From e386405ac636b7e4a41d5c03eb363e9c120ce919 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Wed, 2 Jul 2025 08:57:16 -0700 Subject: Set C23 --- CMakeLists.txt | 14 +-- src/llr/imm_renderer.c | 260 +++++++++++++++++++++++++++++++++++++++ src/llr/imm_renderer_impl.h | 44 +++++++ src/renderer/imm_renderer.c | 260 --------------------------------------- src/renderer/imm_renderer_impl.h | 44 ------- 5 files changed, 311 insertions(+), 311 deletions(-) create mode 100644 src/llr/imm_renderer.c create mode 100644 src/llr/imm_renderer_impl.h delete mode 100644 src/renderer/imm_renderer.c delete mode 100644 src/renderer/imm_renderer_impl.h diff --git a/CMakeLists.txt b/CMakeLists.txt index 78e5733..4b1ba6a 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,10 +1,4 @@ -cmake_minimum_required(VERSION 3.0) - -set(CMAKE_C_STANDARD 23) -set(CMAKE_C_STANDARD_REQUIRED On) -set(CMAKE_C_EXTENSIONS Off) - -include(cmake/shader.txt) +cmake_minimum_required(VERSION 3.5) add_subdirectory(contrib/cgltf) add_subdirectory(contrib/cgltf-tangents) @@ -14,6 +8,12 @@ add_subdirectory(app) project(gfx) +include(cmake/shader.txt) + +set(CMAKE_C_STANDARD 23) +set(CMAKE_C_STANDARD_REQUIRED On) +set(CMAKE_C_EXTENSIONS Off) + add_shader_library(shaders shaders/brdf_integration_map.frag shaders/cook_torrance.frag diff --git a/src/llr/imm_renderer.c b/src/llr/imm_renderer.c new file mode 100644 index 0000000..4b856c9 --- /dev/null +++ b/src/llr/imm_renderer.c @@ -0,0 +1,260 @@ +#include "../renderer/imm_renderer_impl.h" + +#include +#include + +#include + +#include +#include // memcpy + +bool imm_renderer_make(ImmRenderer* renderer, GfxCore* gfxcore) { + assert(renderer); + assert(gfxcore); + + const size_t num_triangle_verts = IMM_MAX_NUM_TRIANGLES * 3; + + renderer->gfxcore = gfxcore; + + renderer->triangles = gfx_make_geometry( + gfxcore, &(GeometryDesc){ + .type = Triangles, + .buffer_usage = BufferDynamic, + .num_verts = num_triangle_verts, + .positions3d = (BufferView3d){ + .size_bytes = num_triangle_verts * sizeof(vec3)}}); + if (!renderer->triangles) { + goto cleanup; + } + + renderer->shader = gfx_make_immediate_mode_shader(gfxcore); + if (!renderer->shader) { + goto cleanup; + } + + renderer->matrix_stack[0] = mat4_id(); + renderer->stack_pointer = 0; + + gfx_imm_set_colour(renderer, vec4_make(0.0, 0.0, 0.0, 1.0)); + + return true; + +cleanup: + imm_renderer_destroy(renderer); + return false; +} + +void imm_renderer_destroy(ImmRenderer* renderer) { + assert(renderer); + assert(renderer->gfxcore); + + if (renderer->triangles) { + gfx_destroy_geometry(renderer->gfxcore, &renderer->triangles); + // TODO: Could also destroy the geometry's buffers here. + } + + if (renderer->shader) { + gfx_destroy_shader_program(renderer->gfxcore, &renderer->shader); + } +} + +void imm_renderer_flush(ImmRenderer* renderer) { + assert(renderer); + + if (renderer->num_triangle_verts > 0) { + gfx_update_geometry( + renderer->triangles, + &(GeometryDesc){ + .num_verts = renderer->num_triangle_verts, + .positions3d = (BufferView3d){ + .data = renderer->triangle_verts, + .size_bytes = renderer->num_triangle_verts * sizeof(vec3)} + }); + + gfx_apply_uniforms(renderer->shader); + gfx_render_geometry(renderer->triangles); + + renderer->num_triangle_verts = 0; + } +} + +void gfx_imm_start(ImmRenderer* renderer) { + assert(renderer); + // Shader uniforms are applied lazily. + // TODO: In the event that gfx_activate_shader_program() activates uniforms + // automatically for convenience, call an overload here that doesn't do so. + ShaderProgram* shader = renderer->shader; + gfx_activate_shader_program(shader); +} + +void gfx_imm_end(ImmRenderer* renderer) { + assert(renderer); + imm_renderer_flush(renderer); + gfx_deactivate_shader_program(renderer->shader); +} + +void