diff options
| author | 3gg <3gg@shellblade.net> | 2025-07-04 10:27:06 -0700 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2025-07-04 10:27:06 -0700 |
| commit | 1ec46bead3cf87971a2329f9ef4ddde5a0c48325 (patch) | |
| tree | 3f4c404467c3ad9c94265295f4aa1b97a10a9eb3 | |
| parent | e386405ac636b7e4a41d5c03eb363e9c120ce919 (diff) | |
Clarify doc
| -rw-r--r-- | include/gfx/core.h | 3 | ||||
| -rw-r--r-- | include/gfx/llr/light.h (renamed from include/gfx/scene/light.h) | 0 | ||||
| -rw-r--r-- | include/gfx/llr/llr.h | 117 | ||||
| -rw-r--r-- | include/gfx/llr/material.h (renamed from include/gfx/scene/material.h) | 0 | ||||
| -rw-r--r-- | include/gfx/llr/mesh.h (renamed from include/gfx/scene/mesh.h) | 0 | ||||
| -rw-r--r-- | src/llr/imm_renderer.c | 260 | ||||
| -rw-r--r-- | src/llr/imm_renderer_impl.h | 44 | ||||
| -rw-r--r-- | src/llr/light.c (renamed from src/scene/light.c) | 6 | ||||
| -rw-r--r-- | src/llr/light_impl.h (renamed from src/scene/light_impl.h) | 4 | ||||
| -rw-r--r-- | src/llr/llr.c | 554 | ||||
| -rw-r--r-- | src/llr/llr_impl.h | 99 | ||||
| -rw-r--r-- | src/llr/material.c (renamed from src/scene/material.c) | 2 | ||||
| -rw-r--r-- | src/llr/material_impl.h (renamed from src/scene/material_impl.h) | 2 | ||||
| -rw-r--r-- | src/llr/mesh.c (renamed from src/scene/mesh.c) | 4 | ||||
| -rw-r--r-- | src/llr/mesh_impl.h (renamed from src/scene/mesh_impl.h) | 2 |
15 files changed, 783 insertions, 314 deletions
diff --git a/include/gfx/core.h b/include/gfx/core.h index 2a29003..0cf4465 100644 --- a/include/gfx/core.h +++ b/include/gfx/core.h | |||
| @@ -474,6 +474,9 @@ void gfx_deactivate_shader_program(const ShaderProgram*); | |||
| 474 | /// | 474 | /// |
| 475 | /// This function should be called after setting all of the uniform variables | 475 | /// This function should be called after setting all of the uniform variables |
| 476 | /// and prior to issuing a draw call. | 476 | /// and prior to issuing a draw call. |
| 477 | /// | ||
| 478 | /// The given program must have been activated prior to this call with | ||
| 479 | /// gfx_activate_shader_program(). | ||
| 477 | void gfx_apply_uniforms(const ShaderProgram*); | 480 | void gfx_apply_uniforms(const ShaderProgram*); |
| 478 | 481 | ||
| 479 | /// Set the texture uniform. | 482 | /// Set the texture uniform. |
diff --git a/include/gfx/scene/light.h b/include/gfx/llr/light.h index 132e344..132e344 100644 --- a/include/gfx/scene/light.h +++ b/include/gfx/llr/light.h | |||
diff --git a/include/gfx/llr/llr.h b/include/gfx/llr/llr.h new file mode 100644 index 0000000..49b7706 --- /dev/null +++ b/include/gfx/llr/llr.h | |||
| @@ -0,0 +1,117 @@ | |||
| 1 | #pragma once | ||
| 2 | |||
| 3 | #include <math/aabb2.h> | ||
| 4 | #include <math/aabb3.h> | ||
| 5 | #include <math/camera.h> | ||
| 6 | #include <math/mat4.h> | ||
| 7 | #include <math/vec3.h> | ||
| 8 | #include <math/vec4.h> | ||
| 9 | |||
| 10 | typedef struct Anima Anima; | ||
| 11 | typedef struct Light Light; | ||
| 12 | typedef struct Mesh Mesh; | ||
| 13 | typedef struct Skeleton Skeleton; | ||
| 14 | |||
| 15 | typedef struct ImmRenderer ImmRenderer; | ||
| 16 | |||
| 17 | /// Prepare the graphics systems for immediate-mode rendering. | ||
| 18 | /// | ||
| 19 | /// Call this before issuing any immediate-mode rendering draws. | ||
| 20 | void gfx_imm_start(ImmRenderer*); | ||
| 21 | |||
| 22 | /// End immediate mode rendering. | ||
| 23 | /// | ||
| 24 | /// Call this after issuing immediate-mode rendering draws and before swapping | ||
| 25 | /// buffers. | ||
| 26 | void gfx_imm_end(ImmRenderer*); | ||
| 27 | |||
| 28 | // ----------------------------------------------------------------------------- | ||
| 29 | // Immediate-mode rendering of scene elements. | ||
| 30 | // | ||
| 31 | // This renders models and meshes under lighting. It is up to the client to | ||
| 32 | // determine visibility, sort the calls optimally, etc. | ||
| 33 | |||
| 34 | /// Push a light into the lights stack. | ||
| 35 | void gfx_imm_push_light(ImmRenderer*, Light*); | ||
| 36 | |||
| 37 | /// Pop the last light from the lights stack. | ||
| 38 | void gfx_imm_pop_light(ImmRenderer*); | ||
| 39 | |||
| 40 | /// Load a skeleton. | ||
| 41 | /// | ||
| 42 | /// If a skeleton is loaded, subsequent meshes are rendered with joint data | ||
| 43 | /// passed to the shader. This has a cost, so if subsequent meshes are not | ||
| 44 | /// animated, unload the skeleton prior to rendering them. | ||
| 45 | void gfx_imm_set_skeleton(ImmRenderer*, const Anima*, const Skeleton*); | ||
| 46 | |||
| 47 | /// Unload the loaded skeleton. | ||
| 48 | void gfx_imm_unset_skeleton(ImmRenderer*); | ||
| 49 | |||
| 50 | /// Render the mesh. | ||
| 51 | void gfx_imm_render_mesh(ImmRenderer*, const Mesh*); | ||
| 52 | |||
| 53 | // ----------------------------------------------------------------------------- | ||
| 54 | // Immediate-mode rendering of primitives. | ||
| 55 | // | ||
| 56 | // This is rather inefficient and should be reserved for debug rendering. It | ||
| 57 | // also does not support lighting; the primitives are rendered with a constant | ||
| 58 | // colour. | ||
| 59 | |||
| 60 | /// Draw a set of triangles. | ||
| 61 | void gfx_imm_draw_triangles(ImmRenderer*, const vec3[], size_t num_triangles); | ||
| 62 | |||
| 63 | /// Draw a triangle. | ||
| 64 | void gfx_imm_draw_triangle(ImmRenderer*, const vec3[3]); | ||
| 65 | |||
| 66 | /// Draw a bounding box. | ||
| 67 | void gfx_imm_draw_aabb2(ImmRenderer*, aabb2); | ||
| 68 | |||
| 69 | /// Draw a bounding box. | ||
| 70 | void gfx_imm_draw_aabb3(ImmRenderer*, aabb3); | ||
| 71 | |||
| 72 | /// Draw a box. | ||
| 73 | /// | ||
| 74 | /// The vertices must be given in the following order: | ||
| 75 | /// | ||
| 76 | /// 7 ----- 6 | ||
| 77 | /// / /| | ||
| 78 | /// 3 ----- 2 | | ||
| 79 | /// | | | | ||
| 80 | /// | 4 ----- 5 | ||
| 81 | /// |/ |/ | ||
| 82 | /// 0 ----- 1 | ||
| 83 | void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]); | ||
| 84 | |||
| 85 | /// Set the render colour. | ||
| 86 | void gfx_imm_set_colour(ImmRenderer*, vec4 colour); | ||
| 87 | |||
| 88 | // ----------------------------------------------------------------------------- | ||
