diff options
| author | 3gg <3gg@shellblade.net> | 2025-07-04 17:27:11 -0700 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2025-07-04 17:27:11 -0700 |
| commit | 9d6a2d71e4c8c3bb5ef8d9088a5cec985f869b9b (patch) | |
| tree | 6a253beee47edbd45ac83d041b229557fd28182e /src | |
| parent | b37b5398a6afa940acd1138bde922a70838f33af (diff) | |
Refactor scene renderer to use the LLR
Diffstat (limited to 'src')
| -rw-r--r-- | src/llr/llr.c | 42 | ||||
| -rw-r--r-- | src/llr/llr_impl.h | 3 | ||||
| -rw-r--r-- | src/renderer/renderer.c | 243 | ||||
| -rw-r--r-- | src/renderer/renderer_impl.h | 4 |
4 files changed, 68 insertions, 224 deletions
diff --git a/src/llr/llr.c b/src/llr/llr.c index 746f4b3..74cfaed 100644 --- a/src/llr/llr.c +++ b/src/llr/llr.c | |||
| @@ -171,6 +171,9 @@ static void configure_state(LLR* renderer) { | |||
| 171 | gfx_set_mat4_uniform(shader, "ViewProjection", &view_proj); | 171 | gfx_set_mat4_uniform(shader, "ViewProjection", &view_proj); |
| 172 | gfx_set_mat4_uniform(shader, "MVP", &mvp); | 172 | gfx_set_mat4_uniform(shader, "MVP", &mvp); |
| 173 | gfx_set_vec3_uniform(shader, "CameraPosition", renderer->camera_position); | 173 | gfx_set_vec3_uniform(shader, "CameraPosition", renderer->camera_position); |
| 174 | gfx_set_mat4_uniform(shader, "CameraRotation", &renderer->camera_rotation); | ||
| 175 | gfx_set_float_uniform(shader, "Fovy", renderer->fovy); | ||
| 176 | gfx_set_float_uniform(shader, "Aspect", renderer->aspect); | ||
| 174 | } | 177 | } |
| 175 | 178 | ||
| 176 | if (renderer->lights_changed || renderer->shader_changed) { | 179 | if (renderer->lights_changed || renderer->shader_changed) { |
| @@ -188,9 +191,11 @@ static void configure_state(LLR* renderer) { | |||
| 188 | if (renderer->skeleton_changed || renderer->shader_changed) { | 191 | if (renderer->skeleton_changed || renderer->shader_changed) { |
| 189 | renderer->skeleton_changed = false; | 192 | renderer->skeleton_changed = false; |
| 190 | 193 | ||
| 191 | gfx_set_mat4_array_uniform( | 194 | if (renderer->num_joints > 0) { |
| 192 | shader, "JointMatrices", renderer->joint_matrices, | 195 | gfx_set_mat4_array_uniform( |
| 193 | renderer->num_joints); | 196 | shader, "JointMatrices", renderer->joint_matrices, |
| 197 | renderer->num_joints); | ||
| 198 | } | ||
| 194 | } | 199 | } |
| 195 | 200 | ||
| 196 | if (renderer->shader_changed) { | 201 | if (renderer->shader_changed) { |
| @@ -211,6 +216,9 @@ bool gfx_llr_make(LLR* renderer, GfxCore* gfxcore) { | |||
| 211 | goto cleanup; | 216 | goto cleanup; |
| 212 | } | 217 | } |
| 213 | gfx_llr_load_identity(renderer); | 218 | gfx_llr_load_identity(renderer); |
| 219 | renderer->view = mat4_id(); | ||
| 220 | renderer->projection = mat4_id(); | ||
| 221 | renderer->camera_rotation = mat4_id(); | ||
| 214 | return true; | 222 | return true; |
| 215 | 223 | ||
| 216 | cleanup: | 224 | cleanup: |
| @@ -278,7 +286,7 @@ void gfx_llr_set_skeleton( | |||
| 278 | renderer->skeleton_changed = true; | 286 | renderer->skeleton_changed = true; |
| 279 | } | 287 | } |
| 280 | 288 | ||
