diff options
| author | 3gg <3gg@shellblade.net> | 2025-07-04 10:37:01 -0700 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2025-07-04 10:37:01 -0700 |
| commit | b37b5398a6afa940acd1138bde922a70838f33af (patch) | |
| tree | 9ff988e0412d4210362b52f82fbe723e734b6228 | |
| parent | 1ec46bead3cf87971a2329f9ef4ddde5a0c48325 (diff) | |
Add the new low-level renderer, shared between the imm and scene graph renderer. LLR integration with the scene graph renderer not yet done.
| -rw-r--r-- | CMakeLists.txt | 7 | ||||
| -rw-r--r-- | README.md | 44 | ||||
| -rw-r--r-- | include/gfx/gfx.h | 6 | ||||
| -rw-r--r-- | include/gfx/llr/llr.h | 107 | ||||
| -rw-r--r-- | include/gfx/renderer.h | 77 | ||||
| -rw-r--r-- | include/gfx/renderer/imm_renderer.h | 55 | ||||
| -rw-r--r-- | include/gfx/scene.h | 7 | ||||
| -rw-r--r-- | include/gfx/sizes.h | 16 | ||||
| -rw-r--r-- | src/asset/model.c | 5 | ||||
| -rw-r--r-- | src/core/core.c | 4 | ||||
| -rw-r--r-- | src/gfx.c | 24 | ||||
| -rw-r--r-- | src/llr/light.c | 2 | ||||
| -rw-r--r-- | src/llr/llr.c | 329 | ||||
| -rw-r--r-- | src/llr/llr_impl.h | 67 | ||||
| -rw-r--r-- | src/llr/material.c | 2 | ||||
| -rw-r--r-- | src/llr/material_impl.h | 5 | ||||
| -rw-r--r-- | src/llr/mesh.c | 2 | ||||
| -rw-r--r-- | src/renderer/imm_renderer.c | 192 | ||||
| -rw-r--r-- | src/renderer/imm_renderer_impl.h | 43 | ||||
| -rw-r--r-- | src/renderer/renderer.c | 46 | ||||
| -rw-r--r-- | src/renderer/renderer_impl.h | 6 | ||||
| -rw-r--r-- | src/scene/node.c | 2 | ||||
| -rw-r--r-- | src/scene/object.c | 2 | ||||
| -rw-r--r-- | src/scene/object_impl.h | 2 | ||||
| -rw-r--r-- | src/scene/scene_memory.c | 6 | ||||
| -rw-r--r-- | src/util/skyquad.c | 17 |
26 files changed, 539 insertions, 536 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt index 4b1ba6a..c480daf 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt | |||
| @@ -49,13 +49,14 @@ add_library(gfx SHARED | |||
| 49 | src/core/shader_program.c | 49 | src/core/shader_program.c |
| 50 | src/core/shader.c | 50 | src/core/shader.c |
| 51 | src/core/texture.c | 51 | src/core/texture.c |
| 52 | src/llr/llr.c | ||
| 53 | src/llr/light.c | ||
| 54 | src/llr/material.c | ||
| 55 | src/llr/mesh.c | ||
| 52 | src/renderer/imm_renderer.c | 56 | src/renderer/imm_renderer.c |
| 53 | src/renderer/renderer.c | 57 | src/renderer/renderer.c |
| 54 | src/scene/animation.c | 58 | src/scene/animation.c |
| 55 | src/scene/camera.c | 59 | src/scene/camera.c |
| 56 | src/scene/light.c | ||
| 57 | src/scene/material.c | ||
| 58 | src/scene/mesh.c | ||
| 59 | src/scene/model.c | 60 | src/scene/model.c |
| 60 | src/scene/node.c | 61 | src/scene/node.c |
| 61 | src/scene/object.c | 62 | src/scene/object.c |
| @@ -20,32 +20,35 @@ educational purposes. | |||
| 20 | ### Gfx | 20 | ### Gfx |
| 21 | 21 | ||
| 22 | The `Gfx` object represents the graphics subsystem and is at the center of the | 22 | The `Gfx` object represents the graphics subsystem and is at the center of the |
| 23 | library's high-level API. The `Gfx` object exposes a `Render` backend and a | 23 | library's high-level API. The `Gfx` object exposes a render backend (`GfxCore`) |
| 24 | `Renderer` and allows the caller to create `Scene`s. | 24 | and a `Renderer`, and allows the caller to create `Scene`s. |
| 25 | 25 | ||
| 26 | ### Render Backend | 26 | ### Render Backend |
| 27 | 27 | ||
| 28 | The `Render` backend is a thin abstraction layer over low-level graphics APIs | 28 | The render backend (`GfxCore`) is a thin abstraction layer over low-level |
| 29 | like OpenGL or Vulkan. It holds GPU resources such as geometry, textures, | 29 | graphics APIs like OpenGL or Vulkan. It holds GPU resources such as geometry, |
| 30 | shaders, etc, and exposes functions to manipulate them. | 30 | textures, shaders, etc, and exposes functions to manipulate them. |
| 31 | 31 | ||
| 32 | Currently there is only one implementation of the `Render` backend based on | 32 | Currently, there is only one implementation of the render backend based on |
| 33 | OpenGL. | 33 | OpenGL. |
| 34 | 34 | ||
| 35 | #### Ownership | 35 | #### Ownership |
| 36 | 36 | ||
| 37 | The `Render` backend owns all rendering resources: buffers, geometries, | 37 | The render backend owns all rendering resources: buffers, geometries, textures, |
| 38 | textures, shaders, etc. Even resources that point to other resources do not own | 38 | shaders, etc. Even resources that point to other resources do not own those |
| 39 | those other resources (geometries pointing to buffers). | 39 | other resources (geometries pointing to buffers). |
| 40 | 40 | ||
| 41 | There is no ownership tracking in the render backend. It is up to the client to | 41 | There is no lifetime tracking in the render backend. It is up to the client to |
| 42 | manage resource lifetime. | 42 | manage resource lifetime. |
| 43 | 43 | ||
| 44 | ### Low-level Renderer | ||
| 45 | |||
| 46 | `ImmRenderer` is a low-level, immediate mode renderer. | ||
| 47 | |||
| 44 | ### Scene | 48 | ### Scene |
| 45 | 49 | ||
| 46 | A `Scene` encapsulates a scene graph. A scene graph contains the elements that | 50 | A `Scene` graph contains the elements that make up a scene. The current scene |
| 47 | make up a scene: nodes, cameras, lights, objects, etc. The current scene graph | 51 | graph implementation includes: |
| 48 | implementation includes: | ||
| 49 | 52 | ||
| 50 | - Camera | 53 | - Camera |
| 51 | - Light | 54 | - Light |
| @@ -64,7 +67,8 @@ functions to set the parent node of an object/camera/light. If we exposed the | |||
| 64 | former, the API could create the illusion that the hierarchy can be a DAG. | 67 | former, the API could create the illusion that the hierarchy can be a DAG. |
| 65 | 68 | ||
| 66 | The strict tree hierarchy should not be that restrictive in practice. Even the | 69 | The strict tree hierarchy should not be that restrictive in practice. Even the |
| 67 | glTF 2.0 spec [enforces this](https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#nodes-and-hierarchy): | 70 | glTF 2.0 |
| 71 | spec [enforces this](https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#nodes-and-hierarchy): | ||
| 68 | 72 | ||
| 69 | > *For Version 2.0 conformance, the glTF node hierarchy is not a directed | 73 | > *For Version 2.0 conformance, the glTF node hierarchy is not a directed |
| 70 | > acyclic graph (DAG) or scene graph, but a disjoint union of strict trees. That | 74 | > acyclic graph (DAG) or scene graph, but a disjoint union of strict trees. That |
| @@ -76,9 +80,9 @@ glTF 2.0 spec [enforces this](https://github.com/KhronosGroup/glTF/blob/master/s | |||
| 76 | Two use cases for instancing seem to be: | 80 | Two use cases for instancing seem to be: |
| 77 | 81 | ||
| 78 | 1. Creating N identical clones, but each with a unique transform. (Ex: N | 82 | 1. Creating N identical clones, but each with a unique transform. (Ex: N |
| 79 | animated characters animated in unison but located in different locations.) | 83 | animated characters animated in unison but located in different locations.) |
| 80 | 2. Creating N copies of a sub-tree, each now being their own unique tree. (Ex: | 84 | 2. Creating N copies of a sub-tree, each now being their own unique tree. (Ex: |
| 81 | The same N animated characters, but each of them now being animated separately.) | 85 | The same N animated characters, but each of them now being animated separately.) |
| 82 | 86 | ||
| 83 | Some scene graphs | 87 | Some scene graphs |
| 84 | ([Panda3D](https://docs.panda3d.org/1.10/python/programming/scene-graph/instancing)) | 88 | ([Panda3D](https://docs.panda3d.org/1.10/python/programming/scene-graph/instancing)) |
| @@ -87,10 +91,10 @@ to have multiple parents. This turns the scene graph into a DAG and adds a | |||
| 87 | number of complications for us: | 91 | number of complications for us: |
| 88 | 92 | ||
| 89 | 1. Shared ownership of children. We would now need some sort of ref counting or | 93 | 1. Shared ownership of children. We would now need some sort of ref counting or |
| 90 | deferred GC to delete nodes and their subtrees. | 94 | deferred GC to delete nodes and their subtrees. |
| 91 | 2. Nodes no longer have a unique parent. | 95 | 2. Nodes no longer have a unique parent. |
| 92 | 3. Given a node, we can no longer determine its location (which parent link do | 96 | 3. Given a node, we can no longer determine its location (which parent link do |
| 93 | you follow?), or any attribute that is derived from its parent(s). | 97 | you follow?), or any attribute that is derived from its parent(s). |
| 94 | 98 | ||
| 95 | In our case, we stick to strict tree hierarchies. | 99 | In our case, we stick to strict tree hierarchies. |
| 96 | 100 | ||
| @@ -131,6 +135,10 @@ Code under `util/` provides functionality that need not be in the core part | |||
| 131 | of the library (Gfx, render backend, scene or renderer). This includes functions | 135 | of the library (Gfx, render backend, scene or renderer). This includes functions |
| 132 | to compute irradiance maps, create procedural geometry, etc. | 136 | to compute irradiance maps, create procedural geometry, etc. |
| 133 | 137 | ||
| 138 | ### Memory management | ||
| 139 | |||
| 140 | TODO | ||
| 141 | |||
| 134 | ## Ideas for Future Work | 142 | ## Ideas for Future Work |
| 135 | 143 | ||
| 136 | - Render graphs to allow for custom multi-pass rendering algorithms. | 144 | - Render graphs to allow for custom multi-pass rendering algorithms. |
diff --git a/include/gfx/gfx.h b/include/gfx/gfx.h index 7c670a5..d5c25b6 100644 --- a/include/gfx/gfx.h +++ b/include/gfx/gfx.h | |||
| @@ -3,6 +3,7 @@ | |||
| 3 | typedef struct AssetCache AssetCache; | 3 | typedef struct AssetCache AssetCache; |
| 4 | typedef struct GfxCore GfxCore; | 4 | typedef struct GfxCore GfxCore; |
