diff options
Diffstat (limited to 'src/renderer/renderer.c')
-rw-r--r-- | src/renderer/renderer.c | 396 |
1 files changed, 396 insertions, 0 deletions
diff --git a/src/renderer/renderer.c b/src/renderer/renderer.c new file mode 100644 index 0000000..c2a7dda --- /dev/null +++ b/src/renderer/renderer.c | |||
@@ -0,0 +1,396 @@ | |||
1 | #include "renderer_impl.h" | ||
2 | |||
3 | #include "scene/animation_impl.h" | ||
4 | #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" | ||
9 | #include "scene/node_impl.h" | ||
10 | #include "scene/object_impl.h" | ||
11 | #include "scene/scene_impl.h" | ||
12 | #include "scene/scene_memory.h" | ||
13 | |||
14 | #include <gfx/core.h> | ||
15 | #include <gfx/util/ibl.h> | ||
16 | #include <gfx/util/shader.h> | ||
17 | |||
18 | #include <log/log.h> | ||
19 | #include <math/mat4.h> | ||
20 | #include <math/spatial3.h> | ||
21 | |||
22 | #include <assert.h> | ||
23 | |||
24 | // TODO: Move to a header like "constants.h". | ||
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); | ||
34 | assert(gfxcore); | ||
35 | |||
36 | renderer->gfxcore = gfxcore; | ||
37 | |||
38 | return true; | ||
39 | } | ||
40 | |||
41 | void renderer_destroy(Renderer* renderer) { | ||
42 | if (!renderer) { | ||
43 | return; | ||
44 | } | ||
45 | assert(renderer->gfxcore); | ||
46 | GfxCore* gfxcore = renderer->gfxcore; | ||
47 | if (renderer->ibl) { | ||
48 | gfx_destroy_ibl(gfxcore, &renderer->ibl); | ||
49 | } | ||
50 | if (renderer->shaders.debug) { | ||
51 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.debug); | ||
52 | } | ||
53 | if (renderer->shaders.normals) { | ||
54 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.normals); | ||
55 | } | ||
56 | if (renderer->shaders.normal_mapped_normals) { | ||
57 | gfx_destroy_shader_program( | ||
58 | gfxcore, &renderer->shaders.normal_mapped_normals); | ||
59 | } | ||
60 | if (renderer->shaders.tangents) { | ||
61 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.tangents); | ||
62 | } | ||
63 | } | ||
64 | |||
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) { | ||
84 | assert(renderer); | ||
85 | |||
86 | #define LOAD_AND_RETURN(pShader, constructor) \ | ||
87 | { \ | ||
88 | if (!pShader) { \ | ||
89 | pShader = constructor(renderer->gfxcore); \ | ||
90 | } \ | ||
91 | assert(pShader); \ | ||
92 | return pShader; \ | ||
93 | } | ||
94 | |||
95 | switch (mode) { | ||
96 | case RenderDefault: | ||
97 | return 0; | ||
98 | case RenderDebug: | ||
99 | LOAD_AND_RETURN(renderer->shaders.debug, gfx_make_debug3d_shader); | ||
100 | case RenderNormals: | ||
101 | LOAD_AND_RETURN(renderer->shaders.normals, gfx_make_view_normals_shader); | ||
102 | case RenderNormalMappedNormals: | ||
103 | LOAD_AND_RETURN( | ||
104 | renderer->shaders.normal_mapped_normals, | ||
105 | gfx_make_view_normal_mapped_normals_shader); | ||
106 | case RenderTangents: | ||
107 | LOAD_AND_RETURN(renderer->shaders.tangents, gfx_make_view_tangents_shader); | ||
108 | } | ||
109 | assert(false); | ||
110 | return 0; | ||
111 | } | ||
112 | |||
113 | // static void log_matrix(const mat4* m) { | ||
114 | // for (int row = 0; row < 4; ++row) { | ||
115 | // LOGI("[ %5.2f, %5.2f, %5.2f, %5.2f ]", m->val[0][row], m->val[1][row], | ||
116 | // m->val[2][row], m->val[3][row]); | ||
117 | // } | ||
118 | // } | ||
119 | |||
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 { | ||
170 | GfxCore* gfxcore; | ||
171 | Renderer* renderer; | ||
172 | ShaderProgram* shader; // Null to use scene shaders. | ||
173 | 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; | ||
182 | size_t num_joints; | ||
183 | mat4 joint_matrices[GFX_MAX_NUM_JOINTS]; | ||
184 | } RenderState; | ||
185 | |||
186 | /// Load joint matrices into the render state. | ||
187 | static void load_skeleton(RenderState* state, skeleton_idx skeleton_index) { | ||
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 | |||
204 | /// Draw the scene recursively. | ||
205 | static void draw_recursively( | ||
206 | RenderState* state, mat4 parent_transform, const SceneNode* node) { | ||
207 | assert(state); | ||
208 | const mat4 node_transform = mat4_mul(parent_transform, node->transform); | ||
209 | |||
210 | // Anima. | ||
211 | if (node->type == AnimaNode) { | ||
212 | state->anima = gfx_get_node_anima(node); | ||
213 | } | ||
214 | // Activate light. | ||
215 | else if (node->type == LightNode) { | ||
216 | Light* light = mem_get_light(node->light); | ||
217 | assert(light); | ||
218 | |||
219 | if (light->type == EnvironmentLightType) { | ||