| 281 | void gfx_llr_unset_skeleton(LLR* renderer) { | 289 | void gfx_llr_clear_skeleton(LLR* renderer) { |
| 282 | assert(renderer); | 290 | assert(renderer); |
| 283 | 291 | ||
| 284 | renderer->num_joints = 0; | 292 | renderer->num_joints = 0; |
| @@ -288,22 +296,22 @@ void gfx_llr_unset_skeleton(LLR* renderer) { | |||
| 288 | void gfx_llr_set_camera(LLR* renderer, const Camera* camera) { | 296 | void gfx_llr_set_camera(LLR* renderer, const Camera* camera) { |
| 289 | assert(renderer); | 297 | assert(renderer); |
| 290 | 298 | ||
| 291 | const mat4 view = spatial3_inverse_transform(&camera->spatial); | 299 | renderer->camera_position = camera->spatial.p; |
| 292 | // const mat4 view_proj = mat4_mul(camera->projection, view); | 300 | renderer->camera_rotation = |
| 293 | // gfx_llr_set_view_projection_matrix(renderer, &view_proj); | 301 | mat4_rotation(spatial3_transform(&camera->spatial)); |
| 294 | renderer->view = view; | 302 | renderer->view = spatial3_inverse_transform(&camera->spatial); |
| 295 | renderer->projection = camera->projection; | 303 | renderer->projection = camera->projection; |
| 304 | // Assuming a perspective matrix. | ||
| 305 | renderer->fovy = (R)atan(1.0 / (mat4_at(camera->projection, 1, 1))) * 2; | ||
| 296 | renderer->camera_changed = true; | 306 | renderer->camera_changed = true; |
| 297 | } | 307 | } |
| 298 | 308 | ||
| 299 | // void gfx_llr_set_view_projection_matrix( | 309 | void gfx_llr_set_aspect(LLR* renderer, float aspect) { |
| 300 | // LLR* renderer, const mat4* view_proj) { | 310 | assert(renderer); |
| 301 | // assert(renderer); | 311 | |
| 302 | // assert(renderer->shader); | 312 | renderer->aspect = aspect; |
| 303 | // | 313 | renderer->camera_changed = true; |
| 304 | // gfx_llr_flush(renderer); | 314 | } |
| 305 | // gfx_set_mat4_uniform(renderer->shader, "ViewProjection", view_proj); | ||
| 306 | // } | ||
| 307 | 315 | ||
| 308 | void gfx_llr_render_geometry(LLR* renderer, const Geometry* geometry) { | 316 | void gfx_llr_render_geometry(LLR* renderer, const Geometry* geometry) { |
| 309 | assert(renderer); | 317 | assert(renderer); |
diff --git a/src/llr/llr_impl.h b/src/llr/llr_impl.h index e9dc0ac..ada2d79 100644 --- a/src/llr/llr_impl.h +++ b/src/llr/llr_impl.h | |||
| @@ -54,8 +54,11 @@ typedef struct LLR { | |||
| 54 | ShaderProgram* shader; // Active shader. Not owned. | 54 | ShaderProgram* shader; // Active shader. Not owned. |
| 55 | 55 | ||
| 56 | vec3 camera_position; | 56 | vec3 camera_position; |
| 57 | mat4 camera_rotation; | ||
| 57 | mat4 view; // Camera view matrix. | 58 | mat4 view; // Camera view matrix. |
| 58 | mat4 projection; // Camera projection matrix. | 59 | mat4 projection; // Camera projection matrix. |
| 60 | R fovy; // Camera vertical field of view. | ||
| 61 | R aspect; // Aspect ratio. | ||
| 59 | 62 | ||
| 60 | // Lights are not const because environment lights store lazily-computed | 63 | // Lights are not const because environment lights store lazily-computed |
| 61 | // irradiance maps. | 64 | // irradiance maps. |
diff --git a/src/renderer/renderer.c b/src/renderer/renderer.c index 0c1fe78..29a1813 100644 --- a/src/renderer/renderer.c +++ b/src/renderer/renderer.c | |||
