From 65d448aad0e6c792b1adba1272efef73b31c4885 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 24 Oct 2025 18:33:36 -0700 Subject: Consolidate renderers --- src/render/llr.c | 527 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 527 insertions(+) create mode 100644 src/render/llr.c (limited to 'src/render/llr.c') diff --git a/src/render/llr.c b/src/render/llr.c new file mode 100644 index 0000000..a1b37be --- /dev/null +++ b/src/render/llr.c @@ -0,0 +1,527 @@ +#include "llr_impl.h" + +#include "memory.h" +#include "scene/animation_impl.h" +#include "scene/node_impl.h" + +#include +#include + +#include +#include + +static const int IRRADIANCE_MAP_WIDTH = 1024; +static const int IRRADIANCE_MAP_HEIGHT = 1024; +static const int PREFILTERED_ENVIRONMENT_MAP_WIDTH = 128; +static const int PREFILTERED_ENVIRONMENT_MAP_HEIGHT = 128; +static const int BRDF_INTEGRATION_MAP_WIDTH = 512; +static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; + +static void make_environment_light( + Light* light, const EnvironmentLightDesc* desc) { + assert(light); + assert(desc); + light->type = EnvironmentLightType; + light->environment.environment_map = desc->environment_map; +} + +Light* gfx_make_light(const LightDesc* desc) { + assert(desc); + + Light* light = mem_alloc_light(); + + switch (desc->type) { + case EnvironmentLightType: + make_environment_light(light, &desc->light.environment); + break; + default: + log_error("Unhandled light type"); + gfx_destroy_light(&light); + return 0; + } + + return light; +} + +void gfx_destroy_light(Light** light) { + assert(light); + if (*light) { + if ((*light)->parent.val) { + gfx_del_node((*light)->parent); + } + mem_free_light(light); + } +} + +static void material_make(Material* material, const MaterialDesc* desc) { + assert(material); + assert(desc); + assert(desc->num_uniforms < GFX_MAX_UNIFORMS_PER_MATERIAL); + material->num_uniforms = desc->num_uniforms; + for (int i = 0; i < desc->num_uniforms; ++i) { + material->uniforms[i] = desc->uniforms[i]; + } +} + +Material* gfx_make_material(const MaterialDesc* desc) { + assert(desc); + Material* material = mem_alloc_material(); + material_make(material, desc); + return material; +} + +void gfx_destroy_material(Material** material) { mem_free_material(material); } + +static void set_uniform(ShaderProgram* prog, const ShaderUniform* uniform) { + switch (uniform->type) { + case UniformTexture: + gfx_set_texture_uniform(prog, uniform->name.str, uniform->value.texture); + break; + case UniformMat4: + gfx_set_mat4_uniform(prog, uniform->name.str, &uniform->value.mat4); + break; + case UniformVec3: + gfx_set_vec3_uniform(prog, uniform->name.str, uniform->value.vec3); + break; + case UniformVec4: + gfx_set_vec4_uniform(prog, uniform->name.str, uniform->value.vec4); + break; + case UniformFloat: + gfx_set_float_uniform(prog, uniform->name.str, uniform->value.scalar); + break; + case UniformMat4Array: + gfx_set_mat4_array_uniform( + prog, uniform->name.str, uniform->value.array.values, + uniform->value.array.count); + break; + } +} + +/// Activate the material. +/// +/// This configures the shader uniforms that are specific to the material. +static void gfx_material_activate( + ShaderProgram* shader, const Material* material) { + assert(material); + for (int i = 0; i < material->num_uniforms; ++i) { + const ShaderUniform* uniform = &material->uniforms[i]; + set_uniform(shader, uniform); + } +} + +static void mesh_make(Mesh* mesh, const MeshDesc* desc) { + assert(mesh); + assert(desc); + assert(desc->geometry); + assert(desc->material); + assert(desc->shader); + mesh->geometry = desc->geometry; + mesh->material = desc->material; + mesh->shader = desc->shader; +} + +Mesh* gfx_make_mesh(const MeshDesc* desc) { + Mesh* mesh = mem_alloc_mesh(); + mesh_make(mesh, desc); + return mesh; +} + +void gfx_destroy_mesh(Mesh** mesh) { mem_free_mesh(mesh); } + +/// Initialize renderer state for IBL. +static bool init_ibl(LLR* renderer) { + assert(renderer); + assert(!renderer->ibl); + assert(!renderer->brdf_integration_map); + + if (!