220 | bool result = setup_environment_light( | ||
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 | } | ||
226 | } | ||
227 | // Model. | ||
228 | else if (node->type == ModelNode) { | ||
229 | const Model* model = gfx_get_node_model(node); | ||
230 | const SceneNode* root = mem_get_node(model->root); | ||
231 | draw_recursively(state, parent_transform, root); | ||
232 | } | ||
233 | // Render object. | ||
234 | else if (node->type == ObjectNode) { | ||
235 | const SceneObject* object = mem_get_object(node->object); | ||
236 | assert(object); | ||
237 | |||
238 | // TODO: Here we would frustum-cull the object. | ||
239 | |||
240 | // TODO: Avoid computing matrices like Modelview or MVP if the shader does | ||
241 | // not use them. | ||
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) { | ||
247 | load_skeleton(state, object->skeleton); | ||
248 | } | ||
249 | |||
250 | for (mesh_link_idx mesh_link_index = object->mesh_link; | ||
251 | mesh_link_index.val;) { | ||
252 | const MeshLink* mesh_link = mem_get_mesh_link(mesh_link_index); | ||
253 | mesh_link_index = mesh_link->next; | ||
254 | |||
255 | const Mesh* mesh = mem_get_mesh(mesh_link->mesh); | ||
256 | if (!mesh) { | ||
257 | continue; | ||
258 | } | ||
259 | assert(mesh->geometry); | ||
260 | assert(mesh->material); | ||
261 | |||
262 | // 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 | ||
264 | // relatively large, but still, the culling would be conservative. | ||
265 | |||
266 | // Apply common shader uniforms not captured by materials. | ||
267 | ShaderProgram* shader = state->shader ? state->shader : mesh->shader; | ||
268 | gfx_set_mat4_uniform(shader, "ModelMatrix", &model_matrix); | ||
269 | gfx_set_mat4_uniform(shader, "Modelview", &modelview); | ||
270 | gfx_set_mat4_uniform(shader, "View", state->view_matrix); | ||
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 | } | ||
307 | |||
308 | // Reset state for next object. | ||
309 | state->num_joints = 0; | ||
310 | } | ||
311 | |||
312 | // Render children recursively. | ||
313 | for (node_idx child_index = node->child; child_index.val;) { | ||
314 | const SceneNode* child = mem_get_node(child_index); | ||
315 | draw_recursively(state, node_transform, child); | ||
316 | child_index = child->next; | ||
317 | } | ||
318 | } | ||
319 | |||
320 | void gfx_render_scene(Renderer* renderer, const RenderSceneParams* params) { | ||
321 | assert(renderer); | ||
322 | assert(params); | ||
323 | assert(params->scene); | ||
324 | |||
325 | ShaderProgram* const shader = load_shader(renderer, params->mode); | ||
326 | |||
327 | const Scene* scene = params->scene; | ||
328 | const SceneCamera* camera = params->camera; | ||
329 | |||
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 | |||
344 | int x, y, width, height; | ||
345 | gfx_get_viewport(gfxcore, &x, &y, &width, &height); | ||
346 | const float aspect = (float)width / (float)height; | ||
347 | |||
348 | RenderState state = { | ||
349 | .gfxcore = gfxcore, | ||
350 | .renderer = renderer, | ||
351 | .shader = shader, | ||
352 | .scene = scene, | ||
353 | .camera = &camera->camera, | ||
354 | .camera_rotation = &camera_rotation, | ||
355 | .view_matrix = &view_matrix, | ||
356 | .projection = &projection, | ||
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); | ||
363 | } | ||
364 | |||
365 | static void update_rec(SceneNode* node, const SceneCamera* camera, R t) { | ||
366 | assert(node); | ||
367 | assert(camera); | ||
368 | |||
369 | const NodeType node_type = gfx_get_node_type(node); | ||
370 | |||
371 | // TODO: Models do not need to be animated if they are not visible to the | ||
372 | // camera. | ||
373 | if (node_type == AnimaNode) { | ||
374 | Anima* anima = gfx_get_node_anima_mut(node); | ||
375 | gfx_update_animation(anima, (R)t); | ||
376 | } else if (node_type == ModelNode) { | ||
377 | Model* model = gfx_get_node_model_mut(node); | ||
378 | SceneNode* root = gfx_get_model_root_mut(model); | ||
379 | update_rec(root, camera, t); | ||
380 | } | ||
381 | |||
382 | // Children. | ||
383 | SceneNode* child = gfx_get_node_child_mut(node); | ||
384 | while (child) { | ||
385 | update_rec(child, camera, t); | ||
386 | child = gfx_get_node_sibling_mut(child); | ||
387 | } | ||
388 | } | ||
389 | |||
390 | void gfx_update(Scene* scene, const SceneCamera* camera, R t) { | ||
391 | assert(scene); | ||
392 | assert(camera); | ||
393 | |||
394 | SceneNode* node = gfx_get_scene_root(scene); | ||
395 | update_rec(node, camera, t); | ||
396 | } | ||