aboutsummaryrefslogtreecommitdiff
path: root/src/renderer/imm_renderer.c
blob: 01cc5bb0ce4c0bdc39b3fa63272e431113cba53d (plain)
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
#include "imm_renderer_impl.h"

#include <gfx/core.h>
#include <gfx/llr/llr.h>
#include <gfx/renderer/imm_renderer.h>
#include <gfx/util/shader.h>

#include <math/aabb3.h>

#include <assert.h>
#include <string.h> // memcpy

bool gfx_imm_make(ImmRenderer* renderer, GfxCore* gfxcore, LLR* llr) {
  assert(renderer);
  assert(gfxcore);
  assert(llr);

  const size_t num_triangle_verts = GFX_IMM_MAX_NUM_TRIANGLES * 3;

  renderer->gfxcore = gfxcore;
  renderer->llr     = llr;

  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;
  }

  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->shader) {
    gfx_destroy_shader_program(renderer->gfxcore, &renderer->shader);
  }
}

void gfx_imm_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_llr_render_geometry(renderer->llr, 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.
  // gfx_activate_shader_program(renderer->shader);
  gfx_llr_set_shader(renderer->llr, renderer->shader);
}

void gfx_imm_end(ImmRenderer* renderer) {
  assert(renderer);

  gfx_imm_flush(renderer);
  // gfx_deactivate_shader_program(renderer->shader);
  gfx_llr_set_shader(renderer->llr, 0);
}

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 <
      (GFX_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);
}