| @@ -1,7 +1,6 @@ | |||
| 1 | #include "renderer_impl.h" | 1 | #include "renderer_impl.h" |
| 2 | 2 | ||
| 3 | #include "llr/light_impl.h" | 3 | #include "llr/light_impl.h" |
| 4 | #include "llr/material_impl.h" | ||
| 5 | #include "llr/mesh_impl.h" | 4 | #include "llr/mesh_impl.h" |
| 6 | #include "scene/animation_impl.h" | 5 | #include "scene/animation_impl.h" |
| 7 | #include "scene/camera_impl.h" | 6 | #include "scene/camera_impl.h" |
| @@ -13,24 +12,12 @@ | |||
| 13 | 12 | ||
| 14 | #include <gfx/core.h> | 13 | #include <gfx/core.h> |
| 15 | #include <gfx/llr/llr.h> | 14 | #include <gfx/llr/llr.h> |
| 16 | #include <gfx/util/ibl.h> | ||
| 17 | #include <gfx/util/shader.h> | 15 | #include <gfx/util/shader.h> |
| 18 | 16 | ||
| 19 | // #include <log/log.h> | ||
| 20 | #include "gfx/gfx.h" | ||
| 21 | |||
| 22 | #include <math/mat4.h> | 17 | #include <math/mat4.h> |
| 23 | #include <math/spatial3.h> | ||
| 24 | 18 | ||
| 25 | #include <assert.h> | 19 | #include <assert.h> |
| 26 | 20 | ||
| 27 | static const int IRRADIANCE_MAP_WIDTH = 1024; | ||
| 28 | static const int IRRADIANCE_MAP_HEIGHT = 1024; | ||
| 29 | static const int PREFILTERED_ENVIRONMENT_MAP_WIDTH = 128; | ||
| 30 | static const int PREFILTERED_ENVIRONMENT_MAP_HEIGHT = 128; | ||
| 31 | static const int BRDF_INTEGRATION_MAP_WIDTH = 512; | ||
| 32 | static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; | ||
| 33 | |||
| 34 | bool gfx_renderer_make(Renderer* renderer, LLR* llr, GfxCore* gfxcore) { | 21 | bool gfx_renderer_make(Renderer* renderer, LLR* llr, GfxCore* gfxcore) { |
| 35 | assert(renderer); | 22 | assert(renderer); |
| 36 | assert(llr); | 23 | assert(llr); |
| @@ -48,9 +35,6 @@ void gfx_renderer_destroy(Renderer* renderer) { | |||
| 48 | } | 35 | } |
| 49 | assert(renderer->gfxcore); | 36 | assert(renderer->gfxcore); |
| 50 | GfxCore* gfxcore = renderer->gfxcore; | 37 | GfxCore* gfxcore = renderer->gfxcore; |
| 51 | if (renderer->ibl) { | ||
| 52 | gfx_destroy_ibl(gfxcore, &renderer->ibl); | ||
| 53 | } | ||
| 54 | if (renderer->shaders.debug) { | 38 | if (renderer->shaders.debug) { |
| 55 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.debug); | 39 | gfx_destroy_shader_program(gfxcore, &renderer->shaders.debug); |
| 56 | } | 40 | } |
| @@ -66,24 +50,6 @@ void gfx_renderer_destroy(Renderer* renderer) { | |||
| 66 | } | 50 | } |
| 67 | } | 51 | } |
| 68 | 52 | ||
| 69 | /// Initialize renderer state for IBL if not already initialized. | ||
| 70 | static bool init_ibl(Renderer* renderer) { | ||
| 71 | assert(renderer); | ||
| 72 | |||
| 73 | if (!renderer->ibl && !(renderer->ibl = gfx_make_ibl(renderer->gfxcore))) { | ||
| 74 | return false; | ||
| 75 | } | ||
| 76 | |||
| 77 | if (!renderer->brdf_integration_map && | ||
| 78 | !(renderer->brdf_integration_map = gfx_make_brdf_integration_map( | ||
| 79 | renderer->ibl, renderer->gfxcore, BRDF_INTEGRATION_MAP_WIDTH, | ||
| 80 | BRDF_INTEGRATION_MAP_HEIGHT))) { | ||
| 81 | return false; | ||
| 82 | } | ||
| 83 | |||
| 84 | return true; | ||