| 89 | // Matrix stack manipulation. | ||
| 90 | // | ||
| 91 | // Common to both scene and and primitive rendering. | ||
| 92 | |||
| 93 | /// Load an identity model matrix. Clears the matrix stack. | ||
| 94 | void gfx_imm_load_identity(ImmRenderer* renderer); | ||
| 95 | |||
| 96 | /// Push the given matrix to the matrix stack. | ||
| 97 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix); | ||
| 98 | |||
| 99 | /// Pop the top of the matrix stack. | ||
| 100 | void gfx_imm_pop_matrix(ImmRenderer* renderer); | ||
| 101 | |||
| 102 | /// Push a translation matrix to the matrix stack. | ||
| 103 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset); | ||
| 104 | |||
| 105 | /// Set the model matrix. Clears the matrix stack. | ||
| 106 | void gfx_imm_set_model_matrix(ImmRenderer*, const mat4*); | ||
| 107 | |||
| 108 | // ----------------------------------------------------------------------------- | ||
| 109 | // Camera | ||
| 110 | // | ||
| 111 | // Common to both scene and and primitive rendering. | ||
| 112 | |||
| 113 | /// Set the camera. | ||
| 114 | void gfx_imm_set_camera(ImmRenderer*, const Camera*); | ||
| 115 | |||
| 116 | /// Set the view-projection matrix. | ||
| 117 | // void gfx_imm_set_view_projection_matrix(ImmRenderer*, const mat4*); | ||
diff --git a/include/gfx/scene/material.h b/include/gfx/llr/material.h index bca664e..bca664e 100644 --- a/include/gfx/scene/material.h +++ b/include/gfx/llr/material.h | |||
diff --git a/include/gfx/scene/mesh.h b/include/gfx/llr/mesh.h index 0d3b4d4..0d3b4d4 100644 --- a/include/gfx/scene/mesh.h +++ b/include/gfx/llr/mesh.h | |||
diff --git a/src/llr/imm_renderer.c b/src/llr/imm_renderer.c deleted file mode 100644 index 4b856c9..0000000 --- a/src/llr/imm_renderer.c +++ /dev/null | |||
| @@ -1,260 +0,0 @@ | |||
| 1 | #include "../renderer/imm_renderer_impl.h" | ||
| 2 | |||
| 3 | #include <gfx/core.h> | ||
| 4 | #include <gfx/util/shader.h> | ||
| 5 | |||
| 6 | #include <math/aabb3.h> | ||
| 7 | |||
| 8 | #include <assert.h> | ||
| 9 | #include <string.h> // memcpy | ||
| 10 | |||
| 11 | bool imm_renderer_make(ImmRenderer* renderer, GfxCore* gfxcore) { | ||
| 12 | assert(renderer); | ||
| 13 | assert(gfxcore); | ||
| 14 | |||
| 15 | const size_t num_triangle_verts = IMM_MAX_NUM_TRIANGLES * 3; | ||
| 16 | |||
| 17 | renderer->gfxcore = gfxcore; | ||
| 18 | |||
| 19 | renderer->triangles = gfx_make_geometry( | ||
| 20 | gfxcore, &(GeometryDesc){ | ||
| 21 | .type = Triangles, | ||
| 22 | .buffer_usage = BufferDynamic, | ||
| 23 | .num_verts = num_triangle_verts, | ||
| 24 | .positions3d = (BufferView3d){ | ||
| 25 | .size_bytes = num_triangle_verts * sizeof(vec3)}}); | ||
| 26 | if (!renderer->triangles) { | ||
| 27 | goto cleanup; | ||
| 28 | } | ||
| 29 | |||
| 30 | renderer->shader = gfx_make_immediate_mode_shader(gfxcore); | ||
| 31 | if (!renderer->shader) { | ||
| 32 | goto cleanup; | ||
| 33 | } | ||
| 34 | |||
| 35 | renderer->matrix_stack[0] = mat4_id(); | ||
| 36 | renderer->stack_pointer = 0; | ||
| 37 | |||
| 38 | gfx_imm_set_colour(renderer, vec4_make(0.0, 0.0, 0.0, 1.0)); | ||
| 39 | |||
| 40 | return true; | ||
| 41 | |||
| 42 | cleanup: | ||
| 43 | imm_renderer_destroy(renderer); | ||
| 44 | return false; | ||
| 45 | } | ||
| 46 | |||
| 47 | void imm_renderer_destroy(ImmRenderer* renderer) { | ||
| 48 | assert(renderer); | ||
| 49 | assert(renderer->gfxcore); | ||
| 50 | |||
| 51 | if (renderer->triangles) { | ||
| 52 | gfx_destroy_geometry(renderer->gfxcore, &renderer->triangles); | ||
| 53 | // TODO: Could also destroy the geometry's buffers here. | ||
| 54 | } | ||
| 55 | |||
| 56 | if (renderer->shader) { | ||
| 57 | gfx_destroy_shader_program(renderer->gfxcore, &renderer->shader); | ||
| 58 | } | ||
| 59 | } | ||
| 60 | |||
| 61 | void imm_renderer_flush(ImmRenderer* renderer) { | ||
| 62 | assert(renderer); | ||
| 63 | |||
| 64 | if (renderer->num_triangle_verts > 0) { | ||
| 65 | gfx_update_geometry( | ||
| 66 | renderer->triangles, | ||
| 67 | &(GeometryDesc){ | ||
| 68 | .num_verts = renderer->num_triangle_verts, | ||
| 69 | .positions3d = (BufferView3d){ | ||
| 70 | .data = renderer->triangle_verts, | ||
| 71 | .size_bytes = renderer->num_triangle_verts * sizeof(vec3)} | ||
| 72 | }); | ||
| 73 | |||
| 74 | gfx_apply_uniforms(renderer->shader); | ||
| 75 | gfx_render_geometry(renderer->triangles); | ||
| 76 | |||
| 77 | renderer->num_triangle_verts = 0; | ||
| 78 | } | ||
| 79 | } | ||
| 80 | |||
| 81 | void gfx_imm_start(ImmRenderer* renderer) { | ||
| 82 | assert(renderer); | ||
| 83 | // Shader uniforms are applied lazily. | ||
| 84 | // TODO: In the event that gfx_activate_shader_program() activates uniforms | ||
| 85 | // automatically for convenience, call an overload here that doesn't do so. | ||
| 86 | ShaderProgram* shader = renderer->shader; | ||
| 87 | gfx_activate_shader_program(shader); | ||
| 88 | } | ||
| 89 | |||
| 90 | void gfx_imm_end(ImmRenderer* renderer) { | ||
| 91 | assert(renderer); | ||
| 92 | imm_renderer_flush(renderer); | ||
| 93 | gfx_deactivate_shader_program(renderer->shader); | ||
| 94 | } | ||
| 95 | |||
| 96 | void gfx_imm_draw_triangles( | ||
| 97 | ImmRenderer* renderer, const vec3 verts[], size_t num_triangles) { | ||
| 98 | assert(renderer); | ||
| 99 | assert(verts); | ||
| 100 | const size_t new_verts = num_triangles * 3; | ||
| 101 | assert( | ||
| 102 | renderer->num_triangle_verts + new_verts < (IMM_MAX_NUM_TRIANGLES * 3)); | ||
| 103 | |||
| 104 | memcpy( | ||
| 105 | renderer->triangle_verts + renderer->num_triangle_verts, verts, | ||
| 106 | new_verts * sizeof(vec3)); | ||
| 107 | |||
| 108 | renderer->num_triangle_verts += new_verts; | ||
| 109 | } | ||
| 110 | |||
| 111 | void gfx_imm_draw_triangle(ImmRenderer* renderer, const vec3 verts[3]) { | ||
| 112 | gfx_imm_draw_triangles(renderer, verts, 1); | ||
| 113 | } | ||
| 114 | |||
| 115 | void gfx_imm_draw_aabb2(ImmRenderer* renderer, aabb2 box) { | ||
| 116 | assert(renderer); | ||
| 117 | |||
| 118 | // clang-format off | ||
| 119 | const vec3 verts[4] = { | ||
| 120 | vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 | ||
| 121 | vec3_make(box.max.x, box.min.y, 0), // | | | ||