| 5 | typedef struct ImmRenderer ImmRenderer; | 5 | typedef struct ImmRenderer ImmRenderer; |
| 6 | typedef struct LLR LLR; | ||
| 6 | typedef struct Renderer Renderer; | 7 | typedef struct Renderer Renderer; |
| 7 | 8 | ||
| 8 | typedef struct Gfx Gfx; | 9 | typedef struct Gfx Gfx; |
| @@ -16,12 +17,15 @@ void gfx_destroy(Gfx**); | |||
| 16 | /// Get the render backend. | 17 | /// Get the render backend. |
| 17 | GfxCore* gfx_get_core(Gfx*); | 18 | GfxCore* gfx_get_core(Gfx*); |
| 18 | 19 | ||
| 19 | /// Get the renderer. | 20 | /// Get the scene renderer. |
| 20 | Renderer* gfx_get_renderer(Gfx*); | 21 | Renderer* gfx_get_renderer(Gfx*); |
| 21 | 22 | ||
| 22 | /// Get the immediate mode renderer. | 23 | /// Get the immediate mode renderer. |
| 23 | ImmRenderer* gfx_get_imm_renderer(Gfx*); | 24 | ImmRenderer* gfx_get_imm_renderer(Gfx*); |
| 24 | 25 | ||
| 26 | /// Get the low-level renderer. | ||
| 27 | LLR* gfx_get_llr(Gfx*); | ||
| 28 | |||
| 25 | /// Get the asset cache. | 29 | /// Get the asset cache. |
| 26 | AssetCache* gfx_get_asset_cache(Gfx*); | 30 | AssetCache* gfx_get_asset_cache(Gfx*); |
| 27 | 31 | ||
diff --git a/include/gfx/llr/llr.h b/include/gfx/llr/llr.h index 49b7706..57abffc 100644 --- a/include/gfx/llr/llr.h +++ b/include/gfx/llr/llr.h | |||
| @@ -1,117 +1,64 @@ | |||
| 1 | #pragma once | 1 | #pragma once |
| 2 | 2 | ||
| 3 | #include <math/aabb2.h> | ||
| 4 | #include <math/aabb3.h> | ||
| 5 | #include <math/camera.h> | 3 | #include <math/camera.h> |
| 6 | #include <math/mat4.h> | 4 | #include <math/mat4.h> |
| 7 | #include <math/vec3.h> | 5 | #include <math/vec3.h> |
| 8 | #include <math/vec4.h> | ||
| 9 | 6 | ||
| 10 | typedef struct Anima Anima; | 7 | typedef struct Anima Anima; |
| 11 | typedef struct Light Light; | 8 | typedef struct Geometry Geometry; |
| 12 | typedef struct Mesh Mesh; | 9 | typedef struct Light Light; |
| 13 | typedef struct Skeleton Skeleton; | 10 | typedef struct Mesh Mesh; |
| 11 | typedef struct ShaderProgram ShaderProgram; | ||
| 12 | typedef struct Skeleton Skeleton; | ||
| 14 | 13 | ||
| 15 | typedef struct ImmRenderer ImmRenderer; | 14 | typedef struct LLR LLR; |
| 16 | 15 | ||
| 17 | /// Prepare the graphics systems for immediate-mode rendering. | 16 | /// Set the shader to be used for subsequent draw calls. |
| 18 | /// | 17 | /// The shader is not yet activated at this point. |
| 19 | /// Call this before issuing any immediate-mode rendering draws. | 18 | void gfx_llr_set_shader(LLR*, ShaderProgram*); |
| 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 | 19 | ||
| 34 | /// Push a light into the lights stack. | 20 | /// Push a light into the lights stack. |
| 35 | void gfx_imm_push_light(ImmRenderer*, Light*); | 21 | void gfx_llr_push_light(LLR*, Light*); |
| 36 | 22 | ||
| 37 | /// Pop the last light from the lights stack. | 23 | /// Pop the last light from the lights stack. |
| 38 | void gfx_imm_pop_light(ImmRenderer*); | 24 | void gfx_llr_pop_light(LLR*); |
| 39 | 25 | ||
| 40 | /// Load a skeleton. | 26 | /// Load a skeleton. |
| 41 | /// | 27 | /// |
| 42 | /// If a skeleton is loaded, subsequent meshes are rendered with joint data | 28 | /// 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 | 29 | /// passed to the shader. This has a cost, so if subsequent meshes are not |
| 44 | /// animated, unload the skeleton prior to rendering them. | 30 | /// animated, unload the skeleton prior to rendering them. |
| 45 | void gfx_imm_set_skeleton(ImmRenderer*, const Anima*, const Skeleton*); | 31 | void gfx_llr_set_skeleton(LLR*, const Anima*, const Skeleton*); |
| 46 | 32 | ||
| 47 | /// Unload the loaded skeleton. | 33 | /// Unload the loaded skeleton. |
| 48 | void gfx_imm_unset_skeleton(ImmRenderer*); | 34 | void gfx_llr_unset_skeleton(LLR*); |
| 49 | 35 | ||
| 50 | /// Render the mesh. | 36 | /// Set the camera. |
| 51 | void gfx_imm_render_mesh(ImmRenderer*, const Mesh*); | 37 | void gfx_llr_set_camera(LLR*, const Camera*); |
| 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 | 38 | ||
| 66 | /// Draw a bounding box. | 39 | /// Set the view-projection matrix. |
| 67 | void gfx_imm_draw_aabb2(ImmRenderer*, aabb2); | 40 | // void gfx_llr_set_view_projection_matrix(LLR*, const mat4*); |
| 68 | 41 | ||
| 69 | /// Draw a bounding box. | 42 | /// Render the geometry. |
| 70 | void gfx_imm_draw_aabb3(ImmRenderer*, aabb3); | 43 | void gfx_llr_render_geometry(LLR*, const Geometry*); |
| 71 | 44 | ||
| 72 | /// Draw a box. | 45 | /// Render the mesh. |
| 73 | /// | 46 | void gfx_llr_render_mesh(LLR*, const Mesh*); |
| 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 | 47 | ||
| 88 | // ----------------------------------------------------------------------------- | 48 | // ----------------------------------------------------------------------------- |
| 89 | // Matrix stack manipulation. | 49 | // Matrix stack manipulation. |
| 90 | // | ||
| 91 | // Common to both scene and and primitive rendering. | ||
| 92 | 50 | ||
| 93 | /// Load an identity model matrix. Clears the matrix stack. | 51 | /// Load an identity model matrix. Clears the matrix stack. |
| 94 | void gfx_imm_load_identity(ImmRenderer* renderer); | 52 | void gfx_llr_load_identity(LLR* renderer); |
| 95 | 53 | ||
| 96 | /// Push the given matrix to the matrix stack. | 54 | /// Push the given matrix to the matrix stack. |
| 97 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix); | 55 | void gfx_llr_push_matrix(LLR* renderer, const mat4* matrix); |
| 98 | 56 | ||
| 99 | /// Pop the top of the matrix stack. | 57 | /// Pop the top of the matrix stack. |
| 100 | void gfx_imm_pop_matrix(ImmRenderer* renderer); | 58 | void gfx_llr_pop_matrix(LLR* renderer); |
| 101 | 59 | ||
| 102 | /// Push a translation matrix to the matrix stack. | 60 | /// Push a translation matrix to the matrix stack. |
| 103 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset); | 61 | void gfx_llr_translate(LLR* renderer, vec3 offset); |
| 104 | 62 | ||
| 105 | /// Set the model matrix. Clears the matrix stack. | 63 | /// Set the model matrix. Clears the matrix stack. |
| 106 | void gfx_imm_set_model_matrix(ImmRenderer*, const mat4*); | 64 | void gfx_llr_set_model_matrix(LLR*, 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/renderer.h b/include/gfx/renderer.h index 2a4ada1..1da74eb 100644 --- a/include/gfx/renderer.h +++ b/include/gfx/renderer.h | |||
| @@ -1,23 +1,12 @@ | |||
| 1 | #pragma once | 1 | #pragma once |
| 2 | 2 | ||
| 3 | #include <math/aabb2.h> | ||
| 4 | #include <math/aabb3.h> | ||
| 5 | #include <math/camera.h> | ||
| 6 | #include <math/defs.h> | 3 | #include <math/defs.h> |
| 7 | #include <math/mat4.h> | ||
| 8 | #include <math/vec3.h> | ||
| 9 | #include <math/vec4.h> | ||
| 10 | 4 | ||
| 11 | typedef struct GfxCore GfxCore; | 5 | typedef struct GfxCore GfxCore; |
| 12 | typedef struct Scene Scene; | 6 | typedef struct Scene Scene; |
| 13 | typedef struct SceneCamera SceneCamera; | 7 | typedef struct SceneCamera SceneCamera; |
| 14 | 8 | ||
| 15 | typedef struct ImmRenderer ImmRenderer; | 9 | typedef struct Renderer Renderer; |
| 16 | typedef struct Renderer Renderer; | ||
| 17 | |||
| 18 | // ----------------------------------------------------------------------------- | ||
| 19 | // Main Renderer. | ||
| 20 | // ----------------------------------------------------------------------------- | ||
| 21 | 10 | ||
| 22 | typedef enum RenderSceneMode { | 11 | typedef enum RenderSceneMode { |
| 23 | RenderDefault, | 12 | RenderDefault, |
| @@ -38,67 +27,3 @@ void gfx_render_scene(Renderer*, const RenderSceneParams*); | |||
| 38 | 27 | ||
| 39 | /// Update the scene. | 28 | /// Update the scene. |
| 40 | void gfx_update(Scene*, const SceneCamera*, R t); | 29 | void gfx_update(Scene*, const SceneCamera*, R t); |
| 41 | |||
| 42 | // ----------------------------------------------------------------------------- | ||
| 43 | // Immediate Mode Renderer. | ||
| 44 | // ----------------------------------------------------------------------------- | ||
| 45 | |||
| 46 | /// Prepare the graphics systems for immediate-mode rendering. | ||
| 47 | /// | ||
| 48 | /// Call this before issuing any immediate-mode rendering draws. | ||
| 49 | void gfx_imm_start(ImmRenderer*); | ||
| 50 | |||
| 51 | /// End immediate mode rendering. | ||
| 52 | /// | ||
| 53 | /// Call this after issuing immediate-mode rendering draws and before swapping | ||
| 54 | /// buffers. | ||
| 55 | void gfx_imm_end(ImmRenderer*); | ||
| 56 | |||
| 57 | /// Draw a set of triangles. | ||
| 58 | void gfx_imm_draw_triangles(ImmRenderer*, const vec3[], size_t num_triangles); | ||
| 59 | |||
| 60 | /// Draw a triangle. | ||
| 61 | void gfx_imm_draw_triangle(ImmRenderer*, const vec3[3]); | ||
| 62 | |||
| 63 | /// Draw a bounding box. | ||
| 64 | void gfx_imm_draw_aabb2(ImmRenderer*, aabb2); | ||
| 65 | |||
| 66 | /// Draw a bounding box. | ||
| 67 | void gfx_imm_draw_aabb3(ImmRenderer*, aabb3); | ||
| 68 | |||
| 69 | /// Draw a box. | ||
| 70 | /// | ||
| 71 | /// The vertices must be given in the following order: | ||
| 72 | /// | ||
| 73 | /// 7 ----- 6 | ||
| 74 | /// / /| | ||
| 75 | /// 3 ----- 2 | | ||
| 76 | /// | | | | ||
| 77 | /// | 4 ----- 5 | ||
| 78 | /// |/ |/ | ||
| 79 | /// 0 ----- 1 | ||
| 80 | void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]); | ||
| 81 | |||
| 82 | /// Set the camera. | ||
| 83 | void gfx_imm_set_camera(ImmRenderer*, const Camera*); | ||
| 84 | |||
| 85 | /// Load an identity model matrix. Clears the matrix stack. | ||
| 86 | void gfx_imm_load_identity(ImmRenderer* renderer); | ||
| 87 | |||
| 88 | /// Push the given matrix to the matrix stack. | ||
| 89 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix); | ||
| 90 | |||
| 91 | /// Pop the top of the matrix stack. | ||
| 92 | void gfx_imm_pop_matrix(ImmRenderer* renderer); | ||
