diff options
Diffstat (limited to 'src/renderer')
-rw-r--r-- | src/renderer/imm_renderer.c | 192 | ||||
-rw-r--r-- | src/renderer/imm_renderer_impl.h | 43 | ||||
-rw-r--r-- | src/renderer/renderer.c | 255 | ||||
-rw-r--r-- | src/renderer/renderer_impl.h | 10 |
4 files changed, 292 insertions, 208 deletions
diff --git a/src/renderer/imm_renderer.c b/src/renderer/imm_renderer.c new file mode 100644 index 0000000..01cc5bb --- /dev/null +++ b/src/renderer/imm_renderer.c | |||
@@ -0,0 +1,192 @@ | |||
1 | #include "imm_renderer_impl.h" | ||
2 | |||
3 | #include <gfx/core.h> | ||
4 | #include <gfx/llr/llr.h> | ||
5 | #include <gfx/renderer/imm_renderer.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(ImmRenderer* 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, | ||
25 | &(GeometryDesc){.type = Triangles, | ||
26 | .buffer_usage = BufferDynamic, | ||
27 | .num_verts = num_triangle_verts, | ||
28 | .positions3d = (BufferView3d){ | ||
29 | .size_bytes = num_triangle_verts * sizeof(vec3)}}); | ||
30 | if (!renderer->triangles) { | ||
31 | goto cleanup; | ||
32 | } | ||
33 | |||
34 | renderer->shader = gfx_make_immediate_mode_shader(gfxcore); | ||
35 | if (!renderer->shader) { | ||
36 | goto cleanup; | ||
37 | } | ||
38 | |||
39 | gfx_imm_set_colour(renderer, vec4_make(0.0f, 0.0f, 0.0f, 1.0f)); | ||
40 | |||
41 | return true; | ||
42 | |||
43 | cleanup: | ||
44 | gfx_imm_destroy(renderer); | ||
45 | return false; | ||
46 | } | ||
47 | |||
48 | void gfx_imm_destroy(ImmRenderer* renderer) { | ||
49 | assert(renderer); | ||
50 | assert(renderer->gfxcore); | ||
51 | |||
52 | if (renderer->triangles) { | ||
53 | gfx_destroy_geometry(renderer->gfxcore, &renderer->triangles); | ||
54 | // TODO: Could also destroy the geometry's buffers here. | ||
55 | } | ||
56 | |||
57 | if (renderer->shader) { | ||
58 | gfx_destroy_shader_program(renderer->gfxcore, &renderer->shader); | ||
59 | } | ||
60 | } | ||
61 | |||
62 | void gfx_imm_flush(ImmRenderer* renderer) { | ||
63 | assert(renderer); | ||
64 | |||
65 | if (renderer->num_triangle_verts > 0) { | ||
66 | gfx_update_geometry( | ||
67 | renderer->triangles, | ||
68 | &(GeometryDesc){ | ||
69 | .num_verts = renderer->num_triangle_verts, | ||
70 | .positions3d = (BufferView3d){ | ||
71 | .data = renderer->triangle_verts, | ||
72 | .size_bytes = renderer->num_triangle_verts * sizeof(vec3)} | ||
73 | }); | ||
74 | |||
75 | gfx_llr_render_geometry(renderer->llr, renderer->triangles); | ||
76 | |||
77 | renderer->num_triangle_verts = 0; | ||
78 | } | ||
79 | } | ||
80 | |||
81 | void gfx_imm_start(ImmRenderer* renderer) { | ||
82 | assert(renderer); | ||
83 | |||
84 | // Shader uniforms are applied lazily. | ||
85 | // TODO: In the event that gfx_activate_shader_program() activates uniforms | ||
86 | // automatically for convenience, call an overload here that doesn't do so. | ||
87 | // gfx_activate_shader_program(renderer->shader); | ||
88 | gfx_llr_set_shader(renderer->llr, renderer->shader); | ||
89 | } | ||
90 | |||
91 | void gfx_imm_end(ImmRenderer* renderer) { | ||
92 | assert(renderer); | ||
93 | |||
94 | gfx_imm_flush(renderer); | ||
95 | // gfx_deactivate_shader_program(renderer->shader); | ||
96 | gfx_llr_set_shader(renderer->llr, 0); | ||
97 | } | ||
98 | |||
99 | void gfx_imm_draw_triangles( | ||
100 | ImmRenderer* renderer, const vec3 verts[], size_t num_triangles) { | ||
101 | assert(renderer); | ||
102 | assert(verts); | ||
103 | const size_t new_verts = num_triangles * 3; | ||
104 | assert( | ||
105 | renderer->num_triangle_verts + new_verts < | ||
106 | (GFX_IMM_MAX_NUM_TRIANGLES * 3)); | ||
107 | |||
108 | memcpy( | ||
109 | renderer->triangle_verts + renderer->num_triangle_verts, verts, | ||
110 | new_verts * sizeof(vec3)); | ||
111 | |||
112 | renderer->num_triangle_verts += new_verts; | ||
113 | } | ||
114 | |||
115 | void gfx_imm_draw_triangle(ImmRenderer* renderer, const vec3 verts[3]) { | ||
116 | gfx_imm_draw_triangles(renderer, verts, 1); | ||
117 | } | ||
118 | |||
119 | void gfx_imm_draw_aabb2(ImmRenderer* renderer, aabb2 box) { | ||
120 | assert(renderer); | ||
121 | |||
122 | // clang-format off | ||
123 | const vec3 verts[4] = { | ||
124 | vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 | ||