| 122 | vec3_make(box.max.x, box.max.y, 0), // | | | ||
| 123 | vec3_make(box.min.x, box.max.y, 0)}; // 0 ---- 1 | ||
| 124 | // clang-format on | ||
| 125 | |||
| 126 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] | ||
| 127 | const vec3 tris[6] = {tri(0, 1, 2), tri(0, 2, 3)}; | ||
| 128 | #undef tri | ||
| 129 | |||
| 130 | gfx_imm_draw_triangles(renderer, tris, 2); | ||
| 131 | } | ||
| 132 | |||
| 133 | void gfx_imm_draw_aabb3(ImmRenderer* renderer, aabb3 box) { | ||
| 134 | assert(renderer); | ||
| 135 | |||
| 136 | // clang-format off | ||
| 137 | const vec3 vertices[8] = { | ||
| 138 | vec3_make(box.min.x, box.min.y, box.max.z), // 7 ----- 6 | ||
| 139 | vec3_make(box.max.x, box.min.y, box.max.z), // / /| | ||
| 140 | vec3_make(box.max.x, box.max.y, box.max.z), // 3 ----- 2 | | ||
| 141 | vec3_make(box.min.x, box.max.y, box.max.z), // | | | | ||
| 142 | vec3_make(box.min.x, box.min.y, box.min.z), // | 4 ----- 5 | ||
| 143 | vec3_make(box.max.x, box.min.y, box.min.z), // |/ |/ | ||
| 144 | vec3_make(box.max.x, box.max.y, box.min.z), // 0 ----- 1 | ||
| 145 | vec3_make(box.min.x, box.max.y, box.min.z)}; | ||
| 146 | // clang-format on | ||
| 147 | |||
| 148 | gfx_imm_draw_box3(renderer, vertices); | ||
| 149 | } | ||
| 150 | |||
| 151 | void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]) { | ||
| 152 | assert(renderer); | ||
| 153 | assert(vertices); | ||
| 154 | |||
| 155 | // 7 ----- 6 | ||
| 156 | // / /| | ||
| 157 | // 3 ----- 2 | | ||
| 158 | // | | | | ||
| 159 | // | 4 ----- 5 | ||
| 160 | // |/ |/ | ||
| 161 | // 0 ----- 1 | ||
| 162 | |||
| 163 | #define tri(i0, i1, i2) vertices[i0], vertices[i1], vertices[i2] | ||
| 164 | const vec3 tris[36] = {// Front. | ||
| 165 | tri(0, 1, 2), tri(0, 2, 3), | ||
| 166 | // Right. | ||
| 167 | tri(1, 5, 6), tri(1, 6, 2), | ||
| 168 | // Back. | ||
| 169 | tri(5, 4, 7), tri(5, 7, 6), | ||
| 170 | // Left. | ||
| 171 | tri(4, 0, 03), tri(4, 3, 7), | ||
| 172 | // Top. | ||
| 173 | tri(3, 2, 6), tri(3, 6, 7), | ||
| 174 | // Bottom. | ||
| 175 | tri(0, 4, 5), tri(0, 5, 1)}; | ||
| 176 | |||
| 177 | gfx_imm_draw_triangles(renderer, tris, 12); | ||
| 178 | } | ||
| 179 | |||
| 180 | // Load the top of the matrix stack into the shader. | ||
| 181 | static void update_shader_model_matrix(ImmRenderer* renderer) { | ||
| 182 | assert(renderer); | ||
| 183 | imm_renderer_flush(renderer); | ||
| 184 | gfx_set_mat4_uniform( | ||
| 185 | renderer->shader, "Model", | ||
| 186 | &renderer->matrix_stack[renderer->stack_pointer]); | ||
| 187 | } | ||
| 188 | |||
| 189 | void gfx_imm_load_identity(ImmRenderer* renderer) { | ||
| 190 | assert(renderer); | ||
| 191 | renderer->matrix_stack[0] = mat4_id(); | ||
| 192 | renderer->stack_pointer = 0; | ||
| 193 | update_shader_model_matrix(renderer); | ||
| 194 | } | ||
| 195 | |||
| 196 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix) { | ||
| 197 | assert(renderer); | ||
| 198 | assert(matrix); | ||
| 199 | assert(renderer->stack_pointer >= 0); | ||
| 200 | assert(renderer->stack_pointer < IMM_MAX_NUM_MATRICES); // TODO: hard assert. | ||
| 201 | |||
| 202 | renderer->matrix_stack[renderer->stack_pointer + 1] = | ||
| 203 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer]); | ||
| 204 | renderer->stack_pointer += 1; | ||
| 205 | |||
| 206 | update_shader_model_matrix(renderer); | ||
| 207 | } | ||
| 208 | |||
| 209 | void gfx_imm_pop_matrix(ImmRenderer* renderer) { | ||
| 210 | assert(renderer); | ||
| 211 | assert(renderer->stack_pointer > 0); // TODO: hard assert. | ||
| 212 | |||
| 213 | // For debugging, zero out the matrix stack as matrices are popped out. | ||
| 214 | memset( | ||
| 215 | &renderer->matrix_stack[renderer->stack_pointer], 0, | ||
| 216 | sizeof(renderer->matrix_stack[0])); | ||
| 217 | |||
| 218 | renderer->stack_pointer -= 1; | ||
| 219 | |||
| 220 | update_shader_model_matrix(renderer); | ||
| 221 | } | ||
| 222 | |||
| 223 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset) { | ||
| 224 | assert(renderer); | ||
| 225 | const mat4 mat = mat4_translate(offset); | ||
| 226 | gfx_imm_push_matrix(renderer, &mat); | ||
| 227 | } | ||
| 228 | |||
| 229 | void gfx_imm_set_camera(ImmRenderer* renderer, const Camera* camera) { | ||
| 230 | assert(renderer); | ||
| 231 | assert(renderer->shader); | ||
| 232 | imm_renderer_flush(renderer); | ||
| 233 | const mat4 view = spatial3_inverse_transform(&camera->spatial); | ||
| 234 | const mat4 view_proj = mat4_mul(camera->projection, view); | ||
| 235 | gfx_imm_set_view_projection_matrix(renderer, &view_proj); | ||
| 236 | } | ||
| 237 | |||
| 238 | void gfx_imm_set_model_matrix(ImmRenderer* renderer, const mat4* model) { | ||
| 239 | assert(renderer); | ||
| 240 | assert(model); | ||
| 241 | imm_renderer_flush(renderer); | ||
| 242 | renderer->matrix_stack[0] = *model; | ||
| 243 | renderer->stack_pointer = 0; | ||
| 244 | update_shader_model_matrix(renderer); | ||
| 245 | } | ||
| 246 | |||
| 247 | void gfx_imm_set_view_projection_matrix( | ||
| 248 | ImmRenderer* renderer, const mat4* view_proj) { | ||
| 249 | assert(renderer); | ||
| 250 | assert(renderer->shader); | ||
| 251 | imm_renderer_flush(renderer); | ||
| 252 | gfx_set_mat4_uniform(renderer->shader, "ViewProjection", view_proj); | ||
| 253 | } | ||
| 254 | |||
| 255 | void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { | ||
| 256 | assert(renderer); | ||
| 257 | assert(renderer->shader); | ||
| 258 | imm_renderer_flush(renderer); | ||
| 259 | gfx_set_vec4_uniform(renderer->shader, "Colour", colour); | ||
| 260 | } | ||
diff --git a/src/llr/imm_renderer_impl.h b/src/llr/imm_renderer_impl.h deleted file mode 100644 index 5ece354..0000000 --- a/src/llr/imm_renderer_impl.h +++ /dev/null | |||
| @@ -1,44 +0,0 @@ | |||
| 1 | #pragma once | ||
| 2 | |||
| 3 | #include <gfx/renderer.h> | ||
| 4 | #include <gfx/sizes.h> | ||
| 5 | |||
| 6 | #include <math/mat4.h> | ||
| 7 | #include <math/vec3.h> | ||
| 8 | |||
| 9 | #include <stdbool.h> | ||
| 10 | #include <stddef.h> | ||
| 11 | |||
| 12 | typedef struct Geometry Geometry; | ||
| 13 | typedef struct ShaderProgram ShaderProgram; | ||
| 14 | |||
| 15 | /// Immediate mode renderer. | ||