| 93 | |||
| 94 | /// Push a translation matrix to the matrix stack. | ||
| 95 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset); | ||
| 96 | |||
| 97 | /// Set the model matrix. Clears the matrix stack. | ||
| 98 | void gfx_imm_set_model_matrix(ImmRenderer*, const mat4*); | ||
| 99 | |||
| 100 | /// Set the view-projection matrix. | ||
| 101 | void gfx_imm_set_view_projection_matrix(ImmRenderer*, const mat4*); | ||
| 102 | |||
| 103 | /// Set the render colour. | ||
| 104 | void gfx_imm_set_colour(ImmRenderer*, vec4 colour); | ||
diff --git a/include/gfx/renderer/imm_renderer.h b/include/gfx/renderer/imm_renderer.h new file mode 100644 index 0000000..db4d290 --- /dev/null +++ b/include/gfx/renderer/imm_renderer.h | |||
| @@ -0,0 +1,55 @@ | |||
| 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 ImmRenderer ImmRenderer; | ||
| 11 | |||
| 12 | /// Prepare the graphics systems for immediate-mode rendering. | ||
| 13 | /// | ||
| 14 | /// Call this before issuing any immediate-mode rendering draws. | ||
| 15 | void gfx_imm_start(ImmRenderer*); | ||
| 16 | |||
| 17 | /// End immediate mode rendering. | ||
| 18 | /// | ||
| 19 | /// Call this after issuing immediate-mode rendering draws and before swapping | ||
| 20 | /// buffers. | ||
| 21 | void gfx_imm_end(ImmRenderer*); | ||
| 22 | |||
| 23 | /// Flush draw commands. | ||
| 24 | /// | ||
| 25 | /// This should be done when changing any state that may affect the rendering of | ||
| 26 | /// primitives; for example, LLR matrix stack changes. | ||
| 27 | void gfx_imm_flush(ImmRenderer*); | ||
| 28 | |||
| 29 | /// Draw a set of triangles. | ||
| 30 | void gfx_imm_draw_triangles(ImmRenderer*, const vec3[], size_t num_triangles); | ||
| 31 | |||
| 32 | /// Draw a triangle. | ||
| 33 | void gfx_imm_draw_triangle(ImmRenderer*, const vec3[3]); | ||
| 34 | |||
| 35 | /// Draw a bounding box. | ||
| 36 | void gfx_imm_draw_aabb2(ImmRenderer*, aabb2); | ||
| 37 | |||
| 38 | /// Draw a bounding box. | ||
| 39 | void gfx_imm_draw_aabb3(ImmRenderer*, aabb3); | ||
| 40 | |||
| 41 | /// Draw a box. | ||
| 42 | /// | ||
| 43 | /// The vertices must be given in the following order: | ||
| 44 | /// | ||
| 45 | /// 7 ----- 6 | ||
| 46 | /// / /| | ||
| 47 | /// 3 ----- 2 | | ||
| 48 | /// | | | | ||
| 49 | /// | 4 ----- 5 | ||
| 50 | /// |/ |/ | ||
| 51 | /// 0 ----- 1 | ||
| 52 | void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]); | ||
| 53 | |||
| 54 | /// Set the render colour. | ||
| 55 | void gfx_imm_set_colour(ImmRenderer*, vec4 colour); | ||
diff --git a/include/gfx/scene.h b/include/gfx/scene.h index abcaa70..37a7e0b 100644 --- a/include/gfx/scene.h +++ b/include/gfx/scene.h | |||
| @@ -1,10 +1,11 @@ | |||
| 1 | #pragma once | 1 | #pragma once |
| 2 | 2 | ||
| 3 | // TODO: Remove references to gfx/llr once the transition is complete. | ||
| 4 | #include <gfx/llr/light.h> | ||
| 5 | #include <gfx/llr/material.h> | ||
| 6 | #include <gfx/llr/mesh.h> | ||
| 3 | #include <gfx/scene/animation.h> | 7 | #include <gfx/scene/animation.h> |
| 4 | #include <gfx/scene/camera.h> | 8 | #include <gfx/scene/camera.h> |
| 5 | #include <gfx/scene/light.h> | ||
| 6 | #include <gfx/scene/material.h> | ||
| 7 | #include <gfx/scene/mesh.h> | ||
| 8 | #include <gfx/scene/model.h> | 9 | #include <gfx/scene/model.h> |
| 9 | #include <gfx/scene/node.h> | 10 | #include <gfx/scene/node.h> |
| 10 | #include <gfx/scene/object.h> | 11 | #include <gfx/scene/object.h> |
diff --git a/include/gfx/sizes.h b/include/gfx/sizes.h index 14f72bc..3eb7481 100644 --- a/include/gfx/sizes.h +++ b/include/gfx/sizes.h | |||
| @@ -77,14 +77,20 @@ | |||
| 77 | /// Maximum number of compiler defines in a Shader. | 77 | /// Maximum number of compiler defines in a Shader. |
| 78 | #define GFX_MAX_SHADER_COMPILER_DEFINES 16 | 78 | #define GFX_MAX_SHADER_COMPILER_DEFINES 16 |
| 79 | 79 | ||
| 80 | // Renderer. | 80 | // Low-level renderer. |
| 81 | |||
| 82 | /// Maximum number of lights that the low-level renderer can enable per rendered | ||
| 83 | /// mesh. | ||
| 84 | #define GFX_LLR_MAX_NUM_LIGHTS 8 | ||
| 85 | |||
| 86 | /// Maximum number of matrices in the low-level renderer's matrix stack. | ||
| 87 | #define GFX_LLR_MAX_NUM_MATRICES 32 | ||
| 88 | |||
| 89 | // Immediate-mode Renderer. | ||
| 81 | 90 | ||
| 82 | /// Maximum number of triangles that the immediate-mode renderer can draw in a | 91 | /// Maximum number of triangles that the immediate-mode renderer can draw in a |
| 83 | /// frame. | 92 | /// frame. |
| 84 | #define IMM_MAX_NUM_TRIANGLES 1024 | 93 | #define GFX_IMM_MAX_NUM_TRIANGLES 1024 |
| 85 | |||
| 86 | /// Maximum number of matrices in the immediate-mode renderer's matrix stack. | ||
| 87 | #define IMM_MAX_NUM_MATRICES 32 | ||
| 88 | 94 | ||
| 89 | // Asset Cache. | 95 | // Asset Cache. |
| 90 | 96 | ||
diff --git a/src/asset/model.c b/src/asset/model.c index 402b2e1..0c57470 100644 --- a/src/asset/model.c +++ b/src/asset/model.c | |||
| @@ -84,13 +84,12 @@ | |||
| 84 | #include "asset/texture.h" | 84 | #include "asset/texture.h" |
| 85 | #include "gfx/core.h" | 85 | #include "gfx/core.h" |
| 86 | #include "gfx/gfx.h" | 86 | #include "gfx/gfx.h" |
| 87 | #include "gfx/llr/material.h" | ||
| 88 | #include "gfx/llr/mesh.h" | ||
| 87 | #include "gfx/scene/animation.h" | 89 | #include "gfx/scene/animation.h" |
| 88 | #include "gfx/scene/camera.h" | 90 | #include "gfx/scene/camera.h" |
| 89 | #include "gfx/scene/material.h" | ||
| 90 | #include "gfx/scene/mesh.h" | ||
| 91 | #include "gfx/scene/node.h" | 91 | #include "gfx/scene/node.h" |
| 92 | #include "gfx/scene/object.h" | 92 | #include "gfx/scene/object.h" |
| 93 | #include "gfx/scene/scene.h" | ||
| 94 | #include "gfx/sizes.h" | 93 | #include "gfx/sizes.h" |
| 95 | #include "gfx/util/shader.h" | 94 | #include "gfx/util/shader.h" |
| 96 | 95 | ||
diff --git a/src/core/core.c b/src/core/core.c index 90038c6..e1671ea 100644 --- a/src/core/core.c +++ b/src/core/core.c | |||
| @@ -420,6 +420,10 @@ void gfx_destroy_shader_program(GfxCore* gfxcore, ShaderProgram** prog) { | |||
| 420 | // Remove the shader program from the cache. | 420 | // Remove the shader program from the cache. |
| 421 | ProgramCache* cache = &gfxcore->program_cache; | 421 | ProgramCache* cache = &gfxcore->program_cache; |
| 422 | ShaderProgramCacheEntry* entry = find_program_cache_entry(cache, *prog); | 422 | ShaderProgramCacheEntry* entry = find_program_cache_entry(cache, *prog); |
| 423 | // TODO: The following assertion is too restrictive. Clients can end up | ||
| 424 | // re-using the same shader by virtue of the cache. The assertion assumes | ||
| 425 | // that no two "different" clients use the same set of shaders. This can | ||
| 426 | // be relaxed by reference-counting the shaders in the cache. | ||
| 423 | assert(entry); // Must be there, shaders can't go untracked. | 427 | assert(entry); // Must be there, shaders can't go untracked. |
| 424 | mempool_free(cache, &entry); | 428 | mempool_free(cache, &entry); |
| 425 | 429 | ||
| @@ -2,20 +2,20 @@ | |||
| 2 | 2 | ||
| 3 | #include "asset/asset_cache.h" | 3 | #include "asset/asset_cache.h" |
| 4 | #include "core/core_impl.h" | 4 | #include "core/core_impl.h" |
| 5 | #include "llr/llr_impl.h" | ||
| 5 | #include "renderer/imm_renderer_impl.h" | 6 | #include "renderer/imm_renderer_impl.h" |
| 6 | #include "renderer/renderer_impl.h" | 7 | #include "renderer/renderer_impl.h" |
| 7 | #include "scene/scene_memory.h" | 8 | #include "scene/scene_memory.h" |
| 8 | 9 | ||
| 9 | #include <log/log.h> | ||
| 10 | |||
| 11 | #include <assert.h> | 10 | #include <assert.h> |
| 12 | #include <stdlib.h> | 11 | #include <stdlib.h> |
| 13 | 12 | ||
| 14 | typedef struct Gfx { | 13 | typedef struct Gfx { |
| 15 | AssetCache asset_cache; | 14 | AssetCache asset_cache; |
| 16 | GfxCore gfxcore; | 15 | GfxCore gfxcore; |
| 17 | Renderer renderer; | 16 | LLR llr; |
| 18 | ImmRenderer imm_renderer; | 17 | ImmRenderer imm_renderer; |
| 18 | Renderer renderer; | ||
| 19 | } Gfx; | 19 | } Gfx; |
| 20 | 20 | ||
| 21 | Gfx* gfx_init(void) { | 21 | Gfx* gfx_init(void) { |
| @@ -24,16 +24,20 @@ Gfx* gfx_init(void) { | |||
| 24 | return 0; | 24 | return 0; |
| 25 | } | 25 | } |
| 26 | gfx_init_gfxcore(&gfx->gfxcore); | 26 | gfx_init_gfxcore(&gfx->gfxcore); |
| 27 | if (!renderer_make(&gfx->renderer, &gfx->gfxcore)) { | 27 | if (!gfx_llr_make(&gfx->llr, &gfx->gfxcore)) { |
| 28 | gfx_destroy(&gfx); | 28 | gfx_destroy(&gfx); |
| 29 | return 0; | 29 | return 0; |
| 30 | } | 30 | } |
| 31 | if (!imm_renderer_make(&gfx->imm_renderer, &gfx->gfxcore)) { | 31 | if (!gfx_imm_make(&gfx->imm_renderer, &gfx->gfxcore, &gfx->llr)) { |
| 32 | // TODO: Add error logs to the initialization failure cases here and inside | 32 | // TODO: Add error logs to the initialization failure cases here and inside |
| 33 | // the renderers. | 33 | // the renderers. |
| 34 | gfx_destroy(&gfx); | 34 | gfx_destroy(&gfx); |
| 35 | return 0; | 35 | return 0; |
| 36 | } | 36 | } |
| 37 | if (!gfx_renderer_make(&gfx->renderer, &gfx->llr, &gfx->gfxcore)) { | ||
| 38 | gfx_destroy(&gfx); | ||
| 39 | return 0; | ||
| 40 | } | ||
| 37 | gfx_init_asset_cache(&gfx->asset_cache); | 41 | gfx_init_asset_cache(&gfx->asset_cache); |
| 38 | scene_mem_init(); | 42 | scene_mem_init(); |
| 39 | return gfx; | 43 | return gfx; |
| @@ -45,8 +49,9 @@ void gfx_destroy(Gfx** gfx) { | |||
| 45 | } | 49 | } |
| 46 | scene_mem_destroy(); | 50 | scene_mem_destroy(); |
| 47 | gfx_destroy_asset_cache(&(*gfx)->asset_cache); | 51 | gfx_destroy_asset_cache(&(*gfx)->asset_cache); |
| 48 | renderer_destroy(&(*gfx)->renderer); | 52 | gfx_renderer_destroy(&(*gfx)->renderer); |
| 49 | imm_renderer_destroy(&(*gfx)->imm_renderer); | 53 | gfx_imm_destroy(&(*gfx)->imm_renderer); |
| 54 | gfx_llr_destroy(&(*gfx)->llr); | ||
