1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
|
#include "imm_renderer_impl.h"
#include "light_impl.h"
#include "mesh_impl.h"
#include "scene/animation_impl.h"
#include <gfx/core.h>
#include <gfx/util/ibl.h>
#include <gfx/util/shader.h>
#include <math/aabb3.h>
#include <cassert.h>
#include <string.h> // memcpy
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;
/// Initialize renderer state for IBL.
static bool init_ibl(ImmRenderer* 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;
}
// TODO: Why is this done lazily here? Do it when the environment light is
// created.
//
/// Compute irradiance and prefiltered environment maps for the light if they
/// have not been already computed.
static bool set_up_environment_light(
ImmRenderer* 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(ImmRenderer* 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(ImmRenderer* renderer) {
assert(renderer);
// Check if anything changed first so that we don't call gfx_apply_uniforms()
// unnecessarily.
const bool anything_changed =
renderer->camera_changed || renderer->lights_changed ||
renderer->skeleton_changed || renderer->shader_changed;
if (!anything_changed) {
return;
}
// For convenience.
ShaderProgram* const shader = renderer->shader;
// 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.
// TODO: Check to see which ones the shader actually uses and avoid
// computing the unnecessary matrices.
const mat4* const model = &renderer->matrix_stack[renderer->stack_pointer];
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, "ModelMatrix", model);
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);
}
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;
gfx_set_mat4_array_uniform(
shader, "JointMatrices", renderer->joint_matrices,
renderer->num_joints);
}
if (renderer->shader_changed) {
renderer->shader_changed = false;
gfx_activate_shader_program(renderer->shader);
}
// Must be called after activating the program.
gfx_apply_uniforms(renderer->shader);
}
bool gfx_imm_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->imm_shader = gfx_make_immediate_mode_shader(gfxcore);
if (!renderer->imm_shader) {
goto cleanup;
}
renderer->shader = renderer->imm_shader;
if (!init_ibl(renderer)) {
goto cleanup;
}
gfx_imm_load_identity(renderer);
gfx_imm_set_colour(renderer, vec4_make(0.0f, 0.0f, 0.0f, 1.0f));
return true;
cleanup:
gfx_imm_destroy(renderer);
return false;
}
void gfx_imm_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->imm_shader) {
gfx_destroy_shader_program(renderer->gfxcore, &renderer->imm_shader);
}
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_imm_flush(ImmRenderer* renderer) {
assert(renderer);
if (renderer->num_triangle_verts > 0) {
configure_state(renderer);
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_set_shader(ImmRenderer* renderer, ShaderProgram* shader) {
assert(renderer);
assert(shader);
// TODO: It would probably be best to make the imm renderer work in terms of a
// new LLR renderer. Otherwise we need to constantly flush stuff everywhere
// "just in case". This would still allow the imm to render meshes with
// lighting etc. We just need to create an actual Mesh out of the 'triangles'
// Geometry that imm currently has. The change would greatly simplify the
// implementation of this otherwise coupled LLR-IMM renderer.
// Need to decide where to put the matrix stack manipulation. Might be good
// to move to the LLR. (Currently, manipulating the stack causes an imm
// flush, but that's because we have coupled imm with stack manipulation,
// which the new design seems like would address.)
gfx_imm_flush(renderer);
// 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_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.
gfx_activate_shader_program(renderer->shader);
}
void gfx_imm_end(ImmRenderer* renderer) {
assert(renderer);
gfx_imm_flush(renderer);
gfx_deactivate_shader_program(renderer->shader);
// TODO: Should we clear all of the render state here as well? At least set
// the 'changed' variables to false, for example.
}
void gfx_imm_push_light(ImmRenderer* renderer, Light* light) {
assert(renderer);
assert(light);
assert(renderer->num_lights >= 0);
ASSERT(renderer->num_lights < IMM_MAX_NUM_LIGHTS);
renderer->lights[renderer->num_lights++] = light;
renderer->lights_changed = true;
}
void gfx_imm_pop_light(ImmRenderer* renderer) {
assert(renderer);
ASSERT(renderer->num_lights > 0);
renderer->lights[--renderer->num_lights] = 0;
renderer->lights_changed = true;
}
void gfx_imm_set_skeleton(
ImmRenderer* 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_imm_unset_skeleton(ImmRenderer* renderer) {
assert(renderer);
renderer->num_joints = 0;
renderer->skeleton_changed = true;
}
void gfx_imm_render_mesh(ImmRenderer* renderer, const Mesh* mesh) {
assert(renderer);
assert(mesh);
assert(mesh->geometry);
assert(mesh->material);
configure_state(renderer);
gfx_render_geometry(mesh->geometry);
}
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);
}
void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) {
assert(renderer);
assert(renderer->shader);
gfx_imm_flush(renderer);
gfx_set_vec4_uniform(renderer->shader, "Colour", colour);
}
// Load the top of the matrix stack into the shader.
static void update_shader_model_matrix(ImmRenderer* renderer) {
assert(renderer);
gfx_imm_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);
renderer->stack_pointer += 1;
renderer->matrix_stack[renderer->stack_pointer] =
mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer - 1]);
update_shader_model_matrix(renderer);
}
void gfx_imm_pop_matrix(ImmRenderer* 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;
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_model_matrix(ImmRenderer* renderer, const mat4* model) {
assert(renderer);
assert(model);
gfx_imm_flush(renderer);
renderer->matrix_stack[0] = *model;
renderer->stack_pointer = 0;
update_shader_model_matrix(renderer);
}
void gfx_imm_set_camera(ImmRenderer* renderer, const Camera* camera) {
assert(renderer);
assert(renderer->shader);
gfx_imm_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);
renderer->view = view;
renderer->projection = camera->projection;
renderer->camera_changed = true;
}
// void gfx_imm_set_view_projection_matrix(
// ImmRenderer* renderer, const mat4* view_proj) {
// assert(renderer);
// assert(renderer->shader);
//
// gfx_imm_flush(renderer);
// gfx_set_mat4_uniform(renderer->shader, "ViewProjection", view_proj);
// }
|