gfx_imm_draw_triangles( + ImmRenderer* renderer, const vec3 verts[], size_t num_triangles) { + assert(renderer); + assert(verts); + const size_t new_verts = num_triangles * 3; + assert( + renderer->num_triangle_verts + new_verts < (IMM_MAX_NUM_TRIANGLES * 3)); + + memcpy( + renderer->triangle_verts + renderer->num_triangle_verts, verts, + new_verts * sizeof(vec3)); + + renderer->num_triangle_verts += new_verts; +} + +void gfx_imm_draw_triangle(ImmRenderer* renderer, const vec3 verts[3]) { + gfx_imm_draw_triangles(renderer, verts, 1); +} + +void gfx_imm_draw_aabb2(ImmRenderer* renderer, aabb2 box) { + assert(renderer); + + // clang-format off + const vec3 verts[4] = { + vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 + vec3_make(box.max.x, box.min.y, 0), // | | + vec3_make(box.max.x, box.max.y, 0), // | | + vec3_make(box.min.x, box.max.y, 0)}; // 0 ---- 1 + // clang-format on + +#define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] + const vec3 tris[6] = {tri(0, 1, 2), tri(0, 2, 3)}; +#undef tri + + gfx_imm_draw_triangles(renderer, tris, 2); +} + +void gfx_imm_draw_aabb3(ImmRenderer* renderer, aabb3 box) { + assert(renderer); + + // clang-format off + const vec3 vertices[8] = { + vec3_make(box.min.x, box.min.y, box.max.z), // 7 ----- 6 + vec3_make(box.max.x, box.min.y, box.max.z), // / /| + vec3_make(box.max.x, box.max.y, box.max.z), // 3 ----- 2 | + vec3_make(box.min.x, box.max.y, box.max.z), // | | | + vec3_make(box.min.x, box.min.y, box.min.z), // | 4 ----- 5 + vec3_make(box.max.x, box.min.y, box.min.z), // |/ |/ + vec3_make(box.max.x, box.max.y, box.min.z), // 0 ----- 1 + vec3_make(box.min.x, box.max.y, box.min.z)}; + // clang-format on + + gfx_imm_draw_box3(renderer, vertices); +} + +void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]) { + assert(renderer); + assert(vertices); + + // 7 ----- 6 + // / /| + // 3 ----- 2 | + // | | | + // | 4 ----- 5 + // |/ |/ + // 0 ----- 1 + +#define tri(i0, i1, i2) vertices[i0], vertices[i1], vertices[i2] + const vec3 tris[36] = {// Front. + tri(0, 1, 2), tri(0, 2, 3), + // Right. + tri(1, 5, 6), tri(1, 6, 2), + // Back. + tri(5, 4, 7), tri(5, 7, 6), + // Left. + tri(4, 0, 03), tri(4, 3, 7), + // Top. + tri(3, 2, 6), tri(3, 6, 7), + // Bottom. + tri(0, 4, 5), tri(0, 5, 1)}; + + gfx_imm_draw_triangles(renderer, tris, 12); +} + +// Load the top of the matrix stack into the shader. +static void update_shader_model_matrix(ImmRenderer* renderer) { + assert(renderer); + imm_renderer_flush(renderer); + gfx_set_mat4_uniform( + renderer->shader, "Model", + &renderer->matrix_stack[renderer->stack_pointer]); +} + +void gfx_imm_load_identity(ImmRenderer* renderer) { + assert(renderer); + renderer->matrix_stack[0] = mat4_id(); + renderer->stack_pointer = 0; + update_shader_model_matrix(renderer); +} + +void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix) { + assert(renderer); + assert(matrix); + assert(renderer->stack_pointer >= 0); + assert(renderer->stack_pointer < IMM_MAX_NUM_MATRICES); // TODO: hard assert. + + renderer->matrix_stack[renderer->stack_pointer + 1] = + mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer]); + renderer->stack_pointer += 1; + + update_shader_model_matrix(renderer); +} + +void gfx_imm_pop_matrix(ImmRenderer* renderer) { + assert(renderer); + assert(renderer->stack_pointer > 0); // TODO: hard assert. + + // For debugging, zero out the matrix stack as matrices are popped out. + memset( + &renderer->matrix_stack[renderer->stack_pointer], 0, + sizeof(renderer->matrix_stack[0])); + + renderer->stack_pointer -= 1; + + update_shader_model_matrix(renderer); +} + +void gfx_imm_translate(ImmRenderer* renderer, vec3 offset) { + assert(renderer); + const mat4 mat = mat4_translate(offset); + gfx_imm_push_matrix(renderer, &mat); +} + +void gfx_imm_set_camera(ImmRenderer* renderer, const Camera* camera) { + assert(renderer); + assert(renderer->shader); + imm_renderer_flush(renderer); + const mat4 view = spatial3_inverse_transform(&camera->spatial); + const mat4 view_proj = mat4_mul(camera->projection, view); + gfx_imm_set_view_projection_matrix(renderer, &view_proj); +} + +void gfx_imm_set_model_matrix(ImmRenderer* renderer, const mat4* model) { + assert(renderer); + assert(model); + imm_renderer_flush(renderer); + renderer->matrix_stack[0] = *model; + renderer->stack_pointer = 0; + update_shader_model_matrix(renderer); +} + +void gfx_imm_set_view_projection_matrix( + ImmRenderer* renderer, const mat4* view_proj) { + assert(renderer); + assert(renderer->shader); + imm_renderer_flush(renderer); + gfx_set_mat4_uniform(renderer->shader, "ViewProjection", view_proj); +} + +void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { + assert(renderer); + assert(renderer->shader); + imm_renderer_flush(renderer); + gfx_set_vec4_uniform(renderer->shader, "Colour", colour); +} diff --git a/src/llr/imm_renderer_impl.h b/src/llr/imm_renderer_impl.h new file mode 100644 index 0000000..5ece354 --- /dev/null +++ b/src/llr/imm_renderer_impl.h @@ -0,0 +1,44 @@ +#pragma once + +#include +#include + +#include +#include + +#include +#include + +typedef struct Geometry Geometry; +typedef struct ShaderProgram ShaderProgram; + +/// Immediate mode renderer. +/// +/// Currently, the immediate mode renderer can only draw up to a maximum number +/// of primitives per frame. It does not adjust this number dynamically. Keeps +/// things simple while the extra complexity is not needed. +typedef struct ImmRenderer { + GfxCore* gfxcore; + ShaderProgram* shader; + Geometry* triangles; + size_t num_triangle_verts; // Number of triangle verts this frame. + // TODO: wireframe rendering. + struct { + bool wireframe : 1; + } flags; + vec3 triangle_verts[IMM_MAX_NUM_TRIANGLES * 3]; + // Matrix stack contains pre-multiplied matrices. + // It is also never empty. The top of the stack is an identity matrix when the + // stack is "empty" from the user's perspective. + mat4 matrix_stack[IMM_MAX_NUM_MATRICES]; + int stack_pointer; +} ImmRenderer; + +/// Create a new immediate mode renderer. +bool imm_renderer_make(ImmRenderer*, GfxCore*); + +/// Destroy the immediate mode renderer. +void imm_renderer_destroy(ImmRenderer*); + +/// Flush draw commands. +void imm_renderer_flush(ImmRenderer*); diff --git a/src/renderer/imm_renderer.c b/src/renderer/imm_renderer.c deleted file mode 100644 index 8cf3a10..0000000 --- a/src/renderer/imm_renderer.c +++ /dev/null @@ -1,260 +0,0 @@ -#include "imm_renderer_impl.h" - -#include -#include - -#include - -#include -#include // memcpy - -bool imm_renderer_make(ImmRenderer* renderer, GfxCore* gfxcore) { - assert(renderer); - assert(gfxcore); - - const size_t num_triangle_verts = IMM_MAX_NUM_TRIANGLES * 3; - - renderer->gfxcore = gfxcore; - - renderer->triangles = gfx_make_geometry( - gfxcore, &(GeometryDesc){ - .type = Triangles, - .buffer_usage = BufferDynamic, - .num_verts = num_triangle_verts, - .positions3d = (BufferView3d){ - .size_bytes = num_triangle_verts * sizeof(vec3)}}); - if (!renderer->triangles) { - goto cleanup; - } - - renderer->shader = gfx_make_immediate_mode_shader(gfxcore); - if (!renderer->shader) { - goto cleanup; - } - - renderer->matrix_stack[0] = mat4_id(); - renderer->stack_pointer = 0; - - gfx_imm_set_colour(renderer, vec4_make(0.0, 0.0, 0.0, 1.0)); - - return true; - -cleanup: - imm_renderer_destroy(renderer); - return false; -} - -void imm_renderer_destroy(ImmRenderer* renderer) { - assert(renderer); - assert(renderer->gfxcore); - - if (renderer->triangles) { - gfx_destroy_geometry(renderer->gfxcore, &renderer->triangles); - // TODO: Could also destroy the geometry's buffers here. - } - - if (renderer->shader) { - gfx_destroy_shader_program(renderer->gfxcore, &renderer->shader); - } -} - -void imm_renderer_flush(ImmRenderer* renderer) { - assert(renderer); - - if (renderer->num_triangle_verts > 0) { - gfx_update_geometry( - renderer->triangles, - &(GeometryDesc){ - .num_verts = renderer->num_triangle_verts, - .positions3d = (BufferView3d){ - .data = renderer->triangle_verts, - .size_bytes = renderer->num_triangle_verts * sizeof(vec3)} - }); - - gfx_apply_uniforms(renderer->shader); - gfx_render_geometry(renderer->triangles); - - renderer->num_triangle_verts = 0; - } -} - -void gfx_imm_start(ImmRenderer* renderer) { - assert(renderer); - // Shader uniforms are applied lazily. - // TODO: In the event that gfx_activate_shader_program() activates uniforms - // automatically for convenience, call an overload here that doesn't do so. - ShaderProgram* shader = renderer->shader; - gfx_activate_shader_program(shader); -} - -void gfx_imm_end(ImmRenderer* renderer) { - assert(renderer); - imm_renderer_flush(renderer); - gfx_deactivate_shader_program(renderer->shader); -} - -void gfx_imm_draw_triangles( - ImmRenderer* renderer, const vec3 verts[], size_t num_triangles) { - assert(renderer); - assert(verts); - const size_t new_verts = num_triangles * 3; - assert( - renderer->num_triangle_verts + new_verts < (IMM_MAX_NUM_TRIANGLES * 3)); - - memcpy( - renderer->triangle_verts + renderer->num_triangle_verts, verts, - new_verts * sizeof(vec3)); - - renderer->num_triangle_verts += new_verts; -} - -void gfx_imm_draw_triangle(ImmRenderer* renderer, const vec3 verts[3]) { - gfx_imm_draw_triangles(renderer, verts, 1); -} - -void gfx_imm_draw_aabb2(ImmRenderer* renderer, aabb2 box) { - assert(renderer); - - // clang-format off - const vec3 verts[4] = { - vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 - vec3_make(box.max.x, box.min.y, 0), // | | - vec3_make(box.max.x, box.max.y, 0), // | | - vec3_make(box.min.x, box.max.y, 0)}; // 0 ---- 1 - // clang-format on - -#define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] - const vec3 tris[6] = {tri(0, 1, 2), tri(0, 2, 3)}; -#undef tri - - gfx_imm_draw_triangles(renderer, tris, 2); -} - -void gfx_imm_draw_aabb3(ImmRenderer* renderer, aabb3 box) { - assert(renderer); - - // clang-format off - const vec3 vertices[8] = { - vec3_make(box.min.x, box.min.y, box.max.z), // 7 ----- 6 - vec3_make(box.max.x, box.min.y, box.max.z), // / /| - vec3_make(box.max.x, box.max.y, box.max.z), // 3 ----- 2 | - vec3_make(box.min.x, box.max.y, box.max.z), // | | | - vec3_make(box.min.x, box.min.y, box.min.z), // | 4 ----- 5 - vec3_make(box.max.x, box.min.y, box.min.z), // |/ |/ - vec3_make(box.max.x, box.max.y, box.min.z), // 0 ----- 1 - vec3_make(box.min.x, box.max.y, box.min.z)}; - // clang-format on - - gfx_imm_draw_box3(renderer, vertices); -} - -void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]) { - assert(renderer); - assert(vertices); - - // 7 ----- 6 - // / /| - // 3 ----- 2 | - // | | | - // | 4 ----- 5 - // |/ |/ - // 0 ----- 1 - -#define tri(i0, i1, i2) vertices[i0], vertices[i1], vertices[i2] - const vec3 tris[36] = {// Front. - tri(0, 1, 2), tri(0, 2, 3), - // Right. - tri(1, 5, 6), tri(1, 6, 2), - // Back. - tri(5, 4, 7), tri(5, 7, 6), - // Left. - tri(4, 0, 03), tri(4, 3, 7), - // Top. - tri(3, 2, 6), tri(3, 6, 7), - // Bottom. - tri(0, 4, 5), tri(0, 5, 1)}; - - gfx_imm_draw_triangles(renderer, tris, 12); -} - -// Load the top of the matrix stack into the shader. -static void update_shader_model_matrix(ImmRenderer* renderer) { - assert(renderer); - imm_renderer_flush(renderer); - gfx_set_mat4_uniform( - renderer->shader, "Model", - &renderer->matrix_stack[renderer->stack_pointer]); -} - -void