diff options
Diffstat (limited to 'src/renderer/renderer.c')
-rw-r--r-- | src/renderer/renderer.c | 247 |
1 files changed, 247 insertions, 0 deletions
diff --git a/src/renderer/renderer.c b/src/renderer/renderer.c new file mode 100644 index 0000000..29a1813 --- /dev/null +++ b/src/renderer/renderer.c | |||
@@ -0,0 +1,247 @@ | |||
1 | #include "renderer_impl.h" | ||
2 | |||
3 | #include "llr/light_impl.h" | ||
4 | #include "llr/mesh_impl.h" | ||
5 | #include "scene/animation_impl.h" | ||
6 | #include "scene/camera_impl.h" | ||
7 | #include "scene/model_impl.h" | ||
8 | #include "scene/node_impl.h" | ||
9 | #include "scene/object_impl.h" | ||
10 | #include "scene/scene_impl.h" | ||
11 | #include "scene/scene_memory.h" | ||
12 | |||
13 | #include <gfx/core.h> | ||
14 | #include <gfx/llr/llr.h> | ||
15 | #include <gfx/util/shader.h> | ||
16 | |||
17 | #include <math/mat4.h> | ||
18 | |||
19 | #include <assert.h> | ||
20 | |||
21 | bool gfx_renderer_make(Renderer* renderer, LLR* llr, GfxCore* gfxcore) { | ||
22 | assert(renderer); | ||
23 | assert(llr); | ||
24 | assert(gfxcore); | ||
25 | |||
26 | renderer->gfxcore = gfxcore; | ||
27 | renderer->llr = llr; | ||
28 | |||
29 | return true; | ||
30 | } | ||
31 | |||
32 | void gfx_renderer_destroy(Renderer* renderer) { | ||
33 | if (!renderer) { | ||
34 | return; | ||
35 | } | ||
36 | assert(renderer->gfxcore); | ||
37 | GfxCore* gfxcore = renderer->gfxcore; | ||
38 | if (renderer->shaders.debug) { | ||
39 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.debug); | ||
40 | } | ||
41 | if (renderer->shaders.normals) { | ||
42 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.normals); | ||
43 | } | ||
44 | if (renderer->shaders.normal_mapped_normals) { | ||
45 | gfx_destroy_shader_program( | ||
46 | gfxcore, &renderer->shaders.normal_mapped_normals); | ||
47 | } | ||
48 | if (renderer->shaders.tangents) { | ||
49 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.tangents); | ||
50 | } | ||
51 | } | ||
52 | |||
53 | static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) { | ||
54 | assert(renderer); | ||
55 | |||
56 | #define LOAD_AND_RETURN(pShader, constructor) \ | ||
57 | { \ | ||
58 | if (!pShader) { \ | ||
59 | pShader = constructor(renderer->gfxcore); \ | ||
60 | } \ | ||
61 | assert(pShader); \ | ||
62 | return pShader; \ | ||
63 | } | ||
64 | |||
65 | switch (mode) { | ||
66 | case RenderDefault: | ||
67 | return 0; | ||
68 | case RenderDebug: | ||
69 | LOAD_AND_RETURN(renderer->shaders.debug, gfx_make_debug3d_shader); | ||
70 | case RenderNormals: | ||
71 | LOAD_AND_RETURN(renderer->shaders.normals, gfx_make_view_normals_shader); | ||
72 | case RenderNormalMappedNormals: | ||
73 | LOAD_AND_RETURN( | ||
74 | renderer->shaders.normal_mapped_normals, | ||
75 | gfx_make_view_normal_mapped_normals_shader); | ||
76 | case RenderTangents: | ||
77 | LOAD_AND_RETURN(renderer->shaders.tangents, gfx_make_view_tangents_shader); | ||
78 | } | ||
79 | assert(false); | ||
80 | return 0; | ||
81 | } | ||
82 | |||
83 | // static void log_matrix(const mat4* m) { | ||
84 | // for (int row = 0; row < 4; ++row) { | ||
85 | // LOGI("[ %5.2f, %5.2f, %5.2f, %5.2f ]", m->val[0][row], m->val[1][row], | ||
86 | // m->val[2][row], m->val[3][row]); | ||
87 | // } | ||
88 | // } | ||
89 | |||
90 | typedef struct RenderState { | ||
91 | GfxCore* gfxcore; | ||
92 | LLR* llr; | ||
93 | Renderer* renderer; | ||
94 | ShaderProgram* shader; // Null to use scene shaders. | ||