| 16 | /// | ||
| 17 | /// Currently, the immediate mode renderer can only draw up to a maximum number | ||
| 18 | /// of primitives per frame. It does not adjust this number dynamically. Keeps | ||
| 19 | /// things simple while the extra complexity is not needed. | ||
| 20 | typedef struct ImmRenderer { | ||
| 21 | GfxCore* gfxcore; | ||
| 22 | ShaderProgram* shader; | ||
| 23 | Geometry* triangles; | ||
| 24 | size_t num_triangle_verts; // Number of triangle verts this frame. | ||
| 25 | // TODO: wireframe rendering. | ||
| 26 | struct { | ||
| 27 | bool wireframe : 1; | ||
| 28 | } flags; | ||
| 29 | vec3 triangle_verts[IMM_MAX_NUM_TRIANGLES * 3]; | ||
| 30 | // Matrix stack contains pre-multiplied matrices. | ||
| 31 | // It is also never empty. The top of the stack is an identity matrix when the | ||
| 32 | // stack is "empty" from the user's perspective. | ||
| 33 | mat4 matrix_stack[IMM_MAX_NUM_MATRICES]; | ||
| 34 | int stack_pointer; | ||
| 35 | } ImmRenderer; | ||
| 36 | |||
| 37 | /// Create a new immediate mode renderer. | ||
| 38 | bool imm_renderer_make(ImmRenderer*, GfxCore*); | ||
| 39 | |||
| 40 | /// Destroy the immediate mode renderer. | ||
| 41 | void imm_renderer_destroy(ImmRenderer*); | ||
| 42 | |||
| 43 | /// Flush draw commands. | ||
| 44 | void imm_renderer_flush(ImmRenderer*); | ||
diff --git a/src/scene/light.c b/src/llr/light.c index adbec8d..168f16a 100644 --- a/src/scene/light.c +++ b/src/llr/light.c | |||
| @@ -1,7 +1,7 @@ | |||
| 1 | #include "light_impl.h" | 1 | #include "../scene/light_impl.h" |
| 2 | 2 | ||
| 3 | #include "node_impl.h" | 3 | #include "../scene/node_impl.h" |
| 4 | #include "scene_memory.h" | 4 | #include "../scene/scene_memory.h" |
| 5 | 5 | ||
| 6 | #include <error.h> | 6 | #include <error.h> |
| 7 | 7 | ||
diff --git a/src/scene/light_impl.h b/src/llr/light_impl.h index 1aa0bb4..32203c4 100644 --- a/src/scene/light_impl.h +++ b/src/llr/light_impl.h | |||
| @@ -1,8 +1,8 @@ | |||
| 1 | #pragma once | 1 | #pragma once |
| 2 | 2 | ||
| 3 | #include <gfx/scene/light.h> | 3 | #include <../../include/gfx/llr/light.h> |
| 4 | 4 | ||
| 5 | #include "types.h" | 5 | #include "../scene/types.h" |
| 6 | 6 | ||
| 7 | typedef struct Texture Texture; | 7 | typedef struct Texture Texture; |
| 8 | 8 | ||
diff --git a/src/llr/llr.c b/src/llr/llr.c new file mode 100644 index 0000000..62a7c30 --- /dev/null +++ b/src/llr/llr.c | |||
| @@ -0,0 +1,554 @@ | |||
| 1 | #include "imm_renderer_impl.h" | ||
| 2 | #include "light_impl.h" | ||
| 3 | #include "mesh_impl.h" | ||
| 4 | |||
| 5 | #include "scene/animation_impl.h" | ||
| 6 | |||
| 7 | #include <gfx/core.h> | ||
| 8 | #include <gfx/util/ibl.h> | ||
| 9 | #include <gfx/util/shader.h> | ||
| 10 | |||
| 11 | #include <math/aabb3.h> | ||
| 12 | |||
| 13 | #include <cassert.h> | ||
| 14 | #include <string.h> // memcpy | ||
| 15 | |||
| 16 | static const int IRRADIANCE_MAP_WIDTH = 1024; | ||
| 17 | static const int IRRADIANCE_MAP_HEIGHT = 1024; | ||
| 18 | static const int PREFILTERED_ENVIRONMENT_MAP_WIDTH = 128; | ||
| 19 | static const int PREFILTERED_ENVIRONMENT_MAP_HEIGHT = 128; | ||
| 20 | static const int BRDF_INTEGRATION_MAP_WIDTH = 512; | ||
| 21 | static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; | ||
| 22 | |||
| 23 | /// Initialize renderer state for IBL. | ||
| 24 | static bool init_ibl(ImmRenderer* renderer) { | ||
| 25 | assert(renderer); | ||
| 26 | assert(!renderer->ibl); | ||
| 27 | assert(!renderer->brdf_integration_map); | ||
| 28 | |||
| 29 | if (!((renderer->ibl = gfx_make_ibl(renderer->gfxcore)))) { | ||
| 30 | return false; | ||
| 31 | } | ||
| 32 | |||
| 33 | if (!((renderer->brdf_integration_map = gfx_make_brdf_integration_map( | ||
| 34 | renderer->ibl, renderer->gfxcore, BRDF_INTEGRATION_MAP_WIDTH, | ||
| 35 | BRDF_INTEGRATION_MAP_HEIGHT)))) { | ||
| 36 | return false; | ||
| 37 | } | ||
| 38 | |||
| 39 | return true; | ||
| 40 | } | ||
| 41 | |||
| 42 | // TODO: Why is this done lazily here? Do it when the environment light is | ||
| 43 | // created. | ||
| 44 | // | ||
| 45 | /// Compute irradiance and prefiltered environment maps for the light if they | ||
| 46 | /// have not been already computed. | ||
| 47 | static bool set_up_environment_light( | ||
| 48 | ImmRenderer* renderer, EnvironmentLight* light) { | ||
| 49 | assert(renderer); | ||
| 50 | assert(light); | ||
| 51 | assert(renderer->ibl); | ||
| 52 | assert(renderer->brdf_integration_map); | ||
| 53 | |||
| 54 | if (light->irradiance_map) { | ||
| 55 | assert(light->prefiltered_environment_map); | ||
| 56 | return true; | ||
| 57 | } | ||
| 58 | |||
| 59 | // For convenience. | ||
| 60 | GfxCore* gfxcore = renderer->gfxcore; | ||
| 61 | |||
| 62 | Texture* irradiance_map = 0; | ||
| 63 | Texture* prefiltered_environment_map = 0; | ||
| 64 | |||
| 65 | if (!((irradiance_map = gfx_make_irradiance_map( | ||
| 66 | renderer->ibl, gfxcore, light->environment_map, | ||
| 67 | IRRADIANCE_MAP_WIDTH, IRRADIANCE_MAP_HEIGHT)))) { | ||
| 68 | goto cleanup; | ||
| 69 | } | ||
| 70 | |||
| 71 | int max_mip_level = 0; | ||
| 72 | if (!((prefiltered_environment_map = gfx_make_prefiltered_environment_map( | ||
| 73 | renderer->ibl, gfxcore, light->environment_map, | ||
| 74 | PREFILTERED_ENVIRONMENT_MAP_WIDTH, | ||
| 75 | PREFILTERED_ENVIRONMENT_MAP_HEIGHT, &max_mip_level)))) { | ||
| 76 | goto cleanup; | ||
| 77 | } | ||
| 78 | |||
| 79 | light->irradiance_map = irradiance_map; | ||
| 80 | light->prefiltered_environment_map = prefiltered_environment_map; | ||
| 81 | light->max_reflection_lod = max_mip_level; | ||
| 82 | |||
| 83 | return true; | ||
| 84 | |||
| 85 | cleanup: | ||
| 86 | if (irradiance_map) { | ||
| 87 | gfx_destroy_texture(gfxcore, &irradiance_map); | ||
| 88 | } | ||
| 89 | if (prefiltered_environment_map) { | ||
| 90 | gfx_destroy_texture(gfxcore, &prefiltered_environment_map); | ||
| 91 | } | ||
| 92 | return false; | ||
| 93 | } | ||
| 94 | |||
| 95 | static void configure_light(ImmRenderer* renderer, Light* light) { | ||
| 96 | assert(renderer); | ||
| 97 | assert(light); | ||
| 98 | |||
| 99 | // For convenience. | ||
| 100 | ShaderProgram* const shader = renderer->shader; | ||
