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#include "light_impl.h"
#include "llr_impl.h"
#include "mesh_impl.h"
#include "llr/material_impl.h"
#include "scene/animation_impl.h"
#include <gfx/core.h>
#include <gfx/util/ibl.h>
#include <cassert.h>
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(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;
}
// 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(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);
}
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_llr_make(LLR* renderer, GfxCore* gfxcore) {
assert(renderer);
assert(gfxcore);
renderer->gfxcore = gfxcore;
if (!init_ibl(renderer)) {
goto cleanup;
}
gfx_llr_load_identity(renderer);
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_unset_skeleton(LLR* renderer) {
assert(renderer);
renderer->num_joints = 0;
renderer->skeleton_changed = true;
}
void gfx_llr_set_camera(LLR* renderer, const Camera* camera) {
assert(renderer);
const mat4 view = spatial3_inverse_transform(&camera->spatial);
// const mat4 view_proj = mat4_mul(camera->projection, view);
// gfx_llr_set_view_projection_matrix(renderer, &view_proj);
renderer->view = view;
renderer->projection = camera->projection;
renderer->camera_changed = true;
}
// void gfx_llr_set_view_projection_matrix(
// LLR* renderer, const mat4* view_proj) {
// assert(renderer);
// assert(renderer->shader);
//
// gfx_llr_flush(renderer);
// gfx_set_mat4_uniform(renderer->shader, "ViewProjection", view_proj);
// }
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(renderer->shader);
assert(mesh);
assert(mesh->geometry);
assert(mesh->material);
gfx_material_activate(renderer->shader, mesh->material);
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;
}
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