| 85 | } | ||
| 86 | |||
| 87 | static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) { | 53 | static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) { |
| 88 | assert(renderer); | 54 | assert(renderer); |
| 89 | 55 | ||
| @@ -121,90 +87,17 @@ static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) { | |||
| 121 | // } | 87 | // } |
| 122 | // } | 88 | // } |
| 123 | 89 | ||
| 124 | /// Compute irradiance and prefiltered environment maps for the light if they | ||
| 125 | /// have not been already computed. | ||
| 126 | static bool set_up_environment_light( | ||
| 127 | Renderer* renderer, GfxCore* gfxcore, EnvironmentLight* light) { | ||
| 128 | assert(renderer); | ||
| 129 | assert(light); | ||
| 130 | |||
| 131 | if (!init_ibl(renderer)) { | ||
| 132 | return false; | ||
| 133 | } | ||
| 134 | |||
| 135 | if (light->irradiance_map) { | ||
| 136 | assert(light->prefiltered_environment_map); | ||
| 137 | return true; | ||
| 138 | } | ||
| 139 | |||
| 140 | Texture* irradiance_map = 0; | ||
| 141 | Texture* prefiltered_environment_map = 0; | ||
| 142 | |||
| 143 | if (!(irradiance_map = gfx_make_irradiance_map( | ||
| 144 | renderer->ibl, gfxcore, light->environment_map, | ||
| 145 | IRRADIANCE_MAP_WIDTH, IRRADIANCE_MAP_HEIGHT))) { | ||
| 146 | goto cleanup; | ||
| 147 | } | ||
| 148 | |||
| 149 | int max_mip_level = 0; | ||
| 150 | if (!(prefiltered_environment_map = gfx_make_prefiltered_environment_map( | ||
| 151 | renderer->ibl, gfxcore, light->environment_map, | ||
| 152 | PREFILTERED_ENVIRONMENT_MAP_WIDTH, | ||
| 153 | PREFILTERED_ENVIRONMENT_MAP_HEIGHT, &max_mip_level))) { | ||
| 154 | goto cleanup; | ||
| 155 | } | ||
| 156 | |||
| 157 | light->irradiance_map = irradiance_map; | ||
| 158 | light->prefiltered_environment_map = prefiltered_environment_map; | ||
| 159 | light->max_reflection_lod = max_mip_level; | ||
| 160 | |||
| 161 | return true; | ||
| 162 | |||
| 163 | cleanup: | ||
| 164 | if (irradiance_map) { | ||
| 165 | gfx_destroy_texture(gfxcore, &irradiance_map); | ||
| 166 | } | ||
| 167 | if (prefiltered_environment_map) { | ||
| 168 | gfx_destroy_texture(gfxcore, &prefiltered_environment_map); | ||
| 169 | } | ||
| 170 | return false; | ||
| 171 | } | ||
| 172 | |||
| 173 | typedef struct RenderState { | 90 | typedef struct RenderState { |
| 174 | GfxCore* gfxcore; | 91 | GfxCore* gfxcore; |
| 175 | LLR* llr; | 92 | LLR* llr; |
| 176 | Renderer* renderer; | 93 | Renderer* renderer; |
| 177 | ShaderProgram* shader; // Null to use scene shaders. | 94 | ShaderProgram* shader; // Null to use scene shaders. |
| 178 | const Scene* scene; | 95 | const Scene* scene; |
| 179 | const Camera* camera; | ||
| 180 | const mat4* camera_rotation; // From camera to world space, rotation only. | ||
| 181 | const mat4* view_matrix; | ||
| 182 | const mat4* projection; | ||
| 183 | const float fovy; | ||
| 184 | const float aspect; | ||
| 185 | Light* environment_light; | ||
| 186 | const Anima* anima; | 96 | const Anima* anima; |
| 187 | size_t num_joints; | ||
| 188 | mat4 joint_matrices[GFX_MAX_NUM_JOINTS]; | ||