| 101 | |||
| 102 | switch (light->type) { | ||
| 103 | case EnvironmentLightType: { | ||
| 104 | EnvironmentLight* env = &light->environment; | ||
| 105 | |||
| 106 | const bool initialized = set_up_environment_light(renderer, env); | ||
| 107 | ASSERT(initialized); | ||
| 108 | assert(env->environment_map); | ||
| 109 | assert(env->irradiance_map); | ||
| 110 | assert(env->prefiltered_environment_map); | ||
| 111 | assert(renderer->brdf_integration_map); | ||
| 112 | |||
| 113 | gfx_set_texture_uniform( | ||
| 114 | shader, "BRDFIntegrationMap", renderer->brdf_integration_map); | ||
| 115 | gfx_set_texture_uniform(shader, "Sky", env->environment_map); | ||
| 116 | gfx_set_texture_uniform(shader, "IrradianceMap", env->irradiance_map); | ||
| 117 | gfx_set_texture_uniform( | ||
| 118 | shader, "PrefilteredEnvironmentMap", env->prefiltered_environment_map); | ||
| 119 | gfx_set_float_uniform( | ||
| 120 | shader, "MaxReflectionLOD", (float)env->max_reflection_lod); | ||
| 121 | |||
| 122 | break; | ||
| 123 | } | ||
| 124 | default: | ||
| 125 | assert(false); // TODO: Implement other light types. | ||
| 126 | break; | ||
| 127 | } | ||
| 128 | } | ||
| 129 | |||
| 130 | static void configure_state(ImmRenderer* renderer) { | ||
| 131 | assert(renderer); | ||
| 132 | |||
| 133 | // Check if anything changed first so that we don't call gfx_apply_uniforms() | ||
| 134 | // unnecessarily. | ||
| 135 | const bool anything_changed = | ||
| 136 | renderer->camera_changed || renderer->lights_changed || | ||
| 137 | renderer->skeleton_changed || renderer->shader_changed; | ||
| 138 | if (!anything_changed) { | ||
| 139 | return; | ||
| 140 | } | ||
| 141 | |||
| 142 | // For convenience. | ||
| 143 | ShaderProgram* const shader = renderer->shader; | ||
| 144 | |||
| 145 | // TODO: camera_changed is not set anywhere. Need to think how imm primitive | ||
| 146 | // rendering and imm mesh rendering work together. We could treat imm | ||
| 147 | // primitive calls like setting a new shader. | ||
| 148 | if (renderer->camera_changed || renderer->shader_changed) { | ||
| 149 | renderer->camera_changed = false; | ||
| 150 | |||
| 151 | // Set all supported camera-related uniforms. Shaders can choose which ones | ||
| 152 | // to use. | ||
| 153 | // TODO: Check to see which ones the shader actually uses and avoid | ||
| 154 | // computing the unnecessary matrices. | ||
| 155 | const mat4* const model = &renderer->matrix_stack[renderer->stack_pointer]; | ||
| 156 | const mat4 modelview = mat4_mul(renderer->view, *model); | ||
| 157 | const mat4 view_proj = mat4_mul(renderer->projection, renderer->view); | ||
| 158 | const mat4 mvp = mat4_mul(renderer->projection, modelview); | ||
| 159 | |||
| 160 | gfx_set_mat4_uniform(shader, "ModelMatrix", model); | ||
| 161 | gfx_set_mat4_uniform(shader, "Modelview", &modelview); | ||
| 162 | gfx_set_mat4_uniform(shader, "View", &renderer->view); | ||
| 163 | gfx_set_mat4_uniform(shader, "Projection", &renderer->projection); | ||
| 164 | gfx_set_mat4_uniform(shader, "ViewProjection", &view_proj); | ||
| 165 | gfx_set_mat4_uniform(shader, "MVP", &mvp); | ||
| 166 | gfx_set_vec3_uniform(shader, "CameraPosition", renderer->camera_position); | ||
| 167 | } | ||
| 168 | |||
| 169 | if (renderer->lights_changed || renderer->shader_changed) { | ||
| 170 | renderer->lights_changed = false; | ||
| 171 | |||
| 172 | // TODO: Could do better by only setting the lights that have actually | ||
| 173 | // changed. | ||
| 174 | // TODO: Will also need to pass the number of lights to the shader once the | ||
| 175 | // other light types are implemented. | ||
| 176 | for (int i = 0; i < renderer->num_lights; ++i) { | ||
| 177 | configure_light(renderer, renderer->lights[i]); | ||
| 178 | } | ||
| 179 | } | ||
| 180 | |||
| 181 | if (renderer->skeleton_changed || renderer->shader_changed) { | ||
| 182 | renderer->skeleton_changed = false; | ||
| 183 | |||
| 184 | gfx_set_mat4_array_uniform( | ||
| 185 | shader, "JointMatrices", renderer->joint_matrices, | ||
| 186 | renderer->num_joints); | ||
| 187 | } | ||
| 188 | |||
| 189 | if (renderer->shader_changed) { | ||
| 190 | renderer->shader_changed = false; | ||
| 191 | gfx_activate_shader_program(renderer->shader); | ||
| 192 | } | ||
| 193 | |||
| 194 | // Must be called after activating the program. | ||
| 195 | gfx_apply_uniforms(renderer->shader); | ||
| 196 | } | ||
| 197 | |||
| 198 | bool gfx_imm_make(ImmRenderer* renderer, GfxCore* gfxcore) { | ||
| 199 | assert(renderer); | ||
| 200 | assert(gfxcore); | ||
| 201 | |||
| 202 | const size_t num_triangle_verts = IMM_MAX_NUM_TRIANGLES * 3; | ||
| 203 | |||
| 204 | renderer->gfxcore = gfxcore; | ||
| 205 | |||
| 206 | renderer->triangles = gfx_make_geometry( | ||
| 207 | gfxcore, | ||
| 208 | &(GeometryDesc){.type = Triangles, | ||
| 209 | .buffer_usage = BufferDynamic, | ||
| 210 | .num_verts = num_triangle_verts, | ||
| 211 | .positions3d = (BufferView3d){ | ||
| 212 | .size_bytes = num_triangle_verts * sizeof(vec3)}}); | ||
| 213 | if (!renderer->triangles) { | ||
| 214 | goto cleanup; | ||
| 215 | } | ||
| 216 | |||
| 217 | renderer->imm_shader = gfx_make_immediate_mode_shader(gfxcore); | ||
| 218 | if (!renderer->imm_shader) { | ||
| 219 | goto cleanup; | ||
| 220 | } | ||
| 221 | renderer->shader = renderer->imm_shader; | ||
| 222 | |||
| 223 | if (!init_ibl(renderer)) { | ||
| 224 | goto cleanup; | ||
| 225 | } | ||
| 226 | |||
| 227 | gfx_imm_load_identity(renderer); | ||
| 228 | gfx_imm_set_colour(renderer, vec4_make(0.0f, 0.0f, 0.0f, 1.0f)); | ||
| 229 | |||
| 230 | return true; | ||
| 231 | |||
| 232 | cleanup: | ||
| 233 | gfx_imm_destroy(renderer); | ||
| 234 | return false; | ||
| 235 | } | ||
| 236 | |||
| 237 | void gfx_imm_destroy(ImmRenderer* renderer) { | ||
| 238 | assert(renderer); | ||
| 239 | assert(renderer->gfxcore); | ||
| 240 | |||
| 241 | if (renderer->triangles) { | ||
| 242 | gfx_destroy_geometry(renderer->gfxcore, &renderer->triangles); | ||
| 243 | // TODO: Could also destroy the geometry's buffers here. | ||
| 244 | } | ||
| 245 | |||
| 246 | if (renderer->imm_shader) { | ||
| 247 | gfx_destroy_shader_program(renderer->gfxcore, &renderer->imm_shader); | ||