| 50 | gfx_del_gfxcore(&(*gfx)->gfxcore); | 55 | gfx_del_gfxcore(&(*gfx)->gfxcore); |
| 51 | free(*gfx); | 56 | free(*gfx); |
| 52 | *gfx = 0; | 57 | *gfx = 0; |
| @@ -67,6 +72,11 @@ ImmRenderer* gfx_get_imm_renderer(Gfx* gfx) { | |||
| 67 | return &gfx->imm_renderer; | 72 | return &gfx->imm_renderer; |
| 68 | } | 73 | } |
| 69 | 74 | ||
| 75 | LLR* gfx_get_llr(Gfx* gfx) { | ||
| 76 | assert(gfx); | ||
| 77 | return &gfx->llr; | ||
| 78 | } | ||
| 79 | |||
| 70 | AssetCache* gfx_get_asset_cache(Gfx* gfx) { | 80 | AssetCache* gfx_get_asset_cache(Gfx* gfx) { |
| 71 | assert(gfx); | 81 | assert(gfx); |
| 72 | return &gfx->asset_cache; | 82 | return &gfx->asset_cache; |
diff --git a/src/llr/light.c b/src/llr/light.c index 168f16a..1d1c40d 100644 --- a/src/llr/light.c +++ b/src/llr/light.c | |||
| @@ -1,4 +1,4 @@ | |||
| 1 | #include "../scene/light_impl.h" | 1 | #include "light_impl.h" |
| 2 | 2 | ||
| 3 | #include "../scene/node_impl.h" | 3 | #include "../scene/node_impl.h" |
| 4 | #include "../scene/scene_memory.h" | 4 | #include "../scene/scene_memory.h" |
diff --git a/src/llr/llr.c b/src/llr/llr.c index 62a7c30..746f4b3 100644 --- a/src/llr/llr.c +++ b/src/llr/llr.c | |||
| @@ -1,17 +1,14 @@ | |||
| 1 | #include "imm_renderer_impl.h" | ||
| 2 | #include "light_impl.h" | 1 | #include "light_impl.h" |
| 2 | #include "llr_impl.h" | ||
| 3 | #include "mesh_impl.h" | 3 | #include "mesh_impl.h" |
| 4 | 4 | ||
| 5 | #include "llr/material_impl.h" | ||
| 5 | #include "scene/animation_impl.h" | 6 | #include "scene/animation_impl.h" |
| 6 | 7 | ||
| 7 | #include <gfx/core.h> | 8 | #include <gfx/core.h> |
| 8 | #include <gfx/util/ibl.h> | 9 | #include <gfx/util/ibl.h> |
| 9 | #include <gfx/util/shader.h> | ||
| 10 | |||
| 11 | #include <math/aabb3.h> | ||
| 12 | 10 | ||
| 13 | #include <cassert.h> | 11 | #include <cassert.h> |
| 14 | #include <string.h> // memcpy | ||
| 15 | 12 | ||
| 16 | static const int IRRADIANCE_MAP_WIDTH = 1024; | 13 | static const int IRRADIANCE_MAP_WIDTH = 1024; |
| 17 | static const int IRRADIANCE_MAP_HEIGHT = 1024; | 14 | static const int IRRADIANCE_MAP_HEIGHT = 1024; |
| @@ -21,7 +18,7 @@ static const int BRDF_INTEGRATION_MAP_WIDTH = 512; | |||
| 21 | static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; | 18 | static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; |
| 22 | 19 | ||
| 23 | /// Initialize renderer state for IBL. | 20 | /// Initialize renderer state for IBL. |
| 24 | static bool init_ibl(ImmRenderer* renderer) { | 21 | static bool init_ibl(LLR* renderer) { |
| 25 | assert(renderer); | 22 | assert(renderer); |
| 26 | assert(!renderer->ibl); | 23 | assert(!renderer->ibl); |
| 27 | assert(!renderer->brdf_integration_map); | 24 | assert(!renderer->brdf_integration_map); |
| @@ -44,8 +41,7 @@ static bool init_ibl(ImmRenderer* renderer) { | |||
| 44 | // | 41 | // |
| 45 | /// Compute irradiance and prefiltered environment maps for the light if they | 42 | /// Compute irradiance and prefiltered environment maps for the light if they |
| 46 | /// have not been already computed. | 43 | /// have not been already computed. |
| 47 | static bool set_up_environment_light( | 44 | static bool set_up_environment_light(LLR* renderer, EnvironmentLight* light) { |
| 48 | ImmRenderer* renderer, EnvironmentLight* light) { | ||
| 49 | assert(renderer); | 45 | assert(renderer); |
| 50 | assert(light); | 46 | assert(light); |
| 51 | assert(renderer->ibl); | 47 | assert(renderer->ibl); |
| @@ -92,7 +88,7 @@ cleanup: | |||
| 92 | return false; | 88 | return false; |
| 93 | } | 89 | } |
| 94 | 90 | ||
| 95 | static void configure_light(ImmRenderer* renderer, Light* light) { | 91 | static void configure_light(LLR* renderer, Light* light) { |
| 96 | assert(renderer); | 92 | assert(renderer); |
| 97 | assert(light); | 93 | assert(light); |
| 98 | 94 | ||
| @@ -127,20 +123,35 @@ static void configure_light(ImmRenderer* renderer, Light* light) { | |||
| 127 | } | 123 | } |
| 128 | } | 124 | } |
| 129 | 125 | ||
| 130 | static void configure_state(ImmRenderer* renderer) { | 126 | static void configure_state(LLR* renderer) { |
| 131 | assert(renderer); | 127 | assert(renderer); |
| 132 | 128 | ||
| 133 | // Check if anything changed first so that we don't call gfx_apply_uniforms() | 129 | // Check if anything changed first so that we don't call gfx_apply_uniforms() |
| 134 | // unnecessarily. | 130 | // unnecessarily. |
| 135 | const bool anything_changed = | 131 | const bool nothing_changed = (renderer->changed_flags == 0); |
| 136 | renderer->camera_changed || renderer->lights_changed || | 132 | if (nothing_changed) { |
| 137 | renderer->skeleton_changed || renderer->shader_changed; | 133 | return; |
| 138 | if (!anything_changed) { | 134 | } |
| 135 | // Setting a null shader is also allowed, in which case there is nothing to | ||
| 136 | // configure. | ||
| 137 | if (renderer->shader == 0) { | ||
| 138 | renderer->shader_changed = false; | ||
| 139 | return; | 139 | return; |
| 140 | } | 140 | } |
| 141 | 141 | ||
| 142 | // For convenience. | 142 | // For convenience. |
| 143 | ShaderProgram* const shader = renderer->shader; | 143 | ShaderProgram* const shader = renderer->shader; |
| 144 | const mat4* const model = &renderer->matrix_stack[renderer->stack_pointer]; | ||
| 145 | |||
| 146 | // TODO: Check to see which ones the shader actually uses and avoid | ||
| 147 | // computing the unnecessary matrices. | ||
| 148 | |||
| 149 | if (renderer->matrix_changed || renderer->shader_changed) { | ||
| 150 | renderer->matrix_changed = false; | ||
| 151 | |||
| 152 | gfx_set_mat4_uniform(shader, "Model", model); | ||
| 153 | gfx_set_mat4_uniform(shader, "ModelMatrix", model); | ||
| 154 | } | ||
| 144 | 155 | ||
| 145 | // TODO: camera_changed is not set anywhere. Need to think how imm primitive | 156 | // 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 | 157 | // rendering and imm mesh rendering work together. We could treat imm |
| @@ -150,14 +161,10 @@ static void configure_state(ImmRenderer* renderer) { | |||
| 150 | 161 | ||
| 151 | // Set all supported camera-related uniforms. Shaders can choose which ones | 162 | // Set all supported camera-related uniforms. Shaders can choose which ones |
| 152 | // to use. | 163 | // to use. |
| 153 | // TODO: Check to see which ones the shader actually uses and avoid | 164 | const mat4 modelview = mat4_mul(renderer->view, *model); |
| 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); | 165 | const mat4 view_proj = mat4_mul(renderer->projection, renderer->view); |
| 158 | const mat4 mvp = mat4_mul(renderer->projection, modelview); | 166 | const mat4 mvp = mat4_mul(renderer->projection, modelview); |
| 159 | 167 | ||
| 160 | gfx_set_mat4_uniform(shader, "ModelMatrix", model); | ||
| 161 | gfx_set_mat4_uniform(shader, "Modelview", &modelview); | 168 | gfx_set_mat4_uniform(shader, "Modelview", &modelview); |
| 162 | gfx_set_mat4_uniform(shader, "View", &renderer->view); | 169 | gfx_set_mat4_uniform(shader, "View", &renderer->view); |
| 163 | gfx_set_mat4_uniform(shader, "Projection", &renderer->projection); | 170 | gfx_set_mat4_uniform(shader, "Projection", &renderer->projection); |
| @@ -195,58 +202,26 @@ static void configure_state(ImmRenderer* renderer) { | |||
| 195 | gfx_apply_uniforms(renderer->shader); | 202 | gfx_apply_uniforms(renderer->shader); |
| 196 | } | 203 | } |
| 197 | 204 | ||
| 198 | bool gfx_imm_make(ImmRenderer* renderer, GfxCore* gfxcore) { | 205 | bool gfx_llr_make(LLR* renderer, GfxCore* gfxcore) { |
| 199 | assert(renderer); | 206 | assert(renderer); |
| 200 | assert(gfxcore); | 207 | assert(gfxcore); |
| 201 | 208 | ||
| 202 | const size_t num_triangle_verts = IMM_MAX_NUM_TRIANGLES * 3; | ||
| 203 | |||
| 204 | renderer->gfxcore = gfxcore; | 209 | 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)) { | 210 | if (!init_ibl(renderer)) { |
| 224 | goto cleanup; | 211 | goto cleanup; |
| 225 | } | 212 | } |
| 226 | 213 | gfx_llr_load_identity(renderer); | |
| 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; | 214 | return true; |
| 231 | 215 | ||
| 232 | cleanup: | 216 | cleanup: |
| 233 | gfx_imm_destroy(renderer); | 217 | gfx_llr_destroy(renderer); |
| 234 | return false; | 218 | return false; |
| 235 | } | 219 | } |
| 236 | 220 | ||
| 237 | void gfx_imm_destroy(ImmRenderer* renderer) { | 221 | void gfx_llr_destroy(LLR* renderer) { |
| 238 | assert(renderer); | 222 | assert(renderer); |
| 239 | assert(renderer->gfxcore); | 223 | assert(renderer->gfxcore); |
| 240 | 224 | ||
| 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) { | 225 | if (renderer->brdf_integration_map) { |
| 251 | gfx_destroy_texture(renderer->gfxcore, &renderer->brdf_integration_map); | 226 | gfx_destroy_texture(renderer->gfxcore, &renderer->brdf_integration_map); |
| 252 | } | 227 | } |
| @@ -257,43 +232,9 @@ void gfx_imm_destroy(ImmRenderer* renderer) { | |||
| 257 | } | 232 | } |
| 258 | } | 233 | } |
| 259 | 234 | ||
| 260 | void gfx_imm_flush(ImmRenderer* renderer) { | 235 | void gfx_llr_set_shader(LLR* renderer, ShaderProgram* shader) { |
| 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); | 236 | assert(renderer); |
| 284 | assert(shader); | 237 | // null shader is allowed, so do not assert it. |
| 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 | 238 | ||
| 298 | // It's important to not set shader_changed unnecessarily, since that would | 239 | // It's important to not set shader_changed unnecessarily, since that would |
| 299 | // re-trigger the setting of uniforms. | 240 | // re-trigger the setting of uniforms. |
| @@ -303,36 +244,17 @@ void gfx_imm_set_shader(ImmRenderer* renderer, ShaderProgram* shader) { | |||
| 303 | } | 244 | } |
| 304 | } | 245 | } |
| 305 | 246 | ||
| 306 | void gfx_imm_start(ImmRenderer* renderer) { | 247 | void gfx_llr_push_light(LLR* renderer, Light* light) { |