| 189 | } RenderState; | 97 | } RenderState; |
| 190 | 98 | ||
| 191 | /// Load joint matrices into the render state. | 99 | static void draw_children( |
| 192 | static void load_skeleton(RenderState* state, skeleton_idx skeleton_index) { | 100 | RenderState* state, const mat4* node_transform, const SceneNode* node); |
| 193 | assert(state); | ||
| 194 | assert(skeleton_index.val != 0); | ||
| 195 | |||
| 196 | const Skeleton* skeleton = mem_get_skeleton(skeleton_index); | ||
| 197 | assert(skeleton); | ||
| 198 | assert(skeleton->num_joints <= GFX_MAX_NUM_JOINTS); | ||
| 199 | |||
| 200 | state->num_joints = skeleton->num_joints; | ||
| 201 | |||
| 202 | for (size_t i = 0; i < skeleton->num_joints; ++i) { | ||
| 203 | const joint_idx joint_index = skeleton->joints[i]; | ||
| 204 | const Joint* joint = &state->anima->joints[joint_index]; | ||
| 205 | state->joint_matrices[i] = joint->joint_matrix; | ||
| 206 | } | ||
| 207 | } | ||
| 208 | 101 | ||
| 209 | /// Draw the scene recursively. | 102 | /// Draw the scene recursively. |
| 210 | static void draw_recursively( | 103 | static void draw_recursively( |
| @@ -216,25 +109,25 @@ static void draw_recursively( | |||
| 216 | if (node->type == AnimaNode) { | 109 | if (node->type == AnimaNode) { |
| 217 | // Save the anima so that we can animate objects. | 110 | // Save the anima so that we can animate objects. |
| 218 | state->anima = gfx_get_node_anima(node); | 111 | state->anima = gfx_get_node_anima(node); |
| 112 | |||
| 113 | draw_children(state, &node_transform, node); | ||
| 219 | } | 114 | } |
| 220 | // Activate light. | 115 | // Activate light. |
| 221 | else if (node->type == LightNode) { | 116 | else if (node->type == LightNode) { |
| 222 | Light* light = mem_get_light(node->light); | 117 | Light* light = mem_get_light(node->light); |
| 223 | assert(light); | 118 | assert(light); |
| 224 | 119 | gfx_llr_push_light(state->llr, light); | |
| 225 | if (light->type == EnvironmentLightType) { | 120 | { |
| 226 | bool result = set_up_environment_light( | 121 | draw_children(state, &node_transform, node); |
| 227 | state->renderer, state->gfxcore, &light->environment); | ||
| 228 | // TODO: Handle the result in a better way. | ||
| 229 | assert(result); | ||
| 230 | state->environment_light = light; | ||
| 231 | } | 122 | } |
| 123 | gfx_llr_pop_light(state->llr); | ||
| 232 | } | 124 | } |
| 233 | // Model. | 125 | // Model. |
| 234 | else if (node->type == ModelNode) { | 126 | else if (node->type == ModelNode) { |
| 235 | const Model* model = gfx_get_node_model(node); | 127 | const Model* model = gfx_get_node_model(node); |
| 236 | const SceneNode* root = mem_get_node(model->root); | 128 | const SceneNode* root = mem_get_node(model->root); |
| 237 | draw_recursively(state, parent_transform, root); | 129 | draw_recursively(state, parent_transform, root); |
| 130 | draw_children(state, &node_transform, node); | ||
| 238 | } | 131 | } |
| 239 | // Render object. | 132 | // Render object. |
| 240 | else if (node->type == ObjectNode) { | 133 | else if (node->type == ObjectNode) { |
| @@ -243,18 +136,15 @@ static void draw_recursively( | |||
