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#include "renderer_impl.h"
#include "llr/light_impl.h"
#include "llr/mesh_impl.h"
#include "scene/animation_impl.h"
#include "scene/camera_impl.h"
#include "scene/model_impl.h"
#include "scene/node_impl.h"
#include "scene/object_impl.h"
#include "scene/scene_impl.h"
#include "scene/scene_memory.h"
#include <gfx/core.h>
#include <gfx/llr/llr.h>
#include <gfx/util/shader.h>
#include <math/mat4.h>
#include <assert.h>
bool gfx_renderer_make(Renderer* renderer, LLR* llr, GfxCore* gfxcore) {
assert(renderer);
assert(llr);
assert(gfxcore);
renderer->gfxcore = gfxcore;
renderer->llr = llr;
return true;
}
void gfx_renderer_destroy(Renderer* renderer) {
if (!renderer) {
return;
}
assert(renderer->gfxcore);
GfxCore* gfxcore = renderer->gfxcore;
if (renderer->shaders.debug) {
gfx_destroy_shader_program(gfxcore, &renderer->shaders.debug);
}
if (renderer->shaders.normals) {
gfx_destroy_shader_program(gfxcore, &renderer->shaders.normals);
}
if (renderer->shaders.normal_mapped_normals) {
gfx_destroy_shader_program(
gfxcore, &renderer->shaders.normal_mapped_normals);
}
if (renderer->shaders.tangents) {
gfx_destroy_shader_program(gfxcore, &renderer->shaders.tangents);
}
}
static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) {
assert(renderer);
#define LOAD_AND_RETURN(pShader, constructor) \
{ \
if (!pShader) { \
pShader = constructor(renderer->gfxcore); \
} \
assert(pShader); \
return pShader; \
}
switch (mode) {
case RenderDefault:
return 0;
case RenderDebug:
LOAD_AND_RETURN(renderer->shaders.debug, gfx_make_debug3d_shader);
case RenderNormals:
LOAD_AND_RETURN(renderer->shaders.normals, gfx_make_view_normals_shader);
case RenderNormalMappedNormals:
LOAD_AND_RETURN(
renderer->shaders.normal_mapped_normals,
gfx_make_view_normal_mapped_normals_shader);
case RenderTangents:
LOAD_AND_RETURN(renderer->shaders.tangents, gfx_make_view_tangents_shader);
}
assert(false);
return 0;
}
// static void log_matrix(const mat4* m) {
// for (int row = 0; row < 4; ++row) {
// LOGI("[ %5.2f, %5.2f, %5.2f, %5.2f ]", m->val[0][row], m->val[1][row],
// m->val[2][row], m->val[3][row]);
// }
// }
typedef struct RenderState {
GfxCore* gfxcore;
LLR* llr;
Renderer* renderer;
ShaderProgram* shader; // Null to use scene shaders.
const Scene* scene;
const Anima* anima;
} RenderState;
static void draw_children(
RenderState* state, const mat4* node_transform, const SceneNode* node);
/// Draw the scene recursively.
static void draw_recursively(
RenderState* state, mat4 parent_transform, const SceneNode* node) {
assert(state);
const mat4 node_transform = mat4_mul(parent_transform, node->transform);
// Anima.
if (node->type == AnimaNode) {
// Save the anima so that we can animate objects.
state->anima = gfx_get_node_anima(node);
draw_children(state, &node_transform, node);
}
// Activate light.
else if (node->type == LightNode) {
Light* light = mem_get_light(node->light);
assert(light);
gfx_llr_push_light(state->llr, light);
{
draw_children(state, &node_transform, node);
}
gfx_llr_pop_light(state->llr);
}
// Model.
else if (node->type == ModelNode) {
const Model* model = gfx_get_node_model(node);
const SceneNode* root = mem_get_node(model->root);
draw_recursively(state, parent_transform, root);
draw_children(state, &node_transform, node);
}
// Render object.
else if (node->type == ObjectNode) {
const SceneObject* object = mem_get_object(node->object);
assert(object);
// TODO: Here we would frustum-cull the object.
// A model/anima can have many skeletons. We need to animate the given
// object using its skeleton, not just any skeleton of the anima.
if (object->skeleton.val) {
const Skeleton* skeleton = mem_get_skeleton(object->skeleton);
gfx_llr_set_skeleton(state->llr, state->anima, skeleton);
}
const mat4 model_matrix = node_transform;
for (mesh_link_idx mesh_link_index = object->mesh_link;
mesh_link_index.val;) {
const MeshLink* mesh_link = mem_get_mesh_link(mesh_link_index);
mesh_link_index = mesh_link->next;
const Mesh* mesh = mem_get_mesh(mesh_link->mesh);
if (!mesh) {
continue;
}
// TODO: Here we would frustum-cull the mesh. The AABB would have to be
// transformed by the model matrix. Rotation would make the AABB
// relatively large, but still, the culling would be conservative.
ShaderProgram* shader = state->shader ? state->shader : mesh->shader;
gfx_llr_set_shader(state->llr, shader);
gfx_llr_set_model_matrix(state->llr, &model_matrix);
gfx_llr_render_mesh(state->llr, mesh);
}
if (object->skeleton.val) {
gfx_llr_clear_skeleton(state->llr);
}
draw_children(state, &node_transform, node);
} else {
draw_children(state, &node_transform, node);
}
}
/// Draw the node's children.
static void draw_children(
RenderState* state, const mat4* node_transform, const SceneNode* node) {
// Render children recursively.
for (node_idx child_index = node->child; child_index.val;) {
const SceneNode* child = mem_get_node(child_index);
draw_recursively(state, *node_transform, child);
child_index = child->next;
}
}
void gfx_render_scene(Renderer* renderer, const RenderSceneParams* params) {
assert(renderer);
assert(params);
assert(params->scene);
ShaderProgram* const shader = load_shader(renderer, params->mode);
const Scene* scene = params->scene;
const SceneCamera* camera = params->camera;
GfxCore* const gfxcore = renderer->gfxcore;
int x, y, width, height;
gfx_get_viewport(gfxcore, &x, &y, &width, &height);
const R aspect = (R)width / (R)height;
RenderState state = {
.gfxcore = gfxcore,
.llr = renderer->llr,
.renderer = renderer,
.shader = shader,
.scene = scene};
gfx_llr_set_camera(renderer->llr, &camera->camera);
gfx_llr_set_aspect(renderer->llr, aspect);
draw_recursively(&state, mat4_id(), scene->root);
}
static void update_rec(SceneNode* node, const SceneCamera* camera, R t) {
assert(node);
assert(camera);
const NodeType node_type = gfx_get_node_type(node);
// TODO: Models do not need to be animated if they are not visible to the
// camera.
if (node_type == AnimaNode) {
Anima* anima = gfx_get_node_anima_mut(node);
gfx_update_animation(anima, (R)t);
} else if (node_type == ModelNode) {
Model* model = gfx_get_node_model_mut(node);
SceneNode* root = gfx_get_model_root_mut(model);
update_rec(root, camera, t);
}
// Children.
SceneNode* child = gfx_get_node_child_mut(node);
while (child) {
update_rec(child, camera, t);
child = gfx_get_node_sibling_mut(child);
}
}
void gfx_update(Scene* scene, const SceneCamera* camera, R t) {
assert(scene);
assert(camera);
SceneNode* node = gfx_get_scene_root(scene);
update_rec(node, camera, t);
}
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