| 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); | 248 | assert(renderer); |
| 327 | assert(light); | 249 | assert(light); |
| 328 | assert(renderer->num_lights >= 0); | 250 | assert(renderer->num_lights >= 0); |
| 329 | ASSERT(renderer->num_lights < IMM_MAX_NUM_LIGHTS); | 251 | ASSERT(renderer->num_lights < GFX_LLR_MAX_NUM_LIGHTS); |
| 330 | 252 | ||
| 331 | renderer->lights[renderer->num_lights++] = light; | 253 | renderer->lights[renderer->num_lights++] = light; |
| 332 | renderer->lights_changed = true; | 254 | renderer->lights_changed = true; |
| 333 | } | 255 | } |
| 334 | 256 | ||
| 335 | void gfx_imm_pop_light(ImmRenderer* renderer) { | 257 | void gfx_llr_pop_light(LLR* renderer) { |
| 336 | assert(renderer); | 258 | assert(renderer); |
| 337 | ASSERT(renderer->num_lights > 0); | 259 | ASSERT(renderer->num_lights > 0); |
| 338 | 260 | ||
| @@ -340,8 +262,8 @@ void gfx_imm_pop_light(ImmRenderer* renderer) { | |||
| 340 | renderer->lights_changed = true; | 262 | renderer->lights_changed = true; |
| 341 | } | 263 | } |
| 342 | 264 | ||
| 343 | void gfx_imm_set_skeleton( | 265 | void gfx_llr_set_skeleton( |
| 344 | ImmRenderer* renderer, const Anima* anima, const Skeleton* skeleton) { | 266 | LLR* renderer, const Anima* anima, const Skeleton* skeleton) { |
| 345 | assert(renderer); | 267 | assert(renderer); |
| 346 | assert(anima); | 268 | assert(anima); |
| 347 | assert(skeleton); | 269 | assert(skeleton); |
| @@ -356,150 +278,73 @@ void gfx_imm_set_skeleton( | |||
| 356 | renderer->skeleton_changed = true; | 278 | renderer->skeleton_changed = true; |
| 357 | } | 279 | } |
| 358 | 280 | ||
| 359 | void gfx_imm_unset_skeleton(ImmRenderer* renderer) { | 281 | void gfx_llr_unset_skeleton(LLR* renderer) { |
| 360 | assert(renderer); | 282 | assert(renderer); |
| 361 | 283 | ||
| 362 | renderer->num_joints = 0; | 284 | renderer->num_joints = 0; |
| 363 | renderer->skeleton_changed = true; | 285 | renderer->skeleton_changed = true; |
| 364 | } | 286 | } |
| 365 | 287 | ||
| 366 | void gfx_imm_render_mesh(ImmRenderer* renderer, const Mesh* mesh) { | 288 | void gfx_llr_set_camera(LLR* renderer, const Camera* camera) { |
| 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); | 289 | 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 | 290 | ||
| 388 | renderer->num_triangle_verts += new_verts; | 291 | const mat4 view = spatial3_inverse_transform(&camera->spatial); |
| 389 | } | 292 | // const mat4 view_proj = mat4_mul(camera->projection, view); |
| 390 | 293 | // gfx_llr_set_view_projection_matrix(renderer, &view_proj); | |
| 391 | void gfx_imm_draw_triangle(ImmRenderer* renderer, const vec3 verts[3]) { | 294 | renderer->view = view; |
| 392 | gfx_imm_draw_triangles(renderer, verts, 1); | 295 | renderer->projection = camera->projection; |
| 296 | renderer->camera_changed = true; | ||
| 393 | } | 297 | } |
| 394 | 298 | ||
| 395 | void gfx_imm_draw_aabb2(ImmRenderer* renderer, aabb2 box) { | 299 | // void gfx_llr_set_view_projection_matrix( |
| 396 | assert(renderer); | 300 | // LLR* renderer, const mat4* view_proj) { |
| 397 | 301 | // assert(renderer); | |
| 398 | // clang-format off | 302 | // assert(renderer->shader); |
| 399 | const vec3 verts[4] = { | 303 | // |
| 400 | vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 | 304 | // gfx_llr_flush(renderer); |
| 401 | vec3_make(box.max.x, box.min.y, 0), // | | | 305 | // gfx_set_mat4_uniform(renderer->shader, "ViewProjection", view_proj); |
| 402 | vec3_make(box.max.x, box.max.y, 0), // | | | 306 | // } |
| 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 | 307 | ||
| 413 | void gfx_imm_draw_aabb3(ImmRenderer* renderer, aabb3 box) { | 308 | void gfx_llr_render_geometry(LLR* renderer, const Geometry* geometry) { |
| 414 | assert(renderer); | 309 | assert(renderer); |
| 310 | assert(geometry); | ||
| 415 | 311 | ||
| 416 | // clang-format off | 312 | configure_state(renderer); |
| 417 | const vec3 vertices[8] = { | 313 | gfx_render_geometry(geometry); |
| 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 | } | 314 | } |
| 460 | 315 | ||
| 461 | void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { | 316 | void gfx_llr_render_mesh(LLR* renderer, const Mesh* mesh) { |
| 462 | assert(renderer); | 317 | assert(renderer); |
| 463 | assert(renderer->shader); | 318 | assert(renderer->shader); |
| 319 | assert(mesh); | ||
| 320 | assert(mesh->geometry); | ||
| 321 | assert(mesh->material); | ||
| 464 | 322 | ||
| 465 | gfx_imm_flush(renderer); | 323 | gfx_material_activate(renderer->shader, mesh->material); |
| 466 | 324 | gfx_llr_render_geometry(renderer, mesh->geometry); | |
| 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 | } | 325 | } |
| 480 | 326 | ||
| 481 | void gfx_imm_load_identity(ImmRenderer* renderer) { | 327 | void gfx_llr_load_identity(LLR* renderer) { |
| 482 | assert(renderer); | 328 | assert(renderer); |
| 483 | 329 | ||
| 484 | renderer->matrix_stack[0] = mat4_id(); | 330 | renderer->matrix_stack[0] = mat4_id(); |
| 485 | renderer->stack_pointer = 0; | 331 | renderer->stack_pointer = 0; |
| 486 | update_shader_model_matrix(renderer); | 332 | renderer->matrix_changed = true; |
| 487 | } | 333 | } |
| 488 | 334 | ||
| 489 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix) { | 335 | void gfx_llr_push_matrix(LLR* renderer, const mat4* matrix) { |
| 490 | assert(renderer); | 336 | assert(renderer); |
| 491 | assert(matrix); | 337 | assert(matrix); |
| 492 | assert(renderer->stack_pointer >= 0); | 338 | assert(renderer->stack_pointer >= 0); |
| 493 | ASSERT(renderer->stack_pointer < IMM_MAX_NUM_MATRICES); | 339 | ASSERT(renderer->stack_pointer < GFX_LLR_MAX_NUM_MATRICES); |
| 494 | 340 | ||
| 495 | renderer->stack_pointer += 1; | 341 | renderer->stack_pointer += 1; |
| 496 | renderer->matrix_stack[renderer->stack_pointer] = | 342 | renderer->matrix_stack[renderer->stack_pointer] = |
| 497 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer - 1]); | 343 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer - 1]); |
| 498 | 344 | renderer->matrix_changed = true; | |
| 499 | update_shader_model_matrix(renderer); | ||
| 500 | } | 345 | } |
| 501 | 346 | ||
| 502 | void gfx_imm_pop_matrix(ImmRenderer* renderer) { | 347 | void gfx_llr_pop_matrix(LLR* renderer) { |
| 503 | assert(renderer); | 348 | assert(renderer); |
| 504 | ASSERT(renderer->stack_pointer > 0); | 349 | ASSERT(renderer->stack_pointer > 0); |
| 505 | 350 | ||
| @@ -508,47 +353,21 @@ void gfx_imm_pop_matrix(ImmRenderer* renderer) { | |||
| 508 | &renderer->matrix_stack[renderer->stack_pointer], 0, | 353 | &renderer->matrix_stack[renderer->stack_pointer], 0, |
| 509 | sizeof(renderer->matrix_stack[0])); | 354 | sizeof(renderer->matrix_stack[0])); |
| 510 | renderer->stack_pointer -= 1; | 355 | renderer->stack_pointer -= 1; |
| 511 | 356 | renderer->matrix_changed = true; | |
| 512 | update_shader_model_matrix(renderer); | ||
| 513 | } | 357 | } |
| 514 | 358 | ||
| 515 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset) { | 359 | void gfx_llr_translate(LLR* renderer, vec3 offset) { |
| 516 | assert(renderer); | 360 | assert(renderer); |
| 517 | 361 | ||
| 518 | const mat4 mat = mat4_translate(offset); | 362 | const mat4 mat = mat4_translate(offset); |
| 519 | gfx_imm_push_matrix(renderer, &mat); | 363 | gfx_llr_push_matrix(renderer, &mat); |
| 520 | } | 364 | } |
| 521 | 365 | ||
| 522 | void gfx_imm_set_model_matrix(ImmRenderer* renderer, const mat4* model) { | 366 | void gfx_llr_set_model_matrix(LLR* renderer, const mat4* model) { |
| 523 | assert(renderer); | 367 | assert(renderer); |
| 524 | assert(model); | 368 | assert(model); |
| 525 | 369 | ||
| 526 | gfx_imm_flush(renderer); | ||
| 527 | |||
| 528 | renderer->matrix_stack[0] = *model; | 370 | renderer->matrix_stack[0] = *model; |
| 529 | renderer->stack_pointer = 0; | 371 | renderer->stack_pointer = 0; |
| 530 | update_shader_model_matrix(renderer); | 372 | renderer->matrix_changed = true; |
| 531 | } | 373 | } |
| 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 index 5ccabd1..e9dc0ac 100644 --- a/src/llr/llr_impl.h +++ b/src/llr/llr_impl.h | |||
| @@ -8,6 +8,7 @@ | |||
| 8 | 8 | ||
| 9 | #include <stdbool.h> | 9 | #include <stdbool.h> |
| 10 | #include <stddef.h> | 10 | #include <stddef.h> |
| 11 | #include <stdint.h> | ||
| 11 | 12 | ||
| 12 | typedef struct Geometry Geometry; | 13 | typedef struct Geometry Geometry; |
| 13 | typedef struct GfxCore GfxCore; | 14 | typedef struct GfxCore GfxCore; |
| @@ -33,67 +34,47 @@ typedef struct Texture Texture; | |||
| 33 | /// Note that the shader program API has its own level of caching as well, so | 34 | /// 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 | /// reconfiguration at the level of the renderer does not result in the |
| 35 | /// worst-case set of graphics API calls. | 36 | /// worst-case set of graphics API calls. |
| 36 | /// | 37 | typedef struct LLR { |
| 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; | 38 | GfxCore* gfxcore; |
| 44 | 39 | ||
| 45 | vec3 camera_position; | 40 | union { |
| 46 | mat4 view; // Camera view matrix. | 41 | struct { |
| 47 | mat4 projection; // Camera projection matrix. | 42 | bool shader_changed : 1; // Whether the shader has changed. |
| 48 | bool camera_changed; // Whether the camera parameters have changed. | 43 | bool camera_changed : 1; // Whether the camera parameters have changed. |
| 49 | 44 | bool lights_changed : 1; // Whether the lights have changed. | |
| 50 | // ------------------------------------------- | 45 | bool skeleton_changed : 1; // Whether the skeleton has changed. |
| 51 | // Immediate-mode rendering of scene elements. | 46 | bool matrix_changed : 1; // Whether the matrix stack has changed. |
| 47 | }; | ||
| 48 | uint8_t changed_flags; | ||
| 49 | }; | ||
| 52 | 50 | ||