| 243 | 136 | ||
| 244 | // TODO: Here we would frustum-cull the object. | 137 | // TODO: Here we would frustum-cull the object. |
| 245 | 138 | ||
| 246 | // TODO: Avoid computing matrices like Modelview or MVP if the shader does | ||
| 247 | // not use them. | ||
| 248 | const mat4 model_matrix = node_transform; | ||
| 249 | const mat4 modelview = mat4_mul(*state->view_matrix, model_matrix); | ||
| 250 | const mat4 mvp = mat4_mul(*state->projection, modelview); | ||
| 251 | |||
| 252 | // A model/anima can have many skeletons. We need to animate the given | 139 | // 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. | 140 | // object using its skeleton, not just any skeleton of the anima. |
| 254 | if (object->skeleton.val) { | 141 | if (object->skeleton.val) { |
| 255 | load_skeleton(state, object->skeleton); | 142 | const Skeleton* skeleton = mem_get_skeleton(object->skeleton); |
| 143 | gfx_llr_set_skeleton(state->llr, state->anima, skeleton); | ||
| 256 | } | 144 | } |
| 257 | 145 | ||
| 146 | const mat4 model_matrix = node_transform; | ||
| 147 | |||
| 258 | for (mesh_link_idx mesh_link_index = object->mesh_link; | 148 | for (mesh_link_idx mesh_link_index = object->mesh_link; |
| 259 | mesh_link_index.val;) { | 149 | mesh_link_index.val;) { |
| 260 | const MeshLink* mesh_link = mem_get_mesh_link(mesh_link_index); | 150 | const MeshLink* mesh_link = mem_get_mesh_link(mesh_link_index); |
| @@ -264,68 +154,34 @@ static void draw_recursively( | |||
| 264 | if (!mesh) { | 154 | if (!mesh) { |
| 265 | continue; | 155 | continue; |
| 266 | } | 156 | } |
| 267 | assert(mesh->geometry); | ||
| 268 | assert(mesh->material); | ||
| 269 | 157 | ||
| 270 | // TODO: Here we would frustum-cull the mesh. The AABB would have to be | 158 | // TODO: Here we would frustum-cull the mesh. The AABB would have to be |
| 271 | // transformed by the model matrix. Rotation would make the AABB | 159 | // transformed by the model matrix. Rotation would make the AABB |
| 272 | // relatively large, but still, the culling would be conservative. | 160 | // relatively large, but still, the culling would be conservative. |
| 273 | 161 | ||
| 274 | // TODO: Make sure we strictly set only the uniforms that are required by | ||
| 275 | // mesh rendering. See the other item below. | ||
| 276 | // Apply common shader uniforms not captured by materials. | ||
| 277 | ShaderProgram* shader = state->shader ? state->shader : mesh->shader; | 162 | ShaderProgram* shader = state->shader ? state->shader : mesh->shader; |
| 278 | gfx_set_mat4_uniform(shader, "ModelMatrix", &model_matrix); | 163 | gfx_llr_set_shader(state->llr, shader); |
| 279 | gfx_set_mat4_uniform(shader, "Modelview", &modelview); | 164 | gfx_llr_set_model_matrix(state->llr, &model_matrix); |
| 280 | gfx_set_mat4_uniform(shader, "View", state->view_matrix); | 165 | gfx_llr_render_mesh(state->llr, mesh); |
| 281 | gfx_set_mat4_uniform(shader, "Projection", state->projection); | ||
| 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. | ||
| 285 | gfx_set_mat4_uniform(shader, "CameraRotation", state->camera_rotation); | ||