| 248 | } | ||
| 249 | |||
| 250 | if (renderer->brdf_integration_map) { | ||
| 251 | gfx_destroy_texture(renderer->gfxcore, &renderer->brdf_integration_map); | ||
| 252 | } | ||
| 253 | |||
| 254 | // TODO: Do this once the IBL from the scene renderer is gone. | ||
| 255 | if (renderer->ibl) { | ||
| 256 | // gfx_destroy_ibl(renderer->gfxcore, &renderer->ibl); | ||
| 257 | } | ||
| 258 | } | ||
| 259 | |||
| 260 | void gfx_imm_flush(ImmRenderer* renderer) { | ||
| 261 | assert(renderer); | ||
| 262 | |||
| 263 | if (renderer->num_triangle_verts > 0) { | ||
| 264 | configure_state(renderer); | ||
| 265 | |||
| 266 | gfx_update_geometry( | ||
| 267 | renderer->triangles, | ||
| 268 | &(GeometryDesc){ | ||
| 269 | .num_verts = renderer->num_triangle_verts, | ||
| 270 | .positions3d = (BufferView3d){ | ||
| 271 | .data = renderer->triangle_verts, | ||
| 272 | .size_bytes = renderer->num_triangle_verts * sizeof(vec3)} | ||
| 273 | }); | ||
| 274 | |||
| 275 | gfx_apply_uniforms(renderer->shader); | ||
| 276 | gfx_render_geometry(renderer->triangles); | ||
| 277 | |||
| 278 | renderer->num_triangle_verts = 0; | ||
| 279 | } | ||
| 280 | } | ||
| 281 | |||
| 282 | void gfx_imm_set_shader(ImmRenderer* renderer, ShaderProgram* shader) { | ||
| 283 | assert(renderer); | ||
| 284 | assert(shader); | ||
| 285 | |||
| 286 | // TODO: It would probably be best to make the imm renderer work in terms of a | ||
| 287 | // new LLR renderer. Otherwise we need to constantly flush stuff everywhere | ||
| 288 | // "just in case". This would still allow the imm to render meshes with | ||
| 289 | // lighting etc. We just need to create an actual Mesh out of the 'triangles' | ||
| 290 | // Geometry that imm currently has. The change would greatly simplify the | ||
| 291 | // implementation of this otherwise coupled LLR-IMM renderer. | ||
| 292 | // Need to decide where to put the matrix stack manipulation. Might be good | ||
| 293 | // to move to the LLR. (Currently, manipulating the stack causes an imm | ||
| 294 | // flush, but that's because we have coupled imm with stack manipulation, | ||
| 295 | // which the new design seems like would address.) | ||
| 296 | gfx_imm_flush(renderer); | ||
| 297 | |||
| 298 | // It's important to not set shader_changed unnecessarily, since that would | ||
| 299 | // re-trigger the setting of uniforms. | ||
| 300 | if (renderer->shader != shader) { | ||
| 301 | renderer->shader = shader; | ||
| 302 | renderer->shader_changed = true; | ||
| 303 | } | ||
| 304 | } | ||
| 305 | |||
| 306 | void gfx_imm_start(ImmRenderer* renderer) { | ||
| 307 | assert(renderer); | ||
| 308 | |||
| 309 | // Shader uniforms are applied lazily. | ||
| 310 | // TODO: In the event that gfx_activate_shader_program() activates uniforms | ||
| 311 | // automatically for convenience, call an overload here that doesn't do so. | ||
| 312 | gfx_activate_shader_program(renderer->shader); | ||
| 313 | } | ||
| 314 | |||
| 315 | void gfx_imm_end(ImmRenderer* renderer) { | ||
| 316 | assert(renderer); | ||
| 317 | |||
| 318 | gfx_imm_flush(renderer); | ||
| 319 | gfx_deactivate_shader_program(renderer->shader); | ||
| 320 | |||
| 321 | // TODO: Should we clear all of the render state here as well? At least set | ||
| 322 | // the 'changed' variables to false, for example. | ||
| 323 | } | ||
| 324 | |||
| 325 | void gfx_imm_push_light(ImmRenderer* renderer, Light* light) { | ||
| 326 | assert(renderer); | ||
| 327 | assert(light); | ||
| 328 | assert(renderer->num_lights >= 0); | ||
| 329 | ASSERT(renderer->num_lights < IMM_MAX_NUM_LIGHTS); | ||
| 330 | |||
| 331 | renderer->lights[renderer->num_lights++] = light; | ||
| 332 | renderer->lights_changed = true; | ||
| 333 | } | ||
| 334 | |||
| 335 | void gfx_imm_pop_light(ImmRenderer* renderer) { | ||
| 336 | assert(renderer); | ||
| 337 | ASSERT(renderer->num_lights > 0); | ||
| 338 | |||
| 339 | renderer->lights[--renderer->num_lights] = 0; | ||
| 340 | renderer->lights_changed = true; | ||
| 341 | } | ||
| 342 | |||
| 343 | void gfx_imm_set_skeleton( | ||
| 344 | ImmRenderer* renderer, const Anima* anima, const Skeleton* skeleton) { | ||
| 345 | assert(renderer); | ||
| 346 | assert(anima); | ||
| 347 | assert(skeleton); | ||
| 348 | assert(skeleton->num_joints <= GFX_MAX_NUM_JOINTS); | ||
| 349 | |||
| 350 | for (size_t i = 0; i < skeleton->num_joints; ++i) { | ||
| 351 | const joint_idx joint_index = skeleton->joints[i]; | ||
| 352 | const Joint* joint = &anima->joints[joint_index]; | ||
| 353 | renderer->joint_matrices[i] = joint->joint_matrix; | ||
| 354 | } | ||
| 355 | renderer->num_joints = skeleton->num_joints; | ||
| 356 | renderer->skeleton_changed = true; | ||
| 357 | } | ||
| 358 | |||
| 359 | void gfx_imm_unset_skeleton(ImmRenderer* renderer) { | ||
| 360 | assert(renderer); | ||
| 361 | |||
| 362 | renderer->num_joints = 0; | ||
| 363 | renderer->skeleton_changed = true; | ||
| 364 | } | ||
| 365 | |||
| 366 | void gfx_imm_render_mesh(ImmRenderer* renderer, const Mesh* mesh) { | ||
| 367 | assert(renderer); | ||
| 368 | assert(mesh); | ||
| 369 | assert(mesh->geometry); | ||
| 370 | assert(mesh->material); | ||
| 371 | |||
| 372 | configure_state(renderer); | ||
| 373 | gfx_render_geometry(mesh->geometry); | ||
| 374 | } | ||
| 375 | |||
| 376 | void gfx_imm_draw_triangles( | ||
| 377 | ImmRenderer* renderer, const vec3 verts[], size_t num_triangles) { | ||
| 378 | assert(renderer); | ||
| 379 | assert(verts); | ||
| 380 | const size_t new_verts = num_triangles * 3; | ||
| 381 | assert( | ||
| 382 | renderer->num_triangle_verts + new_verts < (IMM_MAX_NUM_TRIANGLES * 3)); | ||
| 383 | |||
| 384 | memcpy( | ||
| 385 | renderer->triangle_verts + renderer->num_triangle_verts, verts, | ||
| 386 | new_verts * sizeof(vec3)); | ||
| 387 | |||
| 388 | renderer->num_triangle_verts += new_verts; | ||
| 389 | } | ||
| 390 | |||
| 391 | void gfx_imm_draw_triangle(ImmRenderer* renderer, const vec3 verts[3]) { | ||
| 392 | gfx_imm_draw_triangles(renderer, verts, 1); | ||
| 393 | } | ||
| 394 | |||
| 395 | void gfx_imm_draw_aabb2(ImmRenderer* renderer, aabb2 box) { | ||
| 396 | assert(renderer); | ||
| 397 | |||
| 398 | // clang-format off | ||