| 53 | IBL* ibl; | 51 | IBL* ibl; |
| 54 | Texture* brdf_integration_map; | 52 | Texture* brdf_integration_map; |
| 55 | 53 | ||
| 56 | ShaderProgram* shader; // Active shader. Not owned. | 54 | ShaderProgram* shader; // Active shader. Not owned. |
| 57 | bool shader_changed; // Whether the shader has changed. | 55 | |
| 56 | vec3 camera_position; | ||
| 57 | mat4 view; // Camera view matrix. | ||
| 58 | mat4 projection; // Camera projection matrix. | ||
| 58 | 59 | ||
| 59 | // Lights are not const because environment lights store lazily-computed | 60 | // Lights are not const because environment lights store lazily-computed |
| 60 | // irradiance maps. | 61 | // irradiance maps. |
| 61 | Light* lights[IMM_MAX_NUM_LIGHTS]; // Lights stack. | 62 | Light* lights[GFX_LLR_MAX_NUM_LIGHTS]; // Lights stack. |
| 62 | int num_lights; // Number of lights enabled at a given point in time. It | 63 | 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 | // points to one past the top of the stack. |
| 64 | bool lights_changed; // Whether the lights have changed. | ||
| 65 | 65 | ||
| 66 | bool skeleton_changed; | ||
| 67 | size_t num_joints; | 66 | size_t num_joints; |
| 68 | mat4 joint_matrices[GFX_MAX_NUM_JOINTS]; | 67 | mat4 joint_matrices[GFX_MAX_NUM_JOINTS]; |
| 69 | 68 | ||
| 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. | 69 | // The matrix stack contains pre-multiplied matrices. |
| 86 | // It is also never empty. The top of the stack is an identity matrix when the | 70 | // 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. | 71 | // stack is "empty" from the user's perspective. |
| 88 | mat4 matrix_stack[IMM_MAX_NUM_MATRICES]; | 72 | mat4 matrix_stack[GFX_LLR_MAX_NUM_MATRICES]; |
| 89 | int stack_pointer; // Points to the top of the stack. | 73 | int stack_pointer; // Points to the top of the stack. |
| 90 | } ImmRenderer; | 74 | } LLR; |
| 91 | 75 | ||
| 92 | /// Create a new immediate mode renderer. | 76 | /// Create a new immediate mode renderer. |
| 93 | bool gfx_imm_make(ImmRenderer*, GfxCore*); | 77 | bool gfx_llr_make(LLR*, GfxCore*); |
| 94 | 78 | ||
| 95 | /// Destroy the immediate mode renderer. | 79 | /// Destroy the immediate mode renderer. |
| 96 | void gfx_imm_destroy(ImmRenderer*); | 80 | void gfx_llr_destroy(LLR*); |
| 97 | |||
| 98 | /// Flush draw commands. | ||
| 99 | void gfx_imm_flush(ImmRenderer*); | ||
diff --git a/src/llr/material.c b/src/llr/material.c index 47cb45f..4014482 100644 --- a/src/llr/material.c +++ b/src/llr/material.c | |||
| @@ -48,7 +48,7 @@ static void set_uniform(ShaderProgram* prog, const ShaderUniform* uniform) { | |||
| 48 | } | 48 | } |
| 49 | } | 49 | } |
| 50 | 50 | ||
| 51 | void material_activate(ShaderProgram* shader, const Material* material) { | 51 | void gfx_material_activate(ShaderProgram* shader, const Material* material) { |
| 52 | assert(material); | 52 | assert(material); |
| 53 | for (int i = 0; i < material->num_uniforms; ++i) { | 53 | for (int i = 0; i < material->num_uniforms; ++i) { |
| 54 | const ShaderUniform* uniform = &material->uniforms[i]; | 54 | const ShaderUniform* uniform = &material->uniforms[i]; |
diff --git a/src/llr/material_impl.h b/src/llr/material_impl.h index f27bf4d..138497f 100644 --- a/src/llr/material_impl.h +++ b/src/llr/material_impl.h | |||
| @@ -11,6 +11,5 @@ typedef struct Material { | |||
| 11 | 11 | ||
| 12 | /// Activate the material. | 12 | /// Activate the material. |
| 13 | /// | 13 | /// |
| 14 | /// This activates the material's shader and configures the shader uniforms that | 14 | /// This configures the shader uniforms that are specific to the material. |
| 15 | /// are specific to the material. | 15 | void gfx_material_activate(ShaderProgram* shader, const Material* material); |
| 16 | void material_activate(ShaderProgram* shader, const Material* material); | ||
diff --git a/src/llr/mesh.c b/src/llr/mesh.c index ae75d8c..3aebb04 100644 --- a/src/llr/mesh.c +++ b/src/llr/mesh.c | |||
| @@ -1,4 +1,4 @@ | |||
| 1 | #include "../scene/mesh_impl.h" | 1 | #include "mesh_impl.h" |
| 2 | 2 | ||
| 3 | #include "../scene/scene_memory.h" | 3 | #include "../scene/scene_memory.h" |
| 4 | 4 | ||
diff --git a/src/renderer/imm_renderer.c b/src/renderer/imm_renderer.c new file mode 100644 index 0000000..01cc5bb --- /dev/null +++ b/src/renderer/imm_renderer.c | |||
| @@ -0,0 +1,192 @@ | |||
| 1 | #include "imm_renderer_impl.h" | ||
| 2 | |||
| 3 | #include <gfx/core.h> | ||
| 4 | #include <gfx/llr/llr.h> | ||
| 5 | #include <gfx/renderer/imm_renderer.h> | ||
| 6 | #include <gfx/util/shader.h> | ||
| 7 | |||
| 8 | #include <math/aabb3.h> | ||
| 9 | |||
| 10 | #include <assert.h> | ||
| 11 | #include <string.h> // memcpy | ||
| 12 | |||
| 13 | bool gfx_imm_make(ImmRenderer* renderer, GfxCore* gfxcore, LLR* llr) { | ||
| 14 | assert(renderer); | ||
| 15 | assert(gfxcore); | ||
| 16 | assert(llr); | ||
| 17 | |||
| 18 | const size_t num_triangle_verts = GFX_IMM_MAX_NUM_TRIANGLES * 3; | ||
| 19 | |||
| 20 | renderer->gfxcore = gfxcore; | ||
| 21 | renderer->llr = llr; | ||
| 22 | |||
| 23 | renderer->triangles = gfx_make_geometry( | ||
| 24 | gfxcore, | ||
| 25 | &(GeometryDesc){.type = Triangles, | ||
| 26 | .buffer_usage = BufferDynamic, | ||
| 27 | .num_verts = num_triangle_verts, | ||
| 28 | .positions3d = (BufferView3d){ | ||
| 29 | .size_bytes = num_triangle_verts * sizeof(vec3)}}); | ||
| 30 | if (!renderer->triangles) { | ||
| 31 | goto cleanup; | ||
| 32 | } | ||
| 33 | |||
| 34 | renderer->shader = gfx_make_immediate_mode_shader(gfxcore); | ||
| 35 | if (!renderer->shader) { | ||
| 36 | goto cleanup; | ||
| 37 | } | ||
| 38 | |||
| 39 | gfx_imm_set_colour(renderer, vec4_make(0.0f, 0.0f, 0.0f, 1.0f)); | ||
| 40 | |||
| 41 | return true; | ||
| 42 | |||
| 43 | cleanup: | ||
| 44 | gfx_imm_destroy(renderer); | ||
| 45 | return false; | ||
| 46 | } | ||
| 47 | |||
| 48 | void gfx_imm_destroy(ImmRenderer* renderer) { | ||
| 49 | assert(renderer); | ||
| 50 | assert(renderer->gfxcore); | ||
| 51 | |||
| 52 | if (renderer->triangles) { | ||
| 53 | gfx_destroy_geometry(renderer->gfxcore, &renderer->triangles); | ||
| 54 | // TODO: Could also destroy the geometry's buffers here. | ||
| 55 | } | ||
| 56 | |||
| 57 | if (renderer->shader) { | ||
| 58 | gfx_destroy_shader_program(renderer->gfxcore, &renderer->shader); | ||
| 59 | } | ||
| 60 | } | ||
| 61 | |||
| 62 | void gfx_imm_flush(ImmRenderer* renderer) { | ||
| 63 | assert(renderer); | ||
| 64 | |||
| 65 | if (renderer->num_triangle_verts > 0) { | ||
| 66 | gfx_update_geometry( | ||
| 67 | renderer->triangles, | ||
| 68 | &(GeometryDesc){ | ||
| 69 | .num_verts = renderer->num_triangle_verts, | ||
| 70 | .positions3d = (BufferView3d){ | ||
| 71 | .data = renderer->triangle_verts, | ||
| 72 | .size_bytes = renderer->num_triangle_verts * sizeof(vec3)} | ||
| 73 | }); | ||
| 74 | |||
| 75 | gfx_llr_render_geometry(renderer->llr, renderer->triangles); | ||
| 76 | |||
| 77 | renderer->num_triangle_verts = 0; | ||
| 78 | } | ||
| 79 | } | ||
| 80 | |||
| 81 | void gfx_imm_start(ImmRenderer* renderer) { | ||
| 82 | assert(renderer); | ||
| 83 | |||
| 84 | // Shader uniforms are applied lazily. | ||
| 85 | // TODO: In the event that gfx_activate_shader_program() activates uniforms | ||
| 86 | // automatically for convenience, call an overload here that doesn't do so. | ||
| 87 | // gfx_activate_shader_program(renderer->shader); | ||
| 88 | gfx_llr_set_shader(renderer->llr, renderer->shader); | ||
| 89 | } | ||
| 90 | |||
| 91 | void gfx_imm_end(ImmRenderer* renderer) { | ||
| 92 | assert(renderer); | ||
| 93 | |||
| 94 | gfx_imm_flush(renderer); | ||
| 95 | // gfx_deactivate_shader_program(renderer->shader); | ||
| 96 | gfx_llr_set_shader(renderer->llr, 0); | ||
| 97 | } | ||
| 98 | |||
| 99 | void gfx_imm_draw_triangles( | ||
| 100 | ImmRenderer* renderer, const vec3 verts[], size_t num_triangles) { | ||
| 101 | assert(renderer); | ||
| 102 | assert(verts); | ||
| 103 | const size_t new_verts = num_triangles * 3; | ||
| 104 | assert( | ||
| 105 | renderer->num_triangle_verts + new_verts < | ||
| 106 | (GFX_IMM_MAX_NUM_TRIANGLES * 3)); | ||
| 107 | |||
| 108 | memcpy( | ||
| 109 | renderer->triangle_verts + renderer->num_triangle_verts, verts, | ||
| 110 | new_verts * sizeof(vec3)); | ||
| 111 | |||
| 112 | renderer->num_triangle_verts += new_verts; | ||
| 113 | } | ||
| 114 | |||
| 115 | void gfx_imm_draw_triangle(ImmRenderer* renderer, const vec3 verts[3]) { | ||
| 116 | gfx_imm_draw_triangles(renderer, verts, 1); | ||
| 117 | } | ||
| 118 | |||
| 119 | void gfx_imm_draw_aabb2(ImmRenderer* renderer, aabb2 box) { | ||
| 120 | assert(renderer); | ||
| 121 | |||
| 122 | // clang-format off | ||
| 123 | const vec3 verts[4] = { | ||
| 124 | vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 | ||
| 125 | vec3_make(box.max.x, box.min.y, 0), // | | | ||
| 126 | vec3_make(box.max.x, box.max.y, 0), // | | | ||
| 127 | vec3_make(box.min.x, box.max.y, 0)}; // 0 ---- 1 | ||
| 128 | // clang-format on | ||
| 129 | |||
| 130 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] | ||
| 131 | const vec3 tris[6] = {tri(0, 1, 2), tri(0, 2, 3)}; | ||
| 132 | #undef tri | ||
| 133 | |||
| 134 | gfx_imm_draw_triangles(renderer, tris, 2); | ||
| 135 | } | ||
| 136 | |||
| 137 | void gfx_imm_draw_aabb3(ImmRenderer* renderer, aabb3 box) { | ||
| 138 | assert(renderer); | ||
| 139 | |||
| 140 | // clang-format off | ||
| 141 | const vec3 vertices[8] = { | ||
| 142 | vec3_make(box.min.x, box.min.y, box.max.z), // 7 ----- 6 | ||
| 143 | vec3_make(box.max.x, box.min.y, box.max.z), // / /| | ||
| 144 | vec3_make(box.max.x, box.max.y, box.max.z), // 3 ----- 2 | | ||
| 145 | vec3_make(box.min.x, box.max.y, box.max.z), // | | | | ||
| 146 | vec3_make(box.min.x, box.min.y, box.min.z), // | 4 ----- 5 | ||
| 147 | vec3_make(box.max.x, box.min.y, box.min.z), // |/ |/ | ||