gfx_imm_load_identity(ImmRenderer* renderer) { - assert(renderer); - renderer->matrix_stack[0] = mat4_id(); - renderer->stack_pointer = 0; - update_shader_model_matrix(renderer); -} - -void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix) { - assert(renderer); - assert(matrix); - assert(renderer->stack_pointer >= 0); - assert(renderer->stack_pointer < IMM_MAX_NUM_MATRICES); // TODO: hard assert. - - renderer->matrix_stack[renderer->stack_pointer + 1] = - mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer]); - renderer->stack_pointer += 1; - - update_shader_model_matrix(renderer); -} - -void gfx_imm_pop_matrix(ImmRenderer* renderer) { - assert(renderer); - assert(renderer->stack_pointer > 0); // TODO: hard assert. - - // For debugging, zero out the matrix stack as matrices are popped out. - memset( - &renderer->matrix_stack[renderer->stack_pointer], 0, - sizeof(renderer->matrix_stack[0])); - - renderer->stack_pointer -= 1; - - update_shader_model_matrix(renderer); -} - -void gfx_imm_translate(ImmRenderer* renderer, vec3 offset) { - assert(renderer); - const mat4 mat = mat4_translate(offset); - gfx_imm_push_matrix(renderer, &mat); -} - -void gfx_imm_set_camera(ImmRenderer* renderer, const Camera* camera) { - assert(renderer); - assert(renderer->shader); - imm_renderer_flush(renderer); - const mat4 view = spatial3_inverse_transform(&camera->spatial); - const mat4 view_proj = mat4_mul(camera->projection, view); - gfx_imm_set_view_projection_matrix(renderer, &view_proj); -} - -void gfx_imm_set_model_matrix(ImmRenderer* renderer, const mat4* model) { - assert(renderer); - assert(model); - imm_renderer_flush(renderer); - renderer->matrix_stack[0] = *model; - renderer->stack_pointer = 0; - update_shader_model_matrix(renderer); -} - -void gfx_imm_set_view_projection_matrix( - ImmRenderer* renderer, const mat4* view_proj) { - assert(renderer); - assert(renderer->shader); - imm_renderer_flush(renderer); - gfx_set_mat4_uniform(renderer->shader, "ViewProjection", view_proj); -} - -void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { - assert(renderer); - assert(renderer->shader); - imm_renderer_flush(renderer); - gfx_set_vec4_uniform(renderer->shader, "Colour", colour); -} diff --git a/src/renderer/imm_renderer_impl.h b/src/renderer/imm_renderer_impl.h deleted file mode 100644 index 5ece354..0000000 --- a/src/renderer/imm_renderer_impl.h +++ /dev/null @@ -1,44 +0,0 @@ -#pragma once - -#include -#include - -#include -#include - -#include -#include - -typedef struct Geometry Geometry; -typedef struct ShaderProgram ShaderProgram; - -/// Immediate mode renderer. -/// -/// Currently, the immediate mode renderer can only draw up to a maximum number -/// of primitives per frame. It does not adjust this number dynamically. Keeps -/// things simple while the extra complexity is not needed. -typedef struct ImmRenderer { - GfxCore* gfxcore; - ShaderProgram* shader; - Geometry* triangles; - size_t num_triangle_verts; // Number of triangle verts this frame. - // TODO: wireframe rendering. - struct { - bool wireframe : 1; - } flags; - vec3 triangle_verts[IMM_MAX_NUM_TRIANGLES * 3]; - // Matrix stack contains pre-multiplied matrices. - // It is also never empty. The top of the stack is an identity matrix when the - // stack is "empty" from the user's perspective. - mat4 matrix_stack[IMM_MAX_NUM_MATRICES]; - int stack_pointer; -} ImmRenderer; - -/// Create a new immediate mode renderer. -bool imm_renderer_make(ImmRenderer*, GfxCore*); - -/// Destroy the immediate mode renderer. -void imm_renderer_destroy(ImmRenderer*); - -/// Flush draw commands. -void imm_renderer_flush(ImmRenderer*); -- cgit v1.2.3