| 399 | const vec3 verts[4] = { | ||
| 400 | vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 | ||
| 401 | vec3_make(box.max.x, box.min.y, 0), // | | | ||
| 402 | vec3_make(box.max.x, box.max.y, 0), // | | | ||
| 403 | vec3_make(box.min.x, box.max.y, 0)}; // 0 ---- 1 | ||
| 404 | // clang-format on | ||
| 405 | |||
| 406 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] | ||
| 407 | const vec3 tris[6] = {tri(0, 1, 2), tri(0, 2, 3)}; | ||
| 408 | #undef tri | ||
| 409 | |||
| 410 | gfx_imm_draw_triangles(renderer, tris, 2); | ||
| 411 | } | ||
| 412 | |||
| 413 | void gfx_imm_draw_aabb3(ImmRenderer* renderer, aabb3 box) { | ||
| 414 | assert(renderer); | ||
| 415 | |||
| 416 | // clang-format off | ||
| 417 | const vec3 vertices[8] = { | ||
| 418 | vec3_make(box.min.x, box.min.y, box.max.z), // 7 ----- 6 | ||
| 419 | vec3_make(box.max.x, box.min.y, box.max.z), // / /| | ||
| 420 | vec3_make(box.max.x, box.max.y, box.max.z), // 3 ----- 2 | | ||
| 421 | vec3_make(box.min.x, box.max.y, box.max.z), // | | | | ||
| 422 | vec3_make(box.min.x, box.min.y, box.min.z), // | 4 ----- 5 | ||
| 423 | vec3_make(box.max.x, box.min.y, box.min.z), // |/ |/ | ||
| 424 | vec3_make(box.max.x, box.max.y, box.min.z), // 0 ----- 1 | ||
| 425 | vec3_make(box.min.x, box.max.y, box.min.z)}; | ||
| 426 | // clang-format on | ||
| 427 | |||
| 428 | gfx_imm_draw_box3(renderer, vertices); | ||
| 429 | } | ||
| 430 | |||
| 431 | void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]) { | ||
| 432 | assert(renderer); | ||
| 433 | assert(vertices); | ||
| 434 | |||
| 435 | // 7 ----- 6 | ||
| 436 | // / /| | ||
| 437 | // 3 ----- 2 | | ||
| 438 | // | | | | ||
| 439 | // | 4 ----- 5 | ||
| 440 | // |/ |/ | ||
| 441 | // 0 ----- 1 | ||
| 442 | |||
| 443 | #define tri(i0, i1, i2) vertices[i0], vertices[i1], vertices[i2] | ||
| 444 | const vec3 tris[36] = { | ||
| 445 | // Front. | ||
| 446 | tri(0, 1, 2), tri(0, 2, 3), | ||
| 447 | // Right. | ||
| 448 | tri(1, 5, 6), tri(1, 6, 2), | ||
| 449 | // Back. | ||
| 450 | tri(5, 4, 7), tri(5, 7, 6), | ||
| 451 | // Left. | ||
| 452 | tri(4, 0, 03), tri(4, 3, 7), | ||
| 453 | // Top. | ||
| 454 | tri(3, 2, 6), tri(3, 6, 7), | ||
| 455 | // Bottom. | ||
| 456 | tri(0, 4, 5), tri(0, 5, 1)}; | ||
| 457 | |||
| 458 | gfx_imm_draw_triangles(renderer, tris, 12); | ||
| 459 | } | ||
| 460 | |||
| 461 | void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { | ||
| 462 | assert(renderer); | ||
| 463 | assert(renderer->shader); | ||
| 464 | |||
| 465 | gfx_imm_flush(renderer); | ||
| 466 | |||
| 467 | gfx_set_vec4_uniform(renderer->shader, "Colour", colour); | ||
| 468 | } | ||
| 469 | |||
| 470 | // Load the top of the matrix stack into the shader. | ||
| 471 | static void update_shader_model_matrix(ImmRenderer* renderer) { | ||
| 472 | assert(renderer); | ||
| 473 | |||
| 474 | gfx_imm_flush(renderer); | ||
| 475 | |||
| 476 | gfx_set_mat4_uniform( | ||
| 477 | renderer->shader, "Model", | ||
| 478 | &renderer->matrix_stack[renderer->stack_pointer]); | ||
| 479 | } | ||
| 480 | |||
| 481 | void gfx_imm_load_identity(ImmRenderer* renderer) { | ||
| 482 | assert(renderer); | ||
| 483 | |||
| 484 | renderer->matrix_stack[0] = mat4_id(); | ||
| 485 | renderer->stack_pointer = 0; | ||
| 486 | update_shader_model_matrix(renderer); | ||
| 487 | } | ||
| 488 | |||
| 489 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix) { | ||
| 490 | assert(renderer); | ||
| 491 | assert(matrix); | ||
| 492 | assert(renderer->stack_pointer >= 0); | ||
| 493 | ASSERT(renderer->stack_pointer < IMM_MAX_NUM_MATRICES); | ||
| 494 | |||
| 495 | renderer->stack_pointer += 1; | ||
| 496 | renderer->matrix_stack[renderer->stack_pointer] = | ||
| 497 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer - 1]); | ||
| 498 | |||
| 499 | update_shader_model_matrix(renderer); | ||
| 500 | } | ||
| 501 | |||
| 502 | void gfx_imm_pop_matrix(ImmRenderer* renderer) { | ||
| 503 | assert(renderer); | ||
| 504 | ASSERT(renderer->stack_pointer > 0); | ||
| 505 | |||
| 506 | // For debugging, zero out the matrix stack as matrices are popped out. | ||
| 507 | memset( | ||
| 508 | &renderer->matrix_stack[renderer->stack_pointer], 0, | ||
| 509 | sizeof(renderer->matrix_stack[0])); | ||
| 510 | renderer->stack_pointer -= 1; | ||
| 511 | |||
| 512 | update_shader_model_matrix(renderer); | ||
| 513 | } | ||
| 514 | |||
| 515 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset) { | ||
| 516 | assert(renderer); | ||
| 517 | |||
| 518 | const mat4 mat = mat4_translate(offset); | ||
| 519 | gfx_imm_push_matrix(renderer, &mat); | ||
| 520 | } | ||
| 521 | |||
| 522 | void gfx_imm_set_model_matrix(ImmRenderer* renderer, const mat4* model) { | ||
| 523 | assert(renderer); | ||
| 524 | assert(model); | ||
| 525 | |||
| 526 | gfx_imm_flush(renderer); | ||
| 527 | |||
| 528 | renderer->matrix_stack[0] = *model; | ||
| 529 | renderer->stack_pointer = 0; | ||
| 530 | update_shader_model_matrix(renderer); | ||
| 531 | } | ||
| 532 | |||
| 533 | void gfx_imm_set_camera(ImmRenderer* renderer, const Camera* camera) { | ||
| 534 | assert(renderer); | ||
| 535 | assert(renderer->shader); | ||
| 536 | |||
| 537 | gfx_imm_flush(renderer); | ||
| 538 | |||
| 539 | const mat4 view = spatial3_inverse_transform(&camera->spatial); | ||
| 540 | // const mat4 view_proj = mat4_mul(camera->projection, view); | ||
| 541 | // gfx_imm_set_view_projection_matrix(renderer, &view_proj); | ||
| 542 | renderer->view = view; | ||
| 543 | renderer->projection = camera->projection; | ||
| 544 | renderer->camera_changed = true; | ||
| 545 | } | ||
| 546 | |||
| 547 | // void gfx_imm_set_view_projection_matrix( | ||
| 548 | // ImmRenderer* renderer, const mat4* view_proj) { | ||
| 549 | // assert(renderer); | ||
| 550 | // assert(renderer->shader); | ||
| 551 | // | ||
| 552 | // gfx_imm_flush(renderer); | ||
| 553 | // gfx_set_mat4_uniform(renderer->shader, "ViewProjection", view_proj); | ||
| 554 | // } | ||
diff --git a/src/llr/llr_impl.h b/src/llr/llr_impl.h new file mode 100644 index 0000000..5ccabd1 --- /dev/null +++ b/src/llr/llr_impl.h | |||
| @@ -0,0 +1,99 @@ | |||
| 1 | #pragma once | ||
| 2 | |||
| 3 | #include <gfx/llr/llr.h> | ||