| 286 | // TODO: Fovy and Aspect are only used by the skyquad, not necessary here. | ||
| 287 | gfx_set_float_uniform(shader, "Fovy", state->fovy); | ||
| 288 | gfx_set_float_uniform(shader, "Aspect", state->aspect); | ||
| 289 | if (state->camera) { | ||
| 290 | gfx_set_vec3_uniform( | ||
| 291 | shader, "CameraPosition", state->camera->spatial.p); | ||
| 292 | } | ||
| 293 | if (state->num_joints > 0) { | ||
| 294 | gfx_set_mat4_array_uniform( | ||
| 295 | shader, "JointMatrices", state->joint_matrices, state->num_joints); | ||
| 296 | } | ||
| 297 | // Apply lights. | ||
| 298 | if (state->environment_light) { | ||
| 299 | const EnvironmentLight* light = &state->environment_light->environment; | ||
| 300 | assert(light->environment_map); | ||
| 301 | assert(light->irradiance_map); | ||
| 302 | assert(light->prefiltered_environment_map); | ||
| 303 | assert(state->renderer->brdf_integration_map); | ||
| 304 | gfx_set_texture_uniform( | ||
| 305 | shader, "BRDFIntegrationMap", | ||
| 306 | state->renderer->brdf_integration_map); | ||
| 307 | gfx_set_texture_uniform(shader, "Sky", light->environment_map); | ||
| 308 | gfx_set_texture_uniform(shader, "IrradianceMap", light->irradiance_map); | ||
| 309 | gfx_set_texture_uniform( | ||
| 310 | shader, "PrefilteredEnvironmentMap", | ||
| 311 | light->prefiltered_environment_map); | ||
| 312 | gfx_set_float_uniform( | ||
| 313 | shader, "MaxReflectionLOD", (float)light->max_reflection_lod); | ||
| 314 | } | ||
| 315 | gfx_material_activate(shader, mesh->material); | ||
| 316 | gfx_activate_shader_program(shader); | ||
| 317 | gfx_apply_uniforms(shader); | ||
| 318 | gfx_render_geometry(mesh->geometry); | ||
| 319 | } | 166 | } |
| 320 | 167 | ||
| 321 | // Reset state for next object. | 168 | if (object->skeleton.val) { |
| 322 | state->num_joints = 0; | 169 | gfx_llr_clear_skeleton(state->llr); |
| 170 | } | ||
| 171 | |||
| 172 | draw_children(state, &node_transform, node); | ||
| 173 | } else { | ||
| 174 | draw_children(state, &node_transform, node); | ||
| 323 | } | 175 | } |
| 176 | } | ||
| 324 | 177 | ||
| 178 | /// Draw the node's children. | ||
| 179 | static void draw_children( | ||
| 180 | RenderState* state, const mat4* node_transform, const SceneNode* node) { | ||
| 325 | // Render children recursively. | 181 | // Render children recursively. |
| 326 | for (node_idx child_index = node->child; child_index.val;) { | 182 | for (node_idx child_index = node->child; child_index.val;) { |
| 327 | const SceneNode* child = mem_get_node(child_index); | 183 | const SceneNode* child = mem_get_node(child_index); |
| 328 | draw_recursively(state, node_transform, child); | 184 | draw_recursively(state, *node_transform, child); |
| 329 | child_index = child->next; | 185 | child_index = child->next; |
| 330 | } | 186 | } |
| 331 | } | 187 | } |
| @@ -337,42 +193,23 @@ void gfx_render_scene(Renderer* renderer, const RenderSceneParams* params) { | |||
| 337 | 193 | ||
| 338 | ShaderProgram* const shader = load_shader(renderer, params->mode); | 194 | ShaderProgram* const shader = load_shader(renderer, params->mode); |