95 | const Scene* scene; | ||
96 | const Anima* anima; | ||
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 | // TODO: Here we would frustum-cull the mesh. The AABB would have to be | ||
159 | // transformed by the model matrix. Rotation would make the AABB | ||
160 | // relatively large, but still, the culling would be conservative. | ||
161 | |||
162 | ShaderProgram* shader = state->shader ? state->shader : mesh->shader; | ||
163 | gfx_llr_set_shader(state->llr, shader); | ||
164 | gfx_llr_set_model_matrix(state->llr, &model_matrix); | ||
165 | gfx_llr_render_mesh(state->llr, mesh); | ||
166 | } | ||
167 | |||
168 | if (object->skeleton.val) { | ||
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); | ||
175 | } | ||
176 | } | ||
177 | |||
178 | /// Draw the node's children. | ||
179 | static void draw_children( | ||
180 | RenderState* state, const mat4* node_transform, const SceneNode* node) { | ||
181 | // Render children recursively. | ||
182 | for (node_idx child_index = node->child; child_index.val;) { | ||
183 | const SceneNode* child = mem_get_node(child_index); | ||
184 | draw_recursively(state, *node_transform, child); | ||
185 | child_index = child->next; | ||
186 | } | ||
187 | } | ||
188 | |||
189 | void gfx_render_scene(Renderer* renderer, const RenderSceneParams* params) { | ||
190 | assert(renderer); | ||
191 | assert(params); | ||
192 | assert(params->scene); | ||
193 | |||
194 | ShaderProgram* const shader = load_shader(renderer, params->mode); | ||
195 | |||
196 | const Scene* scene = params->scene; | ||
197 | const SceneCamera* camera = params->camera; | ||
198 | GfxCore* const gfxcore = renderer->gfxcore; | ||
199 | |||
200 | int x, y, width, height; | ||
201 | gfx_get_viewport(gfxcore, &x, &y, &width, &height); | ||
202 | const R aspect = (R)width / (R)height; | ||
203 | |||
204 | RenderState state = { | ||
205 | .gfxcore = gfxcore, | ||
206 | .llr = renderer->llr, | ||
207 | .renderer = renderer, | ||
208 | .shader = shader, | ||
209 | .scene = scene}; | ||
210 | |||
211 | gfx_llr_set_camera(renderer->llr, &camera->camera); | ||
212 | gfx_llr_set_aspect(renderer->llr, aspect); | ||
213 | draw_recursively(&state, mat4_id(), scene->root); | ||
214 | } | ||
215 | |||
216 | static void update_rec(SceneNode* node, const SceneCamera* camera, R t) { | ||
217 | assert(node); | ||
218 | assert(camera); | ||
219 | |||
220 | const NodeType node_type = gfx_get_node_type(node); | ||
221 | |||
222 | // TODO: Models do not need to be animated if they are not visible to the | ||
223 | // camera. | ||
224 | if (node_type == AnimaNode) { | ||
225 | Anima* anima = gfx_get_node_anima_mut(node); | ||
226 | gfx_update_animation(anima, (R)t); | ||
227 | } else if (node_type == ModelNode) { | ||
228 | Model* model = gfx_get_node_model_mut(node); | ||
229 | SceneNode* root = gfx_get_model_root_mut(model); | ||
230 | update_rec(root, camera, t); | ||
231 | } | ||
232 | |||
233 | // Children. | ||
234 | SceneNode* child = gfx_get_node_child_mut(node); | ||
235 | while (child) { | ||
236 | update_rec(child, camera, t); | ||
237 | child = gfx_get_node_sibling_mut(child); | ||
238 | } | ||
239 | } | ||
240 | |||
241 | void gfx_update(Scene* scene, const SceneCamera* camera, R t) { | ||
242 | assert(scene); | ||
243 | assert(camera); | ||
244 | |||
245 | SceneNode* node = gfx_get_scene_root(scene); | ||
246 | update_rec(node, camera, t); | ||
247 | } | ||