| 4 | #include <gfx/sizes.h> | ||
| 5 | |||
| 6 | #include <math/mat4.h> | ||
| 7 | #include <math/vec3.h> | ||
| 8 | |||
| 9 | #include <stdbool.h> | ||
| 10 | #include <stddef.h> | ||
| 11 | |||
| 12 | typedef struct Geometry Geometry; | ||
| 13 | typedef struct GfxCore GfxCore; | ||
| 14 | typedef struct IBL IBL; | ||
| 15 | typedef struct Material Material; | ||
| 16 | typedef struct ShaderProgram ShaderProgram; | ||
| 17 | typedef struct Texture Texture; | ||
| 18 | |||
| 19 | /// Immediate mode renderer. | ||
| 20 | /// | ||
| 21 | /// The renderer caches state changes in memory and only programs the underlying | ||
| 22 | /// shader program when a draw call is issued and if anything has changed. This | ||
| 23 | /// keeps the number of graphics API calls to a minimum, but requires tracking | ||
| 24 | /// state changes. The 'changed' booleans below fulfill this purpose, and | ||
| 25 | /// indicate whether a given state has changed since the last draw call. | ||
| 26 | /// | ||
| 27 | /// The renderer must combine state changes accordingly. For example, if only | ||
| 28 | /// the lights have changed, then it is sufficient to update light uniforms in | ||
| 29 | /// the current shader program. On the other hand, if the shader program has | ||
| 30 | /// changed, then the renderer must reconfigure it from scratch and set light | ||
| 31 | /// uniforms, camera uniforms, etc. | ||
| 32 | /// | ||
| 33 | /// Note that the shader program API has its own level of caching as well, so | ||
| 34 | /// reconfiguration at the level of the renderer does not result in the | ||
| 35 | /// worst-case set of graphics API calls. | ||
| 36 | /// | ||
| 37 | /// Currently, the immediate mode renderer can only draw up to a maximum number | ||
| 38 | /// of primitives per frame. It does not adjust this number dynamically. Keeps | ||
| 39 | /// things simple while the extra complexity is not needed. | ||
| 40 | /// TODO: Flush the buffer when it reaches its maximum size to remove this | ||
| 41 | /// constraint. | ||
| 42 | typedef struct ImmRenderer { | ||
| 43 | GfxCore* gfxcore; | ||
| 44 | |||
| 45 | vec3 camera_position; | ||
| 46 | mat4 view; // Camera view matrix. | ||
| 47 | mat4 projection; // Camera projection matrix. | ||
| 48 | bool camera_changed; // Whether the camera parameters have changed. | ||
| 49 | |||
| 50 | // ------------------------------------------- | ||
| 51 | // Immediate-mode rendering of scene elements. | ||
| 52 | |||
| 53 | IBL* ibl; | ||
| 54 | Texture* brdf_integration_map; | ||
| 55 | |||
| 56 | ShaderProgram* shader; // Active shader. Not owned. | ||
| 57 | bool shader_changed; // Whether the shader has changed. | ||
| 58 | |||
| 59 | // Lights are not const because environment lights store lazily-computed | ||
| 60 | // irradiance maps. | ||
| 61 | Light* lights[IMM_MAX_NUM_LIGHTS]; // Lights stack. | ||
| 62 | int num_lights; // Number of lights enabled at a given point in time. It | ||
| 63 | // points to one past the top of the stack. | ||
| 64 | bool lights_changed; // Whether the lights have changed. | ||
| 65 | |||
| 66 | bool skeleton_changed; | ||
| 67 | size_t num_joints; | ||
| 68 | mat4 joint_matrices[GFX_MAX_NUM_JOINTS]; | ||
| 69 | |||
| 70 | // --------------------------------------- | ||
| 71 | // Immediate-mode rendering of primitives. | ||
| 72 | |||
| 73 | ShaderProgram* imm_shader; // Immediate-mode shader program for primitives. | ||
| 74 | Geometry* triangles; | ||
| 75 | size_t num_triangle_verts; // Number of triangle verts this frame. | ||
| 76 | // TODO: wireframe rendering. | ||
| 77 | struct { | ||
| 78 | bool wireframe : 1; | ||
| 79 | } flags; | ||
| 80 | vec3 triangle_verts[IMM_MAX_NUM_TRIANGLES * 3]; | ||
| 81 | |||
| 82 | // ------------- | ||
| 83 | // Matrix stack. | ||
| 84 | |||
| 85 | // The matrix stack contains pre-multiplied matrices. | ||
| 86 | // It is also never empty. The top of the stack is an identity matrix when the | ||
| 87 | // stack is "empty" from the user's perspective. | ||
| 88 | mat4 matrix_stack[IMM_MAX_NUM_MATRICES]; | ||
| 89 | int stack_pointer; // Points to the top of the stack. | ||
| 90 | } ImmRenderer; | ||
| 91 | |||
| 92 | /// Create a new immediate mode renderer. | ||
| 93 | bool gfx_imm_make(ImmRenderer*, GfxCore*); | ||
| 94 | |||
| 95 | /// Destroy the immediate mode renderer. | ||
| 96 | void gfx_imm_destroy(ImmRenderer*); | ||
| 97 | |||
| 98 | /// Flush draw commands. | ||
| 99 | void gfx_imm_flush(ImmRenderer*); | ||
diff --git a/src/scene/material.c b/src/llr/material.c index 3248243..47cb45f 100644 --- a/src/scene/material.c +++ b/src/llr/material.c | |||
| @@ -1,6 +1,6 @@ | |||
| 1 | #include "material_impl.h" | 1 | #include "material_impl.h" |
| 2 | 2 | ||
| 3 | #include "scene_memory.h" | 3 | #include "../scene/scene_memory.h" |
| 4 | 4 | ||
| 5 | #include <gfx/core.h> | 5 | #include <gfx/core.h> |
| 6 | 6 | ||
diff --git a/src/scene/material_impl.h b/src/llr/material_impl.h index a6aa95b..f27bf4d 100644 --- a/src/scene/material_impl.h +++ b/src/llr/material_impl.h | |||
| @@ -1,6 +1,6 @@ | |||
| 1 | #pragma once | 1 | #pragma once |
| 2 | 2 | ||
| 3 | #include <gfx/scene/material.h> | 3 | #include <../../include/gfx/llr/material.h> |
| 4 | 4 | ||
| 5 | typedef struct ShaderProgram ShaderProgram; | 5 | typedef struct ShaderProgram ShaderProgram; |
| 6 | 6 | ||
diff --git a/src/scene/mesh.c b/src/llr/mesh.c index 1a93bed..ae75d8c 100644 --- a/src/scene/mesh.c +++ b/src/llr/mesh.c | |||
| @@ -1,6 +1,6 @@ | |||
| 1 | #include "mesh_impl.h" | 1 | #include "../scene/mesh_impl.h" |
| 2 | 2 | ||
| 3 | #include "scene_memory.h" | 3 | #include "../scene/scene_memory.h" |
| 4 | 4 | ||
| 5 | #include <assert.h> | 5 | #include <assert.h> |
| 6 | 6 | ||
diff --git a/src/scene/mesh_impl.h b/src/llr/mesh_impl.h index 560b77e..47ff525 100644 --- a/src/scene/mesh_impl.h +++ b/src/llr/mesh_impl.h | |||
| @@ -1,6 +1,6 @@ | |||
| 1 | #pragma once | 1 | #pragma once |
| 2 | 2 | ||
| 3 | #include <gfx/scene/mesh.h> | 3 | #include <../../include/gfx/llr/mesh.h> |
| 4 | 4 | ||
| 5 | typedef struct Mesh { | 5 | typedef struct Mesh { |
| 6 | const Geometry* geometry; | 6 | const Geometry* geometry; |