125 | vec3_make(box.max.x, box.min.y, 0), // | | | ||
126 | vec3_make(box.max.x, box.max.y, 0), // | | | ||
127 | vec3_make(box.min.x, box.max.y, 0)}; // 0 ---- 1 | ||
128 | // clang-format on | ||
129 | |||
130 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] | ||
131 | const vec3 tris[6] = {tri(0, 1, 2), tri(0, 2, 3)}; | ||
132 | #undef tri | ||
133 | |||
134 | gfx_imm_draw_triangles(renderer, tris, 2); | ||
135 | } | ||
136 | |||
137 | void gfx_imm_draw_aabb3(ImmRenderer* renderer, aabb3 box) { | ||
138 | assert(renderer); | ||
139 | |||
140 | // clang-format off | ||
141 | const vec3 vertices[8] = { | ||
142 | vec3_make(box.min.x, box.min.y, box.max.z), // 7 ----- 6 | ||
143 | vec3_make(box.max.x, box.min.y, box.max.z), // / /| | ||
144 | vec3_make(box.max.x, box.max.y, box.max.z), // 3 ----- 2 | | ||
145 | vec3_make(box.min.x, box.max.y, box.max.z), // | | | | ||
146 | vec3_make(box.min.x, box.min.y, box.min.z), // | 4 ----- 5 | ||
147 | vec3_make(box.max.x, box.min.y, box.min.z), // |/ |/ | ||
148 | vec3_make(box.max.x, box.max.y, box.min.z), // 0 ----- 1 | ||
149 | vec3_make(box.min.x, box.max.y, box.min.z)}; | ||
150 | // clang-format on | ||
151 | |||
152 | gfx_imm_draw_box3(renderer, vertices); | ||
153 | } | ||
154 | |||
155 | void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]) { | ||
156 | assert(renderer); | ||
157 | assert(vertices); | ||
158 | |||
159 | // 7 ----- 6 | ||
160 | // / /| | ||
161 | // 3 ----- 2 | | ||
162 | // | | | | ||
163 | // | 4 ----- 5 | ||
164 | // |/ |/ | ||
165 | // 0 ----- 1 | ||
166 | |||
167 | #define tri(i0, i1, i2) vertices[i0], vertices[i1], vertices[i2] | ||
168 | const vec3 tris[36] = { | ||
169 | // Front. | ||
170 | tri(0, 1, 2), tri(0, 2, 3), | ||
171 | // Right. | ||
172 | tri(1, 5, 6), tri(1, 6, 2), | ||
173 | // Back. | ||
174 | tri(5, 4, 7), tri(5, 7, 6), | ||
175 | // Left. | ||
176 | tri(4, 0, 03), tri(4, 3, 7), | ||
177 | // Top. | ||
178 | tri(3, 2, 6), tri(3, 6, 7), | ||
179 | // Bottom. | ||
180 | tri(0, 4, 5), tri(0, 5, 1)}; | ||
181 | |||
182 | gfx_imm_draw_triangles(renderer, tris, 12); | ||
183 | } | ||
184 | |||
185 | void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { | ||
186 | assert(renderer); | ||
187 | assert(renderer->shader); | ||
188 | |||
189 | gfx_imm_flush(renderer); | ||
190 | |||
191 | gfx_set_vec4_uniform(renderer->shader, "Colour", colour); | ||
192 | } | ||
diff --git a/src/renderer/imm_renderer_impl.h b/src/renderer/imm_renderer_impl.h new file mode 100644 index 0000000..61b49a7 --- /dev/null +++ b/src/renderer/imm_renderer_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 ImmRenderer { | ||
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 | } ImmRenderer; | ||
38 | |||
39 | /// Create a new immediate mode renderer. | ||
40 | bool gfx_imm_make(ImmRenderer*, GfxCore*, LLR*); | ||
41 | |||
42 | /// Destroy the immediate mode renderer. | ||
43 | void gfx_imm_destroy(ImmRenderer*); | ||
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 | ||
diff --git a/src/renderer/renderer_impl.h b/src/renderer/renderer_impl.h index fc14dcb..7395915 100644 --- a/src/renderer/renderer_impl.h +++ b/src/renderer/renderer_impl.h | |||
@@ -4,14 +4,12 @@ | |||
4 | 4 | ||
5 | #include <stdbool.h> | 5 | #include <stdbool.h> |
6 | 6 | ||
7 | typedef struct IBL IBL; | 7 | typedef struct LLR LLR; |
8 | typedef struct ShaderProgram ShaderProgram; | 8 | typedef struct ShaderProgram ShaderProgram; |
9 | typedef struct Texture Texture; | ||
10 | 9 | ||
11 | typedef struct Renderer { | 10 | typedef struct Renderer { |
12 | GfxCore* gfxcore; | 11 | GfxCore* gfxcore; |
13 | IBL* ibl; | 12 | LLR* llr; |
14 | Texture* brdf_integration_map; | ||
15 | struct { | 13 | struct { |
16 | ShaderProgram* debug; | 14 | ShaderProgram* debug; |
17 | ShaderProgram* normals; | 15 | ShaderProgram* normals; |
@@ -21,7 +19,7 @@ typedef struct Renderer { | |||
21 | } Renderer; | 19 | } Renderer; |
22 | 20 | ||
23 | /// Create a new renderer. | 21 | /// Create a new renderer. |
24 | bool renderer_make(Renderer*, GfxCore*); | 22 | bool gfx_renderer_make(Renderer*, LLR*, GfxCore*); |
25 | 23 | ||
26 | /// Destroy the renderer. | 24 | /// Destroy the renderer. |
27 | void renderer_destroy(Renderer*); | 25 | void gfx_renderer_destroy(Renderer*); |