservative. |
265 | 161 | ||
266 | // Apply common shader uniforms not captured by materials. | ||
267 | ShaderProgram* shader = state->shader ? state->shader : mesh->shader; | 162 | ShaderProgram* shader = state->shader ? state->shader : mesh->shader; |
268 | gfx_set_mat4_uniform(shader, "ModelMatrix", &model_matrix); | 163 | gfx_llr_set_shader(state->llr, shader); |
269 | gfx_set_mat4_uniform(shader, "Modelview", &modelview); | 164 | gfx_llr_set_model_matrix(state->llr, &model_matrix); |
270 | gfx_set_mat4_uniform(shader, "View", state->view_matrix); | 165 | gfx_llr_render_mesh(state->llr, mesh); |
271 | gfx_set_mat4_uniform(shader, "Projection", state->projection); | ||
272 | gfx_set_mat4_uniform(shader, "MVP", &mvp); | ||
273 | gfx_set_mat4_uniform(shader, "CameraRotation", state->camera_rotation); | ||
274 | gfx_set_float_uniform(shader, "Fovy", state->fovy); | ||
275 | gfx_set_float_uniform(shader, "Aspect", state->aspect); | ||
276 | if (state->camera) { | ||
277 | gfx_set_vec3_uniform( | ||
278 | shader, "CameraPosition", state->camera->spatial.p); | ||
279 | } | ||
280 | if (state->num_joints > 0) { | ||
281 | gfx_set_mat4_array_uniform( | ||
282 | shader, "JointMatrices", state->joint_matrices, state->num_joints); | ||
283 | } | ||
284 | // Apply lights. | ||
285 | if (state->environment_light) { | ||
286 | const EnvironmentLight* light = &state->environment_light->environment; | ||
287 | assert(light->environment_map); | ||
288 | assert(light->irradiance_map); | ||
289 | assert(light->prefiltered_environment_map); | ||
290 | assert(state->renderer->brdf_integration_map); | ||
291 | gfx_set_texture_uniform( | ||
292 | shader, "BRDFIntegrationMap", | ||
293 | state->renderer->brdf_integration_map); | ||
294 | gfx_set_texture_uniform(shader, "Sky", light->environment_map); | ||
295 | gfx_set_texture_uniform(shader, "IrradianceMap", light->irradiance_map); | ||
296 | gfx_set_texture_uniform( | ||
297 | shader, "PrefilteredEnvironmentMap", | ||
298 | light->prefiltered_environment_map); | ||
299 | gfx_set_float_uniform( | ||
300 | shader, "MaxReflectionLOD", light->max_reflection_lod); | ||
301 | } | ||
302 | material_activate(shader, mesh->material); | ||
303 | gfx_activate_shader_program(shader); | ||
304 | gfx_apply_uniforms(shader); | ||
305 | gfx_render_geometry(mesh->geometry); | ||
306 | } | 166 | } |
307 | 167 | ||
308 | // Reset state for next object. | 168 | if (object->skeleton.val) { |
309 | state->num_joints = 0; | 169 | gfx_llr_clear_skeleton(state->llr); |
170 | } | ||
171 | |||
172 | draw_children(state, &node_transform, node); | ||
173 | } else { | ||
174 | draw_children(state, &node_transform, node); | ||
310 | } | 175 | } |
176 | } | ||
311 | 177 | ||
178 | /// Draw the node's children. | ||
179 | static void draw_children( | ||
180 | RenderState* state, const mat4* node_transform, const SceneNode* node) { | ||
312 | // Render children recursively. | 181 | // Render children recursively. |
313 | for (node_idx child_index = node->child; child_index.val;) { | 182 | for (node_idx child_index = node->child; child_index.val;) { |
314 | const SceneNode* child = mem_get_node(child_index); | 183 | const SceneNode* child = mem_get_node(child_index); |
315 | draw_recursively(state, node_transform, child); | 184 | draw_recursively(state, *node_transform, child); |
316 | child_index = child->next; | 185 | child_index = child->next; |
317 | } | 186 | } |
318 | } | 187 | } |
@@ -324,41 +193,23 @@ void gfx_render_scene(Renderer* renderer, const RenderSceneParams* params) { | |||
324 | 193 | ||
325 | ShaderProgram* const shader = load_shader(renderer, params->mode); | 194 | ShaderProgram* const shader = load_shader(renderer, params->mode); |
326 | 195 | ||
327 | const Scene* scene = params->scene; | 196 | const Scene* scene = params->scene; |
328 | const SceneCamera* camera = params->camera; | 197 | const SceneCamera* camera = params->camera; |
329 | 198 | GfxCore* const gfxcore = renderer->gfxcore; | |
330 | GfxCore* gfxcore = renderer->gfxcore; | ||
331 | |||
332 | mat4 projection, camera_rotation, view_matrix; | ||
333 | if (camera) { | ||
334 | projection = camera->camera.projection; | ||
335 | camera_rotation = | ||
336 | mat4_rotation(spatial3_transform(&camera->camera.spatial)); | ||
337 | view_matrix = spatial3_inverse_transform(&camera->camera.spatial); | ||
338 | } else { | ||
339 | projection = mat4_id(); | ||
340 | camera_rotation = mat4_id(); | ||
341 | view_matrix = mat4_id(); | ||
342 | } | ||
343 | 199 | ||
344 | int x, y, width, height; | 200 | int x, y, width, height; |
345 | gfx_get_viewport(gfxcore, &x, &y, &width, &height); | 201 | gfx_get_viewport(gfxcore, &x, &y, &width, &height); |
346 | const float aspect = (float)width / (float)height; | 202 | const R aspect = (R)width / (R)height; |
347 | 203 | ||
348 | RenderState state = { | 204 | RenderState state = { |
349 | .gfxcore = gfxcore, | 205 | .gfxcore = gfxcore, |
350 | .renderer = renderer, | 206 | .llr = renderer->llr, |
351 | .shader = shader, | 207 | .renderer = renderer, |
352 | .scene = scene, | 208 | .shader = shader, |
353 | .camera = &camera->camera, | 209 | .scene = scene}; |
354 | .camera_rotation = &camera_rotation, | 210 | |
355 | .view_matrix = &view_matrix, | 211 | gfx_llr_set_camera(renderer->llr, &camera->camera); |
356 | .projection = &projection, | 212 | gfx_llr_set_aspect(renderer->llr, aspect); |
357 | .environment_light = 0, | ||
358 | // Assuming a perspective matrix. | ||
359 | .fovy = atan(1.0 / (mat4_at(projection, 1, 1))) * 2, | ||
360 | .aspect = aspect}; | ||
361 | |||
362 | draw_recursively(&state, mat4_id(), scene->root); | 213 | draw_recursively(&state, mat4_id(), scene->root); |
363 | } | 214 | } |
364 | 215 | ||