| 148 | vec3_make(box.max.x, box.max.y, box.min.z), // 0 ----- 1 | ||
| 149 | vec3_make(box.min.x, box.max.y, box.min.z)}; | ||
| 150 | // clang-format on | ||
| 151 | |||
| 152 | gfx_imm_draw_box3(renderer, vertices); | ||
| 153 | } | ||
| 154 | |||
| 155 | void gfx_imm_draw_box3(ImmRenderer* renderer, const vec3 vertices[8]) { | ||
| 156 | assert(renderer); | ||
| 157 | assert(vertices); | ||
| 158 | |||
| 159 | // 7 ----- 6 | ||
| 160 | // / /| | ||
| 161 | // 3 ----- 2 | | ||
| 162 | // | | | | ||
| 163 | // | 4 ----- 5 | ||
| 164 | // |/ |/ | ||
| 165 | // 0 ----- 1 | ||
| 166 | |||
| 167 | #define tri(i0, i1, i2) vertices[i0], vertices[i1], vertices[i2] | ||
| 168 | const vec3 tris[36] = { | ||
| 169 | // Front. | ||
| 170 | tri(0, 1, 2), tri(0, 2, 3), | ||
| 171 | // Right. | ||
| 172 | tri(1, 5, 6), tri(1, 6, 2), | ||
| 173 | // Back. | ||
| 174 | tri(5, 4, 7), tri(5, 7, 6), | ||
| 175 | // Left. | ||
| 176 | tri(4, 0, 03), tri(4, 3, 7), | ||
| 177 | // Top. | ||
| 178 | tri(3, 2, 6), tri(3, 6, 7), | ||
| 179 | // Bottom. | ||
| 180 | tri(0, 4, 5), tri(0, 5, 1)}; | ||
| 181 | |||
| 182 | gfx_imm_draw_triangles(renderer, tris, 12); | ||
| 183 | } | ||
| 184 | |||
| 185 | void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { | ||
| 186 | assert(renderer); | ||
| 187 | assert(renderer->shader); | ||
| 188 | |||
| 189 | gfx_imm_flush(renderer); | ||
| 190 | |||
| 191 | gfx_set_vec4_uniform(renderer->shader, "Colour", colour); | ||
| 192 | } | ||
diff --git a/src/renderer/imm_renderer_impl.h b/src/renderer/imm_renderer_impl.h new file mode 100644 index 0000000..61b49a7 --- /dev/null +++ b/src/renderer/imm_renderer_impl.h | |||
| @@ -0,0 +1,43 @@ | |||
| 1 | #pragma once | ||
| 2 | |||
| 3 | #include <gfx/sizes.h> | ||
| 4 | |||
| 5 | #include <math/vec3.h> | ||
| 6 | |||
| 7 | #include <stdbool.h> | ||
| 8 | #include <stddef.h> | ||
| 9 | |||
| 10 | typedef struct Geometry Geometry; | ||
| 11 | typedef struct GfxCore GfxCore; | ||
| 12 | typedef struct IBL IBL; | ||
| 13 | typedef struct LLR LLR; | ||
| 14 | typedef struct Material Material; | ||
| 15 | typedef struct ShaderProgram ShaderProgram; | ||
| 16 | typedef struct Texture Texture; | ||
| 17 | |||
| 18 | /// Immediate mode renderer. | ||
| 19 | /// | ||
| 20 | /// Currently, the immediate mode renderer can only draw up to a maximum number | ||
| 21 | /// of primitives per frame. It does not adjust this number dynamically. Keeps | ||
| 22 | /// things simple while the extra complexity is not needed. | ||
| 23 | /// TODO: Flush the buffer when it reaches its maximum size to remove this | ||
| 24 | /// constraint. | ||
| 25 | typedef struct ImmRenderer { | ||
| 26 | GfxCore* gfxcore; | ||
| 27 | LLR* llr; | ||
| 28 | |||
| 29 | ShaderProgram* shader; // Immediate-mode shader program for primitives. | ||
| 30 | Geometry* triangles; | ||
| 31 | size_t num_triangle_verts; // Number of triangle verts this frame. | ||
| 32 | // TODO: wireframe rendering. | ||
| 33 | struct { | ||
| 34 | bool wireframe : 1; | ||
| 35 | } flags; | ||
| 36 | vec3 triangle_verts[GFX_IMM_MAX_NUM_TRIANGLES * 3]; | ||
| 37 | } ImmRenderer; | ||
| 38 | |||
| 39 | /// Create a new immediate mode renderer. | ||
| 40 | bool gfx_imm_make(ImmRenderer*, GfxCore*, LLR*); | ||
| 41 | |||
| 42 | /// Destroy the immediate mode renderer. | ||
| 43 | void gfx_imm_destroy(ImmRenderer*); | ||
diff --git a/src/renderer/renderer.c b/src/renderer/renderer.c index c2a7dda..0c1fe78 100644 --- a/src/renderer/renderer.c +++ b/src/renderer/renderer.c | |||
| @@ -1,10 +1,10 @@ | |||
| 1 | #include "renderer_impl.h" | 1 | #include "renderer_impl.h" |
| 2 | 2 | ||
| 3 | #include "llr/light_impl.h" | ||
| 4 | #include "llr/material_impl.h" | ||
| 5 | #include "llr/mesh_impl.h" | ||
| 3 | #include "scene/animation_impl.h" | 6 | #include "scene/animation_impl.h" |
| 4 | #include "scene/camera_impl.h" | 7 | #include "scene/camera_impl.h" |
| 5 | #include "scene/light_impl.h" | ||
| 6 | #include "scene/material_impl.h" | ||
| 7 | #include "scene/mesh_impl.h" | ||
| 8 | #include "scene/model_impl.h" | 8 | #include "scene/model_impl.h" |
| 9 | #include "scene/node_impl.h" | 9 | #include "scene/node_impl.h" |
| 10 | #include "scene/object_impl.h" | 10 | #include "scene/object_impl.h" |
| @@ -12,16 +12,18 @@ | |||
| 12 | #include "scene/scene_memory.h" | 12 | #include "scene/scene_memory.h" |
| 13 | 13 | ||
| 14 | #include <gfx/core.h> | 14 | #include <gfx/core.h> |
| 15 | #include <gfx/llr/llr.h> | ||
| 15 | #include <gfx/util/ibl.h> | 16 | #include <gfx/util/ibl.h> |
| 16 | #include <gfx/util/shader.h> | 17 | #include <gfx/util/shader.h> |
| 17 | 18 | ||
| 18 | #include <log/log.h> | 19 | // #include <log/log.h> |
| 20 | #include "gfx/gfx.h" | ||
| 21 | |||
| 19 | #include <math/mat4.h> | 22 | #include <math/mat4.h> |
| 20 | #include <math/spatial3.h> | 23 | #include <math/spatial3.h> |
| 21 | 24 | ||
| 22 | #include <assert.h> | 25 | #include <assert.h> |
| 23 | 26 | ||
| 24 | // TODO: Move to a header like "constants.h". | ||
| 25 | static const int IRRADIANCE_MAP_WIDTH = 1024; | 27 | static const int IRRADIANCE_MAP_WIDTH = 1024; |
| 26 | static const int IRRADIANCE_MAP_HEIGHT = 1024; | 28 | static const int IRRADIANCE_MAP_HEIGHT = 1024; |
| 27 | static const int PREFILTERED_ENVIRONMENT_MAP_WIDTH = 128; | 29 | static const int PREFILTERED_ENVIRONMENT_MAP_WIDTH = 128; |
| @@ -29,16 +31,18 @@ static const int PREFILTERED_ENVIRONMENT_MAP_HEIGHT = 128; | |||
| 29 | static const int BRDF_INTEGRATION_MAP_WIDTH = 512; | 31 | static const int BRDF_INTEGRATION_MAP_WIDTH = 512; |
| 30 | static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; | 32 | static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; |
| 31 | 33 | ||
| 32 | bool renderer_make(Renderer* renderer, GfxCore* gfxcore) { | 34 | bool gfx_renderer_make(Renderer* renderer, LLR* llr, GfxCore* gfxcore) { |
| 33 | assert(renderer); | 35 | assert(renderer); |
| 36 | assert(llr); | ||
| 34 | assert(gfxcore); | 37 | assert(gfxcore); |
| 35 | 38 | ||
| 36 | renderer->gfxcore = gfxcore; | 39 | renderer->gfxcore = gfxcore; |
| 40 | renderer->llr = llr; | ||
| 37 | 41 | ||
| 38 | return true; | 42 | return true; |
| 39 | } | 43 | } |
| 40 | 44 | ||
| 41 | void renderer_destroy(Renderer* renderer) { | 45 | void gfx_renderer_destroy(Renderer* renderer) { |
| 42 | if (!renderer) { | 46 | if (!renderer) { |
| 43 | return; | 47 | return; |
| 44 | } | 48 | } |
| @@ -117,9 +121,9 @@ static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) { | |||
| 117 | // } | 121 | // } |
| 118 | // } | 122 | // } |
| 119 | 123 | ||
| 120 | /// Computes irradiance and prefiltered environment maps for the light if they | 124 | /// Compute irradiance and prefiltered environment maps for the light if they |
| 121 | /// have not been already computed. | 125 | /// have not been already computed. |
| 122 | static bool setup_environment_light( | 126 | static bool set_up_environment_light( |
| 123 | Renderer* renderer, GfxCore* gfxcore, EnvironmentLight* light) { | 127 | Renderer* renderer, GfxCore* gfxcore, EnvironmentLight* light) { |
| 124 | assert(renderer); | 128 | assert(renderer); |
| 125 | assert(light); | 129 | assert(light); |
| @@ -168,6 +172,7 @@ cleanup: | |||
| 168 | 172 | ||
| 169 | typedef struct RenderState { | 173 | typedef struct RenderState { |
| 170 | GfxCore* gfxcore; | 174 | GfxCore* gfxcore; |
| 175 | LLR* llr; | ||
| 171 | Renderer* renderer; | 176 | Renderer* renderer; |
| 172 | ShaderProgram* shader; // Null to use scene shaders. | 177 | ShaderProgram* shader; // Null to use scene shaders. |
| 173 | const Scene* scene; | 178 | const Scene* scene; |
| @@ -209,6 +214,7 @@ static void draw_recursively( | |||
| 209 | 214 | ||
| 210 | // Anima. | 215 | // Anima. |
| 211 | if (node->type == AnimaNode) { | 216 | if (node->type == AnimaNode) { |
| 217 | // Save the anima so that we can animate objects. | ||
| 212 | state->anima = gfx_get_node_anima(node); | 218 | state->anima = gfx_get_node_anima(node); |
| 213 | } | 219 | } |
| 214 | // Activate light. | 220 | // Activate light. |
| @@ -217,7 +223,7 @@ static void draw_recursively( | |||
| 217 | assert(light); | 223 | assert(light); |
| 218 | 224 | ||
| 219 | if (light->type == EnvironmentLightType) { | 225 | if (light->type == EnvironmentLightType) { |
| 220 | bool result = setup_environment_light( | 226 | bool result = set_up_environment_light( |
| 221 | state->renderer, state->gfxcore, &light->environment); | 227 | state->renderer, state->gfxcore, &light->environment); |
| 222 | // TODO: Handle the result in a better way. | 228 | // TODO: Handle the result in a better way. |
| 223 | assert(result); | 229 | assert(result); |
| @@ -238,11 +244,13 @@ static void draw_recursively( | |||
| 238 | // TODO: Here we would frustum-cull the object. | 244 | // TODO: Here we would frustum-cull the object. |
| 239 | 245 | ||
| 240 | // TODO: Avoid computing matrices like Modelview or MVP if the shader does | 246 | // TODO: Avoid computing matrices like Modelview or MVP if the shader does |
| 241 | // not use them. | 247 | // not use them. |
| 242 | const mat4 model_matrix = node_transform; | 248 | const mat4 model_matrix = node_transform; |
| 243 | const mat4 modelview = mat4_mul(*state->view_matrix, model_matrix); | 249 | const mat4 modelview = mat4_mul(*state->view_matrix, model_matrix); |
| 244 | const mat4 mvp = mat4_mul(*state->projection, modelview); | 250 | const mat4 mvp = mat4_mul(*state->projection, modelview); |
| 245 | 251 | ||
| 252 | // A model/anima can have many skeletons. We need to animate the given | ||
| 253 | // object using its skeleton, not just any skeleton of the anima. | ||
| 246 | if (object->skeleton.val) { | 254 | if (object->skeleton.val) { |
| 247 | load_skeleton(state, object->skeleton); | 255 | load_skeleton(state, object->skeleton); |