((renderer->ibl = gfx_make_ibl(renderer->gfxcore)))) { + return false; + } + + if (!((renderer->brdf_integration_map = gfx_make_brdf_integration_map( + renderer->ibl, renderer->gfxcore, BRDF_INTEGRATION_MAP_WIDTH, + BRDF_INTEGRATION_MAP_HEIGHT)))) { + return false; + } + + return true; +} + +/// Compute irradiance and prefiltered environment maps for the light if they +/// have not been already computed. +/// +/// This is done lazily here, and not when the light is created, because we +/// need an IBL instance to do this and it is more convenient for the public +/// API to create lights without worrying about those details. It also makes the +/// public API cheaper, since the maps are only computed when they are actually +/// needed. +static bool set_up_environment_light(LLR* renderer, EnvironmentLight* light) { + assert(renderer); + assert(light); + assert(renderer->ibl); + assert(renderer->brdf_integration_map); + + if (light->irradiance_map) { + assert(light->prefiltered_environment_map); + return true; + } + + // For convenience. + GfxCore* gfxcore = renderer->gfxcore; + + Texture* irradiance_map = 0; + Texture* prefiltered_environment_map = 0; + + if (!((irradiance_map = gfx_make_irradiance_map( + renderer->ibl, gfxcore, light->environment_map, + IRRADIANCE_MAP_WIDTH, IRRADIANCE_MAP_HEIGHT)))) { + goto cleanup; + } + + int max_mip_level = 0; + if (!((prefiltered_environment_map = gfx_make_prefiltered_environment_map( + renderer->ibl, gfxcore, light->environment_map, + PREFILTERED_ENVIRONMENT_MAP_WIDTH, + PREFILTERED_ENVIRONMENT_MAP_HEIGHT, &max_mip_level)))) { + goto cleanup; + } + + light->irradiance_map = irradiance_map; + light->prefiltered_environment_map = prefiltered_environment_map; + light->max_reflection_lod = max_mip_level; + + return true; + +cleanup: + if (irradiance_map) { + gfx_destroy_texture(gfxcore, &irradiance_map); + } + if (prefiltered_environment_map) { + gfx_destroy_texture(gfxcore, &prefiltered_environment_map); + } + return false; +} + +static void configure_light(LLR* renderer, Light* light) { + assert(renderer); + assert(light); + + // For convenience. + ShaderProgram* const shader = renderer->shader; + + switch (light->type) { + case EnvironmentLightType: { + EnvironmentLight* env = &light->environment; + + const bool initialized = set_up_environment_light(renderer, env); + ASSERT(initialized); + assert(env->environment_map); + assert(env->irradiance_map); + assert(env->prefiltered_environment_map); + assert(renderer->brdf_integration_map); + + gfx_set_texture_uniform( + shader, "BRDFIntegrationMap", renderer->brdf_integration_map); + gfx_set_texture_uniform(shader, "Sky", env->environment_map); + gfx_set_texture_uniform(shader, "IrradianceMap", env->irradiance_map); + gfx_set_texture_uniform( + shader, "PrefilteredEnvironmentMap", env->prefiltered_environment_map); + gfx_set_float_uniform( + shader, "MaxReflectionLOD", (float)env->max_reflection_lod); + + break; + } + default: + assert(false); // TODO: Implement other light types. + break; + } +} + +static void configure_state(LLR* renderer) { + assert(renderer); + + // Check if anything changed first so that we don't call gfx_apply_uniforms() + // unnecessarily. + const bool nothing_changed = (renderer->changed_flags == 0); + if (nothing_changed) { + return; + } + // Setting a null shader is also allowed, in which case there is nothing to + // configure. + if (renderer->shader == 0) { + renderer->shader_changed = false; + return; + } + + // For convenience. + ShaderProgram* const shader = renderer->shader; + const mat4* const model = &renderer->matrix_stack[renderer->stack_pointer]; + + // TODO: Check to see which ones the shader actually uses and avoid + // computing the unnecessary matrices. + + if (renderer->matrix_changed || renderer->shader_changed) { + renderer->matrix_changed = false; + + gfx_set_mat4_uniform(shader, "Model", model); + gfx_set_mat4_uniform(shader, "ModelMatrix", model); + } + + // TODO: camera_changed is not set anywhere. Need to think how imm primitive + // rendering and imm mesh rendering work together. We could treat imm + // primitive calls like setting a new shader. + if (renderer->camera_changed || renderer->shader_changed) { + renderer->camera_changed = false; + + // Set all supported camera-related uniforms. Shaders can choose which ones + // to use. + const mat4 modelview = mat4_mul(renderer->view, *model); + const mat4 view_proj = mat4_mul(renderer->projection, renderer->view); + const mat4 mvp = mat4_mul(renderer->projection, modelview); + + gfx_set_mat4_uniform(shader, "Modelview", &modelview); + gfx_set_mat4_uniform(shader, "View", &renderer->view); + gfx_set_mat4_uniform(shader, "Projection", &renderer->projection); + gfx_set_mat4_uniform(shader, "ViewProjection", &view_proj); + gfx_set_mat4_uniform(shader, "MVP", &mvp); + gfx_set_vec3_uniform(shader, "CameraPosition", renderer->camera_position); + gfx_set_mat4_uniform(shader, "CameraRotation", &renderer->camera_rotation); + gfx_set_float_uniform(shader, "Fovy", renderer->fovy); + gfx_set_float_uniform(shader, "Aspect", renderer->aspect); + } + + if (renderer->lights_changed || renderer->shader_changed) { + renderer->lights_changed = false; + + // TODO: Could do better by only setting the lights that have actually + // changed. + // TODO: Will also need to pass the number of lights to the shader once the + // other light types are implemented. + for (int i = 0; i < renderer->num_lights; ++i) { + configure_light(renderer, renderer->lights[i]); + } + } + + if (renderer->skeleton_changed || renderer->shader_changed) { + renderer->skeleton_changed = false; + + if (renderer->num_joints > 0) { + gfx_set_mat4_array_uniform( + shader, "JointMatrices", renderer->joint_matrices, + renderer->num_joints); + } + } + + if (renderer->material_changed || renderer->shader_changed) { + renderer->material_changed = false; + + // Geometry may be rendered without a material. + if (renderer->material) { + gfx_material_activate(renderer->shader, renderer->material); + } + } + + if (renderer->shader_changed) { + renderer->shader_changed = false; + gfx_activate_shader_program(renderer->shader); + } + + // TODO: At present, this results in many redundant calls to + // glGetUniformLocation() and glUniformXyz(). Look at the trace. + // + // TODO: Could add to qapitrace functionality to detect redundant calls and + // other inefficiencies. Maybe ask in the Github first if there would be + // interest in this. + // + // Must be called after activating the program. + gfx_apply_uniforms(renderer->shader); +} + +bool gfx_llr_make(LLR* renderer, GfxCore* gfxcore) { + assert(renderer); + assert(gfxcore); + + renderer->gfxcore = gfxcore; + if (!init_ibl(renderer)) { + goto cleanup; + } + gfx_llr_load_identity(renderer); + renderer->view = mat4_id(); + renderer->projection = mat4_id(); + renderer->camera_rotation = mat4_id(); + return true; + +cleanup: + gfx_llr_destroy(renderer); + return false; +} + +void gfx_llr_destroy(LLR* renderer) { + assert(renderer); + assert(renderer->gfxcore); + + if (renderer->brdf_integration_map) { + gfx_destroy_texture(renderer->gfxcore, &renderer->brdf_integration_map); + } + + // TODO: Do this once the IBL from the scene renderer is gone. + if (renderer->ibl) { + // gfx_destroy_ibl(renderer->gfxcore, &renderer->ibl); + } +} + +void gfx_llr_set_shader(LLR* renderer, ShaderProgram* shader) { + assert(renderer); + // null shader is allowed, so do not assert it. + + // It's important to not set shader_changed unnecessarily, since that would + // re-trigger the setting of uniforms. + if (renderer->shader != shader) { + renderer->shader = shader; + renderer->shader_changed = true; + } +} + +void gfx_llr_push_light(LLR* renderer, Light* light) { + assert(renderer); + assert(light); + assert(renderer->num_lights >= 0); + ASSERT(renderer->num_lights < GFX_LLR_MAX_NUM_LIGHTS); + + renderer->lights[renderer->num_lights++] = light; + renderer->lights_changed = true; +} + +void gfx_llr_pop_light(LLR* renderer) { + assert(renderer); + ASSERT(renderer->num_lights > 0); + + renderer->lights[--renderer->num_lights] = 0; + renderer->lights_changed = true; +} + +void gfx_llr_set_skeleton( + LLR* renderer, const Anima* anima, const Skeleton* skeleton) { + assert(renderer); + assert(anima); + assert(skeleton); + assert(skeleton->num_joints <= GFX_MAX_NUM_JOINTS); + + for (size_t i = 0; i < skeleton->num_joints; ++i) { + const joint_idx joint_index = skeleton->joints[i]; + const Joint* joint = &anima->joints[joint_index]; + renderer->joint_matrices[i] = joint->joint_matrix; + } + renderer->num_joints = skeleton->num_joints; + renderer->skeleton_changed = true; +} + +void gfx_llr_clear_skeleton(LLR* renderer) { + assert(renderer); + + renderer->num_joints = 0; + renderer->skeleton_changed = true; +} + +void gfx_llr_set_material(LLR* renderer, const Material* material) { + assert(renderer); + assert(material); + + renderer->material = material; + renderer->material_changed = true; +} + +void gfx_llr_set_camera(LLR* renderer, const Camera* camera) { + assert(renderer); + + renderer->camera_position = camera->spatial.p; + renderer->camera_rotation = + mat4_rotation(spatial3_transform(&camera->spatial)); + renderer->view = spatial3_inverse_transform(&camera->spatial); + renderer->projection = camera->projection; + // Assuming a perspective matrix. + renderer->fovy = (R)atan(1.0 / (mat4_at(camera->projection, 1, 1))) * 2; + renderer->camera_changed = true; +} + +void gfx_llr_set_projection_matrix(LLR* renderer, const mat4* projection) { + assert(renderer); + + renderer->projection = *projection; + renderer->camera_changed = true; +} + +void gfx_llr_set_aspect(LLR* renderer, float aspect) { + assert(renderer); + + renderer->aspect = aspect; + renderer->camera_changed = true; +} + +void gfx_llr_render_geometry(LLR* renderer, const Geometry* geometry) { + assert(renderer); + assert(geometry); + + configure_state(renderer); + gfx_render_geometry(geometry); +} + +void gfx_llr_render_mesh(LLR* renderer, const Mesh* mesh) { + assert(renderer); + assert(mesh); + assert(mesh->geometry); + assert(mesh->material); + assert(mesh->shader); + + gfx_llr_set_material(renderer, mesh->material); + gfx_llr_set_shader(renderer, mesh->shader); + gfx_llr_render_geometry(renderer, mesh->geometry); +} + +void gfx_llr_load_identity(LLR* renderer) { + assert(renderer); + + renderer->matrix_stack[0] = mat4_id(); + renderer->stack_pointer = 0; + renderer->matrix_changed = true; +} + +void gfx_llr_push_matrix(LLR* renderer, const mat4* matrix) { + assert(renderer); + assert(matrix); + assert(renderer->stack_pointer >= 0); + ASSERT(renderer->stack_pointer < GFX_LLR_MAX_NUM_MATRICES); + + renderer->stack_pointer += 1; + renderer->matrix_stack[renderer->stack_pointer] = + mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer - 1]); + renderer->matrix_changed = true; +} + +void gfx_llr_pop_matrix(LLR* renderer) { + assert(renderer); + ASSERT(renderer->stack_pointer > 0); + + // 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; + renderer->matrix_changed = true; +} + +void gfx_llr_translate(LLR* renderer, vec3 offset) { + assert(renderer); + + const mat4 mat = mat4_translate(offset); + gfx_llr_push_matrix(renderer, &mat); +} + +void gfx_llr_set_model_matrix(LLR* renderer, const mat4* model) { + assert(renderer); + assert(model); + + renderer->matrix_stack[0] = *model; + renderer->stack_pointer = 0; + renderer->matrix_changed = true; +} -- cgit v1.2.3