| 339 | 195 | ||
| 340 | const Scene* scene = params->scene; | 196 | const Scene* scene = params->scene; |
| 341 | const SceneCamera* camera = params->camera; | 197 | const SceneCamera* camera = params->camera; |
| 342 | 198 | GfxCore* const gfxcore = renderer->gfxcore; | |
| 343 | GfxCore* const gfxcore = renderer->gfxcore; | ||
| 344 | |||
| 345 | mat4 projection, camera_rotation, view_matrix; | ||
| 346 | if (camera) { | ||
| 347 | projection = camera->camera.projection; | ||
| 348 | camera_rotation = | ||
| 349 | mat4_rotation(spatial3_transform(&camera->camera.spatial)); | ||
| 350 | view_matrix = spatial3_inverse_transform(&camera->camera.spatial); | ||
| 351 | } else { | ||
| 352 | projection = mat4_id(); | ||
| 353 | camera_rotation = mat4_id(); | ||
| 354 | view_matrix = mat4_id(); | ||
| 355 | } | ||
| 356 | 199 | ||
| 357 | int x, y, width, height; | 200 | int x, y, width, height; |
| 358 | gfx_get_viewport(gfxcore, &x, &y, &width, &height); | 201 | gfx_get_viewport(gfxcore, &x, &y, &width, &height); |
| 359 | const float aspect = (float)width / (float)height; | 202 | const R aspect = (R)width / (R)height; |
| 360 | 203 | ||
| 361 | RenderState state = { | 204 | RenderState state = { |
| 362 | .gfxcore = gfxcore, | 205 | .gfxcore = gfxcore, |
| 363 | .llr = renderer->llr, | 206 | .llr = renderer->llr, |
| 364 | .renderer = renderer, | 207 | .renderer = renderer, |
| 365 | .shader = shader, | 208 | .shader = shader, |
| 366 | .scene = scene, | 209 | .scene = scene}; |
| 367 | .camera = &camera->camera, | 210 | |
| 368 | .camera_rotation = &camera_rotation, | 211 | gfx_llr_set_camera(renderer->llr, &camera->camera); |
| 369 | .view_matrix = &view_matrix, | 212 | gfx_llr_set_aspect(renderer->llr, aspect); |
| 370 | .projection = &projection, | ||
| 371 | .environment_light = 0, | ||
| 372 | // Assuming a perspective matrix. | ||
| 373 | .fovy = atan(1.0 / (mat4_at(projection, 1, 1))) * 2, | ||
| 374 | .aspect = aspect}; | ||
| 375 | |||
| 376 | draw_recursively(&state, mat4_id(), scene->root); | 213 | draw_recursively(&state, mat4_id(), scene->root); |
| 377 | } | 214 | } |
| 378 | 215 | ||
diff --git a/src/renderer/renderer_impl.h b/src/renderer/renderer_impl.h index 6fd0c15..7395915 100644 --- a/src/renderer/renderer_impl.h +++ b/src/renderer/renderer_impl.h | |||
| @@ -4,16 +4,12 @@ | |||
| 4 | 4 | ||
| 5 | #include <stdbool.h> | 5 | #include <stdbool.h> |
| 6 | 6 | ||
| 7 | typedef struct IBL IBL; | ||
| 8 | typedef struct LLR LLR; | 7 | typedef struct LLR LLR; |
| 9 | typedef struct ShaderProgram ShaderProgram; | 8 | typedef struct ShaderProgram ShaderProgram; |
| 10 | typedef struct Texture Texture; | ||
| 11 | 9 | ||
| 12 | typedef struct Renderer { | 10 | typedef struct Renderer { |
| 13 | GfxCore* gfxcore; | 11 | GfxCore* gfxcore; |
| 14 | LLR* llr; | 12 | LLR* llr; |
| 15 | IBL* ibl; | ||
| 16 | Texture* brdf_integration_map; | ||
| 17 | struct { | 13 | struct { |
| 18 | ShaderProgram* debug; | 14 | ShaderProgram* debug; |
| 19 | ShaderProgram* normals; | 15 | ShaderProgram* normals; |