| 248 | } | 256 | } |
| @@ -260,9 +268,11 @@ static void draw_recursively( | |||
| 260 | assert(mesh->material); | 268 | assert(mesh->material); |
| 261 | 269 | ||
| 262 | // TODO: Here we would frustum-cull the mesh. The AABB would have to be | 270 | // TODO: Here we would frustum-cull the mesh. The AABB would have to be |
| 263 | // transformed by the model matrix. Rotation would make the AABB | 271 | // transformed by the model matrix. Rotation would make the AABB |
| 264 | // relatively large, but still, the culling would be conservative. | 272 | // relatively large, but still, the culling would be conservative. |
| 265 | 273 | ||
| 274 | // TODO: Make sure we strictly set only the uniforms that are required by | ||
| 275 | // mesh rendering. See the other item below. | ||
| 266 | // Apply common shader uniforms not captured by materials. | 276 | // Apply common shader uniforms not captured by materials. |
| 267 | ShaderProgram* shader = state->shader ? state->shader : mesh->shader; | 277 | ShaderProgram* shader = state->shader ? state->shader : mesh->shader; |
| 268 | gfx_set_mat4_uniform(shader, "ModelMatrix", &model_matrix); | 278 | gfx_set_mat4_uniform(shader, "ModelMatrix", &model_matrix); |
| @@ -270,7 +280,10 @@ static void draw_recursively( | |||
| 270 | gfx_set_mat4_uniform(shader, "View", state->view_matrix); | 280 | gfx_set_mat4_uniform(shader, "View", state->view_matrix); |
| 271 | gfx_set_mat4_uniform(shader, "Projection", state->projection); | 281 | gfx_set_mat4_uniform(shader, "Projection", state->projection); |
| 272 | gfx_set_mat4_uniform(shader, "MVP", &mvp); | 282 | gfx_set_mat4_uniform(shader, "MVP", &mvp); |
| 283 | // TODO: CameraRotation is only used by the skyquad and cubemap_filtering | ||
| 284 | // shaders, not mesh rendering. | ||
| 273 | gfx_set_mat4_uniform(shader, "CameraRotation", state->camera_rotation); | 285 | gfx_set_mat4_uniform(shader, "CameraRotation", state->camera_rotation); |
| 286 | // TODO: Fovy and Aspect are only used by the skyquad, not necessary here. | ||
| 274 | gfx_set_float_uniform(shader, "Fovy", state->fovy); | 287 | gfx_set_float_uniform(shader, "Fovy", state->fovy); |
| 275 | gfx_set_float_uniform(shader, "Aspect", state->aspect); | 288 | gfx_set_float_uniform(shader, "Aspect", state->aspect); |
| 276 | if (state->camera) { | 289 | if (state->camera) { |
| @@ -297,9 +310,9 @@ static void draw_recursively( | |||
| 297 | shader, "PrefilteredEnvironmentMap", | 310 | shader, "PrefilteredEnvironmentMap", |
| 298 | light->prefiltered_environment_map); | 311 | light->prefiltered_environment_map); |
| 299 | gfx_set_float_uniform( | 312 | gfx_set_float_uniform( |
| 300 | shader, "MaxReflectionLOD", light->max_reflection_lod); | 313 | shader, "MaxReflectionLOD", (float)light->max_reflection_lod); |
| 301 | } | 314 | } |
| 302 | material_activate(shader, mesh->material); | 315 | gfx_material_activate(shader, mesh->material); |
| 303 | gfx_activate_shader_program(shader); | 316 | gfx_activate_shader_program(shader); |
| 304 | gfx_apply_uniforms(shader); | 317 | gfx_apply_uniforms(shader); |
| 305 | gfx_render_geometry(mesh->geometry); | 318 | gfx_render_geometry(mesh->geometry); |
| @@ -327,7 +340,7 @@ void gfx_render_scene(Renderer* renderer, const RenderSceneParams* params) { | |||
| 327 | const Scene* scene = params->scene; | 340 | const Scene* scene = params->scene; |
| 328 | const SceneCamera* camera = params->camera; | 341 | const SceneCamera* camera = params->camera; |
| 329 | 342 | ||
| 330 | GfxCore* gfxcore = renderer->gfxcore; | 343 | GfxCore* const gfxcore = renderer->gfxcore; |
| 331 | 344 | ||
| 332 | mat4 projection, camera_rotation, view_matrix; | 345 | mat4 projection, camera_rotation, view_matrix; |
| 333 | if (camera) { | 346 | if (camera) { |
| @@ -347,6 +360,7 @@ void gfx_render_scene(Renderer* renderer, const RenderSceneParams* params) { | |||
| 347 | 360 | ||
| 348 | RenderState state = { | 361 | RenderState state = { |
| 349 | .gfxcore = gfxcore, | 362 | .gfxcore = gfxcore, |
| 363 | .llr = renderer->llr, | ||
| 350 | .renderer = renderer, | 364 | .renderer = renderer, |
| 351 | .shader = shader, | 365 | .shader = shader, |
| 352 | .scene = scene, | 366 | .scene = scene, |
diff --git a/src/renderer/renderer_impl.h b/src/renderer/renderer_impl.h index fc14dcb..6fd0c15 100644 --- a/src/renderer/renderer_impl.h +++ b/src/renderer/renderer_impl.h | |||
| @@ -5,11 +5,13 @@ | |||
| 5 | #include <stdbool.h> | 5 | #include <stdbool.h> |
| 6 | 6 | ||
| 7 | typedef struct IBL IBL; | 7 | typedef struct IBL IBL; |
| 8 | typedef struct LLR LLR; | ||
| 8 | typedef struct ShaderProgram ShaderProgram; | 9 | typedef struct ShaderProgram ShaderProgram; |
| 9 | typedef struct Texture Texture; | 10 | typedef struct Texture Texture; |
| 10 | 11 | ||
| 11 | typedef struct Renderer { | 12 | typedef struct Renderer { |
| 12 | GfxCore* gfxcore; | 13 | GfxCore* gfxcore; |
| 14 | LLR* llr; | ||
| 13 | IBL* ibl; | 15 | IBL* ibl; |
| 14 | Texture* brdf_integration_map; | 16 | Texture* brdf_integration_map; |
| 15 | struct { | 17 | struct { |
| @@ -21,7 +23,7 @@ typedef struct Renderer { | |||
| 21 | } Renderer; | 23 | } Renderer; |
| 22 | 24 | ||
| 23 | /// Create a new renderer. | 25 | /// Create a new renderer. |
| 24 | bool renderer_make(Renderer*, GfxCore*); | 26 | bool gfx_renderer_make(Renderer*, LLR*, GfxCore*); |
| 25 | 27 | ||
| 26 | /// Destroy the renderer. | 28 | /// Destroy the renderer. |
| 27 | void renderer_destroy(Renderer*); | 29 | void gfx_renderer_destroy(Renderer*); |
diff --git a/src/scene/node.c b/src/scene/node.c index 67ce93c..e359f73 100644 --- a/src/scene/node.c +++ b/src/scene/node.c | |||
| @@ -2,7 +2,7 @@ | |||
| 2 | 2 | ||
| 3 | #include "animation_impl.h" | 3 | #include "animation_impl.h" |
| 4 | #include "camera_impl.h" | 4 | #include "camera_impl.h" |
| 5 | #include "light_impl.h" | 5 | #include "llr/light_impl.h" |
| 6 | #include "model_impl.h" | 6 | #include "model_impl.h" |
| 7 | #include "object_impl.h" | 7 | #include "object_impl.h" |
| 8 | #include "scene_graph.h" | 8 | #include "scene_graph.h" |
diff --git a/src/scene/object.c b/src/scene/object.c index e8e3ee6..27ff5db 100644 --- a/src/scene/object.c +++ b/src/scene/object.c | |||
| @@ -2,7 +2,7 @@ | |||
| 2 | 2 | ||
| 3 | #include <gfx/core.h> | 3 | #include <gfx/core.h> |
| 4 | 4 | ||
| 5 | #include "mesh_impl.h" | 5 | #include "llr/mesh_impl.h" |
| 6 | #include "node_impl.h" | 6 | #include "node_impl.h" |
| 7 | #include "scene_memory.h" | 7 | #include "scene_memory.h" |
| 8 | 8 | ||
diff --git a/src/scene/object_impl.h b/src/scene/object_impl.h index ead93f1..e864e53 100644 --- a/src/scene/object_impl.h +++ b/src/scene/object_impl.h | |||
| @@ -4,8 +4,6 @@ | |||
| 4 | 4 | ||
| 5 | #include "types.h" | 5 | #include "types.h" |
| 6 | 6 | ||
| 7 | #include <math/mat4.h> | ||
| 8 | |||
| 9 | typedef struct MeshLink { | 7 | typedef struct MeshLink { |
| 10 | mesh_idx mesh; | 8 | mesh_idx mesh; |
| 11 | mesh_link_idx next; // Next MeshLink in the list. | 9 | mesh_link_idx next; // Next MeshLink in the list. |
diff --git a/src/scene/scene_memory.c b/src/scene/scene_memory.c index 91880bb..3a01325 100644 --- a/src/scene/scene_memory.c +++ b/src/scene/scene_memory.c | |||
| @@ -4,9 +4,9 @@ | |||
| 4 | 4 | ||
| 5 | #include "animation_impl.h" | 5 | #include "animation_impl.h" |
| 6 | #include "camera_impl.h" | 6 | #include "camera_impl.h" |
| 7 | #include "light_impl.h" | 7 | #include "llr/light_impl.h" |
| 8 | #include "material_impl.h" | 8 | #include "llr/material_impl.h" |
| 9 | #include "mesh_impl.h" | 9 | #include "llr/mesh_impl.h" |
| 10 | #include "model_impl.h" | 10 | #include "model_impl.h" |
| 11 | #include "node_impl.h" | 11 | #include "node_impl.h" |
| 12 | #include "object_impl.h" | 12 | #include "object_impl.h" |
diff --git a/src/util/skyquad.c b/src/util/skyquad.c index 08fa044..094de67 100644 --- a/src/util/skyquad.c +++ b/src/util/skyquad.c | |||
| @@ -1,18 +1,14 @@ | |||
| 1 | #include <gfx/util/skyquad.h> | 1 | #include <gfx/util/skyquad.h> |
| 2 | 2 | ||
| 3 | #include <gfx/core.h> | 3 | #include <gfx/core.h> |
| 4 | #include <gfx/gfx.h> | 4 | #include <gfx/llr/light.h> |
| 5 | #include <gfx/scene/light.h> | 5 | #include <gfx/llr/material.h> |
| 6 | #include <gfx/scene/material.h> | 6 | #include <gfx/llr/mesh.h> |
| 7 | #include <gfx/scene/mesh.h> | ||
| 8 | #include <gfx/scene/node.h> | 7 | #include <gfx/scene/node.h> |
| 9 | #include <gfx/scene/object.h> | 8 | #include <gfx/scene/object.h> |
| 10 | #include <gfx/scene/scene.h> | ||
| 11 | #include <gfx/util/geometry.h> | 9 | #include <gfx/util/geometry.h> |
| 12 | #include <gfx/util/shader.h> | 10 | #include <gfx/util/shader.h> |
| 13 | 11 | ||
| 14 | #include <math/vec4.h> | ||
| 15 | |||
| 16 | #include <assert.h> | 12 | #include <assert.h> |
| 17 | 13 | ||
| 18 | SceneObject* gfx_make_skyquad(GfxCore* gfxcore, const Texture* texture) { | 14 | SceneObject* gfx_make_skyquad(GfxCore* gfxcore, const Texture* texture) { |
| @@ -36,10 +32,9 @@ SceneObject* gfx_make_skyquad(GfxCore* gfxcore, const Texture* texture) { | |||
| 36 | } | 32 | } |
| 37 | 33 | ||
| 38 | MaterialDesc material_desc = (MaterialDesc){0}; | 34 | MaterialDesc material_desc = (MaterialDesc){0}; |
| 39 | material_desc.uniforms[0] = (ShaderUniform){ | 35 | material_desc.uniforms[0] = (ShaderUniform){.type = UniformTexture, |
| 40 | .type = UniformTexture, | 36 | .value.texture = texture, |
| 41 | .value.texture = texture, | 37 | .name = sstring_make("Skyquad")}; |
| 42 | .name = sstring_make("Skyquad")}; | ||
| 43 | material_desc.num_uniforms = 1; | 38 | material_desc.num_uniforms = 1; |
| 44 | material = gfx_make_material(&material_desc); | 39 | material = gfx_make_material(&material_desc); |
| 45 | if (!material) { | 40 | if (!material) { |
